- ability_mods:
    cha_mod: 0
    con_mod: 0
    dex_mod: 2
    int_mod: -5
    str_mod: -4
    wis_mod: 0
  ac: 13
  automatic_abilities:
  - description: An unseen servant is invisible, though it normally doesn’t Sneak,
      so it is usually only hidden.
    name: Invisible
    traits: null
  description: This creature can be summoned with the spell *Unseen Servant*.
  hp: 4
  immunities:
  - disease
  - mental
  - non-magical attacks
  - paralysis
  - poison
  - precision
  - unconscious
  innate_spells: null
  languages: ' - (understands its creator)'
  level: -1
  melee: null
  name: Unseen Servant
  perception: 0
  proactive_abilities:
  - description: An unseen servant’s physical body is made of force. It can’t use
      attack actions. It can move and use Interact actions to do things such as fetch
      objects, open unstuck or unlocked doors, hold chairs, and clean. It can’t pass
      through solid objects.
    name: Force Body
    traits: null
  ranged: null
  resistances:
  - amount: 5
    type: all damage (except force or ghost touch)
  saves:
    fort: 0
    ref: 4
    will: 0
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Stealth: 8
  speed:
  - amount: 30
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - No Alignment
  - Medium
  - Mindless
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 6
    dex_mod: 1
    int_mod: 3
    str_mod: 5
    wis_mod: 5
  ac: 23
  automatic_abilities:
  - description: While underwater, an aboleth exudes a cloud of transparent slime.
      An air-breathing creature adjacent to an aboleth must succeed at a DC 25 Fortitude
      save each round or lose the ability to breathe air but gain the ability to breathe
      water for 3 hours.
    name: Mucus Cloud
    range: 5 feet
    traits:
    - aura
    - disease
  description: Aboleths form the core of alghollthu society, and while they are the
    “common folk” of their own societies, they see themselves as masters of all others.
    Unlike their leaders, who mask their actions using magical disguises, aboleths
    revel in their monstrous forms, appearing as primeval fish with tentacles. Masters
    of psychic manipulation, they are a species so ancient that they were present
    in the world when it was young, before the gods had turned their attention to
    the planet. They see all other life as something they have the right to control,
    so the idea that potential slaves might have faith in a higher power other than
    themselves enrages aboleths.
  hp: 135
  immunities: null
  innate_spells:
  - frequency: at will
    level: 7
    name: project image
  - frequency: at will
    level: 7
    name: veil
  - frequency: x3
    level: 6
    name: dominate
  - frequency: x3
    level: 6
    name: illusory scene
  - frequency: at will
    level: 5
    name: illusory object
  - frequency: at will
    level: 4
    name: hallucinatory terrain
  languages:
  - Aklo
  - Alghollthu
  - Aquan
  - Common
  - Undercommon
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+10 plus slime
      type: bludgeoning
    name: tentacle
    to_hit: 16
    traits:
    - agile
    - magical
    - reach 15 feet
  name: Alghollthu Master (Aboleth)
  perception: 17
  proactive_abilities:
  - description: '**Saving Throw** Fortitude DC 25; **Stage 1** no ill effect (1 round);
      **Stage 2** the victim’s skin softens, inflicting drained 1 (1 round); **Stage
      3** the victim’s skin transforms into a clear, slimy membrane, inflicting drained
      2 until the curse ends; every hour this membrane remains dry, the creature’s
      drained condition increases by 1 (permanent). A remove disease spell can counteract
      this curse, but immunity to disease offers no protection against it.'
    name: Slime
    traits:
    - curse
    - occult
    - virulent
  ranged: null
  resistances: null
  saves:
    fort: 15
    ref: 10
    will: 16
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 16
    Deception: 15
    Intimidation: 15
    Lore: 14
    Occultism: 16
  speed:
  - amount: 10
    type: Land
  - amount: 60
    type: Swim
  spell_attack_to_hit: null
  spell_dc: 25
  traits:
  - Uncommon
  - LE
  - Huge
  - Aberration
  - Aquatic
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 3
    dex_mod: 1
    int_mod: 0
    str_mod: 4
    wis_mod: 0
  ac: 16
  automatic_abilities: null
  description: 'The most numerous of the alghollthus are the ulat-kinis, a servitor
    race created from human stock to serve as rank-and-file soldiers in alghollthu
    armies. At the zenith of alghollthu power, ulat-kinis formed massive legions and
    enjoyed significant power over other species. When the alghollthus retreated from
    the world, they abandoned teeming hordes of ulatkinis. Although these erstwhile
    soldiers tried to continue their conquering ways, their numbers declined rapidly
    in battlefield defeats and purposeful exterminations enacted by their enemies.
    Ulat-kini society degenerated, so that now only a few enclaves exist in the depths
    of the earth or along isolated coastlines. Few remember their own species’ name,
    instead using the epithet their foes gave them: “skum.”'
  hp: 40
  immunities: null
  innate_spells: null
  languages:
  - Alghollthu
  - Undercommon
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+4
      type: piercing
    name: trident
    to_hit: 10
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: slashing
    name: claw
    to_hit: 10
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 2d4+4
      type: piercing
    name: fangs
    to_hit: 10
    traits: null
  name: Skum (Ulat-Kini)
  perception: 6
  proactive_abilities: []
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d8+3
      type: piercing
    name: trident
    to_hit: 7
    traits:
    - thrown 20 feet
  resistances:
  - amount: 5
    type: cold
  saves:
    fort: 7
    ref: 7
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 8
    Intimidation: 4
    Stealth: 7
  speed:
  - amount: 20
    type: Land
  - amount: 40
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Medium
  - Amphibious
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 3
    dex_mod: 3
    int_mod: 0
    str_mod: 4
    wis_mod: 2
  ac: 21
  automatic_abilities: null
  description: Among the subtler of the alghollthu creations were the ugothols—also
    known as faceless stalkers. These twisted beings used shapeshifting to infiltrate
    settlements and assassinate key targets. They sowed discord and replaced leaders,
    causing unwanted organizations to implode and bothersome people to lose face and
    eventually disappear. Entirely terrestrial in nature, ugothols can easily extend
    alghollthu plots above the waves for extended periods of time, giving their aquatic
    masters enhanced reach into these unpleasantly dry realms. Today, most faceless
    stalkers—like the less dangerous ulat-kinis—pursue programmed goals without the
    guidance of alghollthu rule. Faceless stalkers prefer to live as close to the
    sea coast as possible, although they are not aquatic creatures themselves. Most
    dwell in tiny tribes in marshlands. Others live in the sewers of coastal towns.
  hp: 60
  immunities: null
  innate_spells:
  - frequency: constant
    level: 5
    name: tongues
  languages:
  - Alghollthu
  - Aquan
  - Common
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+6
      type: slashing
    name: longsword
    to_hit: 14
    traits:
    - versatile P
  - action_cost: One Action
    damage:
      formula: 2d6+6 plus Grab
      type: slashing
    name: claw
    to_hit: 12
    traits:
    - agile
  name: Faceless Stalker (Ugothol)
  perception: 10
  proactive_abilities:
  - description: The faceless stalker spends 10 minutes reshaping its appearance to
      take on the shape of any Small or Medium humanoid. It gains a +4 circumstance
      bonus to Deception checks to pass as that creature.
    name: Assume Form
    traits:
    - concentrate
    - occult
    - polymorph
    - transmutation
  - action_cost: One Action
    description: The faceless stalker uses its three-pronged tongue to drink the blood
      of an adjacent restrained or unconscious creature. The creature gains drained
      1.
    name: Blood Nourishment
    traits: null
  - description: When the faceless stalker successfully Squeezes, it moves through
      the tight space at full speed. Narrow confines are not difficult terrain for
      a faceless stalker.
    name: Compression
    traits: null
  - action_cost: Free Action
    description: The faceless stalker resumes its true form. Until the start of its
      next turn, it gains a +2 status bonus to attack rolls, damage rolls, saving
      throws, and skill checks.
    name: Revert Form
    traits: null
  - description: The faceless stalker deals 1d6 extra precision damage to flat-footed
      creatures.
    name: Sneak Attack
    traits: null
  ranged: null
  resistances:
  - amount: 5
    type: bludgeoning
  saves:
    fort: 9
    ref: 9
    will: 12
  saves_special:
    fort: null
    ref: null
    will: +2 status to all saves vs. auditory and visual
  senses:
  - darkvision
  skills:
    Acrobatics: 12
    Athletics: 12
    Deception: 13
    Stealth: 13
    Thievery: 9
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: 19
  traits:
  - CE
  - Medium
  - Aberration
  type: Creature
- ability_mods:
    cha_mod: 6
    con_mod: 8
    dex_mod: 6
    int_mod: 7
    str_mod: 6
    wis_mod: 5
  ac: 34
  automatic_abilities:
  - description: While underwater, a veiled master exudes a cloud of transparent slime.
      An air-breathing creature within 30 feet of a veiled master must succeed at
      a DC 36 Fortitude save each round or lose the ability to breathe air but gain
      the ability to breathe water for 24 hours.
    name: Mucus Cloud
    range: 30 feet
    traits:
    - aura
    - disease
  description: The powerful vidileths are the insidious veiled masters of the alghollthus.
    These manipulators of mind and body alike lead their species in the open, using
    their ability to change form to walk among and deceive humans and other sapient
    species. Many veiled masters are even more powerful than the typical specimen
    presented here and can use a wide range of arcane or occult spells and rituals.
    While veiled masters command significant combat prowess and impressive magical
    skills, the greatest danger they pose to others is their uncanny ability to infiltrate
    into societies much different than their own. The most paranoid of adventurers
    and conspiracy scholars worry that every major city has been infested by secret
    cabals of vidileths, while others dismiss this as hogwash and fearmongering. The
    truth is likely somewhere in between, but it doesn’t take many veiled masters
    pulling the strings behind the scenes to wreak havoc upon an entire nation!
  hp: 270
  immunities:
  - controlled
  - electricity
  - mental
  innate_spells:
  - frequency: at will
    level: 9
    name: project image
  - frequency: at will
    level: 8
    name: illusory scene
  - frequency: at will
    level: 8
    name: suggestion
  - frequency: at will
    level: 7
    name: veil
  - frequency: x3
    level: 6
    name: dominate
  - frequency: x3
    level: 5
    name: dimension door
  - frequency: x3
    level: 5
    name: hallucinatory terrain
  - frequency: x3
    level: 5
    name: illusory object
  - frequency: at will
    level: 3
    name: hypnotic pattern
  - frequency: at will
    level: 3
    name: levitate
  - frequency: at will
    level: 3
    name: mind reading
  - frequency: at will
    level: 3
    name: secret page
  - frequency: constant
    level: 5
    name: tongues
  languages:
  - Aklo
  - Alghollthu
  - Aquan
  - Common
  - Undercommon
  level: 14
  melee:
  - action_cost: One Action
    damage:
      formula: 3d10+12 plus slime
      type: slashing
    name: claw
    to_hit: 30
    traits:
    - agile
    - magical
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 3d8+12 plus slime and consume memories
      type: piercing
    name: fangs
    to_hit: 28
    traits:
    - agile
    - magical
    - reach 10 feet
    - versatile S
  - action_cost: One Action
    damage:
      formula: 7d6 plus thoughtlance
      type: electricity
    name: tentacle
    to_hit: 28
    traits:
    - agile
    - electricity
    - magical
    - reach 20 feet
  name: Veiled Master (Vidileth)
  perception: 25
  proactive_abilities:
  - action_cost: Free Action
    description: Once per round, a veiled master can take on the appearance of a humanoid
      of Large, Medium, or Small size or resume its true form. While in humanoid form,
      the veiled master’s Speed is 30 feet, and it loses its mucus cloud aura and
      swim Speed. If the humanoid form assumed lacks the aquatic trait, the veiled
      master loses its own aquatic trait as well. In humanoid form, the veiled master
      can use weapons, or it can make Strikes that work like its tentacle attack but
      use the reach of its current form. If the assumed form has fangs or claws, the
      veiled master can also make such Strikes, but these attacks lack the veiled
      master’s slime.
    name: Change Shape
    traits:
    - concentrate
    - occult
    - polymorph
    - transmutation
  - description: When a veiled master makes a fangs Strike against a creature, it
      can consume some of that creature’s memories. The target must succeed at a DC
      37 Fortitude saving throw or become stupefied 1. A veiled master regains 5 Hit
      Points each time it successfully consumes memories. When a veiled master consumes
      memories, it learns some of the creature’s memories (subject to the GM’s discretion).
    name: Consume Memories
    traits:
    - mental
    - occult
  - description: When a veiled master successfully casts *dominate* on a creature,
      a *suggestion* spell triggers when the *dominate* spell ends. This *suggestion*
      usually causes the target to return to the veiled master, so the creature can
      cast *dominate* again, but a veiled master can set the *suggestion* to different
      orders if it wishes.
    name: Delayed Suggestion
    traits:
    - enchantment
    - occult
  - description: '**Saving Throw** Fortitude DC 36; **Stage 1** no ill effect (1 round);
      **Stage 2** the victim’s skin softens, inflicting drained 1 (1 round); **Stage
      3** the victim’s skin transforms into a clear, slimy membrane, inflicting drained
      2 until the curse ends; every hour this membrane remains dry, the creature’s
      drained condition increases by 1 (permanent). A remove disease spell can counteract
      this curse, but immunity to disease offers no protection against it.'
    name: Slime
    traits:
    - curse
    - occult
    - virulent
  - action_cost: Two Actions
    description: The veiled master thrashes about with its tentacles. Make a tentacle
      Strike against each creature within its reach. Roll only one attack roll, and
      roll the damage only once for all targets.
    name: Tentacle Flurry
    traits: null
  - description: A creature touched by the veiled master’s tentacles, whether those
      tentacles deal damage or not, must attempt a DC 34 Will save, becoming slowed
      1 on a failure or slowed 2 on a critical failure. Each time the affected creature
      ends its turn, its slowed value decreases by 1.
    name: Thoughtlance
    traits:
    - curse
    - enchantment
    - occult
  ranged: null
  resistances:
  - amount: 20
    type: cold
  saves:
    fort: 26
    ref: 22
    will: 24
  saves_special:
    fort: null
    ref: null
    will: +2 status to all saves vs. magic
  senses:
  - darkvision
  skills:
    Arcana: 27
    Athletics: 24
    Deception: 28
    Intimidation: 26
    Lore: 29
    Occultism: 29
    Society: 27
    Stealth: 24
  speed:
  - amount: 10
    type: Land
  - amount: 80
    type: Swim
  spell_attack_to_hit: null
  spell_dc: 37
  traits:
  - Rare
  - LE
  - Large
  - Aberration
  - Aquatic
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 2
    dex_mod: 4
    int_mod: 0
    str_mod: 1
    wis_mod: 2
  ac: 16
  automatic_abilities:
  - description: An arbiter can always sense the direction of the nearest non-arbiter
      inevitable on the plane, but it cannot sense the range of the inevitable. **Items**
      shortsword
    name: Locate Inevitable
    traits: null
  description: These spherical inevitables are scouts and diplomats. Found throughout
    the multiverse, they have traditionally kept watch over on chaos and its agents.
    With the announcement of the Convergence, many arbiters now serve as go-betweens
    among the aeon alliance and its mortal associates.
  hp: 22
  immunities:
  - death effects
  - disease
  - emotion
  - poison
  - unconscious
  innate_spells:
  - level: 4
    name: read omens
  languages:
  - Celestial
  - Common
  - Infernal
  - Utopian
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+1 plus 1d4 lawful
      type: piercing
    name: shortsword
    to_hit: 9
    traits:
    - agile
    - finesse
    - lawful
    - magical
    - versatile S
  name: Arbiter
  perception: 7
  proactive_abilities:
  - action_cost: Two Actions
    description: The arbiter releases an electrical burst from its body that deals
      3d6 electricity damage (DC 17 basic Reflex save). Following such a burst, the
      arbiter becomes stunned for 24 hours.
    name: Electrical Burst
    traits:
    - divine
    - electricity
    - evocation
  ranged: null
  resistances:
  - amount: 3
    type: electricity
  saves:
    fort: 5
    ref: 7
    will: 7
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - '*detect alignment* (chaotic only)'
  - locate inevitable
  skills:
    Acrobatics: 9
    Diplomacy: 6
    Stealth: 9
  speed:
  - amount: 20
    type: Land
  - amount: 40
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LN
  - Tiny
  - Aeon
  - Inevitable
  - Monitor
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 3
    dex_mod: 4
    int_mod: 5
    str_mod: 5
    wis_mod: 5
  ac: 26
  automatic_abilities: null
  description: According to the axiomites, their kind rose from the raw mathematical
    underpinnings of the universe, manifesting as great builders who created the ancient,
    colossal cities of the Outer Planes and gave life to the mechanical inevitables.
    According to the aeons, axiomites are part of the Monad, having both risen from
    and rebelled against it long ago. Since the Convergence, most axiomites have recognized
    this as a fundamental truth, particularly after the aeons showed the axiomites
    how the Utopian language has formed as an amalgam of aeon envisioning and formulaic
    mathematical expression. Most axiomites live in the perfect city of Axis, which
    they continually act to improve, thus refining the concept of perfection itself.
  hp: 155
  immunities:
  - disease
  - emotion
  - fear
  innate_spells:
  - level: 5
    name: telekinetic haul
  - frequency: lawful
    level: 4
    name: dispel magic
  - frequency: lawful
    level: 4
    name: divine wrath
  - frequency: lawful
    level: 4
    name: lightning bolt
  - frequency: x3
    level: 3
    name: haste
  - frequency: x3
    level: 3
    name: paralyze
  - level: 2
    name: telekinetic maneuver
  - frequency: at will
    level: 1
    name: true strike
  languages:
  - Abyssal
  - Celestial
  - Common
  - Draconic
  - Infernal
  - Utopian
  level: 8
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+11 plus 1d6 lawful
      type: bludgeoning
    name: warhammer
    to_hit: 20
    traits:
    - lawful
    - magical
    - shove
  - action_cost: One Action
    damage:
      formula: 1d8+5 plus 1d6 lawful
      type: bludgeoning
    name: fist
    to_hit: 17
    traits:
    - agile
    - lawful
    - magical
  name: Axiomite
  perception: 19
  proactive_abilities:
  - action_cost: One Action
    description: The axiomite shifts between its humanoid form and that of a cloud
      of crystalline dust in which strange symbols and equations flash. In this form
      it gains a fly Speed of 40 feet and can fit through even tiny apertures, similarly
      to *gaseous form*. It can cast spells, but it can’t make melee or ranged attacks
      in this state. It can return to its humanoid form by using this action while
      in crystalline dust form.
    name: Crystalline Dust Form
    traits:
    - polymorph
  ranged: null
  resistances:
  - amount: 10
    type: electricity
  - amount: 10
    type: mental
  saves:
    fort: 13
    ref: 16
    will: 18
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  skills:
    Acrobatics: 16
    Crafting: 21
    Diplomacy: 15
    Occultism: 17
    Religion: 17
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: 17
  spell_dc: null
  traits:
  - LN
  - Medium
  - Aeon
  - Monitor
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 5
    dex_mod: 4
    int_mod: 1
    str_mod: 7
    wis_mod: 4
  ac: 34
  automatic_abilities:
  - description: A kolyarut can speak with and understand any creature that has a
      language. **Items** *+1 striking bastard sword*
    name: Truespeech
    traits: null
  description: Kolyarut inevitables are enforcers of bargains and punishers of those
    who fail to uphold them. Their humanoid shape, ability to disguise themselves
    among a humanoid population, and diplomatic leanings make them the most approachable
    inevitables, and thus more likely to ally themselves with others. They are among
    the most talkative of all inevitables, naturally possessing a courtly grace and
    an encyclopedic knowledge of social customs, which they use to assist their efforts
    in gathering information on their targets or issuing challenges in a legal manner.
  hp: 215
  immunities:
  - death effects
  - disease
  - emotion
  - poison
  - unconscious
  innate_spells:
  - level: 8
    name: discern location
  - level: 5
    name: command
  - frequency: at will
    level: 4
    name: illusory disguise
  - frequency: at will
    level: 4
    name: suggestion
  - frequency: x2
    level: 3
    name: paralyze
  - frequency: self only
    level: 2
    name: silence
  languages:
  - Celestial
  - Infernal
  - Utopian
  level: 12
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+13 plus 1d6 lawful
      type: slashing
    name: bastard sword
    to_hit: 26
    traits:
    - lawful
    - magical
    - two-hand d12
  - action_cost: One Action
    damage:
      formula: 1d10+11 plus 1d6 lawful
      type: bludgeoning
    name: fist
    to_hit: 23
    traits:
    - agile
    - lawful
    - magical
  name: Kolyarut
  perception: 23
  proactive_abilities: []
  ranged: null
  resistances: null
  saves:
    fort: 23
    ref: 24
    will: 22
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - (+27 to detect lies)
  skills:
    Acrobatics: 22
    Athletics: 27
    Deception: 20
    Diplomacy: 20
    Survival: 22
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LN
  - Medium
  - Aeon
  - Inevitable
  - Monitor
  type: Creature
- ability_mods:
    cha_mod: 6
    con_mod: 6
    dex_mod: 7
    int_mod: 8
    str_mod: 6
    wis_mod: 9
  ac: 45
  automatic_abilities:
  - description: Pleromas care little for communication with other creatures, but
      when they do convey information, they do so wordlessly through a series of psychic
      projections. This acts as telepathy with a range of  but is understandable to
      all creatures regardless of whether they have a language, though the aeon’s
      meaning to non-aeons can be vague and is often mysterious. An aeon can use this
      ability to communicate flawlessly with any other aeon on the same plane as itself.
    name: Envisioning
    range: 100 feet
    traits: null
  description: Among the most powerful of all the true aeons, pleromas are a manifestation
    of the duality of creation and destruction. Their physical manifestation is a
    constant state of flux between these two poles, their forms a shifting cloak of
    black where galaxies and other celestial objects flit in and out of existence,
    as if depicting the constant life, death, and rebirth of a miniature, self-contained
    universe.
  hp: 335
  immunities:
  - negative
  - positive
  innate_spells:
  - level: 10
    name: alter reality
  - level: 9
    name: banishment
  - level: 9
    name: blade barrier
  - level: 9
    name: disjunction
  - level: 9
    name: overwhelming presence
  - frequency: x2
    level: 8
    name: disintegrate
  - frequency: x2
    level: 8
    name: unrelenting observation
  - level: 7
    name: plane shift
  - level: 7
    name: retrocognition
  - frequency: at will
    level: 5
    name: creation
  - frequency: at will
    level: 4
    name: create food
  - frequency: at will
    level: 4
    name: shape stone
  - frequency: at will
    level: 3
    name: hypercognition
  - frequency: at will
    level: 2
    name: detect alignment
  - frequency: at will
    level: 2
    name: shape wood
  - frequency: at will
    level: 1
    name: create water
  - frequency: constant
    level: 8
    name: true seeing
  - frequency: constant
    level: 8
    name: freedom of movement
  - frequency: constant
    level: 4
    name: freedom of movement
  languages: ' envisioning'
  level: 20
  melee:
  - action_cost: One Action
    damage:
      formula: 5d8+18 or negative damage plus 1d6 lawful
      type: positive
    name: energy touch
    to_hit: null
    traits:
    - agile
    - lawful
    - magical
  name: Pleroma
  perception: 37
  proactive_abilities:
  - description: A pleroma’s touch deals its choice of positive or negative damage,
      but neither energy can be used to heal a creature.
    name: Energy Touch
    traits: null
  - action_cost: Two Actions
    description: Three times per day, a pleroma can manifest a 2-foot-diameter sphere
      of white energy that hovers above its left hand. By using a single action, which
      has the concentrate trait, the pleroma can cause the sphere to fly 10 feet.
      The sphere can move in any direction, ignoring difficult terrain, but it can’t
      move farther than 300 feet away from the pleroma. Wherever the sphere travels,
      it leaves behind a 5-foot-wide path of new matter, creating either new terrain
      (the pleroma’s choice of normal, difficult, or greater difficult terrain) or
      a 5-foot-square solid barrier of a single natural substance (such as clay, wood,
      or stone). The sphere can enter the space of a creature; when it does, the creature
      must succeed at a DC 43 Fortitude save or be absorbed into the sphere. On a
      successful save, the creature is pushed to a space of the GM’s choice away from
      the sphere. Those who fail take 20d6 positive damage (even if they are living)
      and are pushed away as a success. Those who critically fail, or are reduced
      to 0 HP by the damage from a failure, become one with the new material and can
      be restored only via a 10th-level spell. A pleroma can have only one Sphere
      of Creation in existence at a time, and the sphere automatically vanishes in
      a flash of blinding light after 1d4 minutes. All creatures within 30 feet of
      the sphere of creation when it vanishes must succeed at a DC 43 Fortitude save
      or be permanently blinded.
    name: Sphere of Creation
    traits:
    - incapacitation
    - magical
  - action_cost: Two Actions
    description: Three times per day, a pleroma can manifest a 2-foot-diameter sphere
      of complete and utter darkness that hovers above its right hand. It can move
      and control the sphere in the same manner as its Sphere of Creation. The sphere
      is an empty void that lasts for 1 minute before collapsing in on itself and
      winking out of existence. Once manifested, the sphere can be used as a ranged
      attack, but it blinks out of existence immediately after that attack is resolved.
      Any unattended object that touches the void is sucked in and completely destroyed.
      Larger objects (such as ships or buildings) are destroyed at a rate of one 10-foot
      cube per round of contact. The sphere can enter the space of a creature, with
      effects similar to the Sphere of Creation except that it deals negative damage
      (even to undead) on a failure and annihilates rather than incorporating the
      creature into material. Such a destroyed creature can be restored only by a
      10th-level spell.
    name: Sphere of Oblivion
    traits:
    - incapacitation
    - magical
  ranged:
  - action_cost: One Action
    name: Sphere of Oblivion
    to_hit: 37
    traits:
    - magical
  resistances: null
  saves:
    fort: 32
    ref: 31
    will: 37
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - lifesense 120 feet
  - '*true seeing*'
  skills:
    Acrobatics: 33
    Arcana: 38
    Deception: 34
    Diplomacy: 34
    Occultism: 38
    Religion: 39
    Stealth: 35
  speed:
  - amount: 40
    type: Fly
  spell_attack_to_hit: 37
  spell_dc: null
  traits:
  - LN
  - Large
  - Aeon
  - Monitor
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 2
    dex_mod: 1
    int_mod: -1
    str_mod: -1
    wis_mod: 1
  ac: 18
  automatic_abilities: null
  description: The weakest of angels, cassisians usually serve as lackey messengers
    for more powerful angels or as spiritual guides for mortals. Despite their limited
    intellect, cassisians have a knack for precise recollection, particularly with
    scripture. Most cassisians are formed from the souls of trustworthy mortals, but
    some arise from fragments of greater angels destroyed in service to the celestial
    realms.
  hp: 20
  immunities: null
  innate_spells:
  - level: 4
    name: read omens
  - frequency: at will, evil only
    level: 1
    name: detect alignment
  - frequency: at will, evil only
    level: 1
    name: heal
  languages:
  - Celestial
  - Common
  - Draconic
  - Infernal
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6-1 plus 1d4 good
      type: bludgeoning
    name: headbutt
    to_hit: 6
    traits:
    - agile
    - finesse
    - good
    - magical
  name: Cassisian (Archive Angel)
  perception: 6
  proactive_abilities:
  - action_cost: One Action
    description: A cassisian can take the appearance of a dove, a winged humanoid,
      a dog, or a fish. Normally, this doesn’t change its Speed or the attack and
      damage bonuses for its Strikes, but it might change the damage type Strikes
      deal (typically to bludgeoning). Any further changes for specific forms are
      noted below. <ul><li>**Dog** size Small; scent (imprecise) 30 feet, Speed 40
      feet; **Melee** jaws +7, Damage 1d6+2 piercing plus Knockdown</li><li>**Fish**
      swim Speed 30 feet</li></ul>
    name: Change Shape
    traits:
    - concentrate
    - divine
    - polymorph
    - transmutation
  - action_cost: Two Actions
    description: The cassisian releases beams of heat or cold from its eyes, dealing
      2d6 cold or fire damage (DC 17 basic Reflex save) to all creatures in a 15-foot
      line. It can’t use Eye Beams again for 1d4 rounds.
    name: Eye Beams
    traits:
    - concentrate
    - divine
    - evocation
  - description: While the cassisian isn't particularly intelligent, it has perfect
      memory and can remember everything it sears or hears. This allows it to attempt
      Lore checks on any topic, provided (at the GM's discretion) the cassisian has
      encountered the topic in question before. The cassisian’s limited intellect
      often prevents it from acting upon its knowledge, making it a better resource
      than agent in matters of information use.
    name: Repository of Lore
    traits: null
  ranged: null
  resistances:
  - amount: 3
    type: cold
  - amount: 3
    type: fire
  saves:
    fort: 7
    ref: 6
    will: 4
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. evil creatures
  senses:
  - darkvision
  skills:
    Acrobatics: 6
    Diplomacy: 6
    Religion: 6
    Stealth: 6
  speed:
  - amount: 40
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NG
  - Tiny
  - Angel
  - Celestial
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 2
    dex_mod: 4
    int_mod: 3
    str_mod: 1
    wis_mod: 4
  ac: 24
  automatic_abilities: null
  description: "Choral angels are incredible singers who \x1Ffill the halls of Nirvana\
    \ with pious chants and sacred hymns. They form from the souls of talented bards\
    \ and other performers. While they shy away from conflict, they occasionally brave\
    \ the mortal realm to deliver good omens and auspicious messages. Choral angels\
    \ often serve the goddess Shelyn, but they can also serve other good deities and\
    \ empyreal lords."
  hp: 100
  immunities: null
  innate_spells:
  - frequency: at will
    level: 3
    name: heal
  - frequency: at will
    level: 3
    name: remove curse
  - frequency: at will
    level: 3
    name: remove disease
  - frequency: at will
    level: 3
    name: remove fear
  - frequency: at will
    level: 3
    name: sound burst
  - frequency: at will, self only
    level: 2
    name: invisibility
  - frequency: at will, self only
    level: 2
    name: sound burst
  - frequency: at will
    level: 1
    name: counter performance
  - frequency: constant
    level: 5
    name: tongues
  languages:
  - Celestial
  - Draconic
  - Infernal
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 3d6+1 plus 1d6 good
      type: bludgeoning
    name: fist
    to_hit: 14
    traits:
    - agile
    - finesse
    - good
    - magical
  name: Choral (Choir Angel)
  perception: 14
  proactive_abilities:
  - description: for 1 minute.
    name: Deafening Aria
    traits: null
  - action_cost: One Action
    description: .
    name: Harmonize
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 4d6 damage plus 1d6 good and deafening aria
      type: sonic
    name: piercing hymn
    to_hit: 17
    traits:
    - good
    - magical
    - range 90 feet
    - sonic
  resistances:
  - amount: 5
    type: sonic
  saves:
    fort: 10
    ref: 14
    will: 16
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  skills:
    Acrobatics: 12
    Diplomacy: 15
    Performance: 17
    Religion: 14
  speed:
  - amount: 30
    type: Land
  - amount: 40
    type: Fly
  spell_attack_to_hit: 13
  spell_dc: null
  traits:
  - NG
  - Small
  - Angel
  - Celestial
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 4
    dex_mod: 2
    int_mod: 1
    str_mod: 5
    wis_mod: 6
  ac: 26
  automatic_abilities: null
  description: Balisses, or confessor angels, seek to assist mortals ensnared by moral
    dilemmas or crises of faith. Balisses prefer to guide people to their own decisions
    rather than demand obedience to a higher cause, as intrinsic belief is even more
    powerful than blind obedience. While most balisses are fundamentally honest, they
    use their guardian angel ability to seem less intimidating and decrease the chance
    the mortal will simply acquiesce to the opinion of an obviously divine being.
    Balisses often form from souls of those who performed evil acts but were redeemed.
    Many serve the goddess Sarenrae, but they can serve other good deities and empyreal
    lords as well.
  hp: 145
  immunities: null
  innate_spells:
  - level: 4
    name: divine wrath
  - level: 4
    name: heal
  - level: 4
    name: paralyze
  - level: 4
    name: remove curse
  - level: 4
    name: remove disease
  - frequency: at will
    level: 3
    name: remove fear
  - frequency: at will, self only
    level: 2
    name: invisibility
  languages:
  - Celestial
  - Draconic
  - Infernal
  level: 8
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+8 plus 1d6 fire and 1d6 good
      type: slashing
    name: flaming scimitar
    to_hit: 20
    traits:
    - fire
    - forceful
    - good
    - magical
    - sweep
  name: Balisse (Confessor Angel)
  perception: 18
  proactive_abilities:
  - action_cost: Two Actions
    description: '**Frequency** once per day; **Effect** The balisse marks an evil
      creature within its confessor’s aura as irredeemable. It can only do so after
      a failed attempt to convince the creature to repent. The touched creature takes
      a –1 status penalty to AC and saves, reduces its resistances by 2, and gains
      weakness 2 to good damage. The duration depends on the target’s DC 26 Will save.
      **Critical Success** The creature is unaffected. **Success** The duration is
      1 round. **Failure** The duration is 1 day. **Critical Failure** The duration
      is permanent.'
    name: Brand of the Impenitent
    traits:
    - curse
    - divine
    - evocation
  - description: Any weapon gains the effect of a flaming property rune while a balisse
      wields it.
    name: Flaming Armament
    traits:
    - divine
    - evocation
  - action_cost: One Action
    description: While invisible, a balisse can spiritually attach itself to a non-evil
      mortal. When it does so, it merges with the mortal’s body and is unable to use
      any of its spells and abilities other than to interact with the mortal. It must
      use Guiding Angel again to leave the mortal. While merged with the mortal, the
      balisse can take a form of its choice that only the mortal can see, such as
      a small angel on the mortal’s shoulder. Alternatively, it can communicate with
      the mortal using a bodiless voice only the mortal can hear.
    name: Guiding Angel
    traits:
    - divine
    - transmutation
  ranged: null
  resistances:
  - amount: 15
    type: fire
  saves:
    fort: 16
    ref: 12
    will: 18
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - (+20 to detect lies and illusions)
  skills:
    Acrobatics: 14
    Diplomacy: 17
    Religion: 18
  speed:
  - amount: 30
    type: Land
  - amount: 40
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NG
  - Medium
  - Angel
  - Celestial
  type: Creature
- ability_mods:
    cha_mod: 6
    con_mod: 5
    dex_mod: 4
    int_mod: 4
    str_mod: 8
    wis_mod: 4
  ac: 36
  automatic_abilities: null
  description: Astral devas are the elite messengers and emissaries of the celestial
    realms, serving deities and celestial armies by delivering messages, performing
    reconnaissance, and providing support for those in need of aid. They watch over
    planar travelers and take powerful mortals under their wings to mentor them. Astral
    devas carry scrolls containing important messages and other celestial secrets.
  hp: 285
  immunities: null
  innate_spells:
  - level: 7
    name: blade barrier
  - level: 7
    name: divine decree
  - level: 7
    name: divine wrath
  - level: 7
    name: heal
  - level: 7
    name: remove curse
  - level: 7
    name: remove disease
  - level: 7
    name: remove fear
  - frequency: at will
    level: 4
    name: discern lies
  - frequency: at will, self only
    level: 2
    name: silence
  - frequency: at will, evil only
    level: 1
    name: detect alignment
  - frequency: constant
    level: 7
    name: light
  - frequency: constant
    level: 7
    name: tongues
  - frequency: constant
    level: 5
    name: tongues
  languages:
  - Celestial
  - Draconic
  - Infernal
  level: 14
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+22 plus 1d6 good
      type: bludgeoning
    name: holy warhammer
    to_hit: 30
    traits:
    - good
    - magical
    - shove
  name: Astral Deva (Emissary Angel)
  perception: 26
  proactive_abilities:
  - description: Any weapon gains the effect of a holy property rune while an astral
      deva wields it.
    name: Divine Armament
    traits:
    - divine
    - evocation
  - action_cost: One Action
    description: instead.
    name: Stunning Strike
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 27
    ref: 26
    will: 22
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  skills:
    Acrobatics: 24
    Diplomacy: 26
    Intimidation: 28
    Religion: 24
  speed:
  - amount: 40
    type: Land
  - amount: 75
    type: Fly
  spell_attack_to_hit: 28
  spell_dc: null
  traits:
  - NG
  - Medium
  - Angel
  - Celestial
  type: Creature
- ability_mods:
    cha_mod: -5
    con_mod: 0
    dex_mod: 1
    int_mod: -5
    str_mod: 0
    wis_mod: 0
  ac: 16
  automatic_abilities: null
  description: Animated brooms perform menial tasks of cleaning and upkeep, but they
    can step in to defend a room from intrusion if needed. These simple animated objects
    can be found with greater frequency than more complicated and costly objects.
  hp: 6
  immunities:
  - bleed
  - death effects
  - disease
  - doomed
  - drained
  - fatigued
  - healing
  - mental
  - necromancy
  - nonlethal attacks
  - paralyzed
  - poison
  - sickened
  - unconscious
  innate_spells: null
  languages: ''
  level: -1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4 plus dust
      type: bludgeoning
    name: bristles
    to_hit: 6
    traits:
    - agile
    - magical
    - finesse
  name: Animated Broom
  perception: 3
  proactive_abilities:
  - description: A creature hit by an animated broom’s bristles must succeed at a
      DC 15 Fortitude save or spend its next action coughing. Even if hit by multiple
      dust attacks, the creature has to spend only 1 action coughing to clear the
      dust out. A creature that doesn’t breathe is immune to this effect.
    name: Dust
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 3
    ref: 6
    will: 3
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 5
  speed:
  - amount: 15
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Small
  - Construct
  - Mindless
  type: Creature
- ability_mods:
    cha_mod: -5
    con_mod: 4
    dex_mod: -3
    int_mod: -5
    str_mod: 3
    wis_mod: 0
  ac: 17
  automatic_abilities: null
  description: Suits of animated armor see use both as guardians and as training partners
    in high-end martial academies able to afford the extravagance. They are most often
    found in wizard laboratories and ancient dungeons.
  hp: 20
  immunities:
  - bleed
  - death effects
  - disease
  - doomed
  - drained
  - fatigued
  - healing
  - mental
  - necromancy
  - nonlethal attacks
  - paralyzed
  - poison
  - sickened
  - unconscious
  innate_spells: null
  languages: ''
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+4
      type: slashing
    name: glaive
    to_hit: 11
    traits:
    - deadly 1d8
    - forceful
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: bludgeoning
    name: gauntlet
    to_hit: 9
    traits:
    - agile
    - free-hand
    - magical
  name: Animated Armor
  perception: 6
  proactive_abilities: []
  ranged: null
  resistances: null
  saves:
    fort: 10
    ref: 3
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 9
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Construct
  - Mindless
  type: Creature
- ability_mods:
    cha_mod: -5
    con_mod: 5
    dex_mod: -2
    int_mod: -5
    str_mod: 4
    wis_mod: 0
  ac: 19
  automatic_abilities: null
  description: Animated statues are often used to guard crypts, small shrines, or
    areas in government buildings where they can be positioned amid normal statues
    to hide their true nature until an intruder arouses their ire. Adventurers’ suspicions
    regarding statues suddenly animating and attacking has led many less scrupulous
    adventurers to automatically attack any statues they encounter, ruining harmless,
    ancient relics.
  hp: 35
  immunities:
  - bleed
  - death effects
  - disease
  - doomed
  - drained
  - fatigued
  - healing
  - mental
  - necromancy
  - nonlethal attacks
  - paralyzed
  - poison
  - sickened
  - unconscious
  innate_spells: null
  languages: ''
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+6 plus Grab
      type: bludgeoning
    name: fist
    to_hit: 11
    traits:
    - magical
  name: Animated Statue
  perception: 9
  proactive_abilities: []
  ranged: null
  resistances: null
  saves:
    fort: 12
    ref: 5
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 11
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Construct
  - Earth
  - Mindless
  type: Creature
- ability_mods:
    cha_mod: -5
    con_mod: 6
    dex_mod: -1
    int_mod: -5
    str_mod: 6
    wis_mod: 0
  ac: 26
  automatic_abilities: null
  description: As with any humanoid animated statues of Medium size, giant animated
    statues are used to guard locations of importance, but their increased size and
    power make them most useful in large vaults, spacious chambers, or outdoor locations.
    Animated objects of this strength and size are ideal for tasks and responsibilities
    usually performed by golems, and more powerful animated objects are thus all but
    unheard of.
  hp: 100
  immunities:
  - bleed
  - death effects
  - disease
  - doomed
  - drained
  - fatigued
  - healing
  - mental
  - necromancy
  - nonlethal attacks
  - paralyzed
  - poison
  - sickened
  - unconscious
  innate_spells: null
  languages: ''
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+6 plus Grab
      type: bludgeoning
    name: stone fist
    to_hit: 19
    traits:
    - magical
  name: Giant Animated Statue
  perception: 13
  proactive_abilities:
  - description: The statue carries a wide brazier full of hot coals. To make flaming
      coal Strikes or use Burn Alive, the statue must have the brazier held in one
      hand or otherwise have it within reach. Instead of targeting the statue with
      an attack, a creature can target the brazier directly. The brazier has the same
      AC and saves as the statue. Dealing 15 cold damage to the brazier or dousing
      it with at least 2 gallons of water extinguishes the coals. This prevents the
      statue from using Burn Alive and causes its ranged attacks to no longer deal
      2d8 fire damage.
    name: Brazier
    traits: null
  - action_cost: One Action
    description: The statue grinds a creature it has grabbed into the red-hot coals
      of its brazier. The target takes 3d8 fire damage and 1d8 persistent fire damage.
    name: Burn Alive
    traits:
    - fire
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d6+6 and 2d8 fire
      type: bludgeoning
    name: flaming coal
    to_hit: 12
    traits:
    - fire
    - magical
    - range increment 80 feet
  resistances: null
  saves:
    fort: 17
    ref: 10
    will: 9
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 17
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Huge
  - Construct
  - Earth
  - Mindless
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 3
    dex_mod: 1
    int_mod: -4
    str_mod: 4
    wis_mod: 0
  ac: 20
  automatic_abilities: null
  description: 'These horse-sized, burrowing monsters generally avoid heavily settled
    areas like

    cities, but ankhravs’ predilection for livestock and humanoid flesh ensures that

    the creatures do not remain in the deep wilderness for long. Desperate farmers

    whose fields become infested by ankhravs often have little recourse but to seek

    the aid of adventurers.'
  hp: 40
  immunities: null
  innate_spells: null
  languages: ''
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+4 plus 1d6 acid
      type: piercing
    name: mandibles
    to_hit: 13
    traits:
    - acid
  name: Ankhrav
  perception: 7
  proactive_abilities:
  - action_cost: Two Actions
    description: The ankhrav makes a mandibles Strike; if the Strike hits, the target’s
      armor takes the damage and the acid damage bypasses the armor’s Hardness.
    name: Armor-Rending Bite
    traits: null
  - action_cost: Two Actions
    description: '**Frequency** once per hour; **Effect** The ankhrav spews acid in
      a 30-foot cone, dealing 3d6 acid damage and 1d6 persistent acid damage (DC 20
      basic Reflex save).'
    name: Spray Acid
    traits:
    - acid
  ranged:
  - action_cost: One Action
    damage:
      formula: 3d6
      type: acid
    name: acid spit
    to_hit: 10
    traits:
    - acid
    - range 30 feet
  resistances: null
  saves:
    fort: 12
    ref: 8
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - tremorsense (imprecise) 60 feet
  skills:
    Acrobatics: 6
    Athletics: 11
    Stealth: 8
  speed:
  - amount: 25
    type: Land
  - amount: 20
    type: Burrow
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 4
    dex_mod: 1
    int_mod: -4
    str_mod: 6
    wis_mod: 2
  ac: 29
  automatic_abilities: null
  description: Ankhrav hive mothers are fearsome predators that one can easily distinguish
    from the typical ankhrav not only by their greater size, but the presence of a
    large pair of razor-sharp, mantis-like arms.
  hp: 120
  immunities: null
  innate_spells: null
  languages: ''
  level: 8
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+6 plus 2d6 acid
      type: piercing
    name: mandibles
    to_hit: 20
    traits:
    - acid
  name: Hive Mother
  perception: 16
  proactive_abilities:
  - action_cost: Two Actions
    description: The hive mother makes a mandibles Strike; if the Strike hits, the
      target’s armor takes the damage and the acid damage bypasses the armor’s Hardness.
    name: Armor-Rending Bite
    traits: null
  - action_cost: Two Actions
    description: The hive mother unleashes a pheromone that causes all other ankhravs
      within a 100-foot emanation to become quickened 1 until the start of the hive
      mother’s next turn, and they can use the extra action only for Burrow, Stride,
      or Strike actions. The hive mother can’t unleash the pheromone again for 1d4
      rounds.
    name: Frenzy Pheromone
    traits: null
  - action_cost: Two Actions
    description: The hive mother spews acid in a 60-foot cone, dealing 8d6 acid damage
      and 1d6 persistent acid damage (DC 26 basic Reflex save). It can’t spew acid
      again for 1d4 rounds.
    name: Spray Acid
    traits:
    - acid
  ranged:
  - action_cost: One Action
    damage:
      formula: 5d6
      type: acid
    name: acid spit
    to_hit: 17
    traits:
    - acid
    - range 30 feet
  resistances: null
  saves:
    fort: 18
    ref: 15
    will: 14
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - tremorsense (imprecise) 90 feet
  skills:
    Acrobatics: 13
    Athletics: 20
    Stealth: 11
    Survival: 16
  speed:
  - amount: 25
    type: Land
  - amount: 20
    type: Burrow
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - N
  - Huge
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 3
    dex_mod: 2
    int_mod: -4
    str_mod: 4
    wis_mod: 1
  ac: 19
  automatic_abilities: null
  description: Gorillas can be territorial creatures, particularly if provoked by
    hunters or the presence of more dangerous monsters. A gorilla uses its fangs and
    powerful arms to bite and pummel trespassers with wild abandon.
  hp: 45
  immunities: null
  innate_spells: null
  languages: ''
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+4
      type: bludgeoning
    name: fist
    to_hit: 11
    traits:
    - agile
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 1d8+4
      type: piercing
    name: jaws
    to_hit: 11
    traits:
    - reach 5 feet
  name: Gorilla
  perception: 8
  proactive_abilities:
  - action_cost: Two Actions
    description: The gorilla beats its chest in a terrifying display. Creatures within
      30 feet must attempt a DC 20 Will save. While a creature is frightened by this
      ability, it is flat-footed to the gorilla. **Critical Success** No effect and
      temporarily immune for 1 minute. **Success** The creature is unaffected. **Failure**
      The creature is frightened 1. **Critical Failure** The creature is frightened
      2.
    name: Frightening Display
    traits:
    - auditory
    - emotion
    - fear
    - mental
  ranged: null
  resistances: null
  saves:
    fort: 12
    ref: 9
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 9
    Athletics: 11
    Stealth: 7
  speed:
  - amount: 30
    type: Land
  - amount: 30
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 5
    dex_mod: 2
    int_mod: -4
    str_mod: 7
    wis_mod: 1
  ac: 26
  automatic_abilities: null
  description: The megaprimatus is among the mightiest of apes, quick to confront
    any perceived intrusions into its domain. With a height of 40 feet, it towers
    over even most giants, and is used to being the top-tier predator in the region.
  hp: 150
  immunities: null
  innate_spells: null
  languages: ''
  level: 8
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+10
      type: bludgeoning
    name: fist
    to_hit: 21
    traits:
    - agile
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 2d10+10
      type: piercing
    name: jaws
    to_hit: 21
    traits:
    - reach 10 feet
  name: Megaprimatus
  perception: 15
  proactive_abilities:
  - action_cost: Two Actions
    description: ', and the target takes a –20-foot status penalty to all Speeds until
      the end of its next turn.'
    name: Mangling Rend
    traits: null
  - action_cost: Two Actions
    description: The megaprimatus beats its chest in a terrifying display. Creatures
      within 50 feet must attempt a DC 27 Will save. While a creature is frightened
      by this ability, it is flat-footed to the megaprimatus and to gorillas. **Critical
      Success** No effect and temporarily immune for 1 minute. **Success** The creature
      is unaffected. **Failure** The creature is frightened 1. **Critical Failure**
      The creature is frightened 2 and fleeing until the end of its next turn.
    name: Terrifying Display
    traits:
    - auditory
    - emotion
    - fear
    - mental
  ranged: null
  resistances: null
  saves:
    fort: 19
    ref: 16
    will: 13
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 14
    Athletics: 19
  speed:
  - amount: 30
    type: Land
  - amount: 30
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Gargantuan
  - Animal
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 3
    dex_mod: 1
    int_mod: 1
    str_mod: 5
    wis_mod: 3
  ac: 20
  automatic_abilities: null
  description: Arboreal wardens are the rangers of arboreal society. These itinerant
    folk have an innate curiosity about the woodlands in which they dwell, and rarely
    stop to take root and rest in the same part of the forest twice. This wanderlust
    makes wardens ideal forest patrollers and scouts. While they are robust combatants,
    they know better than to confront dangerous foes on their own. Instead, they report
    any dangers to arboreal regents. In rare cases, large groups of arboreal wardens
    congregate to form a copse. Copses travel beyond the boundaries of a forest to
    investigate the hinterlands and gather intelligence on potential threats before
    returning to report their findings. Arboreal wardens do not pretend to understand
    to other creatures’ motives—like most forces of the natural world, they are ambivalent
    about mortal affairs that do not involve their forest.
  hp: 75
  immunities: null
  innate_spells: null
  languages:
  - Arboreal
  - Common
  - Sylvan
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+10
      type: bludgeoning
    name: stone longsword
    to_hit: 13
    traits:
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 1d6+10
      type: bludgeoning
    name: shield bash
    to_hit: 13
    traits: null
  name: Arboreal Warden
  perception: 11
  proactive_abilities:
  - action_cost: Two Actions
    description: The arboreal warden Strides and then makes a shield bash Strike.
      If the attack hits, the target is pushed 10 feet.
    name: Shield Push
    traits: null
  ranged: null
  resistances:
  - amount: 5
    type: bludgeoning
  - amount: 5
    type: piercing
  saves:
    fort: 13
    ref: 9
    will: 11
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Athletics: 13
    Stealth: 9
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NG
  - Large
  - Plant
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 6
    dex_mod: -1
    int_mod: -5
    str_mod: 6
    wis_mod: 3
  ac: 22
  automatic_abilities: null
  description: "Arboreal regents and other wielders of powerful primal magic grant\
    \ temporary sentience to trees in order to protect the forest. Invested with a\
    \ workable set of instincts and the ability to mobilize and attack, these awakened\
    \ trees follow the commands of their master and \x1F ght to protect their home.\
    \ The statistics below work just as well for foliage that has become animate via\
    \ other methods, such as a mystical in\x1E uence from another dimension, a capricious\
    \ fey spirit, or the like."
  hp: 100
  immunities: null
  innate_spells: null
  languages:
  - Arboreal
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+6
      type: bludgeoning
    name: branch
    to_hit: 16
    traits:
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 2d6+6
      type: bludgeoning
    name: root
    to_hit: 16
    traits:
    - trip
  name: Awakened Tree
  perception: 13
  proactive_abilities: []
  ranged: null
  resistances:
  - amount: 5
    type: bludgeoning
  - amount: 5
    type: piercing
  saves:
    fort: 16
    ref: 9
    will: 13
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Athletics: 14
    Stealth: 9
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Huge
  - Plant
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 6
    dex_mod: -1
    int_mod: 1
    str_mod: 7
    wis_mod: 4
  ac: 26
  automatic_abilities: null
  description: Arboreal regents—also called treants—are lumbering, solitary creatures
    responsible for guarding an entire forest. They take an especially long view of
    affairs and never act brashly or without much deliberation. They occasionally
    come together in small groups called groves to share news and pass their wisdom
    down to the arboreal wardens that have sprouted under their watch. In times of
    grave danger, all the groves in a region may gather for a great months-long meeting
    to plan and, eventually, act upon a threat.
  hp: 150
  immunities: null
  innate_spells:
  - frequency: constant
    level: 4
    name: speak with plants
  languages:
  - Arboreal
  - Common
  - Sylvan
  level: 8
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+7
      type: bludgeoning
    name: branch
    to_hit: 19
    traits:
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 2d8+7
      type: bludgeoning
    name: root
    to_hit: 19
    traits:
    - trip
  name: Arboreal Regent
  perception: 18
  proactive_abilities:
  - action_cost: Two Actions
    description: The arboreal regent causes a tree within 180 feet to uproot itself
      and fight as a minion using the statistics for an awakened tree. The arboreal
      regent can control up to two awakened trees at a time, and it can issue commands
      to both trees as a single action, which has the concentrate and auditory traits.
    name: Awaken Tree
    traits:
    - concentrate
    - primal
  - description: When an arboreal regent damages an item or structure, it deals an
      additional 2d10 damage to that item or structure.
    name: Sunder Objects
    traits: null
  - action_cost: One Action
    description: ''
    name: Throw Rock
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d10+7
      type: bludgeoning
    name: rock
    to_hit: 19
    traits:
    - brutal
    - range increment 120 feet
  resistances:
  - amount: 5
    type: bludgeoning
  - amount: 5
    type: piercing
  saves:
    fort: 20
    ref: 11
    will: 16
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Athletics: 19
    Diplomacy: 16
    Intimidation: 16
    Nature: 18
    Stealth: 11
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NG
  - Huge
  - Plant
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 1
    dex_mod: 3
    int_mod: -1
    str_mod: -5
    wis_mod: 1
  ac: 16
  automatic_abilities: null
  description: "Friendly, curious, and eternally optimistic, lantern archons embody\
    \ the virtue of hope. They are formed of living light given corporeal shape, and\
    \ they serve as beacons, guiding mortals out of their darkest moments and toward\
    \ the path of righteousness. Their luminous bodies can \x1E icker with the subtlety\
    \ of a candle flame or flare up like a torch. Lantern archons can control all\
    \ aspects of their light as easily as other creatures control their facial expressions,\
    \ leading them to change color, twinkle, and otherwise dim and brighten in time\
    \ with their actions and words. While effervescent and chipper in conversation,\
    \ lantern archons are impressively stoic mobile support troops and guardians in\
    \ times of con\x1E ict, and are capable of uniting to form powerful warriors of\
    \ light called gestalts."
  hp: 20
  immunities: null
  innate_spells:
  - level: 4
    name: read omens
  - frequency: at will; evil only
    level: 1
    name: detect alignment
  - frequency: at will; evil only
    level: 1
    name: heal
  languages:
  - Celestial
  - Draconic
  - Infernal
  level: 1
  melee: null
  name: Lantern Archon
  perception: 6
  proactive_abilities:
  - description: Nine lantern archons can use this activity, all within 1 round of
      the first, to merge together to form a composite being for 7 rounds that appears
      as a glowing warrior of light. The gestalt has the base statistics of a legion
      archon (AC, saving throws, attacks, skills, Speeds, and so on) but the spells
      and special abilities of a lantern archon. Additionally, it has a ranged light
      ray Strike (+18 attack, **Damage** 3d4 fire and 3d4 good), and the bonus from
      its Lantern of Hope increases to +3. When the gestalt separates, its remaining
      Hit Points are divided evenly among the lantern archons, and if the gestalt
      had fewer than 9 HP, some of the lantern archons die.
    name: Gestalt
    traits:
    - concentrate
    - divine
    - transmutation
  - action_cost: One Action
    description: The lantern archon shines as a beacon of hope. Good allies within
      30 feet gain a +1 status bonus to damage rolls and to saving throws against
      *crushing despair*.
    name: Lantern of Hope
    traits:
    - concentrate
    - divine
    - enchantment
    - mental
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d4 plus 1d4 good
      type: fire
    name: light ray
    to_hit: 8
    traits:
    - agile
    - good
    - fire
    - magical
    - range 30 feet
  resistances:
  - amount: 3
    type: fire
  saves:
    fort: 6
    ref: 10
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 8
    Diplomacy: 6
    Religion: 6
  speed:
  - amount: 40
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LG
  - Small
  - Archon
  - Celestial
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 3
    dex_mod: 4
    int_mod: 1
    str_mod: 3
    wis_mod: 3
  ac: 22
  automatic_abilities: null
  description: Horned archons are secretive and tireless sentinels and scouts, patrolling
    the Outer Sphere’s untamed wilds for evil to eliminate and keeping small communities
    safe from demons, devils, and worse. They resemble muscular humans with the head,
    horns, and legs of a stag. When requested to do so by their patrons, especially
    Erastil, they journey to the Material Plane and patrol dangerous frontier areas,
    secretly performing acts of kindness such as leading hunters to food, helping
    lost children, and driving off evil creatures. Because they roam the wilds of
    Nirvana and Elysium, horned archons are among the best at understanding the perspectives
    of other celestials.
  hp: 65
  immunities: null
  innate_spells:
  - frequency: x3
    level: 4
    name: dimension door
  - frequency: x3
    level: 2
    name: animal messenger
  - frequency: animals only; x3
    level: 1
    name: charm
  - frequency: animals only; x3
    level: 1
    name: true strike
  - frequency: constant
    level: 5
    name: tongues
  languages:
  - Celestial
  - Draconic
  - Infernal
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+3 plus 1d6 good and Push
      type: piercing
    name: horn
    to_hit: 11
    traits:
    - magical
  name: Horned Archon
  perception: 11
  proactive_abilities:
  - description: within 1 round to attempt to follow that creature to the maximum
      distance of the archon’s *dimension door*. If the archon’s *dimension door*
      has enough distance, the archon appears the same distance and direction from
      the creature as before either used *dimension door*.
    name: Archon's Door
    traits:
    - heightened to 5th level
  - action_cost: One Action
    description: A horned archon can touch another creature to take on that creature’s
      wounds, transferring up to 30 of the horned archon’s HP to the touched creature.
      The horned archon can’t transfer more HP than it currently has.
    name: Touch of Charity
    traits:
    - healing
    - manipulate
    - necromancy
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d8+4 plus 1d6 good
      type: piercing
    name: composite longbow
    to_hit: 14
    traits:
    - deadly 1d10
    - magical
    - range increment 100 feet
    - reload 0
    - volley
  resistances: null
  saves:
    fort: 11
    ref: 10
    will: 11
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  skills:
    Acrobatics: 12
    Nature: 11
    Religion: 9
    Stealth: 10
    Survival: 11
  speed:
  - amount: 35
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LG
  - Medium
  - Archon
  - Celestial
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 4
    dex_mod: 2
    int_mod: 1
    str_mod: 5
    wis_mod: 2
  ac: 27
  automatic_abilities: null
  description: Despite their flaming blades and heavy armor, legion archons are the
    diplomats of peace among the archons, preferring justice via compromise and mutual
    benefit rather than justice by the sword. Nonetheless, when forced to fight against
    fiendish powers—especially fiends that embody the sin of wrath—legion archons
    don’t hesitate in battle, mounting offensives under divine commanders like Iomedae.
  hp: 100
  immunities: null
  innate_spells:
  - frequency: at will
    level: 4
    name: dimension door
  - frequency: x3
    level: 1
    name: true strike
  - frequency: constant
    level: 5
    name: tongues
  languages:
  - Celestial
  - Draconic
  - Infernal
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+5 plus 1d6 fire and 1d6 good
      type: slashing
    name: flame of justice
    to_hit: 18
    traits:
    - magical
    - versatile P
  name: Legion Archon
  perception: 15
  proactive_abilities:
  - description: within 1 round to attempt to follow that creature to the maximum
      distance of the archon’s *dimension door*. If the archon’s *dimension door*
      has enough distance, the archon appears the same distance and direction from
      the creature as before either used *dimension door*.
    name: Archon's Door
    traits:
    - heightened to 5th level
  - description: A legion archon’s spirit of righteousness manifests in its hands
      as a mighty two-handed sword called the flame of justice. A legion archon can
      throw its flame of justice as a ranged weapon. If disarmed or thrown, the flame
      of justice vanishes after landing or dealing damage and reappears in the legion
      archon’s hands again instantly. On a critical hit, the fire damage from the
      flame of justice deals maximum damage (6 on the d6) before being doubled for
      the critical hit, and the target takes 1d10 persistent fire damage.
    name: Flame of Justice
    traits:
    - divine
    - evocation
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d10+5 plus 1d6 fire and 1d6 good
      type: slashing
    name: flame of justice
    to_hit: 15
    traits:
    - magical
    - range increment 30 feet
    - versatile P
  resistances:
  - amount: 15
    type: fire
  saves:
    fort: 17
    ref: 11
    will: 15
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  skills:
    Acrobatics: 13
    Athletics: 14
    Diplomacy: 16
    Intimidation: 16
    Religion: 13
    Survival: 14
  speed:
  - amount: 30
    type: Land
  - amount: 60
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LG
  - Medium
  - Archon
  - Celestial
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 7
    dex_mod: 1
    int_mod: 2
    str_mod: 5
    wis_mod: 3
  ac: 31
  automatic_abilities:
  - description: '|1| (divine, transmutation) A shield archon’s hands can change into
      a *+1 holy striking* spear and a *lesser sturdy shield* or back into hands.
      Transforming does not restore any HP to the items, and if either the weapon
      or shield is fully destroyed, the archon loses that hand until it receives a
      <%SPELLS% %%>*regenerate* spell or similar magic. If a shield archon is slain,
      its weapon and shield can be taken, but they fade into nothingness after 24
      hours. **Items** *+1 full plate*'
    name: Morphic Hands
    traits: null
  description: Shield archons defend the fortresses of Heaven against fiendish incursions.
    They wield their spears and shields in massive formations capable of withstanding
    any onslaught. Beneath their armor, they are sheathed in skin of steel. Given
    their tremendous strength and imposing stature, shield archons are ideal guardians
    of the meek and are sometimes summoned to the Material Plane to ward off the attacks
    of great numbers of evildoers.
  hp: 125
  immunities: null
  innate_spells:
  - frequency: at will
    level: 4
    name: dimension door
  - frequency: x3
    level: 2
    name: shield other
  - level: 1
    name: true strike
  - frequency: constant
    level: 5
    name: tongues
  languages:
  - Celestial
  - Draconic
  - Infernal
  level: 10
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+10 plus 1d6 good
      type: piercing
    name: holy striking spear
    to_hit: 22
    traits:
    - magical
    - reach 10 feet
  name: Shield Archon
  perception: 19
  proactive_abilities:
  - description: within 1 round to attempt to follow that creature to the maximum
      distance of the archon’s *dimension door*. If the archon’s *dimension door*
      has enough distance, the archon appears the same distance and direction from
      the creature as before either used *dimension door*.
    name: Archon's Door
    traits:
    - heightened to 5th level
  - description: .
    name: Courageous Switch
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 23
    ref: 15
    will: 19
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  skills:
    Athletics: 21
    Diplomacy: 19
    Intimidation: 19
    Religion: 19
    Survival: 17
  speed:
  - amount: 30
    type: Land
  - amount: 60
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LG
  - Large
  - Archon
  - Celestial
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 1
    dex_mod: 4
    int_mod: 1
    str_mod: -2
    wis_mod: 3
  ac: 17
  automatic_abilities: null
  description: Lyrakiens are musical messengers and embodiments of free travel. They
    serve Desna and other deities and empyreal lords of Elysium, but are quite fond
    of the concept of free time and are always on the hunt for opportunities to pause
    in their duties to enjoy music or appreciate a moment of beauty. They love contests,
    stories, and songs, and they often challenge mortals to musical contests or pester
    them to share grand tales of their exploits. Lyrakiens rely on their agility to
    avoid conflicts, but they do their best to defend places of great natural beauty,
    especially against lawful or evil foes they can damage with their starlight. Lyrakiens
    have an innate wanderlust and rarely stay in the same place for very long. Some
    travel alongside adventurers, ofter writing songs about their quests and feats
    of derring-do.
  hp: 25
  immunities: null
  innate_spells:
  - level: 4
    name: read omens
  - frequency: at will; evil only
    level: 1
    name: detect alignment
  - frequency: at will; evil only
    level: 1
    name: heal
  - frequency: at will; evil only
    level: 1
    name: illusory object
  - frequency: constant
    level: 4
    name: freedom of movement
  languages:
  - Celestial
  - Common
  - Draconic
  - Infernal
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4-2 plus 1 chaotic and 1 good
      type: bludgeoning
    name: fist
    to_hit: 9
    traits:
    - agile
    - chaotic
    - finesse
    - good
    - magical
  name: Lyrakien (Wanderer Azata)
  perception: 8
  proactive_abilities:
  - action_cost: Two Actions
    description: The lyrakien unleashes a blast of holy starlight in a 5-foot burst
      centered on itself. Creatures in the area take 1d6 chaotic damage and 1d6 good
      damage (DC 17 basic Reflex save). The lyrakien can’t use Starlight Blast or
      its starlight ray ranged attack for 1d4 rounds.
    name: Starlight Blast
    traits:
    - chaotic
    - good
    - light
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d4 and 1d4 good
      type: chaotic
    name: starlight ray
    to_hit: 9
    traits:
    - chaotic
    - good
    - light
    - range 10 feet
  resistances: null
  saves:
    fort: 4
    ref: 7
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 9
    Diplomacy: 6
    Performance: 8
    Religion: 6
    Stealth: 7
  speed:
  - amount: 25
    type: Land
  - amount: 50
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CG
  - Tiny
  - Azata
  - Celestial
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 3
    dex_mod: 5
    int_mod: 2
    str_mod: 1
    wis_mod: 1
  ac: 21
  automatic_abilities: null
  description: Gancanaghs are lovers, revelers, and dashing duelists of Elysium. Embodiments
    of free love, they eagerly throw themselves into courting targets for brief but
    earnest flings until their quicksilver passions change their desires. They serve
    Cayden Cailean as well as other bacchanalian deities and empyreal lords of Elysium
    who understand their desires for love and parties. Gancanaghs hate evil beings
    that profane the spirit of romance and passion, as such creatures (especially
    the demonic tempters known as succubi) reinforce stigmas against open and free
    love. One can give no greater insult to a gancanagh than to mistake him for such
    a creature, and more than one hotheaded gancanagh has challenged a misinformed
    paladin or other champion of good to a duel over such a slight. While they enjoy
    drinking and carousing, gancanaghs can’t stand smoke. Nonetheless, many gancanaghs
    carry whimsical-looking smoking pipes because they think it makes them look dapper.
    They cherish their silver flutes, for they enjoy the beauty of flutes’ music and
    its ability to sway the heart.
  hp: 75
  immunities: null
  innate_spells:
  - level: 4
    name: suggestion
  - level: 3
    name: heroism
  - frequency: at will
    level: 2
    name: heal
  - frequency: at will
    level: 2
    name: mirror image
  - frequency: at will
    level: 1
    name: charm
  - frequency: constant
    level: 5
    name: tongues
  languages:
  - Celestial
  - Draconic
  - Infernal
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+7 plus 1d4 good
      type: piercing
    name: silver rapier
    to_hit: 13
    traits:
    - deadly 1d10
    - disarm
    - finesse
    - good
    - magical
  name: Gancanagh (Passion Azata)
  perception: 11
  proactive_abilities:
  - action_cost: One Action
    description: The gancanagh can take on the appearance of any Small or Medium humanoid.
      This doesn’t change their Speed or their attack and damage bonuses with their
      Strikes, but might change the damage type their Strikes deal (typically to bludgeoning).
    name: Change Shape
    traits:
    - concentrate
    - divine
    - polymorph
    - transmutation
  - action_cost: Two Actions
    description: The gancanagh embraces or kisses a willing creature, infusing that
      creature with their invigorating passion. The creature gains a +1 status bonus
      to attack rolls and 10 temporary Hit Points for 10 minutes. After that time,
      the target becomes fatigued for 10 minutes unless they succeed at a DC 21 Fortitude
      save.
    name: Invigorating Passion
    traits:
    - divine
    - emotion
    - enchantment
    - mental
  ranged: null
  resistances: null
  saves:
    fort: 9
    ref: 13
    will: 11
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 9
    Deception: 13
    Diplomacy: 13
    Performance: 14
    Religion: 9
    Stealth: 11
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CG
  - Medium
  - Azata
  - Celestial
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 5
    dex_mod: 3
    int_mod: 2
    str_mod: 4
    wis_mod: 3
  ac: 25
  automatic_abilities: null
  description: Lillends are tale-tellers, chroniclers, and champions of freedom of
    expression. They are generally peaceful, but are quick to act if a masterful piece
    of art is threatened or free speech is suppressed. They pride themselves on inspiring
    mortals to greater heights of expression and creativity, and more than one bard
    looks to a lillend as their personal inspiration. Lillends sometimes secretly
    follow the adventures of mortal heroes to record their stories as epic poems and
    songs, which they then perform in the packed mead halls of Elysium. When pursuing
    such goals, lillends take pains to use their innate spells to remain in hiding,
    as they would rather observe and record events without “polluting” them with their
    own intervention. Nevertheless, a lillend who sees their charge faced with certain
    death often cannot resist the urge to intervene and save the day. Inevitably,
    this brings a close to the lillend’s chronicles, as their relationship with their
    subject invariably shifts from one of detached observation to friendship or more.
    Yet lillends remain hesitant to involve themselves for overlong in a mortal’s
    life, in part because they fear what sort of fiendish attention their presence
    might attract, but mostly out of respect for the mortal’s own destiny. A lillend
    would, all things being equal, prefer to let mortals choose their own fate rather
    than run the risk of sending someone down a path to which their heart is not set.
  hp: 145
  immunities: null
  innate_spells:
  - level: 4
    name: counter performance
  - level: 4
    name: hallucinatory terrain
  - level: 4
    name: heal
  - level: 4
    name: inspire heroics
  - level: 4
    name: sound burst
  - level: 4
    name: suggestion
  - level: 3
    name: sleep
  - level: 2
    name: darkness
  - level: 2
    name: invisibility
  - level: 1
    name: charm
  - frequency: constant
    level: 5
    name: tongues
  - frequency: constant
    level: 5
    name: speak with plants
  - frequency: constant
    level: 5
    name: speak with animals
  - frequency: constant
    level: 4
    name: speak with plants
  - frequency: constant
    level: 4
    name: speak with animals
  - frequency: constant
    level: 2
    name: speak with animals
  languages:
  - Celestial
  - Draconic
  - Infernal
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+10 plus 1d6 chaotic and 1d6 good
      type: slashing
    name: longsword
    to_hit: 18
    traits:
    - chaotic
    - magical
    - versatile P
  - action_cost: One Action
    damage:
      formula: 2d6+10 plus 1d6 chaotic, 1d6 good, and Grab
      type: bludgeoning
    name: tail
    to_hit: 18
    traits:
    - agile
    - magical
    - reach 10 feet
  name: Lillend (Muse Azata)
  perception: 16
  proactive_abilities: []
  ranged: null
  resistances: null
  saves:
    fort: 14
    ref: 16
    will: 16
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 14
    Deception: 16
    Diplomacy: 18
    Nature: 14
    Performance: 20
    Religion: 14
    Survival: 12
  speed:
  - amount: 25
    type: Land
  - amount: 45
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CG
  - Large
  - Azata
  - Celestial
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 5
    dex_mod: 4
    int_mod: 3
    str_mod: 7
    wis_mod: 4
  ac: 34
  automatic_abilities: null
  description: Ghaeles are fiend-hunting knights of Elysium and champions of the freedom
    to take up arms against oppressors and other evils. Ghaeles rarely engage directly
    in mortal wars, but where fiends are involved they make an exception. A ghaele
    might assume the guise of a mortal to fight fiends alongside others, hoping to
    bolster morale and teach good tactics against such supernatural foes. Ghaeles
    serve various deities and empyreal lords of Elysium, though many have an affinity
    for Cayden Cailean in his capacity as a champion of freedom and defender of the
    downtrodden. Among azatas, ghaeles are generally the quickest to shift to violence
    as a method of solving problems, but even then they seek to minimize pain and
    suffering when they can.
  hp: 235
  immunities: null
  innate_spells:
  - level: 7
    name: chromatic wall
  - level: 7
    name: dispel magic
  - level: 7
    name: heal
  - level: 7
    name: prismatic spray
  - level: 6
    name: illusory scene
  - level: 5
    name: banishment
  - frequency: x4
    level: 4
    name: heal
  - frequency: x4
    level: 4
    name: invisibility
  - frequency: x4
    level: 4
    name: restoration
  - level: 3
    name: mind reading
  - frequency: at will
    level: 2
    name: continual flame
  - frequency: at will
    level: 2
    name: dispel magic
  - frequency: at will; evil only
    level: 1
    name: charm
  - frequency: at will; evil only
    level: 1
    name: detect alignment
  - frequency: at will; evil only
    level: 1
    name: illusory disguise
  - frequency: constant
    level: 7
    name: see invisibility
  - frequency: constant
    level: 7
    name: tongues
  - frequency: constant
    level: 5
    name: tongues
  languages:
  - Celestial
  - Draconic
  - Infernal
  level: 13
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+13 plus 1d6 good and 1d6 other (see Choose Weakness)
      type: slashing
    name: holy greatsword
    to_hit: 28
    traits:
    - good
    - magical
    - versatile P
  name: Ghaele (Crusader Azata)
  perception: 25
  proactive_abilities:
  - action_cost: One Action
    description: A ghaele attempts to Recall Knowledge about a foe it is facing. If
      successful, it can change the elemental damage dealt by its greatsword and light
      ray to acid, cold, electricity, fire, or sonic, usually to match the a foe’s
      weakness. It can also change its energy resistance to any of these energy types
      (this can be a different type than for its attacks). The choices remain until
      it next uses Choose Weakness.
    name: Choose Weakness
    traits:
    - concentrate
    - divination
    - divine
    - evocation
    - manipulate
  - action_cost: One Action
    description: When a ghaele fixes its gaze upon a non-good creature, the creature
      suffers the effects of *divine decree* (DC 33 Will save). If it survives, the
      creature is temporarily immune to Ghaele’s Gaze for 1 minute.
    name: Ghaele's Gaze
    traits:
    - divine
    - evocation
    - visual
  - description: Any weapon becomes a *+2 holy striking weapon* while the ghaele wields
      it.
    name: Holy Blade
    traits:
    - divine
    - evocation
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d12 plus 1d12 good plus 2d6+6 other (see Choose Weakness)
      type: chaotic
    name: light ray
    to_hit: 25
    traits:
    - chaotic
    - good
    - light
    - range 300 feet
  resistances:
  - amount: 15
    type: energy (see Choose Weakness)
  saves:
    fort: 26
    ref: 20
    will: 23
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - '*see invisibility*'
  skills:
    Acrobatics: 27
    Athletics: 26
    Diplomacy: 26
    Nature: 23
    Religion: 23
    Stealth: 21
  speed:
  - amount: 35
    type: Land
  - amount: 100
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CG
  - Medium
  - Azata
  - Celestial
  type: Creature
- ability_mods:
    cha_mod: 7
    con_mod: 2
    dex_mod: 6
    int_mod: 0
    str_mod: -5
    wis_mod: 7
  ac: 39
  automatic_abilities:
  - description: The banshee can hear heartbeats within  (imprecise). **Sunlight Powerlessness**
      If in direct sunlight, the banshee is slowed 1 and can’t use actions that have
      the attack trait.
    name: Hears Heartbeats
    range: 60 feet
    traits: null
  - description: If in direct sunlight, the banshee is slowed 1 and can’t use actions
      that have the attack trait.
    name: Sunlight Powerlessness
    traits: null
  description: Banshees are the furious, tormented souls of elves bound to the Material
    Plane by a betrayal that defined the final hours of their lives. Some banshees
    arise from elves who were slain by trusted friends and allies, or whose loved
    ones betrayed them on their deathbeds. Others spawn from elves whose treacherous
    deeds shortly before their deaths left a stain upon their souls. Regardless of
    their origin, banshees despise the living. This hatred of life is all too often
    a horrific inversion of their personalities in life. Some speculate that the more
    kind-hearted the elf (and the more wrenching the betrayal), the crueler the banshee.
  hp: 250
  immunities:
  - disease
  - paralyzed
  - poison
  - precision
  - unconscious
  innate_spells: null
  languages:
  - Common
  - Elven
  level: 17
  melee:
  - action_cost: One Action
    damage:
      formula: 4d10+14 plus terrifying touch
      type: negative
    name: hand
    to_hit: 32
    traits:
    - finesse
    - magical
  name: Banshee
  perception: 32
  proactive_abilities:
  - description: When a banshee Strides at least 10 feet, they’re concealed until
      the start of their next turn.
    name: Spectral Ripple
    traits: null
  - description: A creature damaged by the banshee’s touch that isn’t already frightened
      must attempt a DC 38 Will save (DC 43 if the attack was a critical hit). If
      the creature fails its save, it’s frightened 2; on a critical failure, the creature
      also cowers with fear and is stunned 4. If the creature is protected against
      fear by a spell or magic item, the banshee’s touch first attempts to counteract
      the protection effect, with the effect of a 9th-level *dispel magic* spell.
    name: Terrifying Touch
    traits:
    - emotion
    - enchantment
    - fear
    - occult
  - action_cost: Two Actions
    description: The banshee unleashes a soul-chilling *wail of the banshee* (DC 38).
      This Wail overcomes *silence* and similar effects of 5th level or lower. The
      banshee can instead use Wail as a three-action activity to overcome such effects
      of up to 8th level. The banshee’s Wail resonates for 1 round, and any creature
      that comes within the area during that time must attempt a save against the
      effect. A creature can’t be affected more than once by the same Wail. The banshee
      can’t Wail again for 1d4 rounds.
    name: Wail
    traits:
    - auditory
    - concentrate
    - death
    - necromancy
    - occult
  ranged: null
  resistances:
  - amount: 12
    type: all damage (except force, ghost touch, or positive; double resistance vs.
      non-magical)
  saves:
    fort: 25
    ref: 29
    will: 32
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - hears heartbeats (imprecise) 60 feet
  - darkvision
  skills:
    Acrobatics: 31
    Intimidation: 32
    Occultism: 25
  speed:
  - amount: 60
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - CE
  - Medium
  - Incorporeal
  - Spirit
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 8
    dex_mod: 2
    int_mod: -3
    str_mod: 10
    wis_mod: 6
  ac: 48
  automatic_abilities: null
  description: Few sea monsters are as dreaded and feared as the two-headed baomal.
    These massive predatory beasts typically dwell in the deepest waters and compete
    with krakens and other monsters for food. They feed on whales and other large
    sea creatures, sometimes following them to the water’s surface. Near the surface,
    baomals that encounter ships quickly learn that they contain a variety of tasty
    morsels. The creatures use their devastating spikes to rip open the ships’ hulls,
    then leisurely feed on the helpless sailors.
  hp: 315
  immunities: null
  innate_spells: null
  languages:
  - Aklo
  level: 20
  melee:
  - action_cost: One Action
    damage:
      formula: 4d12+18 plus Improved Grab
      type: piercing
    name: jaws
    to_hit: 38
    traits:
    - reach 20 feet
  name: Baomel
  perception: 34
  proactive_abilities:
  - action_cost: One Action
    description: A baomal can inhale tremendous amounts of water, drawing everything
      in the sea nearby closer. All creatures and objects in the water within 60 feet
      of the baomal (including ships) are pulled toward it. Creatures must succeed
      at a DC 42 Athletics check or be pulled up to 20 feet toward the baomal (40
      feet on a critical failure). For ships, use the captain’s Sailing Lore in place
      of Athletics. Unattended objects are automatically pulled.
    name: Breath of the Sea
    traits:
    - attack
  - action_cost: One Action
    description: The baomal Swims or Strides alongside a creature or the hull of a
      vessel, dealing damage with the strong spikes on its shell. Each creature or
      ship the baomal is adjacent to at any point during its movement takes 6d6+10
      slashing and piercing damage (DC 42 basic Reflex save). Against vessels, Shell
      Rake ignores the first 5 Hardness and creates an explosion of splinters that
      deals 3d6+5 damage to every creature within 10 feet of the deck’s edge (DC 42
      basic Reflex save).
    name: Shell Rake
    traits:
    - move
  - action_cost: Two Actions
    description: The baomal makes a Strike with each set of jaws, each against a different
      creature. These Strikes count as one attack for the baomal’s multiple attack
      penalty, and the penalty doesn’t increase until after both attacks.
    name: Two-Headed Strike
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 4d10+18 plus Push 40 feet
      type: bludgeoning
    name: tsunami jet
    to_hit: 38
    traits:
    - brutal
    - range 500 feet
  resistances:
  - amount: 10
    type: physical
  saves:
    fort: 36
    ref: 30
    will: 34
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 80 feet
  skills:
    Athletics: 41
    Stealth: 31
    Survival: 37
  speed:
  - amount: 50
    type: Land
  - amount: 80
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CN
  - Gargantuan
  - Aberration
  - Aquatic
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 3
    dex_mod: 2
    int_mod: 2
    str_mod: 5
    wis_mod: 2
  ac: 21
  automatic_abilities: null
  description: Typical barghests are ravenous gluttons of life who feed and grow on
    the fat of mortals, their bodies changing in ways none can predict as they use
    the flesh and blood of their victims to achieve grisly transformations into greater
    barghests. Barghests often make use of their shapechanging abilities to rule tribes
    of goblinoids or to discreetly hunt in rural areas in the guise of unnaturally
    intelligent wolves. They do not work well together, as each barghest wants all
    the kills for itself; cannibalism is the typical result of too many barghests
    in one small area.
  hp: 50
  immunities: null
  innate_spells:
  - frequency: at will
    level: 4
    name: blink
  - frequency: at will
    level: 4
    name: confusion
  - frequency: at will
    level: 4
    name: dimension door
  - frequency: at will
    level: 3
    name: levitate
  languages:
  - Abyssal
  - Common
  - Goblin
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+5
      type: piercing
    name: jaws
    to_hit: 13
    traits: null
  - action_cost: One Action
    damage:
      formula: 2d6+5
      type: slashing
    name: claw
    to_hit: 13
    traits:
    - agile
  name: Barghest
  perception: 12
  proactive_abilities:
  - action_cost: One Action
    description: The barghest takes on the shape of a goblinoid (a goblin, hobgoblin,
      or bugbear) or a wolf, or it transforms back into its true form. When the barghest
      is a goblinoid, it loses its jaws and claw Strikes, it becomes Small if it is
      a goblin, and its Speed changes to 20 feet. When the barghest is a wolf, its
      Speed changes to 40 feet and its jaws gain Knockdown. Each individual barghest
      has only one goblinoid form and one wolf form.
    name: Change Shape
    traits:
    - concentrate
    - divine
    - polymorph
    - transmutation
  - description: Once per month, a barghest can spend 1 minute to devour a corpse,
      gaining a permanent +1 status bonus to its checks and DCs. Each subsequent time
      it feeds, this bonus increases by 1. The fourth time a barghest feeds, it sheds
      its skin and mutates into a greater barghest, and the status bonus ends.
    name: Feed
    traits: null
  ranged: null
  resistances:
  - amount: 5
    type: 'fire '
  - amount: 5
    type: physical (except magical)
  saves:
    fort: 11
    ref: 12
    will: 8
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 10
    Deception: 12
    Diplomacy: 9
    Intimidation: 11
    Stealth: 10
    Survival: 8
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 4
    dex_mod: 2
    int_mod: 3
    str_mod: 6
    wis_mod: 3
  ac: 25
  automatic_abilities: null
  description: Once a barghest has eaten enough to grow into a greater barghest, it
    typically seeks a method to leave the Material Plane and return to the Abyss,
    there joining other fiends as yet another of that plane’s horrors. As barghests
    have no innate ability to travel the planes, though, the time it takes for most
    greater barghests to engineer such a return can usually be measured in years,
    if not decades. During that time, greater barghests continue to play the roles
    of gluttons, hunters of humanity, and tyrants of goblinoid tribes. More than a
    few grow accustomed to such lives on the Material Plane and wholly abandon the
    end goal of returning to the Abyss, despite the fact that those who do make such
    a return home often grow even more powerful over time, gaining eerie new abilities
    and qualities absorbed from the raw chaos of the Abyss itself.
  hp: 105
  immunities: null
  innate_spells:
  - frequency: at will
    level: 4
    name: blink
  - frequency: at will
    level: 4
    name: confusion
  - frequency: at will
    level: 4
    name: dimension door
  - frequency: at will
    level: 4
    name: enlarge
  - frequency: at will
    level: 3
    name: levitate
  - frequency: at will
    level: 2
    name: invisibility
  languages:
  - Abyssal
  - Common
  - Goblin
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+6
      type: piercing
    name: jaws
    to_hit: 17
    traits: null
  - action_cost: One Action
    damage:
      formula: 2d8+6
      type: slashing
    name: claw
    to_hit: 17
    traits:
    - agile
  name: Greater Barghest
  perception: 16
  proactive_abilities:
  - action_cost: One Action
    description: The barghest takes on the shape of a goblinoid (a goblin, hobgoblin,
      or bugbear) or a wolf, or it transforms back into its true form. When the barghest
      is a goblinoid, it loses its jaws and claw Strikes, it becomes Small if it is
      a goblin, and its Speed changes to 20 feet. When the barghest is a wolf, its
      Speed changes to 40 feet and its jaws gain Knockdown. Each individual barghest
      has only one goblinoid form and one wolf form.
    name: Change Shape
    traits:
    - concentrate
    - divine
    - polymorph
    - transmutation
  - action_cost: Two Actions
    description: The barghest grows elongated fangs that seep poison. Its jaws deal
      1d6 additional poison damage and 1d6 persistent poison damage.</li><li>**Toxic
      Breath** |2| (divine, evocation, poison) The barghest breathes a cloud of toxic
      gas that deals 8d6 poison damage to all creatures in a 30-foot cone (DC 25 basic
      Fortitude save). It can’t use Toxic Breath again for 1d4 rounds.</li><li>**Vestigial
      Arm Strike** |2| **Frequency **once per round; **Trigger **The barghest completes
      a Strike. **Effect **The barghest makes a claw Strike with a shriveled third
      arm hanging from its torso. This attack doesn’t count for the barghest’s multiple
      attack penalty, nor does that penalty apply on the attack.</li><li>**Wings**
      The barghest has malformed wings extending from its back. It gains a fly Speed
      of 25 feet.</li></ul>
    name: Mutations
    traits:
    - poison
  ranged: null
  resistances:
  - amount: 10
    type: 'fire '
  - amount: 10
    type: physical (except magical)
  saves:
    fort: 17
    ref: 15
    will: 12
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 15
    Athletics: 15
    Deception: 18
    Diplomacy: 14
    Intimidation: 16
    Stealth: 15
    Survival: 14
  speed:
  - amount: 35
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - CE
  - Large
  - Fiend
  - Mutant
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 5
    dex_mod: -1
    int_mod: -3
    str_mod: 4
    wis_mod: 2
  ac: 22
  automatic_abilities: null
  description: The basilisk is an eight-legged reptile with a nasty disposition and
    the ability to turn creatures to stone with its gaze. Folklore holds that, much
    like for the cockatrice, the first basilisks hatched from leathery eggs laid by
    snakes and incubated by roosters, but little in the basilisk’s physiology lends
    any credence to this claim.
  hp: 75
  immunities: null
  innate_spells: null
  languages: ''
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+4
      type: piercing
    name: jaws
    to_hit: 15
    traits: null
  name: Basilisk
  perception: 11
  proactive_abilities:
  - action_cost: Two Actions
    description: The basilisk stares at a creature it can see within 30 feet. That
      creature must attempt a DC 22 Fortitude save. If it fails and has not already
      been slowed by Petrifying Glance or this ability, it becomes slowed 1. If the
      creature was already slowed by this ability or Petrifying Glance, a failed save
      causes the creature to be petrified permanently. A creature petrified in this
      manner that is coated (not just splashed) with fresh basilisk blood (taken from
      a basilisk that has been dead no longer than 1 hour) is instantly restored to
      flesh. A single basilisk contains enough blood to coat 1d3 Medium creatures
      in this manner.
    name: Petrifying Gaze
    traits:
    - arcane
    - concentrate
    - incapacitation
    - transmutation
    - visual
  ranged: null
  resistances: null
  saves:
    fort: 14
    ref: 8
    will: 11
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 13
    Stealth: 8
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Beast
  type: Creature
- ability_mods:
    cha_mod: -3
    con_mod: 1
    dex_mod: 4
    int_mod: -4
    str_mod: 1
    wis_mod: 3
  ac: 15
  automatic_abilities:
  - description: A bat swarm can use its hearing as a precise sense at the listed
      range.
    name: Echolocation
    traits: null
  description: Although the typical vampire bat has a wingspan of 7 inches and doesn’t
    pose a significant threat to larger prey alone (and indeed, these blood-drinkers
    can feed without their sleeping victims ever noticing), some unusually aggressive
    species of these bats hunt in deadly swarms. A churning cloud of vampire bats
    is much more dangerous than the sum of its individual parts and is capable of
    inflicting an overwhelming number of bleeding wounds in a frighteningly short
    span of time.
  hp: 11
  immunities:
  - precision
  - swarm mind
  innate_spells: null
  languages: ''
  level: 1
  melee: null
  name: Vampire Bat Swarm
  perception: 10
  proactive_abilities:
  - action_cost: One Action
    description: . Creatures that fail this save also take 1 persistent bleed damage.
    name: Blood Feast
    traits:
    - DC 16 basic Reflex save
  ranged: null
  resistances:
  - amount: 6
    type: bludgeoning
  - amount: 6
    type: piercing
  - amount: 3
    type: slashing
  saves:
    fort: 6
    ref: 9
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - echolocation (precise) 20 feet
  - low-light vision
  skills:
    Acrobatics: 7
    Athletics: 4
    Stealth: 7
  speed:
  - amount: 5
    type: Land
  - amount: 30
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  - Swarm
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 3
    dex_mod: 2
    int_mod: -4
    str_mod: 4
    wis_mod: 3
  ac: 18
  automatic_abilities:
  - description: A bat can use its hearing as a precise sense at the listed range.
    name: Echolocation
    traits: null
  description: While big bats are certainly not uncommon in dark caves and abandoned
    ruins and may instill fear in squeamish spelunkers, the so-called giant bat is
    a true monster, weighing well over 100 pounds and having a wingspan of nearly
    15 feet. It primarily eats fruit and bugs, but can be incited to violence through
    fear or hunger. Giant bat attacks can quickly give rise to rumors of more dangerous
    monsters—many mistake these massive animals for some sort of demon or vampiric
    monster. But like other bats, giant bats are simply social and intelligent mammals.
    They are sometimes used as mounts by smaller humanoids, commonly those who hail
    from or dwell in mountainous or underground regions.
  hp: 30
  immunities: null
  innate_spells: null
  languages: ''
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+4
      type: slashing
    name: fangs
    to_hit: 10
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: piercing
    name: wing
    to_hit: 10
    traits:
    - agile
  name: Giant Bat
  perception: 11
  proactive_abilities: []
  ranged: null
  resistances: null
  saves:
    fort: 9
    ref: 8
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - echolocation (precise) 40 feet
  - low-light vision
  skills:
    Acrobatics: 8
    Athletics: 8
    Stealth: 8
  speed:
  - amount: 15
    type: Land
  - amount: 30
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 5
    dex_mod: 1
    int_mod: -4
    str_mod: 4
    wis_mod: 1
  ac: 19
  automatic_abilities: null
  description: This large and powerful omnivore inhabits forested hills. While it
    typically sustains itself on nuts, berries, fish, and small mammals, it’s fiercely
    territorial and will chase off or kill any creature it views as competition. Grizzly
    bears are especially temperamental when their young are nearby. In combat, a grizzly
    bear often attempts to grab and maul its foe with surprising ferocity. It continues
    its assault until its foe seems like it is no longer a threat, though if the bear
    is hungry, it will not hesitate to feed.
  hp: 45
  immunities: null
  innate_spells: null
  languages: ''
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+4
      type: piercing
    name: jaws
    to_hit: 11
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d10+4 plus Grab
      type: slashing
    name: claw
    to_hit: 11
    traits:
    - agile
  name: Grizzly Bear
  perception: 10
  proactive_abilities:
  - description: The grizzly bear gains a +2 circumstance bonus to damage rolls against
      creatures it has grabbed.
    name: Mauler
    traits: null
  - action_cost: Two Actions
    description: The grizzly bear Strides and makes a Strike at the end of that movement.
      During the Stride, the grizzly bear gains a +10-foot circumstance bonus to its
      Speed.
    name: Rush
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 12
    ref: 6
    will: 8
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Athletics: 11
    Survival: 8
  speed:
  - amount: 35
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 6
    dex_mod: 1
    int_mod: -4
    str_mod: 6
    wis_mod: 1
  ac: 24
  automatic_abilities: null
  description: Larger, stronger, and far more aggressive than its smaller cousins,
    the cave bear is a behemoth that avoids civilized lands, preferring to dwell in
    remote places. As its name might suggest, the cave bear makes its den in natural
    caves, and like the grizzly bear, a cave bear is fiercely territorial. Unlike
    a grizzly bear, however, a cave bear is short tempered and will make sure its
    foe is dead before moving on, usually feasting on its prey’s soft flesh once it
    has been incapacitated. Cave bears are often regarded as powerful guardian spirits
    by remote-dwelling people, while they are utilized as beasts of war by orcs or
    even giants—stone giants in particular have an affinity for keeping trained cave
    bears as pets or guardians for their homes.
  hp: 95
  immunities: null
  innate_spells: null
  languages: ''
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+6
      type: piercing
    name: jaws
    to_hit: 16
    traits: null
  - action_cost: One Action
    damage:
      formula: 2d8+6 plus Grab
      type: slashing
    name: claw
    to_hit: 16
    traits:
    - agile
  name: Cave Bear
  perception: 13
  proactive_abilities:
  - description: The bear gains a +4 circumstance bonus to damage rolls against creatures
      it has grabbed.
    name: Mauler
    traits: null
  - action_cost: Two Actions
    description: The cave bear Strides and makes a Strike at the end of that movement.
      During the Stride, it gains a +10-foot circumstance bonus to its Speed.
    name: Rush
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 16
    ref: 11
    will: 13
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Athletics: 16
    Survival: 11
  speed:
  - amount: 35
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 2
    dex_mod: 3
    int_mod: -5
    str_mod: 1
    wis_mod: 1
  ac: 16
  automatic_abilities: null
  description: These 3-foot-long insects boast a pair of glowing organs on the back
    of the abdomen that give off bright light and that continue to glow for days,
    even after the creature’s death. Flash beetles are commonly herded and harvested
    by miners and spelunkers, as their glow is considered safer than torches and less
    expensive than lamps. Denizens of the Darklands often domesticate and train these
    insects, using them as pets, livestock, or caging them to use as organic sources
    of light in areas frequented by visitors unaccustomed to the darkness.
  hp: 6
  immunities: null
  innate_spells: null
  languages: ''
  level: -1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4+1
      type: piercing
    name: mandibles
    to_hit: 8
    traits:
    - agile
    - finesse
  name: Flash Beetle
  perception: 6
  proactive_abilities:
  - action_cost: One Action
    description: The flash beetle creates a brilliant flash of light. All creatures
      in its luminescent aura must succeed at a DC 17 Fortitude save or be dazzled
      for 1 minute. The flash beetle’s glow then goes out, disabling its aura for
      24 hours, during which time it cannot use Light Flash.
    name: Light Flash
    traits:
    - concentrate
    - light
  ranged: null
  resistances: null
  saves:
    fort: 5
    ref: 8
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Acrobatics: 6
    Athletics: 4
  speed:
  - amount: 20
    type: Land
  - amount: 15
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Small
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 5
    dex_mod: 1
    int_mod: -5
    str_mod: 5
    wis_mod: 2
  ac: 22
  automatic_abilities: null
  description: The giant stag beetle is larger than a horse, and the sight of one
    flying (if slowly and somewhat clumsily) on great buzzing wings is unnerving.
    Its enormous mandibles are used to impress mates, intimidate rivals, and discourage
    predators, for they can deliver deadly blows. While giant stag beetles are deadly
    predators, they can be domesticated by skilled wranglers. In such a capacity,
    these beetles serve well as beasts of burden or even as mounts.
  hp: 55
  immunities: null
  innate_spells: null
  languages: ''
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+5
      type: piercing
    name: mandibles
    to_hit: 13
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d10+5
      type: bludgeoning
    name: foot
    to_hit: 11
    traits: null
  name: Giant Stag Beetle
  perception: 10
  proactive_abilities:
  - description: Medium or smaller, foot, DC 21
    name: Trample
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 13
    ref: 9
    will: 8
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 9
    Athletics: 13
  speed:
  - amount: 20
    type: Land
  - amount: 20
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 0
    dex_mod: 3
    int_mod: -5
    str_mod: -4
    wis_mod: 1
  ac: 16
  automatic_abilities: null
  description: Scourges of swamps and damp, abandoned places, bloodseekers are ravenous
    blood drinkers. Farmers curse the creatures for sucking their livestock dry. It
    is from such beleaguered people that the bloodseeker’s regional name “stirge,”
    possibly a corruption of the word “scourge,” comes. Folk wisdom holds that the
    appearance of bloodseekers in a region signals a healthy herd of livestock, but
    more often it means bogs or old buildings that haven’t been properly tended to.
    Certainly, no amount of folksy parable can assuage a farmer driven to destitution
    by a bloodseeker infestation. But despite their role as parasites, bloodseekers
    aren’t hated by all villages. In some cases, the inhabitants of remote backwoods
    thorps even keep the things as pets or use them as doubtful medicinal “tools”
    to drain away unwanted humors or test for evil spirits possessing the blood. Worshippers
    of gods of pestilence and parasites often view bloodseekers as sacred to their
    faith and allow the creatures to feed freely from their bodies. In such societies,
    those who accidentally give too much are considered to have been “blessed” by
    the village’s hungry god.
  hp: 6
  immunities: null
  innate_spells: null
  languages: ''
  level: -1
  melee:
  - action_cost: One Action
    name: barbed leg
    to_hit: 8
    traits:
    - finesse
  name: Bloodseeker
  perception: 6
  proactive_abilities:
  - description: while attached. If the bloodseeker is killed or pushed away while
      attached to a creature it has drained blood from, that creature takes 1 persistent
      bleed damage. Escaping the attach or removing the bloodseeker in other ways
      doesn’t cause bleed damage.
    name: Attach
    traits: null
  - action_cost: One Action
    description: .
    name: Blood Drain
    traits:
    - of any kind or amount
  ranged: null
  resistances: null
  saves:
    fort: 5
    ref: 8
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 6
    Stealth: 6
  speed:
  - amount: 10
    type: Land
  - amount: 30
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Tiny
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -3
    con_mod: 4
    dex_mod: 1
    int_mod: -4
    str_mod: 4
    wis_mod: 2
  ac: 18
  automatic_abilities: null
  description: Boars are omnivorous mammals, hunted heavily because their meat is
    considered a delicacy. Boars are most likely to attack humanoids either in self-defense
    or during their mating season in the winter months, when the males grow an extra
    inch of tissue to protect their organs as they fight off rivals. Of course, in
    some cultures boars are trained to become much more aggressive so they can fill
    the roles of warbeast and guardian. When such boars escape back into the wild,
    they can become true terrors of the region.
  hp: 30
  immunities: null
  innate_spells: null
  languages: ''
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+4
      type: piercing
    name: Tusk
    to_hit: 10
    traits: null
  name: Boar
  perception: 8
  proactive_abilities:
  - action_cost: Two Actions
    description: twice and then makes a tusk Strike. As long as it moved at least
      20 feet, it gains a +2 circumstance bonus to its attack roll.
    name: Boar Charge
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 10
    ref: 5
    will: 8
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 5
    Athletics: 8
    Survival: 8
  speed:
  - amount: 40
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 3
    dex_mod: 0
    int_mod: -4
    str_mod: 6
    wis_mod: 2
  ac: 21
  automatic_abilities: null
  description: Where the typical boar is merely ill-tempered and generally unfriendly,
    the towering daeodon is legitimately hateful and ruthlessly violent. Although
    omnivorous, the daeodon (known in some regions simply as a giant boar) prefers
    to feed on flesh. Primarily a scavenger, the daeodon isn’t adverse to attacking
    creatures it encounters while searching for easier meals, or to protect any perceived
    encroachment into its lair or feeding grounds. Particularly brave or skilled orcs
    are fond of using daeodons as mounts or war-trained battle beasts; orc cavalry
    mounted on daeodons is a fearsome force indeed.
  hp: 60
  immunities: null
  innate_spells: null
  languages: ''
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+6
      type: piercing
    name: Tusk
    to_hit: 14
    traits: null
  name: Daeodon
  perception: 12
  proactive_abilities:
  - action_cost: Two Actions
    description: by the force of the blow.
    name: Daeodon Charge
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 13
    ref: 9
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 8
    Athletics: 12
    Survival: 10
  speed:
  - amount: 40
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 4
    dex_mod: 2
    int_mod: -1
    str_mod: 3
    wis_mod: 2
  ac: 16
  automatic_abilities: null
  description: Often tasked with patrolling the borders of their lands, boggard scouts
    learn to speak another language (typically Common) to make it easier to issue
    threats and insults toward trespassers.
  hp: 24
  immunities: null
  innate_spells: null
  languages:
  - Boggard
  - Common
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: bludgeoning
    name: Morningstar
    to_hit: 8
    traits:
    - versatile P
  - action_cost: One Action
    name: Tongue
    to_hit: 8
    traits:
    - reach 10 feet
  name: Boggard Scout
  perception: 7
  proactive_abilities:
  - description: A boggard scout ignores difficult terrain caused by swamp terrain
      features.
    name: Swamp Stride
    traits: null
  - action_cost: One Action
    description: The boggard scout unleashes a terrifying croak. Any non-boggard within
      30 feet becomes *frightened 1* unless they succeed at a DC 17 Will save; those
      who critically succeed are temporarily immune for 1 minute.
    name: Terrifying Croak
    traits:
    - auditory
    - emotion
    - fear
    - mental
  - description: ', but it can’t move beyond the reach of the boggard’s tongue. A
      creature can sever the tongue by hitting AC 13 and dealing at least 2 slashing
      damage. Though this doesn’t deal any damage to the boggard, it prevents it from
      using its tongue Strike until it regrows its tongue, which takes a week.'
    name: Tongue Grab
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+1
      type: bludgeoning
    name: Sling
    to_hit: 7
    traits:
    - propulsive
    - reload 1
    - range increment 50 feet
  resistances: null
  saves:
    fort: 9
    ref: 5
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 5
    Athletics: 8
    Stealth: 7
  speed:
  - amount: 20
    type: Land
  - amount: 25
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Amphibious
  - Boggard
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 4
    dex_mod: 0
    int_mod: -1
    str_mod: 4
    wis_mod: 2
  ac: 17
  automatic_abilities: null
  description: Boggard warriors exalt in single combat, and prefer to fight alone
    so that none can contest their kills. They have been known to pursue enemies who
    flee combat with a single-mindedness that seems almost supernatural.
  hp: 38
  immunities: null
  innate_spells: null
  languages:
  - Boggard
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+6
      type: bludgeoning
    name: Club
    to_hit: 10
    traits: null
  - action_cost: One Action
    name: Tongue
    to_hit: 10
    traits:
    - reach 10 feet
  name: Boggard Warrior
  perception: 8
  proactive_abilities:
  - description: A boggard warrior ignores difficult terrain caused by swamp terrain
      features.
    name: Swamp Stride
    traits: null
  - action_cost: One Action
    description: The boggard warrior unleashes a terrifying croak. Any non-boggard
      within 30 feet becomes *frightened 1* unless they succeed at a DC 18 Will save;
      those who critically succeed are temporarily immune for 1 minute.
    name: Terrifying Croak
    traits:
    - auditory
    - emotion
    - fear
    - mental
  - description: ', but it can’t move beyond the reach of the boggard’s tongue. A
      creature can sever the tongue by hitting AC 15 and dealing at least 3 slashing
      damage. Though this doesn’t deal any damage to the boggard, it prevents it from
      using its tongue Strike until it regrows its tongue, which takes a week.'
    name: Tongue Grab
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: piercing
    name: Javelin
    to_hit: 6
    traits:
    - thrown 30 feet
  - action_cost: One Action
    damage:
      formula: 1d6+6
      type: bludgeoning
    name: Club
    to_hit: 6
    traits:
    - thrown 10 feet
  resistances: null
  saves:
    fort: 10
    ref: 5
    will: 8
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 8
    Intimidation: 5
    Stealth: 6
  speed:
  - amount: 20
    type: Land
  - amount: 25
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Amphibious
  - Boggard
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 2
    dex_mod: 0
    int_mod: 0
    str_mod: 3
    wis_mod: 4
  ac: 18
  automatic_abilities: null
  description: The boggard swampseer has been gifted with magic through its worship
    of the demon lord Gogunta, and uses its power to rule a boggard village, keeping
    the rest of the village in line and planning raids on nearby communities.
  hp: 40
  immunities: null
  innate_spells: null
  languages:
  - Abyssal
  - Boggard
  - Common
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4+6
      type: bludgeoning
    name: staff
    to_hit: 10
    traits:
    - two-hand d8
  - action_cost: One Action
    name: Tongue
    to_hit: 10
    traits:
    - reach 10 feet
  name: Boggard Swampseer
  perception: 11
  proactive_abilities:
  - action_cost: Two Actions
    description: The swampseer utters a powerful croak that deals 4d6 sonic damage
      to any non-boggard within a 15-foot emanation (DC 19 basic Fortitude save);
      any creature with the *frightened* condition takes additional sonic damage equal
      to twice the value of their frightened condition. The boggard can’t use Destructive
      Croak again for 1d4 rounds
    name: Destructive Croak
    traits:
    - sonic
  - description: '**Trigger** The boggard swampseer or one of its allies within 60
      feet attempts a saving throw against an *auditory* or *sonic* effect. **Effect**
      The swampseer releases a croak that drowns out other sound. It rolls a *Performance*
      check. It and boggard allies in the area can use the higher result of the swampseer’s
      Performance check or their saves to resolve the effects against the *auditory*
      or *sonic* effect.'
    name: Drowning Drone
    traits:
    - auditory
    - mental
  - description: A boggard swampseer ignores difficult terrain caused by swamp terrain
      features.
    name: Swamp Stride
    traits: null
  - action_cost: One Action
    description: The boggard swampseer unleashes a terrifying croak. Any non-boggard
      within 30 feet becomes *frightened 1* unless they succeed at a DC 19 Will save;
      those who critically succeed are temporarily immune for 1 minute.
    name: Terrifying Croak
    traits:
    - auditory
    - emotion
    - fear
    - mental
  - description: ', but it can’t move beyond the reach of the boggard’s tongue. A
      creature can sever the tongue by hitting AC 15 and dealing at least 4 slashing
      damage. Though this doesn’t deal any damage to the boggard, it prevents it from
      using its tongue Strike until it regrows its tongue, which takes a week.'
    name: Tongue Grab
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 9
    ref: 7
    will: 11
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 8
    Intimidation: 8
    Medicine: 9
    Nature: 11
    Performance: 8
    Religion: 9
  speed:
  - amount: 20
    type: Land
  - amount: 25
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Amphibious
  - Boggard
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 5
    dex_mod: 3
    int_mod: 4
    str_mod: 6
    wis_mod: 4
  ac: 26
  automatic_abilities: null
  description: The grotesque brain collectors (or neh-thalggus, as they call themselves)
    originate from worlds far beyond the known solar system, and are part of a conglomeration
    of hostile aliens known collectively as the Dominion of the Black. Whether driven
    by their own schemes or directives from sinister overlords, brain collectors arrive
    in living starships to harvest the brains of intelligent creatures. These aberrations
    draw no nutrition from brains, instead storing them for analysis and as vessels
    for occult magical energies.
  hp: 140
  immunities:
  - confused
  innate_spells: null
  languages:
  - Abyssal
  - Aklo
  - Common
  - Draconic
  - Protean
  - Undercommon
  level: 8
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+6 plus brain collector venom
      type: piercing
    name: Jaws
    to_hit: 20
    traits: null
  - action_cost: One Action
    damage:
      formula: 2d8+6
      type: slashing
    name: Claw
    to_hit: 20
    traits:
    - agile
  name: Brain Collector
  perception: 18
  proactive_abilities:
  - description: '**Saving Throw** DC 26 Fortitude; **Maximum Duration** 6 rounds;
      **Stage 1** 1d6 poison damage and *enfeebled 1* (1 round); **Stage 2** 1d6 poison
      damage, *enfeebled 1*, and *slowed 1* (1 round); **Stage 3** 2d6 poison damage,
      *enfeebled 2*, and *slowed 1* (1 round)'
    name: Brain Collector Venom
    traits:
    - poison
  - action_cost: One Action
    description: The brain collector collects a brain of a creature that has been
      dead for no more than 1 minute. It can then use an Interact action to secure
      the brain in one of its empty brain blisters
    name: Collect Brain
    traits:
    - manipulate
  ranged: null
  resistances: null
  saves:
    fort: 15
    ref: 13
    will: 18
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  skills:
    Acrobatics: 17
    Arcana: 18
    Athletics: 16
    Lore: 18
    Occultism: 21
    Stealth: 17
  speed:
  - amount: 25
    type: Land
  - amount: 30
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - CE
  - Large
  - Aberration
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 3
    dex_mod: 2
    int_mod: -1
    str_mod: 4
    wis_mod: 1
  ac: 17
  automatic_abilities: null
  description: The more common bugbear thug specializes in the art of lurking in the
    shadows.
  hp: 34
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Goblin
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+4
      type: piercing
    name: Bastard Sword
    to_hit: 10
    traits:
    - two-hand d12
  - action_cost: One Action
    damage:
      formula: 1d4+4
      type: bludgeoning
    name: Fist
    to_hit: 10
    traits:
    - agile
    - nonlethal
  name: Bugbear Thug
  perception: 7
  proactive_abilities:
  - action_cost: One Action
    description: by. If they succeed, they also deal fist damage to that creature.
    name: Bushwhack
    traits: null
  - description: .
    name: Mauler
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: piercing
    name: Javelin
    to_hit: 8
    traits:
    - thrown 30 feet
  resistances: null
  saves:
    fort: 9
    ref: 8
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 6
    Athletics: 7
    Intimidation: 4
    Stealth: 6
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Medium
  - Goblin
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 2
    dex_mod: 3
    int_mod: -1
    str_mod: 4
    wis_mod: 1
  ac: 20
  automatic_abilities: null
  description: The bugbear tormentor seeks to torture their prey as much through psychological
    intimidation as through physical harm. The longer a bugbear tormentor can keep
    their victim alive and terrified, the better they feel.
  hp: 44
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Goblin
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4+6
      type: piercing
    name: Dagger
    to_hit: 11
    traits:
    - agile
    - versatile S
  - action_cost: One Action
    damage:
      formula: 1d4+6
      type: slashing
    name: Sickle
    to_hit: 11
    traits:
    - agile
    - finesse
    - trip
  name: Bugbear Tormentor
  perception: 8
  proactive_abilities:
  - description: creatures
    name: Sneak Attack
    traits: null
  - action_cost: Two Actions
    description: against the second attack. Apply the bugbear tormentor’s multiple
      attack penalty to the Strikes normally.
    name: Twin Feint
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d4+6
      type: piercing
    name: Dagger
    to_hit: 10
    traits:
    - agile
    - thrown 10 feet
    - versatile S
  resistances: null
  saves:
    fort: 9
    ref: 10
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 8
    Athletics: 9
    Intimidation: 7
    Stealth: 8
    Thievery: 8
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Medium
  - Goblin
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 6
    dex_mod: 2
    int_mod: -4
    str_mod: 7
    wis_mod: 2
  ac: 30
  automatic_abilities: null
  description: Bulettes are fearsome predators that roam just beneath the surface
    of desolate wilderness areas. When they burrow through the ground, only the fin
    of their thickly armored backs protrudes above—at least until they are ready to
    leap out and strike their prey. Their appearance, appetite, and iconic dorsal
    fin have earned the nickname “landshark.”
  hp: 120
  immunities: null
  innate_spells: null
  languages: ''
  level: 8
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+10
      type: piercing
    name: Jaws
    to_hit: 21
    traits: null
  - action_cost: One Action
    damage:
      formula: 2d8+10
      type: slashing
    name: Claw
    to_hit: 21
    traits:
    - agile
  name: Bulette
  perception: 16
  proactive_abilities:
  - description: A bulette gains a +1 circumstance bonus to attack and damage rolls
      with its jaws against a specific type of creature designated as its favorite
      food. Unless otherwise stated, a bulette’s favored prey is halflings. Elves
      are never a favored prey for bulettes.
    name: Favored Prey
    traits: null
  - action_cost: Two Actions
    description: . If it’s adjacent to an enemy at the apex of its High Jump or at
      the end of its Long Jump, it can make a claw Strike against the enemy at that
      moment. If the bulette jumps at least 5 feet vertically or at least 20 feet
      horizontally, it can attempt two claw Strikes instead of one. The bulette’s
      multiple attack penalty doesn’t increase until it has made all the claw Strikes
      that are part of its Leaping Charge.
    name: Leaping Charge
    traits: null
  - description: ', or 20 feet up on a critical success.'
    name: Powerful Jumper
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 20
    ref: 16
    will: 14
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 16
    Athletics: 21
  speed:
  - amount: 40
    type: Land
  - amount: 30
    type: Burrow
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Huge
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 4
    dex_mod: 3
    int_mod: -4
    str_mod: 4
    wis_mod: 1
  ac: 19
  automatic_abilities:
  - description: The bunyip can smell blood in the water from up to 1 mile away.
    name: Blood Scent
    traits: null
  description: Bunyips are dangerous aquatic predators that resemble a cross between
    a shark and a seal. Found in freshwater inlets or saltwater coves worldwide, bunyips
    hunt where prey is plentiful, often to the consternation of coastal residents
    and fisherfolk.
  hp: 45
  immunities: null
  innate_spells: null
  languages: ''
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+4 plus 1d6 persistent bleed damage
      type: piercing
    name: Jaws
    to_hit: 11
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d8+4
      type: bludgeoning
    name: Tail
    to_hit: 11
    traits:
    - agile
  name: Bunyip
  perception: 10
  proactive_abilities:
  - description: that go away at the end of the frenzy, and takes a –2 penalty to
      AC.
    name: Blood Frenzy
    traits: null
  - action_cost: One Action
    description: The bunyip lets out a loud and horrifying roar. Other creatures within
      100 feet must succeed at a DC 21 Will save or become *frightened 2* (*frightened
      3* on a critical failure, *frightened 1* on a success, or unaffected on a critical
      success). No matter the result, the creature is temporarily immune to the  effect
      for 1 minute.
    name: Roar
    traits:
    - auditory
    - concentrate
    - emotion
    - enchantment
    - fear
    - mental
    - primal
  - action_cost: One Action
    description: A bunyip can alter its form slightly to gain an advantage and make
      it harder to recognize. When it does, its teeth shrink and its Jaws Strike doesn’t
      deal the 1d6 *persistent* *bleed damage*. It can choose to gain either a long
      snake tail, granting its tail Strike reach 10 feet and Grab, or squat crocodile
      legs, increasing its land Speed to 20 feet. If it uses Shift Form again, the
      bunyip can return to normal or switch between a long tail or crocodile legs.
    name: Shift Form
    traits:
    - morph
    - primal
    - transmutation
  ranged: null
  resistances: null
  saves:
    fort: 9
    ref: 12
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - blood scent
  - darkvision
  - scent (imprecise) 100 feet
  skills:
    Athletics: 11
    Stealth: 10
    Survival: 8
  speed:
  - amount: 10
    type: Land
  - amount: 40
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Animal
  - Aquatic
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 2
    dex_mod: 4
    int_mod: -1
    str_mod: 0
    wis_mod: 1
  ac: 17
  automatic_abilities: null
  description: Caligni dancers serve as intermediaries between caligni clans.
  hp: 18
  immunities: null
  innate_spells: []
  languages:
  - Caligni
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4
      type: bludgeoning
    name: Baton
    to_hit: 9
    traits:
    - agile
    - finesse
    - shove
  - action_cost: One Action
    damage:
      formula: 1d4
      type: piercing
    name: Dagger
    to_hit: 9
    traits:
    - agile
    - finesse
    - versatile S
  name: Caligni Dancer
  perception: 6
  proactive_abilities:
  - action_cost: One Action
    description: The caligni dancer touches a foe and curses it. If the target fails
      a DC 18 Will save, it gains *clumsy 1* and *stupefied 1*. The target is then
      temporarily immune for 24 hours. These conditions persist until the curse is
      removed. The victim can attempt a new DC 18 Will save once per hour to end the
      curse.
    name: Dancer's Curse
    traits:
    - curse
    - enchantment
    - occult
    - mental
  - description: creatures.
    name: Sneak Attack
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d4
      type: piercing
    name: Dagger
    to_hit: 9
    traits:
    - agile
    - thrown 10 feet
    - versatile S
  resistances: null
  saves:
    fort: 7
    ref: 9
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - greater darkvision
  - light blindness
  skills:
    Acrobatics: 7
    Performance: 6
    Stealth: 7
    Thievery: 7
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: 16
  traits:
  - CN
  - Small
  - Caligni
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 3
    dex_mod: 4
    int_mod: -1
    str_mod: 0
    wis_mod: 2
  ac: 19
  automatic_abilities: null
  description: The most widespread of the caligni are the mischievous caligni creepers.
  hp: 30
  immunities: null
  innate_spells:
  - frequency: at will
    level: 2
    name: darkness
  languages:
  - Caligni
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4 plus black smear poison
      type: piercing
    name: Dagger
    to_hit: 10
    traits:
    - agile
    - finesse
    - versatile S
  name: Caligni Creeper
  perception: 8
  proactive_abilities:
  - description: creatures.
    name: Sneak Attack
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d4 plus black smear poison
      type: piercing
    name: Dagger
    to_hit: 10
    traits:
    - agile
    - thrown 10 feet
    - versatile S
  resistances: null
  saves:
    fort: 9
    ref: 10
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - greater darkvision
  - light blindness
  skills:
    Acrobatics: 8
    Athletics: 4
    Stealth: 10
    Thievery: 8
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: 15
  traits:
  - CN
  - Small
  - Caligni
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 2
    dex_mod: 5
    int_mod: -1
    str_mod: 2
    wis_mod: 2
  ac: 21
  automatic_abilities: null
  description: Caligni stalkers are often leaders of caligni enclaves.
  hp: 60
  immunities: null
  innate_spells:
  - frequency: at will
    level: 2
    name: darkness
  - frequency: at will
    level: 2
    name: obscuring mist
  languages:
  - Caligni
  - Undercommon
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+7 plus black smear poison
      type: piercing
    name: Shortsword
    to_hit: 13
    traits:
    - agile
    - finesse
    - versatile S
  name: Caligni Stalker
  perception: 10
  proactive_abilities:
  - action_cost: Two Actions
    description: only once. Both attacks count toward the stalker’s multiple attack
      penalty, but the penalty increases only after both attacks.
    name: Double Slice
    traits: null
  - action_cost: One Action
    description: Each caligni creeper within 30 feet of the stalker can *Step*. Each
      creeper can benefit from Encircling Command only once per round.
    name: Encircling Command
    traits:
    - auditory
  - description: creatures.
    name: Sneak Attack
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 10
    ref: 13
    will: 8
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - greater darkvision
  - light blindness
  skills:
    Acrobatics: 13
    Athletics: 8
    Stealth: 13
    Thievery: 11
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: 19
  traits:
  - CN
  - Medium
  - Caligni
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 2
    dex_mod: 4
    int_mod: -4
    str_mod: 3
    wis_mod: 1
  ac: 18
  automatic_abilities: null
  description: Leopards are among the smallest of the big cats, yet they are still
    dangerous creatures to tangle with. Leopard statistics can also be used for black
    panthers, white-spotted snow leopards, or tawny-coated cougars.
  hp: 30
  immunities: null
  innate_spells: null
  languages: ''
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+3 plus Grab
      type: piercing
    name: jaws
    to_hit: 10
    traits:
    - finesse
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: slashing
    name: claw
    to_hit: 10
    traits:
    - agile
    - finesse
  name: Leopard
  perception: 7
  proactive_abilities:
  - action_cost: One Action
    description: The leopard makes two claw Strikes against a creature it has grabbed.
      Both count toward its multiple attack penalty, but the penalty increases only
      after both attacks are made.
    name: Maul
    traits: null
  - action_cost: One Action
    description: The leopard Strides and makes a Strike at the end of that movement.
      If the leopard began this action hidden, it remains hidden until after this
      ability's Strike.
    name: Pounce
    traits: null
  - description: The leopard deals 1d4 extra precision damage to flat-footed creatures.
    name: Sneak Attack
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 8
    ref: 10
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 8
    Athletics: 7
    Stealth: 8
  speed:
  - amount: 30
    type: Land
  - amount: 20
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 2
    dex_mod: 3
    int_mod: -4
    str_mod: 4
    wis_mod: 2
  ac: 19
  automatic_abilities: null
  description: Lions are cooperative hunters, ambushing dangerous prey in groups of
    lionesses that work in tandem to trap and kill their prey. Male lions are typically
    larger, with long manes, and when they hunt, they tend to do so on their own.
  hp: 45
  immunities: null
  innate_spells: null
  languages: ''
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+6 plus Grab
      type: piercing
    name: jaws
    to_hit: 11
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d8+6
      type: slashing
    name: claw
    to_hit: 11
    traits:
    - agile
  name: Lion
  perception: 9
  proactive_abilities:
  - description: The lion deals 1d4 extra damage to any creature that's within reach
      of at least two of the lion's allies
    name: Pack Attack
    traits: null
  - action_cost: One Action
    description: The lion Strides and makes a Strike at the end of that movement.
      If the lion began this action hidden, it remains hidden until after this ability's
      Strike.
    name: Pounce
    traits: null
  - description: The lion deals 1d6 extra precision damage to flat-footed creatures.
    name: Sneak Attack
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 9
    ref: 10
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 8
    Athletics: 11
    Stealth: 10
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 3
    dex_mod: 3
    int_mod: -4
    str_mod: 5
    wis_mod: 2
  ac: 21
  automatic_abilities: null
  description: Tigers are solitary and territorial hunters, using their striped hides
    to blend into the forests and jungles they call home and preferring to attack
    with surprise.
  hp: 60
  immunities: null
  innate_spells: null
  languages: ''
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+7 plus Grab
      type: piercing
    name: jaws
    to_hit: 13
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d8+7
      type: slashing
    name: claw
    to_hit: 13
    traits:
    - agile
  name: Tiger
  perception: 12
  proactive_abilities:
  - action_cost: One Action
    description: The tiger Strides and makes a Strike at the end of that movement.
      If the tiger began this action hidden, it remains hidden until after this ability's
      Strike.
    name: Pounce
    traits: null
  - description: The tiger deals 1d6 extra precision damage to flat-footed creatures.
    name: Sneak Attack
    traits: null
  - action_cost: One Action
    description: .
    name: Wrestle
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 13
    ref: 11
    will: 8
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 11
    Athletics: 13
    Stealth: 13
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 3
    dex_mod: 2
    int_mod: -4
    str_mod: 6
    wis_mod: 2
  ac: 23
  automatic_abilities: null
  description: Smilodons are large saber-toothed cats, apex predators that are significantly
    more muscular and broader than the other species of big cats. They often kill
    prey with a quick stab to the throat or other vulnerable spot. The smilodon’s
    oversized fangs are particularly sought after as trophies.
  hp: 110
  immunities: null
  innate_spells: null
  languages: ''
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+6 plus Grab
      type: piercing
    name: fangs
    to_hit: 16
    traits: null
  - action_cost: One Action
    damage:
      formula: 2d8+6 plus Grab
      type: slashing
    name: claw
    to_hit: 16
    traits:
    - agile
  name: Smilodon
  perception: 14
  proactive_abilities:
  - action_cost: One Action
    description: The smilodon makes a fangs Strike against a creature it is grabbing.
      If the attack hits, the creature is knocked prone; if the creature is wearing
      armor with hardness 10 or lower, the armor is broken. If this Strike breaks
      a creature's armor or damages a creature who is unarmored or wearing broken
      armor, the creature also takes 2d6 persistent bleed damage. This Strike doesn't
      further damage armor that's already broken.
    name: Pierce Armor
    traits: null
  - action_cost: One Action
    description: The smilodon Strides and makes a Strike at the end of that movement.
      If the smilodon began this action hidden, it remains hidden until after this
      ability's Strike.
    name: Pounce
    traits: null
  - description: The smilodon deals 1d6 extra precision damage to flat-footed creatures.
    name: Sneak Attack
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 15
    ref: 12
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 12
    Athletics: 16
    Stealth: 12
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 1
    dex_mod: 4
    int_mod: -1
    str_mod: 3
    wis_mod: 1
  ac: 17
  automatic_abilities: null
  description: Catfolk pouncers travel the world in search of new experiences.
  hp: 19
  immunities: null
  innate_spells: null
  languages:
  - Amurrun
  - Common
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d12+3
      type: slashing
    name: greataxe
    to_hit: 8
    traits:
    - sweep
  - action_cost: One Action
    damage:
      formula: 1d4+3
      type: piercing
    name: dagger
    to_hit: 9
    traits:
    - agile
    - finesse
    - versatile S
  name: Catfolk Pouncer
  perception: 6
  proactive_abilities:
  - action_cost: Two Actions
    description: The catfolk pouncer Strides up to double their Speed. If the catfolk
      ends their movement within melee reach of at least one enemy, they can make
      a melee Strike against that enemy.
    name: Sudden Charge
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d4+3
      type: piercing
    name: dagger
    to_hit: 9
    traits:
    - agile
    - thrown 10 feet
    - versatile S
  resistances: null
  saves:
    fort: 6
    ref: 9
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Acrobatics: 7
    Athletics: 6
    Nature: 4
    Stealth: 7
    Survival: 4
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CG
  - Medium
  - Catfolk
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 7
    dex_mod: 4
    int_mod: -3
    str_mod: 6
    wis_mod: 2
  ac: 33
  automatic_abilities:
  - description: he cauthooj senses a creatures mental essence at the listed ranged.
    name: Thoughtsense
    traits:
    - divination
    - mental
    - occult
  description: These large, flightless birds are deceptively agile, considering their
    long bodies and awkward, hopping gait. Solitary predators, they use their hypnotic
    warbling song to drive prey into a wild frenzy, manipulating them into attacking
    one another so that the cauthooj can then feast on the remains.
  hp: 215
  immunities: null
  innate_spells: null
  languages:
  - Sylvan
  level: 12
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+12
      type: piercing
    name: beak
    to_hit: 26
    traits:
    - agile
    - deadly 1d12
    - reach 10 feet
  name: Cauthooj
  perception: 22
  proactive_abilities:
  - action_cost: One Action
    description: With subtle alterations in the pitch and tone of its song, the cauthooj
      directs one creature confused by its Warbling Song to make a Strike. This works
      like other Strikes made by confused creatures, except that the cauthooj chooses
      the target. If no target is in reach or range, or the creature is unable to
      Strike for any other reason, this ability has no effect.
    name: Staccato Strike
    traits:
    - mental
    - primal
    - sonic
  - action_cost: Two Actions
    description: The cauthooj gives a strange, ululating cry that causes nearby creatures
      to lash out violently and without control. Each creature within 120-foot emanation
      that can hear the cauthooj must attempt a DC 32 Will save to resist the effect.
      **Critical Success** The target is unaffected and is temporarily immune for
      1 minute. **Success** The target is unaffected. **Failure** The target is confused
      for 1 round. **Critical Failure** The target is confused for 1 round and immediately
      attacks itself (in the normal fashion for attacking oneself while confused).
      This Strike doesn't give the creature a flat check to recover from the confusion.
    name: Warbling Song
    traits:
    - auditory
    - incapacitation
    - mental
    - primal
  ranged: null
  resistances:
  - amount: 15
    type: sonic
  saves:
    fort: 25
    ref: 20
    will: 18
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - thoughtsense (imprecise) 60 feet
  skills:
    Athletics: 24
    Stealth: 25
  speed:
  - amount: 35
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Beast
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 7
    dex_mod: -1
    int_mod: -5
    str_mod: 9
    wis_mod: -1
  ac: 32
  automatic_abilities: null
  description: The purple worm is the most common and infamous of the cave worms,
    a much-feared monster wandering the twisting tunnels of the Darklands that is
    capable of carving out entire cave systems. Tunnels bored by a purple worm don’t
    always last long after these creature’s passage, and areas where they nest are
    maddening mazes of passageways that lead nowhere, yet navigating the labyrinth
    to find the worm’s central nest often yields amazing treasures left behind by
    the worm’s prior victims.
  hp: 270
  immunities: null
  innate_spells: null
  languages: ''
  level: 13
  melee:
  - action_cost: One Action
    damage:
      formula: 3d10+15 plus Improved Grab
      type: piercing
    name: jaws
    to_hit: 28
    traits:
    - deadly 2d10
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 2d12+15 plus purple worm venom
      type: piercing
    name: stinger
    to_hit: 28
    traits:
    - agile
    - poison
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 1d10+13
      type: bludgeoning
    name: body
    to_hit: 26
    traits:
    - reach 15 feet
  name: Purple Worm
  perception: 20
  proactive_abilities:
  - description: The worm uses Swallow Whole.
    name: Fast Swallow
    traits: null
  - description: '**Saving Throw** DC 32 Fortitude, **Maximum Duration** 6 rounds;
      **Stage 1** 5d6 poison damage and enfeebled 2 (1 round), **Stage 2** 6d6 poison
      damage, and enfeebled 2 (1 round); **Stage 3** 8d6 poison damage and enfeebled
      2 (1 round).'
    name: Purple Worm Venom
    traits:
    - poison
  - description: Boulders occupy space in the worm’s stomach as a creature of equivalent
      size, and purple worms often have several boulders swallowed. A purple worm
      can use a single action to swallow a new boulder.
    name: Regurgitate
    traits: null
  - description: A purple worm can burrow through solid stone at a Speed of 20 feet.
      It can leave a tunnel if it desires, and it usually does.
    name: Rock Tunneler
    traits: null
  - action_cost: One Action
    description: Huge, 3d6+9 bludgeoning, Rupture 24
    name: Swallow Whole
    traits: null
  - action_cost: Two Actions
    description: The worm makes a Strike once against each creature in its reach.
      It can Strike up to once with its jaws, up to once with its stinger, and any
      number of times with its body. Each attack counts toward the worm’s multiple
      attack penalty, but the multiple attack penalty doesn’t increase until after
      it makes all the attacks.
    name: Thrash
    traits: null
  ranged:
  - action_cost: One Action
    name: regurgitate
    to_hit: 26
    traits:
    - brutal
    - range increment 60 feet
  resistances: null
  saves:
    fort: 28
    ref: 21
    will: 21
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - tremorsense (imprecise) 100 feet
  skills:
    Athletics: 30
  speed:
  - amount: 40
    type: Land
  - amount: 20
    type: Swim
  - amount: 40
    type: Burrow
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Gargantuan
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 8
    dex_mod: -1
    int_mod: -5
    str_mod: 10
    wis_mod: -1
  ac: 35
  automatic_abilities: null
  description: The azure worm is a deep-blue creature that is more at home in flooded
    tunnels than dry caves. While an azure worm is a strong swimmer, it prefers to
    lie in wait within the walls, door, or even ceiling of flooded caverns, ready
    to spring out and ambush creatures swimming past its hiding spot. The azure worm
    is particularly hated and feared by Darklands-dwelling cultures, due to the fact
    that an azure worm that burrows into a tunnel often brings with it waters from
    the submerged river or lake it calls home. When it becomes obvious that an azure
    worm is near a Darklands settlement, the inhabitants quickly establishing a hunting
    party to deal with the menace before it can bring ruin.
  hp: 320
  immunities: null
  innate_spells: null
  languages: ''
  level: 15
  melee:
  - action_cost: One Action
    damage:
      formula: 3d12+16 plus Improved Grab
      type: piercing
    name: jaw
    to_hit: 31
    traits:
    - deadly 2d10
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 4d6+16 plus azure worm venom
      type: piercing
    name: stinger
    to_hit: 31
    traits:
    - agile
    - poison
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 2d8+14
      type: bludgeoning
    name: body
    to_hit: 29
    traits:
    - reach 15 feet
  name: Azure Worm
  perception: 22
  proactive_abilities:
  - description: '**Saving Throw** DC 37 Fortitude, **Maximum Duration** 6 rounds;
      **Stage 1** 3d6 poison damage and clumsy 2 (1 round); **Stage 2** 4d6 poison
      damage and clumsy 2 (1 round); **Stage 3** 6d6 poison damage and clumsy 2 (1
      round)'
    name: Azure Worm Venom
    traits:
    - poison
  - action_cost: Two Actions
    description: . After the Strike, the worm splashes back down. It can use Improved
      Grab on this Strike and follow it up with Fast Swallow.
    name: Breach
    traits:
    - this lets it attack a creature within 45 feet of the water’s surface
  - description: The worm uses Swallow Whole.
    name: Fast Swallow
    traits: null
  - action_cost: One Action
    description: Huge, 3d8+10 bludgeoning, Rupture 27
    name: Swallow Whole
    traits: null
  - action_cost: Two Actions
    description: The worm makes a Strike once against each creature in its reach.
      It can Strike up to once with its jaws, up to once with its stinger, and any
      number of times with its body. Each attack counts toward the worm’s multiple
      attack penalty, but the multiple attack penalty doesn’t increase until after
      it makes all the attacks.
    name: Thrash
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 32
    ref: 20
    will: 23
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - tremorsense (imprecise) 100 feet
  skills:
    Athletics: 33
    Stealth: 20
  speed:
  - amount: 40
    type: Land
  - amount: 60
    type: Swim
  - amount: 40
    type: Burrow
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - N
  - Gargantuan
  - Amphibious
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 9
    dex_mod: -1
    int_mod: -3
    str_mod: 10
    wis_mod: -1
  ac: 40
  automatic_abilities: null
  description: Among the most dangerous cave worms are the fiery crimson worms. In
    addition to being even larger than azure or purple worms, the crimson worm has
    a penchant for burrowing through volcanic regions that, over the generations,
    have infused it with a supernatural link to the Elemental Plane of Fire. The molten
    heart of an active volcano is an attractive lair for a crimson worm, as are the
    sprawling fields of bubbling magma found in the deepest reaches of the Darklands.
    Legends from ancient peoples, precursor dwarven societies, and colonists of the
    Elemental Planes populated moats of lava with crimson worms likely have some basis
    in truth, although the methods such ancients used to keep these “moat worms” contained
    and prevented them from chewing their way through fortress foundations must have
    been significant.
  hp: 410
  immunities:
  - fire
  innate_spells: null
  languages: ''
  level: 18
  melee:
  - action_cost: One Action
    damage:
      formula: 3d10+18 plus 2d6 fire and Improved Grab
      type: piercing
    name: jaws
    to_hit: 36
    traits:
    - deadly 3d10
    - fire
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 2d12+18 plus 2d6 fire and crimson worm venom
      type: piercing
    name: stinger
    to_hit: 36
    traits:
    - agile
    - fire
    - poison
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 2d10+16 plus 2d6 fire
      type: bludgeoning
    name: body
    to_hit: 36
    traits:
    - fire
    - reach 15 feet
  name: Crimson Worm
  perception: 25
  proactive_abilities:
  - action_cost: Two Actions
    description: The crimson worm breathes a blast of flame in a 60-foot cone that
      deals 18d6 fire damage to all creatures in the area (DC 41 basic Reflex save).
      It can’t use Breath Weapon again for 1d4 rounds.
    name: Breath Weapon
    traits:
    - evocation
    - fire
    - primal
  - description: '**Saving Throw** DC 41 Fortitude, **Maximum Duration** 6 rounds;
      **Stage 1** 1d6 poison damage and drained 1 (1 round), **Stage 2** 2d6 poison
      damage and drained 1 (1 round); **Stage 3** 2d6 poison damage and drained 2
      (1 round).'
    name: Crimson Worm Venom
    traits:
    - poison
  - description: The worm uses Swallow Whole.
    name: Fast Swallow
    traits: null
  - description: A crimson worm can burrow through solid stone at a Speed of 20 feet.
      It can leave a tunnel if it desires, and it usually does.
    name: Rock Tunneler
    traits: null
  - action_cost: One Action
    description: Huge, 3d10+10 bludgeoning plus 2d6 fire, Rupture 36
    name: Swallow Whole
    traits: null
  - action_cost: Two Actions
    description: The worm makes a Strike once against each creature in its reach.
      It can Strike up to once with its jaws, up to once with its stinger, and any
      number of times with its body. Each attack counts toward the worm’s multiple
      attack penalty, but the multiple attack penalty doesn’t increase until after
      it makes all the attacks.
    name: Thrash
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 36
    ref: 25
    will: 27
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - tremorsense (imprecise) 100 feet
  skills:
    Athletics: 38
  speed:
  - amount: 40
    type: Land
  - amount: 20
    type: Swim
  - amount: 40
    type: Burrow
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Rare
  - N
  - Gargantuan
  - Beast
  - Fire
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 1
    dex_mod: 2
    int_mod: 0
    str_mod: 4
    wis_mod: 2
  ac: 20
  automatic_abilities: null
  description: Centaurs are legendary hunters and trackers who resemble heavily muscled
    humans with the bodies of powerful horses from the waist down. They are typically
    reclusive but haughty, quick to assume that their handsome physiques and long
    history of cultural traditions make them superior to any two-legged folk they
    encounter. While stories of bloody clashes between centaurs and humanoid settlers
    are well known, centaurs are neither intrinsically bloodthirsty nor recklessly
    aggressive. Rather, they are proud and stubborn and do not take kindly to outsiders
    who encroach on their ancestral grounds, some of which have been ruled by centaurs
    for thousands of years. Against despoilers of nature who fail to heed their warnings,
    centaurs do not hesitate to use their finely honed hunting skills to inflict deadly
    wounds.
  hp: 40
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Elven
  - Sylvan
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+4
      type: bludgeoning
    name: hoof
    to_hit: 9
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 1d8+4
      type: slashing
    name: longsword
    to_hit: 11
    traits:
    - versatile P
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: piercing
    name: spear
    to_hit: 11
    traits: null
  name: Centaur
  perception: 9
  proactive_abilities:
  - description: Medium or smaller, hoof, DC 18
    name: Trample
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: piercing
    name: spear
    to_hit: 9
    traits:
    - thrown 20 feet
  resistances: null
  saves:
    fort: 8
    ref: 9
    will: 9
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 11
    Diplomacy: 6
    Intimidation: 6
    Nature: 7
    Survival: 7
  speed:
  - amount: 40
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Beast
  type: Creature
- ability_mods:
    cha_mod: -4
    con_mod: 1
    dex_mod: 3
    int_mod: -5
    str_mod: -1
    wis_mod: 1
  ac: 15
  automatic_abilities: null
  description: Most giant centipedes (known as sewer centipedes when found in cities)
    nest in small groups but hunt alone when they seek out food. Attempts to domesticate
    giant centipedes for use as guardians or pets generally end poorly, but some tribes
    of goblins, kobolds, and mitflits have developed effective methods of utilizing
    these vermin as guardians. Other tribes and some humanoid societies roast and
    eat centipedes, often with pungent peppers as a savory delicacy, although care
    must be taken in preparing the meal to avoid tainting the flesh with the creature’s
    venom.
  hp: 8
  immunities: null
  innate_spells: null
  languages: ''
  level: -1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4-1 plus giant centipede venom
      type: piercing
    name: mandibles
    to_hit: 6
    traits:
    - finesse
  name: Giant Centipede
  perception: 6
  proactive_abilities:
  - description: '**Saving Throw** DC 14 Fortitude; **Maximum Duration** 6 rounds;
      **Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d8 poison damage and flat-footed
      (1 round) **Stage 3** 1d12 poison damage, clumsy 1, and flat-footed (1 round)'
    name: Giant Centipede Venom
    traits:
    - poison
  ranged: null
  resistances: null
  saves:
    fort: 7
    ref: 6
    will: 2
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 6
    Athletics: 2
    Stealth: 6
  speed:
  - amount: 30
    type: Land
  - amount: 30
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -4
    con_mod: 3
    dex_mod: 4
    int_mod: -5
    str_mod: 2
    wis_mod: 0
  ac: 18
  automatic_abilities: null
  description: Swarms of centipedes are dangerous indeed, ravenous carpets of skittering
    hunger capable of devouring a traveler whole in a matter of minutes. Some alchemists
    submerge whole centipedes taken from swarms in their elixirs and some mutagens,
    claiming such infusions increase potency, though other say this is nothing more
    than quackish claptrap. Kobolds and mitflits are both known to incorporate swarms
    of centipedes into cunning traps, from simple pits filled with vermin or more
    complex affairs involving chutes that dump the vermin onto the heads of unwary
    intruders.
  hp: 30
  immunities:
  - precision
  - swarm mind
  innate_spells: null
  languages: ''
  level: 3
  melee: null
  name: Centipede Swarm
  perception: 9
  proactive_abilities:
  - description: '**Saving Throw** DC 20 Fortitude; **Maximum Duration** 6 rounds;
      **Stage 1** 1d6 poison damage and flat-footed (1 round); **Stage 2** 1d8 poison
      damage, clumsy 1, and flat-footed (1 round)'
    name: Centipede Swarm Venom
    traits:
    - poison
  - action_cost: One Action
    description: plus centipede swarm venom.
    name: Swarming Bites
    traits:
    - DC 20 basic Reflex save
  ranged: null
  resistances:
  - amount: 5
    type: bludgeoning
  - amount: 5
    type: piercing
  - amount: 2
    type: slashing
  saves:
    fort: 8
    ref: 11
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - tremorsense (imprecise) 30 feet
  skills:
    Acrobatics: 9
    Athletics: 7
    Stealth: 9
  speed:
  - amount: 30
    type: Land
  - amount: 30
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  - Swarm
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 0
    dex_mod: 1
    int_mod: 0
    str_mod: 4
    wis_mod: 4
  ac: 19
  automatic_abilities: null
  description: This changeling exile is the child of a night hag or dreamthief hag.
  hp: 45
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Druidic
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4+4
      type: slashing
    name: claws
    to_hit: 11
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 1d4+4
      type: bludgeoning
    name: staff
    to_hit: 11
    traits:
    - two-hand d8
  name: Changeling Exile
  perception: 11
  proactive_abilities: []
  ranged: null
  resistances: null
  saves:
    fort: 7
    ref: 8
    will: 11
  saves_special:
    fort: null
    ref: null
    will: +2 circumstance to all saves vs. dream and sleep
  senses:
  - darkvision
  skills:
    Deception: 9
    Medicine: 9
    Nature: 11
    Stealth: 8
    Survival: 9
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CN
  - Medium
  - Changeling
  - Human
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 4
    dex_mod: 2
    int_mod: -3
    str_mod: 6
    wis_mod: 2
  ac: 27
  automatic_abilities: null
  description: 'The chimera is the archetypal example of an unnatural monster made
    up of a monstrous mix of wildly different component creatures: in this case, a
    lion, a dragon, and a goat. Wild, hateful, and hungry, it tries to eat any creature
    it sees, but sometimes a strong-willed master is able to compel a chimera to serve
    as a guardian or even a mount.'
  hp: 135
  immunities: null
  innate_spells: null
  languages:
  - Draconic
  level: 8
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+9 plus 2d6 energy damage (see draconic bite)
      type: piercing
    name: dragon jaws
    to_hit: 20
    traits:
    - see draconic bite
  - action_cost: One Action
    damage:
      formula: 2d10+9
      type: piercing
    name: lion jaws
    to_hit: 20
    traits: null
  - action_cost: One Action
    damage:
      formula: 2d10+9
      type: piercing
    name: goat horns
    to_hit: 20
    traits: null
  - action_cost: One Action
    damage:
      formula: 2d6+9
      type: slashing
    name: claw
    to_hit: 20
    traits:
    - agile
  name: Chimera
  perception: 16
  proactive_abilities:
  - action_cost: Two Actions
    description: The chimera breathes a cone or line that deals 9d6 damage to all
      creatures in the area (DC 26 basic save of a type indicated below). The color
      of the chimera’s dragon head determines the area of the Breath Weapon, the type
      of damage it deals, and the type of save to avoid it. The chimera can’t use
      Breath Weapon again for 1d4 rounds. <ul><li>**Black** 60-foot line of acid (Reflex)</li><li>**Blue**
      60-foot line of electricity (Reflex)</li><li>**Green** 30-foot cone of poison
      (Fortitude)</li><li>**Red** 30-foot cone of fire (Reflex)</li><li>**White**
      30-foot cone of cold (Reflex)</li></ul>
    name: Breath Weapon
    traits:
    - arcane
    - evocation
  - description: .
    name: Draconic Bite
    traits:
    - see Breath Weapon
  - action_cost: Two Actions
    description: The chimera makes a Strike with its dragon jaws, lion jaws, and goat
      horns, each at a –2 penalty and targeting a different creature. These Strikes
      count as only one attack for the chimera’s multiple attack penalty, and the
      penalty doesn’t increase until after it has made all three attacks.
    name: Three-Headed Strike
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 18
    ref: 16
    will: 14
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 14
    Athletics: 18
    Stealth: 18
  speed:
  - amount: 25
    type: Land
  - amount: 40
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - CE
  - Large
  - Beast
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 4
    dex_mod: 3
    int_mod: 0
    str_mod: 6
    wis_mod: 2
  ac: 28
  automatic_abilities: null
  description: Also known as chu’ulothis, these large, armor-plated, crustacean predators
    lurk beneath the surface of pools, mires, and ponds, waiting to snatch up prey
    with their massive claws before paralyzing them with their tentacles. At that
    point, they begin to feed, eating their quarry alive.
  hp: 100
  immunities:
  - poison
  innate_spells: null
  languages:
  - Aklo
  - Common
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+9 plus Grab
      type: bludgeoning
    name: claws
    to_hit: 19
    traits:
    - reach 10 feet
  name: Chuul
  perception: 15
  proactive_abilities:
  - action_cost: One Action
    description: ''
    name: Constrict
    traits:
    - grabbed by claws only
  - action_cost: One Action
    description: The creature takes 3d6 piercing damage.
    name: Mandibles
    traits: null
  - description: '**Saving Throw** DC 25 Fortitude; **Maximum Duration** 6 rounds;
      **Stage 1** paralyzed (1 round).'
    name: Paralytic Venom
    traits:
    - incapacitation
    - poison
  - action_cost: One Action
    description: The chuul transfers the grabbed creature from its claws to its tentacles,
      or vice versa. A creature is exposed to the chuul’s paralytic venom when transferred
      into the tentacles and at the start of each of the chuul’s turns if it remains
      grabbed by the tentacles.
    name: Tentacle Transfer
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 18
    ref: 15
    will: 12
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - tremorsense (imprecise) 30 feet
  skills:
    Athletics: 17
    Nature: 13
    Stealth: 14
    Survival: 13
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Large
  - Aberration
  - Amphibious
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 4
    dex_mod: 3
    int_mod: 2
    str_mod: 5
    wis_mod: 3
  ac: 22
  automatic_abilities:
  - description: Cloakers are concealed in dim light even to creatures with low-light
      vision and darkvision.
    name: Shadow Shift
    traits: null
  description: Weird and paranoid creatures that dwell in the Darklands, cloakers
    resemble hideous, flying manta rays. Crafty and careful hunters, their motivations,
    their patterns of attack, and even their societies and history are often an inscrutable
    jumble of contradicting reports, confused rumors, and terrifying accounts.
  hp: 80
  immunities: null
  innate_spells: null
  languages:
  - Aklo
  - Undercommon
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+7
      type: piercing
    name: jaws
    to_hit: 14
    traits: null
  - action_cost: One Action
    damage:
      formula: 2d6+7
      type: slashing
    name: tail
    to_hit: 14
    traits:
    - agile
    - reach 10 feet
  name: Cloaker
  perception: 12
  proactive_abilities:
  - action_cost: One Action
    description: The cloaker makes an attack roll with a +14 bonus against an adjacent
      creature’s Reflex DC. If it succeeds, it envelops the target, who is restrained.
      Attacks that hit an enveloping cloaker deal half their damage to the cloaker
      and half to the trapped victim. The cloaker can’t Fly, and when it moves using
      its land Speed it moves the enveloped creature with it. The cloaker can make
      only jaws Strikes against the restrained creature but can make tail Strikes
      against other creatures. A creature that voluntarily puts on the cloaker becomes
      engulfed automatically. A cloaker can engulf only Large or smaller creatures,
      and no more than one creature at a time.
    name: Envelop
    traits:
    - attack
    - incapacitation
  - action_cost: Two Actions
    description: The cloaker lets out an infrasonic moan that has one of the effects
      below. A creature that succeeds at a DC 22 Will save is unaffected. Any creature
      that attempts this save becomes temporarily immune for 1 hour. Because the moan
      is infrasonic, most humanoids don’t detect the source of their plight if they
      aren’t already aware of the cloaker. <ul><li>**Fear** (fear, incapacitation)
      Each creature within a 30-foot emanation becomes frightened 1 (or, on a critical
      failure, frightened 2 and fleeing until the end of its next turn).</li><li>**Nausea**
      Each creature within a 30-foot emanation falls prone and become sickened 2.</li><li>**Stupor**
      The cloaker targets a single creature within 30 feet. The creature becomes clumsy
      1 and stupefied 1 for 1 minute.</li></ul>
    name: Infrasonic Moan
    traits:
    - auditory
    - emotion
    - mental
  ranged: null
  resistances: null
  saves:
    fort: 13
    ref: 12
    will: 12
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Deception: 14
    Religion: 12
    Stealth: 14
  speed:
  - amount: 10
    type: Land
  - amount: 30
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CN
  - Large
  - Aberration
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 1
    dex_mod: 4
    int_mod: -3
    str_mod: -2
    wis_mod: 1
  ac: 19
  automatic_abilities: null
  description: Ugly and aggressive, the dread cockatrice stalks garbage pits and hillside
    dumps in search of prey that it can turn to stone with its petrifying beak and
    subsequently consume piece by broken piece. Cockatrices resemble gaunt and sickly
    roosters with bat wings and serpentine tails, and they rarely grow more than 2
    feet tall and twice as long. Their absentminded clucking gives smart prey ample
    warning of their presence, and when angered cockatrices let out a shrill crow
    like that of a rooster. Their peck releases a magical toxin that causes flesh
    to quickly calcify, and any creature pecked repeatedly by an irritable cockatrice
    eventually transforms into a stone statue of itself.
  hp: 45
  immunities:
  - calcification
  innate_spells: null
  languages: ''
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8-2 plus calcification
      type: piercing
    name: beak
    to_hit: 13
    traits:
    - finesse
    - magical
  name: Cockatrice
  perception: 8
  proactive_abilities:
  - description: A peck from a cockatrice hardens the flesh of the creature struck.
      The target must succeed at a DC 20 Fortitude save or become slowed 1 (or slowed
      2 on a critical failure). Further failed saves against calcification increase
      the slowed condition. Once a creature’s actions are reduced to 0 by calcification,
      that creature becomes petrified. Every 24 hours after it was petrified, the
      victim can attempt a DC 20 Fortitude save to recover. On a success, it becomes
      flesh again, but is slowed 1 for the next 24 hours. On a critical success, the
      creature recovers and isn’t slowed. On a failure, the creature remains petrified,
      but can try again in 24 hours. On a critical failure, the petrification is permanent,
      and the creature can’t attempt any more saves.
    name: Calcification
    traits:
    - incapacitation
    - primal
    - transmutation
  ranged: null
  resistances: null
  saves:
    fort: 8
    ref: 11
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 11
  speed:
  - amount: 20
    type: Land
  - amount: 40
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Small
  - Beast
  type: Creature
- ability_mods:
    cha_mod: -4
    con_mod: 3
    dex_mod: 1
    int_mod: -5
    str_mod: 4
    wis_mod: 1
  ac: 18
  automatic_abilities: null
  description: Crocodiles can be found basking on riverbanks, lurking in swamps, or
    floating in lakes. They are usually are indistinguishable from logs when viewed
    from afar—at least until they attack. Alligators have similar statistics, but
    because they often live in more temperate climates, they endure cold temperatures
    better. Unlike alligators, crocodiles can tolerate salt water. Both are formidable
    predators that are likely to devour careless adventurers who fail to watch where
    they step.
  hp: 30
  immunities: null
  innate_spells: null
  languages: ''
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+4 plus Grab
      type: piercing
    name: jaws
    to_hit: 10
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: bludgeoning
    name: tail
    to_hit: 10
    traits:
    - agile
  name: Crocodile
  perception: 7
  proactive_abilities:
  - action_cost: One Action
    description: 35 feet
    name: Aquatic Ambush
    traits: null
  - action_cost: One Action
    description: '**Requirement** The crocodile must have a creature grabbed. **Effect**
      The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes
      a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed
      creature. If it hits, it also knocks the creature prone. If it fails, it releases
      the creature.'
    name: Death Roll
    traits:
    - attack
  - description: The crocodile can hold its breath for about 2 hours.
    name: Deep Breath
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 9
    ref: 7
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Athletics: 8
    Stealth: 7
  speed:
  - amount: 20
    type: Land
  - amount: 25
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -4
    con_mod: 5
    dex_mod: 3
    int_mod: -5
    str_mod: 7
    wis_mod: 2
  ac: 26
  automatic_abilities: null
  description: The deinosuchus is a primeval relative of the crocodile, and is an
    enormous predator capable of catching and eating dinosaurs that wander too close
    to its domain!
  hp: 175
  immunities: null
  innate_spells: null
  languages: ''
  level: 9
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+13 plus Grab
      type: piercing
    name: jaws
    to_hit: 22
    traits:
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 1d10+11
      type: bludgeoning
    name: tail
    to_hit: 20
    traits:
    - agile
    - reach 15 feet
  name: Deinosuchus
  perception: 17
  proactive_abilities:
  - action_cost: One Action
    description: 50 feet
    name: Aquatic Ambush
    traits: null
  - description: A deinosuchus can hold its breath for about 2 hours.
    name: Deep Breath
    traits: null
  - action_cost: One Action
    description: Large, 2d8+7 bludgeoning, Rupture 18
    name: Swallow Whole
    traits:
    - attack
  ranged: null
  resistances: null
  saves:
    fort: 20
    ref: 16
    will: 15
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Athletics: 20
    Stealth: 16
  speed:
  - amount: 30
    type: Land
  - amount: 40
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Huge
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 2
    dex_mod: -1
    int_mod: 0
    str_mod: 5
    wis_mod: 3
  ac: 21
  automatic_abilities: null
  description: The kingdoms of the cyclopes date to an age before the rise of humanity,
    when dragons and giants and serpentfolk ruled the world. The cyclopes built enormous
    stone cities and prayed to ancient gods of brutality and wrath, but their power
    to foresee the future failed them, and their civilization collapsed. Today, most
    cyclopes have virtually no knowledge of the former glory of their kind, even though
    it is not uncommon for them to dwell among the ruins of their greatness. Cyclops
    cities include monuments and imposing murals which depict their peoples’ history,
    but few now among them can read or interpret these relics of the past.
  hp: 80
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Cyclops
  - Jotun
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 1d12+9
      type: slashing
    name: greataxe
    to_hit: 14
    traits:
    - reach 10 feet
    - sweep
  name: Cyclops
  perception: 12
  proactive_abilities:
  - action_cost: Two Actions
    description: The cyclops makes a melee Strike and compares the attack roll result
      to the AC of up to two foes, each of whom must be within its melee reach and
      adjacent to each other. Roll damage only once and apply it to each creature
      hit. A Swipe counts as two attacks for the cyclops’s multiple attack penalty.
    name: Swipe
    traits:
    - flourish
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d10+4
      type: piercing
    name: heavy crossbow
    to_hit: 8
    traits:
    - range increment 120 feet
    - reload 2
  resistances: null
  saves:
    fort: 13
    ref: 8
    will: 12
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Athletics: 14
    Intimidation: 10
    Survival: 12
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - LE
  - Large
  - Giant
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 6
    dex_mod: 1
    int_mod: -2
    str_mod: 7
    wis_mod: 4
  ac: 32
  automatic_abilities: null
  description: Gigantic, dim-witted loners, the great cyclopes embody their lesser
    kin writ large. They are both stronger and more violent, but their uncontrolled
    vision into possible futures has driven them beyond reason. They see every moment
    as a potential storm of uncontrollable fury, and out of a desperate desire for
    peace, quiet, and an end to their hunger, they lash out at all who come near.
    Wise creatures avoid great cyclopes at all cost.
  hp: 235
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Cyclops
  - Jotun
  level: 12
  melee:
  - action_cost: One Action
    damage:
      formula: 3d10+13
      type: bludgeoning
    name: greatclub
    to_hit: 25
    traits:
    - backswing
    - reach 15 feet
    - shove
  - action_cost: One Action
    damage:
      formula: 2d10+13
      type: piercing
    name: horn
    to_hit: 25
    traits:
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 3d4+13
      type: bludgeoning
    name: fist
    to_hit: 25
    traits:
    - agile
    - reach 15 feet
  name: Great Cyclops
  perception: 22
  proactive_abilities:
  - action_cost: Two Actions
    description: The great cyclops Strides twice and makes a horn Strike. If it moved
      at least 20 feet away from its starting position, the Strike’s damage is increased
      to 3d10+20.
    name: Powerful Charge
    traits: null
  - action_cost: One Action
    description: ''
    name: Throw Rock
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 4d6+7
      type: bludgeoning
    name: rock
    to_hit: 23
    traits:
    - brutal
    - range increment 120 feet
  resistances: null
  saves:
    fort: 25
    ref: 19
    will: 22
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Athletics: 25
    Survival: 22
  speed:
  - amount: 40
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - CE
  - Huge
  - Giant
  - Humanoid
  - Mutant
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 2
    dex_mod: 3
    int_mod: -1
    str_mod: 0
    wis_mod: 1
  ac: 16
  automatic_abilities: null
  description: These embodiments of demented violence and spite are spawned from eddies
    of angry and warped souls amid Abaddon’s mists. Cacodaemons constantly hunger
    for mortal souls and yearn to create suffering. As gnashing spheres of teeth,
    fins, and spines, they are the weakest of daemonkind, an amalgam of various petty
    forms of death without the strength that comes from focusing on a single cause
    of demise.
  hp: 22
  immunities:
  - death effects
  innate_spells:
  - level: 4
    name: read omens
  - frequency: at will; self only
    level: 2
    name: invisibility
  - frequency: at will; good only
    level: 1
    name: detect alignment
  - frequency: at will; good only
    level: 1
    name: fear
  languages:
  - Common
  - Daemonic
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8 plus 1d4 evil and cacodaemonia
      type: piercing
    name: jaws
    to_hit: 8
    traits:
    - agile
    - disease
    - evil
    - finesse
    - magical
  name: Cacodaemon (Harvester Daemon)
  perception: 6
  proactive_abilities:
  - description: The cacodaemon can telepathically communicate with the afflicted
      creature at any distance on the same plane; **Saving Throw** DC 17 Fortitude;
      **Stage 1** carrier (1 day); **Stage 2** stupefied 1 (1 day); **Stage 3** stupefied
      2 (1 day)
    name: Cacodaemonia
    traits:
    - disease
  - action_cost: One Action
    description: <ul><li>**Lizard **Speed 20 feet; **Melee **jaws +8 (agile, finesse),
      **Damage **1d8+1 piercing</li><li>**Octopus **size Small; Speed 20 feet, swim
      30 feet; **Melee **tentacle +8 (finesse), **Damage **1d8+1 bludgeoning plus
      Grab; **Melee **beak +8 (agile, finesse), **Damage **1d6 piercing plus 2 poison</li><li>**Scorpion
      **size Small; Speed 30 feet; **Melee **pincer +8 (agile, finesse), **Damage
      **1d6+1 bludgeoning plus Grab; **Melee **stinger +8 (agile, finesse), **Damage
      **1d6+1 piercing plus 1d4 poison</li></ul>
    name: Change Shape
    traits:
    - concentrate
    - divine
    - polymorph
    - transmutation
  - description: Once per day, a cacodaemon can ingest the soul of a sentient creature
      within 30 feet that died within the last minute. When it does, the cacodaemon
      grows a fist-sized soul gem (Hardness 2, HP 8) in its gut and can regurgitate
      it at any time as an Interact action. Destroying the gem frees the soul within
      but does not return the deceased creature to life. The caster of a spell to
      return a creature to life whose soul is trapped within a soul gem must succeed
      at a DC 30 Religion check. On a success, the soul gem shatters and the creature
      is returned to life as normal for the spell. By using an Interact action, a
      fiend can ingest a soul gem it is holding, condemning the soul to the fiend’s
      home plane. The fiend gains fast healing 5 for 1 minute.
    name: Soul Lock
    traits:
    - death
    - divine
    - necromancy
  ranged: null
  resistances: null
  saves:
    fort: 7
    ref: 8
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 8
    Deception: 5
    Religion: 6
    Stealth: 8
  speed:
  - amount: 5
    type: Land
  - amount: 40
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Tiny
  - Daemon
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 4
    dex_mod: 2
    int_mod: 0
    str_mod: 5
    wis_mod: 2
  ac: 23
  automatic_abilities: null
  description: Ceustodaemons are formed from the souls of vile mortals, particularly
    those who took efforts to hasten their own death, their willingness shaping them
    into daemonic servants. Their otherworldly senses make them useful for protecting
    vaults and similar locations on the Material Plane. Ceustodaemons are created
    to serve, but always seek ways to subvert their bindings, so they can rend their
    mortal summoners’ flesh. The worst type of conjurer calls upon ceustodaemons merely
    to set them free into the world in hopes of currying favor with the powers of
    Abaddon.
  hp: 130
  immunities:
  - death effects
  innate_spells:
  - level: 7
    name: fly
  - frequency: at will
    level: 4
    name: dimension door
  - frequency: x2
    level: 3
    name: dispel magic
  - frequency: x2
    level: 3
    name: paralyze
  - frequency: at will; good only
    level: 1
    name: detect alignment
  - frequency: constant
    level: 2
    name: see invisibility
  languages:
  - Common
  - Daemonic
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+5 plus 1d6 evil and vicious wounds
      type: piercing
    name: jaws
    to_hit: 16
    traits:
    - evil
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d6+5 plus 1d6 evil and vicious wounds
      type: slashing
    name: claw
    to_hit: 16
    traits:
    - agile
    - evil
    - magical
    - reach 10 feet
  name: Ceustodaemon (Guardian Daemon)
  perception: 14
  proactive_abilities:
  - action_cost: Two Actions
    description: The ceustodaemon breathes flames in a 30-foot cone. Creatures in
      the cone take 7d6 fire damage (DC 24 basic Reflex save). The ceustodaemon and
      each creature that fails the save catch fire, taking 2d6 persistent fire damage.
      The breath weapon can’t be used again for 1d4 rounds.
    name: Breath Weapon
    traits:
    - divine
    - evocation
    - fire
  - description: ritual, the primary and secondary skill DCs are reduced by 5, and
      the ceustodaemon demands only half the normal cost for its service.
    name: Drawn to Service
    traits: null
  - description: On a successful jaws or claw Strike, the ceustodaemon viciously tears
      into its victim as similar wounds appear on its own body. The target takes an
      extra 1d6 amount of damage, and the ceustodaemon takes the same extra damage.
      If this extra damage to the target is doubled, due to a critical hit, the ceustodaemon
      takes double damage as well.
    name: Vicious Wounds
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 16
    ref: 12
    will: 12
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - '*see invisibility*'
  skills:
    Deception: 15
    Intimidation: 13
    Stealth: 12
    Survival: 10
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Large
  - Daemon
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 1
    dex_mod: 5
    int_mod: 3
    str_mod: 6
    wis_mod: 5
  ac: 28
  automatic_abilities:
  - description: A leukodaemon senses any creature with a disease, and it knows the
      type and current stage of all diseases carried by any creature within range.
      **Items** *+1 striking composite longbow* (50 arrows)
    name: Plaguesense
    traits: null
  description: These skull-headed, vulture-winged daemons are harbingers of pestilence
    and servants of their patron Horseman, Apollyon. Manifestations of evil souls
    who perished from disease in life, leukodaemons work tirelessly to spread disease
    across all the worlds of the multiverse. More than any other daemon, leukodaemons
    cooperate with each other and those who conjure them to mortal worlds to spread
    sickness and plague, eschewing personal glory for end results.
  hp: 155
  immunities:
  - death effects
  - disease
  innate_spells:
  - level: 5
    name: dimension door
  - frequency: at will
    level: 4
    name: dimension door
  - frequency: at will
    level: 4
    name: dispel magic
  languages:
  - Common
  - Daemonic
  level: 9
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+9 plus 1d6 evil and daemonic pestilence
      type: piercing
    name: jaws
    to_hit: 21
    traits:
    - disease
    - evil
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d8+9 plus 1d6 evil and daemonic pestilence
      type: slashing
    name: claw
    to_hit: 21
    traits:
    - agile
    - disease
    - evil
    - magical
    - reach 10 feet
  name: Leukodaemon (Pestilence Daemon)
  perception: 20
  proactive_abilities:
  - action_cost: Two Actions
    description: The leukodaemon exhales a cloud of corpse-bloated, biting black flies
      in a 20-foot cone. Creatures within the cone take 4d8 piercing damage (DC 28
      basic Reflex save). A creature that fails the save becomes sickened 1 (or sickened
      2 on a critical failure).
    name: Breath Weapon
    traits:
    - evocation
    - divine
  - description: The leukodaemon can telepathically communicate with the afflicted
      creature at any distance on the same plane; **Saving Throw** DC 28 Fortitude;
      **Stage 1** carrier (1 day); **Stage 2** drained 1 (1 day); **Stage 3** drained
      2 (1 day); **Stage 4** drained 2 (1 day); **Stage 5** drained 3 (1 week); **Stage
      6** dead
    name: Daemonic Pestilence
    traits:
    - disease
  - action_cost: One Action
    description: The leukodaemon coaxes a disease into full bloom. It chooses a target
      in its aura of pestilence that’s currently affected by a disease. That creature
      must attempt a Fortitude save against the disease as if the interval for the
      disease’s current stage had passed.
    name: Quicken Pestilence
    traits:
    - divine
    - manipulate
    - necromancy
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d8+9 plus 1d6 evil and daemonic pestilence
      type: piercing
    name: composite longbow
    to_hit: 21
    traits:
    - deadly 1d10
    - disease
    - evil
    - magical
    - propulsive
    - range increment 100 feet
    - reload 0
    - volley 30 feet
  resistances: null
  saves:
    fort: 15
    ref: 21
    will: 19
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - plaguesense 60 feet
  skills:
    Acrobatics: 18
    Intimidation: 18
    Medicine: 20
    Religion: 20
    Stealth: 18
    Survival: 16
  speed:
  - amount: 25
    type: Land
  - amount: 40
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Large
  - Daemon
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: 7
    con_mod: 7
    dex_mod: 6
    int_mod: 2
    str_mod: 5
    wis_mod: 4
  ac: 39
  automatic_abilities: null
  description: These unnerving, almost reptilian daemons represent death by direct
    assault against a soul or life-force—the same numbing death they bring with their
    fell touch. Rarely seen on the Material Plane, astradaemons spend most of their
    time hunting the pathways between the living world and the afterlife. There, they
    capture migrating souls, snatching them from their rightful rewards or punishments
    and dragging them to Abaddon as tribute to their undying masters. These horrifying
    predators of the dead can also be found stalking the banks of the River of Souls
    in the Astral Plane, where they constantly hunt for new victims. Psychopomps have
    a particular hatred of astradaemons as a result, and clashes between them and
    these eerie hunters of the recently departed are indeed the stuff of legend.
  hp: 240
  immunities:
  - death effects
  - negative
  innate_spells:
  - level: 8
    name: discern location
  - level: 8
    name: finger of death
  - frequency: x2
    level: 7
    name: plane shift
  - level: 5
    name: dimension door
  - frequency: at will
    level: 4
    name: dimension door
  - frequency: at will; good only
    level: 1
    name: detect alignment
  - frequency: constant
    level: 6
    name: true seeing
  languages:
  - Common
  - Daemonic
  level: 16
  melee:
  - action_cost: One Action
    damage:
      formula: 3d8+9 plus 1d6 evil, essence drain, and Grab
      type: piercing
    name: jaws
    to_hit: 32
    traits:
    - evil
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 3d6+9 plus 1d6 evil and Essence Drain
      type: slashing
    name: claw
    to_hit: 32
    traits:
    - agile
    - evil
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 3d10+9 plus 1d6 evil and Essence Drain
      type: bludgeoning
    name: tail
    to_hit: 32
    traits:
    - evil
    - magical
    - reach 15 feet
  name: Astradaemon (Void Daemon)
  perception: 28
  proactive_abilities:
  - action_cost: One Action
    description: '**Requirements** The astradaemon hasn’t used an action with the
      attack trait yet this turn. **Effect** The astradaemon draws out and consumes
      the soul of a living creature it has grabbed. The creature must succeed at a
      DC 35 Fortitude save or instantly die. If it dies, the astradaemon gains 10
      temporary Hit Points and a +2 status bonus to attack and damage rolls for 1
      minute, or for 1 day if the victim was 15th level or higher. A victim slain
      in this way can be returned to life normally. A creature that survives is temporarily
      immune for 1 minute.'
    name: Devour Soul
    traits:
    - divine
    - incapacitation
    - necromancy
  - description: When an astradaemon hits with its claw, jaws, or tail, it drains
      the target’s spiritual and vital essences. The target takes 2d10 negative energy
      damage and the astradaemon regains an equal number of Hit Points. The target
      must succeed at a DC 37 Fortitude save or become doomed 1 and drained 1. If
      the target was already drained or doomed, it instead increases both conditions’
      value by 1, to a maximum of 4.
    name: Essence Drain
    traits:
    - divine
    - necromancy
    - negative
  ranged: null
  resistances: null
  saves:
    fort: 27
    ref: 30
    will: 26
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - lifesense 30 feet
  - true seeing
  skills:
    Acrobatics: 28
    Intimidation: 33
    Religion: 26
    Stealth: 28
    Survival: 26
  speed:
  - amount: 60
    type: Land
  - amount: 60
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Large
  - Daemon
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 2
    dex_mod: 4
    int_mod: 0
    str_mod: 2
    wis_mod: 2
  ac: 17
  automatic_abilities: null
  description: Deep gnome scouts patrol the tunnels that lead into their settlements.
    Some scout alone to make the most of their stealth, but others form groups for
    the sake of safety.
  hp: 18
  immunities: null
  innate_spells: []
  languages:
  - Gnomish
  - Undercommon
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4+2
      type: piercing
    name: light pick
    to_hit: 7
    traits:
    - agile
    - fatal d8
  name: Deep Gnome Scout
  perception: 7
  proactive_abilities:
  - description: against the deep gnome scout’s attacks until the end of the turn.
    name: Hidden Movement
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+1
      type: bludgeoning
    name: sling
    to_hit: 9
    traits:
    - propulsive
    - range increment 50 feet
    - reload 1
  resistances: null
  saves:
    fort: 7
    ref: 9
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 7
    Nature: 5
    Stealth: 7
    Survival: 5
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Small
  - Gnome
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 3
    dex_mod: 2
    int_mod: 0
    str_mod: 4
    wis_mod: 1
  ac: 18
  automatic_abilities: null
  description: Deep gnome warriors are quick to charge into battle but focus on defending
    their kin and their homes over more aggressive tactics when a choice is available.
  hp: 34
  immunities: null
  innate_spells: []
  languages:
  - Gnomish
  - Undercommon
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: piercing
    name: spear
    to_hit: 10
    traits: null
  name: Deep Gnome Warrior
  perception: 7
  proactive_abilities: []
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d10
      type: piercing
    name: heavy crossbow
    to_hit: 8
    traits:
    - range increment 120 feet
    - reload 2
  resistances: null
  saves:
    fort: 9
    ref: 8
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 8
    Intimidation: 5
    Stealth: 5
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Small
  - Gnome
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 3
    dex_mod: 2
    int_mod: 0
    str_mod: 1
    wis_mod: 5
  ac: 22
  automatic_abilities: null
  description: Deep gnome rockwardens follow druidic teachings and commune with the
    natural elemental influences and denizens of the Darklands. They know that not
    everything that lives below ground is sinister and evil, but they also understand
    that all primal spirits and entities must be respected.
  hp: 63
  immunities: null
  innate_spells: []
  languages:
  - Gnomish
  - Terran
  - Undercommon
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6
      type: piercing
    name: pick
    to_hit: 10
    traits:
    - fatal d10
  name: Deep Gnome Rockwarden
  perception: 14
  proactive_abilities: []
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6
      type: bludgeoning
    name: sling
    to_hit: 11
    traits:
    - propulsive
    - range increment 50 feet
  resistances: null
  saves:
    fort: 12
    ref: 9
    will: 14
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Crafting: 9
    Diplomacy: 11
    Nature: 14
    Stealth: 9
  speed:
  - amount: 15
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Small
  - Gnome
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 0
    dex_mod: 4
    int_mod: 1
    str_mod: -1
    wis_mod: 2
  ac: 17
  automatic_abilities:
  - description: When a quasit offers Aid for an Arcana or Religion check, it gets
      the critical success result on any success and gets the critical failure result
      on any failure.
    name: Abyssal Knowledge
    traits: null
  description: Unlike other demons, quasits are formed when a mortal spellcaster sheds
    a portion of their own sinful soul to create a familiar or companion. When these
    quasits outlive their creators, they become free willed and seek methods of returning
    to the Abyss, a task that requires pledging servitude to more powerful demons,
    so many quasits instead opt to remain on the Material Plane to promote evil and
    hope for chance and luck to someday provide them with a method of reaching the
    Abyss on their own.
  hp: 25
  immunities: null
  innate_spells:
  - level: 4
    name: read omens
  - frequency: at will; good only
    level: 2
    name: detect alignment
  - frequency: at will; good only
    level: 2
    name: invisibility
  - level: 1
    name: fear
  languages:
  - Abyssal
  - Common
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6-1 plus 1d4 evil and quasit venom
      type: slashing
    name: claw
    to_hit: 9
    traits:
    - agile
    - evil
    - finesse
    - magical
    - poison
  name: Quasit
  perception: 7
  proactive_abilities:
  - action_cost: One Action
    description: ''
    name: Abyssal Healing
    traits:
    - concentrate
    - divine
    - healing
    - necromancy
  - action_cost: One Action
    description: ''
    name: Change Shape
    traits:
    - concentrate
    - divine
    - polymorph
    - transmutation
  - description: ''
    name: Quasit Venom
    traits:
    - poison
  ranged: null
  resistances: null
  saves:
    fort: 4
    ref: 10
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 7
    Arcana: 4
    Deception: 7
    Intimidation: 5
    Religion: 5
    Stealth: 7
  speed:
  - amount: 15
    type: Land
  - amount: 35
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Tiny
  - Demon
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: 7
    con_mod: 4
    dex_mod: 3
    int_mod: 4
    str_mod: 2
    wis_mod: 2
  ac: 23
  automatic_abilities: null
  description: Succubi are manifestations of the sin of destructive lust, and they
    are the most attractive of all demons—as befits their role in seducing mortals
    to fall to sin. The concept of gender is fluid to a succubus, as they can adopt
    countless humanoid forms of any gender to aid in their goals. Most succubi have
    a feminine true form (incubi, which usually have a masculine true form, are a
    different kind of demon), but regardless of gender, a lust demon is supernaturally
    beautiful or handsome, but with curving horns, bat wings, sharp claws, and a sinuous
    tail.
  hp: 100
  immunities: null
  innate_spells:
  - level: 6
    name: dominate
  - level: 5
    name: dimension door
  - frequency: at will
    level: 4
    name: dimension door
  - frequency: at will
    level: 4
    name: suggestion
  - frequency: at will
    level: 3
    name: mind reading
  - frequency: at will
    level: 2
    name: detect alignment
  - frequency: at will
    level: 1
    name: charm
  - frequency: constant
    level: 5
    name: tongues
  languages:
  - Abyssal
  - Celestial
  - Common
  - Draconic
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+8 plus 1d6 evil
      type: slashing
    name: claw
    to_hit: 16
    traits:
    - agile
    - evil
    - finesse
    - magical
  name: Succubus (Lust Demon)
  perception: 15
  proactive_abilities:
  - action_cost: One Action
    description: The succubus can take on the appearance of any Small or Medium humanoid.
      This doesn’t change their Speed or their attack and damage modifiers with their
      Strikes, but it might change the damage type their Strikes deal (typically to
      bludgeoning).
    name: Change Shape
    traits:
    - concentrate
    - divine
    - polymorph
    - transmutation
  - action_cost: One Action
    description: The succubus attempts to Grapple a creature using their Diplomacy
      bonus instead of Athletics. If the creature is willing, the succubus grapples
      it automatically.
    name: Embrace
    traits:
    - attack
  - action_cost: One Action
    description: '**Frequency** Once per round. **Effect** The succubus engages a
      creature they have grabbed in an embrace or other act of passion to drain its
      vital essence. The kiss makes the creature drained 1 or increases its drained
      condition by 1, to a maximum of 4. The creature takes 3d6 negative damage and
      the succubus regains Hit Points equal to the damage dealt. The target must succeed
      at a DC 26 Will save or be affected by a *suggestion* to submit to more actions
      of passion rather than trying to Escape.'
    name: Passionate Kiss
    traits:
    - divine
    - emotion
    - enchantment
    - mental
  - description: '**Frequency** once per day. **Effect** The succubus on can give
      a willing humanoid a profane gift. That creature gains a +1 status bonus to
      attack rolls, skill checks, and saving throws. As long as the gift persists,
      the succubus can communicate telepathically with the target at any distance,
      see through the creature’s senses, and target the creature with *suggestion*
      through the telepathic link. In addition, the creature uses an outcome one degree
      of success worse than it rolls on saving throws against the lust demon’s *suggestions*.
      A humanoid can’t have more than one profane gift at a time, and a succubus can’t
      grant more than one profane gift at a time. Removing the gift requires an *atone*
      ritual. The succubus can remove the gift as a free action to give the recipient
      a permanent stupefied 3 condition. A 4th-level *restoration* spell is required
      to reduce this stupefied condition by 1. A summoned succubus can’t grant a profane
      gift.'
    name: Profane Gift
    traits:
    - divine
    - enchantment
    - mental
  ranged: null
  resistances: null
  saves:
    fort: 15
    ref: 14
    will: 17
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  skills:
    Acrobatics: 14
    Deception: 18
    Diplomacy: 20
    Intimidation: 16
    Religion: 13
    Society: 15
    Stealth: 14
  speed:
  - amount: 25
    type: Land
  - amount: 35
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Demon
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 5
    dex_mod: 3
    int_mod: 2
    str_mod: 6
    wis_mod: 3
  ac: 28
  automatic_abilities: null
  description: When the gates to the Abyss swing wide, the first demons through are
    often vrocks, vulture-headed scions of rage who wheel through the air on black
    wings or dance with the exultation of their fiendish power. Their hatred for mortals
    is matched only by their desire to inflict suffering through their horrible screech
    or their devastating dance. Vrocks form from the souls of hateful mortals who
    are thus given another chance to inflict their rage on the world.
  hp: 185
  immunities: null
  innate_spells:
  - level: 5
    name: dimension door
  - frequency: at will
    level: 4
    name: dimension door
  languages:
  - Abyssal
  - Celestial
  - Draconic
  level: 9
  melee:
  - action_cost: One Action
    damage:
      formula: 3d8+9 plus 1d6 evil
      type: piercing
    name: beak
    to_hit: 21
    traits:
    - evil
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 3d6+9 plus 1d6 evil
      type: slashing
    name: claw
    to_hit: 21
    traits:
    - agile
    - evil
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d6+8 plus 1d6 evil
      type: slashing
    name: talon
    to_hit: 19
    traits:
    - agile
    - evil
    - magical
    - reach 10 feet
  name: Vrock (Wrath Demon)
  perception: 18
  proactive_abilities:
  - description: The vrock dances in flight and chants to create a ruinous explosion
      of electricity. If more vrocks within 30 feet want to join the dance, the vrock
      can delay the dance to wait for more vrocks; in that case, the effect occurs
      after the last vrock uses Dance of Ruin or one of the vrocks chooses to complete
      that round of the dance. Each non-demon creature in a 20-foot emanation from
      any of the dancing vrocks takes 2d12 electricity damage (DC 28 basic Reflex
      save). For each additional vrock that joins the dance, the damage increases
      by 1d12 and the save DC increases by 1 (to a maximum of four vrocks dealing
      5d12 damage with a DC 31 save). The vrocks can continue dancing by using Dance
      of Ruin each round, for up to 3 rounds in total. The emanation’s size increases
      by 20 feet each round, and the damage increases by 1d12 per vrock each round.
    name: Dance of Ruin
    traits:
    - divine
    - electricity
    - evocation
    - manipulate
    - move
  - action_cost: One Action
    description: The vrock emits a cloud of spores from their body, dealing 2d8 poison
      damage to all adjacent creatures. Each creature damaged this way must succeed
      at a DC 28 Fortitude save or take 2d8 persistent piercing damage as the spores
      penetrate its skin and grow into thick, green vines. The vines cease growing
      after 10 rounds, and they wither away in 1d4 days if not shaved off before then.
      The vines can be destroyed if the creature is affected by a good spell or if
      *holy water* is applied to the vines (with an Interact action). Once the vrock
      uses Spore Cloud, the ability can’t be used for 1d6 rounds.
    name: Spore Cloud
    traits:
    - disease
    - poison
  - action_cost: One Action
    description: '**Frequency** once per minute. **Effect** The vrock emits a shrill
      screech. Each non-demon creature within a 30-foot burst must attempt a DC 28
      Fortitude save. On a failure, the creature is stunned 2, and on a critical failure,
      it’s stunned 3.'
    name: Stunning Screech
    traits:
    - auditory
    - divine
    - incapacitation
    - sonic
  ranged: null
  resistances:
  - amount: 10
    type: electricity
  saves:
    fort: 20
    ref: 18
    will: 15
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  skills:
    Acrobatics: 18
    Intimidation: 18
    Performance: 18
    Religion: 18
    Stealth: 18
    Survival: 16
  speed:
  - amount: 25
    type: Land
  - amount: 35
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Large
  - Demon
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: 7
    con_mod: 7
    dex_mod: 2
    int_mod: 3
    str_mod: 7
    wis_mod: 3
  ac: 34
  automatic_abilities: null
  description: Glabrezus are looming behemoths who revel in the act of twisting mortal
    desires into their ultimate ruin, betraying and manipulating as easily as they
    breathe. Desires granted by a glabrezu always come to fruition in the most destructive
    way possible, turning a wish or hope into a potent and devastating act of betrayal—although
    the long-term repercussions are not always immediately apparent. For example,
    a struggling weapon smith might wish for fame and skill at their craft, only to
    find that their best patron is a cruel and sadistic murderer who uses the weapons
    in bloody sprees. Or a lonely widower might have his desire granted in the form
    of a lost love returned to “life” as a vampire. Glabrezus are nothing if not creative
    in addressing a mortal’s needs.
  hp: 280
  immunities: null
  innate_spells:
  - frequency: at will
    level: 7
    name: illusory disguise
  - frequency: at will
    level: 7
    name: reverse gravity
  - frequency: at will
    level: 6
    name: dispel magic
  - level: 5
    name: dimension door
  - frequency: at will
    level: 4
    name: confusion
  - frequency: at will
    level: 4
    name: dimension door
  - frequency: at will
    level: 2
    name: mirror image
  - frequency: constant
    level: 6
    name: true seeing
  - frequency: constant
    level: 6
    name: tongues
  - frequency: constant
    level: 5
    name: tongues
  languages:
  - Abyssal
  - Celestial
  - Draconic
  level: 13
  melee:
  - action_cost: One Action
    damage:
      formula: 3d10+13 plus 1d6 evil and Grab
      type: bludgeoning
    name: pincer
    to_hit: 27
    traits:
    - deadly 2d10
    - evil
    - magical
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 3d6+13 plus 1d6 evil
      type: slashing
    name: claw
    to_hit: 27
    traits:
    - agile
    - evil
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 3d12+13 plus 1d6 evil
      type: piercing
    name: jaws
    to_hit: 27
    traits:
    - evil
    - magical
    - reach 10 feet
  name: Glabrezu (Treachery Demon)
  perception: 24
  proactive_abilities:
  - action_cost: One Action
    description: The glabrezu pulls the grabbed creature up to 5 feet closer, then
      makes two claw Strikes against it. Those Strikes count as one attack when determining
      a treachery demon’s multiple attack penalty, and the penalty doesn’t increase
      until after both Strikes.
    name: Captive Rake
    traits: null
  - description: When a reaction would disrupt a glabrezu’s spell, the demon can attempt
      a DC 15 flat check, avoiding the disruption on a success.
    name: Steady Spellcasting
    traits: null
  - description: .
    name: Sudden Betrayal
    traits: null
  - description: can allow it to appear as a creature of any size.
    name: Treacherous Veil
    traits: null
  - description: Once per month, a glabrezu can grant a mortal humanoid the effects
      of a *miracle* spell granted by an Abyssal patron, though the glabrezu always
      perverts the *miracle* according to their own treacherous nature.
    name: Twisted Desires
    traits:
    - divination
    - divine
  ranged: null
  resistances: null
  saves:
    fort: 26
    ref: 19
    will: 24
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - '*true seeing*'
  skills:
    Deception: 28
    Diplomacy: 26
    Intimidation: 26
    Religion: 22
    Society: 22
    Stealth: 21
  speed:
  - amount: 35
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Huge
  - Demon
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 7
    dex_mod: 5
    int_mod: 0
    str_mod: 9
    wis_mod: 6
  ac: 39
  automatic_abilities: null
  description: Shemhazians rise from the souls of torturers and those who reveled
    in mutilating the physical bodies of their victims. Standing 35 feet tall, a shemhazian
    is well equipped with a wide range of talons, claws, and fangs to continue inflicting
    such torments on those it encounters.
  hp: 350
  immunities: null
  innate_spells:
  - frequency: evil only
    level: 8
    name: divine decree
  - frequency: x3
    level: 5
    name: dimension door
  - frequency: x3
    level: 5
    name: prying eye
  - frequency: x3
    level: 4
    name: clairvoyance
  - frequency: x3
    level: 4
    name: dimension door
  - frequency: at will
    level: 2
    name: invisibility
  - frequency: constant
    level: 7
    name: fly
  - frequency: constant
    level: 7
    name: true seeing
  languages:
  - Abyssal
  - Celestial
  - Draconic
  level: 16
  melee:
  - action_cost: One Action
    damage:
      formula: 3d12+17 plus 1d6 evil and enfeebling bite
      type: piercing
    name: jaws
    to_hit: 33
    traits:
    - evil
    - magical
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 3d8+17 plus 1d6 evil
      type: slashing
    name: claw
    to_hit: 33
    traits:
    - agile
    - evil
    - magical
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 3d8+17 plus 1d6 evil and Improved Grab
      type: bludgeoning
    name: pincer
    to_hit: 33
    traits:
    - evil
    - magical
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 3d6+17 plus 1d6 evil
      type: slashing
    name: tail
    to_hit: 33
    traits:
    - evil
    - magical
    - reach 20 feet
  name: Shemhazian (Mutilation Demon)
  perception: 30
  proactive_abilities:
  - description: If the shemhazian’s jaws Strike damages a creature, the target is
      enfeebled 3. The target can attempt a DC 37 Fortitude save to reduce this to
      enfeebled 1 (or be unaffected on a critical success).
    name: Enfeebling Bite
    traits:
    - divine
    - necromancy
  - action_cost: One Action
    description: The shemhazian focuses their gaze on a non-evil creature they can
      see within 30 feet. If that creature isn’t already slowed by the shemhazian’s
      paralyzing gaze, it must attempt a save against the shemhazian’s paralyzing
      gaze. If that creature is slowed, it must succeed at a DC 35 Fortitude save
      or be paralyzed for 1 round. A shemhazian can’t use this ability against the
      same creature more than once per round.
    name: Focused Gaze
    traits:
    - concentrate
    - divine
    - enchantment
    - incapacitation
    - visual
  - action_cost: One Action
    description: claw
    name: Rend
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 32
    ref: 26
    will: 27
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  - '*true seeing*'
  skills:
    Athletics: 31
    Deception: 25
    Intimidation: 27
    Medicine: 28
    Religion: 30
  speed:
  - amount: 35
    type: Land
  - amount: 35
    type: Fly (from Fly)
  - amount: 20
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Gargantuan
  - Demon
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: 7
    con_mod: 6
    dex_mod: 6
    int_mod: 4
    str_mod: 8
    wis_mod: 4
  ac: 40
  automatic_abilities: null
  description: Mariliths are the generals of the Abyss, formed from the souls of proud
    evil mortals, often warlords and despots. They appear as tall and powerfully built
    humans from the waist up with snake tails and six arms. Because of Lamashtu’s
    prominence over other demonic deities, most pride demons encountered by mortals
    take female form, but they can be of any gender.
  hp: 380
  immunities: null
  innate_spells:
  - frequency: x2
    level: 9
    name: blade barrier
  - frequency: x2
    level: 9
    name: weapon storm
  - level: 5
    name: dimension door
  - frequency: at will
    level: 4
    name: dimension door
  - frequency: constant
    level: 6
    name: true seeing
  - frequency: constant
    level: 6
    name: fly
  - frequency: constant
    level: 4
    name: fly
  languages:
  - Abyssal
  - Celestial
  - Draconic
  level: 17
  melee:
  - action_cost: One Action
    damage:
      formula: 3d8+16 plus 1d6 evil
      type: slashing
    name: cold iron silver longsword
    to_hit: 35
    traits:
    - evil
    - magical
    - reach 10 feet
    - versatile P
  - action_cost: One Action
    damage:
      formula: 3d12+16 plus 1d6 evil and Grab
      type: bludgeoning
    name: tail
    to_hit: 33
    traits:
    - evil
    - magical
    - reach 10 feet
  name: Marilith (Pride Demon)
  perception: 30
  proactive_abilities:
  - action_cost: Two Actions
    description: The marilith makes up to six longsword Strikes, each against a different
      target. These attacks count toward the marilith’s multiple attack penalty, but
      the multiple attack penalty doesn’t increase until after all the attacks.
    name: Bladestorm
    traits: null
  - action_cost: Two Actions
    description: ', the bonus to AC decreases by 1 for each weapon used.'
    name: Defensive Assault
    traits:
    - including for an Attack of Opportunity
  - action_cost: Two Actions
    description: . Even on a failed attack, the marilith deals the damage from one
      longsword to the target, though they still miss completely on a critical failure.
      This counts toward the marilith’s multiple attack penalty as a number of attacks
      equal to the number of longswords the pride demon wields.
    name: Focused Assault
    traits:
    - typically 5d8 extra damage
  - action_cost: One Action
    description: 2d12+13 bludgeoning, DC 39
    name: Greater Constrict
    traits: null
  - description: Any weapon becomes a *+2 greater striking weapon* made of cold iron
      and silver while a marilith wields it. The marilith can change its evil damage
      to chaotic whenever it attacks.
    name: Infuse Weapons
    traits:
    - divine
    - evocation
  ranged: null
  resistances: null
  saves:
    fort: 31
    ref: 29
    will: 27
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - '*true seeing*'
  skills:
    Acrobatics: 33
    Deception: 30
    Diplomacy: 30
    Intimidation: 32
    Religion: 29
    Stealth: 29
  speed:
  - amount: 40
    type: Land
  - amount: 40
    type: Fly (from Fly)
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Large
  - Demon
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: 8
    con_mod: 9
    dex_mod: 7
    int_mod: 6
    str_mod: 9
    wis_mod: 6
  ac: 45
  automatic_abilities: null
  description: When folk whisper frightened tales of the demonic, what most envision
    is the balor—a towering figure of fire and flesh, a horned nightmare armed with
    a flaming whip and a sword flying through the night in search of its latest victim.
    On the Abyss, balors serve demon lords as generals or captains, and they typically
    command vast legions of demons. Standing at 14 feet in height, only the cruelest
    mortal souls—those who devoted entire lives to sins too numerous to count—can
    fuel the formation of a balor. More often, a balor forms from a mass of dozens
    of mortal souls who shared debased ideologies in life. <h3 class="title">Balor
    Lords</h3> Those rare few balors who form from single souls are the ones most
    likely to eventually transcend the notable power they already wield, becoming
    a nascent demon lord. These balor lords are each unique creatures of 21st to 25th
    level in power who rule their own realm in the Abyss. In time, a balor lord can
    further develop into a unique creature with wildly different powers, even ascending
    to the role of a true demon lord.
  hp: 480
  immunities:
  - fire
  innate_spells:
  - frequency: x2
    level: 10
    name: dimension door
  - frequency: x2
    level: 10
    name: divine decree
  - frequency: at will
    level: 8
    name: dispel magic
  - frequency: at will
    level: 6
    name: dominate
  - frequency: at will
    level: 5
    name: eclipse burst
  - frequency: constant
    level: 6
    name: true seeing
  languages:
  - Abyssal
  - Celestial
  - Draconic
  level: 20
  melee:
  - action_cost: One Action
    damage:
      formula: 4d8+17 plus 1d6 evil
      type: slashing
    name: vorpal cold iron silver longsword
    to_hit: 40
    traits:
    - evil
    - magical
    - reach 10 feet
    - versatile P
  - action_cost: One Action
    damage:
      formula: 4d6+17 plus 1d6 evil, Improved Grab, and whip reposition
      type: fire
    name: cold iron silver flame whip
    to_hit: 40
    traits:
    - disarm
    - evil
    - fire
    - magical
    - reach 20 feet
    - trip
  name: Balor (Fire Demon)
  perception: 36
  proactive_abilities:
  - description: with only a single action.
    name: Dimensional Dervish
    traits: null
  - action_cost: Free Action
    description: on the target of the triggering Strike.
    name: Dispelling Strike
    traits: null
  - description: Any weapon a balor wields becomes a *+3 major striking vorpal weapon*
      made of cold iron and silver while the demon holds it. A weapon that isn’t eligible
      for the vorpal rune doesn’t gain its effects. The balor can change its evil
      damage to chaotic whenever it attacks. The demon can conjure a whip made of
      flames with an Interact action. This whip gains the same benefits as other weapons
      the balor wields.
    name: Infuse Weapons
    traits:
    - divine
    - evocation
  - action_cost: Free Action
    description: '**Trigger** The balor kills a living creature that is at least 15th
      level. **Effect** The balor drinks the triggering creature’s life force and
      regains 10d8+80 Hit Points.'
    name: Lifedrinker
    traits:
    - divine
    - healing
    - necromancy
  - description: When a balor grabs a creature with a whip Strike, they can move the
      creature to any space in the whip’s reach. The balor can move without ending
      the grab as long as the creature remains within the whip’s reach, and the balor
      can move the creature to any other space in the whip’s reach with an Interact
      action.
    name: Whip Reposition
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 39
    ref: 35
    will: 34
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - '*true seeing*'
  skills:
    Acrobatics: 35
    Athletics: 37
    Deception: 36
    Diplomacy: 32
    Intimidation: 38
    Religion: 32
    Society: 32
    Stealth: 33
  speed:
  - amount: 35
    type: Land
  - amount: 70
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Large
  - Demon
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 3
    dex_mod: 4
    int_mod: 0
    str_mod: 2
    wis_mod: -1
  ac: 19
  automatic_abilities: null
  description: Dero stalkers are those charged with exploring the surface world by
    night and seeking out new victims to abduct.
  hp: 30
  immunities: null
  innate_spells: []
  languages:
  - Aklo
  - Undercommon
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+2
      type: bludgeoning
    name: aklys
    to_hit: 8
    traits:
    - trip
  name: Dero Stalker
  perception: 5
  proactive_abilities:
  - description: creatures.
    name: Sneak Attack
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+2
      type: bludgeoning
    name: aklys
    to_hit: 10
    traits:
    - ranged trip
    - tethered
    - thrown 20 feet
  - action_cost: One Action
    damage:
      formula: 1d6 plus giant centipede venom
      type: piercing
    name: hand crossbow
    to_hit: 10
    traits:
    - range increment 60 feet
    - reload 1
  resistances: null
  saves:
    fort: 7
    ref: 10
    will: 3
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 8
    Medicine: 3
    Stealth: 8
    Thievery: 8
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: 17
  traits:
  - CE
  - Small
  - Dero
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 3
    dex_mod: 3
    int_mod: 0
    str_mod: 4
    wis_mod: -1
  ac: 19
  automatic_abilities: null
  description: Dero stranglers specialize in capturing living victims, and they are
    often called upon to aid in abductions.
  hp: 45
  immunities:
  - confusion
  innate_spells:
  - frequency: at will
    level: 2
    name: darkness
  - frequency: at will
    level: 2
    name: sound burst
  languages:
  - Aklo
  - Undercommon
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+6
      type: bludgeoning
    name: aklys
    to_hit: 11
    traits:
    - trip
  name: Dero Strangler
  perception: 6
  proactive_abilities:
  - action_cost: One Action
    description: '**Requirement** The dero must have two free hands, or be wielding
      an aklys and have one hand free. **Effect** The dero attempts an Athletics check
      to Grab with a +2 circumstance bonus. On a success, the target takes 1d6+6 bludgeoning
      damage. Double the damage on a critical success.'
    name: Strangle
    traits:
    - attack
    - nonlethal
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+6
      type: bludgeoning
    name: aklys
    to_hit: 10
    traits:
    - ranged trip
    - tethered
    - thrown 20 feet
  - action_cost: One Action
    damage:
      formula: 1d6+2 plus lethargy poison
      type: piercing
    name: hand crossbow
    to_hit: 10
    traits:
    - range increment 60 feet
    - reload 1
  resistances: null
  saves:
    fort: 10
    ref: 8
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darlvision
  skills:
    Athletics: 11
    Intimidation: 7
    Medicine: 4
    Stealth: 10
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: 19
  traits:
  - CE
  - Small
  - Dero
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 2
    dex_mod: 4
    int_mod: 3
    str_mod: 1
    wis_mod: -1
  ac: 22
  automatic_abilities: null
  description: Dero magisters are leaders among dero society. They perform the bulk
    of the cruel operations and memory-altering procedures inflicted upon their victims.
  hp: 65
  immunities:
  - confusion
  innate_spells:
  - level: 4
    name: modify memory
  - frequency: at will
    level: 2
    name: darkness
  - frequency: at will
    level: 2
    name: sound burst
  languages:
  - Aklo
  - Undercommon
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: bludgeoning
    name: aklys
    to_hit: 10
    traits:
    - trip
  name: Dero Magister
  perception: 8
  proactive_abilities:
  - action_cost: One Action
    description: '**Frequency** once per round; **Effect** The magister focuses their
      gaze on a creature they can see within 30 feet. The target is dazzled for 1
      round and must succeed at a DC 24 Will saving throw or be confused for 1 round.'
    name: Cytillesh Stare
    traits:
    - concentrate
    - incapacitation
    - mental
    - visual
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: bludgeoning
    name: aklys
    to_hit: 13
    traits:
    - ranged trip
    - tethered
    - thrown 20 feet
  resistances: null
  saves:
    fort: 10
    ref: 13
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Crafting: 12
    Medicine: 8
    Occultism: 12
    Stealth: 11
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: 24
  traits:
  - Uncommon
  - CE
  - Small
  - Dero
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: -3
    con_mod: 3
    dex_mod: 0
    int_mod: -5
    str_mod: 2
    wis_mod: 0
  ac: 13
  automatic_abilities: null
  description: These shapeless masses of quivering flesh are the least of devilkind.
    Pathetic creatures from Hell’s first layer, lemures roam alongside damned and
    suffering souls. Pit fiends can combine the essence of a mob of lemures to concentrate
    their collective wickedness with a single form, granting it an infernal sentience
    and transforming it into a more powerful devil (see the pit fiend’s Devil Shaping
    ability).
  hp: 20
  immunities:
  - fire
  - mental
  innate_spells: null
  languages: ''
  level: 0
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4+2 plus 1 evil
      type: slashing
    name: claw
    to_hit: 7
    traits:
    - evil
    - magical
  name: Lemure
  perception: 0
  proactive_abilities:
  - description: ''
    name: Subservience
    traits: null
  ranged: null
  resistances:
  - amount: 3
    type: physical (except silver)
  - amount: 5
    type: 'poison '
  saves:
    fort: 10
    ref: 5
    will: 3
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - greater darkvision
  skills:
    Athletics: 5
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Medium
  - Devil
  - Fiend
  - Mindless
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 0
    dex_mod: 4
    int_mod: 1
    str_mod: -1
    wis_mod: 2
  ac: 17
  automatic_abilities: null
  description: Imps are infiltrators and corruptors who, despite their diminutive
    stature, are more than capable of subtly influencing a weak-willed individual
    into performing increasingly evil acts over time. An imp will often agree to serve
    a mortal and act docile and loyal in a long-term plot to eventually damn its master’s
    soul to Hell. Imps are born directly from Hell itself, rather than from mortal
    souls, and thus they serve outside the usual diabolic hierarchy, granting them
    leeway to pursue their specialties. Despite standing a mere 2-feet tall, imps
    can be vicious combatants, flying out of reach and turning invisible to escape
    should the odds turn against them.
  hp: 15
  immunities:
  - fire
  innate_spells:
  - level: 4
    name: read omens
  - frequency: at will, self only
    level: 2
    name: invisibility
  - frequency: at will, good only
    level: 1
    name: charm
  - frequency: at will, good only
    level: 1
    name: detect alignment
  - frequency: constant
    level: 1
    name: detect magic
  languages:
  - Common
  - Infernal
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4-1 plus 1d4 evil and imp venom
      type: piercing
    name: stinger
    to_hit: 9
    traits:
    - agile
    - evil
    - finesse
    - magical
  name: Imp
  perception: 7
  proactive_abilities:
  - action_cost: One Action
    description: <ul><li>**Boar **size Medium; scent (imprecise) 30 feet; **Speed
      **40 feet; **Melee **tusk +9 (finesse), **Damage **1d10–1 piercing</li><li>**Giant
      Spider** size Medium; **Speed **25 feet, climb 25 feet; **Melee **fangs +9 (finesse,
      poison), **Damage **1d6–1 piercing plus 1d4 poison</li><li>**Rat **scent; **Speed
      **20 feet; **Melee **jaws +9 (agile, finesse), **Damage **1 piercing</li><li>**Raven
      **scent; **Speed **10 feet, fly 40 feet; **Melee **beak +9 (finesse), **Damage
      **1 piercing</li></ul>
    name: Change Shape
    traits:
    - concentrate
    - divine
    - polymorph
    - transmutation
  - action_cost: One Action
    description: '**Frequency** once per round. **Effect** The imp regains 1d6 Hit
      Points.'
    name: Diabolic Healing
    traits:
    - concentrate
    - divine
    - healing
    - necromancy
  - description: '**Saving Throw** DC 16 Fortitude; **Maximum Duration** 6 rounds;
      **Stage 1** 1d6 poison and clumsy 1 (1 round); **Stage 2** 1d6 poison damage,
      clumsy 1, and slowed 1 (1 round)'
    name: Imp Venom
    traits:
    - poison
  - action_cost: One Action
    description: '**Frequency** once per day. **Effect** The imp offers a non-fiend
      within 15 feet a bargain, granting a boon of good luck if the creature accepts.
      The boon lasts for 1 hour once accepted. If the creature dies while the boon
      is in place, its soul travels to Hell, where it is bound for eternity and unable
      to be raised or resurrected except by *wish* or similar magic. Once during the
      hour, the creature can roll an attack roll or saving throw twice and use the
      higher result.'
    name: Infernal Temptation
    traits:
    - divine
    - concentrate
    - enchantment
    - evil
    - fortune
  ranged: null
  resistances:
  - amount: 3
    type: physical (except silver)
  - amount: 5
    type: 'poison '
  saves:
    fort: 5
    ref: 9
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - greater darkvision
  skills:
    Acrobatics: 7
    Athletics: 6
    Deception: 7
    Religion: 5
  speed:
  - amount: 20
    type: Land
  - amount: 30
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Tiny
  - Devil
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 4
    dex_mod: 2
    int_mod: -2
    str_mod: 4
    wis_mod: 2
  ac: 22
  automatic_abilities: null
  description: Barbazus, known also as bearded devils or infantry devils, are murderous
    fiends who satiate their lust for annihilation by serving as the foot soldiers
    of Hell’s armies, often leading hordes of lesser devils such as imps and lemures
    into battle. Bearded devils wield serrated glaives to inflict jagged gashes that
    resist healing magic, resulting in tremendous blood loss. When enemies come too
    close, bearded devils strike with the spines of their wriggling beards to deliver
    a wretched contagion called Avernal fever, savoring the sight of their victim’s
    strength being slowly devoured from within.
  hp: 60
  immunities:
  - fire
  innate_spells:
  - level: 5
    name: dimension door
  languages:
  - Celestial
  - Common
  - Draconic
  - Infernal
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+7 plus 2d6 evil and infernal wound
      type: slashing
    name: glaive
    to_hit: 15
    traits:
    - deadly 1d8
    - evil
    - forceful
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d6+7 plus 1d6 evil
      type: slashing
    name: claw
    to_hit: 15
    traits:
    - agile
    - evil
    - magical
  - action_cost: One Action
    damage:
      formula: 1d6+7 plus Avernal fever
      type: piercing
    name: beard
    to_hit: 15
    traits:
    - magical
  name: Barbazu (Bearded Devil)
  perception: 13
  proactive_abilities:
  - description: '**Saving Throw** DC 23 Fortitude; **Stage 1** carrier with no ill
      effect (1 day); **Stage 2** enfeebled 1 (1 day); **Stage 3** enfeebled 2 (1
      day)'
    name: Avernal Fever
    traits:
    - disease
  - description: A bearded devil’s glaive Strike also deals 1d6 persistent bleed damage
      that resists attempts to heal it. The flat check to stop the bleeding starts
      at DC 20. The DC is reduced to 15 only if the bleeding creature or an ally successfully
      assists with the recovery. The DC to Administer First Aid to a creature with
      an infernal wound is increased by 5. A spellcaster or item attempting to use
      healing magic on a creature suffering from an infernal wound must succeed at
      a DC 21 counteract check or the magic fails to heal the creature.
    name: Infernal Wound
    traits:
    - divine
    - necromancy
  - action_cost: Free Action
    description: The devil moves the creature 5 feet in any direction. The destination
      square must be within reach of the devil’s glaive. This movement doesn’t trigger
      reactions.
    name: Reposition
    traits: null
  - action_cost: One Action
    description: The barbazu makes a beard Strike. This Strike ignores their multiple
      attack penalty and doesn’t count toward that penalty.
    name: Wriggling Beard
    traits: null
  ranged: null
  resistances:
  - amount: 5
    type: physical (except silver)
  - amount: 10
    type: 'poison '
  saves:
    fort: 15
    ref: 11
    will: 11
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - greater darkvision
  skills:
    Acrobatics: 11
    Athletics: 13
    Intimidation: 10
    Religion: 11
    Stealth: 11
  speed:
  - amount: 35
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Medium
  - Devil
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 5
    dex_mod: 5
    int_mod: 2
    str_mod: 5
    wis_mod: 4
  ac: 27
  automatic_abilities: null
  description: Erinyes exact vengeance and bloody justice for a creature’s crimes,
    torturing and punishing their victims in ironic fashion before allowing them the
    escape of death. While an erinys appears as a fallen angel and the first erinyes
    shared that origin, erinyes now originate in myriad ways, some promoted from lesser
    devils and others shaped from lemures themselves forged from the souls of torturers
    and persecutors. The erinyes’ origin is entwined with Eiseth, herself a fallen
    angel and one of Hell’s most powerful demigods. The first erinyes were all considered
    to be Eiseth’s metaphorical daughters, but erinyes formed since that time are
    no longer limited to a single gender.
  hp: 120
  immunities:
  - fire
  innate_spells:
  - level: 5
    name: dimension door
  - frequency: at will
    level: 4
    name: dimension door
  - frequency: at will
    level: 4
    name: divine wrath
  - frequency: at will
    level: 4
    name: retributive pain
  - frequency: at will
    level: 3
    name: fear
  - frequency: at will
    level: 2
    name: illusory disguise
  - frequency: at will
    level: 2
    name: illusory object
  - frequency: constant
    level: 6
    name: true seeing
  languages:
  - Celestial
  - Common
  - Draconic
  - Infernal
  level: 8
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+8 plus 1d6 evil and 1d6 fire
      type: slashing
    name: flaming longsword
    to_hit: 19
    traits:
    - evil
    - fire
    - magical
    - versatile P
  name: Erinys (Fury Devil)
  perception: 18
  proactive_abilities:
  - description: rune while they hold it.
    name: Flames of Fury
    traits: null
  - description: The erinys hovers in place if they are flying and fires one arrow
      at any number of creatures in a 30-foot cone. Each attack is rolled separately.
      This counts as one attack for the purpose of the erinys's multiple attack penalty.
    name: Furious Fusillade
    traits: null
  - description: that animates in their hands. When a creature is hit by the erinys’s
      rope, a segment of the rope tears loose and wraps itself around the creature,
      imposing a 10–foot circumstance penalty to Speed. The piece that tears off is
      10 feet long for a Medium or smaller creature, and doubles in length for each
      size larger than Medium. When a creature Escapes the effect (DC 26), the detached
      segment of rope withers away into useless black sludge.
    name: Rope Snare
    traits:
    - use the statistics for rope
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d8+4 plus 1d6 evil and 1d6 fire
      type: piercing
    name: flaming composite longbow
    to_hit: 20
    traits:
    - deadly 1d10
    - evil
    - fire
    - magical
    - range increment 100 feet
    - reload 0
    - volley 30 feet
  - action_cost: One Action
    name: rope
    to_hit: 19
    traits:
    - magical
    - range increment 30 feet
  resistances:
  - amount: 5
    type: physical (except silver)
  - amount: 10
    type: 'poison '
  saves:
    fort: 17
    ref: 19
    will: 16
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - greater darkvision
  - '*true seeing*'
  skills:
    Acrobatics: 17
    Crafting: 14
    Deception: 19
    Diplomacy: 15
    Intimidation: 19
    Religion: 16
    Stealth: 17
  speed:
  - amount: 25
    type: Land
  - amount: 40
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Medium
  - Devil
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 4
    dex_mod: 4
    int_mod: 7
    str_mod: 3
    wis_mod: 5
  ac: 30
  automatic_abilities: null
  description: Contract devils are clerks, scribes, and bureaucrats of Hell rarely
    found outside the infernal courts, and then almost always to pursue potential
    contracts, tempting mortals to sell their souls in exchange for achieving their
    worldly desires. If a target is desirable enough, a phistophilus can offer contracts
    for prices seemingly lesser than their soul all at once, though in this case,
    the devil carefully manipulates the price to drive the signatory toward the forces
    of law and evil, and therefore ultimately to Hell anyway. Contract devils are
    tall creatures with skin tones that range from bronze to crimson and large curving
    horns extending from their bodies, over which they often drape favored or important
    contracts.
  hp: 150
  immunities:
  - fire
  - ward contract
  innate_spells:
  - frequency: at will, see infernal investment
    level: 10
    name: scrying
  - level: 7
    name: plane shift
  - frequency: at will
    level: 5
    name: dimension door
  - frequency: at will
    level: 5
    name: fireball
  - frequency: at will
    level: 5
    name: illusory scene
  - frequency: at will
    level: 5
    name: lightning bolt
  - frequency: at will
    level: 5
    name: locate
  - frequency: at will
    level: 5
    name: mind probe
  - frequency: at will
    level: 5
    name: sending
  - frequency: at will
    level: 4
    name: dimension door
  - frequency: at will
    level: 4
    name: private sanctum
  - frequency: at will
    level: 4
    name: silence
  - frequency: at will
    level: 3
    name: mind reading
  - frequency: constant
    level: 5
    name: tongues
  languages:
  - Abyssal
  - Aklo
  - Celestial
  - Common
  - Draconic
  - Infernal
  - Undercommon
  level: 10
  melee:
  - action_cost: One Action
    damage:
      formula: 3d6+11 plus 1d6 evil, Grab, and infernal wound
      type: slashing
    name: binding contract
    to_hit: 23
    traits:
    - agile
    - disarm
    - evil
    - magical
    - reach 10 feet
    - trip
  - action_cost: One Action
    damage:
      formula: 3d10+11 and infernal wound
      type: piercing
    name: horn
    to_hit: 21
    traits:
    - magical
  name: Phistophilus (Contract Devil)
  perception: 21
  proactive_abilities:
  - description: The contract devil produces an infernal contract for a single living
      mortal. This contract can grant a wide range of abilities and effects, akin
      to the power of a *wish* spell but fulfilled to the letter by the contract devil.
      To receive any of those benefits, the mortal must willingly sign its true name
      to the contract. At that point, the mortal’s soul is bound to the contract devil
      and Hell. While the contract is in effect, the victim can’t be restored to life
      except by *wish* or similar magic. If the mortal is restored to life by those
      means, the contract devil knows which mortal came to life and can locate the
      creature or creatures who restored the mortal to life for 1 year, gaining the
      effects of a *locate* spell with unlimited range. Avoiding the terms of an infernal
      contract is difficult and often dangerous.
    name: Draft Contract
    traits:
    - conjuration
    - divine
    - manipulate
  - description: spell at will, but only to target a creature with which it has a
      contract. The target automatically critically fails its save.
    name: Infernal Investment
    traits: null
  - description: A contract devil’s Strikes also deal 3d6 persistent bleed damage
      that resist attempts to heal it. The flat check to stop the bleeding starts
      at DC 20. The DC is reduced to 15 only if the bleeding creature or an ally successfully
      assists with the recovery. The DC to Administer First Aid to a creature with
      an infernal wound is increased by 5. A spellcaster or item attempting to use
      healing magic on a creature suffering from an infernal wound must succeed at
      a DC 29 counteract check or the magic fails to heal the creature.
    name: Infernal Wound
    traits:
    - divine
    - necromancy
  ranged: null
  resistances:
  - amount: 10
    type: physical (except silver)
  - amount: 10
    type: 'poison '
  saves:
    fort: 18
    ref: 18
    will: 23
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - greater darkvision
  skills:
    Arcana: 19
    Deception: 23
    Diplomacy: 21
    Intimidation: 21
    Religion: 19
    Society: 19
    Stealth: 18
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Medium
  - Devil
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 5
    dex_mod: 5
    int_mod: 8
    str_mod: 6
    wis_mod: 5
  ac: 34
  automatic_abilities: null
  description: Insectile ice devils are strategists and masterminds in Hell’s armies,
    using their superior intellect to strike against their enemies and spread Hell’s
    influence throughout the planes. An ice devil rarely breaks their solitary contemplation
    of strategy save to pursue a plan they have devised. They can be enticed otherwise
    only by an exchange of services to be determined at a later time, adding to the
    pieces they can play on the board. Occasionally, a mortal strategist of outstanding
    skill might amuse an ice devil enough for the gelugon to agree to a contest of
    strategy, typically a strategic board game like chess, to decide a dispute. In
    the unlikely event the devil loses such a contest, they inevitably go to great
    lengths to later obtain that mortal’s services for their own infernal ends.
  hp: 215
  immunities:
  - cold
  - fire
  innate_spells:
  - frequency: x2
    level: 7
    name: cone of cold
  - level: 6
    name: illusory scene
  - frequency: x3
    level: 5
    name: dimension door
  - frequency: x3
    level: 5
    name: wall of ice
  - frequency: at will
    level: 4
    name: dimension door
  - frequency: constant
    level: 4
    name: fly
  languages:
  - Celestial
  - Common
  - Draconic
  - Infernal
  level: 13
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+12 plus 1d6 cold, 1d6 evil, and slowing frost
      type: piercing
    name: frost longspear
    to_hit: 28
    traits:
    - cold
    - evil
    - magical
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 2d6+12 plus 2d6 cold, 1d6 evil, and slowing frost
      type: bludgeoning
    name: tail
    to_hit: 25
    traits:
    - agile
    - cold
    - evil
    - magical
    - reach 10 feet
  name: Gelugon (Ice Devil)
  perception: 26
  proactive_abilities:
  - description: The ice devil channels the extreme cold of its body through its appendages
      and weapons. A creature hit by an ice devil’s weapon or unarmed attack in melee
      must attempt a DC 32 Fortitude save or be slowed 1 for 1d4 rounds. A weapon
      used by an ice devil gains the effects of a frost rune while the gelugon holds
      it, and the ice devil can throw any such weapon with a 20-foot range increment,
      trailing motes of frost.
    name: Slowing Frost
    traits:
    - cold
    - divine
    - evocation
  - action_cost: One Action
    description: An ice devil’s logical mind devises genius tactics from its perfect
      memory. It can telepathically send a tactical repositioning to its allies, allowing
      all commanded or allied evil creatures in the range of its telepathy to immediately
      Stride (or Burrow, Climb, Fly, or Swim, if the creature has the corresponding
      Speed).
    name: Tactician of Cocytus
    traits:
    - concentrate
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d8+12 plus 1d6 cold
      type: piercing
    name: frost longspear
    to_hit: 27
    traits:
    - cold
    - magical
    - thrown 20 feet
  resistances:
  - amount: 10
    type: physical (except silver)
  - amount: 10
    type: 'poison '
  saves:
    fort: 24
    ref: 24
    will: 26
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - greater darkvision
  skills:
    Acrobatics: 22
    Athletics: 23
    Deception: 25
    Diplomacy: 25
    Intimidation: 23
    Religion: 26
    Society: 25
    Stealth: 22
  speed:
  - amount: 35
    type: Land
  - amount: 35
    type: Fly (from Fly)
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Large
  - Devil
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: 8
    con_mod: 9
    dex_mod: 8
    int_mod: 8
    str_mod: 9
    wis_mod: 9
  ac: 46
  automatic_abilities: null
  description: When an army of devils invades to bathe a region in bloodshed and hellfire,
    it is likely that one of Hell’s most powerful and diabolical generals, the pit
    fiend, masterminded the incursion. Cunning, powerful, and ruthless, pit fiends
    often serve the archdevils directly. They rule infernal duchies, subjugate mortal
    worlds, and usurp infernal rivals using unparalleled despotism and calculated
    ferocity. To realize their tyrannical machinations, pit fiends claim mortal souls
    that they corrupt into lemure servants, which can then be shaped and transformed
    through infernal manipulation into the terrifying devils that form Hell’s formidable
    legions. They often select the most wicked and vicious lemures for their armies,
    drawing upon these lesser devils’ depravity during powerful magical ceremonies
    to create hideous and terrifying abominations that can cow and eviscerate the
    pit fiend’s enemies.
  hp: 335
  immunities:
  - fire
  innate_spells:
  - frequency: once per year
    level: 10
    name: meteor swarm
  - frequency: once per year
    level: 10
    name: miracle
  - frequency: once per year
    level: 10
    name: power word stun
  - frequency: at will
    level: 9
    name: bind soul
  - frequency: at will
    level: 8
    name: dispel magic
  - frequency: at will
    level: 8
    name: divine decree
  - frequency: at will
    level: 8
    name: fireball
  - frequency: at will
    level: 8
    name: scrying
  - frequency: at will
    level: 8
    name: wall of fire
  - level: 5
    name: dimension door
  - frequency: at will
    level: 4
    name: dimension door
  - frequency: constant
    level: 8
    name: true seeing
  languages:
  - Celestial
  - Common
  - Draconic
  - Infernal
  level: 20
  melee:
  - action_cost: One Action
    damage:
      formula: 4d10+17 plus 2d6 evil and pit fiend venom
      type: piercing
    name: jaws
    to_hit: 40
    traits:
    - evil
    - magical
    - poison
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 4d6+17 plus 2d6 evil
      type: slashing
    name: claw
    to_hit: 38
    traits:
    - agile
    - evil
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 4d10+17 plus 2d6 evil and Improved Grab
      type: bludgeoning
    name: tail
    to_hit: 36
    traits:
    - evil
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 4d6+17 plus 2d6 evil
      type: slashing
    name: wing
    to_hit: 36
    traits:
    - evil
    - magical
    - reach 15 feet
  name: Pit Fiend (Tyrant Devil)
  perception: 37
  proactive_abilities:
  - action_cost: One Action
    description: 2d10+17 bludgeoning plus 2d6 evil, DC 43
    name: Constrict
    traits: null
  - description: The pit fiend reshapes a large number of lemures within a 600-foot
      radius into more powerful devils to swell Hell’s legions. The pit fiend must
      have available the number of lemures listed on the table in the sidebar. The
      pit fiend can shape 100 lemures per day, to a maximum of 1,100 lemures in 11
      days. Devils created in this way are in thrall to the pit fiend and follow its
      orders, with the exception of created pit fiends or other devils of similar
      power, which are always independent. As a result, few pit fiends choose to create
      peers. At the end of the Devil Shaping activity, the pit fiend attempts an incredibly
      hard Religion check of the desired devil’s level, with results as follows. **Critical
      Success** The pit fiend shapes two devils from the massed lemures instead of
      one. **Success** The pit fiend shapes a devil of the desired type and level.
      **Failure** The devil shaped from the lemures is 2 levels lower than the intended
      devil. **Critical Failure** The pit fiend fails to shape any devils and draws
      the ire of an archdevil for its waste of resources.
    name: Devil Shaping
    traits:
    - divine
    - downtime
    - transmutation
  - action_cost: One Action
    description: The pit fiend Flies and makes a wing Strike at any point during its
      movement.
    name: Fast Swoop
    traits: null
  - action_cost: Free Action
    description: '**Frequency** once per round. **Effect** If the pit fiend''s next
      action is to cast an 8th-level or lower innate spell, reduce the number of actions
      to cast it by 1 (minimum 1 action).'
    name: Masterful Quickened Casting
    traits:
    - concentrate
  - description: '**Saving Throw** DC 43 Fortitude; **Maximum Duration** 10 rounds;
      **Stage 1** 6d6 poison damage and drained 1 (1 round); **Stage 2** 7d6 poison
      damage and drained 2 (1 round); **Stage 3** 8d6 poison damage and drained 3
      (1 round)'
    name: Pit Fiend Venom
    traits:
    - poison
  ranged: null
  resistances:
  - amount: 15
    type: physical (except silver)
  - amount: 15
    type: 'poison '
  saves:
    fort: 37
    ref: 32
    will: 35
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - greater darkvision
  - '*true seeing*'
  skills:
    Acrobatics: 34
    Arcana: 32
    Athletics: 33
    Deception: 39
    Diplomacy: 34
    Intimidation: 39
    Religion: 37
    Society: 36
    Stealth: 34
  speed:
  - amount: 35
    type: Land
  - amount: 50
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Large
  - Devil
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 3
    dex_mod: 7
    int_mod: -4
    str_mod: 5
    wis_mod: 2
  ac: 30
  automatic_abilities: null
  description: Dezullons are dangerous carnivorous pitcher plants that dwell in forested
    regions with thick canopies. They hunt for meat along the forest’s understory
    when not sunning themselves in the boughs above. Dezullons are smart enough to
    notice that some creatures are attracted by shiny things, and sometimes use such
    objects to set up ambushes. To assume that the dezullon’s ambulations are slow
    simply because the creature has a root structure is a foolish mistake; many an
    adventurer has been crushed to death by this surprisingly agile plant. In addition,
    these dangerous plants are expert climbers, making their pursuit even more difficult
    to escape from.
  hp: 130
  immunities: null
  innate_spells: null
  languages: ''
  level: 10
  melee:
  - action_cost: One Action
    damage:
      formula: 3d6+8 plus 3d6 acid and Grab
      type: bludgeoning
    name: vine
    to_hit: 21
    traits:
    - acid
    - agile
  name: Dezullon
  perception: 18
  proactive_abilities:
  - description: '**Saving Throw** DC 29 Fortitude; **Maximum Duration** 6 rounds;
      **Stage 1** flat-footed (1 round); **Stage 2** flat-footed and clumsy 1 (1 round);
      **Stage 3** confused, flat-footed, and clumsy 2 (1 round).'
    name: Amnesia Venom
    traits:
    - mental
    - poison
  - action_cost: One Action
    description: 2d6+2 bludgeoning
    name: Constrict
    traits: null
  - action_cost: One Action
    description: Until the next time it acts, the dezullon appears to be a normal
      pitcher plant. It has an automatic result of 41 (44 in forests or swamps) on
      Deception checks and DCs to pass as a non-creature plant.
    name: Root
    traits:
    - concentrate
  ranged:
  - action_cost: One Action
    damage:
      formula: 4d8 plus amnesia venom
      type: acid
    name: acid glob
    to_hit: 23
    traits:
    - acid
    - range 30 feet
  resistances:
  - amount: 20
    type: acid
  saves:
    fort: 17
    ref: 21
    will: 16
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Acrobatics: 21
    Athletics: 19
    Stealth: 21
  skills_special:
  - Stealth is +24 when in forests or swamps
  speed:
  - amount: 25
    type: Land
  - amount: 30
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Plant
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 0
    dex_mod: 3
    int_mod: 4
    str_mod: 2
    wis_mod: 0
  ac: 17
  automatic_abilities: null
  description: This dhampir is a svetocher, the child of a moroi vampire.
  hp: 22
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Necril
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4+2
      type: piercing
    name: dagger
    to_hit: 7
    traits:
    - agile
    - finesse
    - versatile S
  - action_cost: One Action
    damage:
      formula: 1d6+2
      type: bludgeoning
    name: staff
    to_hit: 6
    traits:
    - two-handed d8
  - action_cost: One Action
    damage:
      formula: 1d4+2
      type: bludgeoning
    name: fist
    to_hit: 7
    traits:
    - agile
    - finesse
    - nonlethal
  name: Dhampir Wizard
  perception: 4
  proactive_abilities: []
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d4+2
      type: piercing
    name: dagger
    to_hit: 7
    traits:
    - agile
    - thrown 10 feet
    - versatile S
  resistances: null
  saves:
    fort: 4
    ref: 7
    will: 6
  saves_special:
    fort: null
    ref: null
    will: +2 circumstance to all saves vs. disease
  senses:
  - darkvision
  skills:
    Acrobatics: 7
    Arcana: 8
    Deception: 5
    Intimidation: 5
    Society: 8
    Stealth: 7
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Medium
  - Dhampir
  - Human
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 2
    dex_mod: 3
    int_mod: -4
    str_mod: 0
    wis_mod: 1
  ac: 16
  automatic_abilities: null
  description: A smaller cousin of the deinonychus, the velociraptor is a swift, cunning
    pack hunter. It has no fear of larger creatures, and a group of these dinosaurs
    won’t hesitate to attack creatures the size of a horse. Velociraptors are social
    animals, and tend to live in groups of up to a dozen other velociraptors. They
    have manes of feathery plumage that extend down their backs and along the sides
    of their arms, legs, and tail, while their underbellies and flanks are scaly.
    These feathers allow them to blend into their natural terrains with ease, but
    when excited, attempting to intimidate, or seeking a mate, a velociraptor can
    puff and frill this plumage to expose much brighter colors normally covered by
    the longer feathers. A typical velociraptor is 1-1/2 feet tall, 7 feet long, and
    weighs 35 pounds.
  hp: 20
  immunities: null
  innate_spells: null
  languages: ''
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: piercing
    name: jaws
    to_hit: 8
    traits:
    - finesse
  - action_cost: One Action
    damage:
      formula: 1d4+3
      type: slashing
    name: talon
    to_hit: 8
    traits:
    - agile
    - finesse
  name: Velociraptor
  perception: 6
  proactive_abilities:
  - action_cost: One Action
    description: The velociraptor Strides up to 10 feet, ignoring difficult terrain
      as it leaps over obstacles. It then makes a Strike with its talons, gaining
      a +1 circumstance bonus to its attack roll.
    name: Leaping Charge
    traits: null
  - description: The velociraptor deals 1d4 extra damage to any creature that's within
      reach of at least two of the velociraptor's allies.
    name: Pack Attack
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 5
    ref: 7
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 8
    Athletics: 5
    Stealth: 6
  speed:
  - amount: 40
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Small
  - Animal
  - Dinosaur
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 4
    dex_mod: 3
    int_mod: -4
    str_mod: 3
    wis_mod: 1
  ac: 19
  automatic_abilities: null
  description: Deinonychuses are wily hunters that attack in groups of up to a dozen
    individuals, ripping apart their prey with sharp talons and powerful jaws. They
    are lean and muscular, and have two powerful legs and a long tail that helps them
    maintain balance. Although deinonychuses don’t use their dexterous clawed forelimbs
    to attack, the dinosaurs can use them to pull aside small barriers. Although some
    of these dinosaurs have scaly skin, most have thatches of vibrantly colored feathers
    as well. A deinonychus is about 6 feet tall and weighs about 150 pounds.
  hp: 30
  immunities: null
  innate_spells: null
  languages: ''
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+3
      type: piercing
    name: jaws
    to_hit: 9
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d6+3 plus 1d4 bleed
      type: slashing
    name: talon
    to_hit: 9
    traits:
    - agile
  name: Deinonychus
  perception: 7
  proactive_abilities:
  - action_cost: One Action
    description: The deinonychus Strides up to 10 feet and then makes a Strike, or
      makes a Strike and then Strides up to 10 feet.
    name: Darting Attack
    traits: null
  - description: Bleeding creatures are flat-footed to the deinonychus.
    name: Predator's Advantage
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 10
    ref: 9
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 7
    Athletics: 9
    Stealth: 7
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Animal
  - Dinosaur
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 4
    dex_mod: 0
    int_mod: -4
    str_mod: 7
    wis_mod: 2
  ac: 26
  automatic_abilities: null
  description: Squat, heavily armored quadrupeds, ankylosauruses are stubborn and
    irascible. Although they’re herbivores, they have been known to attack other creatures
    that trespass within territory simply out of ill temper.
  hp: 90
  immunities: null
  innate_spells: null
  languages: ''
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+7 plus punishing tail
      type: bludgeoning
    name: tail
    to_hit: 17
    traits:
    - backswing
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 2d6+7
      type: bludgeoning
    name: foot
    to_hit: 17
    traits:
    - reach 10 feet
  name: Ankylosaurus
  perception: 12
  proactive_abilities:
  - description: A creature struck by the anklyosaurus's tail must attempt a DC 24
      Fortitude save. On a failure, it's slowed 1 until the end of its next turn;
      on a critical failure, it's stunned until the end of its next turn.
    name: Punishing Tail
    traits: null
  - description: Medium or smaller, foot, DC 24
    name: Trample
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 16
    ref: 10
    will: 12
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Athletics: 17
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Huge
  - Animal
  - Dinosaur
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 4
    dex_mod: 2
    int_mod: -4
    str_mod: 7
    wis_mod: 2
  ac: 23
  automatic_abilities: null
  description: The stegosaurus is easily recognized by its twin rows of diamond-shaped
    dorsal plates that run down its spine, and thick tail adorned with four large
    spikes. This strange configuration protects this herbivore from predators, as
    the stegosaurus can hunker down to interpose its dorsal plates between an attacker
    and its thick body. A stegosaurus defends itself by swinging its spiked tail at
    larger foes and trampling smaller opponents underfoot.
  hp: 125
  immunities: null
  innate_spells: null
  languages: ''
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+9
      type: piercing
    name: tail
    to_hit: 18
    traits:
    - sweep
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 2d6+9
      type: bludgeoning
    name: foot
    to_hit: 18
    traits:
    - reach 10 feet
  name: Stegosaurus
  perception: 15
  proactive_abilities:
  - description: Large or smaller, foot, DC 25
    name: Trample
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 17
    ref: 13
    will: 13
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Athletics: 20
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Huge
  - Animal
  - Dinosaur
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 4
    dex_mod: 0
    int_mod: -4
    str_mod: 7
    wis_mod: 2
  ac: 26
  automatic_abilities: null
  description: Triceratopses are muscular quadrupeds with powerful but short legs,
    thick necks, and heads crowned by a wide, bony frill. Though they bear a large
    horn on their snout and one on each brow, these dinosaurs are herbivores and use
    these bony protrusions only to defend themselves from attackers or in dramatic
    clashes against other triceratopses for grazing territory or mates. Short-tempered
    and obstinate, triceratopses are unlikely to back down from a fight unless they
    are hopelessly outmatched, and the creatures are known to fight to the death for
    no apparent reason beyond stubbornness. Triceratopses often serve as mounts for
    lizardfolk, orcs, and giants, who ride comfortably behind the dinosaurs’ protective
    bone frills. A triceratops is 30 feet long and weighs as much as 10 tons.
  hp: 140
  immunities: null
  innate_spells: null
  languages: ''
  level: 8
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+9 plus Knockdown
      type: piercing
    name: horns
    to_hit: 19
    traits:
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 2d6+9
      type: bludgeoning
    name: foot
    to_hit: 19
    traits:
    - reach 10 feet
  name: Triceratops
  perception: 16
  proactive_abilities:
  - action_cost: One Action
    description: The triceratops Strides up to 10 feet and then makes a Strike.
    name: Lumbering Charge
    traits: null
  - description: Large or smaller, foot, DC 26
    name: Trample
    traits: null
  - description: A triceratops deals 2d6 extra persistent bleed damage to prone targets
      it hits with its horns.
    name: Vicious Gore
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 18
    ref: 12
    will: 14
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Athletics: 21
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Huge
  - Animal
  - Dinosaur
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 5
    dex_mod: 0
    int_mod: -4
    str_mod: 9
    wis_mod: 2
  ac: 28
  automatic_abilities: null
  description: Brontosauruses are truly gigantic behemoths, plodding herbivores large
    enough to be unafraid of all but the most massive predators. Brontosauruses have
    stout bodies and long, sinuous necks ending in small heads, allowing them to graze
    from the highest treetops. Their powerful tails are equally as long as their necks
    and provide counterbalances. Brontosauruses bear their bulk upon four stout legs.
    Although their feet are capable of crushing entire buildings, these herbivores
    are generally peaceful and considerate of where they step.
  hp: 220
  immunities: null
  innate_spells: null
  languages: ''
  level: 10
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+13 plus Improved Knockdown
      type: bludgeoning
    name: tail
    to_hit: 23
    traits:
    - sweep
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 2d8+13
      type: bludgeoning
    name: foot
    to_hit: 23
    traits:
    - reach 15 feet
  name: Brontosaurus
  perception: 16
  proactive_abilities:
  - action_cost: Two Actions
    description: The brontosaurus makes a tail Strike and compares the attack roll
      to the AC of up to three foes, each of whom must be within its tail's melee
      reach and adjacent to at least one other target. It rolls damage only once and
      applies it to each creature hit. A Tail Sweep counts as two attacks for its
      multiple attack penalty.
    name: Tail Sweep
    traits: null
  - description: Huge or smaller, foot, DC 29
    name: Trample
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 21
    ref: 14
    will: 16
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Athletics: 23
  speed:
  - amount: 35
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Gargantuan
  - Animal
  - Dinosaur
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 5
    dex_mod: 1
    int_mod: -4
    str_mod: 8
    wis_mod: 3
  ac: 29
  automatic_abilities: null
  description: Widely regarded as the king of the dinosaurs, the tyrannosaurus is
    a massive predator with a wide mouth filled with viciously sharp teeth. Thundering
    beasts of fury and hunger, tyrannosauruses are bold and fearless carnivores that
    eagerly bite off great hunks of large prey and swallow smaller prey—such as most
    humanoids—in a single gulp. Although they can subsist on carrion, tyrannosaurs
    prefer live prey.
  hp: 180
  immunities: null
  innate_spells: null
  languages: ''
  level: 10
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+12 plus Grab
      type: piercing
    name: jaws
    to_hit: 22
    traits:
    - deadly 1d12
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 2d10+12
      type: bludgeoning
    name: foot
    to_hit: 22
    traits:
    - reach 15 feet
  name: Tyrannosaurus
  perception: 19
  proactive_abilities:
  - action_cost: One Action
    description: and takes falling damage accordingly. If the flung creature lands
      on another creature, the creature it lands on takes the same amount of bludgeoning
      damage. The creature being landed upon can attempt a DC 23 basic Reflex save.
    name: Fling
    traits:
    - assuming the tyrannosaurus flings it as high as it can
  - description: The creature struck by the foot is knocked prone and the tyrannosaurus
      uses its foot to hold the creature in place. As long as the tyrannosaurus doesn't
      move from its position, the pinned creature is Grabbed. A tyrannosaurus gains
      a +2 circumstance bonus to attack a creature it has pinned in this manner, but
      it cannot use swallow whole on the target unless it uses its jaws to Grab the
      victim first.
    name: Pin Prey
    traits: null
  - action_cost: One Action
    description: Medium, 3d6+8 bludgeoning, Rupture 26
    name: Swallow Whole
    traits:
    - attack
  - description: Huge or smaller, foot, DC 29
    name: Trample
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 21
    ref: 15
    will: 19
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 15
    Athletics: 24
  speed:
  - amount: 40
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Gargantuan
  - Animal
  - Dinosaur
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 2
    dex_mod: 2
    int_mod: -4
    str_mod: 1
    wis_mod: 1
  ac: 15
  automatic_abilities: null
  description: The typical guard dog is loyal to and beloved by many communities.
    Often adored as pets, they also excel as protectors and trackers, and can be fearless
    when defending a beloved master or family member. The statistics presented below
    work well for any number of breeds of dog ranging from 20 to 50 pounds in weight.
    Wild dogs can also use these statistics, but their untamed nature makes them far
    more unpredictable and threatening. Feral dogs are perhaps even more dangerous,
    for unlike their wild cousins, feral dogs often lack the instinctual fear of humanity
    that stops wild creatures from interacting with people.
  hp: 8
  immunities: null
  innate_spells: null
  languages: ''
  level: -1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4+1
      type: piercing
    name: Jaws
    to_hit: 6
    traits: null
  name: Guard Dog
  perception: 6
  proactive_abilities:
  - description: of at least two of the dog’s allies.
    name: Pack Attack
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 5
    ref: 7
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 5
    Athletics: 4
    Stealth: 5
    Survival: 4
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Small
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 2
    dex_mod: 2
    int_mod: -4
    str_mod: 2
    wis_mod: 2
  ac: 16
  automatic_abilities: null
  description: Riding dogs types include larger dogs, such as mastiffs, wolfhounds,
    and huskies, and are bred often by halflings and gnomes to serve as mounts. Riding
    dogs are as loyal and devoted to their masters as guard dogs, and are ferocious
    in battle, regardless of whether they bear a rider or not. As with guard dogs,
    these large hounds can be wild or feral in nature, and, in some cases, might rival
    packs of wolves with regard to the danger they pose to inhabitants of rural areas.
  hp: 20
  immunities: null
  innate_spells: null
  languages: ''
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+2
      type: piercing
    name: Jaws
    to_hit: 7
    traits: null
  name: Riding Dog
  perception: 7
  proactive_abilities:
  - description: of at least two of the dog’s allies.
    name: Pack Attack
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 7
    ref: 5
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 5
    Athletics: 7
    Survival: 5
  speed:
  - amount: 35
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Animal
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 0
    dex_mod: 3
    int_mod: 1
    str_mod: 3
    wis_mod: 2
  ac: 18
  automatic_abilities: null
  description: In their natural forms, doppelgangers are humanoid creatures with flesh
    of indeterminate color and features that lack fine details, as if unfinished.
    As masters of mimicry, they use their abilities to impersonate others in devious
    ways, often infiltrating settlements and residing within them for years without
    being detected.
  hp: 50
  immunities: null
  innate_spells: []
  languages:
  - Common
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+5
      type: slashing
    name: Claw
    to_hit: 10
    traits:
    - agile
  name: Doppelganger
  perception: 7
  proactive_abilities:
  - action_cost: One Action
    description: The doppelganger takes on the specific appearance of any Small or
      Medium humanoid who it has seen and whose appearance it remembers. This doesn’t
      change the doppelganger’s Speed or its attack and damage bonuses with its Strikes
      but might change the damage type its Strikes deal (typically to bludgeoning).
    name: Change Shape
    traits:
    - arcane
    - concentrate
    - polymorph
    - transmutation
  ranged: null
  resistances: null
  saves:
    fort: 5
    ref: 10
    will: 11
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Deception: 11
    Diplomacy: 11
    Society: 8
    Stealth: 8
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - N
  - Medium
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 4
    dex_mod: 3
    int_mod: 1
    str_mod: 6
    wis_mod: 2
  ac: 25
  automatic_abilities: null
  description: Murderous tyrants of marshes, swamps, bogs, and fens, black dragons
    terrorize their domains with intense fervor. Gleefully sadistic, they rule their
    fetid principalities from a deep cave or otherwise isolated part of the swamp
    with a mix of lightning-quick raids and subterfuge. Their hatred for other creatures
    is as acidic as their breath weapons, and they rarely tolerate even other dragons
    of their kind—except perhaps to mate or temporarily collaborate to take down a
    mutual enemy.
  hp: 125
  immunities:
  - acid
  - paralyzed
  - sleep
  innate_spells: null
  languages:
  - Draconic
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+9 plus 1d6 acid
      type: piercing
    name: jaws
    to_hit: 19
    traits:
    - acid
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d6+9
      type: slashing
    name: claw
    to_hit: 19
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 2d8+7
      type: bludgeoning
    name: tail
    to_hit: 17
    traits:
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 1d8+7
      type: piercing
    name: horns
    to_hit: 17
    traits:
    - reach 10 feet
  name: Young Black Dragon
  perception: 15
  proactive_abilities:
  - action_cost: Two Actions
    description: The dragon breathes a spray of acid that deals 8d6 acid damage in
      a 60-foot line (DC 25 basic Reflex save). It can’t use Breath Weapon again for
      1d4 rounds.
    name: Breath Weapon
    traits:
    - acid
    - arcane
    - evocation
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one horns Strike in any order.
    name: Draconic Frenzy
    traits: null
  - description: The dragon recharges its Breath Weapon whenever it scores a critical
      hit with a Strike.
    name: Draconic Momentum
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 17
    ref: 12
    will: 15
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 14
    Arcana: 12
    Athletics: 17
    Deception: 15
    Intimidation: 15
    Stealth: 16
  speed:
  - amount: 40
    type: Land
  - amount: 100
    type: Fly
  - amount: 40
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Large
  - Acid
  - Amphibious
  - Dragon
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 5
    dex_mod: 3
    int_mod: 2
    str_mod: 7
    wis_mod: 3
  ac: 31
  automatic_abilities: null
  description: Murderous tyrants of marshes, swamps, bogs, and fens, black dragons
    terrorize their domains with intense fervor. Gleefully sadistic, they rule their
    fetid principalities from a deep cave or otherwise isolated part of the swamp
    with a mix of lightning-quick raids and subterfuge. Their hatred for other creatures
    is as acidic as their breath weapons, and they rarely tolerate even other dragons
    of their kind—except perhaps to mate or temporarily collaborate to take down a
    mutual enemy.
  hp: 215
  immunities:
  - acid
  - paralyzed
  - sleep
  innate_spells: []
  languages:
  - Common
  - Draconic
  - Jotun
  level: 11
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+13 plus 2d6 acid
      type: piercing
    name: jaws
    to_hit: 25
    traits:
    - acid
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d10+13
      type: slashing
    name: claw
    to_hit: 25
    traits:
    - agile
    - magical
  - action_cost: One Action
    damage:
      formula: 2d12+11
      type: bludgeoning
    name: tail
    to_hit: 23
    traits:
    - magical
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 1d10+11
      type: piercing
    name: horns
    to_hit: 23
    traits:
    - magical
    - reach 10 feet
  name: Adult Black Dragon
  perception: 22
  proactive_abilities:
  - action_cost: Two Actions
    description: The dragon breathes a spray of acid that deals 12d6 acid damage in
      an 80-foot line (DC 30 basic Reflex save). It can't use Breath Weapon again
      for 1d4 rounds.
    name: 'Breath Weapon '
    traits:
    - acid
    - arcane
    - evocation
  - action_cost: One Action
    description: '**Frequency** Once per day; **Effect** The dragon permanently befouls
      10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable
      to support water-breathing life. This destroys liquid magic or alchemical items
      if they''re of a lower level than the dragon (a creature can attempt a DC 28
      Will save to protect liquids in its possession). This doesn''t affect liquids
      in a creature''s body.'
    name: Corrupt Water
    traits:
    - arcane
    - concentrate
    - necromancy
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one horns Strike in any order
      in any order.
    name: Draconic Frenzy
    traits: null
  - description: The dragon recharges its Breath Weapon whenever it scores a critical
      hit with a Strike
    name: Draconic Momentum
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 23
    ref: 18
    will: 21
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 18
    Arcana: 19
    Athletics: 24
    Deception: 20
    Intimidation: 20
    Stealth: 20
  speed:
  - amount: 40
    type: Land
  - amount: 100
    type: Fly
  - amount: 40
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Large
  - Acid
  - Amphibious
  - Dragon
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 6
    dex_mod: 5
    int_mod: 4
    str_mod: 8
    wis_mod: 5
  ac: 39
  automatic_abilities: null
  description: Murderous tyrants of marshes, swamps, bogs, and fens, black dragons
    terrorize their domains with intense fervor. Gleefully sadistic, they rule their
    fetid principalities from a deep cave or otherwise isolated part of the swamp
    with a mix of lightning-quick raids and subterfuge. Their hatred for other creatures
    is as acidic as their breath weapons, and they rarely tolerate even other dragons
    of their kind—except perhaps to mate or temporarily collaborate to take down a
    mutual enemy.
  hp: 325
  immunities:
  - acid
  - paralyzed
  - sleep
  innate_spells: []
  languages:
  - Common
  - Draconic
  - Goblin
  - Jotun
  - Orcish
  level: 16
  melee:
  - action_cost: One Action
    damage:
      formula: 3d10+14 plus 2d6 acid and 2d6 persistent acid
      type: piercing
    name: jaws
    to_hit: 33
    traits:
    - acid
    - magical
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 3d8+14
      type: slashing
    name: claw
    to_hit: 33
    traits:
    - agile
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 3d10+12
      type: bludgeoning
    name: tail
    to_hit: 31
    traits:
    - magical
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 2d10+12
      type: piercing
    name: horns
    to_hit: 31
    traits:
    - magical
    - reach 15 feet
  name: Ancient Black Dragon
  perception: 30
  proactive_abilities:
  - action_cost: Two Actions
    description: The dragon breathes a spray of acid that deals 17d6 acid damage in
      a 100-foot line (DC 39 basic Reflex save). It can't use Breath Weapon again
      for 1d4 rounds.
    name: Breath Weapon
    traits:
    - acid
    - arcane
    - evocation
  - action_cost: One Action
    description: '**Frequency** Once per day; **Effect** The dragon permanently befouls
      10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable
      to support water-breathing life. This destroys liquid magic or alchemical items
      if they''re of a lower level than the dragon (a creature can attempt a DC 35
      Will save to protect liquids in its possession). This doesn''t affect liquids
      in a creature''s body.'
    name: Corrupt Water
    traits:
    - arcane
    - concentrate
    - necromancy
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one horns Strike in any order
      in any order.
    name: Draconic Frenzy
    traits: null
  - description: The dragon recharges its Breath Weapon whenever it scores a critical
      hit with a Strike
    name: Draconic Momentum
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 30
    ref: 27
    will: 29
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 25
    Arcana: 26
    Athletics: 32
    Deception: 29
    Intimidation: 29
    Stealth: 27
  speed:
  - amount: 60
    type: Land
  - amount: 150
    type: Fly
  - amount: 60
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - CE
  - Huge
  - Acid
  - Amphibious
  - Dragon
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 3
    dex_mod: 2
    int_mod: 1
    str_mod: 5
    wis_mod: 3
  ac: 28
  automatic_abilities:
  - description: The dragon can mimic any sound it has heard. It must succeed at a
      Deception check with a +4 circumstance bonus to do so.
    name: Sound Imitation
    traits: null
  description: Blue dragons are the sleek and poised cosmopolitans of the chromatic
    dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons
    often lair near or within cities and set out to bend the population to their will
    and gather hordes of servants. These dragons love spinning webs of conspiracy.
    A blue dragon’s lackeys typically don’t even realize that they serve a dragon,
    but instead think the protection money, tariffs, or taxes they are amassing is
    treasure for a cruel but legitimate master. In some ways, blue dragons even see
    their servants as a living hoard and value them like treasure. These dragons have
    been known to use these tactics even with their own chromatic cousins.
  hp: 170
  immunities:
  - electricity
  - paralyzed
  - sleep
  innate_spells:
  - frequency: at will; see desert thirst
    level: 1
    name: create water
  languages:
  - Common
  - Draconic
  level: 9
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+11 plus 1d12 electricity
      type: piercing
    name: jaws
    to_hit: 21
    traits:
    - electricity
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 2d8+11
      type: slashing
    name: claw
    to_hit: 21
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 2d8+9
      type: bludgeoning
    name: tail
    to_hit: 19
    traits:
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 1d8+9
      type: piercing
    name: horns
    to_hit: 19
    traits:
    - reach 10 feet
  name: Young Blue Dragon
  perception: 18
  proactive_abilities:
  - action_cost: Two Actions
    description: The dragon breathes lightning that deals 5d12 electricity damage
      in an 80-foot line (DC 28 basic Reflex save). It can’t use Breath Weapon again
      for 1d4 rounds.
    name: Breath Weapon
    traits:
    - arcane
    - electricity
    - evocation
  - description: When casting *create water*, the dragon can attempt to destroy liquid
      instead of creating it, turning an equal amount of liquid into sand. This destroys
      liquid magic or alchemical items if they’re of a lower level than the dragon
      (a creature can attempt a DC 26 Will save to protect all liquids in its possession).
      This doesn’t affect the liquids in a creature’s body.
    name: Desert Thirst
    traits:
    - arcane
    - transmutation
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one horns Strike in any order.
    name: Draconic Frenzy
    traits: null
  - description: The dragon recharges its Breath Weapon whenever it scores a critical
      hit with a Strike.
    name: Draconic Momentum
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 19
    ref: 18
    will: 19
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 15
    Arcana: 16
    Deception: 18
    Diplomacy: 18
    Intimidation: 18
    Society: 16
    Stealth: 15
    Survival: 16
  speed:
  - amount: 30
    type: Land
  - amount: 100
    type: Fly
  - amount: 15
    type: Burrow
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Large
  - Dragon
  - Electricity
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 4
    dex_mod: 3
    int_mod: 4
    str_mod: 6
    wis_mod: 3
  ac: 34
  automatic_abilities:
  - description: The dragon can mimic any sound it has heard. It must succeed at a
      Deception check with a +4 circumstance bonus to do so.
    name: Sound Imitation
    traits: null
  description: Blue dragons are the sleek and poised cosmopolitans of the chromatic
    dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons
    often lair near or within cities and set out to bend the population to their will
    and gather hordes of servants. These dragons love spinning webs of conspiracy.
    A blue dragon’s lackeys typically don’t even realize that they serve a dragon,
    but instead think the protection money, tariffs, or taxes they are amassing is
    treasure for a cruel but legitimate master. In some ways, blue dragons even see
    their servants as a living hoard and value them like treasure. These dragons have
    been known to use these tactics even with their own chromatic cousins.
  hp: 260
  immunities:
  - electricity
  - paralyzed
  - sleep
  innate_spells:
  - frequency: at will
    level: 6
    name: illusory creature
  - frequency: at will
    level: 6
    name: illusory object
  - frequency: at will
    level: 6
    name: ventriloquism
  - frequency: at will; see desert thirst
    level: 1
    name: create water
  languages:
  - Auran
  - Common
  - Draconic
  - Jotun
  level: 13
  melee:
  - action_cost: One Action
    damage:
      formula: 3d8+12 plus 1d12 electricity
      type: piercing
    name: jaws
    to_hit: 27
    traits:
    - electricity
    - magical
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 3d8+12
      type: slashing
    name: claw
    to_hit: 27
    traits:
    - magical
    - agile
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 3d8+10
      type: bludgeoning
    name: tail
    to_hit: 25
    traits:
    - magical
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 2d8+10
      type: piercing
    name: horns
    to_hit: 25
    traits:
    - magical
    - reach 15 feet
  name: Adult Blue Dragon
  perception: 24
  proactive_abilities:
  - action_cost: Two Actions
    description: The dragon breathes lightning that 9d12 electricity damage in a 100-foot
      line (DC 33 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
    name: 'Breath Weapon '
    traits:
    - arcane
    - electricity
    - evocation
  - description: When casting *create water*, the dragon can attempt to destroy liquid
      instead of creating it, turning an equal amount of liquid into sand. This destroys
      liquid magic or alchemical items if they're of a lower level than the dragon
      (a creature can attempt a DC 32 Will save to protect all liquids in its possession).
      This doesn't affect the liquids in a creature's body.
    name: Desert Thirst
    traits:
    - arcane
    - transmutation
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one horns Strike in any order.
    name: Draconic Frenzy
    traits: null
  - description: The dragon recharges its Breath Weapon whenever it scores a critical
      hit with a Strike.
    name: Draconic Momentum
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 24
    ref: 23
    will: 23
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 22
    Arcana: 25
    Deception: 26
    Diplomacy: 26
    Intimidation: 24
    Society: 23
    Stealth: 20
    Survival: 22
  speed:
  - amount: 40
    type: Land
  - amount: 150
    type: Fly
  - amount: 20
    type: Burrow
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Huge
  - Dragon
  - Electricity
  type: Creature
- ability_mods:
    cha_mod: 7
    con_mod: 6
    dex_mod: 4
    int_mod: 7
    str_mod: 7
    wis_mod: 5
  ac: 42
  automatic_abilities:
  - description: The dragon can mimic any sound it has heard. To do so, it must succeed
      at a Deception check with a +4 circumstance bonus.
    name: Sound Imitation
    traits: null
  description: Blue dragons are the sleek and poised cosmopolitans of the chromatic
    dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons
    often lair near or within cities and set out to bend the population to their will
    and gather hordes of servants. These dragons love spinning webs of conspiracy.
    A blue dragon’s lackeys typically don’t even realize that they serve a dragon,
    but instead think the protection money, tariffs, or taxes they are amassing is
    treasure for a cruel but legitimate master. In some ways, blue dragons even see
    their servants as a living hoard and value them like treasure. These dragons have
    been known to use these tactics even with their own chromatic cousins.
  hp: 370
  immunities:
  - electricity
  - paralyzed
  - sleep
  innate_spells:
  - frequency: at will
    level: 8
    name: hallucinatory terrain
  - frequency: at will
    level: 8
    name: illusory creature
  - frequency: at will
    level: 8
    name: illusory object
  - frequency: at will
    level: 8
    name: ventriloquism
  - frequency: see mirage
    level: 7
    name: project image
  - frequency: at will; see desert thirst
    level: 1
    name: create water
  languages:
  - Auran
  - Common
  - Draconic
  - Ignan
  - Infernal
  - Jotun
  level: 18
  melee:
  - action_cost: One Action
    damage:
      formula: 3d10+15 plus 2d12 electricity
      type: piercing
    name: jaws
    to_hit: 35
    traits:
    - electricity
    - magical
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 3d10+15
      type: slashing
    name: claw
    to_hit: 35
    traits:
    - agile
    - magical
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 3d10+13
      type: bludgeoning
    name: tail
    to_hit: 33
    traits:
    - magical
    - reach 25 feet
  - action_cost: One Action
    damage:
      formula: 2d10+13
      type: piercing
    name: horns
    to_hit: 33
    traits:
    - magical
    - reach 20 feet
  name: Ancient Blue Dragon
  perception: 31
  proactive_abilities:
  - action_cost: Two Actions
    description: The dragon breathes lightning that deals 12d12 electricity damage
      in a 120-foot line (DC 40 basic Reflex save). It can't use Breath Weapon again
      for 1d4 rounds. Each time the dragon uses Breath Weapon, a 20-foot-radius storm
      cloud appears 80 feet above a point of the dragon's choosing along the Breath
      Weapon's path. Clouds last for 10 minutes and allow the dragon to use Storm
      Breath.
    name: Breath Weapon
    traits:
    - arcane
    - electricity
    - evocation
  - description: When casting *create water*, the dragon can attempt to destroy liquid
      instead of creating it, turning an equal amount of liquid into sand. This destroys
      liquid magic or alchemical items if they're of a lower level than the dragon
      (a creature can attempt a DC 37 Will save to protect all liquids in its possession).
      This doesn't affect the liquids in a creature's body.
    name: Desert Thirst
    traits:
    - arcane
    - transmutation
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one horns Strike in any order.
    name: Draconic Frenzy
    traits: null
  - description: The dragon recharges its Breath Weapon whenever it scores a critical
      hit with a Strike.
    name: Draconic Momentum
    traits: null
  - description: spell persists, it can cause the Breath Weapon to originate from
      itself or the image.
    name: Mirage
    traits: null
  - action_cost: One Action
    description: '**Frequency** Once per round; **Requirement** A storm cloud created
      by Breath Weapon is within 500 feet, and the dragon can see the cloud. **Effect**
      The dragon calls down a lightning bolt from a storm cloud created by its Breath
      Weapon. This creates a vertical line of lightning to the ground that deal 6d12
      electricity damage to all enemies in its path (DC 40 basic Reflex save).'
    name: Storm Breath
    traits:
    - arcane
    - concentrate
    - electricity
    - evocation
  ranged: null
  resistances: null
  saves:
    fort: 32
    ref: 30
    will: 33
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 28
    Arcana: 33
    Deception: 35
    Diplomacy: 35
    Intimidation: 33
    Society: 35
    Stealth: 28
    Survival: 29
  speed:
  - amount: 50
    type: Land
  - amount: 200
    type: Fly
  - amount: 30
    type: Burrow
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - LE
  - Huge
  - Dragon
  - Electricity
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 3
    dex_mod: 1
    int_mod: 2
    str_mod: 5
    wis_mod: 2
  ac: 28
  automatic_abilities: null
  description: Green dragons are the most contemplative of the chromatic dragons as
    well as the most approachable. The key to understanding green dragons is to understand
    their obsession with knowledge and self-discipline. Any careful approach that
    takes advantage of a green dragon’s fixations may end in a diplomatic outcome,
    but any misstep or slight can provoke a savage attack. Like most chromatic dragons,
    green dragons do not suffer fools—and the threshold for what they consider foolish
    is very low.
  hp: 135
  immunities:
  - paralyzed
  - poison
  - sleep
  innate_spells:
  - level: 2
    name: entangle
  languages:
  - Common
  - Draconic
  level: 8
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+8 plus 2d4 poison
      type: piercing
    name: jaws
    to_hit: 20
    traits:
    - poison
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d8+8
      type: slashing
    name: claw
    to_hit: 20
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 2d8+7
      type: bludgeoning
    name: tail
    to_hit: 18
    traits:
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 1d12+7
      type: piercing
    name: horn
    to_hit: 18
    traits:
    - reach 10 feet
  name: Young Green Dragon
  perception: 16
  proactive_abilities:
  - action_cost: Two Actions
    description: The dragon breathes a toxic cloud that deals 9d6 poison damage in
      a 40-foot cone (DC 25 basic Fortitude save). It can’t use Breath Weapon again
      for 1d4 rounds.
    name: Breath Weapon
    traits:
    - arcane
    - evocation
    - poison
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one horn Strike in any order.
    name: Draconic Frenzy
    traits: null
  - description: The dragon recharges its Breath Weapon whenever it scores a critical
      hit with a Strike.
    name: Draconic Momentum
    traits: null
  - description: The green dragon ignores difficult terrain and greater difficult
      terrain from non-magical foliage.
    name: Woodland Stride
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 16
    ref: 16
    will: 17
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 13
    Arcana: 16
    Athletics: 17
    Deception: 14
    Diplomacy: 16
    Intimidation: 16
    Nature: 14
    Occultism: 17
    Society: 14
    Stealth: 15
  speed:
  - amount: 30
    type: Land
  - amount: 120
    type: Fly
  - amount: 30
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Large
  - Amphibious
  - Dragon
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 3
    dex_mod: 3
    int_mod: 4
    str_mod: 6
    wis_mod: 4
  ac: 34
  automatic_abilities: null
  description: Green dragons are the most contemplative of the chromatic dragons as
    well as the most approachable. The key to understanding green dragons is to understand
    their obsession with knowledge and self-discipline. Any careful approach that
    takes advantage of a green dragon’s fixations may end in a diplomatic outcome,
    but any misstep or slight can provoke a savage attack. Like most chromatic dragons,
    green dragons do not suffer fools—and the threshold for what they consider foolish
    is very low.
  hp: 215
  immunities:
  - paralyzed
  - poison
  - sleep
  innate_spells:
  - level: 4
    name: suggestion
  - frequency: x2
    level: 2
    name: entangle
  languages:
  - Common
  - Draconic
  - Elven
  - Sylvan
  level: 12
  melee:
  - action_cost: One Action
    damage:
      formula: 3d10+12 plus 3d4 poison
      type: piercing
    name: jaws
    to_hit: 26
    traits:
    - magical
    - poison
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 3d8+12
      type: slashing
    name: claw
    to_hit: 26
    traits:
    - agile
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 3d8+10
      type: bludgeoning
    name: tail
    to_hit: 24
    traits:
    - magical
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 2d8+10
      type: piercing
    name: horn
    to_hit: 24
    traits:
    - magical
    - reach 15 feet
  name: Adult Green Dragon
  perception: 22
  proactive_abilities:
  - action_cost: Two Actions
    description: The dragon breathes a toxic cloud that deals 13d6 poison damage in
      a 50-foot cone (DC 31 basic Fortitude save). It can't use Breath Weapon again
      for 1d4 rounds.
    name: 'Breath Weapon '
    traits:
    - arcane
    - evocation
    - poison
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one horn Strike in any order.
    name: Draconic Frenzy
    traits: null
  - description: The dragon recharges its Breath Weapon whenever it scores a critical
      hit with a Strike.
    name: Draconic Momentum
    traits: null
  - description: The green dragon always gains the benefits of Cover Tracks in natural
      surroundings, even while moving at full speed.
    name: Trackless Step
    traits: null
  - description: The green dragon ignores difficult terrain and greater difficult
      terrain from non-magical foliage.
    name: Woodland Stride
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 20
    ref: 22
    will: 23
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 19
    Arcana: 22
    Athletics: 24
    Deception: 19
    Diplomacy: 23
    Intimidation: 23
    Nature: 20
    Occultism: 24
    Society: 22
    Stealth: 21
  speed:
  - amount: 40
    type: Land
  - amount: 160
    type: Fly
  - amount: 40
    type: Swim
  - amount: null
    type: Trackless Step
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Huge
  - Amphibious
  - Dragon
  type: Creature
- ability_mods:
    cha_mod: 6
    con_mod: 5
    dex_mod: 4
    int_mod: 6
    str_mod: 7
    wis_mod: 5
  ac: 41
  automatic_abilities:
  - description: The dragon can Hide in natural environments even if it doesn’t have
      cover.
    name: Camouflage
    traits: null
  description: Green dragons are the most contemplative of the chromatic dragons as
    well as the most approachable. The key to understanding green dragons is to understand
    their obsession with knowledge and self-discipline. Any careful approach that
    takes advantage of a green dragon’s fixations may end in a diplomatic outcome,
    but any misstep or slight can provoke a savage attack. Like most chromatic dragons,
    green dragons do not suffer fools—and the threshold for what they consider foolish
    is very low.
  hp: 315
  immunities:
  - paralyzed
  - poison
  - sleep
  innate_spells:
  - level: 6
    name: dominate
  - frequency: at will
    level: 4
    name: charm
  - frequency: at will
    level: 4
    name: suggestion
  languages:
  - Abyssal
  - Common
  - Draconic
  - Elven
  - Jotun
  - Sylvan
  level: 17
  melee:
  - action_cost: One Action
    damage:
      formula: 3d12+15 plus 4d4 poison
      type: piercing
    name: jaws
    to_hit: 33
    traits:
    - magical
    - poison
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 3d10+15
      type: slashing
    name: claw
    to_hit: 33
    traits:
    - agile
    - magical
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 3d10+13
      type: bludgeoning
    name: tail
    to_hit: 31
    traits:
    - magical
    - reach 25 feet
  - action_cost: One Action
    damage:
      formula: 2d10+13
      type: piercing
    name: horn
    to_hit: 31
    traits:
    - magical
    - reach 20 feet
  name: Ancient Green Dragon
  perception: 30
  proactive_abilities:
  - action_cost: Two Actions
    description: The dragon breathes a toxic cloud that deals 18d6 poison damage in
      a 60-foot cone (DC 37 basic Fortitude save). The Breath Weapon also creates
      a miasma. It can't use Breath Weapon again for 1d4 rounds.
    name: 'Breath Weapon '
    traits:
    - arcane
    - evocation
    - poison
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one horn Strike in any order.
    name: Draconic Frenzy
    traits: null
  - description: The dragon recharges its Breath Weapon whenever it scores a critical
      hit with a Strike.
    name: Draconic Momentum
    traits: null
  - description: The green dragon always gains the benefits of Cover Tracks in natural
      surroundings, even while moving at full speed.
    name: Trackless Step
    traits: null
  - description: The green dragon ignores difficult terrain and greater difficult
      terrain from non-magical foliage.
    name: Woodland Stride
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 30
    ref: 29
    will: 32
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 25
    Arcana: 32
    Athletics: 30
    Deception: 27
    Diplomacy: 31
    Intimidation: 31
    Nature: 28
    Occultism: 34
    Society: 31
    Stealth: 29
  speed:
  - amount: 50
    type: Land
  - amount: 200
    type: Fly
  - amount: 50
    type: Swim
  - amount: null
    type: Trackless Step
  - amount: null
    type: Woodland Stride
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - LE
  - Gargantuan
  - Amphibious
  - Dragon
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 4
    dex_mod: 1
    int_mod: 1
    str_mod: 6
    wis_mod: 2
  ac: 30
  automatic_abilities:
  - description: Smoke doesn’t impair a red dragon’s vision; it ignores the concealed
      condition from smoke.
    name: Smoke Vision
    traits: null
  description: The largest and most powerful of the chromatic dragons, red dragons
    are a menace to civilizations everywhere, and their strength is rivaled only by
    their arrogance. Red dragons see themselves as regents and overlords of all dragonkind.
    With their crowns of crimson spikes and their command of blistering frame, this
    is no haughty boast in their eyes—only unquestioned fact.
  hp: 210
  immunities:
  - fire
  - paralyzed
  - sleep
  innate_spells: []
  languages:
  - Common
  - Draconic
  level: 10
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+12 plus 2d6 fire
      type: piercing
    name: jaws
    to_hit: 23
    traits:
    - fire
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d10+12
      type: slashing
    name: claw
    to_hit: 23
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 2d12+10
      type: slashing
    name: tail
    to_hit: 21
    traits:
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 1d10+10
      type: slashing
    name: wing
    to_hit: 21
    traits:
    - agile
    - reach 10 feet
  name: Young Red Dragon
  perception: 20
  proactive_abilities:
  - action_cost: Two Actions
    description: The dragon breathes a blast of flame that deals 11d6 fire damage
      in a 40-foot cone (DC 30 basic Reflex save). It can’t use Breath Weapon again
      for 1d4 rounds.
    name: Breath Weapon
    traits:
    - arcane
    - evocation
    - fire
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one wing Strike in any order.
    name: Draconic Frenzy
    traits: null
  - description: The dragon recharges its Breath Weapon whenever it scores a critical
      hit with a Strike.
    name: Draconic Momentum
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 21
    ref: 18
    will: 19
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  - smoke vision
  skills:
    Acrobatics: 15
    Arcana: 17
    Athletics: 22
    Deception: 19
    Diplomacy: 19
    Intimidation: 21
    Stealth: 17
  speed:
  - amount: 40
    type: Land
  - amount: 120
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Large
  - Dragon
  - Fire
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 6
    dex_mod: 3
    int_mod: 3
    str_mod: 7
    wis_mod: 4
  ac: 37
  automatic_abilities:
  - description: Smoke doesn’t impair a red dragon’s vision; it ignores the concealed
      condition from smoke.
    name: Smoke Vision
    traits: null
  description: The largest and most powerful of the chromatic dragons, red dragons
    are a menace to civilizations everywhere, and their strength is rivaled only by
    their arrogance. Red dragons see themselves as regents and overlords of all dragonkind.
    With their crowns of crimson spikes and their command of blistering frame, this
    is no haughty boast in their eyes—only unquestioned fact.
  hp: 305
  immunities:
  - fire
  - paralyzed
  - sleep
  innate_spells:
  - level: 4
    name: suggestion
  languages:
  - Common
  - Draconic
  - Dwarven
  - Orcish
  level: 14
  melee:
  - action_cost: One Action
    damage:
      formula: 3d12+15 plus 2d6 fire
      type: piercing
    name: jaws
    to_hit: 29
    traits:
    - fire
    - magical
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 3d10+15
      type: slashing
    name: claw
    to_hit: 29
    traits:
    - agile
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 3d12+13
      type: slashing
    name: tail
    to_hit: 27
    traits:
    - magical
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 2d10+13
      type: slashing
    name: wing
    to_hit: 27
    traits:
    - agile
    - magical
    - reach 15 feet
  name: Adult Red Dragon
  perception: 26
  proactive_abilities:
  - action_cost: Two Actions
    description: The dragon breathes a blast of flame that deals 15d6 fire damage
      in a 50-foot cone (DC 36 basic Reflex save). It can't use Breath Weapon again
      for 1d4 rounds.
    name: 'Breath Weapon '
    traits:
    - arcane
    - evocation
    - fire
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one wing Strike in any order.
    name: Draconic Frenzy
    traits: null
  - description: The dragon recharges its Breath Weapon whenever it scores a critical
      hit with a Strike.
    name: Draconic Momentum
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 28
    ref: 25
    will: 26
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  - smoke vision
  skills:
    Acrobatics: 23
    Arcana: 25
    Athletics: 29
    Deception: 25
    Diplomacy: 25
    Intimidation: 27
    Stealth: 23
  speed:
  - amount: 50
    type: Land
  - amount: 150
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Huge
  - Dragon
  - Fire
  type: Creature
- ability_mods:
    cha_mod: 7
    con_mod: 8
    dex_mod: 5
    int_mod: 5
    str_mod: 9
    wis_mod: 6
  ac: 45
  automatic_abilities:
  - description: Smoke doesn’t impair a red dragon’s vision; it ignores the concealed
      condition from smoke.
    name: Smoke Vision
    traits: null
  description: The largest and most powerful of the chromatic dragons, red dragons
    are a menace to civilizations everywhere, and their strength is rivaled only by
    their arrogance. Red dragons see themselves as regents and overlords of all dragonkind.
    With their crowns of crimson spikes and their command of blistering frame, this
    is no haughty boast in their eyes—only unquestioned fact.
  hp: 425
  immunities:
  - fire
  - paralyzed
  - sleep
  innate_spells:
  - frequency: at will
    level: 8
    name: wall of fire
  - frequency: at will
    level: 4
    name: suggestion
  languages:
  - Abyssal
  - Common
  - Draconic
  - Dwarven
  - Jotun
  - Orcish
  level: 19
  melee:
  - action_cost: One Action
    damage:
      formula: 4d10+17 plus 3d6 fire
      type: piercing
    name: jaws
    to_hit: 37
    traits:
    - fire
    - magical
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 4d8+17
      type: slashing
    name: claw
    to_hit: 37
    traits:
    - agile
    - magical
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 4d10+15
      type: slashing
    name: tail
    to_hit: 35
    traits:
    - magical
    - reach 25 feet
  - action_cost: One Action
    damage:
      formula: 3d8+15
      type: slashing
    name: wing
    to_hit: 35
    traits:
    - agile
    - magical
    - reach 20 feet
  name: Ancient Red Dragon
  perception: 35
  proactive_abilities:
  - action_cost: Two Actions
    description: The dragon breathes a blast of flame that deals 20d6 fire damage
      in a 60-foot cone (DC 42 basic Reflex save). It can’t use Breath Weapon again
      for 1d4 rounds.
    name: Breath Weapon
    traits:
    - arcane
    - evocation
    - fire
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one wing Strike in any order.
    name: Draconic Frenzy
    traits: null
  - description: The dragon recharges its Breath Weapon whenever it scores a critical
      hit with a Strike.
    name: Draconic Momentum
    traits: null
  - action_cost: One Action
    description: The red dragon attempts to take control of a magical fire or a fire
      spell within 100 feet. If it succeeds at a counteract check (counteract level
      10, counteract modifier +32), the original caster loses control of the spell
      or magic fire, control is transferred to the dragon, and the dragon counts as
      having Sustained the Spell with this action (if applicable). The dragon can
      choose to end the spell instead of taking control, if it chooses.
    name: Manipulate Flames
    traits:
    - arcane
    - concentrate
    - transmutation
  ranged: null
  resistances: null
  saves:
    fort: 35
    ref: 32
    will: 35
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  - smoke vision
  skills:
    Acrobatics: 30
    Arcana: 35
    Athletics: 37
    Deception: 35
    Diplomacy: 35
    Intimidation: 37
    Stealth: 33
  speed:
  - amount: 60
    type: Land
  - amount: 180
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - CE
  - Huge
  - Dragon
  - Fire
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 4
    dex_mod: 2
    int_mod: -1
    str_mod: 6
    wis_mod: 1
  ac: 23
  automatic_abilities:
  - description: Snow doesn’t impair a white dragon’s vision; it ignores concealment
      from snowfall.
    name: Snow Vision
    traits: null
  description: The most feral and least intelligent of all the chromatic dragons,
    white dragons are brutish, predatory, and chiefly motivated by self-preservation.
    Nearly all other dragons look down on white dragons as hopelessly hotheaded and
    dull, though this does not make them any less dangerous—in fact, it may mean the
    opposite. It’s nearly impossible to treat with white dragons, not because they
    lack the capacity to do so, but because they just don’t care to. They are as difficult
    to deal with as they are quick to anger, and they become incensed at almost anything.
    When a white dragon does speak, it spews threats, inane jokes, and incoherent
    babbling as a prelude to attacking—and when the attack comes, it’s bloody and
    relentless.
  hp: 115
  immunities:
  - cold
  - paralyzed
  - sleep
  innate_spells: null
  languages:
  - Draconic
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+9 plus 1d6 cold
      type: piercing
    name: jaws
    to_hit: 17
    traits:
    - cold
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d6+9
      type: slashing
    name: claw
    to_hit: 17
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 1d8+8
      type: bludgeoning
    name: tail
    to_hit: 15
    traits:
    - reach 15 feet
  name: Young White Dragon
  perception: 13
  proactive_abilities:
  - action_cost: Two Actions
    description: The dragon breathes a cloud of frost that deals 7d6 cold damage in
      a 30-foot cone (DC 24 basic Reflex save). It can’t use Breath Weapon again for
      1d4 rounds.
    name: Breath Weapon
    traits:
    - arcane
    - cold
    - evocation
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one tail Strike in any order.
    name: Draconic Frenzy
    traits: null
  - description: When the dragon scores a critical hit with a Strike, it recharges
      its Breath Weapon.
    name: Draconic Momentum
    traits: null
  - action_cost: One Action
    description: The dragon slams into the ground. It can do this if it’s on the ground
      or Flying within 10 feet of the ground. Each creature on the ground within 10
      feet must succeed at a DC 24 Reflex save or fall prone and take 2d6 bludgeoning
      damage. The dragon can then Step.
    name: Ground Slam
    traits: null
  - description: A white dragon can climb on ice as though it had the listed climb
      Speed. It ignores difficult terrain and greater difficult terrain from ice and
      snow and doesn’t risk falling when crossing ice.
    name: Ice Climb
    traits: null
  - action_cost: Two Actions
    description: The dragon reshapes a cube of ice or snow it touches, up to 10 feet
      across. Any creature standing atop the ice must succeed at a DC 15 Reflex save
      or Acrobatics check. On a failure, the creature falls prone atop the ice; on
      a critical failure, it falls off the ice entirely and is also prone.
    name: Shape Ice
    traits:
    - arcane
    - transmutation
    - water
  ranged: null
  resistances: null
  saves:
    fort: 16
    ref: 14
    will: 11
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  - snow vision
  skills:
    Acrobatics: 10
    Arcana: 7
    Athletics: 16
    Intimidation: 12
    Stealth: 14
  speed:
  - amount: 30
    type: Land
  - amount: 80
    type: Fly
  - amount: 30
    type: Ice Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Large
  - Cold
  - Dragon
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 5
    dex_mod: 2
    int_mod: 1
    str_mod: 7
    wis_mod: 2
  ac: 29
  automatic_abilities:
  - description: Snow doesn’t impair a white dragon’s vision; it ignores concealment
      from snowfall.
    name: Snow Vision
    traits: null
  description: The most feral and least intelligent of all the chromatic dragons,
    white dragons are brutish, predatory, and chiefly motivated by self-preservation.
    Nearly all other dragons look down on white dragons as hopelessly hotheaded and
    dull, though this does not make them any less dangerous—in fact, it may mean the
    opposite. It’s nearly impossible to treat with white dragons, not because they
    lack the capacity to do so, but because they just don’t care to. They are as difficult
    to deal with as they are quick to anger, and they become incensed at almost anything.
    When a white dragon does speak, it spews threats, inane jokes, and incoherent
    babbling as a prelude to attacking—and when the attack comes, it’s bloody and
    relentless.
  hp: 215
  immunities:
  - cold
  - paralyzed
  - sleep
  innate_spells:
  - frequency: at will
    level: 2
    name: obscuring mist
  languages:
  - Common
  - Draconic
  level: 10
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+13 plus 2d6 cold
      type: piercing
    name: jaws
    to_hit: 23
    traits:
    - cold
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d8+13
      type: slashing
    name: claw
    to_hit: 23
    traits:
    - agile
    - magical
  - action_cost: One Action
    damage:
      formula: 2d6+11
      type: bludgeoning
    name: tail
    to_hit: 22
    traits:
    - magical
    - reach 15 feet
  name: Adult White Dragon
  perception: 20
  proactive_abilities:
  - action_cost: Two Actions
    description: The dragon breathes a cloud of frost that deals 11d6 cold damage
      in a 40-foot cone (DC 29 basic Reflex save). It can't use Breath Weapon again
      for 1d4 rounds.
    name: 'Breath Weapon '
    traits:
    - arcane
    - cold
    - evocation
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one tail Strike in any order
    name: Draconic Frenzy
    traits: null
  - description: When the dragon scores a critical hit with a Strike, it recharges
      its Breath Weapon
    name: Draconic Momentum
    traits: null
  - action_cost: One Action
    description: The dragon slams into the ground. It can do this if it's on the ground
      Flying within 10 feet of the ground. Each creature on the ground within 10 feet
      must succeed at a DC 29 Reflex save or fall prone and take 3d6 bludgeoning damage.
      The dragon can then Step.
    name: Ground Slam
    traits: null
  - description: A white dragon can climb on ice as though it had the listed climb
      Speed. It ignores difficult terrain and greater difficult terrain from ice and
      snow and doesn't risk falling when crossing ice.
    name: Ice Climb
    traits: null
  - action_cost: Two Actions
    description: The dragon reshapes a cube of ice or snow it touches, up to 10 feet
      across. Any creature standing atop the ice must succeed at a DC 15 Reflex save
      or Acrobatic check. On a failure, the creature falls prone atop the ice; on
      a critical failure, it falls off the ice entirely and is also prone.
    name: Shape Ice
    traits:
    - arcane
    - transmutation
    - water
  ranged: null
  resistances: null
  saves:
    fort: 22
    ref: 19
    will: 17
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  - snow vision
  skills:
    Acrobatics: 16
    Arcana: 15
    Athletics: 23
    Intimidation: 19
    Stealth: 18
  speed:
  - amount: 30
    type: Land
  - amount: 120
    type: Fly
  - amount: 30
    type: Ice Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Large
  - Cold
  - Dragon
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 7
    dex_mod: 3
    int_mod: 2
    str_mod: 8
    wis_mod: 3
  ac: 36
  automatic_abilities:
  - description: Snow doesn’t impair a white dragon’s vision; it ignores concealment
      from snowfall.
    name: Snow Vision
    traits: null
  description: The most feral and least intelligent of all the chromatic dragons,
    white dragons are brutish, predatory, and chiefly motivated by self-preservation.
    Nearly all other dragons look down on white dragons as hopelessly hotheaded and
    dull, though this does not make them any less dangerous—in fact, it may mean the
    opposite. It’s nearly impossible to treat with white dragons, not because they
    lack the capacity to do so, but because they just don’t care to. They are as difficult
    to deal with as they are quick to anger, and they become incensed at almost anything.
    When a white dragon does speak, it spews threats, inane jokes, and incoherent
    babbling as a prelude to attacking—and when the attack comes, it’s bloody and
    relentless.
  hp: 330
  immunities:
  - cold
  - paralyzed
  - sleep
  innate_spells:
  - level: 6
    name: wall of ice
  - level: 2
    name: obscuring mist
  languages:
  - Common
  - Draconic
  - Jotun
  level: 15
  melee:
  - action_cost: One Action
    damage:
      formula: 3d12+16 plus 3d6 cold
      type: piercing
    name: jaws
    to_hit: 31
    traits:
    - cold
    - magical
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 3d10+16
      type: slashing
    name: claw
    to_hit: 31
    traits:
    - agile
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d10+14
      type: bludgeoning
    name: tail
    to_hit: 29
    traits:
    - magical
    - reach 20 feet
  name: Ancient White Dragon
  perception: 30
  proactive_abilities:
  - action_cost: Two Actions
    description: The dragon breathes a cloud of frost that deals 16d6 cold damage
      in a 50-foot cone (DC 36 basic Reflex save). It can't use Breath Weapon again
      for 1d4 rounds.
    name: 'Breath Weapon '
    traits:
    - arcane
    - cold
    - evocation
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one tail Strike in any order
    name: Draconic Frenzy
    traits: null
  - description: When the dragon scores a critical hit with a Strike, it recharges
      its Breath Weapon
    name: Draconic Momentum
    traits: null
  - action_cost: One Action
    description: The dragon slams into the ground. It can do this if it's on the ground
      Flying within 10 feet of the ground. Each creature on the ground within 10 feet
      must succeed at a DC 237 Reflex save or fall prone and take 5d6 bludgeoning
      damage. The dragon can then Step.
    name: Ground Slam
    traits: null
  - description: A white dragon can climb on ice as though it had the listed climb
      Speed. It ignores difficult terrain and greater difficult terrain from ice and
      snow and doesn't risk falling when crossing ice.
    name: Ice Climb
    traits: null
  - action_cost: Two Actions
    description: The dragon reshapes a cube of ice or snow it touches, up to 10 feet
      across. Any creature standing atop the ice must succeed at a DC 15 Reflex save
      or Acrobatic check. On a failure, the creature falls prone atop the ice; on
      a critical failure, it falls off the ice entirely and is also prone.
    name: Shape Ice
    traits:
    - arcane
    - transmutation
    - water
  ranged: null
  resistances: null
  saves:
    fort: 30
    ref: 26
    will: 24
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  - snow vision
  skills:
    Acrobatics: 24
    Arcana: 23
    Athletics: 31
    Intimidation: 28
    Stealth: 26
  speed:
  - amount: 40
    type: Land
  - amount: 160
    type: Fly
  - amount: 40
    type: Ice Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - CE
  - Huge
  - Cold
  - Dragon
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 3
    dex_mod: 2
    int_mod: 1
    str_mod: 5
    wis_mod: 1
  ac: 25
  automatic_abilities: null
  description: Brass dragons are whimsical tricksters who delight in humor and play.
    They particularly enjoy conversations with humans and other civilized humanoids,
    delighting in the naive customs of these diminutive races without showing them
    haughtiness or scorn. While they may seem merely curious, brass dragons engage
    in this sort of conversation with the goal of keeping up to date on regional politics
    so they can anticipate future conflicts. Along the way, they create extensive
    information networks that begin with their own allies but stretch across all levels
    of humanoid society—networks which the brass dragon then uses to subtly assist
    settlements near their lair. Unlike the schemes and manipulations of blue dragons,
    brass dragons use their informant networks to establish justice and equality.
  hp: 125
  immunities:
  - fire
  - paralyzed
  - sleep
  innate_spells:
  - frequency: constant
    level: 2
    name: speak with animals
  languages:
  - Common
  - Draconic
  - Gnomish
  - Halfling
  - Sylvan
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+8 plus 1d8 fire
      type: piercing
    name: jaws
    to_hit: 19
    traits:
    - fire
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d6+8
      type: slashing
    name: claw
    to_hit: 19
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 1d8+7
      type: slashing
    name: wing
    to_hit: 17
    traits:
    - reach 10 feet
  name: Young Brass Dragon
  perception: 15
  proactive_abilities:
  - action_cost: Two Actions
    description: The brass dragon breathes fire in a 60-foot line that deals 8d6 fire
      damage (DC 26 basic Reflex save). The dragon can’t use Breath Weapon again for
      1d4 rounds.
    name: Breath Weapon
    traits:
    - arcane
    - evocation
    - fire
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one jaws Strike in any order.
    name: Draconic Frenzy
    traits: null
  - description: When the dragon scores a critical hit with a Strike, it recharges
      Breath Weapon.
    name: Draconic Momentum
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 16
    ref: 15
    will: 14
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  - tremorsense (imprecise) 30 feet
  skills:
    Acrobatics: 13
    Athletics: 18
    Deception: 15
    Diplomacy: 15
    Society: 14
  speed:
  - amount: 40
    type: Land
  - amount: 120
    type: Fly
  - amount: 30
    type: Burrow
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CG
  - Large
  - Dragon
  - Fire
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 5
    dex_mod: 3
    int_mod: 2
    str_mod: 6
    wis_mod: 4
  ac: 31
  automatic_abilities: null
  description: Brass dragons are whimsical tricksters who delight in humor and play.
    They particularly enjoy conversations with humans and other civilized humanoids,
    delighting in the naive customs of these diminutive races without showing them
    haughtiness or scorn. While they may seem merely curious, brass dragons engage
    in this sort of conversation with the goal of keeping up to date on regional politics
    so they can anticipate future conflicts. Along the way, they create extensive
    information networks that begin with their own allies but stretch across all levels
    of humanoid society—networks which the brass dragon then uses to subtly assist
    settlements near their lair. Unlike the schemes and manipulations of blue dragons,
    brass dragons use their informant networks to establish justice and equality.
  hp: 215
  immunities:
  - fire
  - paralyzed
  - sleep
  innate_spells:
  - frequency: constant
    level: 2
    name: speak with animals
  languages:
  - Auran
  - Common
  - Draconic
  - Gnomish
  - Halfling
  - Sylvan
  level: 11
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+12 plus 2d6 fire
      type: piercing
    name: jaws
    to_hit: 24
    traits:
    - fire
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d10+12
      type: slashing
    name: claw
    to_hit: 24
    traits:
    - agile
    - magical
  - action_cost: One Action
    damage:
      formula: 1d12+10
      type: slashing
    name: wing
    to_hit: 22
    traits:
    - magical
    - reach 10 feet
  name: Adult Brass Dragon
  perception: 21
  proactive_abilities:
  - action_cost: Two Actions
    description: The brass dragon breathes fire in an 80-foot line that deals 12d6
      fire damage (DC 32 basic Reflex save). The dragon can't use Breath Weapon again
      for 1d4 rounds.
    name: 'Breath Weapon '
    traits:
    - arcane
    - evocation
    - fire
  - action_cost: Two Actions
    description: '**Frequency** three times per day. **Effect** The dragon calls upon
      the desert wind. This has the same effect as *gust of wind* (DC 30 Fortitude)
      but in a 60-foot cone. A creature that fails its save is also blinded until
      the end of its next turn (or for 1 minute on a critical failure).'
    name: Desert Wind
    traits:
    - air
    - arcane
    - concentrate
    - evocation
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one jaws Strike in any order.
    name: Draconic Frenzy
    traits: null
  - description: When the dragon scores a critical hit with a strike, it recharges
      Breath Weapon.
    name: Draconic Momentum
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 22
    ref: 20
    will: 21
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  - tremorsense (imprecise) 30 feet
  skills:
    Acrobatics: 20
    Athletics: 23
    Deception: 20
    Diplomacy: 20
    Society: 19
  speed:
  - amount: 50
    type: Land
  - amount: 120
    type: Fly
  - amount: 30
    type: Burrow
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CG
  - Large
  - Dragon
  - Fire
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 6
    dex_mod: 5
    int_mod: 4
    str_mod: 7
    wis_mod: 4
  ac: 39
  automatic_abilities: null
  description: Brass dragons are whimsical tricksters who delight in humor and play.
    They particularly enjoy conversations with humans and other civilized humanoids,
    delighting in the naive customs of these diminutive races without showing them
    haughtiness or scorn. While they may seem merely curious, brass dragons engage
    in this sort of conversation with the goal of keeping up to date on regional politics
    so they can anticipate future conflicts. Along the way, they create extensive
    information networks that begin with their own allies but stretch across all levels
    of humanoid society—networks which the brass dragon then uses to subtly assist
    settlements near their lair. Unlike the schemes and manipulations of blue dragons,
    brass dragons use their informant networks to establish justice and equality.
  hp: 325
  immunities:
  - fire
  - paralyzed
  - sleep
  innate_spells:
  - frequency: constant
    level: 2
    name: speak with animals
  languages:
  - Auran
  - Common
  - Draconic
  - Gnomish
  - Halfling
  - Sphinx
  level: 16
  melee:
  - action_cost: One Action
    damage:
      formula: 3d10+15 plus 3d6 fire and 2d6 persistent fire
      type: piercing
    name: jaws
    to_hit: 32
    traits:
    - fire
    - magical
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 3d10+15
      type: slashing
    name: claw
    to_hit: 32
    traits:
    - agile
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d12+13
      type: slashing
    name: wing
    to_hit: 30
    traits:
    - magical
    - reach 15 feet
  name: Ancient Brass Dragon
  perception: 30
  proactive_abilities:
  - action_cost: Two Actions
    description: ; The dragon breathes fire in a 100-foot line that deals 16d6 fire
      damage (DC 39 basic Reflex save).</li><li>**Sleep Gas** (arcane, enchantment,
      incapacitation, sleep); The dragon breathes an 80-foot cone of sleep gas. Each
      creature within the cone must succeed at a DC 39 Fortitude save or fall unconscious
      for 1d6 rounds, or 1 minute on a critical failure.</li></ul>
    name: Breath Weapon
    traits:
    - arcane
    - evocation
    - fire
  - action_cost: Two Actions
    description: '**Frequency** three times per day. **Effect** The dragon calls upon
      the desert wind. This has the same effect as *gust of wind* (DC 37 Fortitude)
      but in a 60-foot cone. A creature that fails its save is also blinded until
      the end of its next turn (or for 1 minute on a critical failure).'
    name: Desert Wind
    traits:
    - air
    - arcane
    - concentrate
    - evocation
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one jaws Strike in any order.
    name: Draconic Frenzy
    traits: null
  - description: When the dragon scores a critical hit with a strike, it recharges
      Breath Weapon.
    name: Draconic Momentum
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 30
    ref: 29
    will: 30
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  - tremorsense (imprecise) 60 feet
  skills:
    Acrobatics: 27
    Athletics: 31
    Deception: 27
    Diplomacy: 29
    Society: 28
  speed:
  - amount: 50
    type: Land
  - amount: 150
    type: Fly
  - amount: 40
    type: Burrow
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - CG
  - Huge
  - Dragon
  - Fire
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 3
    dex_mod: 1
    int_mod: 3
    str_mod: 5
    wis_mod: 3
  ac: 28
  automatic_abilities: null
  description: Bronze dragons are among the most common of metallic dragons and the
    most likely to ally with mortals on worthy quests. However, they are naturally
    scholarly creatures who would rather remain in their lairs studying esoteric lore
    than go off on a wild adventure. These aloof and stoic dragons also act as preservationists,
    guarding storehouses of ancient lore from destruction or perversion. Bronze dragons
    are principled and protective, but while their silver cousins are quick to crusade
    for justice, bronze dragons prefer to find an important location worthy of their
    protection and guard it against any attack or unwelcome intrusion.
  hp: 170
  immunities:
  - electricity
  - paralyzed
  - sleep
  innate_spells:
  - frequency: constant
    level: 2
    name: speak with animals
  languages:
  - Aquan
  - Common
  - Draconic
  - Dwarven
  - Elven
  level: 9
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+11 plus 1d12 electricity
      type: piercing
    name: jaws
    to_hit: 21
    traits:
    - electricity
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d8+11
      type: slashing
    name: claw
    to_hit: 21
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 1d8+9
      type: bludgeoning
    name: tail
    to_hit: 19
    traits:
    - reach 10 feet
  name: Young Bronze Dragon
  perception: 18
  proactive_abilities:
  - action_cost: Two Actions
    description: ; The dragon breathes lightning in a 60-foot line that deals 6d12
      electricity damage (DC 28 basic Reflex save).</li><li>**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).</li></ul>
    name: Breath Weapon
    traits:
    - arcane
    - electricity
    - evocation
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one tail Strike in any order.
    name: Draconic Frenzy
    traits: null
  - description: When the dragon scores a critical hit with a Strike, it recharges
      its Breath Weapon.
    name: Draconic Momentum
    traits: null
  - description: For up to 30 minutes per day, the dragon, along with allied creatures
      and vessels within 50 feet, can move at double their normal Speed in water.
    name: Water Mastery
    traits:
    - arcane
    - transmutation
    - water
  ranged: null
  resistances: null
  saves:
    fort: 19
    ref: 17
    will: 19
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 16
    Arcana: 20
    Athletics: 18
    Diplomacy: 18
    Intimidation: 18
    Occultism: 18
    Society: 16
    Stealth: 16
  speed:
  - amount: 30
    type: Land
  - amount: 120
    type: Fly
  - amount: 40
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LG
  - Large
  - Amphibious
  - Dragon
  - Water
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 4
    dex_mod: 3
    int_mod: 5
    str_mod: 7
    wis_mod: 4
  ac: 34
  automatic_abilities: null
  description: Bronze dragons are among the most common of metallic dragons and the
    most likely to ally with mortals on worthy quests. However, they are naturally
    scholarly creatures who would rather remain in their lairs studying esoteric lore
    than go off on a wild adventure. These aloof and stoic dragons also act as preservationists,
    guarding storehouses of ancient lore from destruction or perversion. Bronze dragons
    are principled and protective, but while their silver cousins are quick to crusade
    for justice, bronze dragons prefer to find an important location worthy of their
    protection and guard it against any attack or unwelcome intrusion.
  hp: 260
  immunities:
  - electricity
  - paralyzed
  - sleep
  innate_spells:
  - frequency: at will
    level: 2
    name: obscuring mist
  - frequency: constant
    level: 2
    name: speak with animals
  languages:
  - Aquan
  - Common
  - Draconic
  - Dwarven
  - Elven
  - Gnomish
  level: 13
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+15 plus 1d12 electricity
      type: piercing
    name: jaws
    to_hit: 28
    traits:
    - electricity
    - magical
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 2d10+15
      type: slashing
    name: claw
    to_hit: 28
    traits:
    - agile
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 1d10+13
      type: bludgeoning
    name: tail
    to_hit: 26
    traits:
    - magical
    - reach 15 feet
  name: Adult Bronze Dragon
  perception: 23
  proactive_abilities:
  - action_cost: Two Actions
    description: ; The dragon breathes lightning in a 80-foot line that deals 8d12
      electricity damage (DC 33 basic Reflex save).</li><li>**Repulsion Gas** (abjuration,
      arcane, incapacitation, mental); The dragon breathes a 80-foot line of repulsive
      gas. Each creature in the area must succeed at a DC 33 Will save or become fleeing
      from the dragon for 1 round (or 2 rounds on a critical failure).</li></ul>
    name: 'Breath Weapon '
    traits:
    - arcane
    - electricity
    - evocation
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one tail Strike in any order.
    name: Draconic Frenzy
    traits: null
  - description: When the dragon scores a critical hit with a Strike, it recharges
      its Breath Weapon.
    name: Draconic Momentum
    traits: null
  - description: For up to 60 minutes per day, the dragon, along with allied creatures
      and vessels within 50 feet, can move at double their normal Speed in water.
    name: Water Mastery
    traits:
    - arcane
    - transmutation
    - water
  ranged: null
  resistances: null
  saves:
    fort: 24
    ref: 23
    will: 26
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 22
    Arcana: 28
    Athletics: 24
    Diplomacy: 23
    Intimidation: 23
    Occultism: 24
    Stealth: 22
  speed:
  - amount: 40
    type: Land
  - amount: 140
    type: Fly
  - amount: 50
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LG
  - Huge
  - Amphibious
  - Dragon
  - Water
  type: Creature
- ability_mods:
    cha_mod: 6
    con_mod: 6
    dex_mod: 4
    int_mod: 7
    str_mod: 8
    wis_mod: 6
  ac: 43
  automatic_abilities: null
  description: Bronze dragons are among the most common of metallic dragons and the
    most likely to ally with mortals on worthy quests. However, they are naturally
    scholarly creatures who would rather remain in their lairs studying esoteric lore
    than go off on a wild adventure. These aloof and stoic dragons also act as preservationists,
    guarding storehouses of ancient lore from destruction or perversion. Bronze dragons
    are principled and protective, but while their silver cousins are quick to crusade
    for justice, bronze dragons prefer to find an important location worthy of their
    protection and guard it against any attack or unwelcome intrusion.
  hp: 360
  immunities:
  - electricity
  - paralyzed
  - sleep
  innate_spells:
  - frequency: at will
    level: 5
    name: control water
  - frequency: at will
    level: 2
    name: obscuring mist
  - frequency: constant
    level: 2
    name: speak with animals
  languages:
  - Aquan
  - Common
  - Draconic
  - Dwarven
  - Elven
  - Gnomish
  level: 18
  melee:
  - action_cost: One Action
    damage:
      formula: 3d12+16 plus 2d12 electricity
      type: piercing
    name: jaws
    to_hit: 35
    traits:
    - electricity
    - magical
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 3d10+16
      type: slashing
    name: claw
    to_hit: 35
    traits:
    - agile
    - magical
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 2d10+14
      type: bludgeoning
    name: tail
    to_hit: 33
    traits:
    - magical
    - reach 20 feet
  name: Ancient Bronze Dragon
  perception: 32
  proactive_abilities:
  - action_cost: Two Actions
    description: ; The dragon breathes lightning in a 100-foot line that deals 12d12
      electricity damage (DC 40 basic Reflex save).</li><li>**Repulsion Gas** (abjuration,
      arcane, incapacitation, mental); The dragon breathes a 100-foot line of repulsive
      gas. Each creature in the area must succeed at a DC 40 Will save or become fleeing
      from the dragon for 1 round (or 2 rounds on a critical failure).</li></ul>
    name: Breath Weapon
    traits:
    - arcane
    - electricity
    - evocation
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one tail Strike in any order.
    name: Draconic Frenzy
    traits: null
  - description: When the dragon scores a critical hit with a Strike, it recharges
      its Breath Weapon.
    name: Draconic Momentum
    traits: null
  - description: For up to 120 minutes per day, the dragon, along with allied creatures
      and vessels within 50 feet, can move at double their normal Speed in water.
    name: Water Mastery
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 32
    ref: 30
    will: 34
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 100 feet
  skills:
    Acrobatics: 28
    Arcana: 35
    Athletics: 34
    Diplomacy: 32
    Intimidation: 32
    Occultism: 33
    Society: 33
    Stealth: 28
  speed:
  - amount: 60
    type: Land
  - amount: 200
    type: Fly
  - amount: 60
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - LG
  - Gargantuan
  - Amphibious
  - Dragon
  - Water
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 2
    dex_mod: 3
    int_mod: 2
    str_mod: 5
    wis_mod: 2
  ac: 27
  automatic_abilities: null
  description: Capricious and always eager to share a good laugh, copper dragons are
    among the wiliest of the metallic dragons, but this by no means interferes with
    their mission to spread freedom in oppressive lands. Copper dragons are hedonists
    who are quick to indulge in simple pleasures, but they’re also sympathetic to
    other creatures, slow to pass judgment, and careful to always examine a situation
    from as many perspectives as possible. This philosophy has its drawbacks, however,
    as copper dragons are susceptible to negative influences and prone to forgiving
    the less serious evil acts performed by their chromatic cousins and other cruel
    creatures. Copper dragons also have a difficult time keeping their temper in check
    once they are roused to anger.
  hp: 150
  immunities:
  - acid
  - paralyzed
  - sleep
  innate_spells: []
  languages:
  - Common
  - Draconic
  - Gnomish
  level: 8
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+8 plus 1d8 acid
      type: piercing
    name: jaws
    to_hit: 20
    traits:
    - acid
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d6+8
      type: slashing
    name: claw
    to_hit: 20
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 1d8+7
      type: bludgeoning
    name: tail
    to_hit: 18
    traits:
    - reach 15 feet
  name: Young Copper Dragon
  perception: 16
  proactive_abilities:
  - action_cost: Two Actions
    description: ; The dragon breathes acid in a 60-foot line that deals 8d6 acid
      damage (DC 26 basic Fortitude save).</li><li>**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).</li></ul>
    name: Breath Weapon
    traits:
    - acid
    - arcane
    - evocation
  - description: The dragon’s climb speed functions only when climbing stone surfaces.
    name: Climb Stone
    traits: null
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one tail Strike in any order.
    name: Draconic Frenzy
    traits: null
  - description: When the dragon scores a critical hit with a Strike, it recharges
      Breath Weapon.
    name: Draconic Momentum
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 16
    ref: 17
    will: 16
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 17
    Athletics: 17
    Crafting: 14
    Deception: 15
    Performance: 16
    Society: 16
    Stealth: 17
  speed:
  - amount: 30
    type: Land
  - amount: 120
    type: Fly
  - amount: 30
    type: Climb Stone
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CG
  - Large
  - Dragon
  - Earth
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 4
    dex_mod: 3
    int_mod: 4
    str_mod: 6
    wis_mod: 3
  ac: 33
  automatic_abilities: null
  description: Capricious and always eager to share a good laugh, copper dragons are
    among the wiliest of the metallic dragons, but this by no means interferes with
    their mission to spread freedom in oppressive lands. Copper dragons are hedonists
    who are quick to indulge in simple pleasures, but they’re also sympathetic to
    other creatures, slow to pass judgment, and careful to always examine a situation
    from as many perspectives as possible. This philosophy has its drawbacks, however,
    as copper dragons are susceptible to negative influences and prone to forgiving
    the less serious evil acts performed by their chromatic cousins and other cruel
    creatures. Copper dragons also have a difficult time keeping their temper in check
    once they are roused to anger.
  hp: 235
  immunities:
  - acid
  - paralyzed
  - sleep
  innate_spells:
  - frequency: at will
    level: 4
    name: hideous laughter
  - frequency: at will
    level: 4
    name: shape stone
  languages:
  - Common
  - Draconic
  - Elven
  - Gnomish
  level: 12
  melee:
  - action_cost: One Action
    damage:
      formula: 3d8+12 plus 2d8 acid
      type: piercing
    name: jaws
    to_hit: 26
    traits:
    - acid
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 3d8+12
      type: slashing
    name: claw
    to_hit: 26
    traits:
    - agile
    - magical
  - action_cost: One Action
    damage:
      formula: 2d8+10
      type: bludgeoning
    name: tail
    to_hit: 24
    traits:
    - magical
    - reach 15 feet
  name: Adult Copper Dragon
  perception: 23
  proactive_abilities:
  - action_cost: Two Actions
    description: ; The dragon breathes acid in a 80-foot line that deals 13d6 acid
      damage (DC 32 basic Fortitude save).</li><li>**Slowing Gas** (arcane, transmutation);
      The dragon breathes a 80-foot line of slowing gas. Each creature in the area
      must succeed at a DC 32 Fortitude save or be slowed 1 for 1 round (or slowed
      2 on a critical failure).</li></ul>
    name: 'Breath Weapon '
    traits:
    - acid
    - arcane
    - evocation
  - description: The dragon's climb speed functions only when climbing stone surfaces
    name: Climb Stone
    traits: null
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one tail Strike in any order.
    name: Draconic Frenzy
    traits: null
  - description: When the dragon scores a critical hit with a Strike, it recharges
      Breath Weapon.
    name: Draconic Momentum
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 23
    ref: 22
    will: 22
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 21
    Athletics: 24
    Crafting: 22
    Deception: 21
    Performance: 23
    Society: 22
    Stealth: 21
  speed:
  - amount: 40
    type: Land
  - amount: 140
    type: Fly
  - amount: 40
    type: Climb Stone
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CG
  - Large
  - Dragon
  - Earth
  type: Creature
- ability_mods:
    cha_mod: 6
    con_mod: 5
    dex_mod: 5
    int_mod: 6
    str_mod: 8
    wis_mod: 5
  ac: 41
  automatic_abilities: null
  description: Capricious and always eager to share a good laugh, copper dragons are
    among the wiliest of the metallic dragons, but this by no means interferes with
    their mission to spread freedom in oppressive lands. Copper dragons are hedonists
    who are quick to indulge in simple pleasures, but they’re also sympathetic to
    other creatures, slow to pass judgment, and careful to always examine a situation
    from as many perspectives as possible. This philosophy has its drawbacks, however,
    as copper dragons are susceptible to negative influences and prone to forgiving
    the less serious evil acts performed by their chromatic cousins and other cruel
    creatures. Copper dragons also have a difficult time keeping their temper in check
    once they are roused to anger.
  hp: 345
  immunities:
  - acid
  - paralyzed
  - sleep
  innate_spells:
  - frequency: at will
    level: 5
    name: hideous laughter
  - frequency: at will
    level: 5
    name: wall of stone
  - frequency: at will
    level: 4
    name: shape stone
  languages:
  - Common
  - Draconic
  - Dwarven
  - Elven
  - Gnomish
  level: 17
  melee:
  - action_cost: One Action
    damage:
      formula: 3d10+16 plus 3d8 acid
      type: piercing
    name: jaws
    to_hit: 33
    traits:
    - acid
    - magical
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 3d10+16
      type: slashing
    name: claw
    to_hit: 33
    traits:
    - agile
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d10+14
      type: bludgeoning
    name: tail
    to_hit: 31
    traits:
    - magical
    - reach 20 feet
  name: Ancient Copper Dragon
  perception: 30
  proactive_abilities:
  - action_cost: Two Actions
    description: ; The dragon breathes acid in a 100-foot line that deals 18d6 acid
      damage (DC 38 basic Fortitude save).</li><li>**Slowing Gas** (arcane, transmutation);
      The dragon breathes a 100-foot line of slowing gas. Each creature in the area
      must succeed at a DC 38 Fortitude save or be slowed 1 for 1 round (or slowed
      2 on a critical failure).</li></ul>
    name: Breath Weapon
    traits:
    - acid
    - arcane
    - evocation
  - description: The dragon's climb speed functions only when climbing stone surfaces.
    name: Climb Stone
    traits: null
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one tail Strike in any order.
    name: Draconic Frenzy
    traits: null
  - description: When the dragon scores a critical hit with a Strike, it recharges
      Breath Weapon.
    name: Draconic Momentum
    traits: null
  - action_cost: Two Actions
    description: '**Frequency** once per day. **Effect** The copper dragon tells a
      fantastic joke. Each creature in a 100-foot emanation must succeed at a DC 39
      Will save or suffer the effects of a 9th-level *hideous laughter* spell for
      1 minute.'
    name: Mass Laughter
    traits:
    - arcane
    - emotion
    - enchantment
    - mental
  ranged: null
  resistances: null
  saves:
    fort: 30
    ref: 32
    will: 32
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 30
    Athletics: 31
    Crafting: 31
    Deception: 29
    Performance: 31
    Society: 29
    Stealth: 30
  speed:
  - amount: 50
    type: Land
  - amount: 200
    type: Fly
  - amount: 50
    type: Climb Stone
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - CG
  - Huge
  - Dragon
  - Earth
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 4
    dex_mod: 2
    int_mod: 3
    str_mod: 6
    wis_mod: 4
  ac: 32
  automatic_abilities: null
  description: Gold dragons are the epitome of metallic dragonkind, unrivaled in their
    strength as well as their wisdom. They command the unwavering reverence of all
    other metallic dragons, who view gold dragons as their leaders and counselors.
    Golds rival the raw power of even red dragons, much to the chagrin of their chromatic
    cousins, and the two races are often regarded as bitter rivals. But despite their
    incredible power, gold dragons are fond of discourse and prefer to talk through
    solutions to problems rather than rely upon brute strength. Long-lived as they
    are, they necessarily take a wide view of all situations and never act without
    considering all possible options and outcomes. Because of this, gold dragons willingly
    converse with any creature that seeks them out, even evil chromatic dragons. Mortals
    might find this behavior strange, considering the longstanding war between chromatic
    and metallic dragons, but dragons know all too well that desperate situations
    sometimes call for drastic alliances. And although gold dragons might consider
    brief truces with their chromatic brethren in the case of world-ending threats,
    they also know when such alliances have run their course.
  hp: 230
  immunities:
  - fire
  - paralyzed
  - sleep
  innate_spells:
  - frequency: gems only
    level: 3
    name: locate
  languages:
  - Common
  - Draconic
  - Elven
  - Sylvan
  level: 11
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+12 plus 2d6 fire
      type: piercing
    name: jaws
    to_hit: 24
    traits:
    - fire
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d10+12
      type: slashing
    name: claw
    to_hit: 24
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 2d10+10
      type: slashing
    name: tail
    to_hit: 22
    traits:
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 1d12+10
      type: piercing
    name: horns
    to_hit: 22
    traits:
    - agile
    - reach 10 feet
  name: Young Gold Dragon
  perception: 21
  proactive_abilities:
  - action_cost: Two Actions
    description: ; The dragon breathes a blast of flame in a 30-foot cone that deals
      11d6 fire damage (DC 31 basic Reflex save).</li><li>**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).</li></ul>
    name: Breath Weapon
    traits:
    - arcane
    - evocation
    - fire
  - action_cost: Two Actions
    description: The gold dragon makes two claw Strikes and one horns Strike in any
      order.
    name: Draconic Frenzy
    traits: null
  - description: When the gold dragon scores a critical hit with a Strike, it recharges
      Breath Weapon.
    name: Draconic Momentum
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 22
    ref: 20
    will: 22
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 17
    Arcana: 18
    Athletics: 23
    Diplomacy: 23
    Medicine: 21
    Religion: 21
    Society: 18
  speed:
  - amount: 40
    type: Land
  - amount: 140
    type: Fly
  - amount: 40
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LG
  - Large
  - Dragon
  - Fire
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 6
    dex_mod: 3
    int_mod: 5
    str_mod: 7
    wis_mod: 6
  ac: 38
  automatic_abilities: null
  description: Gold dragons are the epitome of metallic dragonkind, unrivaled in their
    strength as well as their wisdom. They command the unwavering reverence of all
    other metallic dragons, who view gold dragons as their leaders and counselors.
    Golds rival the raw power of even red dragons, much to the chagrin of their chromatic
    cousins, and the two races are often regarded as bitter rivals. But despite their
    incredible power, gold dragons are fond of discourse and prefer to talk through
    solutions to problems rather than rely upon brute strength. Long-lived as they
    are, they necessarily take a wide view of all situations and never act without
    considering all possible options and outcomes. Because of this, gold dragons willingly
    converse with any creature that seeks them out, even evil chromatic dragons. Mortals
    might find this behavior strange, considering the longstanding war between chromatic
    and metallic dragons, but dragons know all too well that desperate situations
    sometimes call for drastic alliances. And although gold dragons might consider
    brief truces with their chromatic brethren in the case of world-ending threats,
    they also know when such alliances have run their course.
  hp: 330
  immunities:
  - fire
  - paralyzed
  - sleep
  innate_spells:
  - level: 7
    name: sunburst
  - frequency: gems only
    level: 3
    name: locate
  languages:
  - Common
  - Draconic
  - Dwarven
  - Elven
  - Sylvan
  level: 15
  melee:
  - action_cost: One Action
    damage:
      formula: 3d12+15 plus 3d6 fire
      type: piercing
    name: jaws
    to_hit: 30
    traits:
    - fire
    - magical
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 3d10+15
      type: slashing
    name: claw
    to_hit: 30
    traits:
    - agile
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 3d10+13
      type: slashing
    name: tail
    to_hit: 28
    traits:
    - magical
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 2d12+13
      type: piercing
    name: horns
    to_hit: 28
    traits:
    - agile
    - magical
    - reach 15 feet
  name: Adult Gold Dragon
  perception: 29
  proactive_abilities:
  - action_cost: Two Actions
    description: ; The dragon breathes a blast of flame in a 40-foot cone that deals
      15d6 fire damage (DC 37 basic Reflex save).</li><li>**Weakening Gas** (arcane,
      necromancy); The dragon breathes a blast of weakening gas. Each creature within
      a 40-foot cone must succeed at a DC 37 Fortitude save or become enfeebled 2
      for 1 round (or enfeebled 3 on a critical failure).</li></ul>
    name: 'Breath Weapon '
    traits:
    - arcane
    - evocation
    - fire
  - action_cost: Two Actions
    description: The gold dragon makes two claw Strikes and one horns Strike in any
      order
    name: Draconic Frenzy
    traits: null
  - description: When the gold dragon scores a critical hit with a strike, it recharges
      Breath Weapon.
    name: Draconic Momentum
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 28
    ref: 25
    will: 28
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 22
    Arcana: 24
    Athletics: 28
    Diplomacy: 29
    Medicine: 27
    Religion: 29
    Society: 26
  speed:
  - amount: 50
    type: Land
  - amount: 180
    type: Fly
  - amount: 50
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LG
  - Huge
  - Dragon
  - Fire
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 8
    dex_mod: 5
    int_mod: 7
    str_mod: 9
    wis_mod: 8
  ac: 46
  automatic_abilities: null
  description: Gold dragons are the epitome of metallic dragonkind, unrivaled in their
    strength as well as their wisdom. They command the unwavering reverence of all
    other metallic dragons, who view gold dragons as their leaders and counselors.
    Golds rival the raw power of even red dragons, much to the chagrin of their chromatic
    cousins, and the two races are often regarded as bitter rivals. But despite their
    incredible power, gold dragons are fond of discourse and prefer to talk through
    solutions to problems rather than rely upon brute strength. Long-lived as they
    are, they necessarily take a wide view of all situations and never act without
    considering all possible options and outcomes. Because of this, gold dragons willingly
    converse with any creature that seeks them out, even evil chromatic dragons. Mortals
    might find this behavior strange, considering the longstanding war between chromatic
    and metallic dragons, but dragons know all too well that desperate situations
    sometimes call for drastic alliances. And although gold dragons might consider
    brief truces with their chromatic brethren in the case of world-ending threats,
    they also know when such alliances have run their course.
  hp: 450
  immunities:
  - fire
  - paralyzed
  - sleep
  innate_spells:
  - level: 10
    name: sunburst
  - frequency: gems only
    level: 3
    name: locate
  languages:
  - Common
  - Draconic
  - Dwarven
  - Elven
  - Gnomish
  - Jotun
  - Sylvan
  level: 20
  melee:
  - action_cost: One Action
    damage:
      formula: 4d12+17 plus 4d6 fire
      type: piercing
    name: jaws
    to_hit: 38
    traits:
    - fire
    - magical
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 4d10+17
      type: slashing
    name: claw
    to_hit: 38
    traits:
    - agile
    - magical
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 4d10+15
      type: slashing
    name: tail
    to_hit: 36
    traits:
    - magical
    - reach 25 feet
  - action_cost: One Action
    damage:
      formula: 2d12+15
      type: piercing
    name: horns
    to_hit: 36
    traits:
    - agile
    - magical
    - reach 20 feet
  name: Ancient Gold Dragon
  perception: 36
  proactive_abilities:
  - action_cost: Two Actions
    description: ; The dragon breathes a blast of flame in a 50-foot cone that deals
      20d6 fire damage (DC 44 basic Reflex save).</li><li>**Weakening Gas** (arcane,
      necromancy); The dragon breathes a blast of weakening gas. Each creature within
      a 50-foot cone must succeed at a DC 44 Fortitude save or become enfeebled 3
      for 1 minute (or enfeebled 4 on a critical failure).</li></ul>
    name: 'Breath Weapon '
    traits:
    - arcane
    - evocation
    - fire
  - action_cost: Two Actions
    description: The gold dragon makes two claw Strikes and one horns Strike in any
      order
    name: Draconic Frenzy
    traits: null
  - description: When the gold dragon scores a critical hit with a strike, it recharges
      Breath Weapon.
    name: Draconic Momentum
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 37
    ref: 34
    will: 39
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 80 feet
  skills:
    Acrobatics: 29
    Arcana: 31
    Athletics: 35
    Diplomacy: 35
    Medicine: 36
    Religion: 36
    Society: 35
  speed:
  - amount: 60
    type: Land
  - amount: 200
    type: Fly
  - amount: 60
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - LG
  - Gargantuan
  - Dragon
  - Fire
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 3
    dex_mod: 2
    int_mod: 2
    str_mod: 6
    wis_mod: 4
  ac: 31
  automatic_abilities:
  - description: The silver dragon ignores the concealed condition from fog and clouds.
    name: Fog Vision
    traits: null
  description: Silver dragons are among the most chivalrous of all dragonkind; they
    wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy
    mountain peaks or deep in steep, misty valleys. Although they typically make their
    lairs among the highlands, the pursuit of justice leads silver dragons to travel
    far and wide—often into the very heart of realms overrun by evil. These exemplars
    of righteousness are ceaseless in their determination to help the weak, spread
    honor, and stamp out evil.
  hp: 200
  immunities:
  - cold
  - paralyzed
  - sleep
  innate_spells: []
  languages:
  - Aquan
  - Common
  - Draconic
  level: 10
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+12 plus 2d6 cold
      type: piercing
    name: jaws
    to_hit: 23
    traits:
    - cold
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d8+12
      type: slashing
    name: claw
    to_hit: 23
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 1d10+10
      type: bludgeoning
    name: tail
    to_hit: 21
    traits:
    - reach 15 feet
  name: Young Silver Dragon
  perception: 20
  proactive_abilities:
  - action_cost: Two Actions
    description: ; The dragon breathes a cloud of frost in a 30-foot cone that deals
      10d6 cold damage (DC 29 basic Reflex save).</li><li>**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).</li></ul>
    name: Breath Weapon
    traits:
    - arcane
    - cold
    - evocation
  - description: The silver dragon can tread on clouds or fog as though on solid ground.
    name: Cloud Walk
    traits: null
  - action_cost: Two Actions
    description: The silver dragon makes two claw Strikes and one tail Strike in any
      order.
    name: Draconic Frenzy
    traits: null
  - description: When the silver dragon scores a critical hit with a Strike, it recharges
      its Breath Weapon.
    name: Draconic Momentum
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 20
    ref: 17
    will: 21
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - fog vision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 14
    Athletics: 22
    Diplomacy: 18
    Intimidation: 20
    Medicine: 20
    Religion: 18
    Society: 14
  speed:
  - amount: 40
    type: Land
  - amount: 100
    type: Fly
  - amount: null
    type: Cloud Walk
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LG
  - Large
  - Cold
  - Dragon
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 4
    dex_mod: 3
    int_mod: 3
    str_mod: 7
    wis_mod: 4
  ac: 37
  automatic_abilities:
  - description: The silver dragon ignores the concealed condition from fog and clouds.
    name: Fog Vision
    traits: null
  description: Silver dragons are among the most chivalrous of all dragonkind; they
    wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy
    mountain peaks or deep in steep, misty valleys. Although they typically make their
    lairs among the highlands, the pursuit of justice leads silver dragons to travel
    far and wide—often into the very heart of realms overrun by evil. These exemplars
    of righteousness are ceaseless in their determination to help the weak, spread
    honor, and stamp out evil.
  hp: 295
  immunities:
  - cold
  - paralyzed
  - sleep
  innate_spells: []
  languages:
  - Aquan
  - Common
  - Draconic
  - Dwarven
  level: 14
  melee:
  - action_cost: One Action
    damage:
      formula: 3d10+13 plus 3d6 cold
      type: piercing
    name: jaws
    to_hit: 29
    traits:
    - cold
    - magical
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 3d8+13
      type: slashing
    name: claw
    to_hit: 29
    traits:
    - agile
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d10+11
      type: bludgeoning
    name: tail
    to_hit: 27
    traits:
    - magical
    - reach 20 feet
  name: Adult Silver Dragon
  perception: 26
  proactive_abilities:
  - action_cost: Two Actions
    description: ; The dragon breathes a cloud of frost in a 40-foot cone that deals
      15d6 cold damage (DC 35 basic Reflex save).</li><li>**Paralyzing Gas** (arcane,
      enchantment,incapacitation); The dragon breathes a blast of paralyzing gas.
      Each creature within a 40-foot cone must succeed at a DC 35 Fortitude save or
      be slowed 2 for 1 round (or paralyzed for two rounds on a critical failure).</li></ul>
    name: 'Breath Weapon '
    traits:
    - arcane
    - cold
    - evocation
  - description: The silver dragon can tread on clouds or fog as though on solid ground.
    name: Cloud Walk
    traits: null
  - action_cost: Two Actions
    description: The silver dragon makes two claw Strikes and one tail Strike in any
      order.
    name: Draconic Frenzy
    traits: null
  - description: When the silver dragon scores a critical hit with a Strike, it recharges
      its Breath Weapon.
    name: Draconic Momentum
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 26
    ref: 23
    will: 28
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - fog vision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 21
    Athletics: 27
    Diplomacy: 25
    Intimidation: 27
    Medicine: 24
    Religion: 24
    Society: 20
  speed:
  - amount: 50
    type: Land
  - amount: 140
    type: Fly
  - amount: null
    type: Cloud Walk
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LG
  - Huge
  - Cold
  - Dragon
  type: Creature
- ability_mods:
    cha_mod: 7
    con_mod: 5
    dex_mod: 4
    int_mod: 5
    str_mod: 9
    wis_mod: 5
  ac: 45
  automatic_abilities:
  - description: The silver dragon ignores the concealed condition from fog and clouds.
    name: Fog Vision
    traits: null
  description: Silver dragons are among the most chivalrous of all dragonkind; they
    wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy
    mountain peaks or deep in steep, misty valleys. Although they typically make their
    lairs among the highlands, the pursuit of justice leads silver dragons to travel
    far and wide—often into the very heart of realms overrun by evil. These exemplars
    of righteousness are ceaseless in their determination to help the weak, spread
    honor, and stamp out evil.
  hp: 410
  immunities:
  - cold
  - paralyzed
  - sleep
  innate_spells: []
  languages:
  - Aquan
  - Common
  - Draconic
  - Dwarven
  - Sylvan
  level: 19
  melee:
  - action_cost: One Action
    damage:
      formula: 4d10+17 plus 4d6 cold
      type: piercing
    name: jaws
    to_hit: 37
    traits:
    - cold
    - magical
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 4d8+17
      type: slashing
    name: claw
    to_hit: 37
    traits:
    - agile
    - magical
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 3d10+15
      type: bludgeoning
    name: tail
    to_hit: 35
    traits:
    - magical
    - reach 25 feet
  name: Ancient Silver Dragon
  perception: 32
  proactive_abilities:
  - action_cost: Two Actions
    description: ; The dragon breathes a cloud of frost in a 50-foot cone that deals
      20d6 cold damage (DC 42 basic Reflex save).</li><li>**Paralyzing Gas** (arcane,
      enchantment, incapacitation); The dragon breathes a blast of paralyzing gas.
      Each creature within a 50-foot cone must succeed at a DC 42 Fortitude save or
      be paralyzed for 1 round (or paralyzed for 3 rounds on a critical failure).</li></ul>
    name: Breath Weapon
    traits:
    - arcane
    - cold
    - evocation
  - description: The silver dragon can tread on clouds or fog as though on solid ground.
    name: Cloud Walk
    traits: null
  - action_cost: Two Actions
    description: The silver dragon makes two claw Strikes and one tail Strike in any
      order.
    name: Draconic Frenzy
    traits: null
  - description: When the silver dragon scores a critical hit with a Strike, it recharges
      its Breath Weapon.
    name: Draconic Momentum
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 34
    ref: 31
    will: 34
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - fog vision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 27
    Athletics: 38
    Diplomacy: 34
    Intimidation: 37
    Medicine: 33
    Religion: 32
    Society: 30
  speed:
  - amount: 60
    type: Land
  - amount: 180
    type: Fly
  - amount: null
    type: Cloud Walk
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - LG
  - Gargantuan
  - Cold
  - Dragon
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 4
    dex_mod: 0
    int_mod: 1
    str_mod: 6
    wis_mod: 3
  ac: 29
  automatic_abilities: null
  description: When sailors warn others of the terrible threats of the open sea, they
    seldom forget to mention dragon turtles—immense aquatic dragons with rocky shells
    similar to those of tortoises and flippers powerful enough to overturn hardy vessels.
    These fearsome creatures enjoy being considered as dangerous as storms or natural
    disasters by seafaring folk. Dragon turtles delight in amassing treasure, although
    most prefer to receive tribute from passing sailors and often store their hoards
    in the shipwrecks of vessels once crewed by those unwilling to surrender their
    valuables. Dragon turtles are solitary creatures and hunt in regions encompassing
    a hundred square miles or more. Although they normally eat large fish, they are
    omnivorous and also eat seaweed or even foolhardy dragon hunters. Experienced
    sailors keep a keen eye out for dragon turtles, preparing to flee should one approach
    or offer it treasure in exchange for safe passage.
  hp: 140
  immunities:
  - fire
  - paralyzed
  - sleep
  innate_spells: null
  languages:
  - Aquan
  - Common
  - Draconic
  level: 9
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+9
      type: piercing
    name: Jaws
    to_hit: 21
    traits:
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d8+9
      type: slashing
    name: Claw
    to_hit: 21
    traits:
    - agile
  name: Dragon Turtle
  perception: 18
  proactive_abilities:
  - action_cost: Two Actions
    description: The dragon turtle breathes a massive blast of steam that deals 10d6
      fire damage to creatures within a 50-foot *cone* (DC 27 basic Reflex save).
      This steam blast affects creatures within the water, as well as outside. The
      dragon turtle can’t use its Breath Weapon again for 1d4 rounds or until it takes
      a critical hit (whichever comes first).
    name: Breath Weapon
    traits:
    - air
    - fire
    - primal
  - action_cost: One Action
    description: The dragon turtle tries to capsize an adjacent aquatic vessel of
      its size or smaller. The dragon turtle must succeed at an *Athletics* check
      with a DC of 30 or the pilot’s *Sailing Lore* DC, whichever is higher.
    name: Capsize
    traits:
    - attack
    - move
  - action_cost: Two Actions
    description: The dragon turtle makes two Claw Strikes and one Jaws Strike in any
      order.
    name: Draconic Frenzy
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 19
    ref: 15
    will: 16
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 21
    Diplomacy: 16
    Intimidation: 18
    Stealth: 13
    Survival: 17
  speed:
  - amount: 20
    type: Land
  - amount: 30
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Huge
  - Amphibious
  - Dragon
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 6
    dex_mod: 2
    int_mod: -4
    str_mod: 7
    wis_mod: 2
  ac: 25
  automatic_abilities:
  - description: The drakauthix exudes a cloud of spores that it uses to see. This
      is an imprecise sense that functions only in areas without strong wind currents.
      Sporesight does not function underwater.
    name: Sporesight
    traits: null
  description: The drakauthix is a massive fungus that floats through the heights
    of the largest Darklands caverns, propelled by bladders that spray air and spores.
    A voracious but slow-moving hunter, the drakauthix prefers to ambush meaty creatures
    from above, using its hooked appendages to pull its victims upward to feed. The
    drakauthix’s digestive process is entirely external—it clings to victims, and
    its spore-laden surface slowly feeds on and grows through the flesh before the
    spore-infested carcass is discarded. As the infested body strikes the ground below,
    it bursts and releases a cloud of spores, unleashing a host of young called sporelings
    that immediately scuttle up the cavern walls to cling to its ceiling and grow.
  hp: 190
  immunities: null
  innate_spells: null
  languages: ''
  level: 9
  melee:
  - action_cost: One Action
    damage:
      formula: 3d8+9 plus Improved Grab
      type: piercing
    name: Tentacle
    to_hit: 20
    traits:
    - reach 30 feet
  name: Drakauthix
  perception: 17
  proactive_abilities:
  - action_cost: One Action
    description: 15 feet closer to itself.
    name: Reel In
    traits: null
  - action_cost: One Action
    description: by the drakauthix takes a –4 circumstance penalty to this save.
    name: Spore Tendrils
    traits: null
  - action_cost: Two Actions
    description: The drakauthix whirls, whipping creatures around it. The drakauthix
      makes a tentacle Strike against every creature within its reach.
    name: Whirlwind of Hooks
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 21
    ref: 13
    will: 15
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - sporesight (imprecise) 60 feet
  skills:
    Acrobatics: 15
    Athletics: 20
    Stealth: 17
  speed:
  - amount: 20
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Huge
  - Fungus
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 2
    dex_mod: 4
    int_mod: -1
    str_mod: 3
    wis_mod: 2
  ac: 19
  automatic_abilities: null
  description: Although the glistening scales and sleek, fin-like wings on these drakes
    give them an appearance reminiscent of river   sh, they are actually distant relatives
    of the black dragon. While smaller than most drakes, river drakes are more than
    capable of plaguing river travelers and are equally at home above and below the
    water’s surface. This flexibility allows them to catch a wide variety of prey,
    from fish and boggards to deer and the occasional ferry passenger.
  hp: 45
  immunities:
  - paralyzed
  - unconscious
  innate_spells: null
  languages:
  - Draconic
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+3
      type: piercing
    name: Fangs
    to_hit: 12
    traits: null
  - action_cost: One Action
    damage:
      formula: 2d6+3
      type: bludgeoning
    name: Tail
    to_hit: 12
    traits:
    - reach 10 feet
  name: River Drake
  perception: 9
  proactive_abilities:
  - action_cost: Two Actions
    description: The river drake spits a ball of caustic mucus up to a range of 50
      feet that explodes in a 10-foot *burst*. Creatures within the burst take 4d6
      acid damage (DC 19 basic Reflex save). Those that fail this save also take 1d6
      *persistent* acid damage and take a –5-foot status penalty to their Speed. This
      Speed reduction ends with the persistent acid damage. The river drake can’t
      use Caustic Mucus again for 1d6 rounds.
    name: Caustic Mucus
    traits:
    - acid
    - arcane
    - evocation
  - action_cost: Two Actions
    description: The river drake makes one Fangs Strike and two Tail Strikes in any
      order.
    name: Draconic Frenzy
    traits: null
  - action_cost: One Action
    description: The river drake moves up to twice its Speed. It can do this three
      times per day
    name: Speed Surge
    traits:
    - move
  ranged: null
  resistances:
  - amount: 10
    type: acid
  saves:
    fort: 11
    ref: 9
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 11
    Athletics: 10
    Intimidation: 6
    Stealth: 9
    Survival: 7
  speed:
  - amount: 20
    type: Land
  - amount: 50
    type: Fly
  - amount: 30
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Medium
  - Amphibious
  - Dragon
  - Water
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 3
    dex_mod: 1
    int_mod: -1
    str_mod: 5
    wis_mod: 3
  ac: 22
  automatic_abilities:
  - description: Smoke doesn’t impair a flame drake’s vision; it ignores concealment
      from smoke.
    name: Smoke Vision
    traits: null
  description: The distant kin of red dragons, flame drakes thankfully lack the intelligence
    and ambition of their larger cousins, but are no less territorial or violent.
    Flame drakes dwell near volcanoes and magma, but it’s not unheard of for one to
    drift into nearby areas like forests or wooded hills. Their scales are usually
    some shade of red, occasionally fading to smoky blacks and grays along the edges
    of their wings and the tips of their tails.
  hp: 75
  immunities:
  - fire
  - paralyzed
  - unconscious
  innate_spells: null
  languages:
  - Draconic
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+5 plus 1d6 fire
      type: piercing
    name: Fangs
    to_hit: 14
    traits: null
  - action_cost: One Action
    damage:
      formula: 2d6+5
      type: bludgeoning
    name: Tail
    to_hit: 14
    traits:
    - reach 10 feet
  name: Flame Drake
  perception: 12
  proactive_abilities:
  - action_cost: Two Actions
    description: The flame drake makes two Fangs Strikes and one Tail Strike in any
      order.
    name: Draconic Frenzy
    traits: null
  - action_cost: Two Actions
    description: The flame drake expels a ball of flame to a range of 180 feet that
      explodes in a 20-foot *burst*. Creatures in the burst take 6d6 fire damage (DC
      22 basic Reflex save). The flame drake can’t use Fireball Breath again for 1d6
      rounds.
    name: Fireball Breath
    traits:
    - arcane
    - evocation
    - fire
  - action_cost: One Action
    description: The fire drake moves up to twice its Speed. It can do this three
      times per day.
    name: Speed Surge
    traits:
    - move
  ranged: null
  resistances: null
  saves:
    fort: 12
    ref: 10
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  - smoke vision
  skills:
    Acrobatics: 10
    Athletics: 12
    Stealth: 9
    Survival: 10
  speed:
  - amount: 20
    type: Land
  - amount: 50
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Large
  - Dragon
  - Fire
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 4
    dex_mod: 3
    int_mod: -1
    str_mod: 5
    wis_mod: 1
  ac: 23
  automatic_abilities: null
  description: Believed to be related to green dragons, jungle drakes are dangerous
    hunters equipped with a debilitating venom delivered by a large barbed stinger
    or their noxious phlegm. Their wings are equipped with vestigial claws that allow
    them to deftly maneuver through thick jungle foliage both in flight and on foot.
    Jungle drakes prefer to ambush their prey using hit-and-run tactics, picking off
    the weakest members of a group and dragging their victims off to finish their
    meals as they please.
  hp: 90
  immunities:
  - disease
  - paralyzed
  - poison
  - unconscious
  innate_spells: null
  languages:
  - Draconic
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+7 plus predatory grab
      type: piercing
    name: Fangs
    to_hit: 17
    traits: null
  - action_cost: One Action
    damage:
      formula: 2d6+7 plus Jungle Drake Venom
      type: piercing
    name: Stinger
    to_hit: 17
    traits:
    - reach 10 feet
  name: Jungle Drake
  perception: 13
  proactive_abilities:
  - action_cost: Two Actions
    description: The jungle drake makes one Fangs Strike and two Stinger Strikes in
      any order.
    name: Draconic Frenzy
    traits: null
  - description: '**Saving Throw** Fortitude DC 24; **Maximum Duration** 6 rounds;
      **Stage 1** 1d6 poison damage and *enfeebled 1* (1 round); **Stage 2** 1d6 poison
      damage and *enfeebled 2* (1 round)'
    name: Jungle Drake Venom
    traits:
    - poison
  - description: As Grab, but the jungle drake’s Grab does not end if it moves away.
      Instead, it carries the grabbed creature with it. A jungle drake can’t Fly while
      grabbing a creature unless that creature can also Fly.
    name: Predatory Grab
    traits: null
  - action_cost: One Action
    description: The jungle drake moves up to twice its Speed. It can do this three
      times per day.
    name: Speed Surge
    traits:
    - move
  - action_cost: Two Actions
    description: A jungle drake can spit a sticky glob of its venom to a range of
      50 feet that explodes in a 10-foot *burst*. Those in the burst must succeed
      at a DC 24 Reflex save or be exposed to jungle drake venom. The jungle drake
      can’t use Spit Venom again for 1d6 rounds.
    name: Spit Venom
    traits:
    - poison
  - description: from non-magical foliage.
    name: Woodland Stride
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 17
    ref: 13
    will: 11
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 15
    Athletics: 13
    Stealth: 13
    Survival: 11
  speed:
  - amount: 20
    type: Land
  - amount: 50
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Large
  - Dragon
  - Earth
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 4
    dex_mod: 2
    int_mod: -2
    str_mod: 5
    wis_mod: 3
  ac: 24
  automatic_abilities: null
  description: A wyvern is a venomous drake with a well-earned reputation for impatience
    and aggression. As much as 15 feet long and weighing up to 1,000 pounds, a wyvern’s
    resilient body allows it to crash talons-first into large prey without serious
    risk to itself. A wyvern uses its momentum to stun its target before injecting
    it with searing venom or carrying it over the side of a nearby cliff. Because
    a wyvern lacks the strength to haul its prey all the way to its nest intact, it
    is far more likely to lift and drop its victim over a gully or canyon and let
    gravity do its work before it descends to pick apart the carcass.
  hp: 95
  immunities:
  - paralyzed
  - unconscious
  innate_spells: null
  languages:
  - Draconic
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+5
      type: piercing
    name: Fangs
    to_hit: 17
    traits: null
  - action_cost: One Action
    damage:
      formula: 2d8+5 plus Grab
      type: slashing
    name: Claw
    to_hit: 17
    traits: null
  - action_cost: One Action
    damage:
      formula: 2d6+5 plus wyvern venom
      type: piercing
    name: Stinger
    to_hit: 15
    traits:
    - agile
    - reach 10 feet
  name: Wyvern
  perception: 13
  proactive_abilities:
  - action_cost: Two Actions
    description: The wyvern Flies up to its fly Speed and must both move forward at
      least 20 feet and descend at least 10 feet. If it ends the movement within melee
      reach of at least one enemy its size or smaller, it can make a claw Strike against
      that enemy. If the claw hits, as a free action the wyvern can either automatically
      *Grab* the target or knock it *prone*.
    name: Powerful Dive
    traits:
    - move
  - action_cost: One Action
    description: The wyvern can Fly at half Speed while holding the creature in its
      claws, carrying that creature along with it and dropping it at the end of its
      movement. Alternatively, the wyvern can Strike the creature with its stinger
      with a +2 circumstance bonus.
    name: Punishing Momentum
    traits: null
  - description: '**Saving Throw** Fortitude DC 22; **Maximum Duration** 6 rounds;
      **Stage 1** 5d6 poison damage (1 round); **Stage 2** 6d6 poison damage (1 round);
      **Stage 3** 8d6 poison damage (1 round)'
    name: Wyvern Poison
    traits:
    - poison
  ranged: null
  resistances: null
  saves:
    fort: 16
    ref: 12
    will: 13
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 14
    Athletics: 15
    Stealth: 12
  speed:
  - amount: 20
    type: Land
  - amount: 60
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Large
  - Dragon
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 4
    dex_mod: 2
    int_mod: -1
    str_mod: 6
    wis_mod: 3
  ac: 25
  automatic_abilities:
  - description: 'Snow doesn’t impair a frost drake’s vision; it ignores concealment
      from

      snowfall.'
    name: Snow Vision
    traits: null
  description: Frost drakes pose an immense danger in the frozen reaches they call
    home, where they roam far and wide to hunt for prey such as caribou, wolves, small
    bears, and tundra-dwelling people. Related as they are to white dragons, these
    drakes share many habits and facets of their disposition with their draconic cousins.
    Indeed, just as white dragons are among the most bestial and craven of dragonkind,
    frost drakes are among the most depraved and openly malicious of the drakes. They
    are also especially insolent, and are less likely to back down from a flight compared
    to other drakes. Many frost drakes have met their ends trying to enact cruelties
    beyond their means, such as singly taking on an entire castle or well-fortified
    township. Although a frost drake can wreak much destruction on its own, tales
    of village-dwelling northerners banding together to defend their homes from these
    rogue menaces are fairly common.
  hp: 115
  immunities:
  - old
  - paralyzed
  - unconscious
  innate_spells: null
  languages:
  - Draconic
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+8 plus 1d6 cold
      type: piercing
    name: Fangs
    to_hit: 17
    traits: null
  - action_cost: One Action
    damage:
      formula: 2d10+8
      type: bludgeoning
    name: Tail
    to_hit: 17
    traits:
    - reach 10 feet
  name: Frost Drake
  perception: 14
  proactive_abilities:
  - action_cost: Two Actions
    description: The frost drake makes two Fangs Strikes and one Tail Strike in any
      order.
    name: Draconic Frenzy
    traits: null
  - action_cost: Two Actions
    description: The frost drake spits a ball of liquid up to 60 feet that explodes
      into a 20-foot *burst* cloud of freezing mist. Those in the burst take 8d6 cold
      damage (DC 25 basic Reflex save). The mist cakes all surfaces in the area with
      a sheet of slippery ice that turns the area into *difficult terrain* for 2d4
      rounds. It can’t use Freezing Mist Breath again for 1d6 rounds.
    name: Freezing Mist Breath
    traits:
    - arcane
    - cold
    - evocation
  - description: from ice and snow and doesn’t risk falling when crossing ice.
    name: Ice Climb
    traits: null
  - action_cost: One Action
    description: The frost drake moves up to twice its Speed. It can do this three
      times per day.
    name: Speed Surge
    traits:
    - move
  ranged: null
  resistances: null
  saves:
    fort: 17
    ref: 15
    will: 14
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  - snow vision
  skills:
    Acrobatics: 15
    Athletics: 17
    Intimidation: 14
    Stealth: 15
  speed:
  - amount: 20
    type: Land
  - amount: 50
    type: Fly
  - amount: 20
    type: Burrow (snow only)
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Large
  - Cold
  - Dragon
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 5
    dex_mod: 3
    int_mod: -1
    str_mod: 6
    wis_mod: 3
  ac: 27
  automatic_abilities: null
  description: Distant cousins of blue dragons that lack their relatives’ magical
    talents and intelligence, these desert-dwelling drakes are nonetheless dangerous
    ambush predators, preying upon isolated desert travelers and outposts for food
    and supplies. They retain their true-blooded forebears’ resistance to electricity
    and affinity for sandy environs. Desert drakes’ scales range in coloration from
    rust-brown to light tan and ocher shades, mimicking the colors of the dunes they
    call home.
  hp: 135
  immunities:
  - paralyzed
  - unconscious
  innate_spells: null
  languages:
  - Draconic
  level: 8
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+8 plus 1d6 electricity
      type: piercing
    name: Fangs
    to_hit: 20
    traits: null
  - action_cost: One Action
    damage:
      formula: 2d10+8 plus Push 5 feet
      type: bludgeoning
    name: Tail
    to_hit: 20
    traits:
    - reach 10 feet
  name: Desert Drake
  perception: 15
  proactive_abilities:
  - action_cost: Two Actions
    description: The desert drake makes two Fangs Strikes and one Tail Strike in any
      order.
    name: Draconic Frenzy
    traits: null
  - action_cost: Two Actions
    description: The desert drake spits a ball of electrically charged sand to a range
      of 60 feet that explodes into a cloud with a 15-foot-radius *burst*. Creatures
      in the area take 9d6 electricity damage (DC 27 basic Reflex save). The cloud
      remains for 1d4 rounds, granting *concealment* to everything within. The desert
      drake can’t use Sandstorm Breath again for 1d6 rounds.
    name: Sandstorm Breath
    traits:
    - arcane
    - electricity
    - evocation
  - action_cost: One Action
    description: The desert drake moves up to twice its Speed. It can do this three
      times per day.
    name: Speed Surge
    traits:
    - move
  - description: to the desert drake.
    name: Surprise Attacker
    traits: null
  ranged: null
  resistances:
  - amount: 16
    type: electricity
  saves:
    fort: 17
    ref: 15
    will: 13
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 17
    Athletics: 18
    Intimidation: 13
    Stealth: 15
    Survival: 15
  speed:
  - amount: 20
    type: Land
  - amount: 50
    type: Fly
  - amount: 20
    type: Burrow (sand only)
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Large
  - Dragon
  - Earth
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 2
    dex_mod: 4
    int_mod: 0
    str_mod: 2
    wis_mod: 1
  ac: 18
  automatic_abilities:
  - description: '**Items** hand crossbow (10 bolts), leather armor, lethargy poison
      (2 doses), rapier'
    name: Light Blindness
    traits: null
  description: Drow fighters train to master techniques that inflict deep, bleeding
    wounds and use poisoned crossbow bolts to exhaust enemies.
  hp: 18
  immunities:
  - sleep
  innate_spells:
  - frequency: at will
    level: 2
    name: darkness
  - frequency: at will
    level: 2
    name: faerie fire
  languages:
  - Elven
  - Undercommon
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+2
      type: piercing
    name: Rapier
    to_hit: 9
    traits:
    - deadly 1d8
    - disarm
    - finesse
  - action_cost: One Action
    damage:
      formula: 1d4+2
      type: piercing
    name: Main-gauche
    to_hit: 9
    traits:
    - agile
    - disarm
    - finesse
    - parry
    - versatile S
  name: Drow Fighter
  perception: 6
  proactive_abilities:
  - action_cost: One Action
    description: action, then Strikes with that weapon.
    name: Quick Draw
    traits: null
  - action_cost: Two Actions
    description: .
    name: Skewer
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+1 plus lethargy poison
      type: piercing
    name: Hand Crossbow
    to_hit: 9
    traits:
    - range increment 60 feet
    - reload 1
  resistances: null
  saves:
    fort: 7
    ref: 9
    will: 4
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic, +2 status to all saves vs. mental
  senses:
  - darkvision
  skills:
    Acrobatics: 7
    Athletics: 5
    Intimidation: 3
    Stealth: 7
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Drow
  - Elf
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 2
    dex_mod: 4
    int_mod: 0
    str_mod: 2
    wis_mod: 0
  ac: 19
  automatic_abilities:
  - description: '**Items** hand crossbow (10 bolts), lethargy poison (2 doses), shortsword,
      studded leather armor'
    name: Light Blindness
    traits: null
  description: Loners at heart, drow rogues trust no one—least of all fellow slayers.
    Thees drow rely on awareness and adaptation to survive the cutthroat nature of
    their society.
  hp: 26
  immunities:
  - sleep
  innate_spells:
  - frequency: at will
    level: 2
    name: darkness
  - frequency: at will
    level: 2
    name: faerie fire
  languages:
  - Elven
  - Undercommon
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: piercing
    name: Shortsword
    to_hit: 10
    traits:
    - agile
    - finesse
    - versatile S
  - action_cost: One Action
    damage:
      formula: 1d6 plus lethargy poison
      type: piercing
    name: Hand Crossbow
    to_hit: 10
    traits:
    - range increment 60 feet
    - reload 1
  name: Drow Rogue
  perception: 6
  proactive_abilities:
  - action_cost: One Action
    description: action, then Strikes with that weapon.
    name: Quick Draw
    traits: null
  - description: creatures.
    name: Sneak Attack
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 6
    ref: 10
    will: 6
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic, +2 status to all saves vs. mental
  senses:
  - darkvision
  skills:
    Acrobatics: 8
    Deception: 7
    Society: 4
    Stealth: 10
    Thievery: 8
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Drow
  - Elf
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 1
    dex_mod: 2
    int_mod: 0
    str_mod: 1
    wis_mod: 4
  ac: 20
  automatic_abilities:
  - description: '**Items** chain mail, hand crossbow (10 bolts), lethargy poison
      (4 doses), rapier, religious symbol, steel shield (Hardness 5, HP 20, BT 10)'
    name: Light Blindness
    traits: null
  description: Many drow priestesses venerate demon lords and other foul divinities.
  hp: 39
  immunities:
  - sleep
  innate_spells:
  - level: 4
    name: darkness
  - frequency: x3
    level: 3
    name: dispel magic
  - frequency: x3
    level: 3
    name: levitate
  - frequency: at will
    level: 2
    name: darkness
  - frequency: at will
    level: 2
    name: faerie fire
  - frequency: at will
    level: 1
    name: command
  languages:
  - Abyssal
  - Elven
  - Undercommon
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+2
      type: piercing
    name: Rapier
    to_hit: 9
    traits:
    - deadly 1d8
    - disarm
    - finesse
  name: Drow Priestess
  perception: 9
  proactive_abilities: []
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6 plus lethargy poison
      type: piercing
    name: Hand Crossbow
    to_hit: 9
    traits:
    - range increment 60 feet
    - reload 1
  resistances: null
  saves:
    fort: 8
    ref: 7
    will: 11
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic, +2 status to all saves vs. mental
  senses:
  - darkvision
  skills:
    Deception: 8
    Intimidation: 8
    Religion: 9
    Society: 5
    Stealth: 7
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Drow
  - Elf
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 3
    dex_mod: 3
    int_mod: 0
    str_mod: 1
    wis_mod: 2
  ac: 17
  automatic_abilities: null
  description: Duergar sharpshooters serve both as ranged support for slaver parties
    and as snipers posted on towers overlooking quarries and other areas where enslaved
    workers toil away the hours. Duergar sharpshooters also specialize in nonlethal
    methods of ranged combat—tactics they are often called upon to use when quelling
    slave riots or capturing escaped slaves.
  hp: 16
  immunities: null
  innate_spells: []
  languages:
  - Common
  - Dwarven
  - Undercommon
  level: 0
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4+1
      type: bludgeoning
    name: Light Mace
    to_hit: 5
    traits:
    - agile
    - finesse
    - shove
  - action_cost: One Action
    damage:
      formula: 1d8 or bola bolt
      type: piercing
    name: Crossbow
    to_hit: 7
    traits:
    - range increment 120 feet
    - reload 1
  name: Duergar Sharpshooter
  perception: 4
  proactive_abilities:
  - description: . This check can be attempted either by the target or a creature
      adjacent to the target.
    name: Bola Bolt
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 7
    ref: 7
    will: 4
  saves_special:
    fort: null
    ref: null
    will: +2 status to saves vs. magic
  senses:
  - darkvision
  skills:
    Athletics: 3
    Stealth: 5
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: 12
  traits:
  - LE
  - Medium
  - Duergar
  - Dwarf
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 2
    dex_mod: 3
    int_mod: 3
    str_mod: 1
    wis_mod: 1
  ac: 18
  automatic_abilities:
  - description: A duergar bombardier’s items listed as infused last for 24 hours,
      or until the next time they make their daily preparations. **Items** alchemist's
      tools, infused lesser acid flask (2), infused lesser alchemist's fire (2), studded
      leather armor, warhammer, infused reagents (2)
    name: Infused Items
    traits: null
  description: Alchemy intrigues many duergars, and their cruel traditions often motivate
    them to experiment on slaves. Eager to inflict pain and justify the abuse as a
    method of expanding knowledge, duergar bombardiers often accompany slaver bands
    so they can have the first chance to select their next test subjects from captured
    victims. To duergar bombardiers, the lob of each bomb represents a new opportunity
    to observe how their targets react and record the results to enhance future modifications
    to their alchemical concoctions.
  hp: 20
  immunities: null
  innate_spells: []
  languages:
  - Common
  - Dwarven
  - Undercommon
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+1
      type: bludgeoning
    name: Warhammer
    to_hit: 4
    traits:
    - shove
  name: Duergar Bombardier
  perception: 4
  proactive_abilities:
  - description: '** lesser acid flask, lesser alchemist fire, lesser tanglefoot bag'
    name: Alchemical Formulas
    traits:
    - 1st
  - description: The duergar bombardier has a range increment of 30 feet with their
      bombs instead of 20 feet.
    name: Far Lobber
    traits: null
  - action_cost: One Action
    description: . This item has the infused trait, but it remains potent only until
      the start of the duergar bombardier’s next turn.
    name: Quick Alchemy
    traits:
    - see Alchemical Formulas
  - action_cost: One Action
    description: The duergar can use Interact to draw a bomb, then Strike with it.
    name: Quick Bomber
    traits: null
  ranged:
  - action_cost: One Action
    name: Bomb
    to_hit: 8
    traits:
    - range increment 30 feet
    - splash
  resistances: null
  saves:
    fort: 7
    ref: 8
    will: 4
  saves_special:
    fort: null
    ref: null
    will: +2 status to all saves vs. magic
  senses:
  - darkvision
  skills:
    Acrobatics: 6
    Crafting: 6
    Occultism: 6
    Stealth: 6
    Survival: 4
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: 17
  traits:
  - LE
  - Medium
  - Duergar
  - Dwarf
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 2
    dex_mod: 0
    int_mod: 0
    str_mod: 2
    wis_mod: 2
  ac: 18
  automatic_abilities: null
  description: Duergar priests of the taskmaster god Droskar often assume leadership
    roles within their communities, advancing the goals of their deity through coercion
    and displays of force. Often referred to as duergar taskmasters, these leaders
    often issue commands to duergar subordinates and slaves in the same breath, treating
    the two almost as if they were interchangeable. As a result, duergar taskmasters
    are loathed by both slave and slaver alike.
  hp: 30
  immunities: null
  innate_spells: []
  languages:
  - Common
  - Dwarven
  - Undercommon
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d12+2
      type: bludgeoning
    name: Maul
    to_hit: 8
    traits:
    - shove
  name: Duergar Taskmaster
  perception: 8
  proactive_abilities:
  - action_cost: One Action
    description: that are within 20 feet of the duergar taskmaster gain a +1 status
      bonus to attack rolls and damage rolls until the end of the duergar taskmaster’s
      next turn.
    name: Take Them Down!
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 8
    ref: 4
    will: 8
  saves_special:
    fort: null
    ref: null
    will: +2 status to all saves vs. magic, iron mind
  senses:
  - darkvision
  skills:
    Athletics: 7
    Deception: 7
    Intimidation: 7
    Occultism: 5
    Religion: 6
    Survival: 6
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: 18
  traits:
  - LE
  - Medium
  - Duergar
  - Dwarf
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 2
    dex_mod: 2
    int_mod: 2
    str_mod: 6
    wis_mod: 3
  ac: 28
  automatic_abilities: null
  description: Riding on a horse as black as night, the headless hunter known as the
    dullahan tracks down and takes the heads of those it deems unfit to continue living.
    When closing in for the kill, the dullahan first whispers its victim’s name, then
    swiftly collects its prize, casting a pall of dread upon all who witness the grim
    execution.
  hp: 95
  immunities:
  - fear
  - death effects
  - disease
  - poison
  - paralyzed
  - unconscious
  innate_spells: null
  languages:
  - Common
  - Necril
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+10
      type: slashing
    name: keen longsword
    to_hit: 18
    traits:
    - magical
    - versatile P
  - action_cost: One Action
    damage:
      formula: 1d6+10
      type: slashing
    name: keen returning hatchet
    to_hit: 17
    traits:
    - agile
    - sweep
  - action_cost: One Action
    damage:
      formula: 1d4+10
      type: bludgeoning
    name: fist
    to_hit: 18
    traits:
    - agile
    - nonlethal
  name: Dullahan
  perception: 14
  proactive_abilities:
  - description: . If the dullahan kills a creature with a critical hit using a slashing
      weapon, the target is decapitated as though the dullahan had used Reap on the
      target. These effects remain only while the dullahan holds the weapon.
    name: Head Hunter
    traits: null
  - action_cost: Two Actions
    description: The dullahan removes the head of a dead creature within reach. Each
      creature within the area of the dullahan’s frightful presence must attempt a
      new save, even if they are temporarily immune.
    name: Reap
    traits: null
  - action_cost: Two Actions
    description: with elite adjustments and the fiend trait. This steed remains until
      it is slain, the dullahan Dismisses it, or the dullahan summons another steed.
    name: Summon Steed
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d8+10
      type: slashing
    name: keen returning hatchet
    to_hit: 14
    traits:
    - agile
    - thrown 10 feet
  resistances: null
  saves:
    fort: 13
    ref: 15
    will: 17
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - lifesense 60 feet
  skills:
    Athletics: 15
    Intimidation: 17
    Stealth: 13
    Survival: 15
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - LE
  - Medium
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 1
    dex_mod: 3
    int_mod: -4
    str_mod: 0
    wis_mod: 1
  ac: 16
  automatic_abilities: null
  description: These large birds of prey swoop down from incredible heights to snatch
    fish and small mammals in their powerful talons. Eagles nest atop high trees or
    steep cliffs that provide a commanding view of the surrounding area. They avoid
    nesting too near civilization, but some remote cultures train eagles as hunting
    companions.
  hp: 6
  immunities: null
  innate_spells: null
  languages: ''
  level: -1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6
      type: piercing
    name: beak
    to_hit: 6
    traits:
    - finesse
  - action_cost: One Action
    damage:
      formula: 1d4
      type: slashing
    name: talon
    to_hit: 6
    traits:
    - agile
    - finesse
  name: Eagle
  perception: 6
  proactive_abilities:
  - action_cost: Two Actions
    description: The eagle Flies up to double its fly Speed in a straight line, descending
      at least 10 feet, and then makes a talon Strike.
    name: Eagle Dive
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 4
    ref: 6
    will: 2
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Acrobatics: 6
  speed:
  - amount: 10
    type: Land
  - amount: 60
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Small
  - Animal
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 1
    dex_mod: 4
    int_mod: 0
    str_mod: 3
    wis_mod: 2
  ac: 19
  automatic_abilities: null
  description: No mere animals, giant eagles have a keen intellect and a strong sense
    of honor. As guardians of their mountain homes, giant eagles attempt to prevent
    the encroachment of civilization upon wild land and the predations of wicked humanoid
    settlements. Unlike ordinary eagles, which tend to be solitary creatures, giant
    eagles congregate within aeries holding up to a dozen members and work together
    to protect their domains.
  hp: 45
  immunities: null
  innate_spells: null
  languages:
  - Auran
  - Sylvan
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+5
      type: piercing
    name: beak
    to_hit: 12
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d10+5 plus Grab
      type: slashing
    name: talon
    to_hit: 12
    traits:
    - agile
  name: Giant Eagle
  perception: 11
  proactive_abilities:
  - action_cost: Two Actions
    description: The giant eagle Flies up to double its fly Speed in a straight line,
      descending at least 10 feet, and then makes a talon Strike.
    name: Eagle Dive
    traits: null
  - description: A giant eagle can Fly at half Speed while it has a creature grabbed
      or restrained in its talons, carrying that creature along with it.
    name: Snatch
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 6
    ref: 11
    will: 9
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Acrobatics: 11
    Athletics: 8
  speed:
  - amount: 10
    type: Land
  - amount: 60
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NG
  - Large
  - Beast
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 2
    dex_mod: 2
    int_mod: -5
    str_mod: 1
    wis_mod: 1
  ac: 16
  automatic_abilities: null
  description: Usually found in freshwater rivers and lakes, an electric eel is not
    particularly aggressive, but its ability to stun predators and prey alike can
    be dangerous to larger creatures searching for their next meals.
  hp: 18
  immunities: null
  innate_spells: null
  languages: ''
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: piercing
    name: jaws
    to_hit: 6
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d4+1 plus 1d4 electricity and stunning shock
      type: bludgeoning
    name: tail
    to_hit: 6
    traits:
    - agile
  name: Electric Eel
  perception: 4
  proactive_abilities:
  - description: A creature critically hit by the electric eel’s tail must attempt
      a DC 17 Fortitude save. **Critical Success** The creature is unaffected. **Success**
      The creature is stunned 1. **Failure** The creature is stunned 2. **Critical
      Failure** The creature is stunned 3.
    name: Stunning Shock
    traits:
    - incapacitation
  ranged: null
  resistances:
  - amount: 7
    type: electricity
  saves:
    fort: 7
    ref: 7
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Athletics: 6
    Stealth: 7
  speed:
  - amount: 5
    type: Land
  - amount: 30
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Small
  - Animal
  - Aquatic
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 3
    dex_mod: 2
    int_mod: -4
    str_mod: 6
    wis_mod: 2
  ac: 21
  automatic_abilities: null
  description: Giant moray eels dwell in warm, tropical waters and build lairs in
    narrow, twisting caves made of coral. Their size, speed, and powerful bite make
    them dangerous to divers and fishermen. Giant moray eels have rubbery hides that
    secrete a layer of mucus, making them difficult to harm with some weapons.
  hp: 65
  immunities: null
  innate_spells: null
  languages: ''
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+8 plus Grab
      type: piercing
    name: jaws
    to_hit: 15
    traits:
    - reach 10 feet
  name: Giant Moray Eel
  perception: 11
  proactive_abilities:
  - action_cost: Two Actions
    description: The giant moray eel uses its second set of jaws to pull the prey
      into its gullet. The eel deals 1d6+4 piercing damage to the grabbed creature
      and gains a +2 circumstance bonus to its Swallow Whole attempts and to the DC
      for the creature to Escape. This effect ends if the target Escapes or the giant
      moray eel Swallows it Whole.
    name: Pharyngeal Jaws
    traits: null
  - action_cost: One Action
    description: Small, 1d6+6 bludgeoning, Rupture 12
    name: Swallow Whole
    traits:
    - attack
  ranged: null
  resistances:
  - amount: 5
    type: bludgeoning
  - amount: 5
    type: piercing
  saves:
    fort: 14
    ref: 13
    will: 9
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 9
    Athletics: 13
    Stealth: 13
  speed:
  - amount: 10
    type: Land
  - amount: 40
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  - Aquatic
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 2
    dex_mod: 4
    int_mod: -3
    str_mod: 4
    wis_mod: 2
  ac: 24
  automatic_abilities: null
  description: These strange, fey felines resemble large, broad bobcats from a distance,
    but a closer view reveals something amiss. Their forms ripple and billow with
    heat, and their eyes glow from within as if they contain tiny, flickering flames.
    The pungent scent of rotting leaves smoldering in a bonfire clings to their fur.
    Yet those who have the chance to watch elananxes hunt or attack prey witness the
    greatest indication that these creatures are something more than mere predators,
    for they act with cruel and savvy instincts, reveling in the pain they infiict.
  hp: 95
  immunities:
  - fire
  innate_spells: null
  languages:
  - Sylvan
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+8 and 1d6 fire
      type: piercing
    name: jaws
    to_hit: 16
    traits:
    - magical
  - action_cost: One Action
    damage:
      formula: 2d6+8
      type: slashing
    name: claw
    to_hit: 16
    traits:
    - agile
  name: Elananx
  perception: 14
  proactive_abilities:
  - description: The elananx’s Strikes deal an extra 1d6 damage to creatures within
      the reach of at least two of its allies.
    name: Pack Attack
    traits: null
  - action_cost: One Action
    description: The elananx Strides and makes a Strike at the end of that movement.
      If the elananx began this action hidden, it remains hidden until after the attack.
    name: Pounce
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 12
    ref: 16
    will: 12
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 14
    Athletics: 14
    Survival: 14
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Medium
  - Fey
  - Fire
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 1
    dex_mod: 4
    int_mod: -4
    str_mod: 2
    wis_mod: 0
  ac: 21
  automatic_abilities: null
  description: Zephyr hawks drift among the currents of the Plane of Air in great
    flocks.
  hp: 36
  immunities:
  - bleed
  - paralyzed
  - poison
  - sleep
  innate_spells: null
  languages: ''
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+4
      type: slashing
    name: wing
    to_hit: 11
    traits:
    - agile
    - finesse
  name: Zephyr Hawk
  perception: 7
  proactive_abilities:
  - action_cost: Two Actions
    description: The zephyr hawk Flies up to half its Speed, makes two wing Strikes,
      then Flies up to half its Speed again to return to its original location. The
      second half of this movement doesn’t trigger reactions. Both attacks count toward
      the zephyr hawk’s multiple attack penalty, but the penalty doesn’t increase
      until after it makes both attacks.
    name: Circling Attack
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 6
    ref: 13
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 13
    Stealth: 11
  speed:
  - amount: 50
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Small
  - Air
  - Elemental
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 2
    dex_mod: 5
    int_mod: -2
    str_mod: 3
    wis_mod: 1
  ac: 24
  automatic_abilities: null
  description: A living whirlwind resembles a roughly humanoid-shaped dust devil.
  hp: 50
  immunities:
  - bleed
  - paralyzed
  - poison
  - sleep
  innate_spells: null
  languages:
  - Auran
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+7 plus Push 5 feet
      type: bludgeoning
    name: gust
    to_hit: 14
    traits:
    - finesse
    - reach 10 feet
  name: Living Whirlwind
  perception: 10
  proactive_abilities:
  - description: The living whirlwind’s movement doesn’t trigger reactions.
    name: Swiftness
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 9
    ref: 16
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 16
    Stealth: 14
  speed:
  - amount: 50
    type: Fly
  - amount: null
    type: Swiftness
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Air
  - Elemental
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 3
    dex_mod: 6
    int_mod: -2
    str_mod: 3
    wis_mod: 2
  ac: 26
  automatic_abilities: null
  description: Invisible stalkers have a poor opinion of mortals due to the unsavory
    nature of the violent tasks summoners usually call them to the Material Plane
    to perform.
  hp: 70
  immunities:
  - bleed
  - paralyzed
  - poison
  - sleep
  innate_spells: null
  languages:
  - Auran
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+5
      type: bludgeoning
    name: fist
    to_hit: 18
    traits:
    - agile
    - finesse
  name: Invisible Stalker
  perception: 16
  proactive_abilities:
  - description: creatures.
    name: Sneak Attack
    traits: null
  - description: The invisible stalker moves at full Speed while Tracking.
    name: Swift Tracker
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 14
    ref: 18
    will: 11
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 16
    Stealth: 18
    Survival: 15
  speed:
  - amount: 25
    type: Land
  - amount: 25
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Air
  - Elemental
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 4
    dex_mod: 7
    int_mod: -1
    str_mod: 4
    wis_mod: 3
  ac: 30
  automatic_abilities: null
  description: Storm lords wage battles to claim important territory within the Plane
    of Air.
  hp: 120
  immunities:
  - bleed
  - paralyzed
  - poison
  - sleep
  innate_spells: null
  languages:
  - Auran
  level: 9
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+10 plus Push 5 feet
      type: bludgeoning
    name: gust
    to_hit: 20
    traits:
    - finesse
    - reach 15 feet
  name: Storm Lord
  perception: 18
  proactive_abilities:
  - description: The storm lord’s movement doesn’t trigger reactions.
    name: Swiftness
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d12+4
      type: electricity
    name: lightning lash
    to_hit: 20
    traits:
    - range increment 50 feet
  resistances: null
  saves:
    fort: 15
    ref: 20
    will: 16
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 20
    Stealth: 18
  speed:
  - amount: 75
    type: Fly
  - amount: null
    type: Swiftness
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Air
  - Elemental
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 4
    dex_mod: 7
    int_mod: 0
    str_mod: 6
    wis_mod: 3
  ac: 32
  automatic_abilities: null
  description: Elemental hurricanes embody the ferocity of violent windstorms.
  hp: 140
  immunities:
  - bleed
  - paralyzed
  - poison
  - sleep
  innate_spells: null
  languages:
  - Auran
  level: 11
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+12 plus Push 10 feet
      type: bludgeoning
    name: gust
    to_hit: 24
    traits:
    - finesse
    - reach 20 feet
  name: Elemental Hurricane
  perception: 20
  proactive_abilities:
  - action_cost: Two Actions
    description: The elemental breathes a 30-foot cone of air. Creatures in the cone
      must succeed at a DC 29 Fortitude save or be knocked away from the elemental.
      A creature knocked into a solid object stops moving and takes 10d6 bludgeoning
      damage. The elemental hurricane can’t use Breath Weapon again for 1d4 rounds.
      **Critical Success** The creature is unaffected. **Success** The creature is
      Pushed 20 feet. **Failure** The creature is Pushed 40 feet. **Critical Failure**
      The creature is Pushed 40 feet and knocked prone.
    name: Breath Weapon
    traits:
    - air
  - description: The elemental’s movement doesn’t trigger reactions.
    name: Swiftness
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d12+6
      type: electricity
    name: lightning lash
    to_hit: 24
    traits:
    - range increment 75 feet
  resistances: null
  saves:
    fort: 19
    ref: 24
    will: 18
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 24
    Stealth: 22
  speed:
  - amount: 100
    type: Fly
  - amount: null
    type: Swiftness
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Huge
  - Air
  - Elemental
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 3
    dex_mod: -1
    int_mod: -4
    str_mod: 4
    wis_mod: 2
  ac: 19
  automatic_abilities:
  - description: A sod hound can sense crystals or gems within  as if using the scent
      ability
    name: Crystal Sense
    range: 60 feet
    traits: null
  description: Sod hounds are mossy extraplanar canines formed of packed dirt and
    pebbles.
  hp: 44
  immunities:
  - bleed
  - paralyzed
  - poison
  - sleep
  innate_spells: null
  languages: ''
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+6 plus Knockdown
      type: piercing
    name: jaws
    to_hit: 11
    traits: null
  name: Sod Hound
  perception: 9
  proactive_abilities:
  - description: The sod hound can Burrow through any earthen matter, including rock.
      When it does so, the sod hound moves at its full burrow Speed, leaving no tunnels
      or signs of its passing.
    name: Earth Glide
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 12
    ref: 6
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - crystal sense (imprecise) 60 feet
  - darkvision
  skills:
    Athletics: 11
    Survival: 9
  speed:
  - amount: 30
    type: Land
  - amount: 20
    type: Burrow
  - amount: null
    type: Earth Glide
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Small
  - Earth
  - Elemental
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 4
    dex_mod: -1
    int_mod: -2
    str_mod: 5
    wis_mod: 1
  ac: 21
  automatic_abilities:
  - description: When not touching solid ground, the living landslide is slowed 1
      and can’t use reactions.
    name: Earthbound
    traits: null
  description: Living landslides resemble humanoids made of earth and gravel.
  hp: 90
  immunities:
  - bleed
  - paralyzed
  - poison
  - sleep
  innate_spells: null
  languages:
  - Terran
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+8
      type: bludgeoning
    name: fist
    to_hit: 16
    traits:
    - reach 10 feet
  name: Living Landslide
  perception: 12
  proactive_abilities:
  - description: The living landslide can Burrow through any earthen matter, including
      rock. When it does so, the living landslide moves at its full burrow Speed,
      leaving no tunnels or signs of its passing.
    name: Earth Glide
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 15
    ref: 8
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - tremorsense (imprecise) 60 feet
  skills:
    Athletics: 14
    Stealth: 8
  speed:
  - amount: 25
    type: Land
  - amount: 25
    type: Burrow
  - amount: null
    type: Earth Glide
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Earth
  - Elemental
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 5
    dex_mod: 0
    int_mod: 0
    str_mod: 6
    wis_mod: 2
  ac: 25
  automatic_abilities: null
  description: These squat, rotund elementals have three legs, three arms, three eyes,
    and one massive maw, which they fill with the gems and metals they find so delicious.
  hp: 115
  immunities:
  - bleed
  - paralyzed
  - poison
  - sleep
  innate_spells: null
  languages:
  - Common
  - Terran
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+8
      type: piercing
    name: jaw
    to_hit: 18
    traits:
    - deadly 1d10
  - action_cost: One Action
    damage:
      formula: 2d6+8
      type: slashing
    name: claw
    to_hit: 18
    traits:
    - agile
  name: Xorn
  perception: 15
  proactive_abilities:
  - action_cost: Two Actions
    description: The xorn makes three claw Strikes; no more than two can be against
      the same target. These attacks count toward the xorn’s multiple attack penalty,
      but the penalty doesn’t increase until after all the attacks have been made.
    name: Claw Frenzy
    traits: null
  - description: The xorn can Burrow through any earthen matter, including rock. When
      it does so, the xorn moves at its full burrow Speed, leaving no tunnels or signs
      of its passing.
    name: Earth Glide
    traits: null
  ranged: null
  resistances:
  - amount: 5
    type: cold
  - amount: 5
    type: electricity
  - amount: 5
    type: fire
  saves:
    fort: 18
    ref: 11
    will: 13
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - tremorsense (imprecise) 60 feet
  skills:
    Athletics: 17
    Stealth: 11
    Survival: 15
  speed:
  - amount: 20
    type: Land
  - amount: 20
    type: Burrow
  - amount: null
    type: Earth Glide
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Earth
  - Elemental
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 7
    dex_mod: -1
    int_mod: -1
    str_mod: 6
    wis_mod: 3
  ac: 27
  automatic_abilities:
  - description: When not touching solid ground, a stone mauler is slowed 1 and can’t
      use reactions.
    name: Earthbound
    traits: null
  description: These towering heaps of earth can inflict tremendous damage up close
    and from afar.
  hp: 180
  immunities:
  - bleed
  - paralyzed
  - poison
  - sleep
  innate_spells: null
  languages:
  - Terran
  level: 9
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+10 plus Push 10 feet
      type: bludgeoning
    name: fist
    to_hit: 21
    traits:
    - reach 10 feet
  name: Stone Mauler
  perception: 16
  proactive_abilities:
  - description: The stone mauler can Burrow through any earthen matter, including
      rock. When it does so, the stone mauler moves at its full burrow Speed, leaving
      no tunnels or signs of its passing.
    name: Earth Glide
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d12+6
      type: bludgeoning
    name: rock
    to_hit: 21
    traits:
    - brutal
    - range increment 80 feet
  resistances: null
  saves:
    fort: 23
    ref: 15
    will: 19
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - tremorsense (imprecise) 80 feet
  skills:
    Athletics: 21
    Stealth: 12
  speed:
  - amount: 35
    type: Land
  - amount: 35
    type: Burrow
  - amount: null
    type: Earth Glide
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Earth
  - Elemental
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 8
    dex_mod: -1
    int_mod: 0
    str_mod: 7
    wis_mod: 3
  ac: 32
  automatic_abilities:
  - description: When not touching solid ground, the elemental avalanche is slowed
      1, can’t use reactions, and can’t Trample.
    name: Earthbound
    traits: null
  description: Stubborn and ponderous, elemental avalanches are massive beings of
    living rock and dirt.
  hp: 215
  immunities:
  - bleed
  - paralyzed
  - poison
  - sleep
  innate_spells: null
  languages:
  - Terran
  level: 11
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+11
      type: bludgeoning
    name: fist
    to_hit: 24
    traits: null
  name: Elemental Avalanche
  perception: 20
  proactive_abilities:
  - description: The elemental avalanche can Burrow through any earthen matter, including
      rock. When it does so, the elemental avalanche moves at its full burrow Speed,
      leaving no tunnels or signs of its passing.
    name: Earth Glide
    traits: null
  - description: Large or smaller, fist, DC 30
    name: Trample
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d12+7
      type: bludgeoning
    name: rock
    to_hit: 24
    traits: null
  resistances: null
  saves:
    fort: 26
    ref: 17
    will: 21
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - tremorsense (imprecise) 90 feet
  skills:
    Athletics: 24
    Stealth: 14
  speed:
  - amount: 25
    type: Land
  - amount: 25
    type: Burrow
  - amount: null
    type: Earth Glide
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Huge
  - Earth
  - Elemental
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 2
    dex_mod: 3
    int_mod: -4
    str_mod: 2
    wis_mod: 2
  ac: 18
  automatic_abilities:
  - description: The cinder rat ignores the concealed condition from smoke.
    name: Smoke Vision
    traits: null
  description: These oversized rodents are made of smoldering charcoal and elemental
    fire, and noxious fumes continually bellow from their flaming flesh.
  hp: 45
  immunities:
  - bleed
  - fire
  - paralyzed
  - poison
  - sleep
  innate_spells: null
  languages: ''
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+4 plus 1d4 persistent fire
      type: fire
    name: jaws
    to_hit: 10
    traits:
    - finesse
  name: Cinder Rat
  perception: 9
  proactive_abilities: []
  ranged: null
  resistances: null
  saves:
    fort: 9
    ref: 12
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - smoke vision
  skills:
    Acrobatics: 10
    Stealth: 10
    Survival: 9
  speed:
  - amount: 40
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Small
  - Elemental
  - Fire
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 2
    dex_mod: 4
    int_mod: -2
    str_mod: 3
    wis_mod: 3
  ac: 22
  automatic_abilities:
  - description: The living wildfire ignores the concealed condition from smoke.
    name: Smoke Vision
    traits: null
  description: Living wildfires appear as humanoids made of living fire.
  hp: 80
  immunities:
  - bleed
  - fire
  - paralyzed
  - poison
  - sleep
  innate_spells: null
  languages:
  - Ignan
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+6 plus 2d4 persistent fire
      type: fire
    name: tendril
    to_hit: 15
    traits:
    - agile
    - finesse
    - reach 10 feet
  name: Living Wildfire
  perception: 10
  proactive_abilities: []
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d6+3
      type: fire
    name: fire mote
    to_hit: 15
    traits:
    - range increment 60 feet
  resistances: null
  saves:
    fort: 11
    ref: 15
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - smoke vision
  skills:
    Acrobatics: 13
  speed:
  - amount: 50
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Elemental
  - Fire
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 4
    dex_mod: 3
    int_mod: 2
    str_mod: 4
    wis_mod: 2
  ac: 26
  automatic_abilities: null
  description: Salamanders have serpentine lower torsos, but humanoid upper bodies
    with toothy reptilian snouts. Their affinity for cruelty and violence puts them
    in close alliance with the demons of the Abyss.
  hp: 125
  immunities:
  - bleed
  - fire
  - paralyzed
  - poison
  - sleep
  innate_spells: null
  languages:
  - Common
  - Ignan
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+7
      type: piercing
    name: ranseur
    to_hit: 18
    traits:
    - disarm
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 1d8+7 plus 1d6 fire and Grab
      type: bludgeoning
    name: tail
    to_hit: 17
    traits:
    - agile
    - reach 10 feet
  name: Salamander
  perception: 15
  proactive_abilities:
  - action_cost: One Action
    description: The salamander stokes its internal flames. Until the start of its
      next turn, it gains a +2 circumstance bonus to AC, and when an adjacent creature
      touches it or hits it with a physical attack, that creature takes 2d6 persistent
      fire damage unless it succeeds at a DC 25 Reflex save.
    name: Armor of Flames
    traits: null
  - action_cost: One Action
    description: 1d8+4 bludgeoning plus 1d6 fire, DC 25
    name: Constrict
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 15
    ref: 16
    will: 13
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 12
    Athletics: 17
    Crafting: 15
    Deception: 12
    Intimidation: 14
    Society: 13
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Elemental
  - Fire
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 4
    dex_mod: 5
    int_mod: -1
    str_mod: 5
    wis_mod: 3
  ac: 28
  automatic_abilities:
  - description: The firewyrm ignores the concealed condition from smoke.
    name: Smoke Vision
    traits: null
  description: Firewyrms live in tubes of molten lava found throughout the Plane of
    Fire.
  hp: 165
  immunities:
  - bleed
  - fire
  - paralyzed
  - poison
  - sleep
  innate_spells: null
  languages:
  - Ignan
  level: 9
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+11 plus 2d8 persistent fire
      type: fire
    name: tail
    to_hit: 20
    traits:
    - reach 15 feet
  name: Firewyrm
  perception: 16
  proactive_abilities:
  - action_cost: Two Actions
    description: The firewyrm breathes a 30-foot cone of fire dealing 7d6 fire and
      2d8 persistent fire damage to every creature within the cone (DC 28 basic Reflex
      save). The firewyrm can’t use Breath Weapon again for 1d4 rounds.
    name: Breath Weapon
    traits:
    - evocation
    - fire
    - primal
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d8+6
      type: fire
    name: fire mote
    to_hit: 20
    traits:
    - range increment 60 feet
  resistances: null
  saves:
    fort: 18
    ref: 20
    will: 15
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - smoke vision
  skills:
    Acrobatics: 20
  speed:
  - amount: 60
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Huge
  - Elemental
  - Fire
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 5
    dex_mod: 6
    int_mod: 0
    str_mod: 6
    wis_mod: 3
  ac: 31
  automatic_abilities:
  - description: The elemental inferno ignores the concealed condition from smoke.
    name: Smoke Vision
    traits: null
  description: Walking conflagrations of unimaginably hot fire, elemental infernos
    are harbingers of destruction and heedless chaos.
  hp: 210
  immunities:
  - bleed
  - fire
  - paralyzed
  - poison
  - sleep
  innate_spells: null
  languages:
  - Ignan
  level: 11
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+12 plus 3d8 persistent fire
      type: fire
    name: tendril
    to_hit: 24
    traits:
    - reach 15 feet
  name: Elemental Inferno
  perception: 20
  proactive_abilities:
  - description: When the elemental inferno scores a critical hit, its body surges
      with blue flames, increasing the damage of its intense heat and Inferno Leap
      by 3d6 until the start of its next turn.
    name: Blue Flames
    traits: null
  - action_cost: Two Actions
    description: The elemental inferno jumps horizontally and vertically with a maximum
      height and distance each equal to its Speed. Its intense heat is suppressed
      until the end of the jump. At any point during the jump, flames explode from
      the elemental in a 30-foot emanation, dealing 12d6 fire damage to each creature
      within the area (DC 30 basic Reflex save). The elemental inferno can’t Inferno
      Leap again for 1d4 rounds.
    name: Inferno Leap
    traits:
    - fire
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d10+6
      type: fire
    name: fire mote
    to_hit: 24
    traits:
    - range increment 60 feet
  resistances: null
  saves:
    fort: 21
    ref: 23
    will: 19
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - smoke vision
  skills:
    Acrobatics: 21
  speed:
  - amount: 70
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Huge
  - Elemental
  - Fire
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 0
    dex_mod: 4
    int_mod: -2
    str_mod: 1
    wis_mod: 0
  ac: 16
  automatic_abilities: null
  description: Air mephits are capricious and flighty relative to their kin; they
    are as likely to fly blindly into battle as they are to whine in terror at a loud
    noise. They are pale blue in coloration and have thin wings that trail small puffs
    of vapor as they fly through the skies.
  hp: 12
  immunities:
  - bleed
  - paralyzed
  - poison
  - sleep
  innate_spells:
  - level: 2
    name: blur
  languages:
  - Auran
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+1
      type: slashing
    name: claw
    to_hit: 9
    traits:
    - agile
    - finesse
  name: Air Mephit
  perception: 3
  proactive_abilities:
  - action_cost: Two Actions
    description: The air mephit breathes sand and grit in a 15-foot cone that deals
      2d6 slashing damage to each creature within the area (DC 17 basic Reflex save).
      The air mephit can’t use Breath Weapon again for 1d4 rounds.
    name: Breath Weapon
    traits:
    - air
    - arcane
  ranged: null
  resistances: null
  saves:
    fort: 3
    ref: 19
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 7
    Stealth: 7
  speed:
  - amount: 20
    type: Land
  - amount: 40
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Small
  - Air
  - Elemental
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 2
    dex_mod: -1
    int_mod: -2
    str_mod: 3
    wis_mod: 0
  ac: 15
  automatic_abilities: null
  description: Earth mephits are humorless and trudge about their tasks with little
    enthusiasm. They are somewhat more stout than other mephits, and their dark-brown
    or gray bodies are always coated with layers of dirt and filth. An earth mephit
    can fly, just as any other mephit, but the act of flight is uncomfortable and
    unnerving to them—they rarely ascend higher than 5 feet off the ground if they
    can help it.
  hp: 20
  immunities:
  - bleed
  - paralyzed
  - poison
  - sleep
  innate_spells:
  - level: 3
    name: meld into stone
  languages:
  - Terran
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: bludgeoning
    name: fist
    to_hit: 8
    traits: null
  name: Earth Mephit
  perception: 3
  proactive_abilities:
  - action_cost: Two Actions
    description: The earth mephit breathes rocks in a 15-foot cone that deals 2d6
      bludgeoning damage to each creature within the area (DC 17 basic Reflex save).
      The earth mephit can’t use Breath Weapon again for 1d4 rounds.
    name: Breath Weapon
    traits:
    - arcane
    - earth
  ranged: null
  resistances: null
  saves:
    fort: 8
    ref: 4
    will: 3
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - tremorsense (imprecise) 30 feet
  skills:
    Athletics: 6
    Stealth: 2
  speed:
  - amount: 20
    type: Land
  - amount: 15
    type: Fly
  - amount: 20
    type: Burrow
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Small
  - Earth
  - Elemental
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 0
    dex_mod: 4
    int_mod: -2
    str_mod: 0
    wis_mod: 0
  ac: 17
  automatic_abilities:
  - description: The fire mephit ignores the concealed condition from smoke.
    name: Smoke Vision
    traits: null
  description: Fire mephits are conniving and quick to anger. They aren’t evil, but
    they delight in inflicting pain, and their love of burning things pushes them
    the closest to this alignment of all mephits. They have bright-orange skin, and
    wisps of flame flicker along their wings as they fiap through the air. The rivalry
    between fire and water mephits is notorious, and these creatures loathe working
    together for any amount of time.
  hp: 16
  immunities:
  - bleed
  - fire
  - paralyzed
  - poison
  - sleep
  innate_spells: []
  languages:
  - Ignan
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6 and 1d4 fire
      type: piercing
    name: jaws
    to_hit: 9
    traits:
    - finesse
  name: Fire Mephit
  perception: 3
  proactive_abilities:
  - action_cost: Two Actions
    description: The fire mephit breathes flames in a 15-foot cone that deals 2d4
      fire and 1d4 persistent fire damage to each creature within the area (DC 17
      basic Reflex save). The fire mephit can’t use Breath Weapon again for 1d4 rounds.
    name: Breath Weapon
    traits:
    - arcane
    - fire
  ranged: null
  resistances: null
  saves:
    fort: 3
    ref: 9
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - smoke vision
  skills:
    Acrobatics: 7
    Deception: 7
  speed:
  - amount: 20
    type: Land
  - amount: 25
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Small
  - Elemental
  - Fire
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 1
    dex_mod: 3
    int_mod: -2
    str_mod: 1
    wis_mod: 0
  ac: 16
  automatic_abilities: null
  description: Water mephits are consummate jokers who are always happy to trade a
    favor for a good laugh. Just as fire mephits are the ones who cleave closest to
    evil without fully crossing over into true villainy, water mephits are the friendliest
    of the mephits and therefore the closest to good. Still, one should take care
    in making assumptions about a water mephit’s benevolence, for no one can reliably
    count on them to keep their inborn need for pranks and trickery at bay for long.
    Water mephits have blue-green skin that shimmers in light like   sh scales. Though
    water mephits’ wings look more like webbed fins than limbs capable of flight,
    they can flap their wings to fly through the air as easily as any other mephit.
    Water mephits prefer to swim, when possible, and they leave the water only when
    they must.
  hp: 20
  immunities:
  - bleed
  - paralyzed
  - poison
  - sleep
  innate_spells: []
  languages:
  - Aquan
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+1
      type: slashing
    name: claw
    to_hit: 8
    traits:
    - finesse
  name: Water Mephit
  perception: 3
  proactive_abilities:
  - action_cost: Two Actions
    description: The water mephit breathes acid in a 15-foot cone that deals 2d6 acid
      damage to each creature within the area (DC 17 basic Reflex save). The water
      mephit can’t use Breath Weapon again for 1d4 rounds.
    name: Breath Weapon
    traits:
    - acid
    - arcane
  - action_cost: One Action
    description: The water mephit puts out all fires in a 5-foot emanation. The mephit
      extinguishes all non-magical fires automatically and attempts to counteract
      magical fires (+7 counteract modifier).
    name: Drench
    traits:
    - abjuration
    - arcane
    - water
  ranged: null
  resistances:
  - amount: 3
    type: acid
  - amount: 3
    type: fire
  saves:
    fort: 7
    ref: 11
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 6
    Stealth: 6
  speed:
  - amount: 20
    type: Land
  - amount: 25
    type: Fly
  - amount: 25
    type: Swim
  spell_attack_to_hit: 9
  spell_dc: null
  traits:
  - N
  - Small
  - Aquatic
  - Elemental
  - Water
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 2
    dex_mod: 2
    int_mod: -4
    str_mod: 3
    wis_mod: 1
  ac: 19
  automatic_abilities: null
  description: Brine sharks are deadly elementals that roam the endless oceans of
    the Plane of Water.
  hp: 45
  immunities:
  - bleed
  - paralyzed
  - poison
  - sleep
  innate_spells: null
  languages: ''
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d12+7 plus Grab
      type: piercing
    name: jaws
    to_hit: 11
    traits: null
  name: Brine Shark
  perception: 8
  proactive_abilities:
  - action_cost: One Action
    description: The brine shark dives straight down into the water, moving up to
      twice its swim Speed in a straight vertical line. It can use this ability while
      grabbing a creature.
    name: Deep Plunge
    traits: null
  ranged: null
  resistances:
  - amount: 5
    type: fire
  saves:
    fort: 9
    ref: 11
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 10
    Stealth: 11
    Survival: 8
  speed:
  - amount: 15
    type: Land
  - amount: 50
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Aquatic
  - Elemental
  - Water
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 3
    dex_mod: 3
    int_mod: -2
    str_mod: 4
    wis_mod: 1
  ac: 20
  automatic_abilities:
  - description: When not touching water, the living waterfall is slowed 1 and can’t
      use reactions.
    name: Water-Bound
    traits: null
  description: Living waterfalls are humanoid-shaped columns of churning water.
  hp: 90
  immunities:
  - bleed
  - paralyzed
  - poison
  - sleep
  innate_spells: null
  languages:
  - Aquan
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+7 plus Push or Pull 5 feet
      type: bludgeoning
    name: wave
    to_hit: 15
    traits:
    - reach 10 feet
  name: Living Waterfall
  perception: 10
  proactive_abilities:
  - action_cost: One Action
    description: The elemental puts out all fires in a 5-foot emanation. It extinguishes
      all non-magical fires automatically and attempts to counteract magical fires
      (+14 counteract modifier).
    name: Drench
    traits:
    - abjuration
    - primal
    - water
  ranged: null
  resistances:
  - amount: 5
    type: fire
  saves:
    fort: 14
    ref: 12
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 13
    Stealth: 12
  speed:
  - amount: 20
    type: Land
  - amount: 60
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Aquatic
  - Elemental
  - Water
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 0
    dex_mod: 2
    int_mod: 4
    str_mod: 4
    wis_mod: 3
  ac: 25
  automatic_abilities: null
  description: Quatoids are peculiar, mysterious elementals native to the Plane of
    Water that resemble four-tentacled octopuses with eerily humanoid faces on their
    mantles.
  hp: 120
  immunities:
  - bleed
  - paralyzed
  - poison
  - sleep
  innate_spells: []
  languages:
  - Aquan
  - Common
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+6 plus Grab
      type: bludgeoning
    name: tentacle
    to_hit: 16
    traits:
    - reach 10 feet
  name: Quatoid
  perception: 18
  proactive_abilities:
  - action_cost: One Action
    description: 1d12+6 bludgeoning, DC 25
    name: Constrict
    traits: null
  ranged: null
  resistances:
  - amount: 5
    type: bludgeoning
  - amount: 5
    type: fire
  saves:
    fort: 13
    ref: 15
    will: 18
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 15
    Diplomacy: 12
    Occultism: 17
    Society: 17
    Stealth: 13
  speed:
  - amount: 25
    type: Land
  - amount: 25
    type: Swim
  spell_attack_to_hit: 17
  spell_dc: null
  traits:
  - LN
  - Small
  - Aquatic
  - Elemental
  - Water
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 5
    dex_mod: 5
    int_mod: -1
    str_mod: 5
    wis_mod: 3
  ac: 28
  automatic_abilities:
  - description: When not touching water, the tidal master is slowed 1 and can’t use
      reactions.
    name: Water-Bound
    traits: null
  description: Tidal masters use their power over waves and water to drown their enemies.
  hp: 155
  immunities:
  - bleed
  - paralyzed
  - poison
  - sleep
  innate_spells: null
  languages:
  - Aquan
  level: 9
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+11 plus Push or Pull 10 feet
      type: bludgeoning
    name: wave
    to_hit: 21
    traits:
    - reach 15 feet
  name: Tidal Master
  perception: 18
  proactive_abilities:
  - action_cost: One Action
    description: The elemental puts out all fires in a 10-foot emanation. It extinguishes
      all non-magical fires automatically and attempts to counteract magical fires
      (+20 counteract modifier).
    name: Drench
    traits:
    - abjuration
    - primal
    - water
  ranged: null
  resistances:
  - amount: 10
    type: fire
  saves:
    fort: 18
    ref: 21
    will: 15
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 20
    Stealth: 19
  speed:
  - amount: 30
    type: Land
  - amount: 80
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Aquatic
  - Elemental
  - Water
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 6
    dex_mod: 6
    int_mod: 0
    str_mod: 6
    wis_mod: 3
  ac: 31
  automatic_abilities:
  - description: When not touching water, the elemental tsunami is slowed 1 and can’t
      use reactions.
    name: Water-Bound
    traits: null
  description: Elemental tsunamis are huge and destructive.
  hp: 195
  immunities:
  - bleed
  - paralyzed
  - poison
  - sleep
  innate_spells: null
  languages:
  - Aquan
  level: 11
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+12 plus Push or Pull 10 feet
      type: bludgeoning
    name: wave
    to_hit: 24
    traits:
    - reach 20 feet
  name: Elemental Tsunami
  perception: 22
  proactive_abilities:
  - action_cost: One Action
    description: The elemental puts out all fires in a 20-foot emanation. It extinguishes
      all non-magical fires automatically and attempts to counteract magical fires
      (+20 counteract modifier).
    name: Drench
    traits:
    - abjuration
    - primal
    - water
  - action_cost: Two Actions
    description: . A creature that fails this save is Pushed 20 feet. The elemental
      tsunami then retracts to its former space. The elemental tsunami can’t Surge
      again for 1d4 rounds.
    name: Surge
    traits:
    - DC 31 basic Fortitude save
  ranged: null
  resistances:
  - amount: 10
    type: fire
  saves:
    fort: 21
    ref: 22
    will: 19
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 23
    Stealth: 23
  speed:
  - amount: 35
    type: Land
  - amount: 100
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Huge
  - Aquatic
  - Elemental
  - Water
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 4
    dex_mod: 0
    int_mod: -4
    str_mod: 7
    wis_mod: 2
  ac: 23
  automatic_abilities: null
  description: Those who live near elephants have learned to be wary of angering the
    beasts, but even with precautions in place, elephants sometimes still rampage.
    There is little an individual person can do when even a single elephant becomes
    enraged. Furthermore, a herd of angry or frightened elephants can easily destroy
    an entire village.
  hp: 130
  immunities: null
  innate_spells: null
  languages: ''
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 3d8+9
      type: piercing
    name: tusk
    to_hit: 16
    traits:
    - reach 10 feet
  - action_cost: One Action
    name: trunk
    to_hit: 18
    traits:
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 2d10+9
      type: bludgeoning
    name: foot
    to_hit: 16
    traits:
    - reach 10 feet
  name: Elephant
  perception: 13
  proactive_abilities:
  - description: creature along with it.
    name: Grabbing Trunk
    traits: null
  - description: Large or smaller, foot, DC 24
    name: Trample
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 18
    ref: 11
    will: 13
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Athletics: 17
    Survival: 15
  speed:
  - amount: 40
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Huge
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 5
    dex_mod: 1
    int_mod: -4
    str_mod: 8
    wis_mod: 1
  ac: 29
  automatic_abilities: null
  description: Found mostly in colder climates, mammoths are accustomed to dealing
    with desperate and dangerous predators, trampling and crushing their enemies while
    using their larger tusks to greater effect. Humanoids dwelling in harsh, frost-bound
    lands rely on the mammoth’s strength to help them survive.
  hp: 190
  immunities: null
  innate_spells: null
  languages: ''
  level: 10
  melee:
  - action_cost: One Action
    damage:
      formula: 3d8+12
      type: piercing
    name: tusk
    to_hit: 22
    traits:
    - reach 15 feet
  - action_cost: One Action
    name: trunk
    to_hit: 22
    traits:
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 2d10+12
      type: bludgeoning
    name: foot
    to_hit: 22
    traits:
    - reach 10 feet
  name: Mammoth
  perception: 18
  proactive_abilities:
  - action_cost: One Action
    description: The mammoth makes two tusk Strikes, each against a different creature.
      This counts as one attack for the mammoth’s multiple attack penalty, and the
      penalty doesn’t increase until after both attacks.
    name: Dual Tusks
    traits: null
  - description: creature along with it.
    name: Grabbing Trunk
    traits: null
  - description: Large or smaller, foot, DC 28
    name: Trample
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 21
    ref: 15
    will: 18
  saves_special:
    fort: null
    ref: null
    will: +2 status to all saves vs. cold
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Athletics: 22
    Survival: 19
  speed:
  - amount: 45
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Huge
  - Animal
  type: Creature
- ability_mods:
    cha_mod: 7
    con_mod: 3
    dex_mod: 4
    int_mod: -2
    str_mod: 5
    wis_mod: 1
  ac: 21
  automatic_abilities: null
  description: Ether spiders are deadly predators from the Ethereal Plane resembling
    giant arachnids. Rather than building webs of silk, ether spiders shape the raw
    essence of the Ethereal Plane, weaving it in complex patterns that drift through
    the misty void. From these ethereal nests, whole families of ether spiders can
    scout the adjacent Material Plane, watching for easy prey in dark or remote corners
    of the land of mortals. Once an ether spider has spotted a meal, it anchors its
    nest and waits on the Ethereal Plane for its prey to draw near. As soon as its
    victim is within reach, the ether spider shifts to the Material Plane, clamps
    its fangs onto its prey, then shifts back to the Ethereal Plane to wait as its
    venom works through the creature’s system. Ether spiders move between the planes
    with ease, making them extremely dangerous to those who cannot see or attack ethereal
    enemies.
  hp: 75
  immunities: null
  innate_spells: null
  languages:
  - Aklo
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+7 plus ether spider venom and Grab
      type: piercing
    name: fangs
    to_hit: 15
    traits:
    - magical
  name: Ether Spider
  perception: 12
  proactive_abilities:
  - description: '**Saving Throw** DC 22 Fortitude; **Maximum Duration** 6 rounds;
      **Stage 1** 1d6 poison damage and clumsy 1 (1 round); **Stage 2** 2d6 poison
      damage, clumsy 2 and slowed 1 (1 round); **Stage 3** 3d6 poison damage, clumsy
      3 and slowed 2 (1 round)'
    name: Ether Spider Venom
    traits:
    - poison
  - action_cost: One Action
    description: The ether spider shifts to either the Ethereal Plane or the Material
      Plane. The ether spider can remain on the Ethereal Plane indefinitely without
      ill effect. While there, it can see clearly onto the Material Plane with a range
      of 60 feet. On its first round in an encounter, the ether spider can use this
      ability once as a free action.
    name: Ethereal Step
    traits: null
  - description: .
    name: Ethereal Web Trap
    traits:
    - Escape DC 22
  - action_cost: Two Actions
    description: ', as ethereal web trap, unless it succeeds at a DC 22 Reflex save.'
    name: Web Burst
    traits: null
  ranged:
  - action_cost: One Action
    name: web
    to_hit: 14
    traits:
    - magical
    - range increment 30 feet
  resistances: null
  saves:
    fort: 12
    ref: 15
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 12
    Stealth: 15
  speed:
  - amount: 40
    type: Land
  - amount: 20
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Beast
  - Ethereal
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 4
    dex_mod: -1
    int_mod: -2
    str_mod: 6
    wis_mod: 2
  ac: 21
  automatic_abilities:
  - description: Each of an ettin’s heads rolls its own initiative and has its own
      turn. Neither head can Delay. At the start of a head’s turn, that head gets
      2 actions and 1 reaction. Each brain controls one of the ettin’s arms, but both
      can move the legs. Any ability that would sever an ettin’s head (such as the
      *vorpal* weapon property) doesn’t cause the ettin to die if it still has its
      other head, but does cause it to lose the turns, actions, and reactions of the
      severed head. Mental effects that target a single creature affect only one of
      the ettin’s heads. **Items** flail (2)
    name: Independent Brains
    traits: null
  description: Two heads aren’t always better than one. The slovenly, violent giants
    known as ettins are proof enough of that.
  hp: 110
  immunities: null
  innate_spells: null
  languages:
  - Goblin
  - Jotun
  - Orcish
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+10
      type: bludgeoning
    name: flail
    to_hit: 16
    traits:
    - disarm
    - reach 10 feet
    - sweep
    - trip
  - action_cost: One Action
    damage:
      formula: 1d6+10
      type: bludgeoning
    name: fist
    to_hit: 16
    traits:
    - agile
    - reach 10 feet
  name: Ettin
  perception: 16
  proactive_abilities: []
  ranged: null
  resistances: null
  saves:
    fort: 16
    ref: 11
    will: 12
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Athletics: 16
    Intimidation: 10
  speed:
  - amount: 35
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Large
  - Giant
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 0
    dex_mod: 4
    int_mod: 2
    str_mod: -2
    wis_mod: 0
  ac: 18
  automatic_abilities: null
  description: Although they are much smaller than their larger dragon cousins, faerie
    dragons have the many of the same physiological attributes, including long necks,
    toothy maws, sinuous tails, and sharp claws. They flit about on iridescent butterfly
    wings, the coloring of which changes based on where they live, giving them a natural
    camouflage. Unlike their larger kin, an adult faerie dragon remains the same size
    throughout its lifespan. The only visual clue to the age of a faerie dragon is
    the sheen on its scales, a glimmer that becomes more lustrous the older it gets.
  hp: 30
  immunities:
  - paralyzed
  - sleep
  innate_spells: []
  languages:
  - Common
  - Draconic
  - Sylvan
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4
      type: piercing
    name: jaws
    to_hit: 10
    traits:
    - magical
    - finesse
  name: Faerie Dragon
  perception: 16
  proactive_abilities:
  - action_cost: Two Actions
    description: The dragon breathes euphoric gas in a 10-foot cone. Each creature
      in the area must succeed at a DC 18 Fortitude save or become stupefied 2 and
      slowed 1 for 1d4 rounds; on a critical failure, the duration is 1 minute. The
      faerie dragon can’t use Breath Weapon again for 1d4 rounds.
    name: Breath Weapon
    traits:
    - arcane
    - evocation
    - poison
  ranged: null
  resistances: null
  saves:
    fort: 5
    ref: 12
    will: 11
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 8
    Deception: 8
    Diplomacy: 8
    Nature: 4
    Stealth: 10
  speed:
  - amount: 15
    type: Land
  - amount: 40
    type: Fly
  - amount: 20
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - CG
  - Tiny
  - Dragon
  type: Creature
- ability_mods:
    cha_mod: -3
    con_mod: 4
    dex_mod: -2
    int_mod: -5
    str_mod: 4
    wis_mod: 0
  ac: 19
  automatic_abilities: null
  description: Sluglike abominations, grothluts are fleshwarps that were once humans.
    While their head and torsos are vaguely human, their arms are rubbery and move
    awkwardly at their sides. Wretched creatures, they moan piteously when other creatures
    are near, perhaps as the last remnants of their shattered human consciousness
    pleads to be free from their horrid warped form.
  hp: 50
  immunities:
  - acid
  - mental
  innate_spells: null
  languages: ''
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+8
      type: slashing
    name: claw
    to_hit: 11
    traits:
    - agile
  name: Grothlut
  perception: 5
  proactive_abilities: []
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d6 damage plus 1d6 splash acid damage
      type: acid
    name: digestive spew
    to_hit: 7
    traits:
    - acid
    - range increment 15 feet
    - splash
  resistances: null
  saves:
    fort: 11
    ref: 5
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 11
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Aberration
  - Mindless
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 3
    dex_mod: 3
    int_mod: 2
    str_mod: 4
    wis_mod: 3
  ac: 24
  automatic_abilities: null
  description: 'The first fleshwarping process mastered by the drow remains both their
    most successful and most infamous: the drider. Fusing the body of a drow with
    that of a giant spider, driders are a sexually dimorphic fleshwarp—the only fleshwarp
    known to be able to produce young. While female driders have the upper torsos
    of elegant drow women with mouths featuring sharp poisoned fangs, male driders
    have hideous, mutated countenances that further blend the humanoid form with that
    of a spider; the difference in appearance is perhaps a reflection on the matriarchal
    nature of drow society. In combat, all driders are equally dangerous.'
  hp: 95
  immunities:
  - sleep
  innate_spells:
  - level: 4
    name: clairvoyance
  - level: 4
    name: suggestion
  - level: 3
    name: clairaudience
  - level: 3
    name: dispel magic
  - level: 3
    name: levitate
  - frequency: at will
    level: 2
    name: darkness
  - frequency: at will
    level: 2
    name: faerie fire
  languages:
  - Elven
  - Undercommon
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+10
      type: slashing
    name: glaive
    to_hit: 16
    traits:
    - deadly 1d8
    - forceful
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 1d6+10 plus drider venom
      type: piercing
    name: fangs
    to_hit: 16
    traits: null
  name: Drider
  perception: 13
  proactive_abilities:
  - description: '**Saving Throw** DC 23 Fortitude; **Maximum Duration** 6 rounds;
      **Stage 1** 1d8 poison damage and enfeebled 1 (1 round)'
    name: Drider Venom
    traits:
    - poison
  - description: .
    name: Web Trap
    traits:
    - Escape DC 21
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d8+8
      type: piercing
    name: composite longbow
    to_hit: 16
    traits:
    - deadly d10
    - magical
    - propulsive
    - range increment 100 feet
    - reload 0
    - volley 50 feet
  - action_cost: One Action
    name: web
    to_hit: 15
    traits:
    - range increment 30 feet
  resistances: null
  saves:
    fort: 13
    ref: 13
    will: 15
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  skills:
    Arcana: 14
    Athletics: 12
    Intimidation: 14
    Religion: 13
    Stealth: 15
  speed:
  - amount: 30
    type: Land
  - amount: 20
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Large
  - Aberration
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 5
    dex_mod: 3
    int_mod: -5
    str_mod: 2
    wis_mod: 2
  ac: 18
  automatic_abilities: null
  description: The snapping flytrap is a ravenous, carnivorous plant that is quick
    to bite at any creature that passes by. Snapping flytraps typically have two sets
    of tooth-edged leaves, each measuring 3 feet wide, at the end of 10-foot-long
    stalks.
  hp: 50
  immunities:
  - mental
  innate_spells: null
  languages: ''
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+2 plus 1d6 acid and Improved Grab
      type: piercing
    name: leaf
    to_hit: 11
    traits:
    - reach 10 feet
  name: Snapping Flytrap
  perception: 7
  proactive_abilities:
  - action_cost: Two Actions
    description: The flytrap attacks a single target with both its leaves. The flytrap
      makes one leaf Strike. On a success, the flytrap deals the damage from one leaf
      Strike plus an additional 1d8 damage for every leaf beyond the first. On a failure,
      the flytrap deals the damage from one leaf Strike, but it can’t use Improved
      Grab. It deals no damage on a critical failure. This counts toward the flytrap’s
      multiple attack penalty as a number of attacks equal to the number of leaves
      the flytrap has.
    name: Focused Assault
    traits: null
  - action_cost: Two Actions
    description: The flytrap makes two leaf Strikes at a –2 penalty, each against
      a different target. These attacks count toward the flytrap’s multiple attack
      penalty, but the multiple attack penalty doesn’t increase until after it makes
      all its attacks.
    name: Hungry Flurry
    traits: null
  - action_cost: One Action
    description: Medium, 1d8+1 bludgeoning plus 1d6 acid, Rupture 5
    name: Swallow Whole
    traits:
    - attack
  ranged: null
  resistances:
  - amount: 5
    type: acid
  saves:
    fort: 12
    ref: 8
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - tremorsense (imprecise) 30 feet
  skills:
    Athletics: 11
    Stealth: 10
  speed:
  - amount: 15
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Mindless
  - Plant
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 5
    dex_mod: 5
    int_mod: -5
    str_mod: 7
    wis_mod: 3
  ac: 29
  automatic_abilities: null
  description: Because they blend in so well with surrounding foliage, giant flytraps
    can use the element of surprise to make quick strikes against unsuspecting adventurers
    and forest travelers.
  hp: 185
  immunities:
  - mental
  innate_spells: null
  languages: ''
  level: 10
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+7 plus 2d6 acid and Improved Grab
      type: piercing
    name: leaf
    to_hit: 23
    traits:
    - reach 15 feet
  name: Giant Flytrap
  perception: 17
  proactive_abilities:
  - action_cost: Two Actions
    description: The flytrap attacks a single target with all four of its leaves.
      The flytrap makes one leaf Strike. On a success, the flytrap deals the damage
      from one leaf Strike plus an additional 1d8 damage for every leaf beyond the
      first. On a failure, the flytrap deals the damage from one leaf Strike, but
      it can’t use Improved Grab. It deals no damage on a critical failure. This counts
      toward the flytrap’s multiple attack penalty as a number of attacks equal to
      the number of leaves the flytrap has.
    name: Focused Assault
    traits: null
  - action_cost: Two Actions
    description: The flytrap makes four leaf Strikes at a –2 penalty, each against
      a different target. These attacks count toward the flytrap’s multiple attack
      penalty, but the multiple attack penalty doesn’t increase until after it makes
      all its attacks.
    name: Hungry Flurry
    traits: null
  - action_cost: One Action
    description: Large, 2d8+3 bludgeoning plus 2d6 acid, Rupture 17
    name: Swallow Whole
    traits:
    - attack
  ranged: null
  resistances:
  - amount: 10
    type: acid
  saves:
    fort: 21
    ref: 17
    will: 15
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - tremorsense (imprecise) 60 feet
  skills:
    Athletics: 23
    Stealth: 21
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Huge
  - Mindless
  - Plant
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 3
    dex_mod: 2
    int_mod: -2
    str_mod: 3
    wis_mod: 2
  ac: 21
  automatic_abilities: null
  description: Gargoyles are monstrous hunters made of elemental stone. They use their
    resemblance to decorative statues to hide in plain sight in cities during the
    day and descend upon unlucky pedestrians at night. Their most common form is that
    of a horned humanoid with bat-like wings, but individual gargoyles show a great
    deal of variation, with some appearing more or less humanoid and others resembling
    no known creature. A gargoyle’s features are not flxed; city-dwelling gargoyles
    who remain in the same locale long enough slowly morph, day by day, to match the
    style of the local architecture. These patient monsters can stay disguised for
    long stretches of time as they patiently await an opportunity to strike.
  hp: 40
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Terran
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+3
      type: piercing
    name: jaws
    to_hit: 13
    traits: null
  - action_cost: One Action
    damage:
      formula: 2d6+3
      type: slashing
    name: claw
    to_hit: 13
    traits:
    - agile
  name: Gargoyle
  perception: 10
  proactive_abilities:
  - action_cost: One Action
    description: Until the next time it acts, the gargoyle appears to be a statue.
      It has an automatic result of 32 on Deception checks and DCs to pass as a statue.
    name: Statue
    traits:
    - concentrate
  ranged: null
  resistances:
  - amount: 5
    type: physical (except adamantine)
  saves:
    fort: 13
    ref: 10
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 10
    Athletics: 9
    Stealth: 12
  speed:
  - amount: 25
    type: Land
  - amount: 40
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Beast
  - Earth
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 2
    dex_mod: 2
    int_mod: 2
    str_mod: 4
    wis_mod: 3
  ac: 20
  automatic_abilities: null
  description: Jann are genies composed of all four elements, meaning they are not
    quite home on any of the Elemental Planes. Instead, jann reside on the Material
    Plane, making only brief forays to the other parts of the Inner Sphere. Although
    they are human in size and appearance, jann are not at all related to humans and
    bristle at any claims to this effect. They are a proud people and take great care
    to maintain their honor—restoring that honor with the edge of a sword, if necessary.
  hp: 60
  immunities: null
  innate_spells:
  - frequency: to Astral Plane, Elemental Planes, or Material Plane only
    level: 7
    name: plane shift
  - frequency: x3
    level: 2
    name: create food
  - frequency: x3
    level: 2
    name: invisibility
  - frequency: x3
    level: 2
    name: speak with animals
  languages:
  - Common
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+10
      type: slashing
    name: scimitar
    to_hit: 14
    traits:
    - forceful +1
    - sweep
  - action_cost: One Action
    damage:
      formula: 1d4+10
      type: bludgeoning
    name: fist
    to_hit: 14
    traits:
    - agile
    - magical
    - nonlethal
  name: Janni
  perception: 11
  proactive_abilities:
  - action_cost: Two Actions
    description: '**Frequency** Once per day. **Effect** The janni changes a creature’s
      size. This works as a 4th-level *enlarge* or *shrink* spell but can target an
      unwilling creature (DC 21 Fortitude save negates).'
    name: Change Size
    traits:
    - arcane
    - concentrate
    - polymorph
    - transmutation
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+5
      type: piercing
    name: composite shortbow
    to_hit: 12
    traits:
    - deadly 1d10
    - propulsive
    - range increment 60 feet
    - reload 0
  resistances:
  - amount: 5
    type: fire
  saves:
    fort: 12
    ref: 10
    will: 11
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 8
    Arcana: 10
    Crafting: 8
    Deception: 7
    Survival: 11
  speed:
  - amount: 20
    type: Land
  - amount: 15
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Elemental
  - Genie
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 2
    dex_mod: 5
    int_mod: 2
    str_mod: 4
    wis_mod: 2
  ac: 22
  automatic_abilities: null
  description: Benevolent genies from the Plane of Air, djinn value art, culture,
    knowledge, and trade. They also love new experiences, succulent dishes, and heady
    wines. Of all geniekind, they are most likely to approach humans and other mortals,
    interacting with them on friendly terms. Still, djinn are proud of their genie
    heritage and have a tendency to be patronizing toward mortals, a habit that has
    earned them a reputation for arrogance. Djinn get along with jann and marids,
    but they find shaitans too stiff and harbor undying hatred for efreet. Although
    djinn are formidable combatants, they despise war and prefer to eschew violence
    in favor of dealing with their opponents using magic or subterfuge (making an
    exception, of course, when they encounter efreet).
  hp: 71
  immunities:
  - acid
  innate_spells:
  - frequency: at will; to Astral Plane, Elemental Planes, or Material Plane only
    level: 7
    name: plane shift
  - level: 4
    name: creation
  - level: 4
    name: gaseous form
  - level: 3
    name: illusory creature
  - level: 3
    name: illusory object
  - frequency: at will
    level: 2
    name: enhance victuals
  - frequency: at will
    level: 2
    name: invisibility
  - frequency: constant
    level: 3
    name: detect magic
  languages:
  - Auran
  - Common
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+10
      type: slashing
    name: scimitar
    to_hit: 15
    traits:
    - forceful +1
    - reach 10 feet
    - sweep
  - action_cost: One Action
    damage:
      formula: 1d4+10
      type: bludgeoning
    name: fist
    to_hit: 16
    traits:
    - agile
    - finesse
    - magical
    - nonlethal
    - reach 10 feet
  name: Djinni
  perception: 13
  proactive_abilities:
  - action_cost: One Action
    description: '**Frequency **Once per round. **Effect **The djinni all creatures
      in its whirlwind pushes back 20 feet, or forces all creatures in the aura to
      move 20 feet clockwise or counterclockwise. Each creature must attempt a DC
      21 Fortitude save. On a success, it avoids being moved, and on a critical failure
      it falls prone in addition to being moved. Creatures with the air trait are
      immune.'
    name: Hurricane Blast
    traits:
    - air
    - arcane
    - evocation
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d8+6
      type: bludgeoning
    name: crashing wind
    to_hit: 15
    traits:
    - air
    - arcane
    - evocation
    - range increment 20 feet
  resistances:
  - amount: 5
    type: mental
  - amount: 5
    type: sonic
  saves:
    fort: 9
    ref: 14
    will: 11
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - '*detect magic*'
  skills:
    Acrobatics: 14
    Arcana: 11
    Athletics: 11
    Crafting: 9
    Deception: 11
    Diplomacy: 13
    Society: 9
    Stealth: 12
  speed:
  - amount: 25
    type: Land
  - amount: 40
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - CG
  - Large
  - Air
  - Elemental
  - Genie
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 4
    dex_mod: 1
    int_mod: 3
    str_mod: 6
    wis_mod: 2
  ac: 25
  automatic_abilities: null
  description: Hailing from the Plane of Earth, shaitans are proud and brazen genies.
    They value physical skill and love bargaining, games of chance, and working with
    metal and stone. Immense gemstones and veins of precious metal crisscross their
    home plane, and the industrious shaitans have built a vast mercantile empire from
    these abundant natural resources.
  hp: 110
  immunities: null
  innate_spells:
  - frequency: to Astral Plane, Elemental Planes, or Material Plane only
    level: 7
    name: plane shift
  - frequency: self only
    level: 5
    name: veil
  - frequency: self only
    level: 5
    name: wall of stone
  - frequency: at will
    level: 4
    name: shape stone
  - frequency: x2
    level: 2
    name: glitterdust
  - frequency: constant
    level: 4
    name: detect magic
  languages:
  - Common
  - Terran
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+12
      type: slashing
    name: falchion
    to_hit: 20
    traits:
    - forceful +1
    - magical
    - reach 10 feet
    - sweep
  - action_cost: One Action
    damage:
      formula: 1d4+12 plus Push 10 feet and shove into stone
      type: bludgeoning
    name: fist
    to_hit: 19
    traits:
    - agile
    - magical
    - nonlethal
    - reach 10 feet
  name: Shaitan
  perception: 15
  proactive_abilities:
  - description: The shaitan can Burrow through dirt and stone at its full burrow
      Speed, leaving no tunnels or signs of its passing.
    name: Earth Glide
    traits: null
  - description: When the shaitan Pushes a creature into a stone barrier, the target
      must succeed at a DC 22 Reflex save or become merged with the barrier (as *meld
      with stone*). The victim can attempt to Escape (DC 28).
    name: Shove into Stone
    traits:
    - arcane
    - earth
    - transmutation
  ranged: null
  resistances:
  - amount: 10
    type: electricity
  saves:
    fort: 18
    ref: 12
    will: 15
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - '*detect magic*'
  - tremorsense (imprecise) 60 feet
  skills:
    Athletics: 19
    Crafting: 14
    Deception: 16
    Nature: 15
    Society: 14
  speed:
  - amount: 20
    type: Land
  - amount: 45
    type: Burrow
  - amount: 20
    type: Climb
  - amount: null
    type: Earth Glide
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - LN
  - Large
  - Earth
  - Elemental
  - Genie
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 4
    dex_mod: 3
    int_mod: 1
    str_mod: 5
    wis_mod: 2
  ac: 28
  automatic_abilities: null
  description: The efreet are hateful and merciless genies from the Plane of Fire,
    where they build metropolises and massive trade centers that draw extraplanar
    travelers from across the multiverse. They are cruel slavers, vengeful warmongers,
    and sinister wish-masters; there are many tales of mortals who made pacts with
    efreet only to have their words twisted to suit a genie’s capricious and malevolent
    whims. Efreet do not readily treat with other genies; they share an eternal feud
    with the djinn, disdain marids, regard jann as weaklings unworthy of the genie
    title, and only occasionally tolerate alliances with shaitans. At 12 feet tall
    and weighing 2,000 pounds, efreet are formidable opponents and cow their chosen
    victims with a glance.
  hp: 175
  immunities:
  - fire
  innate_spells:
  - frequency: at will; to Astral Plane, Elemental Planes, or Material Plane only
    level: 7
    name: plane shift
  - level: 5
    name: illusory object
  - frequency: x2
    level: 4
    name: gaseous form
  - frequency: x2
    level: 4
    name: invisibility
  - frequency: constant
    level: 5
    name: detect magic
  languages:
  - Common
  - Ignan
  level: 9
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+11 plus 2d6 fire
      type: slashing
    name: scimitar
    to_hit: 21
    traits:
    - fire
    - forceful +2
    - magical
    - reach 10 feet
    - sweep
  - action_cost: One Action
    damage:
      formula: 1d4+11 plus 2d6 fire
      type: bludgeoning
    name: fist
    to_hit: 20
    traits:
    - agile
    - magical
    - reach 10 feet
  name: Efreeti
  perception: 17
  proactive_abilities:
  - description: When the efreeti grabs a creature, that creature takes 2d6 fire damage,
      and takes 2d6 fire damage at the end of each of its turns as long as it remains
      grabbed.
    name: Burning Grasp
    traits:
    - fire
  - action_cost: Two Actions
    description: '**Frequency** Once per day. **Effect** The efreeti changes a creature’s
      size. This works as a 4th-level *enlarge* or *shrink* spell but can target an
      unwilling creature (DC 29 Fortitude save negates).'
    name: Change Size
    traits:
    - arcane
    - concentrate
    - polymorph
    - transmutation
  - action_cost: One Action
    description: The efreeti makes a melee Strike while keeping one hand free. If
      the Strike hits, the target is grabbed in the efreeti’s free hand.
    name: Combat Grab
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 18
    ref: 17
    will: 20
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - '*detect magic*'
  skills:
    Arcana: 14
    Athletics: 22
    Crafting: 14
    Deception: 19
    Diplomacy: 17
    Intimidation: 19
    Society: 14
  speed:
  - amount: 25
    type: Land
  - amount: 35
    type: Fly
  spell_attack_to_hit: 19
  spell_dc: null
  traits:
  - Uncommon
  - LE
  - Large
  - Elemental
  - Fire
  - Genie
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 4
    dex_mod: 5
    int_mod: 1
    str_mod: 5
    wis_mod: 3
  ac: 28
  automatic_abilities: null
  description: Marids are capricious but powerful genies from the Plane of Water;
    among geniekind, they are rivaled in power only by the fiery efreet. Marids embody
    the strength of the ocean’s waves and currents, but they also have a gentler side,
    loving performance and art such as dancing, music, and storytelling. Marids regard
    efreet with hostility but rarely encounter them in their native environment. They
    get along with djinn, jann, and shaitans, although the latter consider marids
    flighty and annoying, associating only long enough to close trade deals. Marid
    society has strict rules of hospitality, and many marid cities have a magically
    sealed foreign quarter where marid shahzadas conduct business with air-breathers.
  hp: 145
  immunities: null
  innate_spells:
  - frequency: at will; to Astral Plane, Elemental Planes, or Material Plane only
    level: 7
    name: plane shift
  - frequency: at will
    level: 5
    name: control water
  - frequency: at will
    level: 5
    name: hallucinatory terrain
  - frequency: at will
    level: 4
    name: hydraulic push
  - frequency: at will
    level: 4
    name: hydraulic torrent
  - frequency: at will
    level: 4
    name: solid fog
  - frequency: at will
    level: 2
    name: blur
  - frequency: at will
    level: 2
    name: illusory object
  - frequency: constant
    level: 5
    name: detect magic
  - frequency: constant
    level: 5
    name: detect alignment
  - frequency: constant
    level: 1
    name: detect alignment
  languages:
  - Aquan
  - Common
  level: 9
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+11
      type: piercing
    name: trident
    to_hit: 21
    traits:
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 1d4+11
      type: bludgeoning
    name: fist
    to_hit: 20
    traits:
    - agile
    - magical
    - nonlethal
    - reach 10 feet
  name: Marid
  perception: 18
  proactive_abilities:
  - action_cost: One Action
    description: The marid can take on the appearance of any water elemental or humanoid.
      This ability doesn’t change the marid’s Speed or its attack and damage bonuses
      with its Strikes.
    name: Change Shape
    traits:
    - arcane
    - concentrate
    - polymorph
    - transmutation
  - action_cost: Two Actions
    description: The marid releases a jet of water in a 60-foot line, dealing 9d6
      bludgeoning damage (DC 28 basic Reflex save). A creature that fails its save
      is also pushed 10 feet (20 feet on a critical failure). The marid can’t use
      Rush of Water again for 1d4 rounds.
    name: Rush of Water
    traits:
    - arcane
    - evocation
    - water
  - action_cost: One Action
    description: .
    name: Skewer
    traits:
    - 4d6 on a critical hit
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d8+11
      type: piercing
    name: trident
    to_hit: 21
    traits:
    - magical
    - thrown 20 feet
  resistances:
  - amount: 10
    type: fire
  saves:
    fort: 18
    ref: 21
    will: 17
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - '*detect alignment*'
  - '*detect magic*'
  - wavesense (imprecise) 60 feet
  skills:
    Athletics: 20
    Crafting: 16
    Diplomacy: 19
    Nature: 18
    Performance: 16
    Society: 14
    Stealth: 18
  speed:
  - amount: 20
    type: Land
  - amount: 40
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - CN
  - Large
  - Elemental
  - Genie
  - Water
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 0
    dex_mod: 3
    int_mod: 0
    str_mod: -5
    wis_mod: 2
  ac: 20
  automatic_abilities:
  - description: ''
    name: Site Bound
    traits: null
  description: The ghost commoner is an ordinary person who believes they died unjustly,
    usually due to foul play or betrayal.
  hp: 30
  immunities:
  - death effects
  - disease
  - paralyzed
  - poison
  - precision
  - unconscious
  innate_spells: null
  languages:
  - Common
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+2
      type: negative
    name: ghostly hand
    to_hit: 13
    traits:
    - agile
    - finesse
    - magical
  name: Ghost Commoner
  perception: 10
  proactive_abilities:
  - action_cost: One Action
    description: DC 21
    name: Frightful Moan
    traits:
    - auditory
    - divine
    - emotion
    - enchantment
    - fear
    - mental
  ranged: null
  resistances:
  - amount: 5
    type: all damage (except force, ghost touch, or positive; double resistance vs.
      non-magical)
  saves:
    fort: 8
    ref: 11
    will: 8
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Stealth: 12
  speed:
  - amount: 25
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Ghost
  - Incorporeal
  - Spirit
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 6
    con_mod: 0
    dex_mod: 3
    int_mod: 6
    str_mod: -5
    wis_mod: 3
  ac: 27
  automatic_abilities:
  - description: ''
    name: Site Bound
    traits: null
  description: A wizard who died with a major project left undone might become a ghost
    mage, constantly seeking to finish its task in undeath.
  hp: 135
  immunities:
  - death effects
  - disease
  - paralyzed
  - poison
  - precision
  - unconscious
  innate_spells:
  - level: 5
    name: cone of cold
  - level: 5
    name: hallucination
  - level: 4
    name: phantasmal killer
  - level: 4
    name: suggestion
  - level: 3
    name: blindness
  - level: 3
    name: dispel magic
  - level: 3
    name: nondetection
  - frequency: x2
    level: 2
    name: telekinetic maneuver
  - frequency: x2
    level: 1
    name: ray of enfeeblement
  languages:
  - Common
  - Draconic
  level: 10
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+12
      type: negative
    name: ghostly hand
    to_hit: 21
    traits:
    - agile
    - finesse
    - magical
  name: Ghost Mage
  perception: 17
  proactive_abilities:
  - action_cost: One Action
    description: DC 29
    name: Frightful Moan
    traits:
    - auditory
    - divine
    - emotion
    - enchantment
    - fear
    - mental
  - action_cost: Two Actions
    description: DC 29
    name: Telekinetic Assault
    traits:
    - divine
    - evocation
  ranged: null
  resistances:
  - amount: 10
    type: all damage (except force, ghost touch, or positive; double resistance vs.
      non-magical)
  saves:
    fort: 16
    ref: 19
    will: 22
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Arcana: 22
    Intimidation: 22
    Stealth: 21
  speed:
  - amount: 25
    type: Fly
  spell_attack_to_hit: 23
  spell_dc: null
  traits:
  - CE
  - Medium
  - Ghost
  - Incorporeal
  - Spirit
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 1
    dex_mod: 4
    int_mod: 1
    str_mod: 1
    wis_mod: 2
  ac: 16
  automatic_abilities: null
  description: Ghouls are ravenous undead who haunt graveyards and eat corpses.
  hp: 20
  immunities:
  - death effects
  - disease
  - paralyzed
  - poison
  - unconscious
  innate_spells: null
  languages:
  - Common
  - Necril
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+1 plus ghoul fever and paralysis
      type: piercing
    name: jaws
    to_hit: 9
    traits:
    - finesse
  - action_cost: One Action
    damage:
      formula: 1d4+1 plus paralysis
      type: slashing
    name: claw
    to_hit: 9
    traits:
    - agile
    - finesse
  name: Ghoul
  perception: 7
  proactive_abilities:
  - action_cost: One Action
    description: '**Requirements** The ghoul is adjacent to the corpse of a creature
      that died within the last hour. **Effect** The ghoul devours a chunk of the
      corpse and regains 1d6 Hit Points. It can regain Hit Points from any given corpse
      only once.'
    name: Consume Flesh
    traits:
    - manipulate
  - description: '**Saving Throw** Fortitude DC 15; **Stage 1** carrier with no ill
      effect (1 day); **Stage 2** 2d6 negative damage and regains half as many Hit
      Points from all healing (1 day); **Stage 3** as stage 2 (1 day); **Stage 4**
      2d6 negative damage and gains no benefit from healing (1 day); **Stage 5** as
      stage 4 (1 day); **Stage 6** dead, and rises as a ghoul the next midnight.'
    name: Ghoul Fever
    traits:
    - disease
  - description: Any living, non-elf creature hit by a ghoul’s attack must succeed
      at a DC 15 Fortitude save or become paralyzed. It can attempt a new save at
      the end of each of its turns, and the DC cumulatively decreases by 1 on each
      such save.
    name: Paralysis
    traits:
    - incapacitation
    - occult
    - necromancy
  - action_cost: One Action
    description: The ghoul jumps up to half its Speed. This movement doesn’t trigger
      reactions.
    name: Swift Leap
    traits:
    - move
  ranged: null
  resistances: null
  saves:
    fort: 4
    ref: 9
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 7
    Athletics: 4
    Stealth: 7
    Survival: 5
  speed:
  - amount: 30
    type: Land
  - amount: 5
    type: Burrow
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Ghoul
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 2
    dex_mod: 4
    int_mod: 1
    str_mod: 3
    wis_mod: 2
  ac: 18
  automatic_abilities: null
  description: Ghasts—feral, foul-smelling, and constantly hungry—are the more powerful
    kin of ghouls. They are relentless in the pursuit of their prey.
  hp: 30
  immunities:
  - death effects
  - disease
  - paralyzed
  - poison
  - unconscious
  innate_spells: null
  languages:
  - Common
  - Necril
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+5 plus ghast fever and paralysis
      type: piercing
    name: jaws
    to_hit: 11
    traits:
    - finesse
  - action_cost: One Action
    damage:
      formula: 1d4+5 plus paralysis
      type: slashing
    name: claw
    to_hit: 11
    traits:
    - agile
    - finesse
  name: Ghast
  perception: 8
  proactive_abilities:
  - action_cost: One Action
    description: '**Requirements** The ghast is adjacent to the corpse of a creature
      that died within the last hour. **Effect** The ghast devours a chunk of the
      corpse and regains 3d6 Hit Points. It can regain Hit Points from any given corpse
      only once.'
    name: Consume Flesh
    traits:
    - manipulate
  - description: '**Saving Throw** Fortitude DC 16; **Stage 1** carrier with no ill
      effect (1 day); **Stage 2** 3d8 negative damage and regains half as many Hit
      Points from all healing (1 day); **Stage 3** as stage 2 (1 day); **Stage 4**
      3d8 negative damage and gains no benefit from healing (1 day); **Stage 5** as
      stage 4 (1 day); **Stage 6** dead, and rises as a ghast the next midnight'
    name: Ghast Fever
    traits:
    - disease
  - description: Any living creature (including elves) hit by a ghast's attack must
      succeed at a DC 16 Fortitude save or become paralyzed. It can attempt a new
      save at the end of each of its turns, and the DC cumulatively decreases by 1
      on each such save.
    name: Paralysis
    traits:
    - incapacitation
    - occult
    - necromancy
  - action_cost: One Action
    description: The ghast jumps up to half its Speed. This movement doesn’t trigger
      reactions.
    name: Swift Leap
    traits:
    - move
  ranged: null
  resistances: null
  saves:
    fort: 6
    ref: 10
    will: 8
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 10
    Athletics: 7
    Stealth: 10
    Survival: 8
  speed:
  - amount: 30
    type: Land
  - amount: 5
    type: Burrow
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Ghoul
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 4
    dex_mod: 0
    int_mod: -2
    str_mod: 6
    wis_mod: 2
  ac: 24
  automatic_abilities: null
  description: Selfish and crude, these rough-skinned raiders are bullies and ultimately
    cowards. Quick-tempered and fond of violence, a hill giant gladly raids and pillages
    the defenseless but is quick to flee from those who are bigger, stronger, or better
    organized than they are. A hill giant is never above shoving or tricking one of
    their own kind to slow down their opponent or get the best loot.
  hp: 140
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Jotun
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+14
      type: bludgeoning
    name: greatclub
    to_hit: 19
    traits:
    - backswing
    - reach 10 feet
    - shove
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: bludgeoning
    name: fist
    to_hit: 19
    traits:
    - agile
    - reach 10 feet
  name: Hill Giant
  perception: 13
  proactive_abilities:
  - action_cost: One Action
    description: ''
    name: Throw Rock
    traits: null
  - action_cost: One Action
    description: The hill giant makes a single greatclub Strike and compares the attack
      roll result to the ACs of up to two foes within its reach. This counts as two
      attacks for the hill giant’s multiple attack penalty.
    name: Wide Swing
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d8+14
      type: bludgeoning
    name: rock
    to_hit: 19
    traits:
    - brutal
    - range increment 120 feet
  resistances: null
  saves:
    fort: 17
    ref: 12
    will: 13
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Athletics: 19
    Intimidation: 11
  speed:
  - amount: 35
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Large
  - Earth
  - Giant
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 4
    dex_mod: 2
    int_mod: 0
    str_mod: 6
    wis_mod: 1
  ac: 27
  automatic_abilities: null
  description: Stone giants are stoic, reclusive herders and artists who have a rich
    history and collection of traditions. They dwell in caves in tall mountains and
    craggy ranges, where their grayish skin allows them to blend in with their surroundings
    and go unnoticed by imperceptive adventurers. Those benign travelers who come
    across a tribe of stone giants need not worry much, however, for stone giants
    do not actively invite confrontation or strife. They are, by and large, a peaceful
    people who seek wisdom through exploration of nature and long meditations on the
    elements of the natural world. Their elders are the wisest of stone giants, and
    use their charisma and druidic magic to lead their tribes to prosperity and harmony
    with nature.
  hp: 150
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Jotun
  level: 8
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+12
      type: bludgeoning
    name: greatclub
    to_hit: 21
    traits:
    - backswing
    - magical
    - reach 10 feet
    - shove
  - action_cost: One Action
    damage:
      formula: 2d6+14
      type: bludgeoning
    name: fist
    to_hit: 20
    traits:
    - agile
    - reach 10 feet
  name: Stone Giant
  perception: 16
  proactive_abilities:
  - action_cost: Two Actions
    description: The stone giant makes a greatclub Strike. The target is Pushed up
      to 10 feet on a hit or up to 20 feet on a critical hit. If the target collides
      with a solid object or lands on the ground, it takes bludgeoning damage as though
      it had fallen the distance it moved.
    name: Big Swing
    traits: null
  - action_cost: One Action
    description: ''
    name: Throw Rock
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d6+12
      type: bludgeoning
    name: rock
    to_hit: 18
    traits:
    - brutal
    - range increment 120 feet
  resistances: null
  saves:
    fort: 18
    ref: 14
    will: 14
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 14
    Athletics: 20
    Intimidation: 14
    Stealth: 14
  speed:
  - amount: 35
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Earth
  - Giant
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 5
    dex_mod: 0
    int_mod: 0
    str_mod: 6
    wis_mod: 2
  ac: 29
  automatic_abilities: null
  description: Frost giants are remorseless marauders who pillage and plunder from
    those who dare to live near them in desolate, frigid lands. Their clans range
    from extremely territorial hunters who claim an expanse of tundra and defend it
    at all costs to nomadic hordes that roam icy slopes in search of settlements to
    conquer. Frost giant clans are ruled by those who exhibit the greatest ferocity
    and prowess in battle—massive brutes who proclaim themselves jarl and demand absolute
    obedience from their followers. If at any time a frost giant wishes to be a jarl,
    all they must do is issue a challenge to the current jarl and face off in mortal
    combat, after which the reigning champion continues leading the clan or the victorious
    challenger assumes control.
  hp: 150
  immunities:
  - cold
  innate_spells: null
  languages:
  - Common
  - Jotun
  level: 9
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+12
      type: slashing
    name: greataxe
    to_hit: 21
    traits:
    - magical
    - reach 10 feet
    - sweep
  - action_cost: One Action
    damage:
      formula: 2d8+12
      type: bludgeoning
    name: fist
    to_hit: 21
    traits:
    - agile
    - reach 10 feet
  name: Frost Giant
  perception: 17
  proactive_abilities:
  - action_cost: One Action
    description: The frost giant breathes out a 15-foot cone of freezing moisture
      that quickly condenses into ice, dealing 4d6 cold damage. Each creature in the
      cone must attempt a DC 28 basic Reflex save. A creature that fails its save
      is also immobilized and takes 2d6 cold damage at the end of each of its turns
      until it gets free (Escape DC 28). The giant can’t use Chill Breath again for
      1d4 rounds.
    name: Chill Breath
    traits:
    - cold
    - evocation
    - primal
  - description: checks to keep from falling on slippery ice.
    name: Ice Stride
    traits: null
  - action_cost: One Action
    description: ''
    name: Throw Rock
    traits: null
  - action_cost: One Action
    description: The frost giant makes a single greataxe Strike and compares the attack
      roll result to the ACs of up to two foes within its reach. This counts as two
      attacks for the frost giant’s multiple attack penalty.
    name: Wide Swing
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d10+9
      type: bludgeoning
    name: rock
    to_hit: 21
    traits:
    - brutal
    - range increment 120 feet
  resistances: null
  saves:
    fort: 23
    ref: 16
    will: 16
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Athletics: 23
    Crafting: 18
    Intimidation: 18
    Stealth: 17
  speed:
  - amount: 30
    type: Land
  - amount: null
    type: Ice Stride
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Large
  - Cold
  - Giant
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 5
    dex_mod: 0
    int_mod: 2
    str_mod: 7
    wis_mod: 2
  ac: 31
  automatic_abilities: null
  description: The most militaristic of all giants, fire giants focus obsessively
    on learning combat techniques, mastering the arts of forging weapons and armor,
    and finding new ways to dominate their enemies. As a result, their social and
    political structures are grounded firmly in martial hierarchies, with a strict
    emphasis on following the orders of one’s superior, no matter if you are accountable
    to a lowly soldier or report to a powerful officer. As soon as a fire giant can
    walk, they are fitted with their first suit of forged armor. This armor is constantly
    remolded and replaced as the fire giant matures, both to ensure they are comfortable
    with steel against their skin and also to teach the giant as early as possible
    that they bear the burden of fighting to protect their traditions and way of life.
    To a fire giant, death is the flame in which the future is forged.
  hp: 175
  immunities:
  - fire
  innate_spells: null
  languages:
  - Common
  - Jotun
  level: 10
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+13
      type: slashing
    name: greatsword
    to_hit: 24
    traits:
    - magical
    - reach 10 feet
    - versatile P
  - action_cost: One Action
    damage:
      formula: 2d8+13
      type: bludgeoning
    name: fist
    to_hit: 23
    traits:
    - agile
    - reach 10 feet
  name: Fire Giant
  perception: 18
  proactive_abilities:
  - action_cost: Two Actions
    description: The fire giant imbues its blade with flames and makes a greatsword
      Strike with a –2 circumstance penalty against each creature in a 15-foot line.
      It makes only one attack roll and compares the result to each creature’s AC.
      This Strike deals an additional 1d6 fire damage and counts as one attack for
      the fire giant’s multiple attack penalty.
    name: Flaming Stroke
    traits:
    - evocation
    - fire
    - primal
  - action_cost: One Action
    description: A rock thrown by a fire giant deals an additional 1d6 fire damage
      on a hit.
    name: Throw Rock
    traits:
    - fire
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d8+13 plus 1d6 fire
      type: bludgeoning
    name: rock
    to_hit: 23
    traits:
    - brutal
    - range increment 120 feet
  resistances: null
  saves:
    fort: 23
    ref: 16
    will: 18
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Athletics: 25
    Crafting: 22
    Intimidation: 23
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Large
  - Fire
  - Giant
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 5
    dex_mod: 0
    int_mod: 1
    str_mod: 7
    wis_mod: 3
  ac: 30
  automatic_abilities: null
  description: The graceful and regal cloud giants have skin of milky white to powdery
    blue. Unlike most giants, cloud giants are quite morally diverse. A handful are
    neutral, but of the others, roughly half are good, while the other half are evil.
    Good cloud giants are often civic-minded builders of roads and settlements, and
    are interested in trading goods as well as cultural innovations. It’s not uncommon
    for such giants to approach their neighbors with diplomacy and build strong relationships
    with other peaceful peoples. Conversely, evil cloud giants are often isolationist
    and xenophobic. Preferring hidden mountain valleys and settlements in the caves
    and among the crags of lonely peaks, they raid for what they want and treat other
    creatures like inconsequential insects. These opposing philosophies can generate
    a great deal of strife among neighboring cloud giant communities, and the raiders
    often threaten the trade deals of their peaceful cousins.
  hp: 220
  immunities: null
  innate_spells:
  - level: 4
    name: solid fog
  - frequency: at will
    level: 3
    name: levitate
  languages:
  - Common
  - Jotun
  level: 11
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+13
      type: piercing
    name: ranseur
    to_hit: 25
    traits:
    - disarm
    - magical
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 2d8+13
      type: bludgeoning
    name: fist
    to_hit: 24
    traits:
    - agile
    - reach 15 feet
  name: Cloud Giant
  perception: 22
  proactive_abilities:
  - action_cost: One Action
    description: ''
    name: Throw Rock
    traits: null
  - action_cost: Two Actions
    description: The cloud giant Strikes a creature with its ranseur, surrounded in
      a roar of rushing air. On a hit, the target takes an additional 4d8 bludgeoning
      damage and is deafened for 1 minute. Whether or not the Strike hits, each non-cloud
      giant within a 20-foot emanation, including the target of the Strike, is buffeted
      by roaring winds and must attempt a DC 30 Fortitude saving throw. **Critical
      Success** The creature is unaffected. **Success** The creature takes 2d8 sonic
      damage. **Failure** The creature takes 4d8 sonic damage and is deafened until
      the end of its next turn. **Critical Failure** As failure, but double damage
      and also knocked prone.
    name: Wind Strike
    traits:
    - air
    - evocation
    - primal
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d10+13
      type: bludgeoning
    name: rock
    to_hit: 24
    traits:
    - brutal
    - range increment 120 feet
  resistances: null
  saves:
    fort: 25
    ref: 18
    will: 21
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Athletics: 26
    Crafting: 21
    Diplomacy: 24
    Intimidation: 26
    Performance: 21
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Huge
  - Air
  - Giant
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 6
    dex_mod: 1
    int_mod: 3
    str_mod: 8
    wis_mod: 5
  ac: 34
  automatic_abilities: null
  description: Storm giants are looming but benevolent stewards of sea and sky, often
    serving as the natural guardians of tropical islands, coastlines, or rocky archipelagos.
    Storm giants tend to rapidly shift in mood and behavior, one moment engaging in
    peaceful negotiation, the next unleashing unbridled ferocity against their foes.
    In this way, they embody both the fury of a raging tempest and the calm of a hurricane’s
    eye. This can make them valuable allies who race to the aid of those in need,
    but their allies remain must be alert and mindful of their mood, as the giants
    can be quick to anger or aggressive when caution is most appropriate.
  hp: 235
  immunities:
  - electricity
  innate_spells:
  - frequency: x3
    level: 6
    name: chain lightning
  - frequency: at will
    level: 3
    name: levitate
  - frequency: constant
    level: 4
    name: freedom of movement
  languages:
  - Auran
  - Common
  - Draconic
  - Jotun
  level: 13
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+16 plus 1d6 electricity
      type: slashing
    name: greatsword
    to_hit: 28
    traits:
    - magical
    - reach 15 feet
    - versatile P
  - action_cost: One Action
    damage:
      formula: 2d8+16 plus 1d6 electricity
      type: bludgeoning
    name: fist
    to_hit: 27
    traits:
    - agile
    - reach 15 feet
  name: Storm Giant
  perception: 24
  proactive_abilities:
  - description: The storm giant raises one hand to the sky, channeling a bolt of
      lightning into the blade held in the other. The giant makes a greatsword Strike
      with a –2 circumstance penalty against each creature within its reach. It makes
      only one attack roll and compares the result against each creature’s AC. This
      Strike deals an additional 3d12 electricity damage and counts as two attacks
      for the giant’s multiple attack penalty.
    name: Lightning Blade
    traits:
    - electricity
    - evocation
    - primal
  - action_cost: One Action
    description: ''
    name: Throw Rock
    traits: null
  - action_cost: One Action
    description: The storm giant makes a single greatsword Strike and compares the
      attack roll result to the ACs of up to two foes within its reach. This counts
      as two attacks for the giant’s multiple attack penalty.
    name: Wide Swing
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d10+16
      type: bludgeoning
    name: rock
    to_hit: 37
    traits:
    - brutal
    - range increment 120 feet
  resistances: null
  saves:
    fort: 28
    ref: 21
    will: 23
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Acrobatics: 20
    Athletics: 27
    Crafting: 24
    Intimidation: 24
    Performance: 22
  speed:
  - amount: 35
    type: Land
  - amount: 30
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CG
  - Huge
  - Amphibious
  - Giant
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 7
    dex_mod: 2
    int_mod: 2
    str_mod: 9
    wis_mod: 6
  ac: 38
  automatic_abilities: null
  description: Magically crafted and bred by ancient wizards, rune giants are anathema
    to and tyrants among their own kind, who were given power to command and magically
    control other giants. The rune giants themselves served even more powerful masters—potent
    wizards known as runelords—and in so doing commanded entire armies of giants on
    behalf of the runelords’ empires. In the eons since these empires collapsed, rune
    giants have persisted as a people of their own, though to the outside world they’re
    little more than fabled horrors whispered of late at night by superstitious giants.
    Rune giants usually dwell in the most remote and rugged of towering mountain ranges,
    but they can also be found in immense ruins atop lost islands, glacial valleys,
    or even more remote or magical regions.
  hp: 330
  immunities:
  - fire
  innate_spells:
  - level: 8
    name: charm
  - level: 8
    name: suggestion
  - frequency: x3
    level: 6
    name: dominate
  - frequency: x3
    level: 6
    name: true seeing
  - level: 5
    name: sending
  - frequency: at will
    level: 4
    name: charm
  - frequency: at will
    level: 4
    name: suggestion
  - frequency: constant
    level: 4
    name: air walk
  languages:
  - Common
  - Jotun
  - Terran
  level: 16
  melee:
  - action_cost: One Action
    damage:
      formula: 3d12+17
      type: slashing
    name: greatsword
    to_hit: 33
    traits:
    - magical
    - reach 20 feet
    - versatile P
  - action_cost: One Action
    damage:
      formula: 2d8+17
      type: piercing
    name: longspear
    to_hit: 32
    traits:
    - magical
    - reach 25 feet
  - action_cost: One Action
    damage:
      formula: 3d8+17
      type: bludgeoning
    name: fist
    to_hit: 31
    traits:
    - agile
    - reach 20 feet
  name: Rune Giant
  perception: 28
  proactive_abilities:
  - description: When a rune giant casts a mental spell against another giant, the
      DC is 39, rather than 35.
    name: Command Giants
    traits: null
  - action_cost: Free Action
    description: When a rune giant casts its innate *sending* spell, it can also cast
      *suggestion* on the target.
    name: Demand
    traits:
    - arcane
    - enchantment
    - mental
  - action_cost: Free Action
    description: '**Trigger** The rune giant uses an arcane ability or casts an arcane
      spell. **Effect** The runes on the giant’s body flash as they produce magical
      energy. Each creature within a 10-foot emanation must attempt a DC 35 Fortitude
      save. **Critical Success** The creature is unaffected. **Success** The creature
      is dazzled for 1 round. **Failure** The creature is blinded for 1 round.'
    name: Flashing Runes
    traits:
    - arcane
    - evocation
    - light
  - action_cost: One Action
    description: The rune giant invokes one of the runes on its body, causing the
      rune to spray forth a 30-foot cone of sparks that deals 6d12 electricity damage
      to all creatures in the cone (DC 37 basic Reflex save). A glowing copy of the
      invoked rune appears on a single weapon the giant holds, granting the weapon
      one effect listed below of the giant’s choice. The giant can’t use Invoke Rune
      again for 1d4 rounds. The effect on the weapon lasts for 1 minute. If the giant
      places a new rune on a weapon, any previously placed rune immediately vanishes,
      ending its effect. <ul><li>**Rune of Destruction** The weapon gains the deadly
      trait with three weapon damage dice of the same die size as for the base weapon,
      and a creature hit with the weapon is drained 1 unless it succeeds at a DC 35
      Fortitude save.</li><li>**Rune of Flames** The weapon deals an additional 3d6
      fire damage on all attacks.</li><li>**Rune of Smiting** When the weapon hits,
      the giant can Push the target back 10 feet, or 20 feet on a critical hit.</li></ul>
    name: Invoke Rune
    traits:
    - arcane
    - concentrate
    - electricity
    - evocation
  - action_cost: One Action
    description: ''
    name: Throw Rock
    traits: null
  - action_cost: One Action
    description: The rune giant makes a single greatsword Strike and compares the
      attack roll result to the ACs of up to two foes within its reach. This counts
      as two attacks for the giant’s multiple attack penalty.
    name: Wide Swing
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d12+17
      type: bludgeoning
    name: rock
    to_hit: 31
    traits:
    - brutal
    - range increment 120 feet
  resistances: null
  saves:
    fort: 33
    ref: 26
    will: 28
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Arcana: 28
    Athletics: 32
    Crafting: 28
    Intimidation: 28
    Society: 27
  speed:
  - amount: 45
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - LE
  - Gargantuan
  - Evil
  - Giant
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 4
    dex_mod: 3
    int_mod: -3
    str_mod: 2
    wis_mod: 3
  ac: 21
  automatic_abilities: null
  description: Amorphous blobs of yammering mouths and oozing, fleshy sludge, gibbering
    mouthers are among the strangest creatures found either aboveground or below.
    Perpetually ravenous, these aberrations are always seeking their next meals, ever
    eating but never sated. With a nominal intelligence, gibbering mouthers can understand
    and even speak Aklo, but they do so in an intelligible manner only rarely. Instead,
    their innumerable mouths constantly jabber and babble in a stream of sound that
    disrupts the thought patterns of other creatures in the area.
  hp: 120
  immunities: null
  innate_spells: null
  languages:
  - Aklo
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+5 plus 1d4 persistent bleed damage and Grab
      type: piercing
    name: jaws
    to_hit: 14
    traits:
    - finesse
  name: Gibbering Mouther
  perception: 15
  proactive_abilities:
  - description: .
    name: Burn Eyes
    traits:
    - or blinded for 1 round on a critical failure
  - action_cost: One Action
    description: DC 22, 3d8 piercing, Escape DC 22, Rupture 8
    name: Engulf
    traits: null
  - action_cost: Two Actions
    description: The gibbering mouther causes stone and earth under its body to grow
      soft and muddy, remaining so for 1 minute after the mouther moves off the location.
      A gibbering mouther can move through these areas with ease, but other creatures
      treat them as difficult terrain.
    name: Ground Manipulation
    traits:
    - occult
    - transmutation
  ranged:
  - action_cost: One Action
    damage:
      formula: 4d6 and burn eyes
      type: acid
    name: spittle
    to_hit: 14
    traits:
    - range 30 feet
  resistances: null
  saves:
    fort: 15
    ref: 12
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 12
    Athletics: 13
  speed:
  - amount: 10
    type: Land
  - amount: 20
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Aberration
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 4
    dex_mod: 7
    int_mod: 5
    str_mod: 4
    wis_mod: 3
  ac: 34
  automatic_abilities:
  - description: Hungersense allows the gimmerling to sense creatures that require
      food to live. **Items** *+1 striking hand crossbow* (20 bolts)
    name: Hungersense
    traits: null
  description: Gimmerlings are small, shapeshifting fey who stage ambushes to sate
    their endless hunger and childish greed. These cruelly curious fey obsess over
    finding and making unusual traps and sadistic weapons, and their favorite amusement
    is se eing these traps sprung or the weapons wielded. When on the Material Plane,
    they are frequently found in urban areas, particularly slums or other parts of
    town where they can either go unnoticed or be easily forgotten—and have plenty
    of victims to choose from.
  hp: 235
  immunities: null
  innate_spells: null
  languages:
  - Aklo
  - Common
  - Sylvan
  level: 12
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+7 plus Disarm
      type: slashing
    name: claw
    to_hit: 26
    traits:
    - agile
    - finesse
  - action_cost: One Action
    damage:
      formula: 3d8+7 plus 2d6 poison
      type: piercing
    name: jaws
    to_hit: 26
    traits:
    - finesse
  name: Gimmerling
  perception: 21
  proactive_abilities:
  - action_cost: One Action
    description: The gimmerling changes into its natural form or that of any humanoid.
      In humanoid form, it loses its treacherous aura, and its equipment appears to
      be trinkets or toys. As a humanoid that lacks claws or fangs, it loses the matching
      Strike. If it loses its claw Strike, it gains a fist Strike that is identical
      except that it deals bludgeoning damage.
    name: Change Shape
    traits:
    - concentrate
    - polymorph
    - primal
    - transmutation
  - action_cost: Two Actions
    description: The gimmerling knocks a held or carried weapon to the ground in the
      target’s space.
    name: Disarm
    traits: null
  - description: creatures.
    name: Sneak Attack
    traits: null
  - description: The gimmerling ignores difficult terrain and doesn’t trigger traps
      with its movement.
    name: Trickster's Step
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d6+3 plus 2d6 poison
      type: piercing
    name: hand crossbow
    to_hit: 28
    traits:
    - range increment 60 feet
    - reload 1
  resistances: null
  saves:
    fort: 22
    ref: 25
    will: 19
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - hungersense (imprecise) 30 feet
  - low-light vision
  skills:
    Crafting: 23
    Deception: 25
    Nature: 21
    Stealth: 25
    Thievery: 25
  speed:
  - amount: 30
    type: Land
  - amount: null
    type: Trickster's Step
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - LE
  - Small
  - Fey
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 2
    dex_mod: 3
    int_mod: -1
    str_mod: 4
    wis_mod: 1
  ac: 18
  automatic_abilities: null
  description: Gnoll hunters serve their clans by hunting for food in the wilds, marauding
    along well-traveled roads, and tracking down escaped slaves.
  hp: 29
  immunities: null
  innate_spells: null
  languages:
  - Gnoll
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+4
      type: slashing
    name: battle axe
    to_hit: 10
    traits:
    - sweep
  - action_cost: One Action
    damage:
      formula: 1d8+2
      type: piercing
    name: jaws
    to_hit: 10
    traits:
    - agile
  name: Gnoll Hunter
  perception: 7
  proactive_abilities:
  - description: A gnoll hunter deals 1d4 extra damage to any creature that’s within
      reach of at least two of the gnoll hunter’s allies.
    name: Pack Attack
    traits: null
  - description: A gnoll ignores the first square of difficult terrain it moves into
      each time it Steps or Strides.
    name: Rugged Travel
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6
      type: piercing
    name: shortbow
    to_hit: 10
    traits:
    - deadly 1d10
    - range increment 60 feet
  resistances: null
  saves:
    fort: 8
    ref: 7
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 7
    Athletics: 8
    Intimidation: 4
    Stealth: 7
    Survival: 5
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Gnoll
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 0
    dex_mod: 2
    int_mod: 0
    str_mod: 2
    wis_mod: 3
  ac: 19
  automatic_abilities: null
  description: Gnoll cultists serve as their clans’ spiritual guides and conduits
    to the divine. As often as not, their influence drives entire gnoll civilizations
    to commit atrocious acts of violence and enslavement. Lamashtu and Rovagug are
    favored deities of gnoll cultists, and many gnolls believe their kind was in fact
    birthed from the womb of the Mother of Monsters. Some gnoll clans worship lesser-known
    demon lords or entire pantheons of sinister patrons.
  hp: 45
  immunities: null
  innate_spells: null
  languages:
  - Abyssal
  - Common
  - Gnoll
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+3
      type: slashing
    name: falchion
    to_hit: 10
    traits:
    - forceful
    - sweep
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: piercing
    name: jaws
    to_hit: 10
    traits:
    - agile
  name: Gnoll Cultist
  perception: 8
  proactive_abilities:
  - description: A gnoll cultist deals 1d4 extra damage to any creature that’s within
      reach of at least two of the gnoll cultist's allies.
    name: Pack Attack
    traits: null
  - description: A gnoll ignores the first square of difficult terrain it moves into
      each time it Steps or Strides.
    name: Rugged Travel
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 8
    ref: 6
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Intimidation: 7
    Medicine: 7
    Religion: 10
    Stealth: 7
    Survival: 8
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Gnoll
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 2
    dex_mod: 2
    int_mod: 0
    str_mod: 4
    wis_mod: 1
  ac: 21
  automatic_abilities: null
  description: When gnolls band together to form hunting or raiding parties, the strongest
    among them is often designated the leader or sergeant. These gnolls train extensively
    in the art of war. Their skill at arms and the respect they command make them
    powerful adversaries. In smaller clans or single family units, a gnoll sergeant
    might also serve as the group’s leader in other affairs, such as sorting out domestic
    disputes or negotiating with rival gnoll clans.
  hp: 60
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Gnoll
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+7
      type: slashing
    name: scimitar
    to_hit: 14
    traits:
    - forceful
    - sweep
  - action_cost: One Action
    damage:
      formula: 1d6+7
      type: piercing
    name: jaws
    to_hit: 14
    traits:
    - agile
  name: Gnoll Sergeant
  perception: 10
  proactive_abilities:
  - action_cost: One Action
    description: The gnoll sergeant commands its allies to reposition. Any allies
      who hear and understand this order can use a reaction to Step.
    name: Bark Orders
    traits:
    - auditory
    - linguistic
  - description: A gnoll sergeant deals 1d4 extra damage to any creature that’s within
      reach of at least two of the gnoll sergeant's allies.
    name: Pack Attack
    traits: null
  - description: A gnoll ignores the first square of difficult terrain it moves into
      each time it Steps or Strides.
    name: Rugged Travel
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: piercing
    name: composite shortbow
    to_hit: 12
    traits:
    - deadly 1d10
    - propulsive
    - range increment 60 feet
    - reload 0
  resistances: null
  saves:
    fort: 12
    ref: 10
    will: 8
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 13
    Intimidation: 9
    Stealth: 11
    Survival: 10
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Gnoll
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 1
    dex_mod: 3
    int_mod: 0
    str_mod: 0
    wis_mod: -1
  ac: 16
  automatic_abilities: null
  description: The frontline fighters of goblin tribes prefer to fight in large groups—especially
    when they can outnumber their foes at least three to one.
  hp: 6
  immunities: null
  innate_spells: null
  languages:
  - Goblin
  level: -1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6
      type: slashing
    name: dogslicer
    to_hit: 8
    traits:
    - agile
    - backstabber
    - finesse
  name: Goblin Warrior
  perception: 2
  proactive_abilities: []
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6
      type: piercing
    name: shortbow
    to_hit: 8
    traits:
    - deadly 1d10
    - range increment 60 feet
    - reload 0
  resistances: null
  saves:
    fort: 5
    ref: 7
    will: 3
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 5
    Athletics: 2
    Nature: 1
    Stealth: 5
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Small
  - Goblin
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 2
    dex_mod: 3
    int_mod: -1
    str_mod: 3
    wis_mod: 0
  ac: 17
  automatic_abilities: null
  description: The theoretical leaders of goblin raids are called goblin commandos.
    In practice, goblin commandos rarely continue to lead their comrades once a battle
    has begun. Most shirk their responsibilities in favor of wading into the fray
    and claiming more glory from their tribe-mates.
  hp: 18
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Goblin
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+3
      type: slashing
    name: horsechopper
    to_hit: 8
    traits:
    - reach 10 feet
    - trip
    - versatile P
  name: Goblin Commando
  perception: 5
  proactive_abilities: []
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6
      type: piercing
    name: shortbow
    to_hit: 8
    traits:
    - deadly 1d10
    - range increment 60 feet
    - reload 0
  resistances: null
  saves:
    fort: 7
    ref: 8
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 6
    Athletics: 6
    Intimidation: 5
    Nature: 5
    Stealth: 6
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Small
  - Goblin
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 2
    dex_mod: 4
    int_mod: 0
    str_mod: 0
    wis_mod: -1
  ac: 17
  automatic_abilities: null
  description: Some goblins take their people’s admiration of fire fully into the
    realm of deadly obsession. These pyromaniacs can be a great boon to a band of
    goblin raiders eager to torch their enemies and wreak havoc. More often, however,
    their presence is a double-edged sword; in the heat of the moment, goblin pyros
    sometimes lose sight of their tribe’s goals and simply set fire to anything that
    will burn—including their own allies.
  hp: 15
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Goblin
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4 plus 1 fire
      type: bludgeoning
    name: torch
    to_hit: 7
    traits:
    - fire
  name: Goblin Pyro
  perception: 4
  proactive_abilities: []
  ranged: null
  resistances: null
  saves:
    fort: 5
    ref: 9
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 7
    Stealth: 7
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Small
  - Goblin
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 2
    dex_mod: 3
    int_mod: 1
    str_mod: 2
    wis_mod: 0
  ac: 17
  automatic_abilities: null
  description: While all goblins enjoy singing, goblin war chanters pride themselves
    on mastering the art of vocal performance. Their ballads and jingles are undeniably
    catchy, though whether they are actually enjoyable is entirely subjective.
  hp: 16
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Goblin
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+2
      type: slashing
    name: dogslicer
    to_hit: 8
    traits:
    - agile
    - backstabber
    - finesse
  name: Goblin War Chanter
  perception: 5
  proactive_abilities:
  - action_cost: One Action
    description: The war chanter sings annoying goblin songs, distracting foes with
      silly and repetitive lyrics. The chanter attempts a Performance check against
      the Will DCs of up to two enemies within 30 feet. This has the usual traits
      and restrictions for a Performance check. **Critical Success** The target takes
      a -1 status penalty to Perception checks and Will saves for 1 minute. **Success**
      As critical success, but the target is affected for only one round. **Critical
      Failure** The target is temporarily immune to Goblin Song for 1 hour.
    name: Goblin Song
    traits:
    - concentrate
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6
      type: piercing
    name: shortbow
    to_hit: 8
    traits:
    - deadly 1d10
    - range increment 60 feet
    - reload 0
  resistances: null
  saves:
    fort: 7
    ref: 8
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 6
    Deception: 7
    Occultism: 4
    Performance: 7
    Stealth: 6
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Small
  - Goblin
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 2
    dex_mod: 2
    int_mod: -4
    str_mod: 3
    wis_mod: 1
  ac: 17
  automatic_abilities: null
  description: Goblins’ eponymous pets aren’t true canines at all, but rather large,
    blunt-nosed rodents with thin bodies and long legs. As cowardly as they are ugly,
    goblin dogs prefer to lurk behind bushes or in deep shadows, pouncing upon lone
    or wounded prey. Goblin dogs frequently lair and roam in packs, but they are likely
    to flee from a fight if injured, even if it means abandoning their pack-mates.
  hp: 17
  immunities: null
  innate_spells: null
  languages: ''
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+3 plus goblin pox
      type: piercing
    name: jaws
    to_hit: 9
    traits: null
  name: Goblin Dog
  perception: 6
  proactive_abilities:
  - description: Goblins and goblin dogs are immune to goblin pox. **Saving Throw**
      DC 17 Fortitude; **Stage 1** sickened 1 (1 round); **Stage 2** sickened 1 and
      slowed 1 (1 round); **Stage 3** sickened 2 and can't reduce its sickened value
      below 1 (1 day).
    name: Goblin Pox
    traits:
    - disease
  - action_cost: Two Actions
    description: The goblin dog vigorously scratches itself, exposing all adjacent
      creatures to goblin pox.
    name: Scratch
    traits:
    - manipulate
  ranged: null
  resistances: null
  saves:
    fort: 8
    ref: 8
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Athletics: 6
    Stealth: 7
  speed:
  - amount: 40
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Animal
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 4
    dex_mod: 3
    int_mod: -2
    str_mod: 6
    wis_mod: 1
  ac: 31
  automatic_abilities: null
  description: A gogiteth is a slavering nightmare of teeth, eyes, and hairy spiderlike
    legs, and its appearance is invariably seared into the minds of any who witness
    it. Hives of these skittering monsters haunt the lowest reaches of the Darklands,
    competing with cave worms and other subterranean horrors for food and resources.
    A gogiteth is rarely seen alone, as these oversized vermin learned long ago that
    the best means of survival is sticking close to others of their own kind. Even
    the haughty drow know to seek cover when a gogiteth is spotted, for where there
    is one, a swarm is sure to follow.
  hp: 250
  immunities: null
  innate_spells: null
  languages:
  - Undercommon
  level: 12
  melee:
  - action_cost: One Action
    damage:
      formula: 3d10+12 plus Improved Grab
      type: piercing
    name: jaws
    to_hit: 26
    traits: null
  - action_cost: One Action
    damage:
      formula: 3d6+12
      type: piercing
    name: leg
    to_hit: 26
    traits:
    - agile
    - reach 10 feet
  name: Gogiteth
  perception: 21
  proactive_abilities:
  - description: The gogiteth can move at its full Speed while it has a creature grabbed
      in its jaws, bringing the grabbed creature along.
    name: Carry Off Prey
    traits: null
  - action_cost: One Action
    description: 3d6+12 bludgeoning, DC 32
    name: Constrict
    traits: null
  - action_cost: Two Actions
    description: The gogiteth Strides three times. Once per Stride, it can attempt
      a leg Strike against a creature in its reach at any point during the Stride;
      it must make each attack against a different creature, but it doesn’t apply
      its multiple attack penalty until after making all its Strikes. If any of the
      Strikes result in a critical failure, Skittering Assault ends.
    name: Skittering Assault
    traits: null
  ranged: null
  resistances:
  - amount: 10
    type: poison
  saves:
    fort: 25
    ref: 22
    will: 20
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 19
    Athletics: 24
    Stealth: 21
    Survival: 17
  speed:
  - amount: 40
    type: Land
  - amount: 30
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Huge
  - Aberration
  type: Creature
- ability_mods:
    cha_mod: -5
    con_mod: 3
    dex_mod: -1
    int_mod: -5
    str_mod: 5
    wis_mod: 0
  ac: 26
  automatic_abilities: null
  description: Made of odd scraps of skin and muscle, a flesh golem is a grotesque
    parody of life. Though it has no mind, it can still go into a berserk rage when
    harmed, giving it a faint semblance of emotion. Flesh golems guard the laboratories
    and charnel houses of fleshwarpers and necromancers who feel no compunctions about
    desecrating corpses for their own ends. Though the first flesh golem is believed
    to have been a misguided attempt to create from simple base elements, these monstrosities
    are far from human. In isolated cases, echoes of a personality might rise in a
    flesh golem if the brain used as part of its construction belonged to a particularly
    powerful personality, but such tragic instances are (thankfully) rare in the extreme.
  hp: 140
  immunities:
  - bleed
  - disease
  - death effects
  - electricity
  - doomed
  - drained
  - fatigued
  - healing
  - magic (see below)
  - mental
  - necromancy
  - nonlethal attacks
  - paralyzed
  - poison
  - sickened
  - unconscious
  innate_spells: null
  languages: ''
  level: 8
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+7
      type: bludgeoning
    name: fist
    to_hit: 20
    traits:
    - magical
    - reach 10 feet
  name: Flesh Golem
  perception: 12
  proactive_abilities:
  - action_cost: One Action
    description: .
    name: Berserk Slam
    traits: null
  ranged: null
  resistances:
  - amount: 5
    type: physical (except adamantine)
  saves:
    fort: 18
    ref: 14
    will: 15
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 19
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - N
  - Large
  - Construct
  - Golem
  - Mindless
  type: Creature
- ability_mods:
    cha_mod: -5
    con_mod: 3
    dex_mod: 4
    int_mod: -5
    str_mod: 6
    wis_mod: 0
  ac: 27
  automatic_abilities: null
  description: This golem is a walking alchemical nightmare capable of inflicting
    all manner of painful wounds. Its ability to follow orders is granted by the otherwise
    mindless humanoid brain that floats in its dome-like head. In exceptionally rare
    cases, the brain used in its creation might retain fragments of memories or even
    actual intellect, resulting in an alchemical golem with a personality and agenda
    of its own.
  hp: 150
  immunities:
  - acid
  - bleed
  - death effects
  - disease
  - doomed
  - drained
  - fatigued
  - healing
  - magic (see below)
  - mental
  - necromancy
  - nonlethal attacks
  - paralyzed
  - poison
  - sickened
  - unconscious
  innate_spells: null
  languages: ''
  level: 9
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+6 plus alchemical injection
      type: piercing
    name: syringe
    to_hit: 22
    traits:
    - magical
    - reach 10 feet
  name: Alchemical Golem
  perception: 15
  proactive_abilities:
  - description: .
    name: Alchemical Injection
    traits:
    - or exposes the target to the sickness effect
    - as appropriate
  - action_cost: One Action
    description: 'The golem fills an empty vial from one of its alchemical chambers
      to create a bomb and then makes a bomb Strike. Determine the type of bomb created
      by rolling 1d6 on the alchemical chambers list above. On a roll of 1–4, it creates
      the corresponding greater alchemical bomb: an acid flask from chamber 1, a frost
      vial from chamber 2, bottled lightning from chamber 3, or alchemist’s fire from
      chamber 4. On a roll of 5, it creates a poisonous bomb that deals 3d10 poison
      damage and 3 poison splash damage with no other effects. On a roll of 6, it
      creates a sickness bomb, which exposes the target and all creatures in the splash
      radius to the sickness effect; creatures hit by only the splash receive a +2
      circumstance bonus to their Fortitude saves.'
    name: Generate Bomb
    traits:
    - manipulate
  ranged:
  - action_cost: One Action
    name: bomb
    to_hit: 20
    traits:
    - magical
    - thrown 20 feet
  resistances:
  - amount: 12
    type: physical (except adamantine or bludgeoning)
  saves:
    fort: 20
    ref: 19
    will: 15
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 22
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - N
  - Large
  - Alchemical
  - Construct
  - Golem
  - Mindless
  type: Creature
- ability_mods:
    cha_mod: -5
    con_mod: 6
    dex_mod: -1
    int_mod: -5
    str_mod: 6
    wis_mod: 0
  ac: 29
  automatic_abilities: null
  description: Traditionally, clay golems are crafted in the image of a deity and
    used as guardians of tombs or sacred crypts. Clay golems have the power to lay
    curses upon their victims as punishment for intrusion, leading many to believe
    that these oft-ancient constructs have a touch of the divine to them. While this
    idea has little basis in reality, superstitious folk still tread lightly around
    statues that resemble clay golems even in the slightest.
  hp: 175
  immunities:
  - acid
  - bleed
  - death effects
  - disease
  - doomed
  - drained
  - fatigued
  - healing
  - magic (see below)
  - mental
  - necromancy
  - nonlethal attacks
  - paralyzed
  - poison
  - sickened
  - unconscious
  innate_spells: null
  languages: ''
  level: 10
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+12 plus cursed wound
      type: bludgeoning
    name: fist
    to_hit: 24
    traits:
    - magical
    - reach 10 feet
  name: Clay Golem
  perception: 16
  proactive_abilities:
  - action_cost: One Action
    description: .
    name: Berserk Slam
    traits: null
  - description: A creature hit by the clay golem’s fist must succeed at a DC 29 Fortitude
      save or be cursed until healed to its maximum HP. The cursed creature can’t
      regain HP except via magic, and anyone casting a spell to heal the creature
      must succeed at a DC 29 counteract check or the healing has no effect. The golem’s
      counteract level is equal to its creature level.
    name: Cursed Wound
    traits:
    - divine
    - curse
    - necromancy
  ranged: null
  resistances:
  - amount: 10
    type: physical (except adamantine)
  saves:
    fort: 23
    ref: 16
    will: 17
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 24
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - N
  - Large
  - Construct
  - Golem
  - Mindless
  type: Creature
- ability_mods:
    cha_mod: -5
    con_mod: 4
    dex_mod: -1
    int_mod: -5
    str_mod: 7
    wis_mod: 0
  ac: 30
  automatic_abilities: null
  description: Stone golems are slow and steady constructs typically carved from marble
    or granite. They’re often made to serve as works of art when at rest, so some
    golem crafters employ master sculptors to ensure the constructs make beautiful
    statues. Older stone golems might be weathered, with scuffed or cracked surfaces
    or missing noses and digits, but this weathering is largely cosmetic and doesn’t
    adversely impact the golems’ functionality.
  hp: 175
  immunities:
  - acid
  - bleed
  - death effects
  - disease
  - doomed
  - drained
  - fatigued
  - healing
  - magic (see below)
  - mental
  - necromancy
  - nonlethal attacks
  - paralyzed
  - poison
  - sickened
  - unconscious
  innate_spells: null
  languages: ''
  level: 11
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+13
      type: bludgeoning
    name: fist
    to_hit: 24
    traits:
    - magical
    - reach 10 feet
  name: Stone Golem
  perception: 17
  proactive_abilities:
  - description: '**Trigger** The stone golem hits a slowed creature. **Effect** The
      creature must succeed at a DC 30 Fortitude save or become paralyzed for 1 round.'
    name: Impose Paralysis
    traits:
    - incapacitation
  - action_cost: One Action
    description: The stone golem Strides up to its Speed, pushing back each creature
      whose space it moves into and damaging them if they try to stop its movement.
      A creature can attempt to bar the way by succeeding at a DC 34 Fortitude save.
      On a critical success, the resisting creature takes no damage; otherwise it
      is damaged as if hit by the golem’s fist.
    name: Inexorable March
    traits: null
  - action_cost: One Action
    description: Each creature in a 10-foot emanation must succeed at a DC 30 Fortitude
      save or be slowed 1 for 1 minute. The golem can’t use Slowing Pulse again for
      1d4 rounds.
    name: Slowing Pulse
    traits:
    - arcane
    - concentrate
    - transmutation
  ranged: null
  resistances:
  - amount: 10
    type: physical (except adamantine)
  saves:
    fort: 24
    ref: 18
    will: 19
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 26
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - N
  - Large
  - Construct
  - Golem
  - Mindless
  type: Creature
- ability_mods:
    cha_mod: -5
    con_mod: 4
    dex_mod: -1
    int_mod: -5
    str_mod: 8
    wis_mod: 0
  ac: 34
  automatic_abilities: null
  description: Traditionally crafted into the forms of giant suits of armor or powerful
    animals, iron golems are products of exquisite artistry and skill. Their articulated
    joints and sturdy armored bodies require great care and mathematical precision
    to craft, and regular cleaning and oiling ensure they don’t rust over the ages.
    With proper care, iron golems can remain in good shape for thousands of years,
    being passed down for generations, as long as they aren’t destroyed by meddlesome
    adventurers. In addition to their incredible strength, iron golems possess a potent
    toxic breath weapon that is often more than enough to dispatch entire groups of
    opponents.
  hp: 190
  immunities:
  - bleed
  - death effects
  - disease
  - doomed
  - drained
  - fatigued
  - fire
  - healing
  - magic (see below)
  - mental
  - necromancy
  - nonlethal attacks
  - paralyzed
  - poison
  - sickened
  - unconscious
  innate_spells: null
  languages: ''
  level: 13
  melee:
  - action_cost: One Action
    damage:
      formula: 3d10+12
      type: bludgeoning
    name: fist
    to_hit: 28
    traits:
    - magical
    - reach 10 feet
  name: Iron Golem
  perception: 21
  proactive_abilities:
  - action_cost: Two Actions
    description: The iron golem exhales poisonous gas in a 10-foot radius centered
      on the corner of one of the iron golem’s squares. The gas persists for 1 round.
      Any creature in the area (or that later enters the area) is exposed to the iron
      golem’s poison. The golem can’t use its Breath Weapon again for 1d4 rounds.
    name: Breath Weapon
    traits:
    - arcane
    - necromancy
    - poison
  - action_cost: One Action
    description: The iron golem Strides up to its Speed, pushing back each creature
      whose space it moves into and damaging them if they try to stop its movement.
      A creature can attempt to bar the way by succeeding at a DC 37 Fortitude save.
      On a critical success, the resisting creature takes no damage; otherwise, it
      is damaged as if hit by the golem’s fist.
    name: Inexorable March
    traits: null
  - description: Any drained value from this poison is reduced by 1 every hour. **Saving
      Throw** DC 33 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 2d6 poison
      and drained 1 (1 round); **Stage 2** 4d6 poison and drained 2 (1 round); **Stage
      3** 8d6 poison and drained 3 (1 round).
    name: Iron Golem Poison
    traits:
    - poison
  ranged: null
  resistances:
  - amount: 15
    type: physical (except adamantine)
  saves:
    fort: 26
    ref: 21
    will: 22
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 30
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - N
  - Large
  - Construct
  - Golem
  - Mindless
  type: Creature
- ability_mods:
    cha_mod: -5
    con_mod: 9
    dex_mod: -1
    int_mod: -5
    str_mod: 9
    wis_mod: 0
  ac: 42
  automatic_abilities: null
  description: Crafted from a nigh-indestructible metal of great rarity, adamantine
    golems can’t be destroyed except by the most powerful foes. Crafting an adamantine
    golem requires a quantity of adamantine so massive that collecting it usually
    requires mounting a mining expedition to a distant planet, the Plane of Earth,
    or an Outer Plane.
  hp: 255
  immunities:
  - bleed
  - death effects
  - disease
  - doomed
  - drained
  - fatigued
  - fire
  - healing
  - magic (see below)
  - mental
  - necromancy
  - nonlethal attacks
  - paralyzed
  - poison
  - sickened
  - unconscious
  innate_spells: null
  languages: ''
  level: 18
  melee:
  - action_cost: One Action
    damage:
      formula: 3d10+17 plus destructive strike
      type: bludgeoning
    name: fist
    to_hit: 35
    traits:
    - deadly 3d12
    - magical
    - reach 15 feet
  name: Adamantine Golem
  perception: 26
  proactive_abilities:
  - description: On a critical hit, the adamantine golem’s fist Strike breaks the
      target’s armor, if any, in addition to dealing damage to the target. If the
      target has a shield raised, the golem breaks the shield instead.
    name: Destructive Strike
    traits: null
  - action_cost: One Action
    description: The resisting creature is damaged and its armor takes damage as if
      hit by the adamantine golem’s fist.
    name: Inexorable March
    traits: null
  - action_cost: One Action
    description: The golem repairs itself, regaining 30 Hit Points.
    name: Self-Repair
    traits:
    - manipulate
  - action_cost: One Action
    description: The golem vents a 30-foot cone of superheated steam from its internal
      forge. This deals 15d6 fire damage to all creatures in the cone (DC 40 basic
      Reflex). The golem can't use Vent again for 1d6 rounds.
    name: Vent
    traits:
    - fire
  ranged: null
  resistances:
  - amount: 20
    type: physical (except vorpal adamantine)
  saves:
    fort: 33
    ref: 27
    will: 29
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 38
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Rare
  - N
  - Huge
  - Construct
  - Golem
  - Mindless
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 4
    dex_mod: 4
    int_mod: 2
    str_mod: 7
    wis_mod: 3
  ac: 31
  automatic_abilities: null
  description: 'Graveknights are undead warriors granted unlife by a cursed suit of
    armor. <h2 class="title">Creating Graveknights</h2> 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. <ul><li>Increase its attack rolls, AC, saving throws, Perception, and
    skills by 1, its HP by 5, and its Strike damage by 1.</li></ul> <h3 class="title">Graveknight
    Abilities</h3> A graveknight gains the undead and graveknight traits, and its
    alignment is usually adjusted to evil. It loses any abilities that come from it
    being a living creature and any traits that represent its life, such as human
    and humanoid. **Darkvision** **Negative Healing** **Rejuvenation** (divine, necromancy)
    When a graveknight is destroyed, its armor rebuilds its body over the course of
    1d10 days—or more quickly if the armor is worn by a living host (see Graveknight
    Armor, below). If the body is destroyed before then, the process restarts. A graveknight
    can only be permanently destroyed by obliterating its armor (such as with disintegrate),
    transporting it to the Positive Energy Plane, or throwing it into the heart of
    a volcano. **Immunities** death effects, disease, paralyzed, poison, precision,
    unconscious, plus one energy type (the same chosen for ruinous weapons below).
    **Sacrilegious Aura** (abjuration, aura, divine, evil) 30 feet. When a creature
    in the aura uses a positive spell or ability, the graveknight automatically attempts
    to counteract it, with the listed counteract modifier. **Devastating Blast** |2|
    (arcane, evocation) The graveknight unleashes a 30-foot cone of energy. Creatures
    in the area take 1d12 damage, plus an additional 1d12 damage for every two levels
    the graveknight has (basic Reflex save). The graveknight can use this ability
    once every 1d4 rounds. This energy damage is of the same type as that of its ruinous
    weapons (see below); Devastating Blast gains the associated energy trait. **Phantom
    Mount** |2| (arcane, conjuration, summon) The graveknight summons a supernatural
    mount as per phantom steed, heightened to a level equal to half the graveknight’s
    level. Unlike phantom steed, the steed’s AC and saving throw bonuses are all 4
    lower than the graveknight’s, and the steed has one-third the graveknight’s Hit
    Points (rounded down). If the steed is destroyed, the graveknight must wait 1
    hour before using this ability again. **Ruinous Weapons** At the time of its creation,
    a graveknight chooses one of the following energy types that was relevant to its
    life or death: acid, cold, electricity, or fire. Any weapon the graveknight wields
    gains the effects of the caustic, frost, shock, or flaming weapon rune, respectively,
    in addition to a +1 striking weapon rune. If the graveknight is 14th level or
    higher, its weapons instead gain the effects of the greater versions of both of
    these runes. **Weapon Master** The graveknight has access to the critical specialization
    effects of any weapons it wields. <h3 class="title">Alternate Graveknight Abilities</h3>
    Although the abilities listed above are standard for a graveknight, you can create
    a more unusual graveknight by substituting one of the aforementioned abilities
    (except for its rejuvenation ability) with one of the following. **Betrayed Revivification**
    The graveknight died after being deeply betrayed. Instead of being immune to a
    type of energy damage, it is immune to mental damage, its weapons deal 1d6 additional
    mental damage, and its Devastating Blast deals mental damage with a Will saving
    throw instead of Reflex. **Create Grave Squire** The graveknight can gift a piece
    of its armor to a willing ally, which becomes its grave squire. The graveknight
    can communicate telepathically with its squire at any distance, see through the
    squire’s senses, and cast suggestion as a divine innate spell through the telepathic
    link at will; the squire treats its degree of success as one step worse. If the
    graveknight’s main armor is destroyed, the squire’s piece expands to cover the
    squire’s body over 1d10 days, after which point it becomes the graveknight’s new
    body. The graveknight can have only one squire at a time, and must recover the
    gifted piece of armor if it wishes to create a new squire. **Dark Deliverance**
    The graveknight has positive resistance equal to its level. <h2 class="title">Graveknight
    Armor</h2> Wearing graveknight armor is very risky, for the graveknight’s essence
    rapidly parasitizes the new wearer, accelerating the graveknight’s rejuvenation.
    This agonizing transformation inevitably kills the host, transforming their flesh
    into the graveknight’s new body. Removing the curse allows a character to remove
    the armor, but if it ever wears the armor again, the curse returns. If the wearer
    dies from another cause while wearing the armor, or if the graveknight’s rejuvenation
    completes before the wearer dies from the curse, the wearer immediately progresses
    to stage 3. **Graveknight’s Curse** (arcane, curse, necromancy) This curse affects
    anyone who wears a graveknight’s armor for at least 1 hour. **Saving Throw** Will
    save; **Onset** 1 hour; **Stage 1** doomed 1 and cannot remove the armor (1 day);
    **Stage 2** doomed 2, hampered 10, and cannot remove the armor (1 day); **Stage
    3** dies and transforms into the armor’s graveknight.'
  hp: 175
  immunities:
  - death effects
  - disease
  - paralyzed
  - poison
  - precision
  - unconscious
  - plus one energy type (the same chosen for ruinous weapons below).
  innate_spells: null
  languages:
  - Common
  - Necril
  level: 10
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+10 plus 1d6 cold
      type: slashing
    name: frost greatsword
    to_hit: 24
    traits:
    - cold
    - magical
    - versatile P
  - action_cost: One Action
    damage:
      formula: 2d6+10 plus 1d6 cold
      type: bludgeoning
    name: fist
    to_hit: 23
    traits:
    - agile
    - cold
  name: Graveknight
  perception: 19
  proactive_abilities:
  - action_cost: Two Actions
    description: 6d12 cold, DC 29
    name: Devastating Blast
    traits:
    - arcane
    - cold
    - evocation
  - description: DC 33
    name: Graveknight's Curse
    traits: null
  - description: HP 58; AC 27, Fort +17, Ref +15, Will +14.
    name: Phantom Mount
    traits:
    - arcane
    - conjuration
  - description: ''
    name: Weapon Master
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d8+6 plus 1d6 cold
      type: piercing
    name: frost composite longbow
    to_hit: 21
    traits:
    - cold
    - deadly 1d10
    - magical
    - range increment 100 feet
    - reload 0
    - volley 30 feet
  resistances: null
  saves:
    fort: 21
    ref: 19
    will: 18
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 23
    Intimidation: 22
    Religion: 19
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Large
  - Undead
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 0
    dex_mod: 3
    int_mod: -1
    str_mod: -1
    wis_mod: 1
  ac: 15
  automatic_abilities:
  - description: mitflit’s self-loathing makes it easy to influence. It takes a –4
      penalty to its Will DC against checks to Coerce, Demoralize, Make an Impression,
      and Request. **Vermin Empathy** Mitflits can use Diplomacy to Make an Impression
      on and Request things of arthropods (insects, spiders, scorpions, crabs, and
      similar invertebrate animals). Most arthropods have a starting attitude of indifferent
      to mitflits. **Items** dart (10), shortsword
    name: Self-Loathing
    traits:
    - emotion
    - mental
  - description: Mitflits can use Diplomacy to Make an Impression on and Request things
      of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate
      animals). Most arthropods have a starting attitude of indifferent to mitflits.
      **Items** dart (10), shortsword
    name: Vermin Empathy
    traits: null
  description: Mitflits, also known as mites, are self-loathing and pitiful cowards,
    easily bullied into servitude by other creatures or even slightly more powerful
    mitflit leaders. They tame insects, spiders, and other such creatures to serve
    as faithful allies. Mitflits have lost most of their ancestral gremlin magic,
    leaving these incomplete beings full of doubt and insecurity. Mitflits find companionship
    in the other base creatures of the world, and forge bonds of friendship with vermin,
    the only other beings that seem willing to accept them. A social structure, even
    one in which they are bullied, partially fills the hole within mitflits’ personalities,
    and they rarely rebel or rail out unless their rage hits a breaking point.
  hp: 10
  immunities: null
  innate_spells:
  - frequency: at will; arthropods only
    level: 2
    name: speak with animals
  - level: 1
    name: bane
  languages:
  - Undercommon
  level: -1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6-1
      type: piercing
    name: shortsword
    to_hit: 8
    traits:
    - agile
    - finesse
    - versatile S
  name: Mitflit
  perception: 4
  proactive_abilities:
  - description: As long as it isn’t frightened, a mitflit gains a +2 status bonus
      to damage rolls against a creature that has previously damaged or tormented
      it.
    name: Vengeful Anger
    traits:
    - emotion
    - mental
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d4-1
      type: piercing
    name: dart
    to_hit: 8
    traits:
    - agile
    - range increment 20 feet
    - thrown
  resistances: null
  saves:
    fort: 2
    ref: 7
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 5
    Diplomacy: 1
    Nature: 3
    Stealth: 5
    Thievery: 5
  speed:
  - amount: 20
    type: Land
  - amount: 20
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Small
  - Fey
  - Gremlin
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 0
    dex_mod: 3
    int_mod: 0
    str_mod: -3
    wis_mod: 2
  ac: 16
  automatic_abilities: null
  description: Mean, dog-faced, and craven, pugwampis take disproportionate enjoyment
    from the accidents and missteps of other creatures—something that happens often
    due to the supernatural aura of ill fortune these gremlins project. They enjoy
    preparing pranks involving spikes, excrement, pits full of spiders, and the like.
    Pugwampis are somewhat deaf and thus often yell loudly to each other when not
    hiding. Many pugwampis worship gnolls as gods and aspire to be more like gnolls,
    although gnolls hate pugwampis even more than most creatures do, due to their
    sycophantic fawning.
  hp: 17
  immunities: null
  innate_spells:
  - frequency: at will
    level: 2
    name: speak with animals
  languages:
  - Gnoll
  - Undercommon
  level: 0
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6-3
      type: slashing
    name: shortsword
    to_hit: 8
    traits:
    - agile
    - finesse
    - magical
    - versatile S
  name: Pugwampi
  perception: 6
  proactive_abilities: []
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6
      type: piercing
    name: shortbow
    to_hit: 8
    traits:
    - deadly 1d10
    - magical
    - range increment 60 feet
    - reload 0
  resistances: null
  saves:
    fort: 5
    ref: 8
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - (–
  skills:
    Crafting: 2
    Deception: 2
    Nature: 4
    Stealth: 5
    Thievery: 5
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Tiny
  - Fey
  - Gremlin
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 0
    dex_mod: 4
    int_mod: 2
    str_mod: -2
    wis_mod: 2
  ac: 17
  automatic_abilities: null
  description: Jinkins are sadistic tinkers who steal and sabotage items and take
    great pride in their power to curse precious objects. They hold grudges and create
    convoluted plans for revenge whenever they feel slighted, such as when a creature
    dares to remove one of their curses. Rarely content to wreak simple mayhem, jinkins
    also take immense pleasure in torture and murder, though they prefer to lead victims
    into traps designed to capture or incapacitate rather than kill outright. Deep
    pits are favorites, since victims who survive the fall face a slow death from
    starvation and thirst. Jinkins enjoy gathering at the edge of pits to mock, tease,
    and torment.
  hp: 19
  immunities: null
  innate_spells: []
  languages:
  - Undercommon
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6-2
      type: piercing
    name: shortsword
    to_hit: 9
    traits:
    - agile
    - finesse
    - magical
    - versatile S
  name: Jinkin
  perception: 7
  proactive_abilities:
  - description: creatures.
    name: Sneak Attack
    traits: null
  - description: A group of six jinkins can work together for an hour to imbue an
      item with a curse at a range of 60 feet. While this process is lengthy, it’s
      also unobtrusive and can be performed while Hiding. Jinkins prefer to use this
      ability on magic items. The curse makes the item unreliable (DC 5 flat check
      or waste any action to Interact with or Activate the item), adds a bizarre requirement
      to use the item, or imparts some other curse of a similar caliber.
    name: Tinker
    traits:
    - curse
    - primal
    - transmutation
  ranged: null
  resistances: null
  saves:
    fort: 6
    ref: 10
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 7
    Crafting: 5
    Deception: 5
    Nature: 5
    Stealth: 7
    Thievery: 7
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Tiny
  - Fey
  - Gremlin
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 3
    dex_mod: 3
    int_mod: -4
    str_mod: 4
    wis_mod: 1
  ac: 21
  automatic_abilities: null
  description: Griffons are regal beasts revered as symbols of freedom and strength
    in many cultures. They are physically striking, with the hindquarters of a lion
    and the head, wings, and forelimbs of a great bird of prey—typically an eagle,
    but some instead bear the features of a hawk, falcon, or even osprey or vulture.
    In rare cases, the griffon’s hindquarters may resemble those of a different great
    cat, such as a leopard or tiger. The variations seem to conform to the environment
    in which the griffon lives—for instance, the especially rare griffons of northern
    Avistan have the hindquarters of a Grungir lynx and the upper body of a snowy
    owl—though this is not always the case. Some griffons lack wings altogether. These
    wingless griffons, known as alces, result from a rare mutation. Among a clutch
    of other griffons, the alce is typically considered the runt, so few of these
    offshoots survive their fledgling stage. Those alces that do make it to adulthood
    tend to be tougher, more violent, and more aloof than most griffons.
  hp: 60
  immunities: null
  innate_spells: null
  languages: ''
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+4
      type: piercing
    name: beak
    to_hit: 14
    traits:
    - deadly 1d10
  - action_cost: One Action
    damage:
      formula: 2d6+4
      type: piercing
    name: talon
    to_hit: 14
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 2d6+4
      type: bludgeoning
    name: wing
    to_hit: 14
    traits:
    - reach 10 feet
  name: Griffon
  perception: 11
  proactive_abilities:
  - action_cost: Two Actions
    description: The griffon Flies up to its fly Speed and makes two talon Strikes
      at any point during that movement. Each Strike must target a different creature.
      The attacks take the normal multiple attack penalty.
    name: Flying Strafe
    traits: null
  - action_cost: One Action
    description: The griffon Strides and makes a talon Strike at the end of that movement.
      If the griffon began this action hidden, it remains hidden until after the attack.
    name: Pounce
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 13
    ref: 13
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 11
    Athletics: 12
    Survival: 9
  speed:
  - amount: 25
    type: Land
  - amount: 60
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 5
    dex_mod: 4
    int_mod: 2
    str_mod: 8
    wis_mod: 5
  ac: 36
  automatic_abilities:
  - description: "he grikkitog implants its core into an adjacent section of earth\
      \ or stone, melding seamlessly and changing its visual appearance to match the\
      \ surrounding rock. It’s immobilized but automatically succeeds at its Deception\
      \ check to Impersonate the stone around it; creatures actively searching for\
      \ it can still attempt Perception checks against its Deception DC as normal.\
      \ A grikkitog can release its implantation as a free action, which has the manipulate\
      \ trait. A grikkitog’s infestation aura and manifold vision are only active\
      \ while implanted. **Manifold Vision** While its core is implanted, the grikkitog\
      \ can see through the eyes it creates throughout the area of its infestation\
      \ aura, gaining the benefits of all-around \x1Cvision."
    name: Implant Core
    traits:
    - manipulate
  - description: "While its core is implanted, the grikkitog can see through the eyes\
      \ it creates throughout the area of its infestation aura, gaining the benefits\
      \ of all-around \x1Cvision."
    name: Manifold Vision
    traits: null
  description: Grikkitogs, also known as “hungry earth,” are strange parasites from
    the Plane of Earth that infest and possess earth, rock, and stone in order to
    feed their endless hunger. A young grikkitog is a formless apparition until it
    corrupts an earth elemental host, forming the grikkitog’s core. A grikkitog can
    then infest the earth and stone nearby with its voracious essence, forming maws
    and eyes all around it. These creatures are particularly dangerous to small creatures
    that lair within gaps and holes among rocks, as well as mountain climbers searching
    for the perfect handhold.
  hp: 200
  immunities: null
  innate_spells: null
  languages:
  - Terran
  level: 14
  melee:
  - action_cost: One Action
    damage:
      formula: 3d12+14 plus barbed maw
      type: piercing
    name: jaws
    to_hit: 29
    traits:
    - magical
  name: Grikkitog
  perception: 29
  proactive_abilities:
  - description: ', the victim takes 3d8 persistent bleed damage and the grikkitog
      feeds upon its flesh. The creature is immobilized until the grikkitog ends the
      effect as a free action or the target succeeds at a DC 38 check to Escape. The
      grikkitog can immobilize any number of creatures with these maws.'
    name: Barbed Maw
    traits: null
  - description: The grikkitog can Burrow through dirt and stone at its full burrow
      Speed, leaving no tunnels or signs of its passing.
    name: Earth Glide
    traits: null
  ranged: null
  resistances:
  - amount: 10
    type: ' (except adamantine)'
  saves:
    fort: 28
    ref: 23
    will: 24
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - manifold vision
  - tremorsense (imprecise) 30 feet
  skills:
    Athletics: 28
    Deception: 27
    Survival: 25
  speed:
  - amount: 20
    type: Land
  - amount: 20
    type: Burrow
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Huge
  - Aberration
  - Earth
  type: Creature
- ability_mods:
    cha_mod: 8
    con_mod: 8
    dex_mod: 10
    int_mod: 5
    str_mod: 8
    wis_mod: 7
  ac: 47
  automatic_abilities:
  - description: ''
    name: Death’s Grace
    traits: null
  - description: The grim reaper automatically knows the Hit Points, conditions, afflictions,
      and emotions of all creatures it can see. **Items** scythe
    name: Status Sight
    traits: null
  description: The Grim Reaper is the unflinching personification of death. Silent
    as the grave and as inevitable as time itself, this legendary being hunts down
    and finishes creatures that have evaded death for far too long. Sometimes the
    Grim Reaper comes without warning, while at others it comes to finish the work
    that other creatures could not. The Grim Reaper serves no god, fiend, or aeon.
    It is both despised and feared by psychopomps and celestials, but few—if any—dare
    to stand in its way. Like some eternal plague, it kills those who try to cure
    the multiverse of its presence. It stands alone and holds only its own council,
    and the pleading and reasoning of mortals and immortals alike fall on deaf ears
    once the Grim Reaper closes on its quarry. Its own reasoning is silent to mortal
    ears and inscrutable to the mortal mind, but no matter the reason, the result
    is unyielding and final.
  hp: 320
  immunities:
  - death effects
  - disease
  - paralyzed
  - poison
  - unconscious
  innate_spells:
  - frequency: x4
    level: 10
    name: finger of death
  - level: 7
    name: plane shift
  - frequency: constant
    level: 6
    name: true seeing
  - frequency: constant
    level: 6
    name: haste
  - frequency: constant
    level: 6
    name: see invisibility
  - frequency: constant
    level: 3
    name: haste
  - frequency: constant
    level: 3
    name: see invisibility
  - frequency: constant
    level: 2
    name: see invisibility
  languages:
  - Common
  - Necril
  level: 21
  melee:
  - action_cost: One Action
    damage:
      formula: 4d10+23 plus death strike and energy drain
      type: slashing
    name: keen scythe
    to_hit: 40
    traits:
    - agile
    - deadly 3d10
    - magical
    - reach 10 feet
    - trip
  name: Grim Reaper
  perception: 41
  proactive_abilities:
  - description: A creature critically hit by any of the grim reaper’s attacks or
      that critically fails against any of its spells must succeed at a DC 47 Fortitude
      save or die.
    name: Death Strike
    traits:
    - death
  - description: .
    name: Energy Drain
    traits:
    - to a maximum of doomed 3
  - description: A creature killed by the grim reaper can’t be brought back to life
      by any means short of divine intervention.
    name: Final Death
    traits: null
  - description: Any scythe gains the agile trait, can’t be disarmed, and becomes
      a *+3 major striking keen scythe* while the grim reaper wields it. If the grim
      reaper Strikes a creature with a weakness to any specific type of damage, the
      scythe’s damage counts as that type of damage, in addition to slashing.
    name: Infuse Weapon
    traits:
    - divine
    - evocation
  ranged: null
  resistances:
  - amount: 15
    type: all damage
  saves:
    fort: 37
    ref: 41
    will: 38
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - '*see invisibility*'
  - status sight
  - '*true seeing*'
  skills:
    Acrobatics: 43
    Athletics: 38
    Deception: 40
    Intimidation: 43
    Religion: 39
    Society: 36
    Stealth: 43
  speed:
  - amount: 50
    type: Land
  - amount: 75
    type: Fly
  spell_attack_to_hit: 37
  spell_dc: null
  traits:
  - Unique
  - NE
  - Medium
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 6
    con_mod: 6
    dex_mod: 9
    int_mod: 4
    str_mod: 6
    wis_mod: 6
  ac: 39
  automatic_abilities:
  - description: ''
    name: Death’s Grace
    traits: null
  - description: The lesser death automatically knows the Hit Points, conditions,
      afflictions, and emotions of all creatures it can see. **Items** scythe
    name: Status Sight
    traits: null
  description: No one is quite sure what lesser deaths are, though some claim that
    they are avatars of the grim reaper. Unlike that strange hunter, however, lesser
    deaths hunt in packs on rare occasions. More often than not, they manifest from
    cursed magic items. Other times, they are just the enactors of death, hunting
    in the same way the grim reaper does— silently, with neither remorse nor quarter.
    Rarely, multiple lesser deaths work together to cull a large population, their
    scythes cutting through crowds and leaving entire cities devoid of life, inspiring
    (hopefully) false rumors of multiple grim reapers.
  hp: 255
  immunities:
  - death effects
  - disease
  - paralyzed
  - poison
  - unconscious
  innate_spells:
  - frequency: constant
    level: 6
    name: true seeing
  - frequency: constant
    level: 6
    name: haste
  - frequency: constant
    level: 6
    name: see invisibility
  - frequency: constant
    level: 3
    name: haste
  - frequency: constant
    level: 3
    name: see invisibility
  - frequency: constant
    level: 2
    name: see invisibility
  languages:
  - Common
  - Necril
  level: 16
  melee:
  - action_cost: One Action
    damage:
      formula: 3d10+14 plus 1d12 negative
      type: slashing
    name: keen scythe
    to_hit: 32
    traits:
    - agile
    - deadly 2d10
    - magical
    - reach 10 feet
    - trip
  name: Lesser Death
  perception: 32
  proactive_abilities:
  - description: Any scythe gains the agile trait, can’t be disarmed, and becomes
      a *+3 major striking keen scythe* while the grim reaper wields it. If the grim
      reaper Strikes a creature with a weakness to any specific type of damage, the
      scythe’s damage counts as that type of damage, in addition to slashing.
    name: Infuse Weapon
    traits:
    - divine
    - evocation
  ranged: null
  resistances: null
  saves:
    fort: 30
    ref: 33
    will: 32
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - '*see invisibility*'
  - status sight
  - '*true seeing*'
  skills:
    Acrobatics: 33
    Athletics: 28
    Deception: 30
    Intimidation: 32
    Religion: 30
    Society: 26
    Stealth: 35
  speed:
  - amount: 50
    type: Land
  - amount: 40
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Rare
  - NE
  - Medium
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 6
    dex_mod: 3
    int_mod: 0
    str_mod: 7
    wis_mod: 3
  ac: 30
  automatic_abilities: null
  description: A gug’s most horrid feature is its barrel-shaped head, which splits
    vertically to reveal numerous rows of sharp, yellow teeth and an open throat.
    Its eyes on either side of its head-jaw are small but keen. Bony ridges protect
    its eyes from the frantic flailing of its prey, as it prefers meals of raw and
    writhing meat over fungi and molds. It grips said prey with powerful arms that
    split at the elbow into a pair of forearms, giving it four clawed paws. These
    monstrous brutes are covered with shaggy black fur, often crusted with blood and
    gore.
  hp: 175
  immunities: null
  innate_spells: null
  languages:
  - Undercommon
  level: 10
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+13
      type: piercing
    name: jaws
    to_hit: 23
    traits:
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 2d8+13
      type: slashing
    name: claw
    to_hit: 23
    traits:
    - agile
    - reach 15 feet
  name: Gug
  perception: 19
  proactive_abilities:
  - description: Despite its size, the gug’s multiple joints allow it to fit through
      tight spaces as if it were a Medium creature. While Squeezing, it can move at
      its full Speed.
    name: Eerie Flexibility
    traits: null
  - action_cost: Two Actions
    description: The gug makes up to four claw Strikes, each against a different target.
      These attacks all count toward the gug’s multiple attack penalty, but the penalty
      doesn’t increase until after the gug makes all its attacks.
    name: Furious Claws
    traits: null
  - action_cost: One Action
    description: claw
    name: Rend
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 22
    ref: 17
    will: 19
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 19
    Athletics: 23
    Stealth: 19
    Survival: 17
  speed:
  - amount: 40
    type: Land
  - amount: 20
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Large
  - Aberration
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 8
    dex_mod: 2
    int_mod: -4
    str_mod: 10
    wis_mod: 0
  ac: 43
  automatic_abilities: null
  description: A guthallath is an enormous construct created long ago by some unknown
    empire, probably as a war machine. Nearly 100 feet tall, this massive stone statue
    typically resembles a stalwart warrior wearing only a loincloth and skullcap.
    Few have seen the entire body of a guthallath, though; most of the time such a
    relic is buried up to its neck, covered in moss and stranded in some forgotten
    place. Yet, every so often, one of these harbingers of destruction reactivates
    in response to some unknown stimulus or rallying call, and when this happens,
    woe be unto any who stand in its way.
  hp: 325
  immunities:
  - bleed
  - death effects
  - disease
  - doomed
  - drained
  - fatigued
  - healing
  - magic (see below)
  - necromancy
  - nonlethal attacks
  - paralyzed
  - poison
  - sickened
  - unconscious
  innate_spells: null
  languages: ''
  level: 19
  melee:
  - action_cost: One Action
    damage:
      formula: 4d12+18 plus Improved Grab or Improved Push 20 feet
      type: bludgeoning
    name: fist
    to_hit: 38
    traits:
    - deadly 3d12
    - magical
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 4d8+18 plus Improved Knockdown
      type: bludgeoning
    name: foot
    to_hit: 38
    traits:
    - deadly 3d12
    - magical
    - reach 20 feet
  name: Guthallath
  perception: 30
  proactive_abilities:
  - action_cost: Two Actions
    description: . There is no additional effect on creatures in any area where the
      beams overlap. The guthallath can’t use this ability again for 1d4 rounds.
    name: Annihilation Beams
    traits:
    - DC 41 Fortitude
  - action_cost: One Action
    description: The guthallath throws the creature into the air, 100 feet high and
      50 feet away. If the flung creature lands on another creature, the creature
      it lands on takes the same amount of bludgeoning damage. The creature being
      landed on can attempt a DC 41 basic Reflex save.
    name: Deadly Throw
    traits: null
  - description: If a guthallath hits with an attack and rolls a natural 19 on the
      d20 roll, the attack is a critical hit. This has no effect if the 19 would be
      a failure.
    name: Powerful Blows
    traits: null
  - description: Huge or smaller, foot, DC 45
    name: Trample
    traits: null
  ranged: null
  resistances:
  - amount: 15
    type: physical (except adamantine)
  saves:
    fort: 38
    ref: 32
    will: 30
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - '*true seeing*'
  skills:
    Acrobatics: 25
    Athletics: 40
  speed:
  - amount: 40
    type: Land
  - amount: 50
    type: Burrow
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Rare
  - N
  - Gargantuan
  - Construct
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 4
    dex_mod: 3
    int_mod: 1
    str_mod: 4
    wis_mod: 3
  ac: 19
  automatic_abilities:
  - description: he sea hag can make a bargain with a willing creature, who must be
      of sound mind. The creature gives away a special or cherished quality—such as
      its courage, its beauty, or its voice—in exchange for a boon or a promise from
      the sea hag. As long as the sea hag keeps her end of the bargain, the only way
      to restore the lost quality is to defeat the sea hag or make another bargain
      for its return.
    name: Coven
    traits:
    - necromancy
    - occult
  - description: ''
    name: Sea Hag’s Bargain
    traits: null
  description: Sea hags kill and eat fishers and sailors who come near their lairs,
    torment coastal dwellers with dark promises and vague threats, and enjoy the act
    of causing distress and discord in small towns. They generally avoid making their
    lairs too close to civilization, however, to avoid drawing enemies to their homes.
    Sea hags are known for tempting desperate victims into tragic and inescapable
    bargains, deals which the hag has already secretly stacked in her favor. Despite
    their voracious appetites, sea hags appear hideously emaciated, and unlike more
    powerful hags, they lack the ability to magically disguise their form.
  hp: 45
  immunities: null
  innate_spells: null
  languages:
  - Aklo
  - Common
  - Jotun
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+4
      type: slashing
    name: claw
    to_hit: 12
    traits:
    - agile
    - magical
  name: Sea Hag
  perception: 10
  proactive_abilities:
  - action_cost: Two Actions
    description: The hag gazes upon a creature, afflicting it with intense distress
      and a gnawing sense of impending doom, with a result depending on its Will save
      (DC 20). The target does not need to be able to see the sea hag. **Critical
      Success** No effect. **Success** Frightened 1. **Failure** Frightened 1 and
      slowed 1 for 1 round. If the target was dying, it remains unconscious for 1
      day. At the end of the day, it must attempt a Fortitude save against the same
      DC; if it fails, it dies. **Critical Failure** Frightened 2 and slowed 1 for
      1 minute. If the target was dying, it remains unconscious for 1 day. At the
      end of the day, it must attempt a Fortitude save against the same DC; if it
      fails, it dies.
    name: Dread Gaze
    traits:
    - curse
    - emotion
    - fear
    - mental
    - occult
  ranged: null
  resistances: null
  saves:
    fort: 11
    ref: 8
    will: 10
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  skills:
    Acrobatics: 8
    Athletics: 11
    Deception: 10
    Occultism: 8
    Stealth: 8
  speed:
  - amount: 25
    type: Land
  - amount: 35
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Amphibious
  - Hag
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 3
    dex_mod: 3
    int_mod: 2
    str_mod: 5
    wis_mod: 2
  ac: 21
  automatic_abilities:
  - description: A green hag adds *entangle*, *outcast’s curse*, and *wall of thorns*
      to her coven’s spells.
    name: Coven
    traits: null
  description: Green hags hate beauty and purity, so they use disguises and treachery
    to lure and murder innocents, corrupt the pure of heart, and shatter the minds
    and morals of their victims. Green hags create imaginative schemes to utterly
    ruin anyone who crosses them, as well as good or righteous folk whose very existence
    insults the hag’s twisted sensibilities. The complicated scandals perpetuated
    by green hags involve impersonation, mistaken identity, the seduction and betrayal
    of loved ones, or all these things in combination.
  hp: 70
  immunities: null
  innate_spells:
  - frequency: at will
    level: 2
    name: invisibility
  - frequency: at will
    level: 2
    name: tree shape
  - frequency: constant
    level: 5
    name: tongues
  - frequency: constant
    level: 5
    name: water breathing
  - frequency: constant
    level: 5
    name: pass without trace
  - frequency: constant
    level: 2
    name: water breathing
  - frequency: constant
    level: 2
    name: pass without trace
  - frequency: constant
    level: 1
    name: pass without trace
  languages:
  - Aklo
  - Common
  - Jotun
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+5 plus enfeebling humors
      type: slashing
    name: claw
    to_hit: 14
    traits:
    - agile
    - magical
  name: Green Hag
  perception: 10
  proactive_abilities:
  - action_cost: One Action
    description: The green hag touches a creature that doesn’t realize the hag is
      an enemy. The betrayed creature is affected by the hag’s enfeebling humors and
      takes a –4 circumstance penalty to their saving throw against that effect.
    name: Betraying Touch
    traits: null
  - action_cost: One Action
    description: The green hag can take on the appearance of any Medium humanoid woman.
      This doesn’t change her Speed or her attack and damage bonuses with her Strikes,
      but might change the damage type her Strikes deal (typically to bludgeoning).
    name: Change Shape
    traits:
    - concentrate
    - occult
    - polymorph
    - transmutation
  - description: A creature damaged by a hag’s claw must succeed at a DC 20 Fortitude
      save or be enfeebled 1 for 1 day. On a critical failure, or if it gets hit again
      and fails its save a second time, it’s enfeebled 2 for 1 day.
    name: Enfeebling Humors
    traits:
    - necromancy
    - occult
  - action_cost: Two Actions
    description: The green hag exhales a miasma of green vapors. Each living creature
      in a 15-foot cone is affected by her enfeebling humors (attempting a save as
      normal). She can’t use Exhale Miasma again for 1d4 rounds.
    name: Exhale Miasma
    traits:
    - necromancy
    - occult
  ranged: null
  resistances: null
  saves:
    fort: 11
    ref: 11
    will: 12
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  skills:
    Acrobatics: 9
    Athletics: 11
    Deception: 10
    Nature: 8
    Occultism: 8
    Stealth: 9
  speed:
  - amount: 25
    type: Land
  - amount: 25
    type: Swim
  spell_attack_to_hit: 14
  spell_dc: 20
  traits:
  - CE
  - Medium
  - Hag
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 4
    dex_mod: 4
    int_mod: 1
    str_mod: 6
    wis_mod: 4
  ac: 24
  automatic_abilities:
  - description: An annis hag adds *earthbind*, *passwall*, and *spellwrack* to her
      coven’s spells.
    name: Coven
    traits: null
  description: Annis hags are brutal torturers and murderers, delighting in the musical
    screams and tasty flesh of young creatures and those who are pure of heart. Annis
    hags are the most direct of all hags, engaging in physical combat and using their
    change shape ability to hunt rather than to infiltrate and betray humanoids. But
    an Annis hag takes a grisly trophy from each kill and uses it to sow discord,
    sending the trophy to one of her victim’s loved ones in a way that implicates
    another family member in the murder. Also known as iron hags, annis hags have
    iron-like yet flexible flesh that resists edged weapons, and their own touch is
    the same cold iron that burns the flesh of other hags. This allows them to bully
    their way to the leadership of hag covens.
  hp: 85
  immunities: null
  innate_spells: null
  languages:
  - Aklo
  - Common
  - Jotun
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+6 iron slashing plus Grab
      type: cold
    name: claw
    to_hit: 16
    traits:
    - agile
    - magical
    - reach 10 feet
  name: Annis Hag
  perception: 15
  proactive_abilities:
  - action_cost: Two Actions
    description: Once per day, an annis hag can cause a cage built of cold iron fingernails
      to spring out of nothingness at a range of up to 30 feet, attempting an Athletics
      check to Grapple against the target’s Fortitude DC; if the target has a weakness
      to cold iron, the annis hag gains a +2 circumstance bonus to this check. Unlike
      a normal Grapple, the annis hag doesn’t need to be within reach and can move
      as she pleases, and a successful attempt lasts until the creature escapes (DC
      24), causing the cage to crumble into rust. Any creature can attempt to destroy
      the cage by attacking it. It has an AC of 19, Hardness 10, and 40 Hit Points.
    name: Bonds of Iron
    traits:
    - attack
    - conjuration
    - occult
  - action_cost: One Action
    description: The hag can take on the appearance of any Medium female humanoid.
      This doesn’t change her Speed or her attack and damage bonuses with her Strikes
      but might change the damage type her Strikes deal (typically to bludgeoning).
    name: Change Shape
    traits:
    - concentrate
    - occult
    - polymorph
    - transmutation
  - action_cost: One Action
    description: claw
    name: Rend
    traits: null
  ranged: null
  resistances:
  - amount: 5
    type: physical (except bludgeoning)
  saves:
    fort: 16
    ref: 12
    will: 14
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  skills:
    Acrobatics: 10
    Athletics: 14
    Deception: 11
    Diplomacy: 9
    Intimidation: 11
    Stealth: 14
  speed:
  - amount: 40
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Large
  - Hag
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 6
    dex_mod: 4
    int_mod: 4
    str_mod: 5
    wis_mod: 5
  ac: 28
  automatic_abilities:
  - description: A night hag adds *dominate*, *nightmare*, *scrying*, and *spellwrack*
      to her coven’s spells. **Nightmare Rider** When a night hag rides a nightmare,
      the nightmare also gains the night hag’s status bonus to saves against magic,
      and both the hag and rider benefit when the night hag uses her *heartstone’s*
      *ethereal jaunt* innate spell. **Items** *heartstone*
    name: Coven
    traits: null
  - description: When a night hag rides a nightmare, the nightmare also gains the
      night hag’s status bonus to saves against magic, and both the hag and rider
      benefit when the night hag uses her *heartstone’s* *ethereal jaunt* innate spell.
      **Items** *heartstone*
    name: Nightmare Rider
    traits: null
  description: Night hags are thieves and merchants of mortal souls. These foul creatures
    collect souls in dark gems or crystalline jars to sell in fiendish markets, and
    are themselves empowered by potent magic jewels known as *heartstones*. They haunt
    the Ethereal Plane, where they prey upon mortals in their dreams, debilitating
    them with horrific nightmares as they rest. A night hag may find a particular
    target and haunt them continuously over the course of weeks, slowly and cruelly
    breaking down the victim’s will and ability to resist, until their soul is forfeit.
  hp: 170
  immunities:
  - sleep
  innate_spells:
  - frequency: at will; from heartstone
    level: 9
    name: bind soul
  - frequency: at will; from heartstone
    level: 9
    name: ethereal jaunt
  - level: 8
    name: dream council
  - frequency: x2, from heartstone
    level: 5
    name: nightmare
  - frequency: x2, from heartstone
    level: 5
    name: shadow blast
  - frequency: at will
    level: 3
    name: dream message
  - frequency: at will
    level: 3
    name: magic missile
  - frequency: at will
    level: 2
    name: invisibility
  - frequency: at will
    level: 1
    name: ray of enfeeblement
  - frequency: at will
    level: 1
    name: sleep
  - frequency: constant
    level: 3
    name: detect magic
  - frequency: constant
    level: 3
    name: detect alignment
  - frequency: constant
    level: 2
    name: detect alignment
  languages:
  - Abyssal
  - Aklo
  - Celestial
  - Common
  - Infernal
  level: 9
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+8 plus 1d6 evil and Abyssal plague
      type: piercing
    name: jaws
    to_hit: 20
    traits:
    - magical
  - action_cost: One Action
    damage:
      formula: 2d10+8 plus 1d6 evil
      type: slashing
    name: claw
    to_hit: 20
    traits:
    - agile
    - magical
  name: Night Hag
  perception: 18
  proactive_abilities:
  - description: A creature can’t recover from drained until abyssal plague is cured.
      **Saving Throw** DC 28 Fortitude; **Stage 1** Drained 1 (1 day); **Stage 2**
      Drained increases by 2 (1 day)
    name: Abyssal Plague
    traits:
    - disease
  - action_cost: One Action
    description: The night hag can take on the appearance of any Medium female humanoid.
      This doesn’t change her Speed or her attack and damage bonuses with her Strikes,
      but might change the damage type her Strikes deal (typically to bludgeoning).
    name: Change Shape
    traits:
    - concentrate
    - occult
    - polymorph
    - transmutation
  - description: If a night hag is ethereal and hovering over a sleeping chaotic or
      evil creature, she can ride the victim’s back until dawn. The creature endures
      tormenting dreams as the hag casts *nightmare* on it, and is exposed to abyssal
      plague. Any drained caused by dream haunting is cumulative. Only an ethereal
      being can confront the night hag and stop her dream haunting.
    name: Dream Haunting
    traits:
    - enchantment
    - occult
    - mental
  - description: to the night hag takes a –2 circumstance penalty to checks and DCs
      to defend against her spells.
    name: Spell Ambush
    traits: null
  ranged: null
  resistances:
  - amount: 10
    type: mental
  saves:
    fort: 19
    ref: 17
    will: 18
  saves_special:
    fort: null
    ref: null
    will: +2 status to all saves vs. magic, –2 to all saves if the night hag does
      not have her
  senses:
  - darkvision
  skills:
    Arcana: 18
    Deception: 18
    Diplomacy: 18
    Intimidation: 14
    Occultism: 20
    Religion: 20
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: 28
  traits:
  - NE
  - Medium
  - Fiend
  - Hag
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 0
    dex_mod: 4
    int_mod: -1
    str_mod: 1
    wis_mod: 1
  ac: 22
  automatic_abilities: null
  description: Harpies are filthy amalgamations of human and bird, resembling feral
    humans with wings, talons, and mouths full of sharp teeth. They use captivating
    songs to lure creatures in, then murder them while they stand transfixed. They
    enjoy causing confusion and fear in their prey before they strike, believing it
    creates a savory flavor in the flesh. Harpies can eat most creatures but strongly
    prefer sapient prey—humans and elves are their favorite. Although harpies will
    eat goblins if sufficiently hungry, they dislike their flavor and avoid eating
    them if possible. This doesn’t comfort goblins, of course, who have a particularly
    strong fear of harpies. Because their aeries often reek with the gore of their
    kills and careless spatters of guano, harpies carry a distinctly vile scent that
    canny travelers associate with danger. Harpies who roost close to civilization
    make better efforts to keep clean, though these efforts have mixed results.
  hp: 68
  immunities: null
  innate_spells: null
  languages:
  - Common
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: bludgeoning
    name: club
    to_hit: 12
    traits: null
  - action_cost: One Action
    damage:
      formula: 2d6+4
      type: slashing
    name: talon
    to_hit: 15
    traits:
    - agile
    - finesse
  name: Harpy
  perception: 12
  proactive_abilities:
  - action_cost: One Action
    description: The harpy cries out an eerie, compelling melody. Each non-harpy creature
      within a 300-foot aura must attempt a DC 21 Will save to avoid becoming captivated
      by the harpy’s song. The effect lasts for 1 round, but if the harpy uses this
      ability again on subsequent rounds, it extends the duration by 1 round for all
      affected creatures. Once a creature succeeds at any save against Captivating
      Song, that creature is temporarily immune to Captivating Songs for 24 hours.
      **Success** The creature is unaffected. **Failure** The creature is fascinated,
      and it must spend each of its actions to move closer to the harpy as expediently
      as possible, while avoiding obvious dangers. If a captivated creature is adjacent
      to the harpy, it stays still and doesn’t act. If attacked by the harpy, the
      creature is freed from captivation at the end of the harpy’s turn. **Critical
      Failure** As failure, but if attacked by the harpy, the creature can attempt
      a new save at the start of its next turn, rather than being freed at the end
      of the harpy’s turn.
    name: Captivating Song
    traits:
    - auditory
    - concentrate
    - enchantment
    - incapacitation
    - mental
    - primal
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: bludgeoning
    name: club
    to_hit: 15
    traits:
    - thrown 10 feet
  resistances: null
  saves:
    fort: 9
    ref: 15
    will: 12
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 13
    Deception: 13
    Intimidation: 11
    Performance: 14
  speed:
  - amount: 20
    type: Land
  - amount: 60
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 2
    dex_mod: 3
    int_mod: -2
    str_mod: 4
    wis_mod: 2
  ac: 19
  automatic_abilities: null
  description: A hell hound’s appearance dismisses any doubts as to its infernal origins—flesh
    the color of burning pitch, teeth as sharp as any fiend's pitchfork, and a shroud
    of ever-burning hell  re are all trademark features.
  hp: 40
  immunities:
  - fire
  innate_spells: null
  languages:
  - Infernal
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+4 plus 1d6 evil and 1d6 fire
      type: piercing
    name: jaws
    to_hit: 13
    traits:
    - magical
  name: Hell Hound
  perception: 9
  proactive_abilities:
  - action_cost: One Action
    description: The hell hound breathes flames that deal 4d6 fire damage to all creatures
      in a 15-foot cone (DC 19 basic Reflex save). The hell hound can’t use Breath
      Weapon again for 1d4 rounds. If the hell hound would take fire damage or be
      targeted by a fire effect, its Breath Weapon recharges.
    name: Breath Weapon
    traits:
    - divine
    - evocation
    - fire
  ranged: null
  resistances: null
  saves:
    fort: 9
    ref: 10
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 8
    Athletics: 9
    Stealth: 8
    Survival: 9
  speed:
  - amount: 40
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Medium
  - Beast
  - Fiend
  - Fire
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 5
    dex_mod: 5
    int_mod: -2
    str_mod: 6
    wis_mod: 4
  ac: 28
  automatic_abilities: null
  description: Believed to be bred by the Prince of Darkness himself within vast kennels
    in the infernal realm of Nessus, Nessian warhounds are the favored guards and
    hunting hounds of powerful fiends and, rarely, those mortals who worship them
    and have earned their favor.
  hp: 150
  immunities:
  - fire
  innate_spells: null
  languages:
  - Infernal
  level: 9
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+6 plus 1d6 evil and 2d6 fire
      type: piercing
    name: jaws
    to_hit: 21
    traits:
    - magical
  name: Nessian Warhound
  perception: 19
  proactive_abilities:
  - action_cost: One Action
    description: The warhound breathes flames that deal 10d6 fire damage to all creatures
      in a 15-foot cone (DC 28 basic Reflex save.) The warhound can’t use Breath Weapon
      again for 1d4 rounds. If the Nessian warhound would take fire damage or be targeted
      by a fire effect, its Breath Weapon recharges.
    name: Breath Weapon
    traits:
    - divine
    - evocation
    - fire
  ranged: null
  resistances: null
  saves:
    fort: 21
    ref: 19
    will: 16
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 120 feet
  skills:
    Acrobatics: 18
    Athletics: 19
    Stealth: 18
    Survival: 20
  speed:
  - amount: 40
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Large
  - Beast
  - Fiend
  - Fire
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 2
    dex_mod: 3
    int_mod: 0
    str_mod: 3
    wis_mod: 2
  ac: 18
  automatic_abilities: null
  description: Soldiers make up the bulk of hobgoblin society, whether that society
    is a village or a military unit.
  hp: 20
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Goblin
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+3
      type: slashing
    name: longsword
    to_hit: 8
    traits:
    - versatile P
  name: Hobgoblin Soldier
  perception: 7
  proactive_abilities: []
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6
      type: piercing
    name: shortbow
    to_hit: 8
    traits:
    - deadly 1d10
    - range increment 60 feet
    - reload 0
  resistances: null
  saves:
    fort: 5
    ref: 6
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 6
    Stealth: 6
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Medium
  - Goblin
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 2
    dex_mod: 4
    int_mod: 0
    str_mod: 2
    wis_mod: 2
  ac: 23
  automatic_abilities: null
  description: Bands of hobgoblin soldiers typically have at least one archer among
    their ranks. In smaller groups, the hobgoblin archer also serves as that band’s
    captain.
  hp: 50
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Goblin
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: piercing
    name: shortsword
    to_hit: 12
    traits:
    - agile
    - versatile S
  name: Hobgoblin Archer
  perception: 10
  proactive_abilities:
  - description: The first time the archer hits with a crossbow attack in a round,
      it deals 1d8 extra precision damage.
    name: Crossbow Precision
    traits: null
  - description: The hobgoblin archer ignores the concealed condition. Their targets
      don’t benefit from lesser cover, and they reduce the AC bonus from standard
      cover by 2 against the hobgoblin archer’s attack.
    name: Perfect Aim
    traits: null
  - action_cost: One Action
    description: The archer Strides, Steps, or Sneaks, then Interacts to reload.
    name: Running Reload
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d8+2 plus crossbow precision
      type: piercing
    name: crossbow
    to_hit: 14
    traits:
    - range increment 120 feet
    - reload 1
  resistances: null
  saves:
    fort: 10
    ref: 12
    will: 8
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 8
    Athletics: 8
    Stealth: 10
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Medium
  - Goblin
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 2
    dex_mod: 3
    int_mod: 0
    str_mod: 4
    wis_mod: 1
  ac: 25
  automatic_abilities:
  - description: ''
    name: General’s Cry
    traits: null
  description: Hobgoblin generals serve as leaders of entire armies and rulers of
    hobgoblin settlements. A general does not permit the luxuries of rule to soften
    them. They lead their forces on the field of battle and view this opportunity
    to excel in a fight at the head of an army as the true reward for a life spent
    honing one’s skills in battle.
  hp: 90
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Goblin
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+10
      type: slashing
    name: glaive
    to_hit: 17
    traits:
    - deadly 1d8
    - forceful
    - reach
  name: Hobgoblin General
  perception: 13
  proactive_abilities:
  - description: On a critical hit, the target of the critical hit is moved 5 feet
      in a direction of the hobgoblin general’s choice.
    name: Polearm Critical Specialization
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+8
      type: piercing
    name: composite shortbow
    to_hit: 15
    traits:
    - brutal
    - deadly 1d10
    - propulsive
    - range increment 60 feet
    - reload 0
  resistances: null
  saves:
    fort: 12
    ref: 15
    will: 13
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 12
    Athletics: 15
    Intimidation: 14
    Stealth: 12
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Medium
  - Goblin
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 0
    dex_mod: 3
    int_mod: 0
    str_mod: -1
    wis_mod: 1
  ac: 17
  automatic_abilities:
  - description: homunculus can’t speak, but it is telepathically linked to its creator.
      It can share information back and forth, including its master’s knowledge and
      everything the homunculus hears. The range of this link is 1,. The homunculus
      adopts the same alignment as its creator and is utterly faithful. If the homunculus
      is destroyed, the master takes 2d10 mental damage. If the master is slain, the
      homunculus becomes mindless, claims its current location as its lair, and instinctively
      attacks anyone who comes near.
    name: Master Link
    range: 500 feet
    traits:
    - arcane
    - divination
    - mental
  description: 'A homunculus is a tiny servitor construct created by a crafter to
    serve as a spy, scout, messenger, or assistant. When a crafter first begins to
    study the art of creating constructs, she often crafts a homunculus first, since
    the creation process is simple and inexpensive due to a magical shortcut: the
    use of the creator’s own blood. This forges a link between the homunculus and
    its master, causing the homunculus to gain a spark of the creator’s intellect,
    as well as the same moral values and some of the creator’s basic personality traits.
    Homunculi left to their own devices never stray far from their masters.'
  hp: 17
  immunities:
  - bleed
  - death effects
  - disease
  - doomed
  - drained
  - fatigued
  - healing
  - necromancy
  - nonlethal attacks
  - paralyzed
  - poison
  - sickened
  - unconscious
  innate_spells: null
  languages:
  - Common
  level: 0
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4 plus homunculus poison
      type: piercing
    name: jaws
    to_hit: 7
    traits:
    - finesse
    - magical
  name: Homunculus
  perception: 3
  proactive_abilities:
  - description: A homunculus has one dose of poison in a reservoir in its head. It
      can refill this poison from its reserves with an Interact action. **Saving Throw**
      DC 15 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison and enfeebled
      1 (1 round)
    name: Homunculus Poison
    traits:
    - poison
  ranged: null
  resistances: null
  saves:
    fort: 2
    ref: 7
    will: 3
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 5
    Stealth: 5
  speed:
  - amount: 15
    type: Land
  - amount: 40
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Tiny
  - Construct
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 3
    dex_mod: 2
    int_mod: -4
    str_mod: 3
    wis_mod: 2
  ac: 14
  automatic_abilities: null
  description: '*This entry did not have a separate description for the creature.*'
  hp: 16
  immunities: null
  innate_spells: null
  languages: ''
  level: 0
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4+3
      type: bludgeoning
    name: hoof
    to_hit: 5
    traits: null
  name: Riding Pony
  perception: 4
  proactive_abilities:
  - action_cost: Two Actions
    description: The riding pony Strides twice. It has a +10-foot circumstance bonus
      to its Speed during these Strides.
    name: Gallop
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 7
    ref: 4
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 4
    Athletics: 7
  speed:
  - amount: 35
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 4
    dex_mod: 3
    int_mod: -4
    str_mod: 4
    wis_mod: 2
  ac: 16
  automatic_abilities: null
  description: '*This entry did not have a separate description for the creature.*'
  hp: 22
  immunities: null
  innate_spells: null
  languages: ''
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: bludgeoning
    name: hoof
    to_hit: 7
    traits: null
  name: Riding Horse
  perception: 5
  proactive_abilities:
  - action_cost: Two Actions
    description: The riding horse Strides twice. It has a +10-foot circumstance bonus
      to its Speed during these Strides.
    name: Gallop
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 9
    ref: 6
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 6
    Athletics: 7
  speed:
  - amount: 40
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 3
    dex_mod: 4
    int_mod: -4
    str_mod: 4
    wis_mod: 2
  ac: 16
  automatic_abilities: null
  description: '*This entry did not have a separate description for the creature.*'
  hp: 20
  immunities: null
  innate_spells: null
  languages: ''
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4+4
      type: bludgeoning
    name: hoof
    to_hit: 7
    traits: null
  name: War Pony
  perception: 5
  proactive_abilities:
  - action_cost: Two Actions
    description: The war pony Strides twice. It has a +10-foot circumstance bonus
      to its Speed during these Strides.
    name: Gallop
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 8
    ref: 7
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 7
    Athletics: 7
  speed:
  - amount: 35
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 4
    dex_mod: 3
    int_mod: -4
    str_mod: 5
    wis_mod: 2
  ac: 17
  automatic_abilities: null
  description: '*This entry did not have a separate description for the creature.*'
  hp: 36
  immunities: null
  innate_spells: null
  languages: ''
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+5
      type: bludgeoning
    name: hoof
    to_hit: 9
    traits: null
  name: War Horse
  perception: 6
  proactive_abilities:
  - action_cost: Two Actions
    description: The war horse Strides twice. It has a +10-foot circumstance bonus
      to its Speed during these Strides.
    name: Gallop
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 8
    ref: 7
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 7
    Athletics: 11
  speed:
  - amount: 40
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 5
    dex_mod: 4
    int_mod: -3
    str_mod: 7
    wis_mod: 2
  ac: 23
  automatic_abilities: null
  description: Hydras are multiheaded, foul-tempered serpentine beasts with voracious
    appetites, widely feared for their regeneration abilities.
  hp: 90
  immunities:
  - area damage
  innate_spells: null
  languages: ''
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+7
      type: piercing
    name: fangs
    to_hit: 16
    traits:
    - reach 10 feet
  name: Hydra
  perception: 17
  proactive_abilities:
  - action_cost: Two Actions
    description: The hydra attacks a single target with its heads, overwhelming its
      foe with multiple attacks and leaving almost nowhere to dodge. The hydra Strikes
      with its fangs. On a successful attack, the hydra deals damage from its fangs
      Strike to the target, plus an additional 1d6 damage for every head it has beyond
      the first. Even on a failed attack, the hydra deals the damage from one fangs
      Strike to the target creature, though it still misses completely on a critical
      failure. This counts toward the hydra’s multiple attack penalty as a number
      of attacks equal to the number of heads the hydra has.
    name: Focused Assault
    traits: null
  - action_cost: Two Actions
    description: The hydra makes a number of Strikes up to its number of heads, each
      against a different target. These attacks count toward the hydra’s multiple
      attack penalty, but the multiple attack penalty doesn’t increase until after
      the hydra makes all its attacks.
    name: Storm of Jaws
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 15
    ref: 12
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Athletics: 17
    Stealth: 12
  speed:
  - amount: 25
    type: Land
  - amount: 25
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Huge
  - Beast
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 2
    dex_mod: 3
    int_mod: -4
    str_mod: 3
    wis_mod: 1
  ac: 16
  automatic_abilities: null
  description: 'Hyenas are cunning, powerfully built carnivores that bear a heavy
    resemblance to dogs and other canines, though they are not themselves canines.
    Though all hyenas are often maligned as cowardly carrion eaters, their tactics
    depend on their specific breed: spotted hyenas are active pack hunters that kill
    most of their prey themselves, while striped and brown hyenas are more likely
    to be scavengers. Their jaws are exceptionally powerful, allowing hyenas to seize
    a victim and pull it to the rest of the pack.'
  hp: 20
  immunities: null
  innate_spells: null
  languages: ''
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+3 plus Knockdown
      type: piercing
    name: jaws
    to_hit: 8
    traits: null
  name: Hyena
  perception: 6
  proactive_abilities:
  - action_cost: One Action
    description: enemy. If it hits, in addition to dealing damage, the hyena Strides
      up to 10 feet, dragging the enemy along.
    name: Drag
    traits: null
  - description: The hyena deals an extra 1d4 damage to any creature that’s within
      reach of at least two of the hyena’s allies.
    name: Pack Attack
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 7
    ref: 8
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 6
    Athletics: 7
    Stealth: 6
  speed:
  - amount: 40
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 3
    dex_mod: 3
    int_mod: -4
    str_mod: 5
    wis_mod: 2
  ac: 19
  automatic_abilities: null
  description: Hyaenodons are the ferocious primeval cousins of the smaller hyena.
    Looming, shaggy-furred creatures nearly the size of a horse, hyaenodons are truly
    formidable predators to be reckoned with, due both to their size and to their
    bone-crushing jaws. Gnoll clans find these creatures particularly useful as mounts
    and guardians.
  hp: 45
  immunities: null
  innate_spells: null
  languages: ''
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+5 plus Knockdown and bonecrunching bite
      type: piercing
    name: jaws
    to_hit: 12
    traits: null
  name: Hyaenodon
  perception: 9
  proactive_abilities:
  - description: as the creature’s bones or cartilage are crushed by the beast’s jaws.
    name: Bonecrunching Bite
    traits: null
  - action_cost: One Action
    description: enemy. If it hits, in addition to dealing damage, the hyaenodon Strides
      up to 10 feet, dragging the enemy along.
    name: Drag
    traits: null
  - description: The hyaenodon deals an extra 1d6 damage to any creature within reach
      of at least two of the hyaenodon’s allies.
    name: Pack Attack
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 10
    ref: 8
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 8
    Athletics: 12
    Stealth: 8
  speed:
  - amount: 40
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 0
    dex_mod: 3
    int_mod: 0
    str_mod: 1
    wis_mod: 1
  ac: 16
  automatic_abilities: null
  description: The typical kobold trains with agile weaponry, favoring the light pick
    for its use in crafting new tunnels to expand their domains through underground
    reaches. Kobolds are capable of landing sneaky strikes against unsuspecting foes
    but are just as quick to scamper off to safety when they don’t, as a group, outnumber
    their enemies at least two to one.
  hp: 8
  immunities: null
  innate_spells: null
  languages:
  - Draconic
  level: -1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+1
      type: piercing
    name: spear
    to_hit: 3
    traits: null
  name: Kobold Warrior
  perception: 3
  proactive_abilities:
  - action_cost: One Action
    description: The kobold warrior Strides up to its Speed plus 5 feet and gains
      a +2 circumstance bonus to AC against reactions triggered by this movement.
      It must end this movement in a space that's not adjacent to any enemy.
    name: Hurried Retreat
    traits: null
  - description: The kobold warrior deals an extra 1d4 precision damage to flat-footed
      creatures.
    name: Sneak Attack
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d4
      type: bludgeoning
    name: sling
    to_hit: 5
    traits:
    - propulsive
    - range increment 50 feet
    - reload 1
  - action_cost: One Action
    damage:
      formula: 1d6+1
      type: piercing
    name: spear
    to_hit: 5
    traits:
    - thrown 20 feet
  resistances: null
  saves:
    fort: 4
    ref: 7
    will: 3
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 5
    Crafting: 2
    Stealth: 5
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Small
  - Humanoid
  - Kobold
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 1
    dex_mod: 4
    int_mod: 0
    str_mod: 0
    wis_mod: 3
  ac: 18
  automatic_abilities: null
  description: Most kobolds encountered outside of a well-defended warren or lair
    are kobold scouts, creatures trained for stalking and the hunt.
  hp: 16
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Draconic
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6
      type: piercing
    name: shortsword
    to_hit: 9
    traits:
    - agile
    - finesse
    - versatile S
  name: Kobold Scout
  perception: 8
  proactive_abilities:
  - action_cost: One Action
    description: The kobold scout Strides up to its Speed plus 5 feet and gains a
      +2 circumstance bonus to AC against reactions triggered by this movement. It
      must end this movement in a space that's not adjacent to any enemy.
    name: Hurried Retreat
    traits: null
  - description: The kobold scout deals an extra 1d6 precision damage to flat-footed
      creatures.
    name: Sneak Attack
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d8
      type: piercing
    name: crossbow
    to_hit: 9
    traits:
    - range increment 120 feet
    - reload 1
  resistances: null
  saves:
    fort: 5
    ref: 9
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 7
    Crafting: 3
    Nature: 6
    Stealth: 7
    Survival: 6
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Small
  - Humanoid
  - Kobold
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 0
    dex_mod: 3
    int_mod: 2
    str_mod: -1
    wis_mod: 1
  ac: 17
  automatic_abilities: null
  description: Kobold dragon mages use magic to carry out their secret schemes. The
    presence of a dragon mage in a kobold warren is one of the greatest testaments
    to the kobolds’ claim to draconic heritage.
  hp: 25
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Draconic
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6-1
      type: slashing
    name: claw
    to_hit: 7
    traits:
    - agile
    - finesse
  - action_cost: One Action
    damage:
      formula: 1d4-1
      type: bludgeoning
    name: staff
    to_hit: 3
    traits:
    - two-hand d8
  name: Kobold Dragon Mage
  perception: 5
  proactive_abilities:
  - description: '**Frequency** once per hour; **Requirements** The kobold dragon
      mage is adjacent to at least one enemy. **Effect** The dragon mage creates an
      illusion of itself in its square and then becomes invisible (with the effects
      of a 2nd-level *invisibility* spell) for 1d4 rounds. The dragon mage can move
      up to half its Speed, but it must end its movement in a space that''s not adjacent
      to any enemeies. This is a 1st-level spell that requires a somatic component.'
    name: Illusory Retreat
    traits:
    - arcane
    - illusion
    - manipulate
    - move
  - description: The dragon mage deals an extra 1d6 precision damage to flat-footed
      creatures.
    name: Sneak Attack
    traits: null
  ranged: null
  resistances:
  - amount: 5
    type: poison (see dragonscaled)
  saves:
    fort: 4
    ref: 7
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Arcana: 6
    Deception: 8
    Diplomacy: 8
    Intimidation: 8
    Stealth: 7
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Small
  - Humanoid
  - Kobold
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 9
    dex_mod: 4
    int_mod: 5
    str_mod: 9
    wis_mod: 6
  ac: 42
  automatic_abilities: null
  description: A kraken is an enormous, squid-like leviathan with a cruel intelligence.
    It hunts ships, whales, and heroes alike. The hatred and envy krakens hold for
    their rivals, the alghollthus, has led many krakens to make their lairs in sunken
    cities, where they can sift through ancient lore for long-lost arcane secrets.
  hp: 360
  immunities:
  - controlled
  - emotion
  innate_spells:
  - frequency: animals only
    level: 10
    name: dominate
  - level: 8
    name: punishing winds
  languages:
  - Aquan
  - Common
  level: 18
  melee:
  - action_cost: One Action
    damage:
      formula: 4d10+17 plus Grab
      type: bludgeoning
    name: arm
    to_hit: 37
    traits:
    - reach 40 feet
    - magical
  - action_cost: One Action
    damage:
      formula: 3d10+17 plus Grab
      type: bludgeoning
    name: tentacle
    to_hit: 37
    traits:
    - reach 60 feet
    - agile
    - magical
  - action_cost: One Action
    damage:
      formula: 3d10+17
      type: piercing
    name: beak
    to_hit: 37
    traits:
    - reach 20 feet
    - magical
  name: Kraken
  perception: 34
  proactive_abilities:
  - action_cost: One Action
    description: 2d10+17 bludgeoning, DC 40. On a failed save, a creature that is
      holding its breath loses 1d4 rounds worth of air.
    name: Constrict
    traits: null
  - action_cost: One Action
    description: The kraken makes two Strikes with two different arms or tentacles,
      each limb targeting a different creature. Double Attack counts as two attacks
      toward the kraken’s multiple attack penalty for further actions, but the penalty
      doesn’t increase until after both attacks are made. If the kraken subsequently
      uses the Grab action, it Grabs any number of creatures it hit with Double Attack.
    name: Double Attack
    traits: null
  - action_cost: One Action
    description: The kraken emits a cloud of black, venomous ink in an 80-foot emanation.
      This cloud has no effect outside water. Creatures inside the ink cloud are exposed
      to kraken ink poison and are undetected while inside the cloud. The kraken can’t
      use Ink Cloud again for 2d6 rounds, and the cloud dissipates after 1 minute.
    name: Ink Cloud
    traits: null
  - action_cost: One Action
    description: The kraken moves through the water up to 280 feet in a straight line
      without triggering reactions.
    name: Jet
    traits:
    - move
  - description: Krakens are immune to this poison. **Saving Throw** DC 39 Fortitude;
      **Maximum Duration** 10 rounds; **Stage 1** 3d6 poison damage and sickened 1
      (1 round); **Stage 2** 4d6 poison damage and sickened 2 (1 round).
    name: Kraken Ink
    traits:
    - poison
  ranged: null
  resistances:
  - amount: 10
    type: cold
  - amount: 20
    type: poison
  saves:
    fort: 35
    ref: 28
    will: 32
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 38
    Intimidation: 32
    Nature: 35
    Stealth: 33
  speed:
  - amount: 10
    type: Land
  - amount: 40
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - NE
  - Gargantuan
  - Aquatic
  - Beast
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 6
    dex_mod: 3
    int_mod: -4
    str_mod: 6
    wis_mod: 2
  ac: 26
  automatic_abilities: null
  description: Krooths, sometimes called crocodile eaters, are fast and vicious hunters
    of bogs and wetlands. While they are known to hunt and eat crocodiles, alligators,
    and virtually any creature with flesh, their favorite prey are lizardfolk, boggards,
    and dinosaurs.
  hp: 150
  immunities: null
  innate_spells: null
  languages: ''
  level: 8
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+9 plus Poison Tooth
      type: piercing
    name: jaws
    to_hit: 20
    traits:
    - deadly 1d10
    - poison
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d8+9
      type: slashing
    name: claw
    to_hit: 20
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 2d8+9
      type: piercing
    name: tail
    to_hit: 20
    traits:
    - reach 15 feet
  name: Krooth
  perception: 16
  proactive_abilities:
  - action_cost: One Action
    description: ''
    name: Aquatic Ambush
    traits: null
  - action_cost: One Action
    description: '**Requirements** The krooth damaged a creature with its jaws on
      its most recent action this turn. **Effect** The krooth snaps off one of its
      teeth in the creature it hit. The creature takes 1d6 persistent bleed damage
      and is drained 1. Neither can be healed while the tooth remains. Removing the
      tooth safely requires a successful DC 26 check to Administer First Aid. Instead
      of ending bleeding or stabilizing, this removes the drained condition, but it
      doesn’t automatically end the bleed damage.'
    name: Poison Tooth
    traits:
    - poison
  ranged: null
  resistances: null
  saves:
    fort: 20
    ref: 17
    will: 14
  saves_special:
    fort: null
    ref: null
    will: +4 status to all saves vs. fear
  senses:
  - low-light vision
  - scent (imprecise) 60 feet
  skills:
    Athletics: 18
    Stealth: 18
    Survival: 17
  speed:
  - amount: 40
    type: Land
  - amount: 30
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Amphibious
  - Animal
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 2
    dex_mod: 3
    int_mod: 1
    str_mod: 5
    wis_mod: 3
  ac: 24
  automatic_abilities: null
  description: Just as they were cursed long ago, lamias can curse those they touch,
    clouding the mind and regressing conscious thought to purely animalistic instincts.
    Creatures affected by this curse grow reckless, becoming unaware of the consequences
    of their own actions and unable to think clearly. This makes the hapless victim
    all the more susceptible to the lamia’s cunning illusions and insidious charms.
    The lamia’s animalistic nature and the effect of their cursed touch has led some
    scholars to theorize that the original lamias must have, millennia ago, turned
    away from their own reason and intellect and embraced the life of simple beasts.
    Whether this change was rewarded as a monstrous gift from Lamashtu or inflicted
    as a curse for abandoning their responsibilities by Pharasma remains the subject
    of debate to this day.
  hp: 95
  immunities: null
  innate_spells:
  - frequency: x3
    level: 4
    name: charm
  - frequency: x3
    level: 4
    name: suggestion
  - level: 3
    name: sleep
  - frequency: at will
    level: 2
    name: humanoid form
  - frequency: at will
    level: 2
    name: mirror image
  languages:
  - Abyssal
  - Common
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+8
      type: piercing
    name: spear
    to_hit: 17
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d6+8 plus Grab
      type: slashing
    name: claw
    to_hit: 17
    traits:
    - agile
  name: Lamia
  perception: 13
  proactive_abilities:
  - action_cost: Two Actions
    description: The lamia touches a creature, who must succeed at a DC 23 Will save
      or become stupefied 1. If the target fails additional saves against this ability,
      the condition value increases by 1 (to a maximum of stupefied 4). This condition
      value decreases by 1 every 24 hours.
    name: Lamia's Caress
    traits:
    - curse
    - enchantment
    - mental
    - occult
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d4+8
      type: piercing
    name: spear
    to_hit: 14
    traits:
    - thrown 20 feet
    - versatile S
  - action_cost: One Action
    damage:
      formula: 1d6+8
      type: piercing
    name: javelin
    to_hit: 15
    traits:
    - thrown 30 feet
  resistances: null
  saves:
    fort: 12
    ref: 15
    will: 15
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Deception: 15
    Diplomacy: 11
    Intimidation: 13
    Stealth: 15
    Survival: 11
  speed:
  - amount: 40
    type: Land
  spell_attack_to_hit: null
  spell_dc: 25
  traits:
  - CE
  - Large
  - Beast
  type: Creature
- ability_mods:
    cha_mod: 6
    con_mod: 3
    dex_mod: 4
    int_mod: 3
    str_mod: 6
    wis_mod: 3
  ac: 27
  automatic_abilities: null
  description: The brilliant and powerful lamia matriarchs possess boundless ambition,
    always seeking to bring more people and territory into the clutches of their kind.
    Consequently, the become rulers of other lamia. For all their cruelty toward other
    creatures, they’re fierce protectors of other lamia, and consequently they quickly
    come to rule cults or warbands. Regardless of the lamia’s gender, these ascended
    lamias are always known as matriarchs. Rather than leonine limbs, a lamia matriarch’s
    lower body is formed in the winding coils of a giant snake. They’re also set apart
    by the occult power they pursue, and some have even have grand designs to break
    the animalistic curse that transformed them. However, every attempt so far has
    led to the matriarch’s fall.
  hp: 135
  immunities:
  - controlled
  innate_spells:
  - frequency: x3
    level: 4
    name: charm
  - frequency: x3
    level: 4
    name: suggestion
  - level: 3
    name: sleep
  - frequency: at will
    level: 2
    name: illusory disguise
  - frequency: at will
    level: 2
    name: illusory object
  - frequency: at will
    level: 2
    name: mirror image
  languages:
  - Abyssal
  - Common
  - Draconic
  level: 8
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+10
      type: slashing
    name: scimitar
    to_hit: 19
    traits:
    - forceful +2
    - sweep
  name: Lamia Matriarch
  perception: 15
  proactive_abilities:
  - action_cost: One Action
    description: The lamia matriarch can take on the appearance of a Medium humanoid.
      This doesn’t change their Speed or their attack and damage modifiers with their
      Strikes, but it does prevent them from using their cursed touch. Each lamia
      matriarch has a fixed humanoid form—they cannot adopt a different appearance
      each time they use this ability, and the appearance resembles that of their
      upper torso when in their true form.
    name: Change Shape
    traits:
    - concentrate
    - occult
    - polymorph
    - transmutation
  - description: The lamia matriarch makes a scimitar attack against each enemy within
      reach. Each attack counts toward their multiple attack penalty, but the penalty
      does not increase until after all the attacks. The first enemy she damages is
      subject to matriarch’s caress.
    name: Dervish Strike
    traits: null
  - action_cost: Two Actions
    description: The lamia touches a creature, who must succeed at a DC 28 Will save
      or become stupefied 1 (stupefied 2 if critically failed). If the target fails
      additional saves against this ability, the condition value increases by 1 if
      failed or 2 if critically failed (to a maximum of stupefied 4). This condition
      value decreases by 1 every 24 hours.
    name: Matriarch's Caress
    traits:
    - curse
    - enchantment
    - mental
    - occult
  ranged: null
  resistances:
  - amount: 10
    type: mental
  saves:
    fort: 13
    ref: 18
    will: 17
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  skills:
    Arcana: 18
    Deception: 20
    Diplomacy: 20
    Intimidation: 18
    Occultism: 17
    Stealth: 16
    Survival: 13
  speed:
  - amount: 30
    type: Land
  - amount: 30
    type: Swim
  - amount: 30
    type: Climb
  spell_attack_to_hit: null
  spell_dc: 28
  traits:
  - CE
  - Large
  - Beast
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 2
    dex_mod: 2
    int_mod: -2
    str_mod: -1
    wis_mod: 2
  ac: 18
  automatic_abilities: null
  description: Leaf leshys are diminutive protectors of forests clad in pine cone
    armor and hats of fruit, flowers, or leaves. They enjoy mock battles but act cautiously
    in real ones.
  hp: 15
  immunities: null
  innate_spells: []
  languages:
  - Common
  - Druidic
  - Sylvan
  level: 0
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8–1
      type: piercing
    name: longspear
    to_hit: 3
    traits:
    - reach 10 feet
  name: Leaf Leshy
  perception: 4
  proactive_abilities:
  - action_cost: One Action
    description: The leaf leshy transforms into a Small tree. This ability otherwise
      uses the effects of *tree shape*.
    name: Change Shape
    traits:
    - concentrate
    - polymorph
    - primal
    - transmutation
  - description: for 1 minute.
    name: Deafening Blow
    traits: null
  - action_cost: One Action
    description: The leshy glides gently through the air, moving 5 feet toward the
      ground and up to 25 feet forward. As long as the leshy spends at least 1 action
      gliding each round, it remains in the air at the end of each turn. For the purpose
      of determining damage from falls, a leaf leshy always treats falls as if they
      were 20 feet shorter.
    name: Glide
    traits:
    - move
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6 plus deafening blow
      type: bludgeoning
    name: seedpod
    to_hit: 6
    traits:
    - range increment 30 feet
  resistances: null
  saves:
    fort: 6
    ref: 6
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Acrobatics: 4
    Nature: 4
    Stealth: 4
  speed:
  - amount: 25
    type: Land
  - amount: null
    type: Glide
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Small
  - Leshy
  - Plant
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 2
    dex_mod: 4
    int_mod: -1
    str_mod: 2
    wis_mod: 2
  ac: 17
  automatic_abilities:
  - description: he leshy can store an item of light Bulk or less in its head, concealing
      it as *nondetection*. If stored for 24 hours, the item benefits from *mending*.
    name: Keepsake
    traits:
    - abjuration
    - primal
  description: Gourd leshys are guardians of fields, gardens, and farms. Many villages
    benefit from the protection of a gourd leshy, even if they are unaware of it.
  hp: 20
  immunities: null
  innate_spells: []
  languages:
  - Common
  - Druidic
  - Sylvan
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4+2 plus ensnare
      type: bludgeoning
    name: fist
    to_hit: 7
    traits:
    - agile
    - finesse
  name: Gourd Leshy
  perception: 5
  proactive_abilities:
  - action_cost: One Action
    description: The gourd leshy transforms into a Small gourd-bearing plant. This
      ability otherwise uses the effects of *tree shape*.
    name: Change Shape
    traits:
    - concentrate
    - polymorph
    - primal
    - transmutation
  - description: and wrap around the target’s limbs. The target must attempt a DC
      17 Reflex save. On a failure, the target takes a –10-foot status penalty to
      its Speed for 1 round; on a critical failure, the target is immobilized for
      1 round and the penalty to Speed lasts for 1 minute.
    name: Ensnare
    traits:
    - or seed
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+2 plus ensnare
      type: bludgeoning
    name: seed
    to_hit: 9
    traits:
    - range increment 30 feet
  resistances: null
  saves:
    fort: 5
    ref: 9
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Nature: 5
    Stealth: 7
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Small
  - Leshy
  - Plant
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 2
    dex_mod: 4
    int_mod: -1
    str_mod: 2
    wis_mod: 2
  ac: 19
  automatic_abilities: null
  description: Fungus leshys guard caves, bogs, and damp, dark places. Their fungus
    gardens are bizarre by most standards, but fungus leshys are extremely proud of
    their works.
  hp: 30
  immunities: null
  innate_spells: []
  languages:
  - Common
  - Druidic
  - Sylvan
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+2
      type: bludgeoning
    name: fist
    to_hit: 10
    traits:
    - agile
    - finesse
  name: Fungus Leshy
  perception: 6
  proactive_abilities:
  - action_cost: One Action
    description: The fungus leshy transforms into a Small giant mushroom or patch
      of fungi. This ability otherwise uses the effects of *tree shape*.
    name: Change Shape
    traits:
    - concentrate
    - polymorph
    - primal
    - transmutation
  - action_cost: Two Actions
    description: A fungus leshy can unleash a cloud of spores that irritates the eyes
      and throats of non-fungi creatures in a 15-foot emanation. Each creature must
      succeed at a DC 16 Fortitude save or take 1 persistent poison damage. A creature
      has its vision reduced as long as the persistent damage continues and can see
      only within 20 feet (or 10 feet, on a critical failure).
    name: Spore Cloud
    traits:
    - poison
  - description: A creature that takes damage from a fungus leshy’s spore pod Strike
      must attempt a saving throw with the same DC and effect as its Spore Cloud ability
    name: Spores
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+2 plus spores
      type: bludgeoning
    name: spore pod
    to_hit: 10
    traits:
    - range increment 30 feet
  resistances: null
  saves:
    fort: 8
    ref: 10
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 6
    Nature: 6
    Stealth: 8
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Small
  - Fungus
  - Leshy
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 0
    dex_mod: 4
    int_mod: 6
    str_mod: 0
    wis_mod: 4
  ac: 31
  automatic_abilities: null
  description: A wizard whose insatiable desire for arcane power eclipsed their mortal
    life, the lich is a truly devious and versatile spellcaster.
  hp: 190
  immunities:
  - death effects
  - disease
  - paralyzed
  - poison
  - unconscious
  innate_spells: null
  languages:
  - Abyssal
  - Aklo
  - Common
  - Draconic
  - Elven
  - Infernal
  - Necril
  - Undercommon
  level: 12
  melee:
  - action_cost: One Action
    damage:
      formula: 4d8 plus paralyzing touch
      type: negative
    name: hand
    to_hit: 24
    traits:
    - finesse
    - magical
  name: Lich
  perception: 20
  proactive_abilities:
  - action_cost: Free Action
    description: 6th level
    name: Drain Phylactery
    traits: null
  - description: DC 32
    name: Paralyzing Touch
    traits:
    - arcane
    - curse
    - incapacitation
    - necromancy
  - description: If a reaction would disrupt the lich’s spellcasting action, the lich
      attempts a DC 15 flat check. On a success, the action isn’t disrupted.
    name: Steady Spellcasting
    traits: null
  ranged: null
  resistances:
  - amount: 10
    type: 'cold '
  - amount: 10
    type: physical (except magic bludgeoning)
  saves:
    fort: 17
    ref: 21
    will: 23
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. positive
  senses:
  - darkvision
  skills:
    Arcana: 28
    Crafting: 24
    Deception: 17
    Diplomacy: 19
    Religion: 22
    Stealth: 20
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Rare
  - NE
  - Medium
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 0
    dex_mod: 4
    int_mod: 7
    str_mod: -3
    wis_mod: -2
  ac: 38
  automatic_abilities:
  - 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)
    name: Torpor
    traits: null
  description: Demiliches are formed when a lich, through carelessness or by accident,
    loses its phylactery. As years pass, the lich’s body crumbles to dust, leaving
    only the skull as the seat of its necromantic power. The lich enters a sort of
    torpor, its mind left wandering the planes in search of ever greater mysteries.
    The lich gradually loses the ability to cast spells and its magic items slowly
    subsume into its new form. Negative energy concentrates around the skull, causing
    some of its bones and teeth to petrify with power and turn into blight crystals.
    The resulting lich skull, embedded with arcane gemstones and suffused with palpably
    powerful magic, forms a creature called a demilich.
  hp: 220
  immunities:
  - disease
  - paralyzed
  - poison
  - polymorph
  - unconscious
  innate_spells:
  - level: 9
    name: wail of the banshee
  - frequency: at will
    level: 7
    name: spell turning
  - frequency: at will
    level: 4
    name: blink
  - frequency: at will
    level: 4
    name: dimension door
  - frequency: at will
    level: 4
    name: telekinetic maneuver
  - frequency: constant
    level: 6
    name: true seeing
  languages:
  - Abyssal
  - Aklo
  - Common
  - Draconic
  - Elven
  - Infernal
  - Necril
  - Undercommon
  level: 15
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4-3 plus 6d6 negative
      type: piercing
    name: jaws
    to_hit: 27
    traits:
    - reach 0 feet
    - finesse
    - magical
  name: Demilich
  perception: 19
  proactive_abilities:
  - description: A demilich has gemstone eyes that glow when the demilich is active.
      Each eye contains an 8th-level spell that targets one creature (usually one
      eye has *maze* and the other *polar ray*). The demilich can Activate an eye.
      This uses the number of spellcasting actions the spell requires, and also requires
      command and envision components. When the demilich casts a spell from a gemstone
      eye, that eye stops glowing for 1d4 rounds, during which time that eye’s spell
      can’t be used. Occasionally, one or both of the two *demilich eye gems* can
      be harvested from a destroyed demilich as magic items.
    name: Demilich Eye Gems
    traits:
    - arcane
  - action_cost: One Action
    description: '**Requirements** A soul has been trapped in one of the demilich’s
      blight quartz gems (see Trap Soul) for 24 hours. **Effect** The demilich consumes
      the soul. The soul is utterly destroyed, and the demilich regains HP equal to
      double the creature’s level.'
    name: Devour Soul
    traits:
    - arcane
    - necromancy
    - negative
  - description: A demilich can replace all material and somatic components for casting
      spells with verbal components, and can replace all Interact components for activating
      magic items with envision components.
    name: Mental Magic
    traits: null
  - description: ', but it could have spells from another staff of 8th level or lower
      instead.'
    name: Staff Gems
    traits: null
  - action_cost: One Action
    description: . When the soul of a creature gets trapped, the creature’s body swiftly
      turns to dust. The gemstones work like the black sapphires used in *bind soul*,
      except that they can hold creatures of up to 17th level and have a value of
      200 gp apiece. The demilich can Devour a Soul it has trapped.
    name: Trap Soul
    traits:
    - or is unaffected entirely on a critical success
  ranged: null
  resistances:
  - amount: 5
    type: 'cold '
  - amount: 5
    type: 'electricity '
  - amount: 5
    type: 'fire '
  - amount: 5
    type: physical (except bludgeoning)
  saves:
    fort: 23
    ref: 27
    will: 23
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. positive
  senses:
  - darkvision
  - '*true seeing*'
  skills:
    Acrobatics: 25
    Arcana: 32
    Deception: 28
    Occultism: 30
    Religion: 21
    Stealth: 25
  speed:
  - amount: 30
    type: Fly
  spell_attack_to_hit: 30
  spell_dc: null
  traits:
  - Rare
  - NE
  - Tiny
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 6
    dex_mod: 4
    int_mod: -3
    str_mod: 8
    wis_mod: 4
  ac: 37
  automatic_abilities: null
  description: Despite being among the weakest linnorms, the crag linnorm is a devastating
    predator, capable of quickly cooking its foes with its magma breath.
  hp: 270
  immunities:
  - curse
  - fire
  - paralyzed
  - sleep
  innate_spells:
  - frequency: constant
    level: 6
    name: freedom of movement
  - frequency: constant
    level: 6
    name: true seeing
  - frequency: constant
    level: 5
    name: true seeing
  languages:
  - Aklo
  - Draconic
  - Sylvan
  level: 14
  melee:
  - action_cost: One Action
    damage:
      formula: 3d12+14 plus crag linnorm venom
      type: piercing
    name: jaws
    to_hit: 30
    traits:
    - reach 20 feet
    - magical
  - action_cost: One Action
    damage:
      formula: 3d8+14
      type: slashing
    name: claw
    to_hit: 30
    traits:
    - reach 20 feet
    - magical
  - action_cost: One Action
    damage:
      formula: 3d6+14 plus Improved Grab
      type: bludgeoning
    name: tail
    to_hit: 30
    traits:
    - reach 20 feet
    - magical
  name: Crag Linnorm
  perception: 26
  proactive_abilities:
  - action_cost: Two Actions
    description: The crag linnorm breathes out a stream of magma in a 120-foot line
      that deals 12d6 fire damage to creatures within the area (DC 34 basic Reflex
      save). Any creature that fails its save also takes 4d6 persistent fire damage.
      The crag linnorm can’t use Breath Weapon again for 1d4 rounds. The magma remains
      until the start of the linnorm’s next turn. If the linnorm was on the ground,
      the magma remains as a burning line on the ground directly under the line of
      the Breath Weapon, and if the linnorm was airborne, the magma rains downward
      in a sheet 60 feet high. Any creature that moves across or through the magma
      takes 6d6 fire damage (DC 34 basic Reflex save). At the start of the linnorm’s
      next turn, the magma cools to a thin layer of brittle stone on the ground, or
      the magma rain finishes falling and turns to harmless pebbles. The cooled magma
      quickly degrades to powder and sand over the course of several hours.
    name: Breath Weapon
    traits:
    - evocation
    - fire
    - primal
  - action_cost: One Action
    description: 2d6+14 bludgeoning, DC 34
    name: Constrict
    traits: null
  - description: '**Saving Throw** DC 34 Fortitude; **Maximum Duration** 10 rounds;
      **Stage 1** 4d6 fire damage and drained 1; **Stage 2** 6d6 fire damage and drained
      2.'
    name: Crag Linnorm Venom
    traits:
    - fire
    - injury
    - poison
  ranged: null
  resistances: null
  saves:
    fort: 28
    ref: 24
    will: 22
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  - '*true seeing*'
  skills:
    Acrobatics: 22
    Athletics: 28
  speed:
  - amount: 35
    type: Land
  - amount: 100
    type: Fly
  - amount: 60
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - CE
  - Gargantuan
  - Dragon
  - Fire
  type: Creature
- ability_mods:
    cha_mod: 7
    con_mod: 7
    dex_mod: 5
    int_mod: -3
    str_mod: 9
    wis_mod: 6
  ac: 41
  automatic_abilities: null
  description: The ice linnorm dwells amid glacial crevasses, atop wind-blasted mountain
    peaks, or within glittering caverns carved from the hearts of the mightiest of
    icebergs.
  hp: 330
  immunities:
  - cold
  - curse
  - paralyzed
  - sleep
  innate_spells:
  - frequency: constant
    level: 8
    name: freedom of movement
  - frequency: constant
    level: 8
    name: true seeing
  - frequency: constant
    level: 7
    name: true seeing
  languages:
  - Aklo
  - Draconic
  - Sylvan
  level: 17
  melee:
  - action_cost: One Action
    damage:
      formula: 3d12+17 plus ice linnorm venom
      type: piercing
    name: jaws
    to_hit: 34
    traits:
    - reach 25 feet
    - magical
  - action_cost: One Action
    damage:
      formula: 3d8+17
      type: slashing
    name: claw
    to_hit: 34
    traits:
    - reach 20 feet
    - agile
    - magical
  - action_cost: One Action
    damage:
      formula: 3d6+17 plus Improved Grab
      type: bludgeoning
    name: tail
    to_hit: 34
    traits:
    - reach 25 feet
    - agile
    - magical
  name: Ice Linnorm
  perception: 29
  proactive_abilities:
  - action_cost: Two Actions
    description: The ice linnorm spews out a blast of freezing, viscous ooze in a
      60-foot cone that deals 15d6 cold damage to creatures within the area (DC 38
      basic Reflex save). The freezing ooze clings to those struck and hardens into
      thick sheets of ice. A creature that fails the saving throw is immobilized by
      the ice until it succeeds at a check to Escape or it or an ally Forces Open
      the ice (DC 34 for either case). At the start of its turn, a creature still
      immobilized by the ice takes 4d6 cold damage. Another creature can free a frozen
      target by dealing a total of 20 fire damage to the frozen target. Left unattended,
      the ice crumbles away in 1 minute on its own. Creatures with the fire trait
      can’t be frozen in place by this breath weapon. Flying creatures fall if frozen,
      and swimming creatures that are frozen rise toward the surface of the water
      at a speed of 60 feet per round. An ice linnorm can’t use Breath Weapon again
      for 1d4 rounds.
    name: Breath Weapon
    traits:
    - cold
    - evocation
    - primal
  - action_cost: One Action
    description: 2d6+18 bludgeoning, DC 38
    name: Constrict
    traits: null
  - description: '**Saving Throw** DC 38 Fortitude; **Maximum Duration** 10 rounds;
      **Stage 1** 5d6 cold damage and drained 1; **Stage 2** 7d6 cold damage and drained
      2.'
    name: Ice Linnorm Venom
    traits:
    - cold
    - injury
    - poison
  ranged: null
  resistances: null
  saves:
    fort: 32
    ref: 28
    will: 27
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  - '*true seeing*'
  skills:
    Acrobatics: 28
    Athletics: 32
  speed:
  - amount: 35
    type: Land
  - amount: 100
    type: Fly
  - amount: 40
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - CE
  - Gargantuan
  - Cold
  - Dragon
  type: Creature
- ability_mods:
    cha_mod: 8
    con_mod: 8
    dex_mod: 6
    int_mod: -1
    str_mod: 10
    wis_mod: 7
  ac: 46
  automatic_abilities: null
  description: Although more powerful linnorms exist, the multi-headed tarn linnorm
    can wreak an awe-inspiring amount of devastation.
  hp: 400
  immunities:
  - acid
  - curse
  - paralyzed
  - sleep
  innate_spells:
  - frequency: constant
    level: 9
    name: freedom of movement
  - frequency: constant
    level: 9
    name: true seeing
  - frequency: constant
    level: 8
    name: true seeing
  languages:
  - Aklo
  - Draconic
  - Sylvan
  level: 20
  melee:
  - action_cost: One Action
    damage:
      formula: 4d12+18 plus tarn linnorm venom
      type: piercing
    name: jaws
    to_hit: 38
    traits:
    - reach 30 feet
    - magical
  - action_cost: One Action
    damage:
      formula: 4d8+18
      type: slashing
    name: claw
    to_hit: 38
    traits:
    - reach 30 feet
    - agile
    - magical
  - action_cost: One Action
    damage:
      formula: 4d6+18 plus Improved Grab
      type: bludgeoning
    name: tail
    to_hit: 38
    traits:
    - reach 30 feet
    - agile
    - magical
  name: Tarn Linnorm
  perception: 35
  proactive_abilities:
  - action_cost: Two Actions
    description: The tarn linnorm can expel either a 120-foot line or a 60-foot cone
      of acid dealing 20d6 acid damage to creatures within the area (DC 44 basic Reflex
      save). The acid creates toxic fumes. At the beginning of the linnorm’s next
      turn, those who failed the breath weapon’s Reflex save must succeed at a DC
      42 Fortitude save or gain sickened 4 from the poisonous fumes. A tarn linnorm
      can’t use Breath Weapon or Overwhelming Breath again for 1d4 rounds.
    name: Breath Weapon
    traits:
    - acid
    - evocation
    - poison
    - primal
  - action_cost: One Action
    description: 3d6+18 bludgeoning, DC 44
    name: Constrict
    traits: null
  - action_cost: One Action
    description: The tarn linnorm Strides and then makes a jaws Strike with each of
      its heads, each against a different target. These attacks count toward the tarn
      linnorm’s multiple attack penalty, and the multiple attack penalty doesn’t increase
      until after the tarn linnorm makes all of these attacks.
    name: Double Bite
    traits: null
  - description: A tarn linnorm uses its Breath Weapon twice. A creature attempts
      only one save and can take damage only once. The tarn linnorm can’t use Breath
      Weapon or Overwhelming Breath again for 2d4 rounds.
    name: Overwhelming Breath
    traits: null
  - description: '**Saving Throw** DC 44 Fortitude; **Maximum Duration** 10 rounds;
      **Stage 1** 7d6 acid damage and drained 1; **Stage 2** 11d6 acid damage and
      drained 2.'
    name: Tarn Linnorm Venom
    traits:
    - acid
    - injury
    - poison
  ranged: null
  resistances: null
  saves:
    fort: 36
    ref: 32
    will: 31
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  - '*true seeing*'
  skills:
    Acrobatics: 32
    Athletics: 38
    Stealth: 34
  speed:
  - amount: 35
    type: Land
  - amount: 100
    type: Fly
  - amount: 80
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - CE
  - Gargantuan
  - Acid
  - Amphibious
  - Dragon
  type: Creature
- ability_mods:
    cha_mod: 9
    con_mod: 9
    dex_mod: 8
    int_mod: -1
    str_mod: 11
    wis_mod: 8
  ac: 47
  automatic_abilities: null
  description: Tor linnorms dwell in the tallest volcanic mountains, either within
    natural formed caverns or within molten craters. A tor linnorm’s temper can be
    as hot and destructive as the magma the creature resembles.
  hp: 440
  immunities:
  - curse
  - fire
  - paralyzed
  - sleep
  innate_spells:
  - frequency: constant
    level: 9
    name: freedom of movement
  - frequency: constant
    level: 9
    name: true seeing
  - frequency: constant
    level: 8
    name: true seeing
  languages:
  - Aklo
  - Draconic
  - Sylvan
  level: 21
  melee:
  - action_cost: One Action
    damage:
      formula: 4d12+19 plus tor linnorm venom
      type: piercing
    name: jaws
    to_hit: 40
    traits:
    - reach 30 feet
    - magical
  - action_cost: One Action
    damage:
      formula: 4d8+19
      type: slashing
    name: claw
    to_hit: 40
    traits:
    - reach 30 feet
    - agile
    - magical
  - action_cost: One Action
    damage:
      formula: 4d6+19 plus Improved Grab
      type: bludgeoning
    name: tail
    to_hit: 40
    traits:
    - reach 30 feet
    - agile
    - magical
  name: Tor Linnorm
  perception: 37
  proactive_abilities:
  - action_cost: Two Actions
    description: The tor linnorm expels a 60-foot cone of flame and ash dealing 20d6
      fire damage to creatures within the area (DC 46 basic Reflex save). At the start
      of the tor linnorm’s next turn, the area affected by the breath weapon is covered
      in thick, scorching smoke that burns both the lungs and eyes, dealing an additional
      10d6 fire damage to all creatures in the area (DC 46 basic Reflex save). A creature
      that spends an entire round in the smoke with open eyes must succeed at a DC
      44 Fortitude save or is blinded for 1 minute. The smoke dissipates after 1 minute;
      in strong winds, the smoke dissipates in 5 rounds, and in more powerful winds,
      it may clear even more quickly. The tor linnorm can’t use Breath Weapon again
      for 1d4 rounds.
    name: Breath Weapon
    traits:
    - evocation
    - fire
    - primal
  - action_cost: One Action
    description: 3d6+21 bludgeoning, DC 46
    name: Constrict
    traits: null
  - action_cost: One Action
    description: A tor linnorm makes four Strikes with its claws, each against a different
      target. These attacks count toward the tor linnorm’s multiple attack penalty,
      but the multiple attack penalty doesn’t increase until after the tor linnorm
      makes all its attacks.
    name: Slashing Claws
    traits: null
  - description: '**Saving Throw** DC 44 Fortitude; **Maximum Duration** 10 rounds;
      **Stage 1** 8d6 fire damage and drained 1; **Stage 2** 12d6 fire damage and
      drained 2.'
    name: Tor Linnorm Venom
    traits:
    - fire
    - injury
    - poison
  ranged: null
  resistances: null
  saves:
    fort: 38
    ref: 35
    will: 33
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  - '*true seeing*'
  skills:
    Acrobatics: 35
    Athletics: 40
    Stealth: 37
  speed:
  - amount: 35
    type: Land
  - amount: 100
    type: Fly
  - amount: 60
    type: Swim
  - amount: 35
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - CE
  - Gargantuan
  - Dragon
  - Fire
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 1
    dex_mod: 3
    int_mod: -4
    str_mod: 2
    wis_mod: 2
  ac: 16
  automatic_abilities:
  - description: A giant gecko’s allow it to climb virtually any surface, no matter
      how slick or sheer. If a giant gecko attempts an Athletics check to climb and
      critically fails, it gets a failure instead.
    name: Uncanny Climber
    range: ' feet'
    traits: null
  description: These roughly human-sized reptiles have amazing feet capable of clinging
    tenaciously to any surface. Giant geckos are typically docile and shy but can
    be aggressive when cornered or defending their territory. These large-eyed lizards
    are found in a wide variety of habitats, from rainforests and deserts to mountain
    slopes or even underground caverns. They spend most of their time climbing around
    in large trees or on rocky cliffs, whether hunting for small animals or hiding
    from predators. A giant gecko’s scales are often quite brightly colored or decorated
    in intricate patterns. Giant geckos span nearly 8 feet in length from head to
    tail, and they weigh about 120 pounds.
  hp: 20
  immunities: null
  innate_spells: null
  languages: ''
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+2
      type: piercing
    name: jaws
    to_hit: 8
    traits: null
  name: Giant Gecko
  perception: 7
  proactive_abilities: []
  ranged: null
  resistances: null
  saves:
    fort: 6
    ref: 10
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Acrobatics: 8
    Athletics: 5
    Stealth: 6
  speed:
  - amount: 30
    type: Land
  - amount: 30
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 3
    dex_mod: 2
    int_mod: -4
    str_mod: 3
    wis_mod: 1
  ac: 18
  automatic_abilities: null
  description: Large and seemingly ponderous, a monitor lizard is a deceptively swift
    and ruthless predator. It ambushes its prey by rushing out from cover and biting
    the target with its powerful jaws. A giant monitor lizard’s saliva is venomous,
    allowing it to bring down prey larger than it can easily haul away in its jaws.
    Giant monitor lizards grow up to 14 feet long, including their long tails, and
    they weigh about 350 pounds. Their bodies are normally dark brown with patches
    of yellow or green. When nesting, a giant monitor lizard digs a deep burrow to
    hide in. The burrow serves as both a safe haven and a location from which the
    lizard can ambush larger prey such as deer, boars, or even humanoids. A giant
    monitor lizard can consume nearly its own body weight in a single meal, and its
    loosely articulated jaws allow it to swallow surprisingly large prey.
  hp: 30
  immunities: null
  innate_spells: null
  languages: ''
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+3 plus Grab and monitor lizard venom
      type: piercing
    name: jaws
    to_hit: 11
    traits: null
  name: Giant Monitor Lizard
  perception: 7
  proactive_abilities:
  - action_cost: Two Actions
    description: The giant monitor lizard Strides twice and then makes a jaws Strike.
      If the lizard moved at least 20 feet away from its starting position, it gains
      a +2 circumstance bonus to this attack roll.
    name: Lurching Charge
    traits: null
  - description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds;
      **Stage 1** enfeebled 1 (1 round); **Stage 2** 1d6 poison damage and enfeebled
      2 (1 round)'
    name: Monitor Lizard Venom
    traits:
    - poison
  ranged: null
  resistances: null
  saves:
    fort: 9
    ref: 8
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 6
    Athletics: 9
    Stealth: 6
  speed:
  - amount: 30
    type: Land
  - amount: 30
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Animal
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 4
    dex_mod: 1
    int_mod: -4
    str_mod: 5
    wis_mod: 2
  ac: 22
  automatic_abilities: null
  description: Found in warm and tropical forests and savannas, these immense lizards
    are a deadly threat to the unsuspecting traveler. When they aren’t sleeping or
    stalking prey, giant frilled lizards bask in the sunlight for hours at a time.
    Explorers sometimes mistakenly think them related to dragons due to their large
    size, elaborate neck frills (which, when displayed in a show of aggression and
    dominance, can be mistaken for wings), and ferocious hissing vocalizations used
    to frighten away creatures too large to eat.
  hp: 75
  immunities: null
  innate_spells: null
  languages: ''
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+7
      type: piercing
    name: jaws
    to_hit: 16
    traits:
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d6+7
      type: bludgeoning
    name: tail
    to_hit: 16
    traits:
    - agile
    - reach 10 feet
  name: Giant Frilled Lizard
  perception: 11
  proactive_abilities:
  - action_cost: Two Actions
    description: The giant frilled lizard Strides. If it ends that Stride adjacent
      to at least one other creature, it suddenly displays its colorful neck frills
      and issues a frightening hiss. Each adjacent creature must succeed at a DC 21
      Will save or become frightened 2 (or frightened 3 on a critical failure). The
      creature is then temporarily immune to Intimidating Display for 1 minute.
    name: Intimidating Display
    traits:
    - auditory
    - emotion
    - fear
    - mental
    - visual
  ranged: null
  resistances: null
  saves:
    fort: 13
    ref: 12
    will: 9
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 10
    Athletics: 14
    Stealth: 10
  speed:
  - amount: 30
    type: Land
  - amount: 30
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 3
    dex_mod: 2
    int_mod: -1
    str_mod: 3
    wis_mod: 2
  ac: 16
  automatic_abilities: null
  description: The lizardfolk defender serves as a protector of the young, guardian
    of the settlement, and when no other options are available, soldier in time of
    war. They eagerly rise to the defense of their kin but do not revel in battle.
    An iruxi defender would rather turn back intruders and allow them to flee with
    the knowledge they were beaten, in hopes that such word prevents further invasions,
    but they are not naive. The iruxi understand the need for revenge, and when they
    allow a foe to escape, they do not forget.
  hp: 21
  immunities: null
  innate_spells: null
  languages:
  - Draconic
  - Iruxi
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: bludgeoning
    name: flail
    to_hit: 8
    traits:
    - disarm
    - sweep
    - trip
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: piercing
    name: jaws
    to_hit: 8
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d4+3
      type: bludgeoning
    name: tail
    to_hit: 8
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: piercing
    name: javelin
    to_hit: 7
    traits:
    - thrown 30 feet
  name: Lizardfolk Defender
  perception: 7
  proactive_abilities:
  - description: .
    name: Deep Breath
    traits:
    - 17-1/2 minutes
  - description: to the lizardfolk defender.
    name: Terrain Advantage
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 8
    ref: 7
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses: null
  skills:
    Acrobatics: 5
    Athletics: 6
    Survival: 5
  speed:
  - amount: 25
    type: Land
  - amount: 15
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Humanoid
  - Lizardfolk
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 1
    dex_mod: 3
    int_mod: -1
    str_mod: 2
    wis_mod: 3
  ac: 17
  automatic_abilities: null
  description: Iruxi scouts are the lizardfolk most often encountered by adventurers,
    for these explorers and hunters spend most of their lives on the move, constantly
    patrolling the territories held by their enclave. If intruders are driven off,
    it is the responsibility of the iruxi scouts to track them, observe them, and
    learn their ways and weaknesses so as to report back to the community and aid
    in the defense against potential reprisals.
  hp: 17
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Draconic
  - Iruxi
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+2
      type: piercing
    name: jaws
    to_hit: 7
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d4+2
      type: bludgeoning
    name: tail
    to_hit: 8
    traits:
    - agile
    - finesse
  name: Lizardfolk Scout
  perception: 8
  proactive_abilities:
  - description: .
    name: Deep Breath
    traits:
    - 15 minutes
  - description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds;
      **Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d8 poison damage and flat-footed
      (1 round); **Stage 3** 1d12 poison damage, clumsy 1, and flat-footed (1 round)'
    name: Giant Centipede Venom
    traits:
    - poison
  - description: against the scout’s attacks until the end of the scout's turn.
    name: Hidden Movement
    traits: null
  - description: creatures.
    name: Sneak Attack
    traits: null
  - description: to the lizardfolk scout.
    name: Terrain Advantage
    traits: null
  ranged:
  - action_cost: One Action
    name: blowgun
    to_hit: 8
    traits:
    - agile
    - nonlethal
    - range increment 20 feet
    - reload 1
  resistances: null
  saves:
    fort: 6
    ref: 8
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses: null
  skills:
    Acrobatics: 6
    Athletics: 5
    Diplomacy: 4
    Nature: 6
    Stealth: 6
    Survival: 8
  speed:
  - amount: 25
    type: Land
  - amount: 20
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Humanoid
  - Lizardfolk
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 1
    dex_mod: 2
    int_mod: 0
    str_mod: 2
    wis_mod: 4
  ac: 17
  automatic_abilities: null
  description: The tradition of astrology and looking to the stars for both navigation
    and prognostication is well-established in iruxi society, and their wise and observant
    stargazers are among the people’s most respected members. Even the lowliest stargazer,
    as presented here, has a number of useful primal spells to aid their kin; in larger
    iruxi settlements, stargazers wield even greater powers.
  hp: 30
  immunities: null
  innate_spells: null
  languages:
  - Draconic
  - Iruxi
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+2
      type: bludgeoning
    name: staff
    to_hit: 8
    traits:
    - two-hand d8
  - action_cost: One Action
    damage:
      formula: 1d6+2
      type: piercing
    name: jaws
    to_hit: 8
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d4+2
      type: bludgeoning
    name: tail
    to_hit: 8
    traits:
    - agile
    - finesse
  name: Lizardfolk Stargazer
  perception: 8
  proactive_abilities:
  - description: .
    name: Deep Breath
    traits:
    - 20 minutes
  ranged: null
  resistances: null
  saves:
    fort: 7
    ref: 6
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses: null
  skills:
    Diplomacy: 4
    Nature: 8
    Stealth: 6
    Survival: 8
  speed:
  - amount: 25
    type: Land
  - amount: 20
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Humanoid
  - Lizardfolk
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 4
    dex_mod: 2
    int_mod: -2
    str_mod: 5
    wis_mod: 2
  ac: 23
  automatic_abilities: null
  description: The manticore is a monstrous amalgamation of lion, dragon, and human
    with a penchant for feasting on human flesh. Its distinctive tail is festooned
    with large quills like those of a porcupine, which the manticore flings at prey
    by whipping its tail like a sling. These deadly spikes give the manticore the
    power to slaughter even well-armed warriors from the safety of the sky.
  hp: 90
  immunities: null
  innate_spells: null
  languages:
  - Common
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+8
      type: piercing
    name: jaws
    to_hit: 17
    traits: null
  - action_cost: One Action
    damage:
      formula: 2d6+8
      type: slashing
    name: claw
    to_hit: 17
    traits:
    - agile
  name: Manticore
  perception: 14
  proactive_abilities:
  - action_cost: One Action
    description: can pull the spike free. A manticore can hurl no more than 12 spikes
      in 24 hours.
    name: Spike Volley
    traits:
    - attempted as a single action
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d10+5
      type: piercing
    name: spike
    to_hit: 14
    traits:
    - range increment 40 feet
  resistances: null
  saves:
    fort: 16
    ref: 12
    will: 12
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 10
    Athletics: 15
    Intimidation: 11
    Survival: 12
  speed:
  - amount: 25
    type: Land
  - amount: 40
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Large
  - Beast
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 3
    dex_mod: 3
    int_mod: -5
    str_mod: 5
    wis_mod: 2
  ac: 20
  automatic_abilities: null
  description: These massive cousins of normal praying mantises stand taller than
    an average human. They stalk through dense forests, striking at meals from the
    trees.
  hp: 40
  immunities: null
  innate_spells: null
  languages: ''
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+5 plus Grab
      type: piercing
    name: leg
    to_hit: 12
    traits:
    - agile
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 1d12+5
      type: piercing
    name: mandibles
    to_hit: 12
    traits: null
  name: Giant Mantis
  perception: 9
  proactive_abilities:
  - description: The mantis pulls the creature adjacent to it, then makes a mandibles
      Strike against the creature.
    name: Deadly Mandibles
    traits: null
  - action_cost: Two Actions
    description: The giant mantis lunges forward, making a leg Strike with an extended
      reach of 20 feet.
    name: Lunging Strike
    traits: null
  - description: to the giant mantis.
    name: Sudden Strike
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 10
    ref: 12
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 8
    Athletics: 12
    Stealth: 12
  speed:
  - amount: 25
    type: Land
  - amount: 20
    type: Fly
  - amount: 25
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 5
    dex_mod: 3
    int_mod: -5
    str_mod: 8
    wis_mod: 3
  ac: 31
  automatic_abilities: null
  description: These gigantic mantids make their homes within deep jungles and prehistoric
    forests where they hunt and devour equally massive prey.
  hp: 220
  immunities: null
  innate_spells: null
  languages: ''
  level: 11
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+14
      type: piercing
    name: mandibles
    to_hit: 25
    traits:
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d10+14 plus Grab
      type: piercing
    name: leg
    to_hit: 24
    traits:
    - agile
    - reach 20 feet
  name: Deadly Mantis
  perception: 20
  proactive_abilities:
  - action_cost: One Action
    description: . If the flung creature lands on another creature, the creature it
      lands on takes the same amount of bludgeoning damage. The creature being landed
      on can attempt a DC 31 basic Reflex save.
    name: Fling
    traits:
    - the creature takes damage from the fall as normal
  - action_cost: Two Actions
    description: The mantis Leaps up to 40 feet vertically and 20 feet horizontally.
      At any point during the jump, it can make a leg Strike. If it hits, it automatically
      Grabs the target, bringing the creature along until the end of the jump.
    name: Leaping Grab
    traits: null
  - action_cost: One Action
    description: The mantis makes a mandibles Strike against a creature it has grabbed.
      If that Strike hits and the creature is wearing armor with Hardness 12 or lower,
      the armor is broken. This Strike doesn’t further damage armor that’s already
      broken.
    name: Rending Mandibles
    traits: null
  - description: to the deadly mantis.
    name: Sudden Strike
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 24
    ref: 20
    will: 18
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 18
    Athletics: 25
    Stealth: 22
  speed:
  - amount: 50
    type: Land
  - amount: 50
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Gargantuan
  - Animal
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 4
    dex_mod: 5
    int_mod: 2
    str_mod: 2
    wis_mod: 1
  ac: 25
  automatic_abilities: null
  description: Monstrous humanoids that resemble humans with snakes instead of hair,
    medusas are best known for their petrifying gazes that—if lingered upon—can permanently
    transform mortals to stone. Medusas are shrewd and manipulative adversaries who
    collect and covet secrets, and who use threats and guile to exploit the fears
    of weaker creatures. A medusa may seek out powerful magic items, use divination
    magic to discover secret knowledge and unlock forbidden power, or infiltrate a
    society to beguile influential politicians. Their ability to worm their way into
    powerful organizations makes them natural leaders of criminal out  ts and thieves’
    guilds, and their interest in magical phenomena leads some to pursue careers as
    oracles who offer to help adventurers find what they seek—for a price. Of course,
    if wit and deception proves insufficient, a medusa can always simply turn rivals
    into ornate stone decorations with little more than a glare.
  hp: 105
  immunities: null
  innate_spells: null
  languages:
  - Common
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+8 plus serpent venom
      type: piercing
    name: shortsword
    to_hit: 18
    traits:
    - agile
    - finesse
    - versatile S
  - action_cost: One Action
    damage:
      formula: 1d4+8 plus serpent venom
      type: piercing
    name: snake fangs
    to_hit: 16
    traits:
    - agile
    - finesse
  name: Medusa
  perception: 16
  proactive_abilities:
  - action_cost: One Action
    description: The medusa fixes their glare at a creature they can see within 30
      feet. The target must immediately attempt a Fortitude save against the medusa's
      petrifying gaze. If the creature was already slowed by petrifying gaze before
      attempting its save, a failed save causes it to be petrified permanently. After
      attempting its save, the creature is then temporarily immune until the start
      of the medusa's next turn.
    name: Focus Gaze
    traits:
    - arcane
    - concentrate
    - incapacitation
    - transmutation
    - visual
  - description: '**Saving Throw** DC 25 Fortitude; **Maximum Duration** 6 rounds;
      **Stage 1** 1d6 poison damage and enfeebled 1 (1 round); **Stage 2** 2d6 poison
      damage and enfeebled 2 (1 round)'
    name: Serpent Venom
    traits:
    - poison
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+7 plus serpent venom
      type: piercing
    name: composite shortbow
    to_hit: 19
    traits:
    - deadly 1d10
    - magical
    - propulsive
    - range increment 60 feet
    - reload 0
  resistances: null
  saves:
    fort: 15
    ref: 16
    will: 14
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Deception: 16
    Diplomacy: 14
    Stealth: 16
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Medium
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 1
    dex_mod: 4
    int_mod: 0
    str_mod: 2
    wis_mod: 1
  ac: 18
  automatic_abilities: null
  description: Merfolk warriors form the bulk of the militias of their vast underwater
    realms and meet potential aggressors head-on with uncompromising force.
  hp: 19
  immunities: null
  innate_spells: null
  languages:
  - Aquan
  - Common
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+2
      type: piercing
    name: trident
    to_hit: 7
    traits: null
  name: Merfolk Warrior
  perception: 6
  proactive_abilities:
  - action_cost: Two Actions
    description: The merfolk warrior swims and attacks in one of two patterns. They
      either Swim twice and Strike one opponent at the end of their movement, or Swim
      once and Strike at any point during their movement.
    name: Aquatic Dash
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d8+2
      type: piercing
    name: trident
    to_hit: 9
    traits:
    - thrown 20 feet
  resistances: null
  saves:
    fort: 6
    ref: 9
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Athletics: 5
    Medicine: 4
  speed:
  - amount: 5
    type: Land
  - amount: 30
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Aquatic
  - Humanoid
  - Merfolk
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 1
    dex_mod: 2
    int_mod: 0
    str_mod: 3
    wis_mod: 4
  ac: 17
  automatic_abilities: null
  description: Merfolk wavecallers use their primal power to call forth allies and
    defend their people with deadly magic.
  hp: 30
  immunities: null
  innate_spells: null
  languages:
  - Aquan
  - Common
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4+3
      type: piercing
    name: dagger
    to_hit: 9
    traits:
    - agile
    - versatile S
  name: Merfolk Wavecaller
  perception: 8
  proactive_abilities:
  - action_cost: One Action
    description: '**Requirement** The target is fully submerged in water, within 30
      feet of the merfolk wavecaller, and holding its breath. **Effect** The merfolk
      wavecaller commands the tides to crush their foe''s throat, rooting the target
      in place and forcing it to choke up precious air. The target must succeed at
      a DC 18 Fortitude save or become immobilized for 1 round and immediately lose
      1d4 actions'' worth of air (or twice that on a critical failure).'
    name: Hydraulic Asphyxiation
    traits:
    - divine
    - evocation
    - water
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d4+3
      type: piercing
    name: dagger
    to_hit: 9
    traits:
    - agile
    - thrown 10 feet
    - versatile S
  resistances: null
  saves:
    fort: 7
    ref: 6
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Athletics: 7
    Deception: 6
    Nature: 8
    Religion: 8
  speed:
  - amount: 5
    type: Land
  - amount: 30
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Aquatic
  - Humanoid
  - Merfolk
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 3
    dex_mod: 1
    int_mod: 0
    str_mod: 4
    wis_mod: 1
  ac: 20
  automatic_abilities: null
  description: Thought to be the result of a failed experiment meant to animate objects
    or a sinister alghollthu creation, mimics are clever monsters that can take the
    form of common manufactured objects. Mimics are ambush predators and voracious
    eaters, surprising their prey through their uncanny ability to mimic the form
    of common furniture and miscellany. They remain disguised until unsuspecting adventurers
    happen by, then they lash out in ambush.
  hp: 75
  immunities: null
  innate_spells: null
  languages:
  - Common
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+4 plus adhesive
      type: bludgeoning
    name: pseudopod
    to_hit: 14
    traits: null
  name: Mimic
  perception: 9
  proactive_abilities:
  - action_cost: One Action
    description: The mimic assumes the shape of any Medium object. This doesn't change
      the mimic's texture or overall size but can alter its coloration and visual
      appearance. It has an automatic result of 28 on Deception checks and DCs to
      pass as the object that it's mimicking.
    name: Mimic Object
    traits:
    - concentrate
    - polymorph
  ranged: null
  resistances: null
  saves:
    fort: 11
    ref: 9
    will: 9
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 12
    Deception: 8
  speed:
  - amount: 10
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Aberration
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 3
    dex_mod: 0
    int_mod: -2
    str_mod: 6
    wis_mod: 2
  ac: 20
  automatic_abilities:
  - description: A minotaur automatically critically succeeds at Survival checks to
      avoid becoming lost or to find its way, including those from the *maze* spell.
      **Items** greataxe
    name: Natural Cunning
    traits: null
  description: Minotaurs are master hunters that dwell in cunning labyrinths or tangles
    of underground caverns meant to disorient and demoralize prey. These monstrous
    tormentors delight in the hunt, in the terror caused by closing in on prey, and
    in the very moment when the hunted realizes that they have lost the game. Only
    then will the minotaur charge in for the kill, cutting foes down with powerful
    strikes or impaling them on its sharp horns.
  hp: 70
  immunities: null
  innate_spells: null
  languages:
  - Jotun
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 1d12+8
      type: slashing
    name: greataxe
    to_hit: 14
    traits:
    - reach 10 feet
    - sweep
  - action_cost: One Action
    damage:
      formula: 1d8+8
      type: piercing
    name: horn
    to_hit: 14
    traits: null
  name: Minotaur
  perception: 12
  proactive_abilities:
  - action_cost: Two Actions
    description: The minotaur swings its axe in a wide arc, making greataxe Strikes
      against any two foes who are adjacent to each other and within the minotaur's
      reach. The multiple attack penalty does not increase until after both attacks
      are resolved.
    name: Axe Swipe
    traits: null
  - action_cost: One Action
    description: The minotaur snorts and clomps as it hunts its prey, inspiring terror.
      The minotaur makes an Intimidation check to Demoralize all living creatures
      within 60 feet that can hear the minotaur but not see it. Roll once and apply
      the result to all creatures. If the targets are in a maze or similarly difficult-to-navigate
      structure, the minotaur gains a +4 circumstance bonus to this check. Creatures
      that become frightened as a result also take a -2 circumstance penalty to Survival
      checks to avoid getting lost for 1 minute. This use of Demoralize doesn't have
      the visual trait. Each target is temporarily immune for 1 minute.
    name: Hunted Fear
    traits: null
  - action_cost: Two Actions
    description: The minotaur Strides twice, then makes a horn Strike. If it moved
      at least 20 feet from its starting position, the Strike's damage is increased
      to 2d8+10.
    name: Powerful Charge
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 13
    ref: 8
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 14
    Intimidation: 9
    Survival: 12
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Large
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 9
    con_mod: 9
    dex_mod: 3
    int_mod: 4
    str_mod: 10
    wis_mod: 9
  ac: 45
  automatic_abilities:
  - description: The mu spore senses vibrations in the air through its aerial spores.
    name: Windsense
    traits: null
  description: A mu spore is a thankfully rare fungoid monstrosity of vast power and
    strange intellect. Even the smallest mu spores are never less than a hundred feet
    long from tentacle tip to tentacle tip, yet despite this vast bulk, they are capable
    of flying with an uncommon grace, venting jets of foul-smelling spores to guide
    their flight.
  hp: 350
  immunities: null
  innate_spells: null
  languages:
  - Aklo
  - Common
  - Terran
  - Undercommon
  level: 21
  melee:
  - action_cost: One Action
    damage:
      formula: 4d12+18 plus Improved Grab
      type: piercing
    name: jaws
    to_hit: 40
    traits:
    - deadly 3d12
    - reach 30 feet
  name: Mu Spore
  perception: 36
  proactive_abilities:
  - action_cost: Two Actions
    description: . The mu spore can't use this ability again for 1d4 rounds.
    name: Cough Spores
    traits:
    - DC 46 basic Reflex save
  - action_cost: Two Actions
    description: The mu spore pulls all creatures and objects in a 400-foot cone 400
      feet towards it's mouth. A successful DC 43 Fortitude save halves the distance,
      or avoids the pull on a critical success. The mu spore automatically attempts
      to Swallow Whole each creature adjacent to it at the end of the inhalation.
    name: Enormous Inhalation
    traits: null
  - description: The spore uses Swallow Whole.
    name: Fast Swallow
    traits: null
  - action_cost: One Action
    description: 15 bludgeoning, DC 45.
    name: Greater Constrict
    traits: null
  - description: ''
    name: Overpowering Jaws
    traits:
    - but not on critical failure
  - action_cost: One Action
    description: Gargantuan, 20d6+9 acid, Rupture 37.
    name: Swallow Whole
    traits:
    - attack
  ranged: null
  resistances:
  - amount: 20
    type: 'acid '
  - amount: 10
    type: 'all (except sonic) '
  saves:
    fort: 38
    ref: 32
    will: 38
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - windsense 240 feet
  skills:
    Acrobatics: 26
    Athletics: 41
    Nature: 38
    Occultism: 36
  speed:
  - amount: 40
    type: Land
  - amount: 50
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Gargantuan
  - Fungus
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 7
    dex_mod: 0
    int_mod: -3
    str_mod: 9
    wis_mod: 3
  ac: 37
  automatic_abilities: null
  description: Fearsome centipede-like creatures, mukradis are three-headed predators
    with a devastating array of breath weapons. A Darklands version of the mukradi
    is rumored to exist. It’s said these variant mukradis have black scales, and all
    of their heads spew a black, acidic goo that animates before being reabsorbed
    by the mukradis.
  hp: 300
  immunities: null
  innate_spells: null
  languages: ''
  level: 15
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+17 plus 3d6 acid
      type: piercing
    name: acid maw
    to_hit: 32
    traits:
    - magical
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 2d12+17 plus 3d6 fire
      type: piercing
    name: flame maw
    to_hit: 32
    traits:
    - magical
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 2d12+17 plus 3d6 electricity
      type: piercing
    name: shock maw
    to_hit: 32
    traits:
    - magical
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 2d10+17
      type: piercing
    name: leg
    to_hit: 32
    traits:
    - agile
    - magical
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 3d10+17 plus Knockdown
      type: slashing
    name: tail lash
    to_hit: 32
    traits:
    - magical
    - reach 30 feet
  name: Mukradi
  perception: 24
  proactive_abilities:
  - action_cost: Two Actions
    description: The mukradi breathes a blast of energy from one of its three heads;
      each creature in the area must attempt a DC 36 basic Reflex save. The mukradi
      can’t use Breath Weapon again for 1d4 rounds. <ul><li>**Acid Maw** (acid) 10-foot-wide,
      60-foot line of acid dealing 16d6 acid damage.</li><li>**Flame Maw** (fire)
      60-foot cone of fire dealing 16d6 fire damage.</li><li>**Shock Maw** (electricity)
      120-foot line of electricity dealing 16d6 electricity damage.</li></ul>
    name: Breath Weapon
    traits:
    - evocation
    - primal
  - action_cost: Two Actions
    description: The mukradi makes two Strikes with different maws against the same
      target. If both hit, the target takes an extra 2d12+13 slashing damage, with
      a DC 36 basic Fortitude save. On a critical failure, the creature is torn to
      pieces and dies. The mukradi's multiple attack penalty increases only after
      all the attacks are made.
    name: Pull Apart
    traits: null
  - action_cost: Two Actions
    description: The mukradi Strikes once against each creature in its reach. It can
      Strike up to once with each maw, once with its tail lash, and any number of
      times with its legs. Each attack takes a –2 circumstance penalty and counts
      toward the mukradi's multiple attack penalty, but the multiple attack penalty
      doesn’t increase until after all the attacks are made.
    name: Thrash
    traits: null
  - description: Huge or smaller, leg, DC 36
    name: Trample
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 32
    ref: 23
    will: 26
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - tremorsense (imprecise) 60 feet
  skills:
    Athletics: 32
  speed:
  - amount: 60
    type: Land
  - amount: 60
    type: Burrow
  - amount: 60
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Gargantuan
  - Beast
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 2
    dex_mod: 0
    int_mod: -2
    str_mod: 4
    wis_mod: 4
  ac: 23
  automatic_abilities: null
  description: The majority of mummies were created by cruel and selfish masters to
    serve as guardians to protect their tombs from intruders. The traditional method
    of creating a mummy guardian is a laborious and sadistic process that begins well
    before the poor soul to be transformed is dead, during which the victim is ritualistically
    starved of nourishing food and instead fed strange spices, preservative agents,
    and toxins intended to quicken the desiccation of the flesh. The victim remains
    immobile but painfully aware during the final stages, where its now-useless entrails
    are extracted before it’s shrouded in funerary wrappings and entombed within a
    necromantically ensorcelled sarcophagus to await intrusions in the potentially
    distant future. While it’s certainly possible to use other methods to create a
    mummy guardian from an already-deceased body, those who seek to create these foul
    undead as their guardians in the afterlife often feel that such methods result
    in inferior undead—the pain and agony of death by mummification being an essential
    step in the process.
  hp: 110
  immunities:
  - death effects
  - disease
  - paralyzed
  - poison
  - unconscious
  innate_spells: null
  languages:
  - Necril
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+7 plus mummy rot
      type: bludgeoning
    name: fist
    to_hit: 16
    traits: null
  name: Mummy Guardian
  perception: 16
  proactive_abilities:
  - description: This disease and any damage from it can’t be healed until this curse
      is removed. A creature killed by mummy rot turns to dust and can’t be resurrected
      except by a 7th-level *resurrect* ritual or similar magic. **Saving Throw**
      DC 22 Fortitude; **Stage 1** carrier with no ill effect (1 minute); **Stage
      2** 4d6 negative damage and stupefied 1 (1 day)
    name: Mummy Rot
    traits:
    - curse
    - disease
    - divine
    - necromancy
    - negative
  ranged: null
  resistances: null
  saves:
    fort: 14
    ref: 10
    will: 16
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 15
    Stealth: 11
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Medium
  - Mummy
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 4
    dex_mod: 2
    int_mod: 0
    str_mod: 5
    wis_mod: 5
  ac: 27
  automatic_abilities: null
  description: While mummy guardians are undead crafted from the corpses of sacrificed—usually
    unwilling victims—and retain only fragments of their memories, a mummy pharaoh
    is the result of a deliberate embrace of undeath by a sadistic and cruel ruler.
    The transformation from life to undeath is no less awful and painful, but as the
    transition is an intentional bid to escape death by a powerful personality who
    fully embraces the blasphemous repercussions of the choice, the mummy pharaoh
    retains its memories and personality intact. Although in most cases a mummy pharaoh
    is formed from a particularly depraved ruler instructing their priests to perform
    complex rituals that grant the ruler eternal unlife, a ruler who was filled with
    incredible anger in life might spontaneously arise from death as a mummy pharaoh
    without undergoing this ritual. Depending on the nature of the ruler, a mummy
    pharaoh might have spellcasting or other class features instead of its Attack
    of Opportunity and disruptive abilities—the exact nature of the abilities the
    ruler had in life can significantly change or strengthen the mummy pharaoh presented
    here (which represents the least powerful variety of this deadly undead foe).
  hp: 165
  immunities:
  - death effects
  - disease
  - paralyzed
  - poison
  - unconscious
  innate_spells: null
  languages:
  - Necril
  level: 9
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+11 plus insidious mummy rot
      type: bludgeoning
    name: fist
    to_hit: 20
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 2d8+11 plus insidious mummy rot
      type: piercing
    name: longspear
    to_hit: 21
    traits:
    - magical
    - reach 10 feet
  name: Mummy Pharaoh
  perception: 20
  proactive_abilities:
  - description: The mummy pharaoh can deliver insidious mummy rot through melee weapons
      it wields.
    name: Channel Rot
    traits:
    - divine
    - necromancy
  - description: This disease and any damage from it can’t be healed until this curse
      is removed. A creature killed by insidious mummy rot turns to sand and can’t
      be resurrected except by a 7th-level *resurrect* ritual or similar magic. **Saving
      Throw** DC 26 Fortitude; **Stage 1** carrier with no ill effect (1 minute);
      **Stage 2** 8d6 negative damage and stupefied 2 (1 day)
    name: Insidious Mummy Rot
    traits:
    - curse
    - disease
    - divine
    - necromancy
  - action_cost: Two Actions
    description: The mummy pharaoh exhales a 60-foot cone of superheated sand that
      deals 5d6 fire and 5d6 slashing damage (DC 28 basic Reflex save). The mummy
      pharaoh can’t use Sandstorm Wrath again for 1d4 rounds.
    name: Sandstorm Wrath
    traits:
    - concentrate
    - divine
    - evocation
    - fire
  ranged: null
  resistances: null
  saves:
    fort: 19
    ref: 15
    will: 20
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. positive
  senses:
  - darkvision
  skills:
    Deception: 18
    Intimidation: 20
    Occultism: 15
    Religion: 20
    Stealth: 13
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Rare
  - LE
  - Medium
  - Mummy
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 4
    dex_mod: 6
    int_mod: 3
    str_mod: 2
    wis_mod: 2
  ac: 27
  automatic_abilities: null
  description: 'Dark nagas are wicked, jealous creatures that crave power and wealth.
    Indeed, the dark naga sees such ideals as spiritual expressions of an essential
    truth: if one can take something, that something is theirs to have. The dark naga
    sees other creatures as lessers worthy only of subjugation or as rivals who must
    be eliminated.'
  hp: 115
  immunities: null
  innate_spells:
  - frequency: constant
    level: 3
    name: mind reading
  languages:
  - Aklo
  - Common
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+5 plus dark naga venom
      type: piercing
    name: fangs
    to_hit: 19
    traits:
    - agile
    - finesse
  name: Dark Naga
  perception: 15
  proactive_abilities:
  - description: '**Saving Throw** DC 25 Fortitude; **Maximum Duration** 5 minutes;
      **Stage 1** slowed 1 (1 round); **Stage 2** slowed 2 (1 round); **Stage 3**
      unconscious with no Perception check to wake up (1d4+1 minutes)'
    name: Dark Naga Venom
    traits:
    - incapacitation
    - poison
  ranged: null
  resistances: null
  saves:
    fort: 15
    ref: 17
    will: 15
  saves_special:
    fort: null
    ref: null
    will: guarded thoughts
  senses:
  - '*mind reading* 30 feet'
  - darkvision
  skills:
    Acrobatics: 17
    Arcana: 16
    Athletics: 13
    Deception: 16
    Intimidation: 16
    Stealth: 19
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: 25
  traits:
  - Uncommon
  - LE
  - Large
  - Aberration
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 5
    dex_mod: 6
    int_mod: 3
    str_mod: 5
    wis_mod: 5
  ac: 31
  automatic_abilities: null
  description: 'The opposite of dark nagas in many ways, guardian nagas are benevolent
    and wise protectors of places of great natural or supernatural significance: ancient
    oak groves, forgotten holy temples, and vaults of sacred power are just a few
    examples of locations that these nagas protect. Guardian nagas believe that the
    beautiful elements of the cosmos are worthy of protection and that devotion to
    such a grand effort is its own reward. A guardian naga may join a group with similar
    values, such as a sect of priests or monks, to aid it in its holy endeavors and
    to exchange knowledge of the heavens.'
  hp: 175
  immunities: null
  innate_spells: null
  languages:
  - Celestial
  - Common
  level: 10
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+8 plus guardian naga venom
      type: piercing
    name: fangs
    to_hit: 22
    traits:
    - agile
    - finesse
  name: Guardian Naga
  perception: 22
  proactive_abilities:
  - description: '**Saving Throw** DC 29 Fortitude; **Maximum Duration** 6 rounds;
      **Stage 1** 3d6 poison (1 round); **Stage 2** 3d6 poison and drained 1 (1 round)'
    name: Guardian Naga Venom
    traits:
    - poison
  ranged:
  - action_cost: One Action
    name: spit
    to_hit: 22
    traits:
    - agile
    - poison
    - range increment 30 feet
  resistances: null
  saves:
    fort: 20
    ref: 21
    will: 22
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 22
    Deception: 18
    Diplomacy: 21
    Stealth: 20
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - LG
  - Large
  - Aberration
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 3
    dex_mod: 3
    int_mod: 1
    str_mod: 6
    wis_mod: 4
  ac: 24
  automatic_abilities:
  - description: The nightmare continually exhales black smoke that creates concealment
      in an aura around it. Nightmares and their riders can see through this smoke.
      A creature that begins its turn in the area becomes sickened 2 (DC 23 Fortitude
      negates) and is then temporarily immune sickness from the smoke for 1 minute.
      The nightmare, its rider, any creature currently holding its breath (or that
      does not need to breathe), and any creature immune to poison are immune to the
      aura’s sickened effect but not the concealment.
    name: Smoke
    range: 15 feet
    traits:
    - aura
  description: Nightmares are flaming equine harbingers of death.
  hp: 100
  immunities: null
  innate_spells: []
  languages:
  - Abyssal
  - Daemonic
  - Infernal
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+6 plus 1d6 evil
      type: piercing
    name: jaws
    to_hit: 16
    traits:
    - evil
    - magical
  - action_cost: One Action
    damage:
      formula: 1d8+6 plus 1d6 evil and 1d8 fire
      type: bludgeoning
    name: hoof
    to_hit: 16
    traits:
    - agile
    - evil
    - fire
    - magical
  name: Nightmare
  perception: 14
  proactive_abilities:
  - action_cost: Two Actions
    description: The nightmare Strides or Flies up to triple its Speed. Its hooves
      burst with intense flame, dealing 3d6 fire damage (DC 24 basic Reflex save)
      once to each creature other than the nightmare’s rider that the nightmare moves
      adjacent to during its gallop.
    name: Flaming Gallop
    traits:
    - fire
  ranged: null
  resistances:
  - amount: 10
    type: fire
  saves:
    fort: 15
    ref: 15
    will: 12
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 13
    Athletics: 16
    Intimidation: 14
    Survival: 12
  speed:
  - amount: 40
    type: Land
  - amount: 90
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Large
  - Beast
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 5
    dex_mod: 4
    int_mod: 2
    str_mod: 7
    wis_mod: 5
  ac: 21
  automatic_abilities:
  - description: The nightmare continually exhales black smoke that creates concealment
      in an aura around it. Nightmares and their riders can see through this smoke.
      A creature that begins its turn in the area becomes sickened 2 (DC 28 Fortitude
      negates) and is then temporarily immune sickness from the smoke for 1 minute.
      The nightmare, its rider, any creature currently holding its breath (or that
      does not need to breathe), and any creature immune to poison are immune to the
      aura’s sickened effect but not the concealment.
    name: Smoke
    range: 20 feet
    traits:
    - aura
  description: The enormous greater nightmare is a more dangerous variety of nightmare,
    particularly valued for its ability to invade other realities with its rider.
  hp: 200
  immunities: null
  innate_spells: []
  languages:
  - Abyssal
  - Daemonic
  - Infernal
  level: 11
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+11 plus 1d6 evil
      type: piercing
    name: jaws
    to_hit: 24
    traits:
    - evil
    - magical
  - action_cost: One Action
    damage:
      formula: 1d8+11 plus 1d6 evil and 2d8 fire
      type: bludgeoning
    name: hoof
    to_hit: 24
    traits:
    - agile
    - evil
    - fire
    - magical
  name: Greater Nightmare
  perception: 22
  proactive_abilities:
  - action_cost: Two Actions
    description: The greater nightmare Strides or Flies up to triple its Speed. Its
      hooves burst with intense flame, dealing 6d6 fire damage (DC 30 basic Reflex
      save) once to each creature other than the greater nightmare’s rider that the
      greater nightmare moves adjacent to during its gallop.
    name: Flaming Gallop
    traits:
    - fire
  - description: Large or smaller, hoof, DC 30
    name: Trample
    traits: null
  ranged: null
  resistances:
  - amount: 15
    type: fire
  saves:
    fort: 25
    ref: 24
    will: 21
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 23
    Athletics: 24
    Intimidation: 22
    Survival: 20
  speed:
  - amount: 60
    type: Land
  - amount: 120
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Huge
  - Beast
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 4
    dex_mod: 5
    int_mod: 3
    str_mod: 3
    wis_mod: 3
  ac: 32
  automatic_abilities: null
  description: The sleek, dark niliths resemble hairless, emaciated tree sloths. These
    creatures are intensely dangerous and fearsome, with red glowing eyes, wicked
    claws, and mouths full of needlelike teeth. Niliths feed off the emotions, fears,
    and flesh of the living, and folktales posit that those who have nightmares of
    these creatures are fated to one day be eaten by them. Niliths draw intense joy
    from tormenting sapient creatures, often focusing their predations on the pious
    and the just, from whom they draw forth their most basic fears and worst thoughts
    and revel in their victims’ subsequent terror. More often than not, these despicable
    manipulators wish to drive their victims into madness and even to suicide. Most
    niliths lack the patience to spend too much time fully tearing down an individual,
    and when a nilith tires of its current plaything and becomes bored with its particular
    thoughts and fears, it murders the quarry before feeding on its flesh and moving
    onto the next victim.
  hp: 150
  immunities: null
  innate_spells:
  - level: 5
    name: hallucination
  - level: 5
    name: mind probe
  - frequency: at will, self only
    level: 4
    name: blink
  - frequency: at will, self only
    level: 4
    name: confusion
  - frequency: at will, self only
    level: 4
    name: crushing despair
  - frequency: at will, self only
    level: 4
    name: dream message
  - frequency: at will, self only
    level: 4
    name: invisibility
  - frequency: at will, self only
    level: 4
    name: nightmare
  - frequency: at will
    level: 3
    name: mind reading
  languages:
  - Aklo
  - Common
  level: 10
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+9 plus Grab
      type: slashing
    name: claw
    to_hit: 23
    traits:
    - agile
    - finesse
    - magical
  - action_cost: One Action
    damage:
      formula: 2d12+9
      type: piercing
    name: fangs
    to_hit: 23
    traits:
    - finesse
    - magical
  name: Nilith
  perception: 19
  proactive_abilities:
  - action_cost: One Action
    description: '**Requirements** The nilith has a creature grabbed. **Effect** The
      nilith reaches into the mind of the grabbed creature and implants disjointed
      images of the victim’s worst fears and nightmares. The grabbed creature takes
      6d6 mental damage (DC 31 basic Will save). On a critical failure, the target
      is also affected as though by *feeblemind*, and it must attempt a second Will
      save against that effect.'
    name: Mind Crush
    traits:
    - enchantment
    - mental
    - occult
  ranged: null
  resistances:
  - amount: 10
    type: 'mental '
  - amount: 5
    type: physical (except silver)
  saves:
    fort: 17
    ref: 20
    will: 20
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 21
    Athletics: 17
    Intimidation: 23
    Occultism: 19
    Stealth: 21
    Survival: 17
  speed:
  - amount: 25
    type: Land
  - amount: 30
    type: Climb
  spell_attack_to_hit: null
  spell_dc: 29
  traits:
  - NE
  - Medium
  - Aberration
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 0
    dex_mod: 3
    int_mod: 1
    str_mod: 0
    wis_mod: 1
  ac: 16
  automatic_abilities:
  - description: The naiad can use Diplomacy to Make an Impression on and make very
      simple Requests of animals.
    name: Wild Empathy
    traits: null
  description: Naiads protect streams, ponds, springs, and other natural bodies of
    fresh water. While most naiads lead solitary lives close to their chosen ward,
    sometimes these nymphs congregate in coven-like groups where river tributaries
    meet, performing great magic and blessing the waters of the land. Because naiads’
    bonds to their bodies of water permit more flexibility, they are the nymphs most
    likely to interact with humanoids and even visit their settlements on occasion.
    Unlike other nymphs, naiads occasionally become adventurers, especially when dark
    forces seek to despoil nature or otherwise threaten the land, joining forces with
    others to prevent the corruption of nature.
  hp: 20
  immunities: null
  innate_spells:
  - level: 1
    name: charm
  - level: 1
    name: create water
  - level: 1
    name: tidal surge
  - frequency: constant
    level: 2
    name: speak with animals
  languages:
  - Common
  - Elven
  - Sylvan
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6
      type: bludgeoning
    name: aqueous fist
    to_hit: 8
    traits:
    - agile
    - finesse
    - magical
    - water
  name: Naiad
  perception: 6
  proactive_abilities:
  - action_cost: Two Actions
    description: While within her bonded body of water (see water dependent above),
      the naiad heals 1 Hit Point every 10 minutes.
    name: Water Healing
    traits:
    - concentrate
    - healing
    - necromancy
    - primal
  ranged: null
  resistances:
  - amount: 3
    type: fire
  saves:
    fort: 3
    ref: 6
    will: 8
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Acrobatics: 6
    Athletics: 3
    Diplomacy: 7
    Nature: 6
    Stealth: 6
    Survival: 4
  speed:
  - amount: 25
    type: Land
  - amount: 25
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CG
  - Medium
  - Amphibious
  - Fey
  - Nymph
  - Water
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 1
    dex_mod: 4
    int_mod: 2
    str_mod: 0
    wis_mod: 3
  ac: 19
  automatic_abilities:
  - description: The dryad can use Diplomacy to Make an Impression on and make very
      simple Requests of animals and plants.
    name: Nature Empathy
    traits: null
  description: Dryads are fey guardians of the trees and creatures who dwell in wooded
    areas. They prefer using indirect methods to dissuade those who would harm their
    sacred groves and beloved forests, but they are not above using enchantments to
    enlist the aid of allies when evil threats cannot be dissuaded with words alone.
    In times of peace, dryads happily live secluded lives inside their trees, and
    a community at harmony with nature might not even realize a dryad lives nearby.
  hp: 55
  immunities: null
  innate_spells:
  - frequency: x2
    level: 5
    name: tree stride
  - frequency: x3
    level: 4
    name: charm
  - frequency: x3
    level: 4
    name: suggestion
  - level: 3
    name: sleep
  - frequency: at will
    level: 2
    name: entangle
  - frequency: at will
    level: 2
    name: tree shape
  - frequency: constant
    level: 4
    name: speak with plants
  languages:
  - Common
  - Elven
  - Sylvan
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d12+2
      type: bludgeoning
    name: branch
    to_hit: 12
    traits:
    - finesse
    - magical
  name: Dryad
  perception: 10
  proactive_abilities:
  - action_cost: Two Actions
    description: The dryad touches a tree of enough volume to contain her and merges
      into it for as long as she wishes. She can Cast a Spell while inside as long
      as the spell doesn’t require a line of effect outside the tree. She can hear,
      but not see, what’s going on outside the tree. She can Dismiss this effect.
      Significant physical damage dealt to the tree expels the dryad from the tree
      and deals 3d6 damage to her. *Passwall* expels the dryad without dealing damage.
      If a dryad uses this ability on her bonded tree, she instead enters an extradimensional
      living space within the tree; Tree Meld gains the extradimensional trait. A
      dryad can bring up to two other creatures with her when entering her home within
      her bonded tree. The dryad can still be expelled from this space as above.
    name: Tree Meld
    traits:
    - primal
    - transmutation
  ranged: null
  resistances: null
  saves:
    fort: 6
    ref: 11
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Acrobatics: 9
    Athletics: 5
    Crafting: 7
    Diplomacy: 9
    Nature: 13
    Stealth: 9
    Survival: 12
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: 11
  spell_dc: null
  traits:
  - CG
  - Medium
  - Fey
  - Nymph
  - Plant
  type: Creature
- ability_mods:
    cha_mod: 7
    con_mod: 4
    dex_mod: 5
    int_mod: 3
    str_mod: 0
    wis_mod: 4
  ac: 26
  automatic_abilities:
  - description: '**Wild Empathy** The naiad can use Diplomacy to Make an Impression
      on and make very simple Requests of animals.'
    name: Tied to the Land
    traits: null
  - description: The naiad can use Diplomacy to Make an Impression on and make very
      simple Requests of animals.
    name: Wild Empathy
    traits: null
  description: Naiad queens rule over pristine wildernesses centered on untouched
    lakes or other bodies of fresh water. Bards’ songs and artists’ paintings of nymphs
    tend to depict naiad queens in their slightly more humanoid forms, which they
    don when they make the rare journey into civilized lands to garner allies or gauge
    threats.
  hp: 100
  immunities: null
  innate_spells:
  - frequency: at will
    level: 4
    name: tidal surge
  languages:
  - Common
  - Elven
  - Sylvan
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+6
      type: bludgeoning
    name: aqueous fist
    to_hit: 17
    traits:
    - agile
    - finesse
    - magical
    - water
  name: Naiad Queen
  perception: 18
  proactive_abilities:
  - action_cost: One Action
    description: ''
    name: Change Shape
    traits:
    - polymorph
    - primal
    - transmutation
  - action_cost: One Action
    description: On a failed save, if the target was already affected by the naiad
      queen’s beauty, the image of the queen sears into the creature’s mind, allowing
      no further sight and effectively blinding the creature until restored via restore
      senses or a similar effect, or until the naiad queen chooses to remove the effect
      using a single action, which has the concentrate trait.
    name: Focus Beauty
    traits:
    - emotion
    - enchantment
    - incapacitation
    - mental
    - primal
    - visual
  - description: ''
    name: Inspiration
    traits:
    - emotion
    - enchantment
    - mental
    - primal
  - action_cost: Two Actions
    description: While within any body of water in her domain, the naiad queen heals
      28 Hit Points every 10 minutes.
    name: Water Healing
    traits:
    - concentrate
    - healing
    - necromancy
    - primal
  ranged: null
  resistances:
  - amount: 10
    type: fire
  saves:
    fort: 15
    ref: 18
    will: 17
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - '*speak with animals*'
  skills:
    Acrobatics: 16
    Athletics: 9
    Diplomacy: 20
    Medicine: 15
    Nature: 15
    Performance: 20
    Stealth: 14
    Survival: 15
  speed:
  - amount: 25
    type: Land
  - amount: 25
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - CG
  - Medium
  - Amphibious
  - Fey
  - Nymph
  - Water
  type: Creature
- ability_mods:
    cha_mod: 8
    con_mod: 6
    dex_mod: 6
    int_mod: 4
    str_mod: 2
    wis_mod: 4
  ac: 35
  automatic_abilities:
  - description: "The dryad can use Diplomacy to Make an Impression on and make very\n\
      simple Requests of animals and plants. \n**Tied to the Land**"
    name: Nature Empathy
    traits: null
  - description: ''
    name: Tied to the Land
    traits: null
  description: Hamadryads rule over an entire forest, or a portion of an incredibly
    large forest, leading and protecting all dryads within. Hamadryads often have
    strange relationships with powerful and deadly fey, working together in a dualistic
    way despite their differences, with the hamadryad representing nature’s wonders
    and the other fey representing nature’s wrath.
  hp: 220
  immunities: null
  innate_spells:
  - level: 8
    name: impaling briars
  - frequency: x3
    level: 5
    name: tree stride
  - frequency: at will
    level: 4
    name: charm
  - frequency: at will
    level: 4
    name: suggestion
  - frequency: at will
    level: 3
    name: entangle
  - frequency: at will
    level: 3
    name: sleep
  - frequency: at will
    level: 2
    name: shape wood
  - frequency: at will
    level: 2
    name: tree shape
  - frequency: constant
    level: 4
    name: speak with plants
  languages:
  - Common
  - Elven
  - Sylvan
  level: 13
  melee:
  - action_cost: One Action
    damage:
      formula: 3d12+8
      type: bludgeoning
    name: branch
    to_hit: 27
    traits:
    - finesse
    - magical
  name: Dryad Queen (Hamadryad)
  perception: 25
  proactive_abilities:
  - action_cost: One Action
    description: ''
    name: Change Shape
    traits:
    - polymorph
    - primal
    - transmutation
  - action_cost: One Action
    description: On a failed save, if the target was already affected by the dryad
      queen’s beauty, the target suffers the effects of a failed save against *charm*.
    name: Focus Beauty
    traits:
    - emotion
    - enchantment
    - incapacitation
    - mental
    - primal
    - visual
  - description: ''
    name: Inspiration
    traits:
    - emotion
    - enchantment
    - mental
    - primal
  - action_cost: Two Actions
    description: The hamadryad touches a tree within her domain of enough volume to
      contain her and merges into it for as long as she wishes. She can Cast a Spell
      while inside as long as the spell doesn’t require a line of effect outside the
      tree. She can hear, but not see, what’s going on outside the tree. She can enter
      or exit her extradimensional domain from any tree in her domain. She can Dismiss
      this effect. Significant physical damage dealt to the tree expels the hamadryad
      from the tree and deals 3d6 damage to her. *Passwall* expels the hamadryad without
      dealing damage. If a dryad uses this ability on her bonded tree, she instead
      enters an extradimensional living space within the tree; Tree Meld gains the
      extradimensional trait. A hamadryad can bring up to eight other creatures with
      her when entering her home within her bonded tree. The hamadryad can still be
      expelled from this space as above.
    name: Tree Meld
    traits:
    - primal
    - transmutation
  ranged:
  - action_cost: One Action
    damage:
      formula: 3d8+6
      type: slashing
    name: leaves
    to_hit: 27
    traits:
    - conjuration
    - plant
    - primal
    - range increment 60 feet
  resistances: null
  saves:
    fort: 24
    ref: 26
    will: 24
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Acrobatics: 25
    Athletics: 19
    Crafting: 23
    Deception: 30
    Diplomacy: 30
    Intimidation: 27
    Nature: 24
    Performance: 28
    Stealth: 25
    Survival: 24
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: 25
  spell_dc: null
  traits:
  - Uncommon
  - CG
  - Medium
  - Fey
  - Nymph
  - Plant
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 4
    dex_mod: 3
    int_mod: -3
    str_mod: 6
    wis_mod: 3
  ac: 27
  automatic_abilities: null
  description: Giant octopuses are found in the heart of deep, dark oceans.
  hp: 135
  immunities: null
  innate_spells: null
  languages: ''
  level: 8
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+9 plus Grab
      type: bludgeoning
    name: arm
    to_hit: 20
    traits:
    - agile
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 2d8+9 plus giant octopus venom
      type: piercing
    name: beak
    to_hit: 20
    traits: null
  name: Giant Octopus
  perception: 15
  proactive_abilities:
  - description: A giant octopus can move through a gap at least 2 feet wide without
      Squeezing, and can Squeeze through a gap at least 1 foot wide.
    name: Compression
    traits: null
  - action_cost: One Action
    description: 1d8+9 bludgeoning
    name: Constrict
    traits: null
  - description: '**Saving Throw** DC 26 Fortitude; **Maximum Duration** 6 rounds;
      **Stage 1** 2d6 poison damage and flat-footed (1 round); **Stage 2** 2d6 poison
      damage, clumsy 1, and flat-footed (1 round); **Stage 3** 2d6 poison damage,
      clumsy 2,  and flat-footed (1 round)'
    name: Giant Octopus Venom
    traits:
    - poison
  - action_cost: One Action
    description: The octopus emits a cloud of black ink in a 30-foot emanation. This
      cloud has no effect outside of water. Creatures inside the cloud are undetected
      and can’t use their sense of smell. The cloud dissipates after 1 minute. The
      octopus can’t use Ink Cloud again for 2d6 rounds.
    name: Ink Cloud
    traits: null
  - action_cost: Two Actions
    description: The octopus moves up to 200 feet in a straight line through the water
      without triggering reactions.
    name: Jet
    traits:
    - move
  - action_cost: Two Actions
    description: The giant octopus makes up to four Strikes with different arms, each
      against a different target. Each attack counts separately for the octopus’s
      multiple attack penalty, but the penalty doesn't increase the penalty until
      the octopus has made all the attacks. If the octopus subsequently uses the Grab
      action, it can Grab any number of creatures it hit with Writhing Arms.
    name: Writhing Arms
    traits: null
  ranged: null
  resistances:
  - amount: 10
    type: cold
  saves:
    fort: 16
    ref: 17
    will: 15
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Acrobatics: 17
    Athletics: 20
    Stealth: 17
  speed:
  - amount: 15
    type: Land
  - amount: 40
    type: Swim
  - amount: null
    type: Compression
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Huge
  - Animal
  - Aquatic
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 6
    dex_mod: 3
    int_mod: -2
    str_mod: 7
    wis_mod: 2
  ac: 31
  automatic_abilities:
  - description: When it’s not in danger, an ofalth can spend 1 minute settling into
      a 10-foot pile that looks like a heap of garbage. While doing so, the ofalth
      gains a +2 circumstance bonus to AC but can’t use attack, manipulate, or move
      actions. A creature that enters the area of the garbage heap or interacts with
      it must attempt a save against the ofalth’s putrid stench and wretched weeps
      disease. An ofalth can leave this form using a single action.
    name: Refuse Pile
    traits: null
  description: 'Found in castle dung heaps, city dumps, and sewers, ofalths are thought
    to be cousins of shamblers. But whereas shamblers are living heaps of soggy vegetation,
    ofalths are living heaps of matter from an altogether more unpleasant source:
    these monsters look like 9-foot-tall amalgamations of wet detritus, sewage, and
    rubbish with long tentacular arms and stout legs. It can be difficult to tell
    where an ofalth’s body ends and the foul contents of the cesspit they wallow within
    begins. They move through refuse heaps in search of organic material in their
    endless quest to sate their hunger.'
  hp: 170
  immunities:
  - disease
  - poison
  innate_spells: null
  languages:
  - Common
  level: 10
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+13 plus wretched weeps
      type: bludgeoning
    name: fist
    to_hit: 23
    traits:
    - reach 10 feet
  name: Ofalth
  perception: 18
  proactive_abilities:
  - description: '**Saving Throw** DC 26 Fortitude; **Stage 1** carrier with no ill
      effect (1 day); **Stage 2** 2d8 persistent bleed damage every hour and enfeebled
      1 (1 day); **Stage 3** 2d8 persistent bleed damage every hour and enfeebled
      2 (1 day)'
    name: Wretched Weeps
    traits:
    - disease
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d10+7 plus wretched weeps
      type: bludgeoning
    name: fling offal
    to_hit: 19
    traits:
    - range increment 30 feet
  resistances: null
  saves:
    fort: 22
    ref: 17
    will: 18
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 23
    Stealth: 19
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Large
  - Aberration
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 4
    dex_mod: -1
    int_mod: -2
    str_mod: 5
    wis_mod: 0
  ac: 17
  automatic_abilities: null
  description: The simplest of ogres are slabs of muscle with hatefully beady eyes,
    misshapen visages, and malformed bodies. Always eager for mayhem and murder, ogre
    warriors are quick to turn on their kin when there’s a shortage of smaller folk
    to torment, so those who lead ogres do their best to keep them constantly distracted
    with new opportunities for raids and ruin.
  hp: 50
  immunities: null
  innate_spells: null
  languages:
  - Jotun
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+7
      type: piercing
    name: ogre hook
    to_hit: 12
    traits:
    - deadly 1d10
    - reach 10 feet
    - trip
  name: Ogre Warrior
  perception: 5
  proactive_abilities: []
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+7
      type: piercing
    name: javelin
    to_hit: 6
    traits:
    - thrown 30 feet
  resistances: null
  saves:
    fort: 11
    ref: 6
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 12
    Intimidation: 9
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Large
  - Giant
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 4
    dex_mod: -1
    int_mod: -2
    str_mod: 6
    wis_mod: 0
  ac: 18
  automatic_abilities: null
  description: Ogre gluttons take the act of feeding to a horrific extreme, capable
    of extending their already cavernous mouths wide enough to gulp down a halfling.
    Stories of ogre gluttons being tricked into eating razor-edged shields or barrels
    filled with poisoned meat are common, but such tales are of little consolation
    to those who have been gobbled down whole by these ravenous giants. In addition
    to their sadistic table manners, ogre gluttons have a disturbing knack for coming
    up with violent “games” that are little more than drawn-out torments, yet those
    who somehow manage to beat a glutton at the rules of its own game can often enrage
    and frustrate the ogre enough that the resulting tantrum is more than enough distraction
    to afford a last-ditch escape from doom.
  hp: 70
  immunities: null
  innate_spells: null
  languages:
  - Jotun
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 1d12+8
      type: slashing
    name: greataxe
    to_hit: 14
    traits:
    - reach 10 feet
    - sweep
  - action_cost: One Action
    damage:
      formula: 1d8+8 plus Grab and Glutton's Feast
      type: piercing
    name: jaws
    to_hit: 14
    traits: null
  name: Ogre Glutton
  perception: 6
  proactive_abilities:
  - description: If the ogre glutton damages a living creature with their jaws Strike,
      they gain 1d4 temporary Hit Points for 1 minute.
    name: Glutton's Feast
    traits: null
  - action_cost: Two Actions
    description: The ogre glutton Strides twice and makes a jaws Strike. If they damage
      a living creature with this Strike, the temporary Hit Points they receive from
      Glutton's Feast is increased to 2d4.
    name: Glutton's Rush
    traits: null
  - action_cost: One Action
    description: Small, 2d4+4 bludgeoning, Rupture 14
    name: Swallow Whole
    traits:
    - attack
  ranged: null
  resistances: null
  saves:
    fort: 14
    ref: 7
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 12
    Intimidation: 10
    Survival: 6
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Large
  - Giant
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 4
    dex_mod: 0
    int_mod: 0
    str_mod: 7
    wis_mod: 1
  ac: 25
  automatic_abilities: null
  description: In ogre society, might makes more than right—it makes the rules. The
    strongest or most violent ogre in a family (in most cases, this is the same ogre)
    is invariably that family’s boss. Quick to hook fallen foes on their weapons,
    even other ogres fear the repercussions of displeasing an ogre boss. When an ogre
    boss barks out commands, the other members of the family move quickly to obey.
  hp: 130
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Jotun
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+11
      type: piercing
    name: ogre hook
    to_hit: 19
    traits:
    - deadly 1d10
    - reach 10 feet
    - trip
  name: Ogre Boss
  perception: 12
  proactive_abilities:
  - action_cost: One Action
    description: The ogre boss issues a command to hasten their fellows. Each ogre
      ally who hears and understands this command becomes quickened until the end
      of that ally's next turn, but can use the extra action only to Step or Stride.
    name: Bellowing Command
    traits:
    - auditory
    - fear
    - linguistic
  - description: The ogre boss makes an ogre hook Strike against the creature they
      tripped.
    name: Sweeping Hook
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+11
      type: piercing
    name: javelin
    to_hit: 12
    traits:
    - thrown 30 feet
  resistances: null
  saves:
    fort: 17
    ref: 12
    will: 15
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 16
    Intimidation: 16
    Stealth: 11
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Large
  - Giant
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: -5
    con_mod: 4
    dex_mod: -5
    int_mod: -5
    str_mod: 2
    wis_mod: 0
  ac: 8
  automatic_abilities:
  - description: A sewer ooze can sense nearby motion through vibration and air movement.
    name: Motion Sense
    traits: null
  description: These amorphous masses of sewage and other detritus make their way
    through filthy culverts beneath cities large and small.
  hp: 40
  immunities:
  - acid
  - critical hits
  - mental
  - precision
  - unconscious
  - visual
  innate_spells: null
  languages: ''
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+1 plus 1d4 acid
      type: bludgeoning
    name: pseudopod
    to_hit: 9
    traits: null
  name: Sewer Ooze
  perception: 3
  proactive_abilities:
  - action_cost: One Action
    description: . A creature can spend and Interact action to clean someone off,
      decreasing the Speed penalty by 5 feet with each action.
    name: Filth Wave
    traits:
    - on a critical failure
    - the creature also falls prone
  ranged: null
  resistances: null
  saves:
    fort: 9
    ref: 1
    will: 3
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - motion sense 60 feet
  - no vision
  skills:
    Stealth: 1
  speed:
  - amount: 10
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Mindless
  - Ooze
  type: Creature
- ability_mods:
    cha_mod: -5
    con_mod: 5
    dex_mod: -5
    int_mod: -5
    str_mod: 4
    wis_mod: 0
  ac: 10
  automatic_abilities:
  - description: A gelatinous cube can sense nearby motion through vibration and air
      movement. **Transparent** A gelatinous cube is so clear that it’s difficult
      to spot. A successful DC 23 Perception check is required to notice a stationary
      cube, and a creature must be Searching to attempt this check. A creature that
      walks into the cube is automatically Engulfed (this usually causes the GM to
      call for initiative).
    name: Motion Sense
    traits: null
  - description: A gelatinous cube is so clear that it’s difficult to spot. A successful
      DC 23 Perception check is required to notice a stationary cube, and a creature
      must be Searching to attempt this check. A creature that walks into the cube
      is automatically Engulfed (this usually causes the GM to call for initiative).
    name: Transparent
    traits: null
  description: Found underground or in dungeons, these quivering cubes of slime continuously
    scour their domain for food. The acid in their bodies is weak enough that many
    gelatinous cubes still contain the gear of their victims, as they’re unable to
    break them down.
  hp: 90
  immunities:
  - acid
  - critical hits
  - mental
  - precision
  - unconscious
  - visual
  innate_spells: null
  languages: ''
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6 plus paralysis
      type: acid
    name: cube face
    to_hit: 11
    traits: null
  name: Gelatinous Cube
  perception: 5
  proactive_abilities:
  - action_cost: Two Actions
    description: DC 19, 2d6 acid, Escape DC 19, Rupture 7. A creature Engulfed by
      the gelatinous cube must also attempt a saving throw against paralysis.
    name: Engulf
    traits: null
  - description: A creature Engulfed by the cube or hit by its attack is paralyzed
      unless it succeeds at a DC 20 Fortitude save. A victim can attempt a new save
      to recover at the end of each of its turns.
    name: Paralysis
    traits:
    - incapacitation
  - description: A gelatinous cube's acid damages only organic material—not metal,
      stone, or other inorganic substances.
    name: Weak Acid
    traits: null
  ranged: null
  resistances:
  - amount: 5
    type: electricity
  saves:
    fort: 12
    ref: 0
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - motion sense 60 feet
  - no vision
  skills:
    Athletics: 11
  speed:
  - amount: 15
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Mindless
  - Ooze
  type: Creature
- ability_mods:
    cha_mod: -5
    con_mod: 6
    dex_mod: -5
    int_mod: -5
    str_mod: 4
    wis_mod: 0
  ac: 12
  automatic_abilities:
  - description: A ochre jelly can sense nearby motion through vibration and air movement.
    name: Motion Sense
    traits: null
  description: Ochre jellies are animate masses of protoplasm with a sickly combination
    of yellow, orange, and brown hues. Their acidic bodies dissolve flesh but leave
    other materials, including a victim’s gear and bones, intact. Some ancient cultures
    would entomb bodies in stone sarcophaguses with ochre jellies to allow the ooze
    to break down the  flesh and clean and polish the bones.
  hp: 150
  immunities:
  - acid
  - critical hits
  - electricity
  - mental
  - piercing
  - precision
  - slashing
  - unconscious
  - visual
  innate_spells: null
  languages: ''
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+7 plus 2d4 acid and Grab
      type: bludgeoning
    name: pseudopod
    to_hit: 15
    traits: null
  name: Ochre Jelly
  perception: 7
  proactive_abilities:
  - action_cost: One Action
    description: 1d8+3 bludgeoning plus 1d4 acid, DC 23
    name: Constrict
    traits: null
  - description: An ochre jelly's acid damages only flesh—not bone, stone, wood, or
      other materials.
    name: Ochre Acid
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 15
    ref: 4
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - motion sense 60 feet
  - no vision
  skills:
    Athletics: 13
  speed:
  - amount: 15
    type: Land
  - amount: 10
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Mindless
  - Ooze
  type: Creature
- ability_mods:
    cha_mod: -5
    con_mod: 7
    dex_mod: -5
    int_mod: -5
    str_mod: 7
    wis_mod: 0
  ac: 14
  automatic_abilities:
  - description: A black pudding can sense nearby motion through vibration and air
      movement.
    name: Motion Sense
    traits: null
  description: Most often found below ground, these oozes scour caves for objects
    to dissolve with their corrosive secretions. This caustic acid is particularly
    dangerous to creatures that attack a pudding, as it can quickly damage and destroy
    gear.
  hp: 165
  immunities:
  - acid
  - critical hits
  - mental
  - piercing
  - precision
  - slashing
  - unconscious
  - visual
  innate_spells: null
  languages: ''
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+7 plus 2d6 acid, corrosive touch, and Grab
      type: bludgeoning
    name: pseudopod
    to_hit: 18
    traits:
    - reach 10 feet
  name: Black Pudding
  perception: 9
  proactive_abilities:
  - action_cost: One Action
    description: 1d8+7 bludgeoning plus 1d6 acid, DC 26
    name: Constrict
    traits: null
  - description: When the pudding hits a creature with its pseudopod, any acid damage
      is dealt to the creature's armor or clothing as well as the creature.
    name: Corrosive Touch
    traits: null
  - description: The pudding can climb on ceilings and other inverted surfaces, though
      such surfaces are difficult terrain for it.
    name: Suction
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 18
    ref: 6
    will: 11
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - motion sense 60 feet
  - no vision
  skills:
    Athletics: 18
  speed:
  - amount: 20
    type: Land
  - amount: 20
    type: Climb
  - amount: null
    type: Suction
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Huge
  - Mindless
  - Ooze
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 3
    dex_mod: 2
    int_mod: -1
    str_mod: 3
    wis_mod: 1
  ac: 15
  automatic_abilities: null
  description: If orc armies are rarely well organized, this shortcoming can likely
    be traced to the furious and undisciplined rank-and-file brutes who make up the
    bulk of an orc warband.
  hp: 15
  immunities: null
  innate_spells: null
  languages:
  - Orcish
  level: 0
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: piercing
    name: orc knuckle dagger
    to_hit: 7
    traits:
    - agile
    - disarm
  - action_cost: One Action
    damage:
      formula: 1d4+3
      type: bludgeoning
    name: fist
    to_hit: 7
    traits:
    - agile
    - nonlethal
  name: Orc Brute
  perception: 5
  proactive_abilities: []
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: piercing
    name: javelin
    to_hit: 4
    traits:
    - thrown 30 feet
  resistances: null
  saves:
    fort: 6
    ref: 4
    will: 2
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 5
    Intimidation: 2
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Humanoid
  - Orc
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 3
    dex_mod: 2
    int_mod: -1
    str_mod: 4
    wis_mod: 1
  ac: 18
  automatic_abilities: null
  description: The typical orc warrior is a violent combatant familiar to many adventurers.
    Orc warriors fight for their clan, for riches, and— perhaps most of all—for personal
    glory.
  hp: 23
  immunities: null
  innate_spells: null
  languages:
  - Orcish
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+4
      type: slashing
    name: orc necksplitter
    to_hit: 7
    traits:
    - forceful
    - sweep
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: slashing
    name: shortsword
    to_hit: 7
    traits:
    - agile
    - versatile P
  - action_cost: One Action
    damage:
      formula: 1d4+4
      type: bludgeoning
    name: fist
    to_hit: 7
    traits:
    - agile
    - nonlethal
  name: Orc Warrior
  perception: 6
  proactive_abilities: []
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: piercing
    name: javelin
    to_hit: 5
    traits:
    - thrown 30 feet
  resistances: null
  saves:
    fort: 8
    ref: 7
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 7
    Intimidation: 4
    Survival: 4
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Humanoid
  - Orc
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 1
    dex_mod: 2
    int_mod: -1
    str_mod: 4
    wis_mod: 1
  ac: 19
  automatic_abilities: null
  description: When orcs raid, the strongest is chosen as the leader, backed up by
    brothers, sisters, and other immediate family.
  hp: 32
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Orcish
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+4
      type: bludgeoning
    name: greatclub
    to_hit: 10
    traits:
    - backswing
    - shove
  - action_cost: One Action
    damage:
      formula: 1d4+4
      type: bludgeoning
    name: fist
    to_hit: 10
    traits:
    - agile
    - nonlethal
  name: Orc Warchief
  perception: 11
  proactive_abilities:
  - action_cost: One Action
    description: Bellowing mightily, the warchief gives themself and all orc allies
      within 60 feet a +1 status bonus to attack and damage rolls until the start
      of the orc warchief’s next turn.
    name: Battle Cry
    traits:
    - auditory
    - concentrate
    - emotion
    - mental
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: piercing
    name: javelin
    to_hit: 8
    traits:
    - thrown 30 feet
  resistances: null
  saves:
    fort: 7
    ref: 6
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 8
    Intimidation: 6
    Survival: 5
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Humanoid
  - Orc
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 4
    dex_mod: 2
    int_mod: -2
    str_mod: 6
    wis_mod: 2
  ac: 20
  automatic_abilities: null
  description: Lords of sewers, ditches, and landfllls, otyughs are   lthy monstrosities
    that stomp about on three massive legs in search of tasty garbage and refuse.
    Using two barbed tentacles to grasp and tear, guided by a third with a proliferation
    of eyes at the end, the otyugh has perfectly adapted to life in its cramped, disgusting
    environment, where it uses its appendages to see into tight spaces and grasp hidden
    prey.
  hp: 70
  immunities:
  - disease
  innate_spells: null
  languages:
  - Common
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+6 plus filth fever
      type: piercing
    name: jaws
    to_hit: 14
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d6+6 plus Grab
      type: bludgeoning
    name: tentacle
    to_hit: 14
    traits:
    - agile
    - reach 10 feet
  name: Otyugh
  perception: 10
  proactive_abilities:
  - action_cost: One Action
    description: 1d6+6 bludgeoning, DC 22
    name: Constrict
    traits: null
  - description: The sickened and unconscious conditions from filth fever don’t improve
      on their own until the disease is cured. **Saving Throw** DC 20 Fortitude; **Stage
      1** carrier with no ill effect (1d4 hours); **Stage 2** sickened 1 (1 day);
      **Stage 3** sickened 1 and slowed 1 as long as it remains sickened (1 day);
      **Stage 4** unconscious (1 day); **Stage 5** dead
    name: Filth Fever
    traits:
    - disease
  - action_cost: One Action
    description: check and comparing the result against each creature’s Fortitude
      DC. On a failure, the creature remains in place, and on a critical failure,
      the creature is no longer grabbed.
    name: Reposition
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 12
    ref: 8
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 8
    Athletics: 14
    Stealth: 8
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Aberration
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 5
    dex_mod: 1
    int_mod: -4
    str_mod: 6
    wis_mod: 3
  ac: 21
  automatic_abilities: null
  description: With the body of a powerful brown bear and the keen senses of an owl,
    the owlbear is a dangerous territorial predator, fearlessly attacking any creature
    that strays into its domain. Those who run afoul of an owlbear hear its terrifying
    screech only seconds before the massive creature is upon them, ripping them apart
    with deadly talons and a powerful beak.
  hp: 70
  immunities: null
  innate_spells: null
  languages: ''
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+6 plus Grab
      type: piercing
    name: talon
    to_hit: 14
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 1d12+6
      type: piercing
    name: beak
    to_hit: 14
    traits: null
  name: Owlbear
  perception: 13
  proactive_abilities:
  - action_cost: One Action
    description: The owlbear unleashes a loud screech that terrifies its prey. Each
      creature in an 80-foot emanation must attempt a DC 20 Will save. Regardless
      of the result, creatures are temporarily immune for 1 minute. **Critical Success**
      The creature is unaffected. **Success** The creature is frightened 1. **Failure**
      The creature is frightened 2. **Critical Failure** The creature is fleeing for
      1 round and frightened 3.
    name: Bloodcurdling Screech
    traits:
    - auditory
    - emotion
    - fear
    - mental
  - action_cost: One Action
    description: .
    name: Gnaw
    traits: null
  - action_cost: Two Actions
    description: The owlbear makes a Bloodcurdling Screech and Strides twice. All
      creatures within 80 feet of the owlbear at any point during this movement are
      subjected to the effects of Bloodcurdling Screech.
    name: Screeching Advance
    traits:
    - auditory
    - emotion
    - fear
    - mental
  ranged: null
  resistances: null
  saves:
    fort: 13
    ref: 7
    will: 11
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 7
    Athletics: 14
    Intimidation: 10
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 2
    dex_mod: 4
    int_mod: 0
    str_mod: 3
    wis_mod: 2
  ac: 19
  automatic_abilities: null
  description: The pegasus is a winged horse prized for its capacity to serve as an
    aerial mount. Unfortunately for those who desire a saddle-trained pegasus, pegasi
    are wild creatures and do not readily accept even well-intentioned riders. Pegasi
    actively resist being mounted or controlled by evil creatures, attempting to buck
    an unwanted rider at every opportunity. A typical pegasus stands 6 feet high at
    the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet.
  hp: 55
  immunities: null
  innate_spells: null
  languages:
  - Common
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+5
      type: bludgeoning
    name: hoof
    to_hit: 10
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d6+5
      type: bludgeoning
    name: wing
    to_hit: 10
    traits:
    - agile
  name: Pegasus
  perception: 12
  proactive_abilities:
  - action_cost: One Action
    description: The pegasus Flies. At any point during the movement, it can allow
      a willing adjacent creature to Mount it. That creature must use a reaction to
      do so.
    name: Assisted Mount
    traits: null
  - action_cost: Two Actions
    description: The pegasus uses 2 move actions, each of which can be either Stride
      or Fly. It gains a +20-foot circumstance bonus to its Speeds during a Gallop.
    name: Gallop
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 9
    ref: 11
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 11
    Athletics: 10
  speed:
  - amount: 40
    type: Land
  - amount: 80
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NG
  - Large
  - Beast
  type: Creature
- ability_mods:
    cha_mod: 6
    con_mod: 5
    dex_mod: 7
    int_mod: 7
    str_mod: 6
    wis_mod: 6
  ac: 36
  automatic_abilities: null
  description: The phoenix is a primordial bird made of heat and flame that dwells
    in the most inhospitable regions of the desert. Though highly intelligent and
    brimming with compassion, the phoenix is best-known for its iconic ability to
    resurrect itself when slain, emerging reborn from the ashes of its own corpse.
    Phoenixes are often sought out for their knowledge or healing abilities, as they
    cannot abide the sight of suffering and deny their succor only to the most foul
    and irredeemable of creatures.
  hp: 300
  immunities:
  - fire
  innate_spells:
  - frequency: at will
    level: 8
    name: continual flame
  - frequency: at will
    level: 8
    name: dispel magic
  - frequency: at will
    level: 8
    name: flame strike
  - frequency: at will
    level: 8
    name: heal
  - frequency: at will
    level: 8
    name: remove curse
  - frequency: at will
    level: 8
    name: wall of fire
  - frequency: at will
    level: 7
    name: dispel magic
  - frequency: x3
    level: 6
    name: restoration
  - frequency: constant
    level: 8
    name: detect magic
  - frequency: constant
    level: 8
    name: see invisibility
  - frequency: constant
    level: 6
    name: see invisibility
  languages:
  - Auran
  - Celestial
  - Common
  - Ignan
  level: 15
  melee:
  - action_cost: One Action
    damage:
      formula: 1d12+9 plus 3d8 fire and 2d10 persistent fire
      type: piercing
    name: beak
    to_hit: 30
    traits:
    - finesse
    - fire
    - magical
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 1d6+6 plus 3d8 fire and 2d10 persistent fire
      type: piercing
    name: talon
    to_hit: 30
    traits:
    - agile
    - finesse
    - fire
    - magical
    - reach 20 feet
  name: Phoenix
  perception: 27
  proactive_abilities:
  - action_cost: One Action
    description: The phoenix blazes with superheated flame and Flies up to its Speed.
      It deals 6d6 fire damage to each creature within 20 feet of each square it moves
      through (DC 37 basic Reflex save).
    name: Flaming Strafe
    traits:
    - evocation
    - fire
    - primal
  ranged:
  - action_cost: One Action
    damage:
      formula: 6d6 plus 2d10 persistent fire
      type: fire
    name: flame jet
    to_hit: 30
    traits:
    - fire
    - range increment 40 feet
  resistances: null
  saves:
    fort: 27
    ref: 31
    will: 28
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - '*detect magic*'
  - '*see invisibility*'
  skills:
    Acrobatics: 30
    Athletics: 27
    Diplomacy: 31
    Intimidation: 27
    Nature: 25
  speed:
  - amount: 25
    type: Land
  - amount: 70
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Rare
  - NG
  - Gargantuan
  - Beast
  - Fire
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 0
    dex_mod: 2
    int_mod: 4
    str_mod: 0
    wis_mod: 1
  ac: 17
  automatic_abilities: null
  description: Tieflings are planar scions with fiendish blood. One of the most common
    types is pitborn, who bear a demonic corruption infesting their mortal bloodline.
    Some strive to live above their forebear’s fiendish reputation, but many, such
    as this tiefling adept, simply accept their label and delve fully into evil.
  hp: 29
  immunities: null
  innate_spells: []
  languages:
  - Abyssal
  - Common
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6
      type: bludgeoning
    name: staff
    to_hit: 6
    traits:
    - two-handed 1d8
  - action_cost: One Action
    damage:
      formula: 1d4
      type: piercing
    name: dagger
    to_hit: 7
    traits:
    - agile
    - finesse
    - versatile S
  name: Tiefling
  perception: 6
  proactive_abilities:
  - action_cost: Free Action
    description: ', without spending a spell slot. The adept must still Cast the Spell
      and meet the spell’s other requirements.'
    name: Drain Bonded Item
    traits:
    - choosing a different spell level each time
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d4+1
      type: piercing
    name: dagger
    to_hit: 7
    traits:
    - agile
    - thrown 10 feet
    - versatile S
  resistances: null
  saves:
    fort: 5
    ref: 7
    will: 8
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 7
    Arcana: 9
    Deception: 9
    Intimidation: 7
    Occultism: 9
    Religion: 6
    Society: 9
    Stealth: 7
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Human
  - Humanoid
  - Tiefling
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 1
    dex_mod: 4
    int_mod: 0
    str_mod: 2
    wis_mod: 2
  ac: 21
  automatic_abilities: null
  description: Duskwalkers are infused with the same energies as psychopomps. These
    ashen scions are reborn on the Material Plane to serve as guardians of the cycle
    of life and death.
  hp: 56
  immunities:
  - effects that would transform their body or soul to an undead
  innate_spells: null
  languages:
  - Common
  - Necril
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+5
      type: slashing
    name: hatchet
    to_hit: 12
    traits:
    - agile
    - sweep
  name: Duskwalker
  perception: 10
  proactive_abilities:
  - description: property rune on attacks against incorporeal undead.
    name: Ghost Hunter
    traits: null
  - action_cost: One Action
    description: checks against its prey and to any check to Recall Knowledge about
      its prey, as well as a +1 circumstance bonus to AC against its prey’s attacks.
      The duskwalker can have only one prey designated at a time.
    name: Hunt Prey
    traits: null
  - action_cost: One Action
    description: The duskwalker makes two longbow Strikes against its hunted prey.
      If both Strikes hit, combine their damage for the purpose of resistances and
      weaknesses.
    name: Hunted Shot
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d8+4
      type: piercing
    name: composite longbow
    to_hit: 14
    traits:
    - deadly 1d10
    - propulsive
    - range increment 100 feet
    - reload 0
    - volley 30 feet
  - action_cost: One Action
    damage:
      formula: 1d6+5
      type: slashing
    name: hatchet
    to_hit: 14
    traits:
    - agile
    - sweep
    - thrown 10 feet
  resistances:
  - amount: 2
    type: negative energy
  saves:
    fort: 9
    ref: 12
    will: 10
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. death effects
  senses:
  - darkvision
  skills:
    Acrobatics: 10
    Athletics: 8
    Deception: 6
    Intimidation: 6
    Nature: 8
    Stealth: 12
    Survival: 8
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Duskwalker
  - Human
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 3
    dex_mod: 1
    int_mod: 0
    str_mod: 4
    wis_mod: 2
  ac: 23
  automatic_abilities: null
  description: Mortals whose ancestry has been influenced by celestials are known
    as aasimars, and angelkin, who have blood of angels coursing through their veins,
    are among the most common type of them. Many angelkin seek adventure as a means
    of doing good in the world.
  hp: 73
  immunities: null
  innate_spells: []
  languages:
  - Celestial
  - Common
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+7
      type: slashing
    name: longsword
    to_hit: 15
    traits:
    - versatile P
  name: Aasimar
  perception: 11
  proactive_abilities:
  - description: '*lay on hands*'
    name: Champion Devotion Spells
    traits:
    - 1 Focus Point
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d8+3 plus Knockdown
      type: piercing
    name: crossbow
    to_hit: 12
    traits:
    - range increment 120 feet
    - reload 1
  resistances: null
  saves:
    fort: 12
    ref: 8
    will: 11
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. disease (against diseases, critical failures
      become failures)
  senses:
  - darkvision
  skills:
    Athletics: 11
    Diplomacy: 12
    Medicine: 9
    Religion: 11
    Society: 7
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NG
  - Medium
  - Aasimar
  - Human
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 0
    dex_mod: 5
    int_mod: -1
    str_mod: -5
    wis_mod: 2
  ac: 22
  automatic_abilities:
  - description: A poltergeist is tied to a location and can’t travel more than  from
      the place where it was created or formed. Some poltergeists are instead bound
      to a specific room, building, or similar area
    name: Site Bound
    range: 120 feet
    traits: null
  description: 'When a creature dies, and for whatever reason its spirit is unable
    or unwilling to leave the site of its death, that spirit may manifest as a poltergeist:
    a restless invisible spirit that is still able to manipulate physical objects.
    Many poltergeists perished in a way that resulted from or has led to extreme emotional
    trauma.'
  hp: 55
  immunities:
  - death effects
  - disease
  - paralyzed
  - poison
  - precision
  - unconscious
  innate_spells:
  - frequency: at will
    level: 3
    name: telekinetic maneuver
  languages:
  - Common
  level: 5
  melee: null
  name: Poltergeist
  perception: 11
  proactive_abilities:
  - action_cost: One Action
    description: '**Requirement** The poltergeist must be invisible. **Effect** The
      poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Each
      creature within 30 feet must attempt a DC 21 Will save, becoming frightened
      2 on a failure. On a critical failure, it’s also fleeing for as long as it’s
      frightened. On a success, the creature is temporarily immune for 1 minute. At
      the start of its next turn, the poltergeist becomes invisible again.'
    name: Frighten
    traits:
    - concentrate
    - emotion
    - fear
    - incapacitation
    - mental
  - action_cost: Two Actions
    description: The poltergeist telekinetically throws numerous small objects, such
      as dozens of pieces of silverware or books, either spreading them out among
      multiple foes or directing them at one target. <ul><li>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.</li><li>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.</li></ul>
    name: Telekinetic Storm
    traits:
    - concentrate
    - evocation
    - occult
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d12 piercing, or slashing (depending on object)
      type: bludgeoning,
    name: telekinetic object
    to_hit: 13
    traits:
    - evocation
    - magical
    - occult
    - range increment 60 feet
  resistances:
  - amount: 5
    type: all damage (except force, ghost touch, or positive; double resistance against
      non-magical)
  saves:
    fort: 9
    ref: 14
    will: 13
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 14
    Intimidation: 15
    Stealth: 14
  speed:
  - amount: 20
    type: Fly
  spell_attack_to_hit: 13
  spell_dc: 23
  traits:
  - LE
  - Medium
  - Incorporeal
  - Spirit
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 3
    dex_mod: 5
    int_mod: 0
    str_mod: 3
    wis_mod: 2
  ac: 23
  automatic_abilities: null
  description: Porachas are feline beasts native to the mystical Forest of Spirits
    in Tian Xia. In their natural form, these graceful eight-legged creatures sport
    a gray tabby coat of fur streaked with lines of olive green, but they are rarely
    seen this way. Even the youngest porachas are capable of hiding within objects,
    making them incredibly elusive and rarely seen except on their own terms. Because
    porachas can so effortlessly blend in with the forest and emerge from its dark
    corners in an instant, superstitious locals believe these beasts are related to
    kami—nature spirits who embody individual trees, stones, or other elements of
    nature in the Forest of Spirits. The truth is that while porachas frequently associate
    with kami, they are their own breed of mysterious monster with powers over time
    and space that set them apart from nature spirits.
  hp: 50
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Sylvan
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+7
      type: piercing
    name: jaws
    to_hit: 13
    traits:
    - finesse
    - magical
  - action_cost: One Action
    damage:
      formula: 2d4+7
      type: slashing
    name: claw
    to_hit: 13
    traits:
    - agile
    - finesse
    - magical
  name: Poracha
  perception: 10
  proactive_abilities:
  - action_cost: One Action
    description: The poracha teleports up to 40 feet. It must have line of sight to
      the space it teleports to. It can’t use Jaunt again for 1d4 rounds.
    name: Jaunt
    traits:
    - conjuration
    - move
    - primal
    - teleportation
  - action_cost: Two Actions
    description: The poracha touches an adjacent object of enough volume to contain
      it. It merges into the object indefinitely, and while it’s inside, time moves
      exceptionally slowly for it and it has only limited perception of the outside
      world. The poracha can sense what’s going on outside the object only using tremorsense.
      The poracha can use only mental actions or Jaunt; if it Jaunts, it leaves the
      object and appears where it chooses. If a creature Strikes the object, the poracha
      is expelled unharmed.
    name: Object Meld
    traits:
    - primal
    - transmutation
  ranged: null
  resistances: null
  saves:
    fort: 9
    ref: 13
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - tremorsense (imprecise) 10 feet
  - darkvision
  skills:
    Acrobatics: 13
    Athletics: 9
    Deception: 11
    Diplomacy: 11
    Stealth: 13
    Survival: 10
  speed:
  - amount: 40
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - N
  - Medium
  - Beast
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 0
    dex_mod: 4
    int_mod: -1
    str_mod: -1
    wis_mod: -1
  ac: 17
  automatic_abilities:
  - description: voidworm can anticipate the most likely presence of a creature through
      a supernatural insight into chaotic probabilities and chance. This grants it
      the ability to sense creatures within the listed range. A creature under the
      effects of *nondetection* or that is otherwise shielded from divinations and
      predictions cannot be noticed via entropy sense.
    name: Entropy Sense
    traits:
    - divination
    - divine
    - prediction
  description: Other proteans don’t consider the flying, iridescent beings known as
    voidworms to be part of a protean caste at all, but instead merely a shameful
    side effect of the Maelstrom’s constantly churning energy. To call a voidworm
    a protean in the presence of a more powerful protean is as sure a way to instigate
    combat as any.
  hp: 16
  immunities: null
  innate_spells:
  - level: 4
    name: read omens
  - frequency: self only
    level: 2
    name: blur
  - frequency: self only
    level: 2
    name: obscuring mist
  - frequency: at will; lawful only
    level: 1
    name: detect alignment
  - frequency: constant
    level: 4
    name: freedom of movement
  languages:
  - Abyssal
  - Protean
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8–1 plus 1d4 chaotic
      type: piercing
    name: jaws
    to_hit: 9
    traits:
    - chaotic
    - finesse
    - magical
  - action_cost: One Action
    damage:
      formula: 1d4–1 plus 1d4 chaotic and confounding lash
      type: slashing
    name: tail
    to_hit: 9
    traits:
    - chaotic
    - finesse
    - magical
  name: Voidworm
  perception: 4
  proactive_abilities:
  - action_cost: One Action
    description: The voidworm takes on the appearance of a Tiny animal. This doesn’t
      change its Speed or its attack and damage bonuses with its Strikes, but might
      change the damage type its Strikes deal.
    name: Change Shape
    traits:
    - concentrate
    - divine
    - polymorph
    - transmutation
  - description: A creature hit by the voidworm’s tail Strike is stupefied 1 for 1
      round (stupefied 2 on a critical hit). A successful DC 16 Will save negates
      this effect and grants temporary immunity to confounding lash for 1 minute.
    name: Confounding Lash
    traits:
    - divine
    - emotion
    - enchantment
    - mental
  ranged: null
  resistances:
  - amount: 3
    type: precision
  - amount: 5
    type: protean anatomy
  saves:
    fort: 5
    ref: 9
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - entropy sense (imprecise) 30 feet
  - darkvision
  skills:
    Acrobatics: 7
    Deception: 6
    Religion: 4
    Stealth: 7
  speed:
  - amount: 20
    type: Land
  - amount: 40
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CN
  - Tiny
  - Monitor
  - Protean
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 5
    dex_mod: 3
    int_mod: 0
    str_mod: 5
    wis_mod: 3
  ac: 24
  automatic_abilities:
  - description: naunet can anticipate the most likely presence of a creature through
      a supernatural insight into chaotic probabilities and chance. This grants it
      the ability to sense creatures within the listed range. A creature under the
      effects of *nondetection* or that is otherwise shielded from divinations and
      predictions cannot be noticed via entropy sense.
    name: Entropy Sense
    traits:
    - divination
    - divine
    - prediction
  description: Pugnacious and powerfully muscled, naunets serve as scouts and rank-and-file
    troops of protean armies. Resembling a thick salamander with a wide head, a powerful
    tail, and tentacles tipped with snapping jaws in place of rear legs, naunets are
    the most bestial of the proteans and occupy one of their lowest castes. Naunets
    are 12 feet long and weigh 900 pounds.
  hp: 120
  immunities: null
  innate_spells:
  - level: 5
    name: dimension door
  - level: 4
    name: acid arrow
  - level: 4
    name: solid fog
  - frequency: at will
    level: 3
    name: shatter
  - frequency: at will
    level: 2
    name: obscuring mist
  - frequency: at will; lawful only
    level: 1
    name: detect alignment
  - frequency: constant
    level: 4
    name: freedom of movement
  languages:
  - Abyssal
  - Celestial
  - Protean
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+8 plus 1d6 chaotic
      type: piercing
    name: jaws
    to_hit: 18
    traits:
    - chaotic
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d8+8 plus 1d6 chaotic and Grab
      type: bludgeoning
    name: tail
    to_hit: 18
    traits:
    - chaotic
    - magical
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 2d8+6 plus 1d6 chaotic and confounding slam
      type: piercing
    name: tentacle
    to_hit: 18
    traits:
    - agile
    - chaotic
    - magical
    - reach 10 feet
  name: Naunet
  perception: 14
  proactive_abilities:
  - action_cost: Free Action
    description: The naunet chooses adamantine, cold iron, or silver; its melee Strikes
      count as that type for 1 minute or until it uses Adaptive Strike again.
    name: Adaptive Strike
    traits:
    - divine
    - polymorph
    - transmutation
  - action_cost: One Action
    description: The naunet can take the appearance of any Small, Medium, or Large
      animal, beast, or humanoid. This doesn’t change its Speed or its attack and
      damage bonuses with its Strikes but might change the damage type its Strikes
      deal.
    name: Change Shape
    traits:
    - concentrate
    - divine
    - polymorph
    - transmutation
  - description: A creature hit by the naunet’s tentacle Strike is stupefied 2 for
      1d4 rounds (DC 24 Will negates). If the creature was already stupefied in this
      way, the duration extends by 1 round instead. A chaotic creature is only stupefied
      1 instead.
    name: Confounding Slam
    traits:
    - divine
    - emotion
    - enchantment
    - mental
  - action_cost: One Action
    description: 1d8+8 bludgeoning, DC 26
    name: Constrict
    traits: null
  ranged: null
  resistances:
  - amount: 5
    type: precision
  - amount: 10
    type: protean anatomy
  saves:
    fort: 18
    ref: 14
    will: 12
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - entropy sense (imprecise) 30 feet
  - darkvision
  skills:
    Acrobatics: 14
    Athletics: 16
    Intimidation: 16
    Stealth: 14
    Survival: 12
  speed:
  - amount: 25
    type: Land
  - amount: 30
    type: Fly
  - amount: 25
    type: Swim
  - amount: null
    type: Freedom of Movement (constant)
  spell_attack_to_hit: 16
  spell_dc: null
  traits:
  - CN
  - Large
  - Monitor
  - Protean
  type: Creature
- ability_mods:
    cha_mod: 7
    con_mod: 7
    dex_mod: 5
    int_mod: 5
    str_mod: 9
    wis_mod: 7
  ac: 40
  automatic_abilities:
  - description: keketar can anticipate the most likely presence of a creature through
      a supernatural insight into chaotic probabilities and chance. This grants it
      the ability to sense creatures within the listed range. A creature under the
      effects of *nondetection* or that is otherwise shielded from divinations and
      predictions cannot be noticed via entropy sense.
    name: Entropy Sense
    traits:
    - divination
    - divine
    - prediction
  description: 'The ruling caste of the proteans, keketars orchestrate attacks against
    the bastions of law and adjudicate protean disputes confidently and capriciously.
    A keketar resembles a shimmering, serpentine creature with spines, claws, and
    a dragon-like head. A keketar’s actual appearance is in constant flux, but they
    generally stay about 18 feet long with a weight of around 1,500 pounds. While
    their physical forms can vary, two things remain constant: First, a keketar’s
    eyes are always a piercing shade of amber or violet. Second, the keketar’s mark
    of office—a crown of shifting symbols that hovers above its head—never changes.
    A keketar cannot remove its crown but can suppress it, although most are loath
    to do so and consider such an act one of cowardice or shame.'
  hp: 290
  immunities: null
  innate_spells:
  - frequency: chaotic only
    level: 9
    name: divine wrath
  - frequency: chaotic only
    level: 9
    name: prismatic sphere
  - level: 8
    name: baleful polymorph
  - level: 8
    name: confusion
  - frequency: at will
    level: 7
    name: disintegrate
  - frequency: at will
    level: 7
    name: dispel magic
  - frequency: at will
    level: 7
    name: shatter
  - frequency: at will
    level: 7
    name: warp mind
  - frequency: at will; self only
    level: 6
    name: teleport
  - frequency: at will
    level: 5
    name: creation
  - frequency: at will
    level: 5
    name: dimension door
  - frequency: at will
    level: 5
    name: hallucinatory terrain
  - frequency: at will
    level: 4
    name: confusion
  - frequency: at will
    level: 4
    name: dimension door
  - frequency: at will; lawful only
    level: 2
    name: detect alignment
  - frequency: constant
    level: 5
    name: tongues
  - frequency: constant
    level: 5
    name: freedom of movement
  - frequency: constant
    level: 4
    name: freedom of movement
  languages:
  - Abyssal
  - Celestial
  - Protean
  level: 17
  melee:
  - action_cost: One Action
    damage:
      formula: 3d10+15 plus 1d6 chaotic and warpwave strike
      type: piercing
    name: jaws
    to_hit: 33
    traits:
    - chaotic
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d10+15 plus 1d6 chaotic and warpwave strike
      type: slashing
    name: claw
    to_hit: 33
    traits:
    - agile
    - chaotic
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d10+15 plus Grab
      type: bludgeoning
    name: tail
    to_hit: 33
    traits:
    - reach 15 feet
  name: Keketar
  perception: 30
  proactive_abilities:
  - action_cost: One Action
    description: The keketar can take the appearance of any Huge or smaller creature.
      This doesn’t change its Speed or its attack and damage bonuses with its Strikes,
      but might change the damage type its Strikes deal.
    name: Change Shape
    traits:
    - concentrate
    - divine
    - polymorph
    - transmutation
  - action_cost: One Action
    description: 1d10+15 bludgeoning, DC 42
    name: Constrict
    traits: null
  - description: When the keketar casts *hallucinatory terrain*, it infuses the illusion
      with quasi-real substance. Creatures that do not disbelieve the illusion treat
      structures and terrain created through the spell as though they were real, ascending
      illusory stairs, becoming trapped by illusory quicksand, and so on.
    name: Reshape Reality
    traits:
    - concentrate
    - divine
    - polymorph
    - transmutation
  - description: A creature struck by a keketar’s jaws or claw Strike must succeed
      at a DC 36 Fortitude save or be subject to a warpwave.
    name: Warpwave Strike
    traits:
    - divine
    - polymorph
    - transmutation
  ranged: null
  resistances:
  - amount: 10
    type: precision
  - amount: 25
    type: protean anatomy
  saves:
    fort: 30
    ref: 28
    will: 34
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - entropy sense (imprecise) 60 feet
  - darkvision
  skills:
    Acrobatics: 26
    Athletics: 30
    Deception: 33
    Diplomacy: 35
    Intimidation: 35
    Religion: 30
    Stealth: 28
  speed:
  - amount: 40
    type: Land
  - amount: 50
    type: Fly
  - amount: 40
    type: Swim
  - amount: null
    type: Freedom of Movement (constant)
  spell_attack_to_hit: 32
  spell_dc: null
  traits:
  - CN
  - Large
  - Monitor
  - Protean
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 1
    dex_mod: 3
    int_mod: 1
    str_mod: -1
    wis_mod: 1
  ac: 16
  automatic_abilities:
  - description: psychopomp senses the vital essence of living and undead creatures
      within the listed range.
    name: Lifesense
    traits:
    - divination
    - divine
  description: A nosoi resembles a whippoorwill, sparrow, or other small bird wearing
    a heavy leather plague doctor’s mask. They are the clerks, messengers, and scribes
    of the Boneyard, witnessing judgments, directing souls, and generally performing
    the administrative grunt work that keeps the Boneyard functioning. Most nosois
    are particularly chatty and eager to discuss how important they consider their
    individual assignments to be.
  hp: 18
  immunities:
  - death effects
  - disease
  innate_spells:
  - level: 4
    name: read omens
  - level: 4
    name: talking corpse
  languages:
  - Abyssal
  - Celestial
  - Infernal
  - Requian
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4-1 plus spirit touch
      type: piercing
    name: beak
    to_hit: 6
    traits:
    - finesse
    - magical
  name: Nosoi
  perception: 6
  proactive_abilities:
  - action_cost: One Action
    description: The nosoi takes the appearance of a raven or songbird. This doesn’t
      change its Speed or its attack and damage modifiers with its Strikes.
    name: Change Shape
    traits:
    - concentrate
    - divine
    - polymorph
    - transmutation
  - action_cost: One Action
    description: The nosoi croons an entrancing song. Each living or undead creature
      within a 60-foot emanation must attempt a DC 18 Will save. The effect lasts
      for 1 round, but a nosoi can use this ability again on subsequent rounds to
      extend the duration by 1 round for all affected creatures. A creature that succeeds
      at any save is temporarily immune for 24 hours. Despite being a mental effect,
      this ability affects mindless undead. Psychopomps are immune to this ability.
      **Failure** The creature is fascinated. **Critical Failure** As failure, and
      the creature must spend each of its actions on its turn to move closer to the
      nosoi as expediently as possible while avoiding obvious dangers. If a fascinated
      creature is adjacent to the nosoi, it stays still and doesn’t act. If the creature
      is attacked, the fascination ends.
    name: Haunting Melody
    traits:
    - auditory
    - concentrate
    - divine
    - enchantment
    - incapacitation
    - mental
  - description: property rune and deal 1d6 negative damage to living creatures or
      1d6 positive damage to undead.
    name: Spirit Touch
    traits: null
  ranged: null
  resistances:
  - amount: 3
    type: negative
  - amount: 3
    type: poison
  saves:
    fort: 4
    ref: 8
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - lifesense 60 feet
  skills:
    Acrobatics: 6
    Performance: 6
    Religion: 6
    Society: 2
    Stealth: 6
  speed:
  - amount: 15
    type: Land
  - amount: 40
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Tiny
  - Monitor
  - Psychopomp
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 4
    dex_mod: 4
    int_mod: 3
    str_mod: 8
    wis_mod: 6
  ac: 38
  automatic_abilities:
  - description: psychopomp senses the vital essence of living and undead creatures
      within the listed range. **Items** *+2 striking bo staff*
    name: Lifesense
    traits:
    - divination
    - divine
  description: Bounty hunters and investigators, morrignas seek out creatures that
    thwart death or interfere with the natural flow of souls. Morrignas dress in flowing
    spider silk and wear masks reminiscent of webs, as they consider patient and watchful
    spiders to be their spiritual kin.
  hp: 240
  immunities:
  - death effects
  - disease
  innate_spells:
  - level: 4
    name: talking corpse
  - frequency: constant
    level: 5
    name: tongues
  - frequency: constant
    level: 5
    name: speak with animals
  - frequency: constant
    level: 5
    name: spider climb
  - frequency: constant
    level: 2
    name: speak with animals
  - frequency: constant
    level: 2
    name: spider climb
  languages:
  - Abyssal
  - Celestial
  - Infernal
  - Necril
  - Requian
  level: 15
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+14 plus spirit touch
      type: bludgeoning
    name: bo staff
    to_hit: 31
    traits:
    - magical
    - parry
    - reach 10 feet
    - trip
  - action_cost: One Action
    damage:
      formula: 3d12+14 plus Grab and spirit touch
      type: bludgeoning
    name: web wrappings
    to_hit: 29
    traits:
    - magical
    - reach 10 feet
  name: Morrigna
  perception: 28
  proactive_abilities:
  - action_cost: One Action
    description: A morrigna can take the appearance of any Small or Medium animal
      or humanoid. This doesn’t change their Speed or their attack and damage modifiers
      with their Strikes, but it might change the damage type their Strikes deal.
      Unless they choose to manifest their web wrappings in their new form, they cannot
      make web wrappings Strikes.
    name: Change Shape
    traits:
    - concentrate
    - divine
    - polymorph
    - transmutation
  - description: The morrigna summons a giant tarantula or spider swarm. These spiders
      have the summoned trait and remain for 10 minutes or until reduced to 0 Hit
      Points, whichever comes first. The morrigna does not need to Sustain the Spell
      to direct these summoned creatures, and the morrigna can have any number of
      summoned spiders in existence at once. The morrigna can see through the eyes
      of any of their summoned spiders at any time.
    name: Spider Minions
    traits:
    - conjuration
    - divine
  - description: property rune and deal 4d6 negative damage to living creatures or
      4d6 positive damage to undead.
    name: Spirit Touch
    traits: null
  ranged: null
  resistances:
  - amount: 15
    type: negative
  - amount: 15
    type: poison
  saves:
    fort: 25
    ref: 27
    will: 29
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - lifesense 60 feet
  skills:
    Athletics: 27
    Diplomacy: 27
    Intimidation: 29
    Religion: 29
    Society: 24
    Stealth: 27
  speed:
  - amount: 30
    type: Land
  - amount: 30
    type: Climb
  - amount: null
    type: Spider Climb (constant)
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Monitor
  - Psychopomp
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 1
    dex_mod: 4
    int_mod: -4
    str_mod: 3
    wis_mod: 2
  ac: 18
  automatic_abilities: null
  description: Pteranodons are quick and agile reptiles with 20-foot wingspans that
    enable them to hover on wind currents for hours. These creatures have long beaks
    and equally long crests that protrude from the backs of their heads.
  hp: 35
  immunities: null
  innate_spells: null
  languages: ''
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+3
      type: piercing
    name: beak
    to_hit: 10
    traits: null
  name: Pteranodon
  perception: 8
  proactive_abilities:
  - action_cost: Two Actions
    description: The pteranodon Flies up to its Speed and makes one beak Strike at
      any point during that movement.
    name: Swoop
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 7
    ref: 10
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 10
    Athletics: 7
  speed:
  - amount: 10
    type: Land
  - amount: 40
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 3
    dex_mod: 4
    int_mod: -4
    str_mod: 6
    wis_mod: 2
  ac: 25
  automatic_abilities: null
  description: Quetzalcoatlus are the largest flying members of the pterosaur family
    and are often mistaken for dragons due to their immense size and 40-foot wingspans.
    Quetzalcoatlus are carnivorous, feeding on a variety of reptiles, mammals, large
    fish, amphibians, and other invertebrates. They are not inherently aggressive
    creatures and are happy to scavenge for food, but when presented with live prey
    they readily attack almost any creature smaller than themselves.
  hp: 110
  immunities: null
  innate_spells: null
  languages: ''
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+10 plus 1d8 persistent bleed
      type: piercing
    name: beak
    to_hit: 17
    traits:
    - deadly 1d10
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d8+10 plus Grab
      type: piercing
    name: talon
    to_hit: 17
    traits: null
  name: Quetzalcoatlus
  perception: 15
  proactive_abilities:
  - description: A quetzalcoatlus can move at half Speed while it has a single creature
      grabbed or restrained. Both its talons are occupied while it does this.
    name: Snatch
    traits: null
  - action_cost: Two Actions
    description: The quetzacoaltus Flies up to its Speed and makes one beak or talon
      Strike at any point during that movement.
    name: Swoop
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 16
    ref: 17
    will: 12
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 14
    Athletics: 17
  speed:
  - amount: 15
    type: Land
  - amount: 50
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Huge
  - Animal
  type: Creature
- ability_mods:
    cha_mod: 8
    con_mod: 4
    dex_mod: 5
    int_mod: 5
    str_mod: 6
    wis_mod: 6
  ac: 36
  automatic_abilities: null
  description: This three-armed, three-legged monster has no discernible eyes, nose,
    ears, or mouth or no visible means of ingesting food. Its limbs are distributed
    so evenly across its body that it is all but impossible to tell which way the
    creature is oriented at any given time. Few who witness the quelaunt linger on
    its alien looks for long though, as the most pressing concern quickly becomes
    the invasion of their minds, as the quelaunt sows doubt, sorrow, and rage. This
    monstrosity not only delights in the negative emotions of its prey, but feeds
    on them, gaining strength and sustenance from their dismay. For the quelaunt,
    no act is too terrible or cruel to inflict on its victims, since the more a creature
    suffers, the more the quelaunt feasts.
  hp: 305
  immunities: null
  innate_spells:
  - frequency: x3
    level: 7
    name: crushing despair
  - frequency: at will
    level: 3
    name: fear
  - level: 2
    name: hideous laughter
  - frequency: constant
    level: 4
    name: air walk
  languages:
  - Aklo
  level: 15
  melee:
  - action_cost: One Action
    damage:
      formula: 3d8+12
      type: slashing
    name: claw
    to_hit: 30
    traits:
    - agile
    - magical
    - reach 10 feet
  name: Quelaunt
  perception: 29
  proactive_abilities:
  - description: .
    name: Emotional Focus
    traits: null
  - description: The quelaunt casts up to three spells chosen from its at-will innate
      spells and its emotional focus spells.
    name: Emotional Frenzy
    traits: null
  - action_cost: One Action
    description: '**Frequency** once per round; **Effect** The quelaunt feeds on the
      emotional unrest of a single creature within 30 feet that’s under a harmful
      emotion effect. The target must succeed at a DC 37 Will save or take 4d10 mental
      damage and be stunned for 1 round. If the target fails its saving throw, the
      quelaunt regains the same number of Hit Points and Feed on Emotion does not
      cost the quelaunt an action, allowing it to use another action this turn.'
    name: Feed on Emotion
    traits:
    - attack
    - emotion
    - incapacitation
    - mental
  - action_cost: Two Actions
    description: The quelaunt makes three melee Strikes, each against a different
      target within reach. The multiple attack penalty applies to each attack, but
      increases only after all the attacks have been made.
    name: Rapid Strikes
    traits:
    - attack
  - action_cost: Free Action
    description: '**Trigger** A creature fails a saving throw to resist one of the
      quelaunt’s innate spells or emotional focus spells. **Effect** As the quelaunt
      invades the triggering creature’s mind and plants the seeds of negative emotions,
      it also strips away the target’s feelings of hope or positivity. The quelaunt
      can immediately end a single emotion effect from which the triggering creature
      is benefiting.'
    name: Spiral of Despair
    traits:
    - emotion
    - mental
  ranged: null
  resistances:
  - amount: 15
    type: mental
  saves:
    fort: 27
    ref: 26
    will: 31
  saves_special:
    fort: null
    ref: null
    will: +33 vs. emotion)
  senses:
  - tremorsense (imprecise) 60 feet
  skills:
    Deception: 30
    Intimidation: 30
    Occultism: 27
  speed:
  - amount: 40
    type: Land
  spell_attack_to_hit: null
  spell_dc: 39
  traits:
  - CE
  - Large
  - Aberration
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 3
    dex_mod: 4
    int_mod: 1
    str_mod: 1
    wis_mod: 1
  ac: 23
  automatic_abilities: null
  description: Known as “biters” among the more powerful rakshasa castes, dandasukas
    serve as spies and assassins for rakshasa clans or powerful spellcasters who have
    found methods to bind one of these fiends to their will. Born to manipulate and
    murder, these half-sized terrors revel in their work and delight in the sight
    of blood. They often dress in extravagant clothes dyed with ostentatious colors
    and wear numerous elaborate accessories, whether in their true form or in disguise
    as human children, halfling merchants, or anything else that helps them blend
    into their targeted society.
  hp: 60
  immunities: null
  innate_spells:
  - level: 4
    name: clairvoyance
  languages:
  - Common
  - Infernal
  - Undercommon
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+4 plus 1d6 persistent bleed
      type: piercing
    name: fangs
    to_hit: 15
    traits:
    - finesse
    - magical
  - action_cost: One Action
    damage:
      formula: 2d4+4
      type: slashing
    name: claw
    to_hit: 15
    traits:
    - agile
    - finesse
    - magical
  name: Dandasuka
  perception: 12
  proactive_abilities:
  - action_cost: One Action
    description: The dandasuka takes on the appearance of any Small humanoid. This
      doesn’t change the dandasuka’s Speed or its attack and damage modifiers with
      its Strikes, but it might change the damage type its Strikes deal (typically
      to bludgeoning). It typically loses its fangs Strike unless the humanoid form
      has fangs or a similar unarmed attack.
    name: Change Shape
    traits:
    - concentrate
    - occult
    - polymorph
    - transmutation
  - description: creatures.
    name: Sneak Attack
    traits: null
  ranged: null
  resistances:
  - amount: 5
    type: physical (except piercing)
  saves:
    fort: 12
    ref: 13
    will: 10
  saves_special:
    fort: null
    ref: null
    will: +2 status to all saves vs. magic, +3 status to all saves vs. divine magic
  senses:
  - darkvision
  skills:
    Acrobatics: 13
    Deception: 14
    Stealth: 13
    Thievery: 13
  speed:
  - amount: 25
    type: Land
  - amount: 20
    type: Climb
  spell_attack_to_hit: null
  spell_dc: 19
  traits:
  - LE
  - Small
  - Fiend
  - Rakshasa
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 4
    dex_mod: 6
    int_mod: 2
    str_mod: 4
    wis_mod: 1
  ac: 30
  automatic_abilities: null
  description: When not disguised as a humanoid, the raja rakshasa has the head of
    an animal. The hands of a raja rakshasa are more subtly unsettling, for the fingers
    of these fiends bend outward, away from the palms.
  hp: 155
  immunities: null
  innate_spells: []
  languages:
  - Common
  - Infernal
  - Undercommon
  level: 10
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+10
      type: slashing
    name: kukri
    to_hit: 23
    traits:
    - agile
    - finesse
    - magical
    - trip
  - action_cost: One Action
    damage:
      formula: 2d12+10
      type: piercing
    name: fangs
    to_hit: 20
    traits:
    - agile
    - magical
  - action_cost: One Action
    damage:
      formula: 2d8+10
      type: slashing
    name: claw
    to_hit: 22
    traits:
    - agile
    - finesse
    - magical
  name: Raja Rakshasa
  perception: 19
  proactive_abilities:
  - action_cost: One Action
    description: The raja rakshasa takes on the appearance of any Medium humanoid.
      This doesn’t change the raja rakshasa’s Speed or its attack and damage modifiers
      with its Strikes but might change the damage type its Strikes deal (typically
      to bludgeoning). It typically loses its fangs Strike unless the humanoid form
      has fangs or a similar unarmed attack.
    name: Change Shape
    traits:
    - concentrate
    - occult
    - polymorph
    - transmutation
  - action_cost: One Action
    description: The raja rakshasa’s eyes flash green as it projects a telepathic
      wave in a 30-foot emanation. All creatures in the area are assailed by a vision
      of evil decadence from one of the rakshasa’s past lives. Each non-evil creature
      in the area must succeed at a DC 29 Will save or become sickened 1 (and stunned
      1 on a critical failure). The visions last 1d4 rounds, and while they do, the
      raja rakshasa and all evil creatures in the area gain a +1 status bonus to all
      checks. The raja rakshasa can use this ability again only once the previous
      visions end.
    name: Disturbing Vision
    traits:
    - concentrate
    - enchantment
    - mental
    - occult
  ranged: null
  resistances:
  - amount: 10
    type: physical (except piercing)
  saves:
    fort: 19
    ref: 21
    will: 18
  saves_special:
    fort: null
    ref: null
    will: +2 status to all saves vs. magic, +3 status to all saves vs. divine magic
  senses:
  - darkvision
  skills:
    Deception: 23
    Diplomacy: 21
    Intimidation: 21
    Occultism: 18
    Performance: 19
    Stealth: 20
  speed:
  - amount: 35
    type: Land
  spell_attack_to_hit: null
  spell_dc: 31
  traits:
  - LE
  - Medium
  - Fiend
  - Rakshasa
  type: Creature
- ability_mods:
    cha_mod: -3
    con_mod: 2
    dex_mod: 3
    int_mod: -4
    str_mod: 1
    wis_mod: 1
  ac: 15
  automatic_abilities: null
  description: Giant rats are enormous versions of the common vermin. They are typically
    found in abundant numbers, but since they cannot flt in the nooks where mundane
    rats typically hide, they are much easier to locate and exterminate. They mostly
    live in sewers where they can scavenge from the streets above, but some families
    of giant rats live in more remote locations, such as dank caves or forests and
    hills. Rats are incredibly adept survivors and can be found nearly anywhere in
    the world, though they tend to favor temperate or warm climates as opposed to
    cold regions.
  hp: 8
  immunities: null
  innate_spells: null
  languages: ''
  level: -1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+1 plus filth fever
      type: piercing
    name: jaws
    to_hit: 7
    traits:
    - agile
    - finesse
  name: Giant Rat
  perception: 5
  proactive_abilities:
  - description: The sickened and unconscious conditions from filth fever don’t improve
      on their own until the disease is cured. **Saving Throw** DC 14 Fortitude; **Stage
      1** carrier with no ill effect (1d4 hours), **Stage 2** sickened 1 (1 day),
      **Stage 3** sickened 1 and slowed 1 (1 day), **Stage 4** unconscious (1 day),
      **Stage 5** dead
    name: Filth Fever
    traits:
    - disease
  ranged: null
  resistances: null
  saves:
    fort: 6
    ref: 7
    will: 3
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 5
    Athletics: 2
    Stealth: 5
  speed:
  - amount: 30
    type: Land
  - amount: 10
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Small
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -3
    con_mod: 1
    dex_mod: 3
    int_mod: -4
    str_mod: -2
    wis_mod: 1
  ac: 14
  automatic_abilities: null
  description: A swarm of rats can cause total chaos within a household or business.
    Contracting filth fever is all the easier when dozens of these agitated or hungry
    vermin gather to bite victims en masse, making rat-hunting a viable career in
    many parts of the world as desperate townspeople seek relief from the disease’s
    spread.
  hp: 14
  immunities:
  - precision
  - swarm mind
  innate_spells: null
  languages: ''
  level: 1
  melee: null
  name: Rat Swarm
  perception: 5
  proactive_abilities:
  - description: The sickened and unconscious conditions from filth fever don’t improve
      on their own until the disease is cured. **Saving Throw** DC 14 Fortitude; **Stage
      1** carrier with no ill effect (1d4 hours), **Stage 2** sickened 1 (1 day),
      **Stage 3** sickened 1 and slowed 1 (1 day), **Stage 4** unconscious (1 day),
      **Stage 5** dead
    name: Filth Fever
    traits:
    - disease
  - action_cost: One Action
    description: Each enemy in the swarm’s space takes 1d6 piercing damage and must
      attempt a DC 17 basic Reflex save. A creature that fails its save is exposed
      to filth fever.
    name: Swarming Bites
    traits: null
  ranged: null
  resistances:
  - amount: 6
    type: physical (except bludgeoning)
  saves:
    fort: 2
    ref: 7
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 8
    Athletics: 4
    Stealth: 6
  speed:
  - amount: 30
    type: Land
  - amount: 10
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  - Swarm
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 2
    dex_mod: 4
    int_mod: 4
    str_mod: 0
    wis_mod: 2
  ac: 21
  automatic_abilities:
  - description: A ratfolk grenadier carries 2 infused moderate acid flasks, 2 infused
      moderate alchemist’s fires, and 2 infused moderate frost vials. These items
      last for 24 hours, or until the next time they make their daily preparations.
      **Items** alchemist's tools, hand crossbow (20 bolts), studded leather armor
    name: Infused Items
    traits: null
  description: Ratfolk grenadiers use alchemy and stealth to defend their communities.
  hp: 60
  immunities: null
  innate_spells: null
  languages:
  - Common
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4
      type: piercing
    name: fangs
    to_hit: 12
    traits:
    - agile
    - finesse
  name: Ratfolk Grenadier
  perception: 10
  proactive_abilities:
  - description: . The ratfolk can remove or store an item using the Interact action.
      As long as the ratfolk has at least one object in its cheek pouches, its speech
      is noticeably difficult to understand.
    name: Cheek Pouches
    traits:
    - though no more than 4 light items
  - action_cost: One Action
    description: The ratfolk grenadier draws an alchemical bomb with an Interact action
      and throws it as a ranged Strike.
    name: Quick Bomber
    traits: null
  - action_cost: Free Action
    description: The ratfolk grenadier stores one held item of light or negligible
      Bulk in its cheek pouches.
    name: Quick Stow
    traits: null
  - description: A ratfolk grenadier can end its movement in the same square as an
      ally that also has this ability. Only two such creatures can share the same
      space.
    name: Swarming
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6
      type: piercing
    name: hand crossbow
    to_hit: 12
    traits:
    - range increment 60 feet
    - reload 1
  - action_cost: One Action
    name: alchemical bomb
    to_hit: 13
    traits:
    - range increment 20 feet
    - splash
  resistances: null
  saves:
    fort: 11
    ref: 13
    will: 9
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 9
    Crafting: 12
    Deception: 7
    Society: 10
    Stealth: 12
    Thievery: 9
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LN
  - Small
  - Humanoid
  - Ratfolk
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 2
    dex_mod: 4
    int_mod: 1
    str_mod: 4
    wis_mod: 1
  ac: 21
  automatic_abilities:
  - description: redcap’s woolen hat is dyed with the blood of its victims. If the
      redcap loses its cap, it no longer benefits from fast healing and takes a –4
      status penalty to its damage rolls. It can create a new cap in 10 minutes, but
      that cap doesn’t grant its powers until the redcap has turned it red with Blood
      Soak. A cap has no benefit for creatures other than the redcap who made it.
      **Items** scythe, iron boots, red cap
    name: Red Cap
    traits:
    - necromancy
    - primal
  description: Redcaps are sadistic and capricious fey who thrill in bloodletting
    and murder. While they are most famous for appearing as wizened, bearded men,
    redcap women are no less fearsome or cruel. Redcaps are ultimately craven bullies,
    cowed by anything more powerful than themselves, a trait that leads them to fear
    and despise the symbols of good deities. Many fairy tales explain how the redcaps
    draw power from dipping the hats for which they are named in fresh blood. Just
    as iconic to these cruel little fey are their iron-clad boots, and the clanging
    sound of their metal soles clanking on stone floors is both discordant and disconcerting—
    especially to those who recognize the sound for what it is. Redcaps typically
    stand only 3 feet tall, with hunched frames, pointed ears, crooked teeth, and
    long, white, tangled hair.
  hp: 60
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Sylvan
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+10
      type: slashing
    name: scythe
    to_hit: 15
    traits:
    - deadly 1d10
    - trip
  - action_cost: One Action
    damage:
      formula: 1d6+8
      type: piercing
    name: boot
    to_hit: 13
    traits:
    - agile
    - versatile B
  name: Redcap
  perception: 12
  proactive_abilities:
  - action_cost: One Action
    description: The redcap dips its cap in the blood of a slain foe. The foe must
      have died in the last minute, and the redcap must have helped kill it. The redcap
      gains a +4 status bonus to damage rolls for 1 minute.
    name: Blood Soak
    traits:
    - manipulate
  - description: The redcap makes another scythe Strike against a different creature,
      using the same multiple attack penalty as the scythe Strike that triggered this
      reaction. This counts toward its multiple attack penalty.
    name: Deadly Cleave
    traits: null
  - action_cost: One Action
    description: creature, it deals an extra 2d6 persistent bleed damage.
    name: Stomp
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 11
    ref: 15
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Acrobatics: 13
    Athletics: 15
    Deception: 11
    Intimidation: 13
    Nature: 10
    Stealth: 13
  speed:
  - amount: 50
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Small
  - Fey
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 2
    dex_mod: 4
    int_mod: -3
    str_mod: 1
    wis_mod: 1
  ac: 20
  automatic_abilities: null
  description: Reefclaws are aquatic monsters that resemble huge shrimp or lobsters.
    As one might expect from its name, a reefclaw’s oversized claws are powerful weapons
    with their vicelike grip and the ability to inject potent venom into unfortunate
    prey.
  hp: 17
  immunities: null
  innate_spells: null
  languages:
  - Common
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+1 plus reefclaw venom and Grab
      type: slashing
    name: claw
    to_hit: 9
    traits:
    - finesse
  name: Reefclaw
  perception: 8
  proactive_abilities:
  - action_cost: One Action
    description: 1d6 bludgeoning, DC 17
    name: Constrict
    traits: null
  - description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 4 rounds;
      **Stage 1** 1d6 poison damage and enfeebled 1 (1 round), **Stage 2** 1d6 poison
      damage and enfeebled 2 (1 round).'
    name: Reefclaw Venom
    traits:
    - poison
  ranged: null
  resistances: null
  saves:
    fort: 7
    ref: 9
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 7
    Athletics: 4
  speed:
  - amount: 5
    type: Land
  - amount: 30
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CN
  - Small
  - Aberration
  - Aquatic
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 5
    dex_mod: 2
    int_mod: -3
    str_mod: 7
    wis_mod: 1
  ac: 25
  automatic_abilities: null
  description: A remorhaz is an enormous arctic predator that resembles a multilegged
    insect with draconic features. This monster has chitinous plates and more than
    a score segmented legs, a multipartite maw, and winglike growths fianking its
    head. The most unusual aspect of the creature, however, is its internal heat,
    which burns with such intensity that it causes the armored plates on the creature’s
    back to become superheated whenever the beast is agitated.
  hp: 120
  immunities:
  - cold
  - fire
  innate_spells: null
  languages:
  - Jotun
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+9 plus Grab
      type: piercing
    name: jaws
    to_hit: 18
    traits:
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 1d10+3 plus 2d6 fire
      type: bludgeoning
    name: tail
    to_hit: 18
    traits:
    - fire
    - reach 15 feet
  name: Remorhaz
  perception: 14
  proactive_abilities:
  - action_cost: Two Actions
    description: The remorhaz unleashes a gout of flame that deals 8d6 fire damage
      in a 30-foot cone (DC 26 basic Reflex save). It can’t use Breath Weapon again
      for 1d4 rounds.
    name: Breath Weapon
    traits:
    - evocation
    - fire
    - primal
  - description: A remorhaz can leave a tunnel when it burrows through ice or snow,
      and it usually does.
    name: Ice Tunneler
    traits: null
  - action_cost: One Action
    description: Large, 2d8+5 bludgeoning plus 2d6 fire, Rupture 12
    name: Swallow Whole
    traits: null
  - action_cost: Two Actions
    description: The remorhaz Strikes once with its jaws and once with its tail, each
      targeting a different creature. Each attack counts toward the remorhaz’s multiple
      attack penalty, but the multiple attack penalty doesn’t increase until after
      all the attacks have been made.
    name: Thrash
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 18
    ref: 15
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - tremorsense (imprecise) 60 feet
  skills:
    Athletics: 18
    Stealth: 13
  speed:
  - amount: 35
    type: Land
  - amount: 30
    type: Burrow
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - N
  - Huge
  - Beast
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 5
    dex_mod: 2
    int_mod: -4
    str_mod: 8
    wis_mod: 1
  ac: 27
  automatic_abilities: null
  description: Legendarily massive raptors capable of carrying off elephants as prey,
    rocs are typically about 30 feet long from beak to tail and have a wingspan of
    80 feet or more. While their beaks are hooked to rip flesh from bone, their hunting
    strategy involves grabbing their prey in their powerful talons and then dropping
    it from great heights before feeding. This method creates a massive amount of
    carrion, which guarantees that rocs are followed by flocks of opportunistic scavengers,
    such as ravens and buzzards, who find it easy to steal bits of the larger birds’
    meals. Rocs, for the most part, don’t mind these creatures, which sometimes get
    gobbled up along with the rest of the roc’s food.
  hp: 180
  immunities: null
  innate_spells: null
  languages: ''
  level: 9
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+12
      type: piercing
    name: beak
    to_hit: 21
    traits:
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 2d8+12 plus Improved Grab
      type: slashing
    name: talon
    to_hit: 21
    traits:
    - agile
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 2d6+10 plus Improved Push 10 feet
      type: bludgeoning
    name: wing
    to_hit: 21
    traits:
    - agile
    - reach 30 feet
  name: Roc
  perception: 18
  proactive_abilities:
  - action_cost: Two Actions
    description: The roc Flies up to its Speed and makes two talon Strikes at any
      point during that movement. Each Strike must target a different creature. Each
      attack takes the normal multiple attack penalty.
    name: Flying Strafe
    traits: null
  - description: A roc gains a +2 circumstance bonus to hit with its beak Strike if
      the target is grabbed or restrained in its talon.
    name: Snack
    traits: null
  - description: in either or both of its talons, carrying that creature along with
      it.
    name: Snatch
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 20
    ref: 17
    will: 16
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Acrobatics: 15
    Athletics: 21
  speed:
  - amount: 20
    type: Land
  - amount: 60
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Gargantuan
  - Animal
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 6
    dex_mod: 1
    int_mod: 1
    str_mod: 6
    wis_mod: 3
  ac: 29
  automatic_abilities: null
  description: To all but the most sharp-eyed underground explorers, a roper appears
    to be nothing more than a large stalactite, stalagmite, or pillar of ice. Cunning
    and patient ambush predators, ropers use this to their advantage.
  hp: 215
  immunities: null
  innate_spells: null
  languages:
  - Aklo
  - Undercommon
  level: 10
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+12
      type: piercing
    name: jaws
    to_hit: 21
    traits: null
  - action_cost: One Action
    name: strand
    to_hit: 23
    traits:
    - reach 50 feet
  name: Roper
  perception: 21
  proactive_abilities:
  - action_cost: One Action
    description: checks, and while they’re retracted, it can’t use its strand Strikes.
    name: Extend Strands
    traits: null
  - action_cost: One Action
    description: . Each attack must be against a different target. These attacks count
      toward the roper’s multiple attack penalty, but its multiple attack penalty
      doesn’t increase until after all the attacks.
    name: Flurry of Strands
    traits:
    - except those that are immobilizing creatures
  - action_cost: Two Actions
    description: check and compares the result to each immobilized creature’s Fortitude
      DC. The roper pulls each creature it succeeds against up to 25 feet closer and
      each creature it critically succeeds against up to 50 feet closer.
    name: Pull the Strands
    traits: null
  - description: . This enfeebled value decreases by 1 every 8 hours. The roper can
      move while it has a creature grabbed with a strand, but it automatically releases
      the creature if it moves beyond the strand’s reach. The roper can release an
      grabbed creature as a free action. A creature can sever a strand with a target
      attack that hits AC 27 and deals at least 18 slashing damage. This doesn’t deal
      any damage to the roper itself, though it can no longer attack with a severed
      strand.
    name: Sticky Strand
    traits:
    - to a maximum of enfeebled 4
  ranged: null
  resistances:
  - amount: 10
    type: electricity
  saves:
    fort: 20
    ref: 15
    will: 21
  saves_special:
    fort: null
    ref: null
    will: +2 status to all saves vs. magic
  senses:
  - darkvision
  skills:
    Athletics: 22
    Nature: 17
    Religion: 19
    Stealth: 17
  speed:
  - amount: 10
    type: Land
  - amount: 10
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - CE
  - Large
  - Aberration
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 1
    dex_mod: 3
    int_mod: -4
    str_mod: 0
    wis_mod: 1
  ac: 19
  automatic_abilities:
  - description: A rust monster can smell metal as a precise sense.
    name: Metal Scent
    traits: null
  description: Found in lost dungeons, deep caves, and abandoned mines, rust monsters
    are a bane to any adventurers who rely on armor, weapons, or other metal items.
    These strange-looking creatures grow to about 5 feet long, with four insectile
    legs and a long tail ending in a four-pronged appendage resembling a tiny windmill.
    However, it is the rust monster’s feathery antennae that strike fear in the hearts
    of battle-hardened warriors, for a single touch from even just one antenna can
    reduce an adventurer’s most valuable tools to a useless pile of rust.
  hp: 40
  immunities: null
  innate_spells: null
  languages: ''
  level: 3
  melee:
  - action_cost: One Action
    name: antenna
    to_hit: 10
    traits:
    - finesse
  - action_cost: One Action
    damage:
      formula: 1d10+4
      type: piercing
    name: mandibles
    to_hit: 8
    traits:
    - finesse
  - action_cost: One Action
    damage:
      formula: 1d4+2 plus Improved Knockdown
      type: bludgeoning
    name: tail
    to_hit: 8
    traits:
    - finesse
  name: Rust Monster
  perception: 8
  proactive_abilities:
  - action_cost: One Action
    description: . On a success, the item is subject to the rust monster’s rust ability
      (see below) in addition to the effects of the Disarm, and if the check to Disarm
      is a critical success, the rust monster drops the item on the ground in its
      own space.
    name: Antenna Disarm
    traits:
    - with the same modifier as an antenna Strike
  - description: to a metal item the target is wearing or holding, ignoring its Hardness.
      If the rust monster hits an unattended metal item, the item takes this damage
      automatically. If a creature uses the Shield Block reaction with a metal shield
      against an antenna attack, the shield is automatically broken, but no other
      item is rusted on that attack.
    name: Rust
    traits:
    - doubled on a critical hit
  ranged: null
  resistances: null
  saves:
    fort: 8
    ref: 10
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - metal scent 30 feet
  skills:
    Athletics: 7
  speed:
  - amount: 35
    type: Land
  - amount: 10
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Aberration
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 1
    dex_mod: 4
    int_mod: 1
    str_mod: 3
    wis_mod: 2
  ac: 19
  automatic_abilities:
  - description: satyr’s wineskin magically enchants any alcohol inside. With an Interact
      action, a living creature can imbibe the alcohol and gain a +1 item bonus to
      Will saves and a +3 item bonus to Will saves against fear effects for the following
      hour. When the wineskin is removed from a satyr’s person, the magic remains
      only until the wine spoils. The wineskin holds up to eight drafts of wine. **Items**
      dagger, panpipes, shortbow (20 arrows), wineskin
    name: Sylvan Wine
    traits:
    - enchantment
    - mental
    - primal
  description: To a satyr, life is a party and everyone is invited. Notorious for
    their hedonism, these fey believe there’s no greater beauty than can be found
    in song, drink, indulgent meals, and carnal pleasures. Satyrs use their enchanting
    songs and natural charm to encourage all manner of people to follow their true
    desires and free themselves from society’s rules. This usually involves enticing
    mortals to join raucous parties or engage in trysts in moonlit glades. If a potential
    companion rejects a satyr’s advances, however, the satyr has little interest in
    continuing a conversation and goes off to find more amenable revelers.
  hp: 80
  immunities: null
  innate_spells:
  - level: 4
    name: charm
  - level: 4
    name: fear
  - level: 4
    name: sleep
  - level: 4
    name: suggestion
  languages:
  - Common
  - Sylvan
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4+6
      type: piercing
    name: dagger
    to_hit: 14
    traits:
    - agile
    - finesse
    - versatile S
  name: Satyr
  perception: 10
  proactive_abilities:
  - description: When the satyr Plays the Pipes to cast a spell, he can Step or Stride
      as part of the activity.
    name: Fleet Performer
    traits: null
  - description: '**Requirements** The satyr is holding a musical instrument. **Effect**
      The satyr plays a melody on his instrument to cast *charm*, *fear*, *sleep*,
      or *suggestion* without expending the spell slot and using his music in place
      of providing the spell’s component actions. The spell gains the auditory trait
      and targets all creatures in a 60-foot emanation instead of its usual targets.
      A creature that succeeds at its Will save against any spell is then temporarily
      immune from spells played from that satyr’s pipes for 1 minute. Satyrs are immune
      to this music.'
    name: Play the Pipes
    traits:
    - auditory
    - primal
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: piercing
    name: shortbow
    to_hit: 14
    traits:
    - deadly 1d10
    - range increment 60 feet
    - reload 0
  - action_cost: One Action
    damage:
      formula: 1d4+6
      type: piercing
    name: dagger
    to_hit: 14
    traits:
    - agile
    - thrown 10 feet
    - versatile S
  resistances: null
  saves:
    fort: 9
    ref: 11
    will: 12
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Athletics: 8
    Deception: 13
    Diplomacy: 13
    Intimidation: 11
    Nature: 9
    Performance: 13
    Stealth: 11
    Survival: 8
  speed:
  - amount: 35
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CN
  - Medium
  - Fey
  type: Creature
- ability_mods:
    cha_mod: -4
    con_mod: 3
    dex_mod: 2
    int_mod: -5
    str_mod: 4
    wis_mod: 2
  ac: 19
  automatic_abilities: null
  description: These massive, terrifying arachnids are typically 8 feet long from
    head to the base of the tail. Giant scorpions are the favored pack animals and
    war beasts of various desert-dwelling monsters, particularly gnolls. They are
    most commonly encountered in the wild, however. There they lair in mountainside
    caves or burrow beneath shallow layers of sand where they lie in wait for prey
    to wander near. Sleek, pallid subterranean scorpions also exist, as do still larger
    species.
  hp: 45
  immunities: null
  innate_spells: null
  languages: ''
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+6 plus Grab
      type: slashing
    name: pincer
    to_hit: 11
    traits:
    - agile
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 1d6+6 plus giant scorpion venom
      type: piercing
    name: stinger
    to_hit: 11
    traits:
    - reach 10 feet
  name: Giant Scorpion
  perception: 9
  proactive_abilities:
  - action_cost: One Action
    description: 1d6+4 bludgeoning, DC 20
    name: Constrict
    traits: null
  - description: '**Saving Throw** DC 18 Fortitude; **Maximum Duration** 6 rounds;
      **Stage 1** 1d10 poison damage and enfeebled 1 (1 round); **Stage 2** 2d10 poison
      damage and enfeebled 1 (1 round); **Stage 3** 2d10 poison damage and enfeebled
      2 (1 round)'
    name: Giant Scorpion Venom
    traits:
    - poison
  ranged: null
  resistances: null
  saves:
    fort: 12
    ref: 9
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - tremorsense (imprecise) 60 feet
  skills:
    Athletics: 11
    Stealth: 7
  speed:
  - amount: 40
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -4
    con_mod: 2
    dex_mod: 5
    int_mod: -5
    str_mod: 0
    wis_mod: 0
  ac: 21
  automatic_abilities: null
  description: While a single scorpion is itself a menace, swarms of these vermin
    can be outright devastating. These skittering droves of death swiftly bring down
    their prey before devouring everything short of the victim’s bones.
  hp: 55
  immunities:
  - precision
  - swarm mind
  innate_spells: null
  languages: ''
  level: 4
  melee: null
  name: Scorpion Swarm
  perception: 11
  proactive_abilities:
  - description: '**Saving Throw** DC 18 Fortitude; **Maximum Duration** 6 rounds;
      **Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d6 poison damage and enfeebled
      1 (1 round)'
    name: Scorpion Venom
    traits:
    - poison
  - action_cost: One Action
    description: and is exposed to scorpion venom.
    name: Swarming Stings
    traits:
    - DC 21 basic Reflex save
  ranged: null
  resistances:
  - amount: 3
    type: bludgeoning
  - amount: 7
    type: piercing
  - amount: 7
    type: slashing
  saves:
    fort: 10
    ref: 13
    will: 8
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 11
    Athletics: 6
    Stealth: 11
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  - Swarm
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 1
    dex_mod: 4
    int_mod: 0
    str_mod: 3
    wis_mod: 3
  ac: 18
  automatic_abilities:
  - 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
    name: Shark Commune
    traits:
    - mental
    - telepathy
  description: Scouts, among the lowliest (and most disposable) of sea devils, ply
    the inky waters of the ocean in search of aquatic prey, tread ashore to gauge
    landborne threats, or charge into battle with the advance forces of a greater
    sea devil war party.
  hp: 30
  immunities: null
  innate_spells: null
  languages:
  - Aquan
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+3
      type: piercing
    name: longspear
    to_hit: 11
    traits:
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: slashing
    name: claw
    to_hit: 11
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 1d8+3
      type: piercing
    name: jaws
    to_hit: 11
    traits: null
  name: Sea Devil Scout
  perception: 9
  proactive_abilities:
  - action_cost: Free Action
    description: '**Requirements** The sea devil is not fatigued or already in a frenzy.
      **Trigger** The sea devil deals bleed damage to a living creature. **Effect**
      The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea
      devil gains a +1 status bonus to attack rolls with its claws and jaws, gains
      a +4 status bonus to damage rolls with its claws and jaws, gains 7 temporary
      HP until the end of the frenzy, and takes a –2 status penalty to AC. The sea
      devil can’t voluntarily stop its frenzy. After its frenzy, the sea devil is
      fatigued.'
    name: Blood Frenzy
    traits:
    - rage
  - description: or if the attack was a critical hit.
    name: Bloodletting
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: piercing
    name: spear
    to_hit: 12
    traits:
    - thrown 20 feet
  resistances: null
  saves:
    fort: 7
    ref: 10
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - wavesense 30 feet
  skills:
    Athletics: 9
    Intimidation: 5
    Stealth: 8
    Survival: 7
  speed:
  - amount: 25
    type: Land
  - amount: 35
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Medium
  - Amphibious
  - Humanoid
  - Sea Devil
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 3
    dex_mod: 1
    int_mod: 0
    str_mod: 4
    wis_mod: 1
  ac: 21
  automatic_abilities:
  - description: he sea devil can communicate telepathically with sharks within range.
      It can communicate only simple concepts like “come,” “guard,” or “attack.” **Items**
      trident
    name: Shark Commune
    traits:
    - mental
    - telepathy
  description: Physically imposing sea devils are equipped with some of the best weaponry
    the community can find, though most are happy to rend their foes using tooth and
    nail.
  hp: 60
  immunities: null
  innate_spells: null
  languages:
  - Aquan
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+8
      type: piercing
    name: trident
    to_hit: 14
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d6+6
      type: slashing
    name: claw
    to_hit: 14
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 1d8+6
      type: piercing
    name: jaws
    to_hit: 14
    traits: null
  name: Sea Devil Brute
  perception: 7
  proactive_abilities:
  - action_cost: Free Action
    description: '**Requirements** The sea devil is not fatigued or already in a frenzy.
      **Trigger** The sea devil deals bleed damage to a living creature. **Effect**
      The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea
      devil gains a +1 status bonus to attack rolls with its claws and jaws, gains
      a +4 status bonus to damage rolls with its claws and jaws, gains 11 temporary
      HP until the end of the frenzy, and takes a -2 status penalty to AC. The sea
      devil can’t voluntarily stop its frenzy. After its frenzy, the sea devil is
      fatigued.'
    name: Blood Frenzy
    traits:
    - rage
  - description: or if the attack was a critical hit.
    name: Bloodletting
    traits: null
  - description: A sea devil brute can use thrown ranged weapons underwater with no
      penalty due to range increment.
    name: Unimpeded Throw
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d8+8
      type: piercing
    name: trident
    to_hit: 11
    traits:
    - thrown 20 feet
  resistances: null
  saves:
    fort: 13
    ref: 11
    will: 9
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - wavesense 30 feet
  skills:
    Athletics: 12
    Intimidation: 9
    Survival: 9
  speed:
  - amount: 25
    type: Land
  - amount: 35
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Medium
  - Amphibious
  - Humanoid
  - Sea Devil
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 4
    dex_mod: 2
    int_mod: 0
    str_mod: 5
    wis_mod: 3
  ac: 24
  automatic_abilities:
  - 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)
    name: Shark Commune
    traits:
    - mental
    - telepathy
  description: Unlike in many cultures, the highest-ranking sea devils are expected
    not just to wade into battle alongside their brethren, but to actively lead the
    campaign.
  hp: 95
  immunities: null
  innate_spells: null
  languages:
  - Aquan
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+11
      type: piercing
    name: longspear
    to_hit: 17
    traits:
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 1d6+8
      type: slashing
    name: claw
    to_hit: 17
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 1d6+8
      type: piercing
    name: jaws
    to_hit: 17
    traits: null
  name: Sea Devil Baron
  perception: 13
  proactive_abilities:
  - action_cost: Free Action
    description: '**Requirements** The sea devil is not fatigued or already in a frenzy.
      **Trigger** The sea devil deals bleed damage to a living creature. **Effect**
      The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea
      devil gains a +1 status bonus to attack rolls with its claws and jaws, gains
      a +4 status bonus to damage rolls with its claws and jaws, gains 15 temporary
      HP until the end of the frenzy, and takes a -2 status penalty to AC. The sea
      devil can’t voluntarily stop its frenzy. After its frenzy, the sea devil is
      fatigued.'
    name: Blood Frenzy
    traits:
    - rage
  - description: or if the attack was a critical hit.
    name: Bloodletting
    traits: null
  - action_cost: Two Actions
    description: '**Requirement** The sea devil baron is in a blood frenzy. **Effect**
      The sea devil baron unleashes a whirlwind of attacks against its foes, making
      a single melee Strike with its claws or jaws against each opponent within reach.'
    name: Hateful Tide
    traits:
    - rage
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d8+11
      type: piercing
    name: spear
    to_hit: 17
    traits:
    - thrown 20 feet
  resistances: null
  saves:
    fort: 16
    ref: 14
    will: 13
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - wavesense 30 feet
  skills:
    Athletics: 15
    Intimidation: 12
    Stealth: 12
    Survival: 11
  speed:
  - amount: 25
    type: Land
  - amount: 35
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Medium
  - Amphibious
  - Humanoid
  - Mutant
  - Sea Devil
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 6
    dex_mod: 4
    int_mod: -4
    str_mod: 8
    wis_mod: 2
  ac: 35
  automatic_abilities:
  - description: sea serpent automatically tries to counteract any detection, revelation,
      or scrying divination attempted against it, using its Stealth modifler for its
      counteract modifier.
    name: Undetectable
    traits:
    - abjuration
    - primal
  description: These fabled beasts resemble massive snakes with long rows of finned
    spines down their back. Temperamental and territorial, sea serpents can capsize
    a boat with ease, and most won’t hesitate to do so when hungry or threatened.
    Stories abound of aggrieved captains who spend their entire lives hunting down
    the elusive monster that sunk their ships and took their livelihoods. These hunts
    rely on rumors and glimpses of the beasts, as few survive the catastrophes wrought
    by sea serpents.
  hp: 210
  immunities: null
  innate_spells: null
  languages: ''
  level: 12
  melee:
  - action_cost: One Action
    damage:
      formula: 3d10+14 plus Grab
      type: piercing
    name: jaws
    to_hit: 27
    traits:
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 2d10+14 plus Grab
      type: bludgeoning
    name: tail
    to_hit: 27
    traits:
    - agile
    - reach 30 feet
  name: Sea Serpent
  perception: 22
  proactive_abilities:
  - action_cost: One Action
    description: The sea serpent attempts to capsize an aquatic vessel of its size
      or smaller that it’s adjacent to. It must succeed at an Athletics check with
      a DC of 35 or the pilot’s Sailing Lore DC, whichever is higher.
    name: Capsize
    traits:
    - attack
  - action_cost: One Action
    description: 1d10+14 bludgeoning
    name: Constrict
    traits: null
  - description: The water in the ballast organs around the sea serpent’s neck is
      full of psychotropic algae. **Saving Throw** DC 34 Fortitude; **Maximum Duration**
      6 rounds; **Stage 1** confused and, if flying, spends its first action each
      turn to descend 20 feet (1 round); **Stage 2** confused and, if flying, descends
      until reaching the ground or water below (1 round).
    name: Sea Serpent Algae
    traits:
    - incapacitation
    - poison
  - action_cost: Two Actions
    description: The sea serpent extends the spines along its back and Swims or Strides.
      Each creature the serpent is adjacent to at any point during its movement takes
      4d6+8 slashing damage (DC 32 basic Reflex save).
    name: Spine Rake
    traits:
    - attack
    - move
  - action_cost: One Action
    description: Huge, 2d10+6 bludgeoning, Rupture 20
    name: Swallow Whole
    traits:
    - attack
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d6+12 plus sea serpent algae
      type: bludgeoning
    name: water spout
    to_hit: 25
    traits:
    - brutal
    - range increment 100 feet
    - water
  resistances: null
  saves:
    fort: 25
    ref: 21
    will: 21
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 18
    Athletics: 26
    Stealth: 28
  speed:
  - amount: 20
    type: Land
  - amount: 60
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - N
  - Gargantuan
  - Animal
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 0
    dex_mod: 4
    int_mod: -2
    str_mod: -5
    wis_mod: 2
  ac: 20
  automatic_abilities: null
  description: The mysterious undead known as shadows lurk in dark places and feed
    on those who stray too far from the light. Those who parley with shadows, typically
    by keeping them at bay with a glowing weapon, may learn great secrets, for they
    are ideal spies.
  hp: 40
  immunities:
  - death effects
  - disease
  - paralyzed
  - poison
  - precision
  - unconscious
  innate_spells: null
  languages:
  - Necril
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+3
      type: negative
    name: shadow hand
    to_hit: 15
    traits:
    - finesse
    - magical
  name: Shadow
  perception: 10
  proactive_abilities:
  - description: . If the creature the shadow spawn was pulled from dies, the shadow
      spawn becomes a full-fledged, autonomous shadow. If the creature recovers from
      its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.
    name: Shadow Spawn
    traits: null
  - description: The shadow can Hide or end its Sneak in a creature’s or object’s
      shadow.
    name: Slink in Shadows
    traits: null
  - description: '**Requirement** The shadow hit a living creature with a shadow hand
      Strike on its previous action. **Effect** The shadow pulls at the target’s shadow,
      making the creature enfeebled 1. This is cumulative with other enfeebled conditions
      from shadows, to a maximum of enfeebled 4. If this increases a creature’s enfeebled
      value to 3 or more, the target’s shadow is separated from its body (see shadow
      spawn). Enfeebled from Steal Shadow decreases by 1 every hour.'
    name: Steal Shadow
    traits:
    - divine
    - necromancy
  ranged: null
  resistances:
  - amount: 5
    type: all (except force, ghost touch, or positive; double resistance against non-magical)
  saves:
    fort: 8
    ref: 14
    will: 12
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 10
    Stealth: 14
  speed:
  - amount: 30
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Incorporeal
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 0
    dex_mod: 5
    int_mod: 0
    str_mod: -5
    wis_mod: 2
  ac: 24
  automatic_abilities: null
  description: Shadows that spend long amounts of time on the Shadow Plane and absorb
    its magic become greater shadows.
  hp: 75
  immunities:
  - death effects
  - disease
  - paralyzed
  - poison
  - precision
  - unconscious
  innate_spells: []
  languages:
  - Necril
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+6
      type: negative
    name: shadow hand
    to_hit: 18
    traits:
    - finesse
    - magical
  name: Greater Shadow
  perception: 14
  proactive_abilities:
  - description: When a creature’s shadow is pulled free by Steal Shadow, it becomes
      a shadow spawn under the command of the greater shadow that created it. This
      shadow spawn doesn’t have Steal Shadow. If the creature the shadow spawn was
      pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow.
      If the creature recovers from its enfeeblement, its shadow returns to it and
      the shadow spawn is extinguished.
    name: Shadow Spawn
    traits: null
  - description: The greater shadow can Hide or end its Sneak in a creature’s or object’s
      shadow.
    name: Slink in Shadows
    traits: null
  - action_cost: One Action
    description: '**Requirement** The greater shadow hit a living creature with a
      shadow hand Strike on its previous action. **Effect** The greater shadow pulls
      at the target’s shadow, making the creature enfeebled 2 (or enfeebled 3 on a
      critical hit). This is cumulative with other enfeebled conditions from shadows,
      to a maximum of enfeebled 4. If this increases a creature’s enfeebled value
      to 3 or more, the target’s shadow is separated from its body (see shadow spawn).
      Enfeebled from Steal Shadow decreases by 1 every hour.'
    name: Steal Shadow
    traits:
    - divine
    - necromancy
  ranged: null
  resistances:
  - amount: 10
    type: all (except force, ghost touch, or positive; double resistance against non-magical)
  saves:
    fort: 11
    ref: 18
    will: 15
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 16
    Stealth: 20
  speed:
  - amount: 30
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Incorporeal
  - Undead
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 5
    dex_mod: 1
    int_mod: -2
    str_mod: 6
    wis_mod: 2
  ac: 22
  automatic_abilities:
  - description: When it’s not in danger, the shambler spends 1 minute settling into
      a pile that looks like a lump of loose vegetation. While it is in this form,
      creatures must actively Seek and succeed at a DC 22 Perception check (DC 28
      in forests or swamps) to detect the shambler’s true nature.
    name: Mound
    traits: null
  description: Shamblers are cunning carnivorous plants that resemble heaps of wet,
    rotting vegetation. Even when standing erect on their stumpy legs, shamblers don’t
    have much in the way of identifiable anatomy; they are tangles of parasitic vines
    that lash out at prey with their longest creepers, entwined together to deliver
    powerful blows. Sometimes called “shambling mounds,” these ambush predators have
    a particular fondness for flesh, and are most well known for their ability to
    hunker down and hide in plain sight. A shambler can draw nutrients from plant
    matter or soil, but won’t do so if it suspects meat might soon wander near, and
    indeed may lie in wait for days in anticipation of such a meal.
  hp: 120
  immunities:
  - electricity
  innate_spells: null
  languages:
  - Common
  - Elven
  - Sylvan
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+8 plus Grab
      type: bludgeoning
    name: vine
    to_hit: 17
    traits:
    - reach 10 feet
  name: Shambler
  perception: 12
  proactive_abilities:
  - action_cost: Two Actions
    description: The shambler makes a vine Strike against each creature within reach.
      Its multiple attack penalty increases only after all the attacks.
    name: Vine Lash
    traits: null
  ranged: null
  resistances:
  - amount: 5
    type: fire
  saves:
    fort: 17
    ref: 11
    will: 14
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 16
    Stealth: 12
  speed:
  - amount: 20
    type: Land
  - amount: 20
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Plant
  type: Creature
- ability_mods:
    cha_mod: -4
    con_mod: 4
    dex_mod: 2
    int_mod: -4
    str_mod: 6
    wis_mod: 1
  ac: 21
  automatic_abilities:
  - description: The shark can smell blood in the water from up to 1 mile away.
    name: Blood Scent
    traits: null
  description: An apex predator among the coastal surface waters where it hunts, the
    great white shark is one of the largest shark species. These silent killers glide
    gracefully through the ocean, always in search of their next meal.
  hp: 60
  immunities: null
  innate_spells: null
  languages: ''
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 1d12+8
      type: piercing
    name: jaws
    to_hit: 14
    traits: null
  name: Great White Shark
  perception: 11
  proactive_abilities:
  - action_cost: Two Actions
    description: . After the Strike, the shark splashes back down into the water.
    name: Breach
    traits:
    - this lets it attack a creature within 30 feet of the water’s surface
  - action_cost: One Action
    description: The creature the shark hit takes 1d12 slashing damage.
    name: Savage
    traits: null
  - action_cost: One Action
    description: The shark Swims up to half its swim Speed, makes a jaws Strike, and
      then Swims up to half its Speed further. The Strike deals half damage.
    name: Strafing Chomp
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 12
    ref: 10
    will: 9
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - blood scent
  - scent (imprecise) 100 feet
  skills:
    Athletics: 14
    Stealth: 12
    Survival: 9
  speed:
  - amount: 40
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Huge
  - Animal
  - Aquatic
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 5
    dex_mod: 2
    int_mod: -4
    str_mod: 8
    wis_mod: 3
  ac: 27
  automatic_abilities:
  - description: The shark can smell blood in the water from up to 1 mile away.
    name: Blood Scent
    traits: null
  description: Prehistoric sharks of incredible size, strength, and ferocity, megalodons
    scour waters deep and shallow to sate their considerable hunger. The presence
    of a megalodon undeniably affects the local aquatic ecosystem.
  hp: 180
  immunities: null
  innate_spells: null
  languages: ''
  level: 9
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+10 plus Improved Grab
      type: piercing
    name: jaws
    to_hit: 22
    traits:
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d8+10 plus Push 15 feet
      type: piercing
    name: tail
    to_hit: 22
    traits:
    - agile
    - reach 15 feet
  name: Megalodon
  perception: 20
  proactive_abilities:
  - action_cost: One Action
    description: The shark Swims up to its swim Speed, then Leaps vertically out of
      the water up to 25 feet high, making a Strike against a creature at any point
      during the jump (this lets it attack a creature within 35 feet of the water’s
      surface or 40 feet with its tail). After the Strike, the shark splashes back
      down into the water.
    name: Breach
    traits:
    - attack
    - move
  - action_cost: One Action
    description: The creature the shark hit takes 2d12 slashing damage.
    name: Savage
    traits: null
  - action_cost: One Action
    description: Huge, 2d8+5 bludgeoning, Rupture 20
    name: Swallow Whole
    traits:
    - attack
  ranged: null
  resistances: null
  saves:
    fort: 21
    ref: 16
    will: 17
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - blood scent
  - scent (imprecise) 100 feet
  skills:
    Athletics: 21
    Stealth: 19
    Survival: 16
  speed:
  - amount: 80
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - N
  - Gargantuan
  - Animal
  - Aquatic
  type: Creature
- ability_mods:
    cha_mod: 7
    con_mod: 6
    dex_mod: 5
    int_mod: 2
    str_mod: 2
    wis_mod: 5
  ac: 33
  automatic_abilities:
  - description: The shining child is flat-footed while in areas of darkness.
    name: Radiance Dependence
    traits: null
  description: Shining children are wicked, enigmatic monsters that roam remote planes
    and untraveled corners of the universe in search of esoteric lore. With their
    abnormally gaunt frames, long white hair, and unnerving, four-fingered hands,
    shining children are both strangely familiar and otherworldly in appearance, though
    they are barely visible within the shroud of blinding light they continually emit.
    Their faces are truly horrible, however, as their overlarge eyes and distended,
    gaping mouths reveal their heads to be voids filled with unnatural light. Shining
    children use this light as a weapon, weaving illusions and focusing beams of fiery
    brilliance.
  hp: 215
  immunities:
  - blinded
  - dazzled
  - fire
  innate_spells:
  - level: 7
    name: spell turning
  - level: 7
    name: sunburst
  - level: 6
    name: dispel magic
  - level: 6
    name: vibrant pattern
  - level: 6
    name: wall of force
  - level: 5
    name: dimension door
  - level: 5
    name: false vision
  - level: 5
    name: hallucinatory terrain
  - frequency: at will; self only
    level: 4
    name: dimension door
  - frequency: at will
    level: 2
    name: illusory object
  languages:
  - Aklo
  level: 12
  melee:
  - action_cost: One Action
    damage:
      formula: 3d4+5 plus 4d6 fire and 2d4 persistent fire
      type: bludgeoning
    name: fist
    to_hit: 25
    traits:
    - agile
    - finesse
    - magical
  - action_cost: One Action
    damage:
      formula: 3d10+3 plus 2d10 positive damage if the target is undead
      type: fire,
    name: fire ray
    to_hit: 25
    traits:
    - arcane
    - evocation
    - magical
    - range 100 feet
  name: Shining Child
  perception: 23
  proactive_abilities: []
  ranged: null
  resistances: null
  saves:
    fort: 22
    ref: 19
    will: 19
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Arcana: 18
    Deception: 23
    Diplomacy: 21
    Intimidation: 21
    Occultism: 18
  speed:
  - amount: 30
    type: Land
  - amount: 50
    type: Fly
  spell_attack_to_hit: null
  spell_dc: 33
  traits:
  - CE
  - Medium
  - Astral
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 9
    dex_mod: 6
    int_mod: -3
    str_mod: 10
    wis_mod: 6
  ac: 39
  automatic_abilities: null
  description: Although even raving fanatics and doom-saying prophets desperately
    claim the monstrous shoggoth is nothing more than a drug-induced vision or a thankfully
    unreal nightmare, the truth is altogether more dire. Shoggoths exist, yet they
    tend keep to the deepest of ocean trenches or the most remote of caverns and ruins,
    emerging to spread chaos and destruction in their slimy wakes.
  hp: 275
  immunities:
  - blinded
  - controlled
  - critical hits
  - deafened
  - precision
  - sleep
  innate_spells: null
  languages:
  - Aklo
  level: 18
  melee:
  - action_cost: One Action
    damage:
      formula: 4d10+18 plus Grab
      type: bludgeoning
    name: pseudopod
    to_hit: 35
    traits:
    - magical
    - reach 30 feet
  name: Shoggoth
  perception: 34
  proactive_abilities:
  - action_cost: One Action
    description: 2d10+15 bludgeoning
    name: Constrict
    traits: null
  - description: A creature that begins its turn inside the shoggoth takes 9d6 acid
      damage.
    name: Eat Away
    traits: null
  - action_cost: Two Actions
    description: DC 40, 6d6 acid, Escape DC 40, Rupture 40
    name: Engulf
    traits: null
  ranged: null
  resistances:
  - amount: 20
    type: acid
  - amount: 20
    type: cold
  - amount: 20
    type: sonic
  saves:
    fort: 33
    ref: 30
    will: 30
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  - tremorsense (imprecise) 60 feet
  skills:
    Athletics: 36
    Intimidation: 29
  speed:
  - amount: 40
    type: Land
  - amount: 50
    type: Swim
  - amount: 25
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Rare
  - CE
  - Huge
  - Aberration
  - Amphibious
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 6
    dex_mod: 4
    int_mod: -3
    str_mod: 7
    wis_mod: 4
  ac: 33
  automatic_abilities: null
  description: Scourges of the upper Darklands, these enormous, mole-like monstrosities
    slice and burrow through solid stone with massive forearms and adamantine-strong
    claws. Shulns grow to about 20 feet long and have four tiny, nearly imperceptible
    eyes; a long, pale snout; four thick-muscled legs that end in long, serrated claws;
    and a stubby pink tail. As a young shuln matures, its unique metabolism produces
    adamantine that becomes infused throughout its skeletal system. In addition to
    making their claws and fangs nearly unbreakable, this unique physiological trait
    makes shulns unparalleled burrowers and highly sought by monster hunters who hope
    to harvest the precious material from their corpses.
  hp: 195
  immunities: null
  innate_spells: null
  languages: ''
  level: 12
  melee:
  - action_cost: One Action
    damage:
      formula: 3d8+10
      type: slashing
    name: adamantine claw
    to_hit: 25
    traits:
    - agile
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 3d10+10 plus shuln saliva
      type: piercing
    name: adamantine fangs
    to_hit: 25
    traits:
    - reach 15 feet
  name: Shuln
  perception: 20
  proactive_abilities:
  - description: .
    name: Armor-Rending
    traits: null
  - description: '**Saving Throw** DC 32 Fortitude; **Maximum Duration** 6 rounds;
      **Stage 1** 2d6 poison damage and slowed 1 (1 round); **Stage 2** 3d6 poison
      damage, and slowed 1 (1 round); **Stage 3** 4d6 poison damage and paralyzed
      for 2d6 hours. Shuln saliva overcomes the inexorable ability.'
    name: Shuln Saliva
    traits:
    - incapacitation
    - poison
  - description: Shulns can burrow into solid rock and any metal with a hardness less
      that that of adamantine like it is soil or loose rubble, leaving a tunnel 10
      feet in diameter.
    name: Unstoppable Burrow
    traits: null
  ranged: null
  resistances:
  - amount: 10
    type: physical (except adamantine or bludgeoning)
  - amount: 15
    type: 'poison '
  saves:
    fort: 25
    ref: 19
    will: 21
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - scent 30 feet
  - tremorsense (imprecise) 60 feet
  skills:
    Athletics: 25
    Survival: 22
  speed:
  - amount: 40
    type: Land
  - amount: 20
    type: Burrow
  - amount: null
    type: Unstoppable Burrow
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Rare
  - N
  - Huge
  - Beast
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 6
    dex_mod: 3
    int_mod: 3
    str_mod: 8
    wis_mod: 6
  ac: 41
  automatic_abilities: null
  description: Desert-dwelling people consider the sight of a simurgh a herald to
    a lifetime’s worth of luck, and those who are unfamiliar with the majestic beast
    might mistake it for the avatar of a deity. Beautiful, graceful, and truly gargantuan,
    the simurgh resembles nothing so much as a massive multicolored bird with the
    head of an equally enormous and regal lupine. Simurghs act as intermediaries in
    world-threatening conflicts, serving as agents of good deities or vigilantes who
    spread their own brand of justice, typically by obliterating or banishing evil
    extraplanar beings.
  hp: 350
  immunities:
  - disease
  - fire
  - negative energy
  - sleep
  innate_spells:
  - level: 9
    name: flame strike
  - level: 9
    name: heal
  - frequency: at will
    level: 3
    name: zone of truth
  - frequency: evil only; at will
    level: 2
    name: detect alignment
  - level: 1
    name: dazzling flash
  - frequency: constant
    level: 5
    name: tongues
  languages:
  - Celestial
  - Common
  - Draconic
  level: 18
  melee:
  - action_cost: One Action
    damage:
      formula: 4d12+12
      type: piercing
    name: jaws
    to_hit: 34
    traits:
    - magical
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 4d8+12
      type: slashing
    name: claw
    to_hit: 34
    traits:
    - agile
    - magical
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 4d8+10 plus banishing swipe
      type: slashing
    name: tail
    to_hit: 34
    traits:
    - magical
    - reach 20 feet
  name: Simurgh
  perception: 32
  proactive_abilities:
  - description: ', except that if the creature critically succeeds its save the simurgh
      is not stunned.'
    name: Banishing Swipe
    traits: null
  - action_cost: Two Actions
    description: '**Frequency** Once per day. **Effect** The simurgh fans out its
      glimmering tail feathers and blasts its foes with a 100-foot cone of radiant
      light. Aside from the size of the cone, this effect is identical to *prismatic
      spray* (DC 42).'
    name: Radiant Feathers
    traits:
    - attack
  ranged:
  - action_cost: One Action
    name: glaring ray
    to_hit: 34
    traits:
    - magical
    - range 100 feet
  resistances: null
  saves:
    fort: 30
    ref: 29
    will: 32
  saves_special:
    fort: null
    ref: null
    will: +1 status bonus to all saves vs. magic
  senses:
  - darkvision
  skills:
    Acrobatics: 27
    Arcana: 28
    Athletics: 32
    Diplomacy: 34
    Medicine: 35
    Performance: 28
    Religion: 35
    Survival: 32
  speed:
  - amount: 40
    type: Land
  - amount: 90
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Rare
  - NG
  - Gargantuan
  - Beast
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 4
    dex_mod: 3
    int_mod: 0
    str_mod: 4
    wis_mod: 2
  ac: 18
  automatic_abilities:
  - 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
    name: Sin Scent
    traits: null
  description: 'Sinspawn were created by one of seven ancient wizards known collectively
    as runelords—each of whom embraced and embodied one of seven sins. The first sinspawn
    was created by the Runelord of Wrath, utilizing techniques that have since gone
    on to influence fleshwarping practices. It wasn’t long before the technique used
    to create sinspawn fell into the hands of the other runelords, and while each
    tried their own hand at crafting variants of their own design, today sinspawn
    of wrath remain the most numerous and notorious of their kind. Bearing only a
    vague resemblance to the humanoids from whose flesh they were formed, sinspawn
    generally appear horrifically emaciated and have unnaturally long arms and digitigrade
    legs, each with a trio of stubby, taloned digits. Veins bulge across sinspawn’s
    bodies in sanguine patterns that suspiciously resemble twisted runes, and their
    flesh is pale and hairless. Their heads are elongated, bearing only slits for
    a nose, red eyes, and disturbing lower jaws that split in half at the chin, revealing
    pedipalps that end in tiny, three-fingered hands and framing a long, lolling tongue.
    Sinspawn stand 6-1/2 feet tall and typically weigh as much as an emaciated human
    of their size. They behave in a manner consistent with their associated sin and
    have physical characteristics that hint at these qualities. For example, greedspawn’s
    veins appear to run with gold while envyspawn appear even more wasted than the
    rest of their kin.<h2 class="title">Sinspawn Sins</h2> 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.<h3 class="title">Envyspawn</h3>
    An envyspawn has Deception +7 and typically carries a halberd. They tend to be
    shorter and thinner than other sinspawn. **Melee** |1| halberd +10 (reach 10 feet,
    versatile S), **Damage** 1d10+4 piercing **Sinful Bite** Creatures that critically
    fail their saves against an envyspawn’s sinful bite are enfeebled 2 for 1 minute.
    <h3 class="title">Gluttonyspawn</h3> A gluttonyspawn has Survival +10 and usually
    carries a scythe. They are obese, but hardy and strong. **Melee** |1| scythe +10
    (deadly d10, trip), **Damage** 1d10+4 slashing **Sinful Bite** Creatures that
    critically fail their saves against a gluttonyspawn’s sinful bite are drained
    1. <h3 class="title">Greedspawn</h3> A greedspawn has Thievery +9 and typically
    wields a glaive. They are the tallest of sinspawn, often 7 feet in height, and
    with gold-tinged veins. **Melee** |1| glaive +10 (deadly d8, forceful, reach 10
    feet), **Damage** 1d8+4 slashing **Sinful Bite** Creatures that critically fail
    their saves against a greedspawn’s sinful bite are clumsy 2 for 1 minute. <h3
    class="title">Lustspawn</h3> A lustspawn has Diplomacy +7 and usually carries
    a guisarme. They have attractive bodies, but hideous faces. **Melee** |1| guisarme
    +10 (reach 10 feet, trip), **Damage** 1d10+4 slashing **Sinful Bite** Creatures
    that critically fail their saves against a lustspawn’s sinful bite are stupefied
    2 for 1 minute. <h3 class="title">Pridespawn</h3> A pridespawn has Intimidation
    +7 and often wields a maul. They are nearly skeletal in their gauntness, and often
    seek out fine clothes or jewelry to wear, taking strange pleasure in appearing
    elegant and regal. **Melee** |1| maul +10 (shove), **Damage** 1d12+4 bludgeoning
    **Sinful Bite** Creatures that critically fail their saves against a pridespawn’s
    sinful bite are clumsy 1 and enfeebled 1 for 1 minute. <h3 class="title">Slothspawn</h3>
    A slothspawn has Society +6 and usually carries a longspear. Thick rolls of excess
    skin drape the slothspawn’s hunched frame. **Melee** |1| longspear +10 (reach
    10 feet), **Damage** 1d8+4 piercing **Sinful Bite** Creatures that critically
    fail their saves against a slothspawn’s sinful bite take a –10-foot status penalty
    to their Speeds for 1 minute. <h3 class="title">Wrathspawn</h3> The most commonly
    encountered of the sinspawn, a wrathspawn has Athletics +12 and typically wields
    a ranseur. These sinspawn are the bulkiest looking of their kind. **Melee** |1|
    ranseur + 10 (disarm, reach 10 feet), **Damage** 1d10+4 piercing **Sinful Bite**
    Creatures that critically fail their saves against a wrathspawn’s sinful bite
    are drained 1 as well as enfeebled 1 for 1 minute.'
  hp: 30
  immunities:
  - controlled
  innate_spells: null
  languages:
  - Aklo
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+4 plus sinful bite
      type: piercing
    name: jaws
    to_hit: 10
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: slashing
    name: claw
    to_hit: 10
    traits: null
  name: Sinspawn
  perception: 10
  proactive_abilities:
  - description: A sinspawn gains an additional skill based on its sin, as well as
      a weapon that reflects the preferences of its kinds’ ancient creators. The seven
      sins and the benefits they confer upon a sinspawn are noted in the Sinspawn
      Sins section.
    name: Sin
    traits: null
  - description: A creature hit by the jaws of a sinspawn must attempt a DC 18 Will
      save as it is assailed by sinful thoughts. **Critical Success** Unaffected.
      **Success** Sickened 1. **Failure** Sickened 2. **Critical Failure** Sickened
      2 plus an additional penalty, determined by the sinspawn’s sin, while it remains
      sickened.
    name: Sinful Bite
    traits:
    - arcane
    - emotion
    - mental
  ranged: null
  resistances:
  - amount: 5
    type: mental
  saves:
    fort: 10
    ref: 9
    will: 6
  saves_special:
    fort: null
    ref: null
    will: +1 status to saves vs. magic, +4 status to saves vs. mental
  senses:
  - darkvision
  - sin scent (imprecise) 30 feet
  skills:
    Acrobatics: 9
    Athletics: 8
    Stealth: 9
    Survival: 6
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Medium
  - Aberration
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 0
    dex_mod: 4
    int_mod: -5
    str_mod: 2
    wis_mod: 0
  ac: 16
  automatic_abilities: null
  description: The most common skeletal minions are mere guardians.
  hp: 4
  immunities:
  - death effects
  - disease
  - mental
  - paralyzed
  - poison
  - unconscious
  innate_spells: null
  languages: ''
  level: -1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+2
      type: slashing
    name: scimitar
    to_hit: 6
    traits:
    - forceful
    - sweep
  - action_cost: One Action
    damage:
      formula: 1d4+2
      type: slashing
    name: claw
    to_hit: 6
    traits:
    - agile
    - finesse
  name: Skeleton Guard
  perception: 2
  proactive_abilities: []
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6 piercing
      type: ''
    name: shortbow
    to_hit: 6
    traits:
    - deadly 1d10
    - range increment 60 feet
    - reload 0
  resistances:
  - amount: 5
    type: cold
  - amount: 5
    type: electricity
  - amount: 5
    type: fire
  - amount: 5
    type: piercing
  - amount: 5
    type: slashing
  saves:
    fort: 2
    ref: 8
    will: 2
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 6
    Athletics: 3
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Medium
  - Mindless
  - Skeleton
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 1
    dex_mod: 4
    int_mod: -1
    str_mod: 4
    wis_mod: 2
  ac: 19
  automatic_abilities: null
  description: These skeletons retain the cunning they possessed in life.
  hp: 25
  immunities:
  - death effects
  - disease
  - paralyzed
  - poison
  - unconscious
  innate_spells: null
  languages:
  - Common
  - Necril
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+4
      type: slashing
    name: longsword
    to_hit: 10
    traits:
    - versatile P
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: slashing
    name: claw
    to_hit: 10
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 1d8+4
      type: piercing
    name: lance
    to_hit: 10
    traits:
    - deadly d8
    - jousting d6
    - reach 10 feet
  name: Skeletal Champion
  perception: 8
  proactive_abilities: []
  ranged: null
  resistances:
  - amount: 5
    type: cold
  - amount: 5
    type: electricity
  - amount: 5
    type: fire
  - amount: 5
    type: piercing
  - amount: 5
    type: slashing
  saves:
    fort: 7
    ref: 10
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 8
    Athletics: 8
    Intimidation: 7
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Medium
  - Skeleton
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 2
    dex_mod: 3
    int_mod: -5
    str_mod: 5
    wis_mod: 2
  ac: 16
  automatic_abilities: null
  description: Skeletal horses are sometimes used as mounts by other undead or monsters.
  hp: 33
  immunities:
  - death effects
  - disease
  - mental
  - paralyzed
  - poison
  - unconscious
  innate_spells: null
  languages: ''
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+5
      type: bludgeoning
    name: hoof
    to_hit: 9
    traits: null
  name: Skeletal Horse
  perception: 8
  proactive_abilities:
  - action_cost: Two Actions
    description: The horse Strides twice, with its Speed increased by 10 feet.
    name: Gallop
    traits: null
  - description: Undead and creatures allied with them can Command a skeletal steed
      without needing to attempt a skill check.
    name: Undead Steed
    traits: null
  ranged: null
  resistances:
  - amount: 5
    type: cold
  - amount: 5
    type: electricity
  - amount: 5
    type: fire
  - amount: 5
    type: piercing
  - amount: 5
    type: slashing
  saves:
    fort: 6
    ref: 9
    will: 8
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 7
    Athletics: 9
  speed:
  - amount: 40
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Large
  - Mindless
  - Skeleton
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 3
    dex_mod: 1
    int_mod: -5
    str_mod: 5
    wis_mod: 0
  ac: 17
  automatic_abilities: null
  description: The reanimated bones of giants make excellent necromantic thralls.
  hp: 50
  immunities:
  - death effects
  - disease
  - mental
  - paralyzed
  - poison
  - unconscious
  innate_spells: null
  languages: ''
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+7
      type: slashing
    name: glaive
    to_hit: 12
    traits:
    - deadly d8
    - forceful
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 1d10+5
      type: piercing
    name: horns
    to_hit: 12
    traits:
    - agile
  name: Skeletal Giant
  perception: 7
  proactive_abilities:
  - action_cost: Two Actions
    description: The giant makes two Strikes with its glaive against two adjacent
      foes, both of whom are within its reach. The multiple attack penalty does not
      increase until after both attacks are resolved.
    name: Broad Swipe
    traits: null
  - action_cost: Two Actions
    description: The giant Strides and makes a horns Strike with a +4 circumstance
      bonus to damage. If the strike hits, the giant attempts to Demoralize the target.
    name: Terrifying Charge
    traits: null
  ranged: null
  resistances:
  - amount: 5
    type: cold
  - amount: 5
    type: electricity
  - amount: 5
    type: fire
  - amount: 5
    type: piercing
  - amount: 5
    type: slashing
  saves:
    fort: 10
    ref: 8
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 12
    Intimidation: 9
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Large
  - Mindless
  - Skeleton
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 4
    dex_mod: 2
    int_mod: -5
    str_mod: 7
    wis_mod: 2
  ac: 25
  automatic_abilities: null
  description: Huge giants and other enormous creatures make powerful skeletons.
  hp: 105
  immunities:
  - death effects
  - disease
  - mental
  - paralyzed
  - poison
  - unconscious
  innate_spells: null
  languages: ''
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+11
      type: slashing
    name: claw
    to_hit: 18
    traits:
    - agile
    - reach 10 feet
  name: Skeletal Hulk
  perception: 16
  proactive_abilities:
  - action_cost: Two Actions
    description: The hulk makes two Strikes with its claw against two adjacent foes,
      both of whom are within its reach. The multiple attack penalty does not increase
      until after both attacks are resolved.
    name: Broad Swipe
    traits: null
  - action_cost: Two Actions
    description: The hulk Strides and makes a claw Strike with a +4 circumstance bonus
      to damage. If the strike hits, the hulk automatically Shoves the target 10 feet.
    name: Massive Rush
    traits: null
  ranged: null
  resistances:
  - amount: 5
    type: cold
  - amount: 5
    type: electricity
  - amount: 5
    type: fire
  - amount: 5
    type: piercing
  - amount: 5
    type: slashing
  saves:
    fort: 15
    ref: 15
    will: 13
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 20
    Intimidation: 15
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Huge
  - Mindless
  - Skeleton
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 7
    con_mod: 6
    dex_mod: 6
    int_mod: 2
    str_mod: 8
    wis_mod: 8
  ac: 42
  automatic_abilities:
  - description: skulltaker taps into the memories of the creatures whose bones make
      up its body. This gives it the Skeletal Lore skill, which it can use to Recall
      Knowledge of any kind. In addition, it can speak and understand all the languages
      known by the creatures whose bones make up its body (typically including Common
      and the regional language of the skulltaker's home region). The skulltaker can
      use Skeletal Lore as the primary skill check for the legend lore ritual, and
      it can cast legend lore without secondary casters.
    name: Skeletal Lore
    traits:
    - divination
    - divine
  description: Swirling down from misty peaks and through howling mountain passes
    like an evil wind, the vortex of bones known as a skulltaker is a terrible manifestation
    of the delirium and agony experienced by doomed climbers and lost trailblazers
    just before they met their end. In some places, a skulltaker is also known as
    a saxra.
  hp: 300
  immunities:
  - cold
  - death effects
  - disease
  - paralyzed
  - poison
  - unconscious
  innate_spells:
  - frequency: x2
    level: 8
    name: finger of death
  - frequency: x2
    level: 8
    name: horrid wilting
  - frequency: x2
    level: 8
    name: punishing winds
  - frequency: constant
    level: 6
    name: true seeing
  languages:
  - Necril
  level: 18
  melee:
  - action_cost: One Action
    damage:
      formula: 3d10+14 plus 3d6 negative and energy drain
      type: piercing
    name: jaws
    to_hit: 35
    traits:
    - deadly 2d12
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 3d6+14 plus 3d6 negative and energy drain
      type: slashing
    name: claw
    to_hit: 35
    traits:
    - agile
    - deadly 2d12
    - magical
    - reach 15 feet
  name: Skulltaker
  perception: 33
  proactive_abilities:
  - description: Whenever a creature dies within 60 feet of a skulltaker, the skulltaker
      draws a portion of the creature’s bones into its shard storm. The creature must
      succeed at a DC 40 Will save or rise as a *skeletal champion* in 1d4 rounds.
      These skeletal champions are controlled by the skulltaker.
    name: Bonetaker
    traits:
    - divine
    - necromancy
  - description: When a skulltaker hits with a melee Strike, the target must succeed
      at a DC 40 Fortitude save or become drained 2 and doomed 1.
    name: Energy Drain
    traits:
    - divine
    - necromancy
  - action_cost: One Action
    description: The skulltaker causes splintered bones to erupt from all solid surfaces
      in a 100-foot emanation, except for surfaces of worked stone. A creature moving
      through the bones takes 10 piercing damage and 10 negative damage for every
      5 feet of movement. The first time each round a creature takes piercing damage
      from these splintered bones, it must succeed at a Reflex save or take a –10-foot
      circumstance penalty to all Speeds for 10 minutes, or a –15-foot circumstance
      penalty for 24 hours on a critical failure. The bones remain in place until
      the skulltaker uses this action again or the bones are manually removed, which
      takes 10 minutes for each 5-foot square.
    name: Splintered Ground
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 3d8+6 plus 3d6 negative
      type: piercing
    name: bone javelin
    to_hit: 33
    traits:
    - magical
    - thrown 100 feet
  resistances:
  - amount: 15
    type: piercing
  - amount: 15
    type: slashing
  saves:
    fort: 31
    ref: 33
    will: 35
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. positive
  senses:
  - darkvision
  - '*true seeing*'
  skills:
    Acrobatics: 34
    Intimidation: 35
    Religion: 30
    Stealth: 32
  speed:
  - amount: 30
    type: Land
  - amount: 60
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - NE
  - Huge
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 4
    dex_mod: 2
    int_mod: -4
    str_mod: 4
    wis_mod: 0
  ac: 17
  automatic_abilities: null
  description: The slurk is a sticky, tusked frog-beast found in underground lairs
    and caves. It has two massive tusks, which it uses to gore prey and tangle with
    rival slurks. With the slurk’s natural ability to climb walls and cling effortlessly
    to ceilings, it can be easy for unwary cave explorers to end up on the wrong end
    of the beast’s formidable ivory tusks.
  hp: 35
  immunities: null
  innate_spells: null
  languages:
  - Draconic
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+4
      type: piercing
    name: tusks
    to_hit: 11
    traits:
    - deadly 1d10
  name: Slurk
  perception: 6
  proactive_abilities:
  - description: The slurk extrudes a slippery grease from its ventral glands to coat
      the floor under it and in a 5-foot emanation, turning the affected area into
      uneven ground for 10 minutes, after which it dries to a putrid crust. The DC
      to Balance across the slime is 18.
    name: Belly Grease
    traits: null
  - description: A creature struck by a slurk’s slime squirt becomes clumsy 1 and
      takes a –5-foot penalty to Speed for 1 hour or until the slime is removed. The
      slime can be removed with a total of three Interact actions by the entangled
      creature or creatures adjacent to the creature. These actions don’t need to
      be consecutive or made by the same creature.
    name: Entangling Slime
    traits: null
  ranged:
  - action_cost: One Action
    name: slime squirt
    to_hit: 9
    traits:
    - range increment 30 feet
  resistances: null
  saves:
    fort: 10
    ref: 6
    will: 4
  saves_special:
    fort: +12 vs. Grapple or Shove),
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 6
    Athletics: 8
    Intimidation: 24
    Stealth: 5
  speed:
  - amount: 30
    type: Land
  - amount: 30
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 0
    dex_mod: 4
    int_mod: -4
    str_mod: -3
    wis_mod: 1
  ac: 15
  automatic_abilities: null
  description: Each member of this family of venomous snakes has long, hinged fangs
    that inject potent venom in their prey. Different vipers inject different types
    of venom, which might result in paralysis, extreme pain and swelling, blood clotting,
    or even the sudden stopping of the victim’s heart.
  hp: 8
  immunities: null
  innate_spells: null
  languages: ''
  level: -1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8–3 plus viper venom
      type: piercing
    name: fangs
    to_hit: 8
    traits:
    - agile
    - finesse
  name: Viper
  perception: 5
  proactive_abilities:
  - description: '**Saving Throw** DC 16 Fortitude; **Maximum Duration** 4 rounds;
      **Stage 1** 1d8 poison (1 round).'
    name: Viper Venom
    traits:
    - poison
  ranged: null
  resistances: null
  saves:
    fort: 2
    ref: 7
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 5
    Athletics: 1
    Stealth: 5
    Survival: 3
  speed:
  - amount: 20
    type: Land
  - amount: 20
    type: Swim
  - amount: 20
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Tiny
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 3
    dex_mod: 3
    int_mod: -4
    str_mod: 3
    wis_mod: 1
  ac: 16
  automatic_abilities: null
  description: This nonvenomous snake’s name comes from its tendency to curl into
    a ball when frightened, though most people know it for its hunting tactic of coiling
    around prey and crushing victims with its powerful muscles. Nonetheless, brave
    herpetologists sometimes keep ball pythons as pets.
  hp: 20
  immunities: null
  innate_spells: null
  languages: ''
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+3 plus Grab
      type: piercing
    name: jaws
    to_hit: 8
    traits: null
  name: Ball Python
  perception: 6
  proactive_abilities:
  - action_cost: One Action
    description: 1d8 bludgeoning, DC 17
    name: Constrict
    traits: null
  - action_cost: One Action
    description: The ball python moves the creature into its coils, freeing its jaws
      to make attacks, then uses Constrict against the creature. The ball python’s
      coils can hold one creature.
    name: Wrap in Coils
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 8
    ref: 10
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 6
    Athletics: 6
    Stealth: 6
    Survival: 4
  speed:
  - amount: 20
    type: Land
  - amount: 20
    type: Swim
  - amount: 20
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 3
    dex_mod: 4
    int_mod: -4
    str_mod: 3
    wis_mod: 1
  ac: 19
  automatic_abilities: null
  description: The giant viper’s fangs are a frightening sight, with injection tubes
    as long as daggers. The sheer amount of venom injected by a giant viper can cause
    severe blood clotting and leave a victim utterly drained of vitality.
  hp: 26
  immunities: null
  innate_spells: null
  languages: ''
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+3 plus giant viper venom
      type: piercing
    name: fangs
    to_hit: 11
    traits:
    - finesse
  name: Giant Viper
  perception: 7
  proactive_abilities:
  - action_cost: One Action
    description: The giant viper uses an action to coil itself, increasing its reach
      with its fangs from 5 to 10 feet. After the giant viper Strikes with its fangs,
      it becomes uncoiled.
    name: Coil
    traits: null
  - description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds;
      **Stage 1** 1d6 poison (1 round); **Stage 2** 1d6 poison and drained 1.'
    name: Giant Viper Venom
    traits:
    - poison
  ranged: null
  resistances: null
  saves:
    fort: 8
    ref: 11
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 9
    Athletics: 8
    Stealth: 8
    Survival: 6
  speed:
  - amount: 20
    type: Land
  - amount: 20
    type: Swim
  - amount: 20
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 6
    dex_mod: 3
    int_mod: -4
    str_mod: 7
    wis_mod: 3
  ac: 25
  automatic_abilities: null
  description: The monstrous giant anaconda is capable of swallowing whole creatures
    as big as horses—to say nothing of their riders. Although novice bushwhackers
    watch out for snakes that might drop on them from the jungle canopy above, giant
    anacondas are most commonly encountered in ponds and rivers, where they feed on
    prey including manatees and capybaras.
  hp: 175
  immunities: null
  innate_spells: null
  languages: ''
  level: 8
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+7 plus Grab
      type: piercing
    name: jaws
    to_hit: 21
    traits:
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d8+7 plus Push 10 feet
      type: bludgeoning
    name: tail
    to_hit: 21
    traits:
    - agile
    - reach 15 feet
  name: Giant Anaconda
  perception: 17
  proactive_abilities:
  - action_cost: One Action
    description: 1d10+7 bludgeoning, DC 26
    name: Greater Constrict
    traits: null
  - action_cost: One Action
    description: The giant anaconda Strides, Climbs, or Swims up to half its Speed,
      pulling any creatures it has grabbed with it.
    name: Slither
    traits: null
  - action_cost: One Action
    description: Large, 1d10+7 bludgeoning, Rupture 21
    name: Swallow Whole
    traits:
    - attack
  - action_cost: One Action
    description: '**Requirement** A Large or smaller creature is grabbed or restrained
      in the giant anaconda’s jaws. **Effect** The giant anaconda moves the creature
      into its coils, freeing its jaws to make attacks, then uses Greater Constrict
      against the creature. The giant anaconda’s coils can hold as many creatures
      as will fit in its space.'
    name: Wrap in Coils
    traits:
    - attack
  ranged: null
  resistances: null
  saves:
    fort: 20
    ref: 17
    will: 15
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 15
    Athletics: 21
    Stealth: 15
    Survival: 15
  speed:
  - amount: 30
    type: Land
  - amount: 30
    type: Swim
  - amount: 30
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Huge
  - Animal
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 3
    dex_mod: 4
    int_mod: 0
    str_mod: -2
    wis_mod: 2
  ac: 20
  automatic_abilities:
  - description: A soulbound doll shares fragments of its donor soul’s personality,
      though none of that creature’s memories. This causes a soulbound doll to match
      the donor soul’s alignment and gain the corresponding alignment traits.
    name: Personality Fragments
    traits: null
  description: Soulbound dolls are eerie mannequins or playthings that have been imbued
    with a small piece of a deceased mortal’s soul. These little constructs are created
    for a variety of reasons—such as to serve as companions or servants—but their
    free will means their obedience to their creators is hardly a given. Followers
    of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the
    natural cycle of souls, and those who worship the Lady of Graves see the destruction
    of a soulbound doll, regardless of the construct’s alignment, as an important
    service to the Great Beyond. Soulbound dolls are the simplest in a series of soulbound
    constructs including human-sized soulbound mannequins, powerful soulbound shells,
    and sentinel soulbound terra-cotta warriors. Creating them from unwilling living
    creatures is evil, and an unwilling donor can resist the process with a successful
    Will save against the creator’s Craft DC, ruining the doll if not preventing the
    donor’s death. A non-evil doll can only be crafted from the soul of a person who
    has given consent to such use before their death occurred
  hp: 23
  immunities:
  - bleed
  - death effects
  - disease
  - doomed
  - drained
  - fatigued
  - healing
  - mental
  - necromancy
  - nonlethal attacks
  - paralyzed
  - poison
  - sickened
  - unconscious
  innate_spells:
  - frequency: if alignment is Lawful Evil
    level: 3
    name: chilling darkness
  - frequency: if alignment is Lawful Evil
    level: 3
    name: grease
  - frequency: if alignment is Lawful Evil
    level: 3
    name: harm
  - frequency: if alignment is Lawful Evil
    level: 3
    name: heal
  - frequency: if alignment is Lawful Evil
    level: 3
    name: heroism
  - frequency: if alignment is Lawful Evil
    level: 3
    name: levitate
  - frequency: if alignment is Lawful Evil
    level: 3
    name: nondetection
  - frequency: if alignment is Lawful Evil
    level: 3
    name: vampiric touch
  - frequency: if alignment is Lawful Evil
    level: 3
    name: wall of thorns
  - frequency: if alignment is Lawful Evil
    level: 3
    name: zone of truth
  languages: ' one spoken by its creator (typically Common)'
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+2
      type: bludgeoning
    name: fist
    to_hit: 10
    traits:
    - agile
    - finesse
    - magical
  name: Soulbound Doll
  perception: 8
  proactive_abilities: []
  ranged: null
  resistances: null
  saves:
    fort: 7
    ref: 10
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 8
    Occultism: 4
    Stealth: 8
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: 8
  spell_dc: 18
  traits:
  - Any
  - Tiny
  - Construct
  - Soulbound
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 3
    dex_mod: 1
    int_mod: 5
    str_mod: 6
    wis_mod: 4
  ac: 27
  automatic_abilities:
  - description: +19, Deception +16, Diplomacy +16, Intimidation +18, Occultism +17
      **Str** +6, **Dex** +1, **Con** +3, **Int** +5, **Wis** +4, **Cha** +4 **Bardic
      Lore** Sphinxes are naturally curious, and their love of puzzles and mysteries
      leads them to gather information on a broad range of topics. Sphinxes have the
      Bardic Lore bard feat, allowing them to Recall Knowledge on any topic.
    name: Bardic Lore
    traits: null
  description: Sphinxes are mystical beings with the body of a lion, the wings of
    a great bird, and the upper torso and head of a human. They are often maligned
    in legends as nothing more than monsters, and though they are quick to anger and
    are capable of exacting deadly retribution for perceived slights, they are also
    very intelligent.
  hp: 135
  immunities: null
  innate_spells:
  - frequency: at will
    level: 4
    name: clairaudience
  - frequency: at will
    level: 4
    name: clairvoyance
  - frequency: at will
    level: 4
    name: read omens
  - frequency: at will
    level: 4
    name: remove curse
  - level: 3
    name: dispel magic
  - level: 3
    name: locate
  - frequency: constant
    level: 5
    name: tongues
  - frequency: constant
    level: 5
    name: see invisibility
  - frequency: constant
    level: 2
    name: see invisibility
  languages:
  - Common
  - Draconic
  - Sphinx
  level: 8
  melee:
  - action_cost: Two Actions
    damage:
      formula: 2d6+9
      type: slashing
    name: claw
    to_hit: 20
    traits:
    - agile
  name: Sphinx
  perception: 18
  proactive_abilities:
  - description: The sphinx rears back on their hind legs and makes two claw Strikes
      at the same target, using the same attack bonus as their highest melee attack.
      If both attacks deal damage, the target takes extra damage equal to one claw
      Strike.
    name: Claw Rake
    traits: null
  - action_cost: One Action
    description: The sphinx Strides and makes a Strike at the end of that movement.
      If the sphinx began this action hidden, they remain hidden until after the attack.
    name: Pounce
    traits: null
  - description: ', charm (4th), fear (3rd), phantom pain (3rd), sleep (3rd). The
      sphinx learns the identity of any creature that answers the riddle and tends
      to be friendly to them.'
    name: Warding Glyph
    traits:
    - 5th
  ranged: null
  resistances: null
  saves:
    fort: 16
    ref: 14
    will: 19
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Arcana: 17
    Athletics: 18
    Deception: 16
    Diplomacy: 16
    Intimidation: 18
    Occultism: 17
  speed:
  - amount: 35
    type: Land
  - amount: 40
    type: Fly
  spell_attack_to_hit: null
  spell_dc: 27
  traits:
  - N
  - Large
  - Beast
  type: Creature
- ability_mods:
    cha_mod: -4
    con_mod: 0
    dex_mod: 3
    int_mod: -5
    str_mod: -2
    wis_mod: 0
  ac: 15
  automatic_abilities:
  - description: The spider swarm has imprecise tremorsense to detect the vibrations
      of creatures touching its web.
    name: Web Sense
    traits: null
  description: An abundance of food, the sudden hatching of a clutch of eggs, or magical
    influence can cause smaller spiders to gather in terrifying, deadly masses.
  hp: 12
  immunities:
  - precision
  - swarm mind
  innate_spells: null
  languages: ''
  level: 0
  melee: null
  name: Spider Swarm
  perception: 4
  proactive_abilities:
  - description: '**Saving Throw** Fortitude DC 14; **Maximum Duration** 4 rounds;
      **Stage 1** 1 poison and enfeebled 1 (1 round); **Stage 2** 1d4 poison and enfeebled
      1 (1 round).'
    name: Spider Swarm Venom
    traits:
    - poison
  - action_cost: One Action
    description: Each enemy in the spider swarm’s space takes 1d4 piercing damage
      with a DC 14 basic Reflex save. A creature that fails its save is exposed to
      spider swarm venom.
    name: Swarming Bites
    traits: null
  ranged: null
  resistances:
  - amount: 2
    type: bludgeoning
  - amount: 5
    type: piercing
  - amount: 5
    type: slashing
  saves:
    fort: 4
    ref: 7
    will: 2
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - web sense
  skills:
    Acrobatics: 5
    Athletics: 2
    Stealth: 5
  speed:
  - amount: 20
    type: Land
  - amount: 20
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  - Swarm
  type: Creature
- ability_mods:
    cha_mod: -4
    con_mod: 1
    dex_mod: 4
    int_mod: -5
    str_mod: 2
    wis_mod: 2
  ac: 17
  automatic_abilities:
  - description: The hunting spider has imprecise tremorsense to detect the vibrations
      of creatures touching its web.
    name: Web Sense
    traits: null
  description: Hunting spiders are the most common type of giant spider, though not
    the largest.
  hp: 16
  immunities: null
  innate_spells: null
  languages: ''
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+2 plus hunting spider venom
      type: piercing
    name: fangs
    to_hit: 9
    traits:
    - finesse
  name: Hunting Spider
  perception: 7
  proactive_abilities:
  - action_cost: One Action
    description: The hunting spider moves straight down up to 40 feet, suspended by
      a web line. It can hang from the web or drop off. The distance it Descends on
      a Web doesn’t count for falling damage. A creature that successfully Strikes
      the web (AC 20, Hardness 3, 5 HP) severs it, causing the spider to fall.
    name: Descend on a Web
    traits:
    - move
  - description: '**Saving Throw** Fortitude DC 16; **Maximum Duration** 6 rounds;
      **Stage 1** 1d10 poison and flat-footed (1 round); **Stage 2** 1d12 poison,
      clumsy 1, and flat-footed (1 round); **Stage 3** 2d6 poison, clumsy 2, and flat-footed
      (1 round).'
    name: Hunting Spider Venom
    traits:
    - poison
  - description: .
    name: Web Trap
    traits:
    - DC 17
  ranged:
  - action_cost: One Action
    name: web
    to_hit: 7
    traits:
    - range increment 30 feet
  resistances: null
  saves:
    fort: 6
    ref: 9
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - web sense
  skills:
    Acrobatics: 7
    Athletics: 5
    Stealth: 7
  speed:
  - amount: 25
    type: Land
  - amount: 25
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -4
    con_mod: 5
    dex_mod: 1
    int_mod: -5
    str_mod: 6
    wis_mod: 2
  ac: 21
  automatic_abilities: null
  description: Tarantulas are ambush predators, but will attack prey in the open.
  hp: 135
  immunities: null
  innate_spells: null
  languages: ''
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+8 plus giant tarantula venom
      type: piercing
    name: fangs
    to_hit: 17
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d12+8 plus Knockdown
      type: bludgeoning
    name: leg
    to_hit: 17
    traits:
    - reach 10 feet
  name: Giant Tarantula
  perception: 14
  proactive_abilities:
  - description: '**Saving Throw** Fortitude DC 23; **Maximum Duration** 8 rounds;
      **Stage 1** 1d6 poison (1 round); **Stage 2** 1d6 poison, flat-footed, and clumsy
      1 (1 round); **Stage 3** 1d6 poison, flat-footed, and clumsy 2; **Stage 4**
      1d6 poison and paralyzed (1 round).'
    name: Giant Tarantula Venom
    traits:
    - poison
  - action_cost: Two Actions
    description: The tarantula flicks its legs, flinging spiky hairs in a 15-foot
      cone. This deals 4d6 piercing damage with a DC 25 basic Reflex save.
    name: Hair Barrage
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 15
    ref: 13
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 9
    Athletics: 16
    Stealth: 11
  speed:
  - amount: 30
    type: Land
  - amount: 30
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -4
    con_mod: 7
    dex_mod: 5
    int_mod: -5
    str_mod: 8
    wis_mod: 3
  ac: 30
  automatic_abilities:
  - description: The goliath spider has imprecise tremorsense to detect the vibrations
      of creatures touching its web.
    name: Web Sense
    traits: null
  description: Goliath spiders dwell in the deepest jungles, where they build webs
    as big as temples and feast on prey as large as hippopotami.
  hp: 220
  immunities: null
  innate_spells: null
  languages: ''
  level: 11
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+12 plus goliath spider venom
      type: piercing
    name: fangs
    to_hit: 24
    traits:
    - reach 10 feet
  name: Goliath Spider
  perception: 22
  proactive_abilities:
  - action_cost: One Action
    description: The goliath spider moves straight down up to 120 feet, suspended
      by a web line. It can hang from the web or drop off. The distance it Descends
      on a Web doesn’t count for falling damage. A creature that successfully Strikes
      the web (AC 20, Hardness 5, 20 HP) severs it, causing the spider to fall.
    name: Descend on a Web
    traits:
    - move
  - description: '**Saving Throw** Fortitude DC 30; **Maximum Duration** 6 rounds;
      **Stage 1** 2d6 poison and slowed 1 (1 round); **Stage 2** 2d6 poison and slowed
      2 (1 round); **Stage 3** paralyzed for 2d4 hours.'
    name: Goliath Spider Venom
    traits:
    - incapacitation
    - poison
  - description: ', but this doesn’t free the restrained creature.'
    name: Web Tether
    traits:
    - AC 20
    - Hardness 5
    - HP 20
  ranged:
  - action_cost: One Action
    name: web
    to_hit: 22
    traits:
    - range increment 60 feet
  resistances: null
  saves:
    fort: 25
    ref: 21
    will: 17
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - web sense
  skills:
    Acrobatics: 18
    Athletics: 23
    Stealth: 22
  speed:
  - amount: 45
    type: Land
  - amount: 30
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Gargantuan
  - Animal
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 0
    dex_mod: 4
    int_mod: -2
    str_mod: -3
    wis_mod: 0
  ac: 15
  automatic_abilities:
  - description: sprite naturally sheds light like a torch. The sprite can extinguish,
      rekindle, or change the color of this light using a single action, which has
      the concentrate trait. While this light is extinguished, the sprite’s Strikes
      don’t deal fire damage and they can’t use their luminous spark Strike. **Items**
      rapier
    name: Luminous Fire
    traits:
    - evocation
    - light
    - primal
  description: Common sprites are primeval guardians that latch onto a person, place,
    or object and defend it for their own inscrutable reasons. Their dispositions
    vary from kind to spiteful, but all sprites have a capricious streak. Being only
    about 9 inches tall, they are wary of animals that might hunt them, particularly
    house cats, and prefer flight to a fight. On the other hand, sprites are incredibly
    curious about all forms of magic and heedlessly gather around ley line nexuses
    or other places of power.
  hp: 11
  immunities: null
  innate_spells:
  - level: 1
    name: color spray
  languages:
  - Common
  - Sylvan
  level: -1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6–3 plus 1 fire
      type: piercing
    name: rapier
    to_hit: 8
    traits:
    - deadly 1d8
    - disarm
    - finesse
    - fire
    - magical
  name: Sprite
  perception: 4
  proactive_abilities: []
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d4
      type: fire
    name: luminous spark
    to_hit: 8
    traits:
    - fire
    - light
    - range 20 feet
  resistances: null
  saves:
    fort: 2
    ref: 8
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Acrobatics: 6
    Stealth: 6
  speed:
  - amount: 10
    type: Land
  - amount: 40
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CN
  - Tiny
  - Fey
  - Sprite
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 1
    dex_mod: 4
    int_mod: 0
    str_mod: -2
    wis_mod: 2
  ac: 17
  automatic_abilities: null
  description: Grigs are kindly musicians of the fey, often getting themselves into
    trouble due to their penchant for confronting evil well beyond their ability to
    vanquish. Even so, they fight bravely and with great cunning, using their magic
    and ranged sonic attacks while flying and leaping using their wings and powerful
    cricket-like lower torsos to stay out of reach.
  hp: 20
  immunities: null
  innate_spells:
  - frequency: self only
    level: 2
    name: glitterdust
  - frequency: self only
    level: 2
    name: invisibility
  - level: 1
    name: illusory disguise
  languages:
  - Common
  - Sylvan
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4–2
      type: bludgeoning
    name: fist
    to_hit: 9
    traits:
    - agile
    - finesse
    - magical
  name: Grig
  perception: 7
  proactive_abilities:
  - action_cost: One Action
    description: A grig can rub its legs together to create a catchy fiddling tune
      that compels others within 30 feet to dance about, with varying effects depending
      on a DC 18 Will save. A listener is temporarily immune for 10 minutes on a success,
      but otherwise, if the grig continues to Fiddle each round, the creature receives
      no additional saves. **Success** No effect. **Failure** Flat-footed and –10-foot
      status penalty to Speeds. **Critical Failure** As failure, and also slowed 1.
    name: Fiddle
    traits:
    - auditory
    - emotion
    - enchantment
    - mental
    - primal
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d8
      type: sonic
    name: dissonant note
    to_hit: 9
    traits:
    - evocation
    - magical
    - range 30 feet
    - sonic
  resistances: null
  saves:
    fort: 6
    ref: 9
    will: 9
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Acrobatics: 7
    Athletics: 2
    Performance: 7
    Stealth: 7
  speed:
  - amount: 25
    type: Land
  - amount: 30
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CN
  - Tiny
  - Fey
  - Sprite
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 1
    dex_mod: 5
    int_mod: 3
    str_mod: -1
    wis_mod: 2
  ac: 23
  automatic_abilities: null
  description: Insatiably curious, overly excitable, and just a bit puckish, pixies
    are wanderers and tricksters who use their pixie dust to create all sorts of whimsical
    situations, as well as to defend themselves. Other creatures often have trouble
    understanding a pixie’s rapid, rambling way of speaking.
  hp: 40
  immunities: null
  innate_spells:
  - frequency: at will; self only
    level: 4
    name: invisibility
  - level: 3
    name: dispel magic
  - level: 2
    name: entangle
  - level: 2
    name: faerie fire
  - level: 1
    name: illusory disguise
  languages:
  - Common
  - Sylvan
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: piercing
    name: shartsword
    to_hit: 13
    traits:
    - agile
    - finesse
    - magical
    - versatile S
  name: Pixie
  perception: 12
  proactive_abilities:
  - action_cost: One Action
    description: The pixie sprinkles pixie dust onto one of its arrows. If the pixie
      hits a creature with that arrow before the pixie’s next turn, the arrow inflicts
      one of the following special effects instead of dealing damage. Each effect
      depends on the target’s DC 21 Will save. On a critical hit, the target treats
      its save result as one degree worse. <ul><li>**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.</li><li>**Memory Loss** (divination, mental) On
      a failed Will save, the target loses the last 5 minutes of its memory.</li><li>**Sleep**
      (enchantment, incapacitation, mental, sleep) The target suffers the effects
      of a 3rd-level *sleep* spell.</li><li>**Subdual** (enchantment, mental, nonlethal)
      The target takes 4d6 mental damage, depending on its basic Will save.</li></ul>
    name: Sprinkle Pixie Dust
    traits:
    - manipulate
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d8+4
      type: piercing
    name: longbow
    to_hit: 13
    traits:
    - deadly 1d10
    - magical
    - range increment 100 feet
    - reload 0
    - volley 20 feet
  resistances: null
  saves:
    fort: 8
    ref: 14
    will: 12
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - low-light vision
  skills:
    Acrobatics: 13
    Deception: 11
    Nature: 10
    Stealth: 11
  speed:
  - amount: 15
    type: Land
  - amount: 45
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CN
  - Small
  - Fey
  - Sprite
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 1
    dex_mod: 4
    int_mod: 1
    str_mod: 2
    wis_mod: 0
  ac: 19
  automatic_abilities: null
  description: Crow-like humanoids, tengus are a canny and clever people who can be
    found across all of Golarion. Tengus are used to being minorities and facing suspicion
    wherever they travel, so by necessity many possess a knack for languages as well
    as for blades. They live on the fringes of society and tend to flock toward less-than-legal
    occupations, earning them their reputation for being streetwise and unscrupulous—a
    label that, in turn, perpetuates the tengus’ oppressive cycle of discrimination
    and illegitimate work.
  hp: 27
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Tengu
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+2
      type: piercing
    name: rapier
    to_hit: 10
    traits:
    - deadly 1d8
    - disarm
    - finesse
  - action_cost: One Action
    damage:
      formula: 1d4+2
      type: piercing
    name: beak
    to_hit: 10
    traits:
    - finesse
  name: Tengu
  perception: 6
  proactive_abilities:
  - description: '**Trigger** The tengu critically hits with a beak Strike. **Effect**
      The tengu attempts to peck out its victim’s eyes. The target must attempt a
      DC 17 Fortitude save. **Success** Unaffected. **Failure** Blinded for 1 round.
      **Critical Failure** Blinded until healed to maximum HP.'
    name: Go for the Eyes
    traits:
    - incapacitation
  - description: The tengu deals 1d6 extra precision damage to flat-footed creatures.
    name: Sneak Attack
    traits: null
  - description: On the first round of combat, creatures that haven’t acted yet are
      flat-footed to the tengu.
    name: Surprise Attacker
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6
      type: piercing
    name: shortbow
    to_hit: 10
    traits:
    - deadly 1d10
    - range increment 60 feet
    - reload 0
  resistances: null
  saves:
    fort: 7
    ref: 10
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Acrobatics: 8
    Athletics: 6
    Deception: 7
    Diplomacy: 5
    Society: 5
    Stealth: 8
    Thievery: 8
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CN
  - Medium
  - Humanoid
  - Tengu
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 9
    dex_mod: 5
    int_mod: -1
    str_mod: 10
    wis_mod: 6
  ac: 42
  automatic_abilities: null
  description: The legendary terotricus is a massive slime-mold that hails from the
    Abyss. Its collective consciousness encapsulates entire regions, spreading as
    far as its ever-growing cloud of spores will take it. Once it has seeped onto
    the Material Plane from the Abyssal realm, a terotricus’s agenda is to feed on
    all living creatures, infecting them with its spores, and its presence can spell
    doom for any in its way.
  hp: 370
  immunities:
  - controlled
  - disease
  - paralyzed
  - sleep
  innate_spells: null
  languages:
  - Abyssal
  - Elven
  - Sylvan
  level: 19
  melee:
  - action_cost: One Action
    damage:
      formula: 4d10+16 plus 2d6 chaotic, 2d6 evil, and Improved Grab or Improved Push
        20 feet (40 feet on a critical hit)
      type: bludgeoning
    name: tentacle
    to_hit: 37
    traits:
    - chaotic
    - evil
    - magical
    - reach 20 feet
  name: Terotricus
  perception: 31
  proactive_abilities:
  - action_cost: Two Actions
    description: '**Frequency** once per day. **Requirement** The terotricus is in
      a swamp or forested area. **Effect** The terotricus drains nutrients from nearby
      trees and undergrowth while simultaneously infesting them with fungal growth.
      All non-magical plant life (though not plant creatures) within a 60-foot emanation
      withers and sprouts foul mold and slimy mushrooms, removing any cover and concealment
      provided by trees and undergrowth. The terotricus is healed 200 Hit Points.'
    name: Infest Environs
    traits:
    - healing
    - necromancy
    - primal
  - description: Plants and fungi are immune. **Saving Throw** Fortitude DC 40; **Stage
      1** enfeebled 2 (1 day); **Stage 2** enfeebled 4 and slowed 1 (1 day); **Stage
      3** controlled by the terotricus (as dominate; 5d8 days); **Stage 4** dead.
    name: Spore Blight
    traits:
    - disease
  - description: .
    name: Sticky Spores
    traits:
    - DC 40
  ranged:
  - action_cost: One Action
    damage:
      formula: 4d8+6 plus 2d6 chaotic, 2d6 evil, spore blight, and sticky spores
      type: poison
    name: spores
    to_hit: 37
    traits:
    - chaotic
    - evil
    - magical
    - range increment 80 feet
  resistances:
  - amount: 15
    type: fire
  saves:
    fort: 34
    ref: 28
    will: 33
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - tremorsense (imprecise) 120 feet
  skills:
    Athletics: 37
    Deception: 32
    Intimidation: 35
    Nature: 31
    Survival: 31
  speed:
  - amount: 35
    type: Land
  - amount: 35
    type: Swim
  - amount: 25
    type: Burrow
  - amount: 25
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Rare
  - CE
  - Gargantuan
  - Fungus
  type: Creature
- ability_mods:
    cha_mod: 8
    con_mod: 11
    dex_mod: 9
    int_mod: 7
    str_mod: 12
    wis_mod: 8
  ac: 54
  automatic_abilities: null
  description: Treerazer, the self-styled Lord of the Blasted Tarn, is a powerful
    demon on the cusp of ascending to the true power of one of the rulers of the Abyss
    itself—a demon lord. For now, even as a nascent demon lord, Treerazer is a dangerous
    foe.
  hp: 550
  immunities:
  - death effects
  - disease
  - mental
  - poison
  innate_spells:
  - level: 10
    name: horrid wilting
  - level: 10
    name: time stop
  - level: 10
    name: wall of thorns
  - frequency: at will
    level: 9
    name: abyssal wrath
  - frequency: at will
    level: 9
    name: dispel magic
  - frequency: at will
    level: 6
    name: tangling creepers
  - frequency: at will
    level: 5
    name: abyssal plague
  - frequency: at will
    level: 3
    name: earthbind
  - frequency: at will
    level: 2
    name: telekinetic maneuver
  - frequency: constant
    level: 8
    name: true seeing
  - frequency: constant
    level: 8
    name: freedom of movement
  - frequency: constant
    level: 4
    name: freedom of movement
  languages:
  - Abyssal
  - Common
  - Elven
  - Sylvan
  level: 25
  melee:
  - action_cost: One Action
    damage:
      formula: 4d12+15 plus 1d6 acid, 1d6 chaotic, and 1d6 evil, and 2d6 slashing
        vs. plants
      type: slashing
    name: Blackaxe
    to_hit: 47
    traits:
    - acid
    - chaotic
    - evil
    - magical
    - reach 15 feet
    - sweep
  - action_cost: One Action
    damage:
      formula: 4d10+18 plus 2d6 chaotic and 2d6 evil
      type: slashing
    name: jaws
    to_hit: 45
    traits:
    - agile
    - chaotic
    - evil
    - magical
    - reach 15 feet
  name: Treerazer
  perception: 46
  proactive_abilities:
  - action_cost: Two Actions
    description: Treerazer exudes a pulse of sickly green light in a 30-foot-radius
      emanation. All plants in the area (including creatures under the effect of his
      aura of corruption) blacken and wither. Non-creature plants immediately wither
      and die. Plant creatures take 20d8 negative damage with a DC 49 basic Fortitude
      save. A creature that fails its save is doomed 1 for 1 minute and sickened 3.
      Treerazer can choose to exclude any number of plants in the area from this effect,
      and generally does so to preserve twisted and corrupted plants or fungi, or
      plant creatures that are allied to his cause. Treerazer can’t use Defoliation
      for 1d4 rounds.
    name: Defoliation
    traits:
    - primal
    - necromancy
    - plant
  - action_cost: Free Action
    description: '**Frequency** once per round; **Trigger** Treerazer hits a creature,
      object, or spell effect with a weapon Strike or a defoliation attack. **Effect**
      Treerazer casts his innate dispel magic, targeting the creature he hit with
      his Strike or one spell affecting that creature.'
    name: Dispelling Strike
    traits:
    - abjuration
    - primal
  - description: When Treerazer scores a critical hit with a melee attack, the target
      is stunned 2.
    name: Staggering Strike
    traits: null
  ranged: null
  resistances:
  - amount: 20
    type: 'acid '
  - amount: 15
    type: 'cold '
  - amount: 15
    type: 'fire '
  - amount: 20
    type: physical (except cold iron)
  saves:
    fort: 42
    ref: 40
    will: 43
  saves_special:
    fort: null
    ref: null
    will: +2 status to all saves vs. magic
  senses:
  - darkvision
  - '*true seeing*'
  skills:
    Acrobatics: 40
    Arcana: 38
    Athletics: 45
    Intimidation: 46
    Nature: 49
    Occultism: 38
    Religion: 45
    Stealth: 40
  speed:
  - amount: 60
    type: Land
  - amount: 60
    type: Fly
  - amount: 40
    type: Swim
  - amount: null
    type: Freedom of Movement (constant)
  spell_attack_to_hit: 43
  spell_dc: null
  traits:
  - Unique
  - CE
  - Huge
  - Amphibious
  - Demon
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 6
    dex_mod: 2
    int_mod: -2
    str_mod: 5
    wis_mod: 0
  ac: 20
  automatic_abilities: null
  description: Common trolls are dim-witted, gangly giants who stalk the fringes of
    civilization. They rely on their incredible strength to overpower foes with their
    vicious claws and toothy maws. A troll’s endless hunger drives it to consume all
    variety of living creatures, and it is their ravenous eating habits that fuel
    trolls’ legendary regenerative abilities. Trolls stand anywhere from 12 to 16
    feet tall, though they prefer to hunch for comfort and to lull foes into a false
    sense of security.
  hp: 115
  immunities: null
  innate_spells: null
  languages:
  - Jotun
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+5
      type: piercing
    name: jaws
    to_hit: 14
    traits:
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d8+5
      type: slashing
    name: claw
    to_hit: 14
    traits:
    - agile
    - reach 10 feet
  name: Troll
  perception: 11
  proactive_abilities:
  - action_cost: One Action
    description: claw
    name: Rend
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 17
    ref: 11
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 12
    Intimidation: 12
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Large
  - Giant
  - Troll
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 7
    dex_mod: 3
    int_mod: -1
    str_mod: 7
    wis_mod: 1
  ac: 28
  automatic_abilities: null
  description: Some trolls have learned the skills necessary to survive well beyond
    the typical life expectancy for their kind and rally others to follow their lead.
    These champions develop a number of talents that make them worthy leaders and
    potent hunters—namely their abilities to willingly boost the rate of their regeneration
    and to shake off the acid and fire that would hinder it, not to mention a bestial
    roar that can send would-be predators scurrying off. Troll kings possess a cunning
    far beyond their younger kin— they know to keep their allies close, and their
    enemies even closer. If a troll king so much as suspects that one of its followers
    is plotting to usurp it, retribution is swift and fatal.
  hp: 220
  immunities: null
  innate_spells: null
  languages:
  - Jotun
  level: 10
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+13
      type: piercing
    name: jaws
    to_hit: 23
    traits:
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d8+13
      type: slashing
    name: claw
    to_hit: 23
    traits:
    - agile
    - reach 10 feet
  name: Troll King
  perception: 19
  proactive_abilities:
  - action_cost: One Action
    description: '**Requirements** The troll king’s regeneration is not currently
      deactivated. **Effect** The troll king regains 15 HP.'
    name: Forced Regeneration
    traits:
    - concentrate
  - action_cost: One Action
    description: The troll king unleashes a bestial roar. Each non-troll creature
      within 100 feet must attempt a DC 29 Will save. The creature is then temporarily
      immune for 10 minutes. **Critical Success** The creature is unaffected. **Success**
      The creature is frightened 1. **Failure** The creature is frightened 2. **Critical
      Failure** The creature is frightened 3.
    name: Primordial Roar
    traits:
    - auditory
    - emotion
    - fear
    - mental
  - action_cost: One Action
    description: claw
    name: Rend
    traits: null
  - description: The troll king Strides twice in a straight line. It can make up to
      two claw Strikes during this movement and one jaws Strike at the end of its
      movement. It can’t Strike the same creature more than once.
    name: Unstoppable Charge
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 23
    ref: 17
    will: 15
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 21
    Intimidation: 22
    Survival: 17
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Large
  - Giant
  - Troll
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 3
    dex_mod: 3
    int_mod: 0
    str_mod: 4
    wis_mod: 4
  ac: 20
  automatic_abilities:
  - description: The unicorn has a connection to the creatures of the natural world
      that allows it to communicate with them. The unicorn can use Diplomacy to Make
      an Impression on animals and to make very simple Requests of them.
    name: Wild Empathy
    traits: null
  description: Symbols of grace and purity, unicorns resemble proud and noble horses.
    They are typically pure white of coat, but they are best known for the single,
    delicate horn that extends from the center of their forehead. While unicorns often
    serve as protectors of unspoiled wilderness and sacred places, they are themselves
    highly sought after for their horns, which are said to possess potent magical
    properties. To many, the mere idea of hunting such a magnificent creature in the
    hopes of severing its horn is utterly reprehensible. Indeed, a de-horned unicorn
    is a sorry sight, and few such unicorns survive much longer in the wild.
  hp: 45
  immunities:
  - poison
  innate_spells:
  - level: 5
    name: tree stride
  - frequency: x2
    level: 3
    name: heal
  - frequency: x2
    level: 3
    name: neutralize poison
  - frequency: at will, good only
    level: 1
    name: detect alignment
  languages:
  - Common
  - Sylvan
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+4 plus 1d6 good and ghost touch
      type: piercing
    name: horn
    to_hit: 12
    traits:
    - good
    - magical
  - action_cost: One Action
    damage:
      formula: 1d8+4 and ghost touch
      type: bludgeoning
    name: hoof
    to_hit: 12
    traits:
    - agile
    - magical
  name: Unicorn
  perception: 13
  proactive_abilities:
  - description: A unicorn’s Strikes have the effects of a ghost touch property rune.
    name: Ghost Touch
    traits: null
  - action_cost: Two Actions
    description: The unicorn Strides up to double its Speed in a straight line and
      then makes a horn Strike. If the unicorn moved at least 20 feet, it deals an
      additional 2d6 damage on a hit.
    name: Powerful Charge
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 10
    ref: 8
    will: 11
  saves_special:
    fort: null
    ref: null
    will: +2 vs. mental)
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 10
    Diplomacy: 11
    Stealth: 8
    Survival: 9
  speed:
  - amount: 45
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CG
  - Large
  - Beast
  - Fey
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 4
    dex_mod: 7
    int_mod: -1
    str_mod: 7
    wis_mod: -2
  ac: 36
  automatic_abilities: null
  description: An uthul most often appears to be a dark, swirling cloud filled with
    flying debris and streaked with sudden flashes of lightning. Although they are
    clearly elemental in nature, uthuls are nearly always found on the Material Plane,
    where they hide among natural cloud formations, especially thunderstorms.
  hp: 250
  immunities:
  - electricity
  - paralyze
  - poison
  - sleep
  innate_spells: null
  languages:
  - Aquan
  level: 14
  melee:
  - action_cost: One Action
    damage:
      formula: 3d12+11
      type: slashing
    name: claw
    to_hit: 29
    traits:
    - agile
  name: Uthul
  perception: 20
  proactive_abilities:
  - action_cost: One Action
    description: The uthul unleashes a powerful bolt of lightning and a stunning thunderclap.
      The bolt deals 6d12 electricity damage to all creatures in a 30-foot line, with
      a DC 34 basic Reflex save, and every creature in a 20-foot emanation must attempt
      a DC 34 Fortitude save. The uthul can’t use Lightning Crash again for 1d4 rounds.
      **Critical Success** The creature is unaffected. **Success** The creature is
      stunned 1. **Failure** The creature is stunned for 1 round. **Critical Failure**
      The creature is stunned for 1d4 rounds.
    name: Lightning Crash
    traits:
    - electricity
    - incapacitation
    - sonic
  - description: An uthul’s movement doesn’t trigger reactions.
    name: Swiftness
    traits: null
  - action_cost: Two Actions
    description: The uthul transforms itself into a swirling vortex of storm and fury
      10 feet wide and up to 40 feet tall. It stays in this form for 3 rounds or until
      it Dismisses the effect. While in this form, the uthul gains resistance 10 to
      physical damage and can move through other creatures. Its aura remains active,
      but it can’t make debris Strikes nor use Lightning Crash. Instead, any creature
      the uthul moves through takes 4d6 bludgeoning damage and 2d12 electricity damage.
      A creature can take this damage only once per round. A Large or smaller creature
      must also succeed at a DC 32 Reflex save or be picked up and held suspended
      within the vortex. Suspended creatures move with the uthul. A creature can attempt
      to escape by spending an action to attempt a DC 32 Reflex save (or a DC 32 Acrobatics
      check to maneuver in flight if it has a fly Speed). Upon escaping, or when the
      uthul transforms back into its storm cloud form, a suspended creature is hurled
      1d4 × 10 feet in a random direction, then falls unless it can fly or otherwise
      remain aloft. After returning to its normal form, the uthul must wait 1 minute
      before it can use Whirlwind Form again.
    name: Whirlwind Form
    traits:
    - concentrate
  ranged:
  - action_cost: One Action
    damage:
      formula: 5d8+15
      type: bludgeoning
    name: debris
    to_hit: 29
    traits:
    - range increment 60 feet
  resistances: null
  saves:
    fort: 28
    ref: 29
    will: 22
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 29
    Athletics: 27
    Intimidation: 23
    Stealth: 25
  speed:
  - amount: 100
    type: Fly
  - amount: null
    type: Swiftness
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Huge
  - Air
  - Elemental
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 1
    dex_mod: 5
    int_mod: -1
    str_mod: 3
    wis_mod: 3
  ac: 22
  automatic_abilities: null
  description: Vampires use their spawn for infiltration and reconnaissance.
  hp: 40
  immunities:
  - death effects
  - disease
  - paralyze
  - poison
  - sleep
  innate_spells: null
  languages:
  - Common
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+6 plus Grab
      type: slashing
    name: claw
    to_hit: 14
    traits:
    - agile
  name: Vampire Spawn Rogue
  perception: 12
  proactive_abilities:
  - action_cost: One Action
    description: When Drinking Blood, the spawn regains 5 HP.
    name: Drink Blood
    traits:
    - divine
    - necromancy
  - description: The vampire spawn deals 1d6 extra precision damage to flat-footed
      creatures.
    name: Sneak Attack
    traits: null
  ranged: null
  resistances:
  - amount: 5
    type: physical (except silver)
  saves:
    fort: 9
    ref: 13
    will: 11
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 11
    Athletics: 9
    Intimidation: 8
    Society: 5
    Stealth: 12
  speed:
  - amount: 25
    type: Land
  - amount: 25
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Undead
  - Vampire
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 2
    dex_mod: 3
    int_mod: 2
    str_mod: 5
    wis_mod: 4
  ac: 24
  automatic_abilities:
  - description: r>**Items** *+1 rapier*, leather armor
    name: Children of the Night
    traits:
    - divine
    - enchantment
    - mental
  description: Vampire counts rule their demesnes through a mix of fear and cruelty.
  hp: 65
  immunities:
  - death effects
  - disease
  - paralyze
  - poison
  - sleep
  innate_spells: null
  languages:
  - Common
  - Necril
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+11
      type: piercing
    name: rapier
    to_hit: 17
    traits:
    - deadly 1d8
    - disarm +1
  - action_cost: One Action
    damage:
      formula: 1d8+8 plus Grab
      type: slashing
    name: claw
    to_hit: 17
    traits:
    - agile
  name: Vampire Count
  perception: 17
  proactive_abilities:
  - action_cost: One Action
    description: Giant bat with fangs +15 for 1d8+9 piercing.
    name: Change Shape
    traits:
    - concentrate
    - divine
    - polymorph
    - transmutation
  - description: If a creature dies after being reduced to 0 HP by Drink Blood, the
      vampire can turn this victim into a vampire by donating some of its own blood
      to the victim and burying the victim in earth for 3 nights. If the new vampire
      is lower level than its creator, it is under the creator’s control. If a vampire
      controls too many spawn at once (as determined by the GM), strong-willed spawn
      can free themselves by succeeding at a Will saving throw against the vampire’s
      Will DC.
    name: Create Spawn
    traits:
    - divine
    - downtime
    - necromancy
  - action_cost: Two Actions
    description: DC 22
    name: Dominate
    traits:
    - divine
    - enchantment
    - incapacitation
  - action_cost: One Action
    description: When Drinking Blood, the vampire regains 10 HP.
    name: Drink Blood
    traits:
    - divine
    - necromancy
  - action_cost: One Action
    description: The vampire turns into a cloud of vapor, as the gaseous form spell,
      or back to its normal form. The vampire loses fast healing while in gaseous
      form. The vampire can remain in this form indefinitely.
    name: Turn to Mist
    traits:
    - concentrate
    - divine
    - transmutation
  ranged: null
  resistances:
  - amount: 7
    type: physical (except magical silver)
  saves:
    fort: 11
    ref: 14
    will: 17
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 13
    Athletics: 15
    Deception: 14
    Diplomacy: 14
    Intimidation: 16
    Society: 14
    Stealth: 13
  speed:
  - amount: 25
    type: Land
  - amount: 25
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Undead
  - Vampire
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 1
    dex_mod: 4
    int_mod: 6
    str_mod: 3
    wis_mod: 4
  ac: 27
  automatic_abilities:
  - description: r>**Items** signet ring
    name: Children of the Night
    traits:
    - divine
    - enchantment
    - mental
  description: Vampire masterminds are evil wizards who control entire cabals of the
    undead and instill fear in the hearts of mortals far and wide.
  hp: 115
  immunities:
  - death effects
  - disease
  - paralyze
  - poison
  - sleep
  innate_spells: null
  languages:
  - Common
  - Necril
  level: 9
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+9 plus Grab
      type: slashing
    name: claw
    to_hit: 18
    traits:
    - agile
  name: Vampire Mastermind
  perception: 20
  proactive_abilities:
  - action_cost: One Action
    description: Giant bat with fangs +19 for 2d8+9 piercing.
    name: Change Shape
    traits:
    - concentrate
    - divine
    - polymorph
    - transmutation
  - description: If a creature dies after being reduced to 0 HP by Drink Blood, the
      vampire can turn this victim into a vampire by donating some of its own blood
      to the victim and burying the victim in earth for 3 nights. If the new vampire
      is lower level than its creator, it is under the creator’s control. If a vampire
      controls too many spawn at once (as determined by the GM), strong-willed spawn
      can free themselves by succeeding at a Will saving throw against the vampire’s
      Will DC.
    name: Create Spawn
    traits:
    - divine
    - downtime
    - necromancy
  - action_cost: Two Actions
    description: DC 26
    name: Dominate
    traits:
    - divine
    - enchantment
    - incapacitation
    - mental
    - visual
  - action_cost: Free Action
    description: '**Frequency** Once per day. **Requirements** The vampire hasn’t
      acted yet on this turn. **Effect** The vampire expends the power stored in its
      signet ring. This gives the vampire the ability to cast one prepared spell it
      had already previously cast today, without spending a spell slot. The vampire
      must still Cast the Spell and meet the spell’s other requirements.'
    name: Drain Bonded Item
    traits:
    - arcane
    - wizard
  - action_cost: One Action
    description: When Drinking Blood, the vampire regains 10 HP.
    name: Drink Blood
    traits:
    - divine
    - necromancy
  - description: If another creature’s reaction would disrupt the vampire mastermind’s
      spellcasting action, the vampire attempts a DC 15 flat check. If the vampire
      succeeds, its action isn’t disrupted.
    name: Steady Spellcasting
    traits: null
  - action_cost: One Action
    description: The vampire turns into a cloud of vapor, as the gaseous form spell,
      or back to its normal form. The vampire loses fast healing while in gaseous
      form. The vampire can remain in this form indefinitely.
    name: Turn to Mist
    traits:
    - concentrate
    - divine
    - transmutation
  ranged: null
  resistances:
  - amount: 10
    type: physical (except magical silver)
  saves:
    fort: 15
    ref: 18
    will: 20
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 17
    Arcana: 21
    Athletics: 16
    Deception: 20
    Diplomacy: 20
    Intimidation: 22
    Society: 19
    Stealth: 19
  speed:
  - amount: 25
    type: Land
  - amount: 25
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - CE
  - Medium
  - Undead
  - Vampire
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 3
    dex_mod: 3
    int_mod: -1
    str_mod: 4
    wis_mod: 2
  ac: 17
  automatic_abilities: null
  description: Wargs hunt in packs and surround their prey like common wolves, but
    their cunning and penchant for taunting victims makes them easy to distinguish
    from their less-intelligent cousins. But despite their intelligence, wargs have
    simple desires for food and shelter, making them easy for evil humanoids such
    as orcs and hobgoblins to recruit to protect their camps or join them in battle.
    Most wargs are amenable to this arrangement, but if food should run out, wargs
    are more than willing to integrate goblinoid flesh into their diet.
  hp: 36
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Goblin
  - Orcish
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+4 plus Grab
      type: piercing
    name: jaws
    to_hit: 11
    traits: null
  name: Warg
  perception: 8
  proactive_abilities:
  - description: The warg’s Strikes deal 1d4 extra damage to creatures within the
      reach of at least two of the warg’s allies.
    name: Pack Attack
    traits: null
  - action_cost: One Action
    description: Small, 1d6+2 bludgeoning, Rupture 9
    name: Swallow Whole
    traits:
    - attack
  ranged: null
  resistances: null
  saves:
    fort: 11
    ref: 9
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 7
    Athletics: 8
    Deception: 6
    Intimidation: 6
    Stealth: 7
    Survival: 8
  speed:
  - amount: 40
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Medium
  - Beast
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 4
    dex_mod: 4
    int_mod: 2
    str_mod: 6
    wis_mod: 3
  ac: 23
  automatic_abilities: null
  description: Winter wolves are related to wargs, but are larger, smarter, and far
    more dangerous. They are capable of exhaling plumes of freezing breath and are
    big enough to easily serve as mounts for orcs and hobgoblins—provided the winter
    wolf is willing, of course. Like wargs, winter wolves hunt in packs, but unlike
    their smaller cousins, they have a notable proud streak. When they deign to serve
    others, they reserve this privilege for larger and more dangerous creatures such
    as frost giants, renegade yetis, or even white dragons.
  hp: 70
  immunities:
  - cold
  innate_spells: null
  languages:
  - Common
  - Jotun
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+6 plus 1d6 cold and Knockdown
      type: piercing
    name: jaws
    to_hit: 15
    traits:
    - cold
  name: Winter Wolf
  perception: 14
  proactive_abilities:
  - action_cost: Two Actions
    description: The winter wolf breathes a cloud of frost in a 15-foot cone that
      deals 5d8 cold damage (DC 23 basic Reflex save). The winter wolf can’t use Breath
      Weapon again for 1d4 rounds.
    name: Breath Weapon
    traits:
    - cold
    - evocation
    - primal
  - description: The winter wolf’s Strikes deal 1d6 extra damage to creatures within
      the reach of at least two of the winter wolf’s allies.
    name: Pack Attack
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 13
    ref: 15
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 13
    Athletics: 13
    Deception: 11
    Intimidation: 11
    Stealth: 13
    Survival: 12
  speed:
  - amount: 40
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Large
  - Beast
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 7
    dex_mod: 5
    int_mod: -1
    str_mod: 9
    wis_mod: 5
  ac: 37
  automatic_abilities: null
  description: A warsworn is an animate mass of corpses composed of dozens, sometimes
    even hundreds, of victims of battle. They are formed by deities of undeath or
    war or, rarely, spontaneously manifest from the devastation of an especially horrendous
    battle.
  hp: 350
  immunities:
  - death effects
  - disease
  - paralyze
  - poison
  - unconscious
  innate_spells: null
  languages:
  - Common
  level: 16
  melee:
  - action_cost: One Action
    damage:
      formula: 4d12+9 plus energy drain
      type: bludgeoning
    name: corpse wave
    to_hit: 32
    traits:
    - magical
  - action_cost: One Action
    name: animated weapon
    to_hit: 30
    traits:
    - agile
    - magical
    - reach 100 feet
    - versatile B
    - versatile P
  name: Warsworn
  perception: 27
  proactive_abilities:
  - action_cost: Free Action
    description: '**Trigger** The warsworn moves into a dying creature’s space. **Effect**
      The warsworn absorbs the dying creature into itself, instantly killing the creature
      and healing the warsworn for a number of Hit Points equal to the creature’s
      level. As long as the warsworn still exists, absorbed creatures can’t be resurrected
      except by wish or a similarly powerful effect.'
    name: Absorb
    traits:
    - death
    - divine
    - necromancy
  - description: The warsworn assumes control of unattended weapons within 100 feet,
      forcing them to levitate around it. The warsworn can telekinetically wield these
      weapons to make melee Strikes with a reach of 100 feet.
    name: Animated Weapons
    traits:
    - divine
    - evocation
  - description: When a warsworn hits with a corpse wave Strike or damages a creature
      with Trample, the target must succeed at a DC 35 Fortitude save or become drained
      2 and doomed 1. On a critical success, the target becomes temporarily immune
      to the warsworn’s energy drain for 24 hours.
    name: Energy Drain
    traits:
    - divine
    - necromancy
  - description: .
    name: Plummet
    traits:
    - DC 37 to Escape
  - description: Huge or smaller, corpse wave, DC 37
    name: Trample
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 4d12+9 plus plummet
      type: bludgeoning
    name: scrap ball
    to_hit: 28
    traits:
    - magical
    - range increment 100 feet
  resistances: null
  saves:
    fort: 29
    ref: 25
    will: 27
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. positive
  senses:
  - darkvision
  skills:
    Athletics: 33
  speed:
  - amount: 30
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - NE
  - Gargantuan
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 4
    dex_mod: 4
    int_mod: -5
    str_mod: 4
    wis_mod: 1
  ac: 19
  automatic_abilities: null
  description: Giant wasps are much more dangerous but less common than their smaller
    kin, and—to the relief of those who encounter them—they tend to be solitary.
  hp: 45
  immunities: null
  innate_spells: null
  languages: ''
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d12+4 plus giant wasp venom
      type: piercing
    name: stinger
    to_hit: 12
    traits:
    - poison
  name: Giant Wasp
  perception: 8
  proactive_abilities:
  - description: '**Saving Throw** Fortitude DC 19; **Maximum Duration** 6 rounds;
      **Stage 1** no effect (1 round); **Stage 2** clumsy 2 (1 round); **Stage 3**
      paralyzed (1 round)'
    name: Giant Wasp Venom
    traits:
    - incapacitation
    - poison
  - action_cost: One Action
    description: The giant wasp lays eggs in an adjacent creature that is paralyzed
      or unconscious, exposing it to the wasp larva disease.
    name: Implant Eggs
    traits: null
  - description: '**Saving Throw** Fortitude DC 21; **Stage 1** carrier with no ill
      effect (1d6 days); **Stage 2** drained 1 (1d3 days); **Stage 3** 5d6 damage,
      larva emerges (disease ends)'
    name: Wasp Larva
    traits:
    - disease
  ranged: null
  resistances: null
  saves:
    fort: 9
    ref: 11
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 11
    Athletics: 9
  speed:
  - amount: 20
    type: Land
  - amount: 40
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 2
    dex_mod: 4
    int_mod: -5
    str_mod: -4
    wis_mod: 2
  ac: 18
  automatic_abilities: null
  description: Wasp nests are made of chewed wood fibers foraged from the surrounding
    flora, which the wasps make into a material similar to paper. A single wasp nest
    can house thousands of individuals that emerge as a massive swarm. Most swarms
    attack only to protect their nest or if otherwise agitated, though druids and
    other primal enchanters can bend these venomous vermin to their will—to deadly
    effect.
  hp: 45
  immunities:
  - precision
  - swarm mind
  innate_spells: null
  languages: ''
  level: 4
  melee: null
  name: Wasp Swarm
  perception: 10
  proactive_abilities:
  - action_cost: One Action
    description: and is exposed to wasp venom. A successful save negates the poison
      exposure.
    name: Swarming Stings
    traits:
    - DC 21 basic Reflex save
  - description: '**Saving Throw** Fortitude DC 21; **Maximum Duration** 6 rounds;
      **Stage 1** 1d6 poison (1 round); **Stage 2** 2d6 poison and clumsy 2 (2 rounds)'
    name: Wasp Venom
    traits:
    - poison
  ranged: null
  resistances:
  - amount: 7
    type: bludgeoning
  - amount: 7
    type: piercing
  - amount: 3
    type: slashing
  saves:
    fort: 10
    ref: 12
    will: 8
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 12
  speed:
  - amount: 20
    type: Land
  - amount: 40
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  - Swarm
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 3
    dex_mod: 4
    int_mod: 1
    str_mod: 4
    wis_mod: 3
  ac: 19
  automatic_abilities:
  - description: The web lurker can speak with spiders, with the same effects and
      limitations as *speak with animals*.
    name: Spider Speak
    traits: null
  description: Web lurkers, known also as ettercaps, are ugly monsters that not only
    dwell within the lairs of spiders and swarms, but actively cultivate and shepherd
    such vermin.
  hp: 45
  immunities: null
  innate_spells: null
  languages:
  - Aklo
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+6 plus web lurker venom
      type: piercing
    name: fangs
    to_hit: 11
    traits:
    - poison
  - action_cost: One Action
    damage:
      formula: 1d8+6
      type: slashing
    name: claw
    to_hit: 11
    traits:
    - agile
  - action_cost: One Action
    name: web
    to_hit: 11
    traits: null
  name: Web Lurker
  perception: 10
  proactive_abilities:
  - description: '**Saving Throw** Fortitude DC 19; **Maximum Duration** 10 rounds;
      **Stage 1** 1d6 poison and flat-footed (1 round); **Stage 2** 1d6 poison, flat-footed,
      and slowed 1 (1 round)'
    name: Web Lurker Venom
    traits:
    - poison
  - description: A creature hit by the web lurker’s web attack is immobilized and
      stuck to the nearest surface until it succeeds at DC 20 Acrobatics check to
      Escape.
    name: Web Trap
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 10
    ref: 11
    will: 8
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - tremorsense (imprecise) 30 feet (creatures touching its web)
  skills:
    Acrobatics: 9
    Athletics: 9
    Crafting: 8
    Stealth: 11
  speed:
  - amount: 25
    type: Land
  - amount: 25
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Medium
  - Aberration
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 6
    dex_mod: 6
    int_mod: -2
    str_mod: 8
    wis_mod: 4
  ac: 37
  automatic_abilities: null
  description: Fertilized by large quantities of spilled blood, such as that found
    on bloodstained battlefields or in the war-torn regions surrounding besieged cities,
    wemmuths are vile swaths of vines that draw sustenance from mortal suffering,
    lapping up blood like water. Possessing a rudimentary intelligence and an unquenchable
    thirst for blood, wemmuths lie in wait for most of their lives, growing to incredible
    size in the bloody soil of their grisly homes. Though the vines that comprise
    a wemmuth’s body are scarcely thicker than rope, a single adult wemmuth system
    consists of 6 tons of vines, enough to stretch for 6,000 feet if stretched from
    end to end in a single straight line. Wemmuths never orient themselves this way,
    however, instead preferring to wrap themselves into massive mounds approximately
    15 feet across and equally thick. Although wemmuths are often spotted lazing about,
    the scent of blood is enough to whip one into a violent frenzy. The creature condenses
    its entire mass into a sphere of sharp thorns and lashing vines, resembling a
    hateful tumbleweed the size of an elephant. Wemmuths commonly dig up massive boulders
    or entire trees from the ground and incorporate them into their rolling mass,
    using these objects to bolster their defense against many forms of attack or hurling
    them at faraway foes with terrifying precision.
  hp: 335
  immunities: null
  innate_spells: null
  languages:
  - Aklo
  - Sylvan
  level: 15
  melee:
  - action_cost: One Action
    damage:
      formula: 4d12+10 plus Improved Grab
      type: bludgeoning
    name: pummel
    to_hit: 29
    traits:
    - fatal d12
    - reach 15 feet
    - sweep
  name: Wemmuth
  perception: 25
  proactive_abilities:
  - description: The wemmuth heals a number of Hit Points equal to half the total
      damage dealt by Constrict.
    name: Blood Leech
    traits: null
  - action_cost: One Action
    description: 2d12+10, DC 37
    name: Constrict
    traits: null
  - action_cost: Two Actions
    description: DC 37, 4d8 bludgeoning, Escape DC 35, Rupture 36
    name: Engulf
    traits: null
  - description: Whenever a creature within 10 feet attempts a melee attack against
      a wemmuth or uses Acrobatics to Tumble Through its space, that creature takes
      1d12+10 piercing damage.
    name: Thorny Mass
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 4d10+10
      type: bludgeoning
    name: boulder
    to_hit: 27
    traits:
    - fatal d12
    - range increment 60 feet
  resistances: null
  saves:
    fort: 27
    ref: 27
    will: 24
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - tremorsense (imprecise) 60 feet
  skills:
    Athletics: 30
    Deception: 28
    Stealth: 30
    Survival: 27
  speed:
  - amount: 25
    type: Land
  - amount: 25
    type: Burrow
  - amount: 25
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Huge
  - Plant
  type: Creature
- ability_mods:
    cha_mod: 6
    con_mod: 9
    dex_mod: 7
    int_mod: 6
    str_mod: 8
    wis_mod: 5
  ac: 40
  automatic_abilities:
  - description: Heatsight is a precise sense that sees heat signatures.
    name: Heatsight
    traits:
    - divination
    - primal
  description: Wendigos are incarnations of the fears of starvation, loneliness, and
    fatal exposure to cold weather. They haunt the frozen expanses of the world.
  hp: 315
  immunities:
  - cold
  - fear
  innate_spells:
  - frequency: at will
    level: 8
    name: wind walk
  languages:
  - Aklo
  - Common
  - Jotun
  level: 17
  melee:
  - action_cost: One Action
    damage:
      formula: 3d10+12 plus 2d6 cold
      type: piercing
    name: jaws
    to_hit: 33
    traits:
    - cold
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 3d8+12 plus 2d6 cold and Grab
      type: slashing
    name: claw
    to_hit: 33
    traits:
    - cold
    - magical
    - agile
    - reach 10 feet
  name: Wendigo
  perception: 32
  proactive_abilities:
  - description: ''
    name: Dream Haunting
    traits: null
  - description: '**Frequency** Three times per day; **Effect** The wendigo unleashes
      a forlorn howl that can be heard up to 1 mile away. Any creature that hears
      the howl must succeed at a DC 38 Will save or be frightened 1. Any creature
      that critically fails and is within 120 feet of the wendigo is instead frightened
      3, and is also fleeing for 1d4 rounds (or until it’s no longer frightened, whichever
      comes first). A creature frightened by a wendigo’s howl still naturally recovers
      from its fright but can’t reduce it below frightened 1 in this way until 1 hour
      has passed or magic is used. Whether it succeeds or fails its save, a creature
      is then temporarily immune to that wendigo’s Howl for 24 hours.'
    name: Howl
    traits:
    - auditory
    - concentrate
    - enchantment
    - fear
    - incapacitation
    - mental
    - primal
  - description: '**Trigger** The wendigo casts *wind walk* while it has Grabbed a
      foe. **Effect** The wendigo attempts to turn the grabbed creature into wind
      and carry it along as part of the action. If the target succeeds at a DC 38
      Will save, it prevents itself from being transformed; in this case, the wendigo
      still transforms, automatically releasing the victim. A creature forced to Ride
      the Wind along with the wendigo is exposed to wendigo torment. The target can
      attempt a new Will save each round to return to normal, though it immediately
      becomes corporeal and begins falling if it succeeds.'
    name: Ride the Wind
    traits:
    - air
    - concentrate
    - primal
    - transmutation
  - description: A creature affected by wendigo torment can’t recover beyond stage
      1 until it has been restored to full HP. **Saving Throw** Will DC 38; **Stage
      1** Stupefied 4 (1 day); **Stage 2** As stage 1 (1 day); **Stage 3** The creature
      searches for an individual of its own ancestry to kill and devour. It then becomes
      affected by *wind walk* and sprints into the sky so fast that its feet burn
      away into jagged stumps. As the creature wind walks into the sky, it is replaced
      by a new wendigo over 2d6 minutes. Wish, similar magic, or a 9th-level resurrect
      ritual can return the victim to life. The new wendigo remains even if the victim
      is resurrected.
    name: Wendigo Torment
    traits:
    - curse
    - enchantment
    - mental
    - primal
  ranged: null
  resistances: null
  saves:
    fort: 32
    ref: 30
    will: 26
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - heatsight 60 feet
  skills:
    Acrobatics: 32
    Athletics: 33
    Deception: 29
    Intimidation: 33
    Nature: 28
    Occultism: 29
    Religion: 28
    Stealth: 30
    Survival: 30
  speed:
  - amount: 100
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - CE
  - Large
  - Beast
  - Cold
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 2
    dex_mod: 4
    int_mod: 0
    str_mod: 2
    wis_mod: 2
  ac: 19
  automatic_abilities:
  - description: he wererat can communicate with rodents. **Items** hand crossbow
      (20 bolts), leather armor, shortsword
    name: Rat Empathy
    traits:
    - divination
    - primal
  description: Wererats tend to be selfishly opportunistic, avaricious, and paranoid
    as a result of their curse. Because wererats typically dwell in metropolitan areas
    where they can hide in plain sight, practically any city-goer could be a wererat
    in disguise—from the quiet shopkeep to the city’s criminal mastermind. The bustle
    of crowds and countless rat-holes make ghettos and shantytowns favored homes for
    wererats, especially since in these poorer districts the wererat can kill out
    of greed or fear with little chance of the authorities noticing. In some cities,
    wererats operate entire thieves’ guilds or organized crime rings, and membership
    requires willfully submitting to the wererat’s cursed bite. Wererats look very
    similar to ratfolk when in hybrid form, apart from potential differences in size,
    but ratfolk have no love for these monsters.
  hp: 45
  immunities: null
  innate_spells: null
  languages:
  - Common
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: piercing
    name: shortsword
    to_hit: 10
    traits:
    - agile
    - finesse
    - versatile S
  - action_cost: One Action
    damage:
      formula: 1d6+2
      type: slashing
    name: claw
    to_hit: 10
    traits:
    - agile
    - finesse
  - action_cost: One Action
    damage:
      formula: 1d8+2 plus curse of the wererat
      type: piercing
    name: jaws
    to_hit: 10
    traits:
    - finesse
  name: Wererat
  perception: 8
  proactive_abilities:
  - action_cost: One Action
    description: Human with fist +10 for 1d4+2 bludgeoning, or Small rat with Speed
      30 feet, climb 10 feet.
    name: Charge Shape
    traits:
    - concentrate
    - polymorph
    - primal
    - transmutation
  - description: This curse affects only humanoids. **Saving Throw** DC 18 Fortitude
      save. On each full moon, the cursed creature must succeed at another Fortitude
      save or turn into a wererat until dawn. The creature is under the GM’s control
      and goes on a rampage for half the night before falling unconscious until dawn.
    name: Curse of the Wererat
    traits:
    - curse
    - necromancy
    - primal
  - description: When a full moon appears in the night sky, the wererat must enter
      hybrid form, can’t Change Shape thereafter, becomes one size larger, increases
      its reach by 5 feet, and increases the damage of its jaws by 2. When the moon
      sets or the sun rises, the wererat returns to humanoid form and is fatigued
      for 2d4 hours.
    name: Moon Frenzy
    traits:
    - polymorph
    - primal
    - transmutation
  - description: The wererat deals 1d6 extra precision damage to flat-footed creatures.
    name: Sneak Attack
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6
      type: piercing
    name: hand crossbow
    to_hit: 10
    traits:
    - range increment 60 feet
    - reload 1
  resistances: null
  saves:
    fort: 6
    ref: 10
    will: 8
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 8
    Athletics: 6
    Deception: 5
    Society: 4
    Stealth: 8
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Medium
  - Beast
  - Human
  - Humanoid
  - Werecreature
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 2
    dex_mod: 2
    int_mod: -1
    str_mod: 4
    wis_mod: 2
  ac: 19
  automatic_abilities:
  - description: he werewolf can communicate with lupines. **Items** battle axe, composite
      shortbow (20 arrows), studded leather armor
    name: Wolf Empathy
    traits:
    - divination
    - primal
  description: The curse of the werewolf—known as lycanthropy to many—instills in
    its carriers the hungry bloodlust and predatory instincts of the wolf. Werewolves
    tend to dwell on the fringes of society or in small settlements where, in their
    humanoid forms, they work as laborers, hunters, farmers, or trappers. At night,
    however, these same villagers transform into violent killers and sadistic stalkers
    who prey on their neighbors. Werewolves are the quintessential werecreature, and
    the first that comes to mind when most people speak of such beings.
  hp: 63
  immunities: null
  innate_spells: null
  languages:
  - Common
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+8
      type: slashing
    name: battle axe
    to_hit: 11
    traits:
    - sweep
  - action_cost: One Action
    damage:
      formula: 1d6+8
      type: slashing
    name: claw
    to_hit: 11
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 1d8+8 plus curse of the werewolf
      type: piercing
    name: jaws
    to_hit: 11
    traits: null
  name: Werewolf
  perception: 9
  proactive_abilities:
  - action_cost: One Action
    description: Human with fist +11 for 1d4+8 bludgeoning, or wolf with Speed 40
      feet and jaws with Knockdown.
    name: Change Shape
    traits:
    - concentrate
    - polymorph
    - primal
    - transmutation
  - description: This curse affects only humanoids. **Saving Throw** DC 19 Fortitude
      save. On each full moon, the cursed creature must succeed at another Fortitude
      save or turn into a werewolf until dawn. The creature is under the GM’s control
      and goes on a rampage for half the night before falling unconscious until dawn.
    name: Curse of the Werewolf
    traits:
    - curse
    - necromancy
    - primal
  - description: When a full moon appears in the night sky, the werewolf must enter
      hybrid form, can’t Change Shape thereafter, becomes one size larger, increases
      its reach by 5 feet, and increases the damage of its jaws by 2. When the moon
      sets or the sun rises, the werewolf returns to humanoid form and is fatigued
      for 2d4 hours.
    name: Moon Frenzy
    traits:
    - polymorph
    - primal
    - transmutation
  - description: The werewolf’s Strikes deal 1d6 extra damage to creatures within
      reach of at least two of the werewolf’s allies.
    name: Pack Attack
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: piercing
    name: composite shortbow
    to_hit: 9
    traits:
    - deadly 1d10
    - range increment 60 feet
    - reload 0
  resistances: null
  saves:
    fort: 11
    ref: 9
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 7
    Athletics: 9
    Survival: 10
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Beast
  - Human
  - Humanoid
  - Werecreature
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 4
    dex_mod: 2
    int_mod: 1
    str_mod: 5
    wis_mod: 3
  ac: 23
  automatic_abilities:
  - description: he werebear can communicate with ursines. **Items** chain shirt,
      greataxe, hatchet (8)
    name: Bear Empathy
    traits:
    - divination
    - primal
  description: Unlike many other types of werecreature, a werebear does not become
    malevolent during its involuntary transformations, but is instead filled with
    righteous conviction. This indignation can still manifest in violent ways, though,
    as a transformed werebear becomes temporarily blind to its alliances and has little
    control over its bestial temper. As a result, werebears are loners, rarely even
    living together as families longer than necessary. Werebears know that as long
    as they live solitary lives, they can serve as protectors and guardians in wilderness
    regions without the overwhelming fear that, when the moon is full and the curse
    takes hold, they will rage against an innocent bystander or loved one. As long
    as there is nothing around to threaten it or the natural area it protects (typically
    a forest), a werebear in its animal form is generally content to forage and sleep
    away the night.
  hp: 75
  immunities: null
  innate_spells: null
  languages:
  - Common
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+7 plus Grab
      type: slashing
    name: claw
    to_hit: 13
    traits:
    - agile
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 1d12+7
      type: slashing
    name: greataxe
    to_hit: 13
    traits:
    - reach 10 feet
    - sweep
  - action_cost: One Action
    damage:
      formula: 1d6+7
      type: slashing
    name: hatchet
    to_hit: 13
    traits:
    - agile
    - sweep
  - action_cost: One Action
    damage:
      formula: 1d12+7 plus curse of the werebear
      type: piercing
    name: jaws
    to_hit: 13
    traits:
    - reach 10 feet
  name: Werebear
  perception: 11
  proactive_abilities:
  - action_cost: One Action
    description: Medium human with fist +13 for 1d4+7 bludgeoning, or grizzly bear
      with Speed 35 feet.
    name: Change Shape
    traits:
    - concentrate
    - polymorph
    - primal
    - transmutation
  - description: This curse affects only humanoids. **Saving Throw** DC 22 Fortitude
      save. On each full moon, the cursed creature must succeed at another Fortitude
      save or turn into a werebear until dawn. The creature is under the GM’s control
      and goes on a rampage for half the night before falling unconscious until dawn.
    name: Curse of the Werebear
    traits:
    - curse
    - necromancy
    - primal
  - action_cost: One Action
    description: '**Requirements** The werebear can see or hear the target or is Tracking
      it in exploration mode. **Effect** The werebear gains a +2 circumstance bonus
      to Perception checks when it Seeks its prey and a +2 circumstance bonus to Survival
      checks when it Tracks its prey. The werebear also ignores the penalty for making
      ranged attacks within its second range increment against the prey it’s hunting.
      The werebear can designate only one creature as its hunted prey at a time. If
      it uses Hunt Prey against a different creature, the prior creature loses the
      designation and the new prey gains the designation. In any case, this designation
      lasts until the werebear’s next daily preparation.'
    name: Hunt Prey
    traits:
    - concentrate
  - description: The werebear gains a +2 circumstance bonus to damage rolls against
      creatures it has grabbed.
    name: Mauler
    traits: null
  - description: When a full moon appears in the night sky, the werebear must enter
      hybrid form, can’t Change Shape thereafter, becomes one size larger, increases
      its reach by 5 feet, and increases the damage of its jaws by 2. When the moon
      sets or the sun rises, the werebear returns to humanoid form and is fatigued
      for 2d4 hours.
    name: Moon Frenzy
    traits:
    - polymorph
    - primal
    - transmutation
  - description: The werebear deals 1d8 additional precision damage on its first successful
      Strike against its hunted target on each of its turns.
    name: Precision Edge
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+7
      type: slashing
    name: hatchet
    to_hit: 10
    traits:
    - agile
    - sweep
    - thrown 10 feet
  resistances: null
  saves:
    fort: 12
    ref: 10
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Athletics: 12
    Medicine: 9
    Nature: 11
    Stealth: 11
    Survival: 11
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - LG
  - Large
  - Beast
  - Human
  - Humanoid
  - Werecreature
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 4
    dex_mod: 1
    int_mod: 0
    str_mod: 4
    wis_mod: 3
  ac: 18
  automatic_abilities: null
  description: Wights are undead humanoids that, much like wraiths, can drain the
    life from living creatures with but a touch. They arise as a result of necromantic
    rituals, especially violent deaths, or the sheer malevolent will of the deceased.
  hp: 50
  immunities:
  - death effects
  - disease
  - paralyze
  - poison
  - unconscious
  innate_spells: null
  languages:
  - Common
  - Necril
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+4 plus drain life
      type: slashing
    name: claw
    to_hit: 12
    traits: null
  name: Wight
  perception: 10
  proactive_abilities:
  - description: When the wight damages a living creature with its claw Strike, the
      wight gains 3 temporary Hit Points and the creature must succeed at a DC 17
      Fortitude save or become drained 1. Further damage dealt by the wraith increases
      the amount of drain by 1 on a failed save to a maximum of drained 4
    name: Drain Life
    traits:
    - divine
    - necromancy
  - description: A living humanoid slain by a wight’s claw Strike rises as a wight
      after 1d4 rounds. This wight spawn is under the command of the wight that killed
      it. It doesn’t have Drain Life or Wight Spawn and becomes clumsy 2 for as long
      as it is a wight spawn. If the creator of the wight spawn dies, the wight spawn
      becomes a full-fledged, autonomous wight; it regains its free will, gains Drain
      Life and Wight Spawn, and is no longer clumsy.
    name: Wight Spawn
    traits:
    - divine
    - necromancy
  ranged: null
  resistances: null
  saves:
    fort: 11
    ref: 6
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 11
    Intimidation: 9
    Stealth: 6
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Medium
  - Undead
  - Wight
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 0
    dex_mod: 6
    int_mod: 2
    str_mod: -5
    wis_mod: 4
  ac: 27
  automatic_abilities: null
  description: Malevolent balls of colored light, will-o’-wisps haunt lonely marshes
    and forests where they lure unsuspecting travelers into danger. Will-o’-wisps
    can vary the color and illumination they shed, and delight in mimicking bobbing
    lanterns or distant fires to draw lost or disoriented travelers off of safe trails.
    They can extinguish their illumination entirely to become invisible, and they
    enjoy doing so once their victims are wholly lost and have realized that the bobbing
    light in the distance isn’t, in fact, leading them to safety. Even invisible,
    however, a will-o’-wisp rarely ventures far from its target, as it feasts upon
    the panic and dread felt by its victims.
  hp: 50
  immunities:
  - magic
  innate_spells: null
  languages:
  - Aklo
  - Common
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+4
      type: electricity
    name: shock
    to_hit: 17
    traits:
    - electricity
    - magical
  name: Will-o’-Wisp
  perception: 16
  proactive_abilities:
  - action_cost: One Action
    description: '**Requirement** An enemy is under a fear effect or dying within
      15 feet of the will-o’-wisp. **Effect** The will-o’wisp feeds on the creature’s
      terror. It regains 2d4 Hit Points, and if it has Gone Dark, its glow reignites.
      A will-o’-wisp can take this action only once per round.'
    name: Feed on Fear
    traits:
    - concentrate
  - action_cost: One Action
    description: The will-o’-wisp extinguishes its glow, becoming invisible. It can
      end this effect with another use of this action. If it uses its shock attack
      while invisible, the arc of electricity lets any observer determine its location,
      making the will-o’-wisp only hidden to all observers until it moves.
    name: Go Dark
    traits:
    - concentrate
  ranged: null
  resistances: null
  saves:
    fort: 10
    ref: 16
    will: 14
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 18
    Deception: 12
    Intimidation: 12
    Stealth: 16
  speed:
  - amount: 50
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Small
  - Aberration
  - Air
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 1
    dex_mod: 4
    int_mod: -4
    str_mod: 2
    wis_mod: 2
  ac: 15
  automatic_abilities: null
  description: Wolves live and hunt in packs, which, contrary to popular belief, are
    not led by the strongest in the group, but typically consist of a mated pair,
    their pups, and juvenile offspring from previous mating seasons. Offspring generally
    leave their parents’ pack upon reaching maturity, at which point they seek out
    mates of their own to go form their own packs elsewhere.
  hp: 24
  immunities: null
  innate_spells: null
  languages: ''
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+2 plus Knockdown
      type: piercing
    name: jaws
    to_hit: 9
    traits: null
  name: Wolf
  perception: 7
  proactive_abilities:
  - description: The wolf's Strikes deal 1d4 extra damage to creatures within reach
      of at least two of the wolf's allies.
    name: Pack Attack
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 6
    ref: 9
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 7
    Athletics: 5
    Stealth: 7
    Survival: 7
  speed:
  - amount: 35
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 4
    dex_mod: 3
    int_mod: -4
    str_mod: 5
    wis_mod: 3
  ac: 18
  automatic_abilities: null
  description: Much larger and more foul-tempered than their common cousins, dire
    wolves haunt primeval lands that accommodate their massive size and proportionately
    large hunting grounds and appetites. Orcs are fond of using dire wolves as mounts,
    finding their vicious tempers perfect for hunting and warfare.
  hp: 50
  immunities: null
  innate_spells: null
  languages: ''
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+5 plus Knockdown or Grab
      type: piercing
    name: jaws
    to_hit: 12
    traits:
    - reach 10 feet
  name: Dire Wolf
  perception: 10
  proactive_abilities:
  - description: The dire wolf's Strikes deal 1d6 extra damage to creatures within
      reach of at least two of the wolf's allies.
    name: Pack Attack
    traits: null
  - action_cost: One Action
    description: '**Requirements** The dire wolf has a creature grabbed with its jaws.
      **Effect** The dire wolf fiercely shakes the grabbed creature with its teeth,
      dealing 1d10+2 damage (DC 20 basic Fortitude save).'
    name: Worry
    traits:
    - attack
  ranged: null
  resistances: null
  saves:
    fort: 11
    ref: 8
    will: 8
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 8
    Athletics: 12
    Stealth: 8
    Survival: 10
  speed:
  - amount: 35
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Animal
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 0
    dex_mod: 4
    int_mod: 2
    str_mod: -5
    wis_mod: 2
  ac: 24
  automatic_abilities:
  - description: raiths sense the vital essence of living and undead creatures within
      the listed range.
    name: Lifesense
    traits:
    - divination
    - divine
  description: Wraiths are malevolent undead who drain life and shun light. Their
    shadowy, incorporeal forms are dotted with burning eyes that reffect their hatred
    for the living, and shadowy claws are weapon enough to steal the vitality from
    their enemies. A wraith may be created by foul necromancy, but more often they
    are the result of a hermitic murderer or mutilator who even in death could not
    give up their wicked ways. Further complicating the matter is the fact that wraiths
    multiply by consuming and transforming the living into more of their foul kind—meaning
    a handful of wraiths left unchecked can easily turn into a horde of darkness.
  hp: 80
  immunities:
  - death effects
  - disease
  - paralyzed
  - poison
  - precision
  - unconscious
  innate_spells: null
  languages:
  - Common
  - Necril
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+5 plus drain life
      type: negative
    name: spectral hand
    to_hit: 17
    traits:
    - finesse
  name: Wraith
  perception: 14
  proactive_abilities:
  - description: When the wraith damages a living creature with its spectral hand
      Strike, the wraith gains 5 temporary Hit Points and the creature must succeed
      at a DC 23 Fortitude save or become drained 1. Further damage dealt by the wraith
      increases the amount of drain by 1 on a failed save to a maximum of drained
      4.
    name: Drain Life
    traits:
    - divine
    - necromancy
  - description: A living humanoid slain by a wraith’s spectral hand Strike rises
      as a wraith spawn after 1d4 rounds. This wraith spawn is under the command of
      the wraith that killed it. It doesn’t have drain life or wraith spawn and becomes
      clumsy 2 for as long as it is a wraith spawn. If the creator of the wraith spawn
      dies, the wraith spawn becomes a full-fledged, autonomous wraith; it regains
      its free will, gains Wraith Spawn, and is no longer clumsy.
    name: Wraith Spawn
    traits:
    - divine
    - necromancy
  ranged: null
  resistances:
  - amount: 5
    type: all (except force, ghost touch, or positive; double resistance against non-magical)
  saves:
    fort: 8
    ref: 14
    will: 14
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. positive
  senses:
  - darkvision
  - lifesense 60 feet
  skills:
    Acrobatics: 14
    Intimidation: 15
    Stealth: 14
  speed:
  - amount: 40
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Medium
  - Incorporeal
  - Undead
  - Wraith
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 3
    dex_mod: 2
    int_mod: -1
    str_mod: 4
    wis_mod: 1
  ac: 16
  automatic_abilities: null
  description: Xulgath warriors strike with fury and eager cruelty, always ready for
    the next fight. The taking of prizes from battle—including weapons and items stolen
    from defeated foes along with grislier trophies harvested from fallen victims’
    flesh—is a popular pursuit among these vicious reptiles, and those whose armor
    and scales are most adorned are awarded the greatest respect (and perhaps fear)
    from their kin.
  hp: 21
  immunities: null
  innate_spells: null
  languages:
  - Draconic
  - Undercommon
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: bludgeoning
    name: club
    to_hit: 9
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: piercing
    name: jaws
    to_hit: 9
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d4+4
      type: slashing
    name: claw
    to_hit: 9
    traits:
    - agile
  name: Xulgath Warrior
  perception: 6
  proactive_abilities: []
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: bludgeoning
    name: club
    to_hit: 7
    traits:
    - thrown 10 feet
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: piercing
    name: javelin
    to_hit: 7
    traits:
    - thrown 30 feet
  resistances: null
  saves:
    fort: 8
    ref: 7
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 7
    Stealth: 5
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Humanoid
  - Xulgath
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 2
    dex_mod: 4
    int_mod: -1
    str_mod: 3
    wis_mod: 1
  ac: 19
  automatic_abilities: null
  description: Xulgath warrens are patrolled—some might say “haunted”—by the community’s
    skulkers. These xulgaths specialize in stealth, striking swiftly from the shadows
    and otherwise ambushing foes.
  hp: 28
  immunities: null
  innate_spells: null
  languages:
  - Draconic
  - Undercommon
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4+3
      type: piercing
    name: dagger
    to_hit: 10
    traits:
    - agile
    - finesse
    - versatile S
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: piercing
    name: jaws
    to_hit: 9
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d4+3
      type: slashing
    name: claw
    to_hit: 10
    traits:
    - agile
    - finesse
  name: Xulgath Skulker
  perception: 7
  proactive_abilities:
  - description: against the skulker’s attacks until the end of the skulker’s turn.
    name: Hidden Movement
    traits: null
  - description: A xulgath skulker deals an additional 1d6 precision damage to flat-footed creatures.
    name: Sneak Attack
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d4+3
      type: piercing
    name: dagger
    to_hit: 10
    traits:
    - agile
    - thrown 10 feet
    - versatile S
  resistances: null
  saves:
    fort: 8
    ref: 10
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 8
    Stealth: 8
    Thievery: 8
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Humanoid
  - Xulgath
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 2
    dex_mod: 1
    int_mod: -1
    str_mod: 4
    wis_mod: 2
  ac: 20
  automatic_abilities: null
  description: Xulgath leaders are usually the strongest, most violent members of
    a community—although in some cases, particularly in larger groups, xulgath tribes
    are led by powerful demon cultists or other monsters who seek to use the xulgaths
    as servants or slaves.
  hp: 44
  immunities: null
  innate_spells: null
  languages:
  - Draconic
  - Undercommon
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+6 plus Weakening Strike
      type: slashing
    name: greataxe
    to_hit: 11
    traits:
    - sweep
  - action_cost: One Action
    damage:
      formula: 1d6+6 plus Weakening Strike
      type: piercing
    name: jaws
    to_hit: 11
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d4+6
      type: slashing
    name: claw
    to_hit: 11
    traits:
    - agile
  name: Xulgath Leader
  perception: 9
  proactive_abilities:
  - action_cost: One Action
    description: for 1 round.
    name: Weakening Strike
    traits:
    - or enfeebled 2 on a critical hit
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: piercing
    name: javelin
    to_hit: 8
    traits:
    - thrown 30 feet
  resistances: null
  saves:
    fort: 9
    ref: 6
    will: 9
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 11
    Intimidation: 6
    Stealth: 6
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Humanoid
  - Xulgath
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 4
    dex_mod: 2
    int_mod: -1
    str_mod: 5
    wis_mod: 4
  ac: 21
  automatic_abilities:
  - description: When Hiding, the yeti is concealed by any snowfall, even if it’s
      not thick enough to make other creatures concealed.
    name: Snowblind
    traits: null
  description: 'Nearly a myth, the yeti is rarely seen—and even when it is, it is
    often too late. Yetis dwell amid the highest, most remote peaks of the world,
    coming down from their snowy mountain holds to raid, steal livestock, and sometimes
    feed their insatiable urges for slaughter and destruction. Those folks who live
    at the foot of a yeti-ruled mountain warn of the “abominable snowmen”: monstrous,
    fur-covered humanoids who leave strange and bloody tracks in the snow.'
  hp: 115
  immunities:
  - cold
  innate_spells: null
  languages:
  - Aklo
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+5
      type: slashing
    name: claw
    to_hit: 15
    traits: null
  name: Yeti
  perception: 15
  proactive_abilities:
  - action_cost: Free Action
    description: '**Trigger** The yeti hits a creature in the first round of combat
      and the yeti was hidden from that creature at the start of combat. **Effect**
      Each enemy within 30 feet that witnesses the attack (including the target of
      the attack) must attempt a DC 23 Will save. On a failure, the creature is frightened
      2; on a critical failure, it’s frightened 4.'
    name: Grizzly Arrival
    traits:
    - emotion
    - fear
    - mental
  - action_cost: One Action
    description: claw
    name: Rend
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 15
    ref: 11
    will: 13
  saves_special:
    fort: null
    ref: null
    will: +4 status to all saves vs. fear and dreams
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  skills:
    Athletics: 14
    Stealth: 12
    Survival: 11
  speed:
  - amount: 35
    type: Land
  - amount: 20
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - N
  - Large
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 6
    dex_mod: 5
    int_mod: 0
    str_mod: 9
    wis_mod: 5
  ac: 39
  automatic_abilities: null
  description: Zaramuuns are beings of elemental sand that hide in deserts and wastelands.
    They disguise themselves as massive dunes before rising up to attack living creatures.
    The most infamous zaramuuns kill any living creatures they find, but others simply
    rob their victims of all metal and stone possessions before fleeing. Although
    zaramuuns insist they are only reclaiming what was taken from their ancestral
    earth, this is simple self-delusion; most zaramuuns use their stolen goods as
    payment and material components to conjure fiends, for Zaramuuns were exiled from
    the Plane of Earth after worshipping fiends who promised to give them power over
    other elementals. This worship gradually transformed into servitude, and now many
    zaramuuns believe that if they send enough souls to their masters, they will be
    set free.
  hp: 291
  immunities:
  - paralyzed
  - poison
  - sleep
  innate_spells:
  - frequency: at will
    level: 8
    name: dimensional anchor
  - level: 6
    name: disintegrate
  - level: 6
    name: spirit blast
  - frequency: at will
    level: 4
    name: suggestion
  - frequency: constant
    level: 8
    name: dimensional anchor
  languages:
  - Abyssal
  - Terran
  level: 16
  melee:
  - action_cost: One Action
    damage:
      formula: 4d12+13
      type: bludgeoning
    name: fist
    to_hit: 33
    traits: null
  name: Zaramuun
  perception: 30
  proactive_abilities:
  - action_cost: One Action
    description: Until the next time it acts, the zaramuun appears to be a sand dune.
      It has an automatic result of 47 (50 in sandy terrain) on Deception and Stealth
      checks and DCs to pass as a sand dune. Any creature that walks onto the zaramuun
      moves into its body and is Engulfed.
    name: Dune
    traits:
    - concentrate
  - action_cost: Two Actions
    description: ', Escape DC 32, Rupture 28'
    name: Engulf
    traits: null
  - action_cost: One Action
    description: The zaramuun attempts to Disarm one primarily metal or stone object
      from the Struck or Engulfed creature and casts its innate dimensional anchor
      on the target creature.
    name: Raking Sand
    traits: null
  - description: at its full burrow Speed, leaving no tunnel or sign of its passing.
      Any Engulfed creatures are left behind when it Burrows. Loose sand and scree
      are not difficult terrain for a zaramuun.
    name: Sand Glide
    traits:
    - but not stone
  - action_cost: Two Actions
    description: The zaramuun sprays a blast of sand that deals 11d10 slashing damage
      to all creatures in a 60-foot line (Reflex DC 38). It can’t Sandblast again
      for 1d4 rounds. **Critical Success** No effect. **Success** Half damage. **Failure**
      Full damage. **Critical Failure** Full damage and blinded for 1 round.
    name: Sandblast
    traits:
    - earth
  ranged:
  - action_cost: One Action
    damage:
      formula: 4d8+13
      type: bludgeoning
    name: rock or metal debris
    to_hit: 29
    traits:
    - range increment 120 feet
  resistances: null
  saves:
    fort: 34
    ref: 30
    will: 25
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - tremorsense 60 feet
  skills:
    Athletics: 31
    Religion: 26
    Stealth: 27
  skills_special:
  - +35 Athletics to disarm stone or metal objects
  - +30 Stealth in sandy terrain
  speed:
  - amount: 35
    type: Land
  - amount: 35
    type: Burrow
  - amount: null
    type: Sand Glide
  spell_attack_to_hit: 31
  spell_dc: null
  traits:
  - CE
  - Large
  - Earth
  - Elemental
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 2
    dex_mod: -2
    int_mod: -5
    str_mod: 3
    wis_mod: 0
  ac: 12
  automatic_abilities:
  - description: A zombie is permanently slowed 1 and can’t use reactions.
    name: Slow
    traits: null
  description: A zombie shambler is a slow-moving horror dangerous in larger groups.
  hp: 20
  immunities:
  - death effects
  - disease
  - mental
  - paralyzed
  - poison
  - unconscious
  innate_spells: null
  languages: ''
  level: -1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+3 plus Grab
      type: bludgeoning
    name: fist
    to_hit: 7
    traits: null
  name: Zombie Shambler
  perception: 0
  proactive_abilities:
  - action_cost: One Action
    description: '**Requirement** The zombie has a creature grabbed or restrained.
      **Effect** The zombie makes a jaws unarmed melee Strike against the grabbed
      or restrained creature with an attack modifier of +7 that deals 1d8+3 piercing
      damage.'
    name: Jaws
    traits:
    - attack
  ranged: null
  resistances: null
  saves:
    fort: 6
    ref: 0
    will: 2
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 5
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Medium
  - Mindless
  - Undead
  - Zombie
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 3
    dex_mod: -2
    int_mod: -5
    str_mod: 4
    wis_mod: 0
  ac: 13
  automatic_abilities:
  - description: A zombie is permanently slowed 1 and can’t use reactions.
    name: Slow
    traits: null
  description: Plague zombies are infested with hideous contagions.
  hp: 50
  immunities:
  - death effects
  - disease
  - mental
  - paralyzed
  - poison
  - unconscious
  innate_spells: null
  languages: ''
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+4 plus Grab and zombie rot
      type: bludgeoning
    name: fist
    to_hit: 9
    traits: null
  name: Plague Zombie
  perception: 3
  proactive_abilities:
  - action_cost: One Action
    description: '**Requirement** The plague zombie has a creature grabbed or restrained.
      **Effect** The plague zombie makes a jaws unarmed melee Strike against the grabbed
      or restrained creature with an attack modifier of +9 that deals 1d12+4 piercing
      damage. A creature damaged by the jaws is exposed to zombie rot.'
    name: Jaws
    traits:
    - attack
  - description: An infected creature can’t heal damage it takes from zombie rot until
      it has been cured of the disease. **Saving Throw** DC 18 Fortitude; **Stage
      1** carrier with no ill effect (1 day); **Stage 2** 1d6 negative damage (1 day);
      **Stage 3** 1d6 negative damage (1 day); **Stage 4** 1d6 negative damage (1
      day); **Stage 5** dead, rising as a plague zombie immediately
    name: Zombie Rot
    traits:
    - disease
    - necromancy
  ranged: null
  resistances: null
  saves:
    fort: 6
    ref: 3
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 7
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Medium
  - Mindless
  - Undead
  - Zombie
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 4
    dex_mod: -3
    int_mod: -5
    str_mod: 5
    wis_mod: 0
  ac: 15
  automatic_abilities:
  - description: A zombie is permanently slowed 1 and can’t use reactions.
    name: Slow
    traits: null
  description: Necromantic augmentations have granted this zombie increased size and
    power.
  hp: 70
  immunities:
  - death effects
  - disease
  - mental
  - paralyzed
  - poison
  - unconscious
  innate_spells: null
  languages: ''
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d12+5 plus Improved Push 5 feet
      type: bludgeoning
    name: fist
    to_hit: 11
    traits:
    - reach 10 feet
  name: Zombie Brute
  perception: 4
  proactive_abilities: []
  ranged: null
  resistances: null
  saves:
    fort: 10
    ref: 3
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 9
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Large
  - Mindless
  - Undead
  - Zombie
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 4
    dex_mod: -1
    int_mod: -5
    str_mod: 7
    wis_mod: 0
  ac: 21
  automatic_abilities:
  - description: A zombie is permanently slowed 1 and can’t use reactions.
    name: Slow
    traits: null
  description: These towering horrors are animated from the corpses of monstrosities.
  hp: 160
  immunities:
  - death effects
  - disease
  - mental
  - paralyzed
  - poison
  - unconscious
  innate_spells: null
  languages: ''
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+9
      type: bludgeoning
    name: hunk of meat
    to_hit: 17
    traits:
    - reach 15 feet
  name: Zombie Hulk
  perception: 8
  proactive_abilities:
  - description: A zombie hulk can throw corpses at foes. While any Medium dead body
      will do, they sometimes throw zombie shamblers, who take just as much damage
      from being thrown as the target they hit. A thrown shambler lands prone, but
      if it’s not destroyed, it can rise and use other actions normally.
    name: Corpse Throwing
    traits: null
  - action_cost: One Action
    description: The zombie hulk makes a hunk of meat Strike and compares the attack
      roll result to the AC of up to two foes, each of whom must be within the Strike’s
      reach. This attack counts as two attacks for the zombie hulk’s multiple attack
      penalty.
    name: Wide Swing
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d10+9
      type: bludgeoning
    name: hunk of meat
    to_hit: 9
    traits:
    - thrown 10 feet
  - action_cost: One Action
    damage:
      formula: 2d6+9
      type: bludgeoning
    name: corpse
    to_hit: 17
    traits:
    - brutal
    - range increment 30 feet
  resistances: null
  saves:
    fort: 16
    ref: 9
    will: 12
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 18
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Huge
  - Mindless
  - Undead
  - Zombie
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 4
    dex_mod: 2
    int_mod: -4
    str_mod: 4
    wis_mod: 0
  ac: 16
  automatic_abilities: null
  description: What first appears to be a simple shrub suddenly stirs to life.
  hp: 35
  immunities: null
  innate_spells: null
  languages: ''
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+4 plus weeping wounds
      type: slashing
    name: vine
    to_hit: 11
    traits:
    - agile
    - reach 10 feet
  name: Bloodlash Bush
  perception: 6
  proactive_abilities:
  - action_cost: Two Actions
    description: . The bush regains an amount of Hit Points equal to double the damage
      dealt.
    name: Blood Siphon
    traits:
    - basic Reflex DC 17
  - description: The bush spins in a circle, lashing out in all directions at once.
      It makes one attack roll and compares the result to the AC of each creature
      within its melee reach, rolling damage only once and applying it to each creature
      hit.
    name: Spinning Strike
    traits: null
  - description: . Unlike other forms of persistent damage, this damage is cumulative,
      to a maximum of 5 persistent bleed damage but it can be stopped like any other
      persistent bleed damage.
    name: Weeping Wounds
    traits:
    - 2 on a critical hit
  ranged: null
  resistances:
  - amount: 5
    type: bludgeoning
  - amount: 5
    type: piercing
  saves:
    fort: 10
    ref: 8
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - tremorsense (imprecise) 30 feet
  skills:
    Athletics: 8
    Stealth: 6
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Small
  - Plant
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 2
    dex_mod: 3
    int_mod: -4
    str_mod: 2
    wis_mod: 0
  ac: 16
  automatic_abilities: null
  description: What first appears to be a simple shrub suddenly stirs to life.
  hp: 15
  immunities: null
  innate_spells: null
  languages: ''
  level: 0
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+2 Grab
      type: plus
    name: vine
    to_hit: 7
    traits:
    - agile
    - finesse
    - reach 10 feet
  name: Vine Lasher
  perception: 4
  proactive_abilities:
  - description: A creature grabbed by a vine lasher is not immobilized, but the grabbed
      creature’s space and every adjacent square use the rules for difficult terrain.
      If the creature moves, the vine lasher moves with it, always keeping the grabbed
      creature within 10 feet of itself. If two or more vine lashers have a creature
      grabbed in this way, then the target’s space and adjacent square instead use
      the rules for greater difficult terrain.
    name: Light Hold
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 6
    ref: 7
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - tremorsense (imprecise) 30 feet
  skills:
    Athletics: 6
    Stealth: 5
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Small
  - Plant
  type: Creature
- ability_mods:
    cha_mod: -5
    con_mod: 5
    dex_mod: -4
    int_mod: -5
    str_mod: 5
    wis_mod: 0
  ac: 12
  automatic_abilities:
  - description: '|1| A blood ooze can seep into a corpse''s wounds, displacing its
      natural blood. It can burst out of the corpse as a free action.'
    name: Infuse Corpse
    traits: null
  description: Swelling like a bubble about to burst, this oozing thing looks like
    it is made entirely from blood. Its slick, crimson skin is marred only by spots
    that look like clots formed on the surface.
  hp: 90
  immunities:
  - critical hits
  - mental
  - precision
  - unconscious
  - visual
  innate_spells: null
  languages: ''
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 1d12+8 plus 1d6 persistent bleed
      type: bludgeoning
    name: pseudopod
    to_hit: 15
    traits:
    - reach 10 feet
  name: Blood Ooze
  perception: 8
  proactive_abilities:
  - action_cost: Two Actions
    description: . The blood ooze regains an amount of Hit Points equal to half the
      damage Siphon Vitality dealt to the single creature that took the most damage.
    name: Siphon Vitality
    traits:
    - DC 21 basic Fortitude save
  ranged: null
  resistances: null
  saves:
    fort: 15
    ref: 6
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - motion sense 60 feet
  - no vision
  skills:
    Athletics: 13
    Stealth: 4
  speed:
  - amount: 10
    type: Land
  - amount: 10
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Large
  - Mindless
  - Ooze
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 2
    dex_mod: 4
    int_mod: 0
    str_mod: 2
    wis_mod: 1
  ac: 19
  automatic_abilities: null
  description: Anadi hunters act as the eyes and ears of their clans, scouting the
    surrounding area for potential invaders.
  hp: 27
  immunities: null
  innate_spells: null
  languages:
  - Anadi
  - Common
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+2
      type: piercing
    name: shortsword
    to_hit: 10
    traits:
    - agile
    - finesse
    - versatile S
  - action_cost: One Action
    damage:
      formula: 1d8+2 plus anadi venom
      type: piercing
    name: fangs
    to_hit: 10
    traits:
    - finesse
  name: Anadi Hunter
  perception: 7
  proactive_abilities:
  - description: '**Saving Throw** DC 16 Fortitude; **Maximum Duration** 4 rounds;
      **Stage 1** 1d6 poison damage and flat-footed (1 round); **Stage 2** 1d6 poison
      damage, flat-footed, and clumsy 1 (1 round)'
    name: Anadi Venom
    traits:
    - poison
  - action_cost: One Action
    description: The anadi changes into their true form, spider form, or human form.
      The above statistics assume the anadi is in their true form. While in their
      human form, the anadi hunter can’t use their fangs attack and loses their climb
      Speed. When in spider form, they can’t use weapons.
    name: Change Shape
    traits:
    - arcane
    - concentrate
    - polymorph
    - transmutation
  - description: By spending several minutes, an anadi can produce silk to craft items
      made of cloth. A single anadi can produce enough silk in a day to craft a single
      garment.
    name: Spin Silk
    traits:
    - concentrate
    - exploration
    - manipulate
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+1
      type: piercing
    name: composite shortbow
    to_hit: 10
    traits:
    - deadly 1d10
    - propulsive
    - range increment 60 feet
    - reload 0
  resistances: null
  saves:
    fort: 6
    ref: 10
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses: null
  skills:
    Acrobatics: 8
    Athletics: 6
    Crafting: 6
    Nature: 5
    Stealth: 8
  speed:
  - amount: 25
    type: Land
  - amount: 25
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - CG
  - Medium
  - Anadi
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 0
    dex_mod: 2
    int_mod: 1
    str_mod: 0
    wis_mod: 4
  ac: 21
  automatic_abilities: null
  description: Anadi sages commune with nature and hone their magic through practice.
  hp: 58
  immunities: null
  innate_spells:
  - level: 2
    name: blur
  - level: 2
    name: illusory creature
  - level: 1
    name: color spray
  - level: 1
    name: illusory disguise
  - level: 1
    name: illusory object
  languages:
  - Anadi
  - Common
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: piercing
    name: shortsword
    to_hit: 12
    traits:
    - agile
    - finesse
    - versatile S
  - action_cost: One Action
    damage:
      formula: 2d6+3 plus anadi venom
      type: piercing
    name: fangs
    to_hit: 12
    traits:
    - finesse
  name: Anadi Sage
  perception: 12
  proactive_abilities:
  - description: '**Saving Throw** DC 20 Fortitude; **Maximum Duration** 4 rounds;
      **Stage 1** 1d6 poison damage and flat-footed (1 round); **Stage 2** 1d6 poison
      damage, flat-footed, and clumsy 1 (1 round)'
    name: Anadi Venom
    traits:
    - poison
  - action_cost: One Action
    description: The anadi changes into their true form, spider form, or human form.
      The above statistics assume the anadi is in their true form. While in their
      human form, the anadi sage can’t use their fangs attack and loses their climb
      Speed. When in spider form, they can’t use weapons.
    name: Change Shape
    traits:
    - arcane
    - concentrate
    - polymorph
    - transmutation
  - description: By spending several minutes, an anadi can produce silk to craft items
      made of cloth. A single anadi can produce enough silk in a day to craft a single
      garment.
    name: Spin Silk
    traits:
    - concentrate
    - exploration
    - manipulate
  ranged: null
  resistances: null
  saves:
    fort: 8
    ref: 10
    will: 12
  saves_special:
    fort: null
    ref: null
    will: null
  senses: null
  skills:
    Athletics: 6
    Crafting: 9
    Deception: 8
    Diplomacy: 10
    Nature: 12
    Survival: 10
  speed:
  - amount: 25
    type: Land
  - amount: 25
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - CG
  - Medium
  - Anadi
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 0
    dex_mod: 4
    int_mod: 1
    str_mod: 2
    wis_mod: 4
  ac: 23
  automatic_abilities: null
  description: Anadi elders must make the difficult decision of whether to continue
    negotiations or to escalate a disagreement to outright conflict.
  hp: 95
  immunities: null
  innate_spells:
  - level: 3
    name: hypnotic pattern
  - level: 3
    name: invisibility sphere
  - level: 2
    name: blur
  - level: 2
    name: invisibility
  - level: 2
    name: mirror image
  - level: 1
    name: color spray
  - level: 1
    name: illusory disguise
  - level: 1
    name: illusory object
  languages:
  - Anadi
  - Common
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+5
      type: piercing
    name: shortsword
    to_hit: 16
    traits:
    - agile
    - finesse
    - versatile S
  - action_cost: One Action
    damage:
      formula: 2d6+5 plus anadi venom
      type: piercing
    name: fangs
    to_hit: 16
    traits:
    - finesse
  name: Anadi Elder
  perception: 15
  proactive_abilities:
  - description: '**Saving Throw** DC 22 Fortitude; **Maximum Duration** 6 rounds;
      **Stage 1** 2d6 poison damage and flat-footed (1 round); **Stage 2** 2d6 poison
      damage, flat-footed, and clumsy 1 (1 round)'
    name: Anadi Venom
    traits:
    - poison
  - action_cost: One Action
    description: The anadi changes into their true form, spider form, or human form.
      The above statistics assume the anadi is in their true form. While in their
      human form, the anadi elder can’t use their fangs attack and loses their climb
      Speed. When in spider form, they can’t use weapons.
    name: Change Shape
    traits:
    - arcane
    - concentrate
    - polymorph
    - transmutation
  - description: By spending several minutes, an anadi can produce silk to craft items
      made of cloth. A single anadi can produce enough silk in a day to craft a single
      garment.
    name: Spin Silk
    traits:
    - concentrate
    - exploration
    - manipulate
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d8+1
      type: piercing
    name: composite longbow
    to_hit: 16
    traits:
    - deadly 1d10
    - propulsive
    - range increment 100 feet
    - reload 0
    - volley 30 feet
  resistances: null
  saves:
    fort: 10
    ref: 14
    will: 16
  saves_special:
    fort: null
    ref: null
    will: null
  senses: null
  skills:
    Athletics: 12
    Crafting: 13
    Deception: 12
    Diplomacy: 10
    Nature: 14
    Society: 9
    Survival: 12
  speed:
  - amount: 25
    type: Land
  - amount: 25
    type: Climb
  spell_attack_to_hit: 17
  spell_dc: null
  traits:
  - Uncommon
  - CG
  - Medium
  - Anadi
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 3
    dex_mod: 0
    int_mod: -1
    str_mod: 6
    wis_mod: 1
  ac: 22
  automatic_abilities: null
  description: Doorwardens are constructs originally invented by elves. Upon first
    glance, these guardians resemble ornate doors made entirely of steel or even mithral,
    but when trespassers try to force their way past, the doorwarden transforms into
    a skilled and sturdy soldier bearing its “door” like a towering shield.
  hp: 60
  immunities:
  - bleed
  - death effects
  - disease
  - doomed
  - drained
  - fatigued
  - healing
  - necromancy
  - nonlethal attacks
  - paralyzed
  - poison
  - sickened
  - unconscious
  innate_spells: []
  languages:
  - Common
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+9
      type: slashing
    name: longsword
    to_hit: 15
    traits:
    - reach 10 feet
    - versatile P
  - action_cost: One Action
    damage:
      formula: 1d6+9
      type: bludgeoning
    name: shield boss
    to_hit: 15
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d4+8
      type: bludgeoning
    name: door
    to_hit: 13
    traits: null
  name: Doorwarden
  perception: 13
  proactive_abilities:
  - action_cost: One Action
    description: Until the next time it acts, the doorwarden appears to be a door.
      It has an automatic result of 31 on Deception checks and DCs to pass as a door.
    name: Imitate Door
    traits:
    - concentrate
  - action_cost: Two Actions
    description: The door opens and slams its doors, making two door Strikes against
      one creature. If both hit, the creature is grabbed—stuck between the doors.
      The doorwarden’s multiple attack penalty doesn’t increase until it has finished
      both attacks.
    name: Slam Doors
    traits:
    - concentrate
  ranged: null
  resistances:
  - amount: 5
    type: physical (except bludgeoning)
  saves:
    fort: 12
    ref: 7
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Athletics: 13
    Intimidation: 11
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - LN
  - Large
  - Construct
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 0
    dex_mod: 3
    int_mod: -4
    str_mod: 2
    wis_mod: 1
  ac: 18
  automatic_abilities: null
  description: The emperor bird is native to the jungles of the Mwangi Expanse and
    known for its brilliant plumage and innate magic. While it usually feeds on lizards,
    big insects, and other small creatures, the emperor bird is highly territorial
    and not afraid to attack larger prey. Its beak, resembling that of the much smaller
    peafowl, is exceptionally sharp, but its deadliest weapon is its tail—the long,
    whiplike blades of bone hidden among its tail feathers are a nasty surprise for
    any predator trying to sneak up on the bird.
  hp: 27
  immunities: null
  innate_spells: null
  languages: ''
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+2
      type: piercing
    name: beak
    to_hit: 11
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d8+3
      type: slashing
    name: tail
    to_hit: 11
    traits:
    - agile
    - reach 10 feet
  name: Emperor Bird
  perception: 8
  proactive_abilities:
  - action_cost: Two Actions
    description: The emperor bird flaps its mesmerizing wings. Each creature within
      15 feet that can see the emperor bird must attempt a DC 19 Will save. **Critical
      Success** The creature is unaffected. **Success** The creature is dazzled for
      1 round. **Failure** The creature is dazzled for 1d4 rounds. **Critical Failure**
      The creature is confused for 1d4 rounds.
    name: Dazzling Display
    traits:
    - enchantment
    - mental
    - primal
    - visual
  - action_cost: Two Actions
    description: The emperor bird makes tail Strikes against two different creatures
      within reach. The emperor bird’s multiple attack penalty does not increase until
      it has finished both attacks.
    name: Tail Lash
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 6
    ref: 9
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses: null
  skills:
    Acrobatics: 9
    Intimidation: 7
    Survival: 7
  speed:
  - amount: 15
    type: Land
  - amount: 20
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - N
  - Medium
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 4
    dex_mod: 0
    int_mod: -3
    str_mod: 4
    wis_mod: 1
  ac: 17
  automatic_abilities: null
  description: Grauladons are vicious predators that appear crocodilian in form, but
    are in fact distant offshoots of dragonkind. They make their dens in the shallows
    of fetid ponds or isolated corners of larger bodies of water, usually in rural
    swamps or woodlands. Driven almost entirely by their base desire to feed, grauladons
    spend most of their time swimming leisurely underwater looking for prey such as
    fish or waterfowl. Possessed of a greed befitting their more majestic dragon cousins,
    grauladons often take down prey larger than they need, jealously guarding the
    corpses to keep scavengers away even as the meat rots. A typical grauladon is
    16 feet long from its snout to the tip of its tail and weighs 1,500 pounds.
  hp: 35
  immunities:
  - paralyzed
  - sleep
  innate_spells: null
  languages:
  - Draconic
  level: 2
  melee:
  - action_cost: One Action
    damage:
      formula: 1d12+4
      type: piercing
    name: jaws
    to_hit: 10
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d8+4
      type: bludgeoning
    name: tail
    to_hit: 10
    traits:
    - agile
  name: Grauladon
  perception: 7
  proactive_abilities:
  - action_cost: One Action
    description: check and compares the result to the Fortitude DC of each target.
    name: Body Slam
    traits: null
  - description: .
    name: Deep Breath
    traits:
    - 22-1/2 minutes
  - action_cost: One Action
    description: . The grauladon can’t use Noxious Breath or Reactive Breath again
      for 1d4 rounds.
    name: Noxious Breath
    traits:
    - sickened 2 on a critical failure
  ranged: null
  resistances: null
  saves:
    fort: 12
    ref: 6
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  skills:
    Athletics: 10
    Stealth: 6
    Survival: 5
  speed:
  - amount: 20
    type: Land
  - amount: 30
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - N
  - Large
  - Dragon
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 3
    dex_mod: -1
    int_mod: -3
    str_mod: 3
    wis_mod: 1
  ac: 17
  automatic_abilities:
  - description: he graveshell conceals its true nature over the course of a few minutes
      by impaling a corpse (typically humanoid) on its spiky shell before partially
      submerging itself in water. It has an automatic result of 22 on Deception checks
      and DCs to pass as a corpse floating in the water.
    name: Corpse Disguise
    traits:
    - exploration
  description: 'The graveshell is a dangerous predator that draws scavengers and explorers
    into its grasp using a morbid lure: the corpse of a former victim impaled upon
    the spikes that protrude from its large, turtle-like shell. Aside from its shell,
    the monster resembles no known animal. Small but bright yellow eyes watch from
    the sagging flesh of its head, the most prominent feature of which is a curiously
    shaped, toothy maw twisted into a perpetual grin. Its stubby arms and legs are
    impractical for both walking and swimming, though the algae-caked claws tipping
    each limb are deadly weapons.'
  hp: 20
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Undercommon
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: piercing
    name: jaws
    to_hit: 8
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d4+3
      type: slashing
    name: claw
    to_hit: 8
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 1d4+3
      type: piercing
    name: shell spikes
    to_hit: 8
    traits: null
  name: Graveshell
  perception: 4
  proactive_abilities:
  - description: .
    name: Deep Breath
    traits:
    - 20 minutes
  - action_cost: One Action
    description: The graveshell withdraws into its shell, gaining a +2 circumstance
      bonus to AC and allowing it to use Shell Block. This lasts until the graveshell
      moves or attacks with any attack other than its shell spikes. The graveshell
      can’t take this action or get any benefit from it if its shell is broken.
    name: Shell Game
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 8
    ref: 2
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - wavesense (imprecise) 30 feet
  skills:
    Athletics: 6
    Stealth: 4
  speed:
  - amount: 20
    type: Land
  - amount: 20
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - N
  - Large
  - Beast
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 3
    dex_mod: 4
    int_mod: -1
    str_mod: -2
    wis_mod: 1
  ac: 16
  automatic_abilities: null
  description: The life of a Hellknight is bloody, brutal, and often short. Many who
    perish in service to a Hellknight order are glad to rest after having served their
    masters so faithfully, but others seek to continue their work even in death. When
    a Hellknight is decapitated, the ghostly undead known as a hellcrown is an occasional
    result. Consumed by the desire to bring about order by inflicting cruelty, hellcrowns
    haunt battlefields and abandoned castles, slaying all they encounter. A strange
    fusion of spirit and steel, a hellcrown has no corporeal form by itself, but instead
    inhabits the helmet it so proudly wore in life. Dangling from the helmet like
    a shroud is a shadow of the former Hellknight’s spine, adding to the creature’s
    terrifyingly gruesome appearance. Hellknights regard hellcrowns with a mixture
    of disgust and respect, considering the individuals who transform into these floating
    undead to have been resolute in purpose but weak in body.
  hp: 20
  immunities:
  - death effects
  - disease
  - paralyzed
  - poison
  - unconscious
  innate_spells: null
  languages:
  - Common
  level: 1
  melee: null
  name: Hellcrown
  perception: 10
  proactive_abilities:
  - description: . Each additional embedded nail increases the enfeebled value by
      1 (to a maximum of enfeebled 4) and the bleed damage by 1. A creature can remove
      a nail with an Interact action to reduce the enfeeblement and amount of bleed
      damage. Pulling out the last nail removes both conditions.
    name: Bleeding Nail
    traits:
    - enfeebled 2 and 1d4 persistent bleed damage on a critical failure
  - action_cost: One Action
    description: All creatures that can see the hellcrown and are suffering from its
      bleeding nail must attempt a DC 16 Will saving throw. A creature that fails
      is frightened 1, and on a critical failure becomes fleeing for as long as it’s
      frightened. Any creature that attempts a save is then temporarily immune for
      10 minutes.
    name: Terrifying Stare
    traits:
    - fear
    - mental
    - visual
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d4+2 plus bleeding nail
      type: piercing
    name: nail
    to_hit: 9
    traits:
    - range increment 20 feet
  resistances: null
  saves:
    fort: 4
    ref: 6
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Intimidation: 8
    Stealth: 7
  speed:
  - amount: 25
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - LE
  - Tiny
  - Undead
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 2
    dex_mod: 3
    int_mod: 0
    str_mod: 3
    wis_mod: 2
  ac: 19
  automatic_abilities:
  - description: The tixitog can detect the vibrations of creatures touching a web
      that the tixitog is also touching.
    name: Web Sense
    traits: null
  description: Tixitogs are a species of bizarre aberrations that make their homes
    in the dens of giant spiders. Immune to poison and able to traverse sticky webs
    thanks to the thick slime that covers their bodies, tixitogs steal food cocooned
    in spider lairs and prey on spiders themselves, but they are careful never to
    kill so many that their food supply runs out. Their favorite meal, however, is
    the odd adventurer or spelunker who stumbles into their nest.
  hp: 40
  immunities:
  - poison
  innate_spells: null
  languages:
  - Aklo
  - Common
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d12+5
      type: piercing
    name: jaws
    to_hit: 10
    traits: null
  - action_cost: One Action
    name: tongue
    to_hit: 12
    traits:
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 1d10+5
      type: bludgeoning
    name: leg
    to_hit: 10
    traits:
    - agile
  name: Tixitog
  perception: 9
  proactive_abilities:
  - action_cost: One Action
    description: Small, 1d12+3 bludgeoning, Rupture 10
    name: Swallow Whole
    traits: null
  - description: When a tixitog hits a Small or smaller creature with its tongue Strike,
      the target is pulled into the tixitog’s mouth. The tixitog can then attempt
      to Swallow it Whole.
    name: Tongue Pull
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 9
    ref: 10
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - web sense (imprecise) 60 feet
  skills:
    Acrobatics: 8
    Athletics: 10
    Occultism: 7
    Stealth: 10
  speed:
  - amount: 25
    type: Land
  - amount: 25
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - NE
  - Medium
  - Aberration
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 2
    dex_mod: 4
    int_mod: -3
    str_mod: 5
    wis_mod: 1
  ac: 24
  automatic_abilities: null
  description: Asanbosams are monstrous, hairy humanoids with cold iron fangs and
    muscular limbs that end in powerful, hooked claws. They hide in treetops and grab
    prey from above, latching onto their unfortunate victims’ necks to drain their
    blood. Locals in nearby communities tell horror stories of these “bloodsucking
    tree-folk,” and experienced jungle explorers keep a close watch on the treetops
    in asanbosam territory.
  hp: 95
  immunities: null
  innate_spells: null
  languages:
  - Mwangi
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+7
      type: piercing
    name: cold iron jaws
    to_hit: 17
    traits:
    - deadly 1d8
  - action_cost: One Action
    damage:
      formula: 2d6+7 plus Grab
      type: slashing
    name: claw
    to_hit: 17
    traits:
    - agile
    - reach 10 feet
  name: Asanbosam
  perception: 17
  proactive_abilities:
  - action_cost: Two Actions
    description: ', it can make a claw Strike with its reach increased to 15 feet.
      This Strike deals an additional 1d6 slashing damage, and if it hits, the asanbosam
      Grabs the target and pulls it to a space adjacent to the asanbosam. This counts
      as two attacks when calculating the asanbosam’s multiple attack penalty.'
    name: Attack from Above
    traits:
    - usually by using its Climb speed
  - action_cost: One Action
    description: A victim’s drained condition decreases by 1 each week. A blood transfusion,
      which requires a successful DC 20 Medicine check and a blood donor or sufficient
      blood, reduces the drained value by 1 after 10 minutes.
    name: Drink Blood
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 15
    ref: 17
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 14
    Athletics: 16
    Intimidation: 15
    Stealth: 16
    Survival: 14
  speed:
  - amount: 35
    type: Land
  - amount: 20
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Large
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 6
    con_mod: 3
    dex_mod: 2
    int_mod: 4
    str_mod: 6
    wis_mod: 3
  ac: 27
  automatic_abilities: null
  description: Bidas are black-scaled dragons with long, serpentine bodies and bat-like
    wings. Their legs and claws are smaller than those of most dragons, but their
    powerful undulating coils, like those of a boa constrictor, are potent weapons
    capable of squeezing the life from several unfortunate victims at a time.
  hp: 135
  immunities:
  - paralyzed
  - sleep
  innate_spells:
  - level: 3
    name: nondetection
  languages:
  - Common
  - Draconic
  - Mwangi
  level: 8
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+9
      type: piercing
    name: jaws
    to_hit: 20
    traits:
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 2d6+9 plus Improved Grab
      type: bludgeoning
    name: tail
    to_hit: 20
    traits:
    - reach 15 feet
  name: Bida
  perception: 15
  proactive_abilities:
  - action_cost: One Action
    description: 1d6+6 bludgeoning, DC 26
    name: Constrict
    traits: null
  - description: A bida can Strike with its tail even while Grabbing creatures with
      it. The bida can have up to eight Medium or smaller creatures grabbed with its
      tail at a time; it can also grab Large creatures, but they count as four Medium
      creatures for this purpose.
    name: Eight Coils
    traits: null
  - description: By concentrating for 4 hours, the bida hides a small settlement.
      This is a 5th-level *hallucinatory terrain* spell, except the area is a 500-foot
      burst and creatures are invisible while inside structures in the area. The bida
      can conceal only one settlement at a time, and must concentrate on the effect
      for 10 minutes at the beginning of each day to maintain the illusion.
    name: Mask Settlement
    traits:
    - arcane
    - illusion
  ranged: null
  resistances:
  - amount: 10
    type: acid
  - amount: 10
    type: poison
  saves:
    fort: 18
    ref: 15
    will: 18
  saves_special:
    fort: null
    ref: null
    will: +2 circumstance to all saves to disbelieve illusions
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  skills:
    Deception: 20
    Diplomacy: 18
    Intimidation: 18
    Society: 16
    Stealth: 16
  speed:
  - amount: 40
    type: Land
  - amount: 60
    type: Fly
  - amount: 20
    type: Climb
  spell_attack_to_hit: null
  spell_dc: 26
  traits:
  - Uncommon
  - LE
  - Huge
  - Dragon
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: -1
    dex_mod: 2
    int_mod: 0
    str_mod: 3
    wis_mod: 2
  ac: 16
  automatic_abilities: null
  description: Rank-and-file bilokos stalk the jungles in small hunting bands.
  hp: 19
  immunities: null
  innate_spells: []
  languages:
  - Mwangi
  - Sylvan
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d8+3
      type: piercing
    name: jaws
    to_hit: 8
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: piercing
    name: spear
    to_hit: 8
    traits: null
  name: Biloko Warrior
  perception: 7
  proactive_abilities:
  - description: If a biloko feasts on a human corpse for 1 minute or more, they gain
      a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for
      1 hour.
    name: Inspired Feast
    traits:
    - emotion
    - mental
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: piercing
    name: spear
    to_hit: 7
    traits:
    - thrown 20 feet
  resistances: null
  saves:
    fort: 4
    ref: 7
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Athletics: 7
    Crafting: 7
    Nature: 5
    Stealth: 6
    Survival: 6
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Small
  - Fey
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 0
    dex_mod: 4
    int_mod: 0
    str_mod: 4
    wis_mod: 3
  ac: 21
  automatic_abilities: null
  description: A biloko who has led a sufficient number of successful hunts garners
    the respect (and fear) of their companions.
  hp: 58
  immunities: null
  innate_spells: []
  languages:
  - Mwangi
  - Sylvan
  level: 4
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+5
      type: piercing
    name: jaws
    to_hit: 14
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d8+5
      type: piercing
    name: longspear
    to_hit: 14
    traits:
    - reach 10 feet
  name: Biloko Veteran
  perception: 11
  proactive_abilities:
  - description: If a biloko feasts on a human corpse for 1 minute or more, they gain
      a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for
      1 hour.
    name: Inspired Feast
    traits:
    - emotion
    - mental
  - action_cost: Two Actions
    description: The veteran makes a melee Strike and compares the attack roll result
      to the AC of up to two foes, each of whom must be within their melee reach and
      adjacent to each other. Roll damage only once and apply it to each creature
      hit. A Swipe counts as two attacks for the veteran’s multiple attack penalty.
    name: Swipe
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: piercing
    name: shortbow
    to_hit: 14
    traits:
    - deadly d10
    - range increment 60 feet
    - reload 0
  resistances: null
  saves:
    fort: 8
    ref: 13
    will: 11
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Athletics: 10
    Crafting: 10
    Intimidation: 12
    Nature: 9
    Stealth: 13
    Survival: 11
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Small
  - Fey
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 1
    dex_mod: 5
    int_mod: 0
    str_mod: 6
    wis_mod: 4
  ac: 25
  automatic_abilities: null
  description: If a biloko is lucky enough to consume several spellcasters or other
    creatures with innate magical abilities, it undergoes a subtle transformation
    over the course of 1 week. Such a fey is known as an eloko, and in addition to
    their incredible appetite (even by biloko standards), they have the supernatural
    ability to grow to immense size.
  hp: 115
  immunities: null
  innate_spells: []
  languages:
  - Aklo
  - Mwangi
  - Sylvan
  level: 7
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+8
      type: piercing
    name: jaws
    to_hit: 17
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d4+8
      type: piercing
    name: dagger
    to_hit: 18
    traits:
    - agile
    - magical
    - versatile S
  name: Eloko
  perception: 15
  proactive_abilities:
  - description: If a biloko feasts on a human corpse for 1 minute or more, they gain
      a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for
      1 hour.
    name: Inspired Feast
    traits:
    - emotion
    - mental
  - action_cost: Two Actions
    description: The eloko is affected by a 4th-level *enlarge* spell. This lasts
      for 1 minute, and the eloko can Dismiss the Spell.
    name: Size Alteration
    traits:
    - polymorph
    - primal
    - transmutation
  - description: creatures.
    name: Sneak Attack
    traits: null
  ranged:
  - action_cost: One Action
    name: blowgun
    to_hit: 17
    traits:
    - agile
    - nonlethal
    - range increment 20 feet
    - reload 1
  - action_cost: One Action
    damage:
      formula: 1d4+8
      type: piercing
    name: dagger
    to_hit: 18
    traits:
    - agile
    - magical
    - thrown 10 feet
    - versatile S
  resistances: null
  saves:
    fort: 12
    ref: 18
    will: 15
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Athletics: 18
    Crafting: 13
    Deception: 15
    Nature: 13
    Stealth: 16
    Survival: 13
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Small
  - Fey
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 2
    dex_mod: 3
    int_mod: -1
    str_mod: 3
    wis_mod: 1
  ac: 18
  automatic_abilities: null
  description: A charau-ka warrior carries hatchets, daggers, and similar weaponry
    on their person and usually doesn’t worry about running out of thrown weapons
    when rocks plucked from the ground are just as deadly in their hands.
  hp: 18
  immunities: null
  innate_spells: null
  languages:
  - Draconic
  - Mwangi
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: slashing
    name: hatchet
    to_hit: 8
    traits:
    - agile
    - sweep
  - action_cost: One Action
    damage:
      formula: 1d4+3
      type: piercing
    name: dagger
    to_hit: 8
    traits:
    - agile
    - finesse
    - versatile S
  - action_cost: One Action
    damage:
      formula: 1d4+3
      type: bludgeoning
    name: fist
    to_hit: 8
    traits:
    - agile
    - nonlethal
  name: Charau-ka Warrior
  perception: 6
  proactive_abilities:
  - action_cost: Free Action
    description: '**Trigger** The charau-ka’s turn begins. **Frequency** once per
      hour; **Effect** The charau-ka is quickened until the end of its turn, and can
      use the extra action to Stride or Strike. While in the frenzy, the charau-ka
      can’t speak and automatically critically fails Stealth checks, due to its loud
      wailing.'
    name: Shrieking Frenzy
    traits:
    - primal
    - transmutation
  - description: trait to make a lethal attack.
    name: Thrown Weapon Mastery
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: slashing
    name: hatchet
    to_hit: 8
    traits:
    - agile
    - deadly d6
    - sweep
    - thrown 10 feet
  - action_cost: One Action
    damage:
      formula: 1d4+3
      type: piercing
    name: dagger
    to_hit: 8
    traits:
    - agile
    - deadly d6
    - thrown 10 feet
    - versatile S
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: bludgeoning
    name: thrown debris
    to_hit: 8
    traits:
    - deadly d6
    - thrown 20 feet
  resistances: null
  saves:
    fort: 7
    ref: 8
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  skills:
    Athletics: 6
    Religion: 4
    Stealth: 6
  speed:
  - amount: 25
    type: Land
  - amount: 25
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Small
  - Charau-ka
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 1
    dex_mod: 2
    int_mod: 0
    str_mod: 2
    wis_mod: 4
  ac: 19
  automatic_abilities: null
  description: Even with the Gorilla King’s fall, some charau-kas still worship Angazhan.
  hp: 45
  immunities: null
  innate_spells: null
  languages:
  - Abyssal
  - Draconic
  - Mwangi
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+5
      type: piercing
    name: spear
    to_hit: 11
    traits:
    - thrown 20 feet
  - action_cost: One Action
    damage:
      formula: 1d4+5
      type: bludgeoning
    name: fist
    to_hit: 11
    traits:
    - agile
    - nonlethal
  name: Charau-ka Acolyte of Angazhan
  perception: 9
  proactive_abilities:
  - action_cost: Free Action
    description: '**Trigger** The charau-ka’s turn begins. **Frequency** once per
      hour; **Effect** The charau-ka is quickened until the end of its turn, and can
      use the extra action to Stride or Strike. While in the frenzy, the charau-ka
      can’t speak and automatically critically fails Stealth checks, due to its loud
      wailing.'
    name: Shrieking Frenzy
    traits:
    - primal
    - transmutation
  - description: trait to make a lethal attack.
    name: Thrown Weapon Mastery
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+5
      type: piercing
    name: spear
    to_hit: 11
    traits:
    - deadly d6
    - thrown 20 feet
  - action_cost: One Action
    damage:
      formula: 1d6+5
      type: bludgeoning
    name: thrown debris
    to_hit: 11
    traits:
    - deadly d6
    - thrown 20 feet
  resistances: null
  saves:
    fort: 8
    ref: 7
    will: 11
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  skills:
    Athletics: 7
    Intimidation: 7
    Nature: 9
    Religion: 11
    Stealth: 7
  speed:
  - amount: 25
    type: Land
  - amount: 25
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Small
  - Charau-ka
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 3
    dex_mod: 3
    int_mod: 0
    str_mod: 5
    wis_mod: 1
  ac: 23
  automatic_abilities: null
  description: While charau-kas are well known for their brutality, some frighten
    even others of their kind with their obsession with violence.
  hp: 95
  immunities: null
  innate_spells: null
  languages:
  - Draconic
  - Mwangi
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+8
      type: slashing
    name: trident
    to_hit: 20
    traits:
    - magical
  - action_cost: One Action
    damage:
      formula: 1d4+8
      type: bludgeoning
    name: fist
    to_hit: 19
    traits:
    - agile
    - nonlethal
  name: Charau-ka Butcher
  perception: 11
  proactive_abilities:
  - description: '**Trigger** The charau-ka butcher deals bleed damage to a creature.
      **Effect** The charau-ka licks blood from its weapon, becoming furious. It regains
      5 HP and gains a +1 status bonus to attack rolls until the end of its turn.'
    name: Blood Fury
    traits:
    - manipulate
  - description: While the charau-ka butcher is raging, its melee Strikes deal 1d4
      persistent bleed damage.
    name: Mauler
    traits: null
  - action_cost: One Action
    description: ; AC 22, +9 HP, +2 melee damage.
    name: Rage
    traits: null
  - action_cost: Free Action
    description: '**Trigger** The charau-ka’s turn begins. **Frequency** once per
      hour; **Effect** The charau-ka is quickened until the end of its turn, and can
      use the extra action to Stride or Strike. While in the frenzy, the charau-ka
      can’t speak and automatically critically fails Stealth checks, due to its loud
      wailing.'
    name: Shrieking Frenzy
    traits:
    - primal
    - transmutation
  - description: trait to make a lethal attack.
    name: Thrown Weapon Mastery
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d8+8
      type: piercing
    name: trident
    to_hit: 18
    traits:
    - deadly d6
    - magical
    - thrown 20 feet
  - action_cost: One Action
    damage:
      formula: 2d6+8
      type: bludgeoning
    name: thrown debris
    to_hit: 17
    traits:
    - deadly d6
    - thrown 20 feet
  resistances: null
  saves:
    fort: 17
    ref: 11
    will: 13
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 11
    Athletics: 15
    Intimidation: 14
    Religion: 9
    Stealth: 13
  speed:
  - amount: 25
    type: Land
  - amount: 25
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Small
  - Charau-ka
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 2
    dex_mod: 4
    int_mod: 0
    str_mod: 1
    wis_mod: 3
  ac: 18
  automatic_abilities: null
  description: The best grippli hunters are chosen for the honorable role of scouts.
  hp: 20
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Grippli
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4+1
      type: slashing
    name: sickle
    to_hit: 9
    traits:
    - agile
    - finesse
    - trip
  name: Grippli Scout
  perception: 8
  proactive_abilities:
  - action_cost: One Action
    description: against a Medium or smaller creature within 20 feet. On a hit, the
      target is flat-footed and takes a –10-foot circumstance penalty to its Speeds.
      On a critical hit, the creature is restrained instead. The DC to Escape the
      net is 16. A creature adjacent to the target can Interact with the net to remove
      it.
    name: Hurl Net
    traits:
    - with a +9 modifier
  - description: A grippli ignores difficult terrain in forests and jungles.
    name: Jungle Stride
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d4+1
      type: piercing
    name: dart
    to_hit: 9
    traits:
    - agile
    - thrown 20 feet
  resistances: null
  saves:
    fort: 7
    ref: 9
    will: 6
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 7
    Athletics: 4
    Nature: 6
    Stealth: 7
    Survival: 6
  speed:
  - amount: 25
    type: Land
  - amount: 20
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Small
  - Grippli
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 2
    dex_mod: 4
    int_mod: 0
    str_mod: 1
    wis_mod: 3
  ac: 20
  automatic_abilities: null
  description: These sharpshooters are renowned for their patience and their accuracy.
  hp: 44
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Grippli
  level: 3
  melee:
  - action_cost: One Action
    damage:
      formula: 1d6+3
      type: piercing
    name: shortsword
    to_hit: 11
    traits:
    - agile
    - finesse
    - versatile S
  name: Grippli Archer
  perception: 10
  proactive_abilities:
  - action_cost: Two Actions
    description: The grippli archer makes three ranged Strikes with their shortbow,
      all against a single target. Combine the damage of any Strikes that hit for
      the purpose of resistances and weaknesses.
    name: Hail of Arrows
    traits: null
  - description: A grippli ignores difficult terrain in forests and jungles.
    name: Jungle Stride
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+2
      type: piercing
    name: shortbow
    to_hit: 11
    traits:
    - deadly 1d10
    - range increment 60 feet
    - reload 0
  resistances: null
  saves:
    fort: 9
    ref: 11
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 9
    Athletics: 6
    Nature: 8
    Stealth: 11
    Survival: 8
  speed:
  - amount: 25
    type: Land
  - amount: 20
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Small
  - Grippli
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 1
    dex_mod: 4
    int_mod: 1
    str_mod: 2
    wis_mod: 4
  ac: 21
  automatic_abilities:
  - description: The greenspeaker can use Diplomacy to Make an Impression on and make
      very simple Requests of plants and fungi. **Items** dart (4), staff
    name: Green Empathy
    traits: null
  description: The unofficial healers of gripplikind are known as greenspeakers.
  hp: 71
  immunities: null
  innate_spells: null
  languages:
  - Common
  - Grippli
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4+4
      type: bludgeoning
    name: staff
    to_hit: 11
    traits:
    - two-hand d8
  name: Grippli Greenspeaker
  perception: 13
  proactive_abilities:
  - description: A grippli ignores difficult terrain in forests and jungles.
    name: Jungle Stride
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d4+4
      type: piercing
    name: dart
    to_hit: 13
    traits:
    - agile
    - thrown 20 feet
  resistances: null
  saves:
    fort: 10
    ref: 13
    will: 13
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 11
    Athletics: 9
    Diplomacy: 10
    Medicine: 11
    Nature: 14
    Religion: 11
    Stealth: 11
    Survival: 11
  speed:
  - amount: 25
    type: Land
  - amount: 20
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Small
  - Grippli
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 1
    dex_mod: 4
    int_mod: 1
    str_mod: 6
    wis_mod: 2
  ac: 25
  automatic_abilities: null
  description: Kishi are duplicitous and murderous fey who dwell on the edges of Golarion’s
    darkest jungles. At first glance, kishi appear to be attractive humans, usually
    of a local ethnicity, but their full heads of thick hair conceal a second face,
    that of a snarling hyena. When a kishi lures their prey into a vulnerable situation,
    their head swivels around, revealing this fearsome visage. In this form, a kishi’s
    powerful jaws are almost impossible to pry loose and can crush a victim’s bones
    in a matter of moments. Kishi are highly varied in their physical features, and
    their height and weight are as variable as the people whose communities they infiltrate.
  hp: 138
  immunities: null
  innate_spells: []
  languages:
  - Common
  - Sylvan
  level: 8
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+9 plus Grab
      type: piercing
    name: jaws
    to_hit: 20
    traits: null
  - action_cost: One Action
    damage:
      formula: 2d8+9
      type: slashing
    name: claw
    to_hit: 20
    traits:
    - agile
  name: Kishi
  perception: 14
  proactive_abilities:
  - action_cost: One Action
    description: ''
    name: Constrict
    traits:
    - grabbed by jaws only
  - action_cost: Free Action
    description: skills only when its human face is showing, and it can use its jaws
      Strike only when its hyena face is showing.
    name: Head Spin
    traits: null
  - action_cost: Two Actions
    description: The kishi Strides twice. If it ends its movement within melee reach
      of at least one enemy, it can make a melee Strike against that enemy.
    name: Sudden Charge
    traits: null
  - description: A creature grabbed in the kishi’s jaws can’t speak, including providing
      verbal components for spells. In addition, the creature takes a –2 circumstance
      penalty to Escape.
    name: Vice-Like Jaws
    traits: null
  ranged: null
  resistances:
  - amount: 10
    type: piercing
  saves:
    fort: 13
    ref: 18
    will: 17
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Athletics: 20
    Deception: 20
    Diplomacy: 19
    Society: 15
    Stealth: 18
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Medium
  - Fey
  type: Creature
- ability_mods:
    cha_mod: -5
    con_mod: 4
    dex_mod: -3
    int_mod: -5
    str_mod: 5
    wis_mod: -5
  ac: 13
  automatic_abilities:
  - description: Living sap can sense nearby motion through vibration and air movement.
    name: Motion Sense
    traits: null
  description: The tall sharinga trees of the Mwangi Expanse leak golden sap from
    their swollen, bulbous trunks, which coagulates when exposed to air. The toxic
    resin, which has a bitter taste, protects the tree from herbivorous insects and
    other animals, but in rare cases—usually in areas awash in positive energy or
    the influence of the First World—the sap gains a life of its own. Such “living
    sap” is a mindless ooze that attempts to smother and engulf just about anything
    that moves, from the bugs and small beasts that feed on its sharinga tree to larger
    creatures unlucky enough to stumble upon it. Due to its immunities to most forms
    of physical damage and its protectiveness of its mother tree, a living ooze is
    a nuisance to communities that rely on the sap of sharinga trees to make resin,
    rubber, and glue.
  hp: 175
  immunities:
  - critical hits
  - mental
  - piercing
  - precision
  - slashing
  - unconscious
  - visual
  innate_spells: null
  languages: ''
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+8 plus entangling residue
      type: bludgeoning
    name: pseudopod
    to_hit: 17
    traits: null
  name: Living Sap
  perception: 7
  proactive_abilities:
  - action_cost: Two Actions
    description: DC 22, 2d6 acid, Escape DC 24, Rupture 10
    name: Engulf
    traits: null
  - description: until the end of the living sap’s next turn.
    name: Entangling Residue
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 18
    ref: 7
    will: 5
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - motion sense 60 feet
  - no vision
  skills:
    Athletics: 17
    Stealth: 10
  speed:
  - amount: 10
    type: Land
  - amount: 10
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - N
  - Medium
  - Mindless
  - Ooze
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 6
    dex_mod: 4
    int_mod: -4
    str_mod: 7
    wis_mod: 2
  ac: 27
  automatic_abilities: null
  description: Mokele-mbembes are large, reptilian predators found deep within Golarion’s
    jungles. Mwangi view mokele-mbembes as embodiments of nature’s strength and majesty,
    and they consider the sighting of this rare being a sign of favor from the gods
    and an omen of powerful natural forces.
  hp: 172
  immunities: null
  innate_spells: null
  languages: ''
  level: 9
  melee:
  - action_cost: One Action
    damage:
      formula: 2d12+10
      type: piercing
    name: jaws
    to_hit: 22
    traits:
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 2d6+10
      type: bludgeoning
    name: tail
    to_hit: 22
    traits:
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 2d8+10
      type: bludgeoning
    name: foot
    to_hit: 22
    traits:
    - reach 10 feet
  name: Mokele-Mbembe
  perception: 15
  proactive_abilities:
  - description: Large or smaller, foot, DC 28
    name: Trample
    traits: null
  - action_cost: Two Actions
    description: 'The mokele-mbembe cracks its tail, creating a sonic boom in a 5-foot
      burst centered on a corner within reach of its tail Strike. Each creature in
      the burst’s area must attempt a DC 28 Fortitude save. Mokele-mbembes are immune.
      **Critical Success** The creature is unaffected. **Success** The creature is
      stunned 1. **Failure** The creature is stunned 2. **Critical Failure** The creature
      is stunned 3. '
    name: Whip Tail
    traits:
    - sonic
  ranged: null
  resistances: null
  saves:
    fort: 21
    ref: 15
    will: 17
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 30 feet
  skills:
    Athletics: 20
    Stealth: 19
    Survival: 17
  speed:
  - amount: 30
    type: Land
  - amount: 30
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - N
  - Huge
  - Animal
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 2
    dex_mod: 5
    int_mod: -1
    str_mod: 4
    wis_mod: 1
  ac: 22
  automatic_abilities: null
  description: Sabosans are evil, intelligent, bat-like humanoids who live in warm
    forests and drink the blood of other creatures, particularly people. They have
    thin, emaciated torsos and broad, leathery wings that can reach a span of almost
    20 feet. Sabosans’ heads, necks, shoulders, and upper chests are covered with
    red or dark-brown fur that barely obscures their stretched.thin flesh. Their ears
    are large and pointed like a bat's, and indeed they can echolocate to locate prey
    much like bats can, though their eyes are also capable of seeing in low light.
  hp: 78
  immunities: null
  innate_spells: null
  languages:
  - Abyssal
  - Mwangi
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+4 plus 1 persistent bleed
      type: piercing
    name: jaws
    to_hit: 14
    traits: null
  - action_cost: One Action
    damage:
      formula: 2d6+4 plus Grab
      type: slashing
    name: claw
    to_hit: 15
    traits:
    - agile
    - finesse
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: piercing
    name: spear
    to_hit: 13
    traits: null
  name: Sabosan
  perception: 10
  proactive_abilities:
  - action_cost: One Action
    description: . The sabosan gains a number of temporary Hit Points equal to the
      number of Hit Points lost by the creature.
    name: Drain Blood
    traits: null
  - action_cost: Two Actions
    description: The sabosan emits a deafening cry in a 30-foot cone. Non-sabosan
      creatures in this area must each succeed at a DC 23 Fortitude save or be deafened
      for 1 minute.
    name: Fell Shriek
    traits:
    - auditory
  - action_cost: Two Actions
    description: The sabosan Strides up to double its Speed and then makes a claw
      Strike. If the sabosan moved at least 20 feet, it deals an additional 1d6 damage
      on a hit.
    name: Powerful Charge
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 1d6+4
      type: piercing
    name: spear
    to_hit: 14
    traits:
    - thrown 20 feet
  resistances: null
  saves:
    fort: 11
    ref: 14
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - echolocation 20 feet
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 16
    Athletics: 11
    Stealth: 16
  speed:
  - amount: 25
    type: Land
  - amount: 25
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Medium
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 4
    dex_mod: 2
    int_mod: -4
    str_mod: 5
    wis_mod: 2
  ac: 23
  automatic_abilities:
  - description: The blood boar can precisely sense bleeding creatures within . **Blood
      Quarry** On smelling a creature’s blood, the blood boar can designate that creature
      as its quarry. The blood boar can smell its quarry from up to a mile away. A
      blood boar can have only one quarry at a time.
    name: Bloodsense
    range: 60 feet
    traits: null
  - description: On smelling a creature’s blood, the blood boar can designate that
      creature as its quarry. The blood boar can smell its quarry from up to a mile
      away. A blood boar can have only one quarry at a time.
    name: Blood Quarry
    traits: null
  description: Blood boars are fearsome swine bred in Cheliax for the singular purpose
    of hunting down escaped slaves. The species originated from a type of large feral
    boar native to Nidal’s shadowy Uskwood, and blood boars retain their predecessors’
    gray fur, red eyes, and exceptional senses. The intensive breeding process to
    produce blood boars—augmented by the selective application of magic—grants the
    creatures an unparalleled awareness of blood, including the ability to precisely
    detect a bloodied creature’s location and movements, allowing the boars to track
    their prey from up to a mile away.
  hp: 98
  immunities: null
  innate_spells: null
  languages: ''
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+8
      type: piercing
    name: jaws
    to_hit: 17
    traits: null
  name: Blood Boar
  perception: 15
  proactive_abilities:
  - action_cost: One Action
    description: The blood boar Strides toward its quarry, ignoring difficult terrain
      and gaining a +10-foot circumstance bonus to its Speed during the movement.
    name: Chase Down
    traits: null
  - action_cost: One Action
    description: The blood boar lets forth a hair-raising squeal. Each creature within
      30 feet must succeed at a DC 23 Will save or become frightened 1 (frightened
      2 on a critical failure). If the blood boar uses Terrifying Squeal on the same
      turn after using Chase Down, the Will save DC is instead 25.
    name: Terrifying Squeal
    traits:
    - auditory
    - emotion
    - fear
    - mental
  ranged: null
  resistances: null
  saves:
    fort: 16
    ref: 14
    will: 10
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - bloodsense 60 feet
  - low-light vision
  - scent (imprecise) 30 feet
  skills:
    Acrobatics: 10
    Athletics: 15
    Survival: 15
  speed:
  - amount: 40
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Medium
  - Animal
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 5
    dex_mod: 1
    int_mod: 2
    str_mod: 7
    wis_mod: 3
  ac: 30
  automatic_abilities: null
  description: Kalavakuses work as slavers in the Abyss, earning them the alternate
    moniker of “slaver demons”; these fiends round up captured victims and sell them
    to other fiends or unscrupulous mortals. Pleas for freedom or clemency fall on
    deaf ears, as slaver demons consider anyone they can catch and hold to be their
    rightful property and theirs to sell. Kalavakuses know more than just physical
    means of restraining slaves; they also know how to fetter a victim’s soul. The
    most successful slaver demons have vast slave-pits in the Abyss where they keep
    stables of imprisoned souls.
  hp: 200
  immunities: null
  innate_spells:
  - level: 5
    name: dimension door
  - frequency: x2
    level: 4
    name: air walk
  - frequency: x2
    level: 4
    name: dimension door
  - level: 3
    name: haste
  languages:
  - Abyssal
  - Celestial
  - Draconic
  level: 10
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+13
      type: piercing
    name: horns
    to_hit: 23
    traits:
    - deadly 1d8
  - action_cost: One Action
    damage:
      formula: 2d8+13
      type: slashing
    name: claw
    to_hit: 23
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 2d6+13
      type: piercing
    name: jaws
    to_hit: 23
    traits: null
  name: Kalavakus (Slaver Demon)
  perception: 19
  proactive_abilities:
  - action_cost: Two Actions
    description: The demon enslaves the soul of a living creature within 60 feet.
      The target can attempt to resist this enslavement with a DC 29 Will save. A
      slaver demon can have only one living soul enslaved with this ability at a time,
      and no more than one slaver demon can enslave the same soul. If a slaver demon
      kills a creature whose soul it has enslaved, the demon regains 20 HP and the
      soul is consigned to an eternity of toil in the Abyss, adding to the slaver
      demon’s tally of souls and allowing the demon to enslave another. **Success**
      The target avoids being enslaved and is temporarily immune for 24 hours. **Failure**
      The target is enslaved and is enfeebled 2 for 24 hours or until the slaver demon
      is slain, whichever comes first. **Critical Failure** As failure, and the target
      also suffers the effects of a failed saving throw against *dominate*.
    name: Enslave Soul
    traits:
    - arcane
    - enchantment
    - mental
  ranged: null
  resistances: null
  saves:
    fort: 21
    ref: 17
    will: 19
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  skills:
    Acrobatics: 15
    Athletics: 23
    Intimidation: 22
    Religion: 17
    Stealth: 19
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Medium
  - Demon
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 4
    dex_mod: 5
    int_mod: 3
    str_mod: 5
    wis_mod: 2
  ac: 28
  automatic_abilities: null
  description: Perhaps more than any other devil, osyluths—also known as bone devils—
    embrace the torture and sadism for which Hell is so well known. They are exemplary
    inquisitors with an unwavering devotion to Hell’s laws and hierarchy, and they
    seek out heresies among mortals and devilkind with equal vigor. These devils arise
    from the Styx-fed swamps of Stygia, Hell’s fifth layer, from the stagnant energy
    of long-dead heresies. Left to their own devices, osyluths build massive, calcified
    hives in Stygia’s remote corners and hunt the infernal swampland for lesser devils
    and petitioners.
  hp: 146
  immunities:
  - fire
  innate_spells:
  - level: 5
    name: dimension door
  - level: 5
    name: phantom pain
  - frequency: at will
    level: 4
    name: dimension door
  - frequency: at will
    level: 4
    name: dimensional anchor
  - frequency: at will
    level: 4
    name: discern lies
  languages:
  - Celestial
  - Draconic
  - Infernal
  level: 9
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+11
      type: piercing
    name: jaws
    to_hit: 20
    traits: null
  - action_cost: One Action
    damage:
      formula: 2d6+11
      type: slashing
    name: claw
    to_hit: 20
    traits:
    - agile
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 1d10+11 plus bone devil venom
      type: piercing
    name: stinger
    to_hit: 21
    traits:
    - reach 15 feet
  name: Osyluth (Bone Devil)
  perception: 17
  proactive_abilities:
  - description: '**Saving Throw** DC 25 Fortitude; **Maximum Duration** 6 rounds;
      **Stage 1** 2d6 poison damage, enfeebled 1 (1 round); **Stage 2** 3d6 poison
      damage and enfeebled 1 (1 round); **Stage 3** 3d6 poison damage, enfeebled 2,
      and the creature takes a –4 status penalty to Will saves against attempts to
      Coerce it (1 hour)'
    name: Bone Devil Venom
    traits:
    - poison
  - description: on itself using only 1 action.
    name: Quick Invisibility
    traits: null
  - description: condition with any of its Strikes.
    name: Sadistic Strike
    traits: null
  - action_cost: One Action
    description: .
    name: Tail Sweep
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d6+8
      type: piercing
    name: bone shard
    to_hit: 20
    traits:
    - range increment 30 feet
  resistances:
  - amount: 10
    type: physical (except silver)
  - amount: 10
    type: 'poison '
  saves:
    fort: 21
    ref: 18
    will: 15
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - greater darkvision
  skills:
    Arcana: 18
    Deception: 19
    Intimidation: 21
    Religion: 15
    Stealth: 20
  speed:
  - amount: 35
    type: Land
  - amount: 30
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Large
  - Devil
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 5
    dex_mod: 2
    int_mod: 0
    str_mod: 8
    wis_mod: 1
  ac: 33
  automatic_abilities: null
  description: Shadow giants are natives of the Plane of Shadow, where they have dwelled
    in perpetual twilight for millennia. Their cultures vary greatly depending on
    whether the giants reside in their land of origin or have relocated to the Material
    Plane. On the Plane of Shadow, they live in familial groups and uphold a nomadic
    way of life as they roam across vast ancestral lands between forests of shadow
    and misty chasms. These hunter-gatherers pass their lore down through oral histories,
    conduct pilgrimages to unholy ziggurats of black stone, and bathe in the blood
    of their long-standing foes, including rival shadow giant tribes and velstracs
    intent on enslaving their kind. On the Material Plane, conversely, they are typically
    secretive and isolationist, keeping apart from other peoples.
  hp: 275
  immunities: null
  innate_spells: null
  languages:
  - Jotun
  - Shadowtongue
  level: 13
  melee:
  - action_cost: One Action
    damage:
      formula: 3d8+18 plus pall of shadow
      type: slashing
    name: spiked chain
    to_hit: 27
    traits:
    - disarm
    - reach 10 feet
    - trip
  - action_cost: One Action
    damage:
      formula: 3d8+18 plus pall of shadow
      type: bludgeoning
    name: fist
    to_hit: 27
    traits:
    - agile
    - nonlethal
    - reach 10 feet
  name: Shadow Giant
  perception: 20
  proactive_abilities:
  - description: When a shadow giant hits with a melee attack, the target must succeed
      at a DC 30 Fortitude save or become drained 1 and take a –1 status penalty to
      Perception checks involving sight as long as they remain drained. On a critical
      failure, this condition doesn’t heal naturally and can be removed only with
      magic.
    name: Pall of Shadow
    traits:
    - divine
    - necromancy
  - action_cost: One Action
    description: The shadow giant gains the effect of the *blur* spell for 1 minute
      or until it is exposed to direct sunlight, whichever comes first.
    name: Shadowcloak
    traits:
    - divine
    - illusion
  - action_cost: One Action
    description: ''
    name: Throw Rock
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d8+18
      type: bludgeoning
    name: rock
    to_hit: 27
    traits:
    - brutal
    - range increment 120 feet
  resistances: null
  saves:
    fort: 25
    ref: 20
    will: 23
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 27
    Intimidation: 24
    Stealth: 21
  speed:
  - amount: 35
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Large
  - Giant
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 0
    dex_mod: 3
    int_mod: 3
    str_mod: -5
    wis_mod: 7
  ac: 29
  automatic_abilities: null
  description: Though the Silver Ravens defeated the evil tyrant Barzillai Thrune
    before he could fully realize his goal of becoming a genius loci, remnants of
    his spirit remain throughout the Ravounel region. On occasion, these scraps of
    sentience form a vague, Barzillai-shaped body from bits of the nearby terrain,
    but when near haunted locations, the spectral force can coalesce into a more precise
    body using ectoplasm siphoned from these haunts. In either form, the remnant carries
    a form of Barzillai’s own burning mace, which dissolves into a thin mist 1 hour
    after the remnant is destroyed.
  hp: 135
  immunities:
  - death effects
  - disease
  - paralyzed
  - poison
  - precision
  - unconscious
  innate_spells: null
  languages:
  - Aklo
  - Azlanti
  - Common
  - Draconic
  - Elven
  - Gnomish
  - Halfling
  - Infernal
  - Jotun
  - Shadowtongue
  - Strix
  - Varisian
  level: 10
  melee:
  - action_cost: One Action
    damage:
      formula: 2d6+8 plus 2d6 fire
      type: bludgeoning
    name: burning mace
    to_hit: 22
    traits:
    - magical
    - fire
    - shove
  name: Remnant of Barzillai
  perception: 22
  proactive_abilities:
  - description: '**Frequency** three times per day; **Requirements** The remnant
      of Barzillai is within Ravounel. **Effect** The remnant of Barzillai stirs up
      and amplifies unsettled spirits in the area to create a single haunt of 6th
      level or lower at his present location. This haunt is permanent until it is
      disabled or the remnant of Barzillai is destroyed.'
    name: Create Haunt
    traits:
    - divine
    - necromancy
  ranged: null
  resistances:
  - amount: 8
    type: all (except force, ghost touch, or positive; double resistance against non-magical)
  - amount: 12
    type: haunted form
  saves:
    fort: 14
    ref: 21
    will: 23
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Arcana: 21
    Deception: 23
    Religion: 21
    Society: 19
  speed:
  - amount: 25
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Rare
  - LE
  - Medium
  - Incorporeal
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 7
    con_mod: 3
    dex_mod: 5
    int_mod: 1
    str_mod: 4
    wis_mod: 3
  ac: 33
  automatic_abilities: null
  description: Rusalkas are androgynous, river-dwelling fey who delight in manipulating
    the emotions of those unfortunate enough to fall into their grasp.
  hp: 180
  immunities: null
  innate_spells:
  - frequency: at will
    level: 5
    name: control water
  - frequency: at will
    level: 5
    name: summon elemental
  - frequency: at will
    level: 3
    name: charm
  - frequency: at will
    level: 2
    name: invisibility
  - frequency: at will
    level: 2
    name: obscuring mist
  - frequency: constant
    level: 6
    name: water walk
  languages:
  - Common
  - Sylvan
  level: 12
  melee:
  - action_cost: One Action
    damage:
      formula: 3d8+10 plus Improved Grab
      type: bludgeoning
    name: tresses
    to_hit: 24
    traits:
    - agile
    - finesse
    - reach 15 feet
  name: Rusalka
  perception: 22
  proactive_abilities:
  - action_cost: One Action
    description: The rusalka cries out a compelling invitation. Each non-fey creature
      within a 300-foot emanation must attempt a DC 27 Will save. The effect lasts
      for 1 round, but if the rusalka uses Beckoning Call again on subsequent rounds,
      the duration extends by 1 round for all affected creatures. Once a creature
      succeeds at any save against Beckoning Call, that creature is temporarily immune
      for 24 hours. **Success** The creature is unaffected. **Failure** The creature
      is fascinated and must spend each of its actions to move closer to the rusalka,
      while avoiding obvious dangers. If a beckoned creature is adjacent to the rusalka,
      it stays still and doesn’t act. If attacked by the rusalka, the creature is
      freed from captivation at the end of the rusalka’s turn. **Critical Failure**
      As failure, but if attacked by the rusalka, the creature can attempt a new save
      only at the start of its next turn, rather than being freed at the end of the
      rusalka’s turn.
    name: Beckoning Call
    traits:
    - auditory
    - concentrate
    - enchantment
    - incapacitation
    - mental
    - primal
  - action_cost: One Action
    description: 2d8+10 bludgeoning, DC 32
    name: Constrict
    traits: null
  - description: A rusalka can have up to eight creatures grabbed within their tresses
      at a time.
    name: Entangling Tresses
    traits: null
  - action_cost: Two Actions
    description: check and compares the result to each grabbed creature’s Fortitude
      DC. The rusalka moves each creature they succeed against up to 10 feet and each
      creature they critically succeed against up to 20 feet. This movement must all
      be within reach of its tresses.
    name: Flowing Hair
    traits: null
  - action_cost: One Action
    description: The rusalka touches a creature within 5 feet using their hand, stirring
      up memories of regret and shame. The target must attempt a DC 35 Will save.
      **Critical Success** The target is unaffected. **Success** The target is sickened
      1. **Failure** The creature is sickened 1 and stunned 1. **Critical Failure**
      The creature is sickened 1 and stunned 1, and it must use its first action on
      its next turn to Strike itself, automatically hitting.
    name: Shameful Touch
    traits:
    - emotion
    - enchantment
    - mental
    - primal
  ranged: null
  resistances:
  - amount: 10
    type: fire
  saves:
    fort: 21
    ref: 25
    will: 21
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Acrobatics: 21
    Athletics: 22
    Deception: 25
    Diplomacy: 21
    Nature: 21
    Performance: 23
    Stealth: 25
  speed:
  - amount: 25
    type: Land
  - amount: 50
    type: Swim
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Medium
  - Aquatic
  - Fey
  type: Creature
- ability_mods:
    cha_mod: -1
    con_mod: 1
    dex_mod: 3
    int_mod: 2
    str_mod: -1
    wis_mod: 1
  ac: 17
  automatic_abilities:
  - description: velstrac automatically knows whether a creature it sees has any of
      the doomed, dying, and wounded conditions, as well as the value of those conditions.
    name: Painsight
    traits:
    - divination
    - divine
  description: These spherical monsters made of sinewy muscle, serrated blades, and
    bloody metal are the most common velstracs on the Shadow Plane. Each augur has
    only a single eye, from which it can see the horrors inflicted upon it by other
    velstracs, who train the augur to expect and appreciate pain. Augurs are 1 foot
    in diameter and weigh 30 pounds.
  hp: 14
  immunities:
  - cold
  innate_spells:
  - frequency: once per week
    level: 4
    name: read omens
  - frequency: x2
    level: 2
    name: augury
  - frequency: x3
    level: 1
    name: harm
  languages:
  - Common
  - Infernal
  - Shadowtongue
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d4-1 plus 1d4 persistent bleed
      type: slashing
    name: blade
    to_hit: 8
    traits:
    - agile
    - finesse
    - versatile P
  name: Augur
  perception: 8
  proactive_abilities:
  - action_cost: One Action
    description: The augur stares at a creature it can see within 30 feet. The target
      must immediately attempt a Will save against the augur’s unnerving gaze. After
      attempting this save, the creature is then temporarily immune until the start
      of the augur’s next turn.
    name: Focus Gaze
    traits:
    - concentrate
    - divine
    - enchantment
    - fear
    - mental
    - visual
  - action_cost: Two Actions
    description: . Each creature is affected only once, even if the augur moves through
      its space multiple times.
    name: Whirling Slice
    traits:
    - DC 16 basic Reflex save
  ranged: null
  resistances: null
  saves:
    fort: 4
    ref: 10
    will: 7
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - painsight
  skills:
    Acrobatics: 8
    Deception: 6
    Intimidation: 7
    Religion: 4
    Stealth: 8
  speed:
  - amount: 20
    type: Land
  - amount: 40
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - LE
  - Tiny
  - Fiend
  - Velstrac
  type: Creature
- ability_mods:
    cha_mod: 1
    con_mod: 2
    dex_mod: 3
    int_mod: 0
    str_mod: 4
    wis_mod: 1
  ac: 24
  automatic_abilities:
  - description: n evangelist automatically knows whether a creature it sees has any
      of the doomed, dying, and wounded conditions, as well as the value of those
      conditions.
    name: Painsight
    traits:
    - divination
    - divine
  description: The velstracs’ unofficial ambassadors, evangelists roam the farthest
    reaches of the planes to spread the word of their kind’s abhorrent belief in perfection
    through pain. They are therefore the most frequently encountered velstracs on
    the Material Plane, often leading covens of hedonistic mortal flesh-sculptors
    or serving as wardens of horrific dungeons. In regions ruled by infernal powers,
    evangelists may serve as lieutenants or advisors, whispering secret paths to power
    in exchange for mortals’ souls or choice mortal flesh.
  hp: 90
  immunities:
  - cold
  innate_spells: null
  languages:
  - Common
  - Infernal
  - Shadowtongue
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+7 plus 1d6 persistent bleed and impaling chain
      type: piercing
    name: chain
    to_hit: 17
    traits:
    - disarm
    - reach 10 feet
    - trip
  name: Evangelist
  perception: 13
  proactive_abilities:
  - description: Chains in the evangelist’s vicinity sprout barbs and writhe menacingly.
      The evangelist can make chain Strikes against any creature that is adjacent
      to an unattended chain within 20 feet, in addition to within the reach of its
      own chain Strike.
    name: Animate Chains
    traits:
    - divine
    - transmutation
  - action_cost: One Action
    description: The evangelist stares at a creature it can see within 30 feet. The
      target must immediately attempt a Will save against the evangelist’s unnerving
      gaze. In addition, if the creature was already frightened, on a failed save,
      the evangelist is concealed from the creature for as long as the creature remains
      frightened. After attempting this save, the creature is then temporarily immune
      until the start of the evangelist’s next turn.
    name: Focus Gaze
    traits:
    - concentrate
    - divine
    - enchantment
    - fear
    - mental
    - visual
  - description: .
    name: Impaling Chain
    traits:
    - Escape DC 25
  ranged: null
  resistances: null
  saves:
    fort: 15
    ref: 14
    will: 11
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - painsight
  skills:
    Acrobatics: 13
    Athletics: 15
    Crafting: 10
    Intimidation: 15
    Religion: 11
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - LE
  - Medium
  - Fiend
  - Velstrac
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 5
    dex_mod: 3
    int_mod: 2
    str_mod: 7
    wis_mod: 6
  ac: 33
  automatic_abilities:
  - description: n interlocutor automatically knows whether a creature it sees has
      any of the doomed, dying, and wounded conditions, as well as the value of those
      conditions.
    name: Painsight
    traits:
    - divination
    - divine
  description: Interlocutors are the most talented surgeon-sculptors of the velstracs,
    carving away flesh and replacing it with new body parts of muscle, sinew, and
    metal. Few interlocutors resemble one another, but all are towering, multi-limbed
    amalgamations of the strongest limbs, densest bone, and sharpest metal they can
    find. They continually search for new material to graft to their forms, and their
    slain foes are rarely found intact, as little is more valuable to interlocutors
    than a powerful opponent’s legs, eyes, or even brain.
  hp: 215
  immunities:
  - cold
  innate_spells:
  - frequency: self only, to the Material or Shadow Plane only
    level: 7
    name: plane shift
  - level: 5
    name: breath of life
  - frequency: x2
    level: 4
    name: heal
  - frequency: x2
    level: 4
    name: restoration
  languages:
  - Common
  - Infernal
  - Shadowtongue
  level: 12
  melee:
  - action_cost: One Action
    damage:
      formula: 3d10+13 plus 2d6 persistent bleed
      type: slashing
    name: claw
    to_hit: 25
    traits:
    - deadly 2d10
    - reach 10 feet
  name: Interlocutor
  perception: 24
  proactive_abilities:
  - action_cost: One Action
    description: The interlocutor stares at a creature it can see within 30 feet.
      The target must immediately attempt a Will save against the interlocutor’s unnerving
      gaze. In addition, if the creature was already stunned, on a failed save, it
      feels its muscles and organs twitch and writhe, causing it to be clumsy 2 for
      1 minute. After attempting this save, the creature is then temporarily immune
      until the start of the interlocutor’s next turn.
    name: Focus Gaze
    traits:
    - concentrate
    - divine
    - enchantment
    - mental
    - visual
  - action_cost: One Action
    description: This functions as the Rend ability, dealing claw damage. In addition,
      if the target is a living creature with organs and muscle, the interlocutor
      opens a precise wound. Until the creature is restored to its maximum Hit Points,
      closing the wound, Strikes against the creature deal 1d6 extra precision damage.
    name: Surgical Rend
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 23
    ref: 21
    will: 26
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - painsight
  skills:
    Athletics: 25
    Crafting: 22
    Intimidation: 25
    Medicine: 26
    Religion: 22
    Stealth: 19
  speed:
  - amount: 40
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - LE
  - Large
  - Fiend
  - Velstrac
  type: Creature
- ability_mods:
    cha_mod: 8
    con_mod: 3
    dex_mod: 7
    int_mod: 6
    str_mod: 6
    wis_mod: 6
  ac: 39
  automatic_abilities:
  - description: precentor automatically knows whether a creature it sees has any
      of the doomed, dying, and wounded conditions, as well as the value of those
      conditions.
    name: Painsight
    traits:
    - divination
    - divine
  description: Velstrac storytellers and historians are known as precentors. Trailed
    by horrific choirs, precentors perform in the courts of the velstrac demagogues.
  hp: 295
  immunities:
  - cold
  innate_spells:
  - level: 9
    name: wail of the banshee
  - frequency: at will, self only, to the Material or Shadow Plane only
    level: 8
    name: harm
  - frequency: at will, self only, to the Material or Shadow Plane only
    level: 8
    name: plane shift
  - frequency: at will
    level: 5
    name: sound burst
  - frequency: at will
    level: 5
    name: synesthesia
  - frequency: constant
    level: 8
    name: detect magic
  - frequency: constant
    level: 8
    name: mind blank
  - frequency: constant
    level: 8
    name: fly
  - frequency: constant
    level: 8
    name: true seeing
  - frequency: constant
    level: 6
    name: fly
  - frequency: constant
    level: 6
    name: true seeing
  languages:
  - Common
  - Infernal
  - Shadowtongue
  level: 16
  melee:
  - action_cost: One Action
    damage:
      formula: 4d10+6 plus 1d6 persistent bleed
      type: slashing
    name: claw
    to_hit: 31
    traits:
    - agile
    - finesse
    - reach 10 feet
  name: Precentor
  perception: 32
  proactive_abilities:
  - action_cost: Two Actions
    description: by each other and the precentor, and they can’t use hostile actions
      toward each other or the precentor. When the precentor casts an innate divine
      spell, it can cause the effect to originate from any member of its choir instead
      of itself, using the precentor’s saving throw DC and attack bonus.
    name: Assemble Choir
    traits: null
  - action_cost: One Action
    description: The precentor stares at a creature it can see within 30 feet. The
      target must immediately attempt a Will save against the precentor’s unnerving
      gaze. In addition, if the creature was already doomed, on a failed save, it
      sees the skin of its own body peel back, making it confused for as long as it
      remains doomed. After attempting this save, the creature is then temporarily
      immune until the start of the precentor’s next turn.
    name: Focus Gaze
    traits:
    - concentrate
    - divine
    - enchantment
    - mental
    - visual
  - action_cost: One Action
    description: The precentor touches a creature within 10 feet, causing it to constantly
      scream in agony. The target must attempt a DC 38 Will save. While the target
      is stupefied by this effect, its continual screams cause it to automatically
      fail Stealth checks. **Critical Success** The target is unaffected. **Success**
      The target is stupefied 1. **Failure** The target is stupefied 3. **Critical
      Failure** The target is stupefied 4. The target can attempt a new Will save
      at the start of each of its turns, reducing the stupefied condition by 1 on
      each successful save. If the target reduces its stupefied condition to 0 in
      this way, the target is no longer affected.
    name: Tormenting Touch
    traits:
    - divine
    - emotion
    - enchantment
    - mental
  ranged: null
  resistances: null
  saves:
    fort: 25
    ref: 29
    will: 30
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - '*detect magic*'
  - painsight
  - '*true seeing*'
  skills:
    Acrobatics: 27
    Athletics: 28
    Deception: 32
    Diplomacy: 34
    Intimidation: 32
    Performance: 34
    Religion: 30
    Stealth: 29
  speed:
  - amount: 30
    type: Land
  - amount: 30
    type: Fly (from Fly)
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - LE
  - Medium
  - Fiend
  - Velstrac
  type: Creature
- ability_mods:
    cha_mod: -5
    con_mod: 5
    dex_mod: -5
    int_mod: -5
    str_mod: 7
    wis_mod: 0
  ac: 20
  automatic_abilities:
  - description: A carnivorous crystal can sense nearby motion through vibration and
      air movement.
    name: Motion Sense
    traits: null
  description: Carnivorous crystals are strange ooze creatures native to the Plane
    of Earth. Unlike most oozes, their bodies are not homogeneously fluid; rather,
    interspersed within their glassy, viscous resin are thousands of sharp mineral
    formations that nevertheless possess some of the same flexibility and mobility
    as the rest of the creature’s gooey body.
  hp: 300
  immunities:
  - acid
  - critical hits (except bludgeoning or sonic)
  - mental
  - precision
  - unconscious
  - visual
  innate_spells: null
  languages: ''
  level: 11
  melee:
  - action_cost: One Action
    damage:
      formula: 4d8+7
      type: piercing
    name: pseudopod
    to_hit: 24
    traits:
    - versatile S
  name: Carnivorous Crystal
  perception: 15
  proactive_abilities:
  - action_cost: One Action
    description: '**Requirement** The crystal has a creature engulfed. **Effect**
      The engulfed creature must succeed at a DC 28 Fortitude save or become slowed
      1 until it is no longer engulfed. If the creature is already slowed, it becomes
      petrified as it is turned into crystal and expelled by the carnivorous crystal
      onto the ground. In 1d4 hours, the petrified victim shatters and a new carnivorous
      crystal emerges from the remains.'
    name: Crystallize
    traits:
    - attack
  - action_cost: Two Actions
    description: .
    name: Engulf
    traits:
    - bludgeoning only
  - action_cost: Two Actions
    description: Until the next time it acts, the carnivorous crystal appears to be
      a mundane crystal formation. It has an automatic result of 40 on Deception and
      Stealth checks and DCs to pass as a crystal formation.
    name: Freeze
    traits:
    - concentrate
  - description: If a carnivorous crystal hits with an attack and rolls a natural
      19 on the d20 roll, the attack is a critical hit. This has no effect if the
      19 would be a failure.
    name: Razor Sharp
    traits: null
  ranged: null
  resistances:
  - amount: 10
    type: piercing
  - amount: 10
    type: slashing
  saves:
    fort: 20
    ref: 10
    will: 15
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - motion sense 60 feet
  - no vision
  skills:
    Athletics: 24
  speed:
  - amount: 10
    type: Land
  - amount: 10
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Earth
  - Mindless
  - Ooze
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 6
    dex_mod: 4
    int_mod: 2
    str_mod: 8
    wis_mod: 4
  ac: 34
  automatic_abilities: null
  description: Dalos are reclusive fey that dwell within or near remote volcanoes
    and volcanic vents and resemble the massive calderas they call home. They more
    often dwell within the superheated confines of these locales than in the “cold
    wastelands” beyond their warmth and are therefore rarely encountered outside such
    environments. Like most fey, dalos are capricious and vengeful. They hate being
    disturbed above all else and will often warn away intruders with only the throw
    of a red-hot boulder before attacking outright.
  hp: 240
  immunities:
  - fire
  innate_spells: []
  languages:
  - Ignan
  - Sylvan
  - Terran
  level: 13
  melee:
  - action_cost: One Action
    damage:
      formula: 3d8+11 plus 2d6 fire
      type: bludgeoning
    name: fist
    to_hit: 27
    traits:
    - reach 15 feet
  name: Dalos
  perception: 23
  proactive_abilities:
  - description: .
    name: Belch Smoke
    traits: null
  - action_cost: One Action
    description: The dalos uses an Interact action to pluck a rock from its body or
      the nearby environment, then uses its internal fires to heat a rock it’s holding
      until the rock is red hot. A heated rock that hits a target on a ranged Strike
      deals an additional 4d6 fire damage. Once the dalos heats a rock, that rock
      retains its heat for 2 rounds before cooling.
    name: Heat Rock
    traits:
    - fire
  - action_cost: Two Actions
    description: The dalos causes a volcanic explosion to erupt from its head, lobbing
      a mass of molten rock up to 100 feet. This lava bomb deals 6d8 fire damage and
      6d8 bludgeoning damage to each creature in a 20-foot radius of its impact point,
      with a DC 33 basic Reflex save. The dalos can’t use Lava Bomb again for 1d4
      rounds.
    name: Lava Bomb
    traits:
    - earth
    - fire
  - action_cost: One Action
    description: ''
    name: Throw Rock
    traits: null
  ranged:
  - action_cost: One Action
    damage:
      formula: 2d10+11
      type: bludgeoning
    name: rock
    to_hit: 25
    traits:
    - range increment 150 feet
  resistances:
  - amount: 15
    type: physical (except bludgeoning)
  saves:
    fort: 27
    ref: 19
    will: 23
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - low-light vision
  skills:
    Athletics: 29
    Nature: 23
    Survival: 23
  speed:
  - amount: 30
    type: Land
  - amount: 20
    type: Burrow
  - amount: 20
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - CE
  - Huge
  - Earth
  - Fey
  - Fire
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 4
    dex_mod: 7
    int_mod: -3
    str_mod: 5
    wis_mod: 1
  ac: 33
  automatic_abilities:
  - description: A deculi can detect infrared radiation as a precise sense.
    name: ' Infrared Vision'
    traits: null
  description: These batlike monstrosities inhabit the nooks and crevices of the Darklands,
    where they hang from stalactites and swoop down on unsuspecting prey. Though they
    are completely sightless, deculis possess rudimentary nerves in their skulls that
    allow them to detect the presence of infrared light—information they use to locate
    potential food and threats. They are deadly hunters, thanks largely to their magical
    ability to manipulate the ebb and flow of shadows. Deculis prefer to feed upon
    the warm blood of freshly killed prey, but they can subsist on carrion if they
    have to.
  hp: 215
  immunities:
  - visual
  innate_spells: []
  languages:
  - Undercommon
  level: 12
  melee:
  - action_cost: One Action
    damage:
      formula: 3d12+11
      type: piercing
    name: fangs
    to_hit: 24
    traits: null
  - action_cost: One Action
    damage:
      formula: 3d8+11
      type: bludgeoning
    name: wing
    to_hit: 26
    traits:
    - agile
    - finesse
  name: Deculi
  perception: 23
  proactive_abilities:
  - action_cost: Two Actions
    description: '**Frequency** once per day; **Effect** The deculi creates an extradimensional
      space adjacent to itself in any 10-foot-by-10-foot area of darkness and enters
      it. To non-deculis, the extradimensional space looks like an ordinary area of
      darkness (though effects such as *true seeing* can see through this illusion).
      The deculi’s infrared vision functions normally between this extradimensional
      space and the area outside its confines, allowing the deculi to sense what is
      going on around it, and its innate *darkness* spell also extends to the area
      around the shadow sanctuary. Attacks cannot be made into or from the extradimensional
      space. The deculi can Dismiss this effect to emerge from its shadow sanctuary,
      but the space it emerges into must be in darkness and must be unobstructed.
      If the area is obstructed, the deculi is shunted to the nearest available space
      and takes 1d6 bludgeoning damage per 5 feet shunted. If the area overlaying
      the shadow sanctuary becomes illuminated by magical light, the extradimensional
      space can no longer be accessed and the deculi is trapped within until the area
      is once again in darkness. The deculi can try to extinguish a magical light
      effect obscuring its sanctuary once per day by attempting to counteract the
      light effect with its *darkness* innate spell. If a deculi dies (including from
      hunger, thirst, or asphyxiation) while within the extradimensional space, the
      shadow sanctuary immediately ends and the deculi’s corpse is expelled. If the
      area is illuminated, the corpse is not expelled until the sanctuary entrance
      is in darkness once again.'
    name: Create Shadow Sanctuary
    traits:
    - conjuration
    - darkness
    - extradimensional
    - occult
  - action_cost: Two Actions
    description: The deculi Dismisses its shadow sanctuary. It Strides, Climbs, or
      Flies up to its Speed, then makes a fangs Strike that deals an additional 4d6
      precision damage.
    name: Shadow Strike
    traits: null
  - description: When the deculi is Hiding in darkness and Sneaks, it can move up
      to its full Speed instead of half its Speed.
    name: Walk in Shadow
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 21
    ref: 26
    will: 18
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - infrared vision 60 feet
  - no vision
  skills:
    Acrobatics: 24
    Athletics: 24
    Stealth: 26
  speed:
  - amount: 30
    type: Land
  - amount: 50
    type: Fly
  - amount: 30
    type: Climb
  - amount: null
    type: Walk in Shadow
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Large
  - Beast
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 5
    dex_mod: 3
    int_mod: 5
    str_mod: 7
    wis_mod: 4
  ac: 31
  automatic_abilities: null
  description: When fiends and powerful evil spellcasters are lost beyond the farthest
    reaches of the multiverse, they sometimes return as horrific undead called devourers
    that consume the souls of the living to fuel their arcane machinations.
  hp: 175
  immunities:
  - death effects
  - disease
  - paralyzed
  - poison
  - spell deflection
  - unconscious
  innate_spells:
  - level: 6
    name: feeblemind
  - level: 6
    name: true seeing
  - level: 4
    name: confusion
  - level: 4
    name: suggestion
  - level: 3
    name: bind undead
  - level: 3
    name: paralyze
  - level: 2
    name: death knell
  languages:
  - Abyssal
  - Celestial
  - Common
  - Infernal
  - Necril
  level: 11
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+13 plus drain life
      type: slashing
    name: claw
    to_hit: 24
    traits:
    - agile
    - reach 10 feet
  name: Devourer
  perception: 22
  proactive_abilities:
  - action_cost: Two Actions
    description: The devourer touches a creature within reach, dealing 8d6 negative
      damage (DC 26 basic Fortitude save). If a creature is slain by this attack,
      its soul becomes trapped within the devourer. While trapped, a creature cannot
      be resurrected except by powerful magic such as a wish spell. Destroying the
      devourer or successfully counteracting Devour Soul (see spell deflection) releases
      the soul. The devourer can hold only one soul at a time. A soul has 5 soul charges
      per level. The devourer can expend charges to cast spells (see the soul spells
      ability below). If the soul is freed and the creature returns to life, the creature
      is drained 1 for every 5 soul charges expended. If reduced to 0 charges, the
      soul is consumed and can be restored to life only by powerful magic such as
      *wish*.
    name: Devour Soul
    traits:
    - death
    - divine
    - necromancy
  - description: When the devourer damages a living creature with its claw Strike,
      the devourer gains 10 temporary Hit Points and the creature must succeed at
      a DC 24 Fortitude save or become drained 1. Further damage dealt by the devourer
      increases the amount of drain by 1 on a failed save, to a maximum of drained
      4.
    name: Drain Life
    traits:
    - divine
    - necromancy
  - description: . It can heighten any spell to a maximum of 6th level by expending
      more charges as it Casts the Spell. When encountered, a devourer typically has
      one trapped soul with 10 soul charges.
    name: Soul Spells
    traits:
    - similar to casting a spell using charges from a staff
  ranged: null
  resistances: null
  saves:
    fort: 20
    ref: 18
    will: 24
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  skills:
    Arcana: 21
    Deception: 21
    Intimidation: 23
    Occultism: 23
    Stealth: 20
  speed:
  - amount: 30
    type: Land
  - amount: 30
    type: Fly
  spell_attack_to_hit: see the soul spells ability
  spell_dc: 31
  traits:
  - Uncommon
  - NE
  - Large
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 4
    dex_mod: 1
    int_mod: 0
    str_mod: 6
    wis_mod: 3
  ac: 28
  automatic_abilities: null
  description: '*This entry did not have a separate description for the creature.*'
  hp: 175
  immunities:
  - fire
  - paralyzed
  - sleep
  innate_spells:
  - frequency: at will
    level: 4
    name: burning hands
  languages:
  - Common
  - Draconic
  - Ignan
  level: 9
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+8 plus 2d6 fire
      type: piercing
    name: jaws
    to_hit: 21
    traits:
    - fire
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d10+8
      type: slashing
    name: claw
    to_hit: 21
    traits:
    - agile
  - action_cost: One Action
    damage:
      formula: 2d12+7
      type: bludgeoning
    name: tail
    to_hit: 19
    traits:
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 1d12+7
      type: piercing
    name: horns
    to_hit: 19
    traits:
    - reach 10 feet
  name: Young Magma Dragon
  perception: 18
  proactive_abilities:
  - action_cost: Two Actions
    description: The dragon breathes a blast of magma that deals 5d6 fire damage and
      3d12 bludgeoning damage in a 30-foot cone (DC 28 basic Reflex save). It can’t
      use Breath Weapon again for 1d4 rounds.
    name: Breath Weapon
    traits:
    - evocation
    - fire
    - primal
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one horns Strike in any order.
    name: Draconic Frenzy
    traits: null
  - description: The dragon recharges its Breath Weapon whenever it scores a critical
      hit with a Strike.
    name: Draconic Momentum
    traits: null
  - description: A magma dragon’s swim Speed functions only when the dragon is swimming
      through magma or molten lava.
    name: Magma Swim
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 19
    ref: 16
    will: 18
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 16
    Athletics: 18
    Deception: 14
    Intimidation: 18
    Nature: 16
    Stealth: 16
    Survival: 16
  speed:
  - amount: 30
    type: Land
  - amount: 100
    type: Fly
  - amount: 30
    type: Swim
  - amount: null
    type: Magma Swim
  spell_attack_to_hit: 18
  spell_dc: null
  traits:
  - Rare
  - CN
  - Large
  - Dragon
  - Fire
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 5
    dex_mod: 2
    int_mod: 2
    str_mod: 8
    wis_mod: 4
  ac: 34
  automatic_abilities: null
  description: '*This entry did not have a separate description for the creature.*'
  hp: 270
  immunities:
  - fire
  - paralyzed
  - sleep
  innate_spells:
  - frequency: at will
    level: 6
    name: burning hands
  - frequency: at will
    level: 6
    name: wall of fire
  languages:
  - Common
  - Draconic
  - Ignan
  - Terran
  level: 13
  melee:
  - action_cost: One Action
    damage:
      formula: 3d10+11 plus 3d6 fire
      type: piercing
    name: jaws
    to_hit: 27
    traits:
    - fire
    - magical
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 3d10+11
      type: slashing
    name: claw
    to_hit: 27
    traits:
    - agile
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d12+10
      type: bludgeoning
    name: tail
    to_hit: 25
    traits:
    - magical
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 2d10+10
      type: piercing
    name: horns
    to_hit: 25
    traits:
    - magical
    - reach 15 feet
  name: Adult Magma Dragon
  perception: 23
  proactive_abilities:
  - action_cost: Two Actions
    description: The dragon breathes a blast of magma that deals 7d6 fire damage and
      4d12 bludgeoning damage in a 40-foot cone (DC 33 basic Reflex save). It can’t
      use Breath Weapon again for 1d4 rounds.
    name: Breath Weapon
    traits:
    - evocation
    - fire
    - primal
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one horns Strike in any order.
    name: Draconic Frenzy
    traits: null
  - description: The dragon recharges its Breath Weapon whenever it scores a critical
      hit with a Strike.
    name: Draconic Momentum
    traits: null
  - description: A magma dragon’s swim Speed functions only when the dragon is swimming
      through magma or molten lava.
    name: Magma Swim
    traits: null
  - action_cost: One Action
    description: If the next action the dragon uses is Breath Weapon, the magma clings
      to those it damages. Each creature that fails its save against the Breath Weapon
      takes 3d6 persistent fire damage, and as long as it has this persistent fire
      damage, it also takes a –10-foot status penalty to its Speeds.
    name: Volcanic Purge
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 26
    ref: 21
    will: 23
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 22
    Athletics: 28
    Deception: 19
    Intimidation: 25
    Nature: 21
    Stealth: 22
    Survival: 21
  speed:
  - amount: 40
    type: Land
  - amount: 140
    type: Fly
  - amount: 40
    type: Swim
  - amount: null
    type: Magma Swim
  spell_attack_to_hit: 23
  spell_dc: null
  traits:
  - Rare
  - CN
  - Huge
  - Dragon
  - Fire
  type: Creature
- ability_mods:
    cha_mod: 6
    con_mod: 6
    dex_mod: 4
    int_mod: 4
    str_mod: 8
    wis_mod: 5
  ac: 42
  automatic_abilities: null
  description: '*This entry did not have a separate description for the creature.*'
  hp: 390
  immunities:
  - fire
  - paralyzed
  - sleep
  innate_spells:
  - level: 9
    name: fireball
  - frequency: at will
    level: 8
    name: burning hands
  - frequency: at will
    level: 8
    name: wall of fire
  - frequency: constant
    level: 4
    name: fire shield
  languages:
  - Abyssal
  - Common
  - Draconic
  - Ignan
  - Terran
  - Undercommon
  level: 18
  melee:
  - action_cost: One Action
    damage:
      formula: 3d12+20 plus 4d6 fire
      type: piercing
    name: jaws
    to_hit: 36
    traits:
    - magical
    - reach 20 feet
  - action_cost: One Action
    damage:
      formula: 3d10+20
      type: slashing
    name: claw
    to_hit: 36
    traits:
    - agile
    - magical
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 3d12+18
      type: bludgeoning
    name: tail
    to_hit: 34
    traits:
    - magical
    - reach 25 feet
  - action_cost: One Action
    damage:
      formula: 2d12+18
      type: piercing
    name: horns
    to_hit: 34
    traits:
    - magical
    - reach 20 feet
  name: Ancient Magma Dragon
  perception: 33
  proactive_abilities:
  - action_cost: Two Actions
    description: The dragon breathes a blast of magma that deals 10d6 fire damage
      and 4d12 bludgeoning damage in a 60-foot cone (DC 42 basic Reflex save). It
      can’t use Breath Weapon again for 1d4 rounds.
    name: Breath Weapon
    traits:
    - evocation
    - fire
    - primal
  - action_cost: Two Actions
    description: The dragon makes two claw Strikes and one horns Strike in any order.
    name: Draconic Frenzy
    traits: null
  - description: The dragon recharges its Breath Weapon whenever it scores a critical
      hit with a Strike.
    name: Draconic Momentum
    traits: null
  - description: A magma dragon’s swim Speed functions only when the dragon is swimming
      through magma or molten lava.
    name: Magma Swim
    traits: null
  - action_cost: Two Actions
    description: .
    name: Magma Tomb
    traits: null
  - action_cost: One Action
    description: If the next action the dragon uses is Breath Weapon, the magma clings
      to those it damages. Each creature that fails its save against the Breath Weapon
      takes 4d6 persistent fire damage, and as long as it has this persistent fire
      damage, it also takes a –10-foot status penalty to its Speeds.
    name: Volcanic Purge
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 33
    ref: 31
    will: 30
  saves_special:
    fort: null
    ref: null
    will: '+1 status to all saves

      vs. magic'
  senses:
  - darkvision
  - scent (imprecise) 60 feet
  skills:
    Acrobatics: 28
    Athletics: 35
    Deception: 28
    Intimidation: 32
    Nature: 29
    Stealth: 28
    Survival: 29
  speed:
  - amount: 50
    type: Land
  - amount: 200
    type: Fly
  - amount: 50
    type: Swim
  - amount: null
    type: Magma Swim
  spell_attack_to_hit: 32
  spell_dc: null
  traits:
  - Rare
  - CN
  - Gargantuan
  - Dragon
  - Fire
  type: Creature
- ability_mods:
    cha_mod: 2
    con_mod: 4
    dex_mod: 5
    int_mod: 1
    str_mod: 6
    wis_mod: 1
  ac: 33
  automatic_abilities:
  - description: he dragonscarred dead is immediately aware of any intruder that enters
      the lair of its creator dragon. It does not know the exact location of the intruder
      but remains aware of the intruder’s presence until the intruder either leaves
      or is destroyed. **Items** broken greatsword
    name: Guardian Sense
    traits:
    - arcane
    - detection
    - divination
  description: Not all would-be dragonslayers who die a valiant death rest peacefully
    amid the annals of legend. Sometimes, a draconic necromancer is so impressed by
    its fallen foe that the dragon ritually raises the dead warrior to serve the dragon
    in undeath. These undead guardians are infused with a fraction of the power of
    the dragon who slew them, channeling the same energy as their draconic masters’
    breath.
  hp: 210
  immunities:
  - death effects
  - disease
  - fire
  - paralyzed
  - poison
  - unconscious
  innate_spells: null
  languages:
  - Common
  - Draconic
  - Necril
  level: 13
  melee:
  - action_cost: One Action
    damage:
      formula: 1d12+9 plus 2d6 negative plus 3d6 fire
      type: slashing
    name: breath-seared greatsword
    to_hit: 27
    traits:
    - magical
    - versatile P
  name: Dragonscarred Dead
  perception: 24
  proactive_abilities:
  - description: The dragonscarred dead’s weapon is magically scorched by a dragon’s
      breath. When wielded by the dragonscarred dead who carried it in life, the sword
      deals an extra 2d6 negative damage and 3d6 fire damage. In the hands of any
      other creature, it is merely a broken greatsword.
    name: Breath-Seared Sword
    traits: null
  - action_cost: Two Actions
    description: The dragonscarred dead focuses its boundless frustration in a gaze
      targeting one creature it can see within 30 feet. That creature must attempt
      a DC 30 Will save. **Critical Success** The creature is unaffected. **Success**
      The creature is stunned 1. **Failure** The creature is stunned for 1 round.
      **Critical Failure** The creature is stunned for 1d4 rounds and is fatigued.
    name: Glare of Rage
    traits:
    - arcane
    - enchantment
    - mental
    - visual
  ranged: null
  resistances: null
  saves:
    fort: 25
    ref: 20
    will: 22
  saves_special:
    fort: null
    ref: null
    will: '+1 status to all

      saves vs. magic'
  senses:
  - darkvision
  - guardian sense
  skills:
    Athletics: 25
    Intimidation: 21
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - NE
  - Medium
  - Fire
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 0
    con_mod: 4
    dex_mod: 2
    int_mod: 1
    str_mod: 5
    wis_mod: 2
  ac: 22
  automatic_abilities: null
  description: Evil dwarves who die having failed to live up to the exacting standards
    of the duergar god Droskar are sometimes forced to return to the material world
    as undead abominations known as forge-spurned.
  hp: 75
  immunities:
  - death effects
  - disease
  - fire
  - paralyzed
  - poison
  - unconscious
  innate_spells: null
  languages:
  - Common
  - Dwarven
  - Undercommon
  level: 5
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+5 plus 1d6 fire
      type: slashing
    name: soul chain
    to_hit: 15
    traits:
    - disarm
    - trip
  - action_cost: One Action
    damage:
      formula: 1d8+7
      type: bludgeoning
    name: warhammer
    to_hit: 14
    traits:
    - shove
  name: Forge-Spurned
  perception: 11
  proactive_abilities:
  - action_cost: Two Actions
    description: The forge-spurned breathes a cloud of stinging soot, ash, and glowing
      embers. This can affect either a 30-foot cone or a 20-foot burst centered on
      the forge-spurned and persists for 1d4 rounds. Each creature that moves into
      or starts their turn in the area takes 6d6 fire damage, with a DC 21 basic Reflex
      save. A creature that fails its save is also blinded for 1 minute. Creatures
      within the cloud are concealed, though not from the forge-spurned. The forge-spurned
      can’t use Forge Breath again until it has used Inflate Bellows.
    name: Forge Breath
    traits:
    - divine
    - evocation
    - fire
  - action_cost: Two Actions
    description: The forge-spurned draws a massive breath to refill its emptied lungs,
      enabling it to use Forge Breath again.
    name: Inflate Bellows
    traits: null
  - description: If a creature is slain by an attack from the *soul chain* and the
      forge-spurned is able to retain the creature’s corpse, it can bind the creature’s
      soul into the *soul chain* (as *bind soul*) with a day of work at a forge and
      a successful DC 20 Crafting check. An individual whose soul is bound in this
      way can’t be resurrected unless the soul chain is destroyed (Hardness 5, HP
      20, BT 10).
    name: Soul Chain
    traits:
    - divine
    - fire
    - necromancy
  ranged: null
  resistances: null
  saves:
    fort: 15
    ref: 9
    will: 11
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 14
    Crafting: 14
  speed:
  - amount: 20
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - NE
  - Medium
  - Fire
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 5
    dex_mod: 4
    int_mod: -3
    str_mod: 8
    wis_mod: 3
  ac: 33
  automatic_abilities: null
  description: The dreaded gashadokuro is an undead haunter of the night, a giant
    skeleton that rises from the earth in the aftermath of a mass starvation event
    and seeks to inflict its unending hunger on the living.
  hp: 230
  immunities:
  - death effects
  - disease
  - paralyzed
  - poison
  - unconscious
  innate_spells: null
  languages:
  - Common
  level: 13
  melee:
  - action_cost: One Action
    damage:
      formula: 3d12+14 plus Grab
      type: piercing
    name: jaws
    to_hit: 27
    traits:
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 3d8+14
      type: slashing
    name: claw
    to_hit: 27
    traits:
    - agile
    - reach 15 feet
  name: Gashadokuro
  perception: 24
  proactive_abilities:
  - action_cost: Two Actions
    description: The gashadokuro breathes a spray of bone shards in a 30-foot cone.
      Each creature in the area takes 8d12 piercing damage (DC 34 basic Reflex save).
      It can’t use Breath Weapon again for 1d4 rounds.
    name: Breath Weapon
    traits:
    - divine
    - necromancy
  - description: If the gashadokuro kills a creature with Swallow Whole, it immediately
      regains Hit Points equal to the swallowed creature’s level. As long as the gashadokuro
      still exists, creatures consumed in this way can’t be resurrected except by
      *wish* or a similarly powerful effect.
    name: Corpse Consumption
    traits:
    - divine
    - necromancy
  - action_cost: One Action
    description: Large, 3d6+8 bludgeoning, Rupture 24
    name: Swallow Whole
    traits:
    - attack
  ranged: null
  resistances:
  - amount: 10
    type: cold
  - amount: 10
    type: electricity
  - amount: 10
    type: fire
  - amount: 10
    type: piercing
  - amount: 10
    type: slashing
  saves:
    fort: 26
    ref: 21
    will: 24
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 27
    Intimidation: 24
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - NE
  - Huge
  - Undead
  type: Creature
- ability_mods:
    cha_mod: 3
    con_mod: 6
    dex_mod: 0
    int_mod: 4
    str_mod: 10
    wis_mod: 4
  ac: 37
  automatic_abilities: null
  description: Those who tread in ruined places sometimes speak of a sense that a
    supernatural presence is there alongside them, as if the spirits of the dead were
    watching intently. Such presences can be very real, often taking the form of ghosts
    or other shades of undead that cannot let go of their attachment to the Material
    Plane. But sometimes, instead of manifesting as distinct spirits, the souls of
    the dead infuse the very stone and mortar around them. When enough souls attach
    themselves to a single place—be it a home, crypt, or castle—it can take on a life
    of its own, becoming a soulbound ruin.
  hp: 310
  immunities:
  - bleed
  - death effects
  - disease
  - doomed
  - drained
  - fatigued
  - healing
  - necromancy
  - nonlethal
  - paralyzed
  - poison
  - sickened
  - unconscious
  innate_spells: null
  languages:
  - Common
  level: 15
  melee:
  - action_cost: One Action
    damage:
      formula: 4d10+9
      type: bludgeoning
    name: edifice
    to_hit: 30
    traits: null
  name: Soulbound Ruin
  perception: 25
  proactive_abilities:
  - description: .
    name: Collapse Ceiling
    traits:
    - DC 33
  - description: A soulbound ruin’s edifice Strikes can target any creature inside
      the ruin.
    name: Pervasive Attacks
    traits: null
  - description: .
    name: Self-Repair
    traits: null
  ranged: null
  resistances:
  - amount: 10
    type: physical (except adamantine)
  saves:
    fort: 29
    ref: 21
    will: 27
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 30
    Deception: 26
  speed:
  - amount: null
    type: Can't Move
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - NE
  - Gargantuan
  - Construct
  - Undead
  type: Creature
- ability_mods:
    cha_mod: -5
    con_mod: 5
    dex_mod: 2
    int_mod: -5
    str_mod: 7
    wis_mod: 1
  ac: 30
  automatic_abilities: null
  description: The most common aluum is powered by the bound soul of a loyal city
    servant, but its creation is among the Pactmasters’ most guarded secrets. There
    are dozens of dormant aluums spread throughout Katapesh, and only someone wearing
    an aluum charm can activate and command one of these 14-foot-tall soldiers. The
    Pactmasters entrust few beyond the Zephyr Guard to carry these charms, and stealing
    such a charm is one of the most severe crimes in the city.
  hp: 145
  immunities:
  - bleed
  - disease
  - death effects
  - doomed
  - drained
  - fatigued
  - magic (see below)
  - mental
  - nonlethal attacks
  - paralyzed
  - poison
  - sickened
  - unconscious
  innate_spells: null
  languages: ''
  level: 10
  melee:
  - action_cost: One Action
    damage:
      formula: 2d10+13 plus paralyzing force
      type: bludgeoning
    name: fist
    to_hit: 23
    traits:
    - magical
  name: Aluum Enforcer
  perception: 17
  proactive_abilities:
  - description: until the end of its next turn instead of its normal effects.
    name: Aluum Antimagic
    traits: null
  - description: A creature damaged by the aluum enforcer’s fist Strike must succeed
      at a DC 27 Fortitude save or become paralyzed for 1 round. On a critical failure,
      the creature is paralyzed for 1d4 minutes and falls prone.
    name: Paralyzing Force
    traits:
    - arcane
    - incapacitation
    - necromancy
  - action_cost: Two Actions
    description: The aluum enforcer emits a keening wail in a 15-foot cone that deals
      9d6 sonic damage (DC 27 basic Fortitude save). A creature that fails its save
      is stunned 1, or stunned 3 on a critical failure. The aluum can’t use Soul Shriek
      again for 1d4 rounds.
    name: Soul Shriek
    traits:
    - arcane
    - auditory
    - evocation
    - mental
    - sonic
  ranged: null
  resistances:
  - amount: 10
    type: ' physical (except adamantine)'
  saves:
    fort: 21
    ref: 18
    will: 15
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 23
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - N
  - Large
  - Construct
  - Mindless
  type: Creature
- ability_mods:
    cha_mod: -2
    con_mod: 6
    dex_mod: 3
    int_mod: -5
    str_mod: 9
    wis_mod: 4
  ac: 39
  automatic_abilities: null
  description: Whereas most aluums are animated by the souls of volunteers loyal to
    Katapesh, the Pactmasters created a handful of more capable (and deadly) aluums
    powered by the souls of a dozen or more dangerous criminals. These spiritbound
    aluums are rarely used as peacekeepers, instead serving as assassins, elite bodyguards,
    or riot control during times of martial law.
  hp: 255
  immunities:
  - bleed
  - disease
  - death effects
  - doomed
  - drained
  - fatigued
  - magic (see below)
  - mental
  - nonlethal attacks
  - paralyzed
  - poison
  - sickened
  - unconscious
  innate_spells:
  - frequency: x3
    level: 9
    name: bind soul
  languages: ''
  level: 16
  melee:
  - action_cost: One Action
    damage:
      formula: 3d10+17 plus paralyzing force
      type: bludgeoning
    name: fist
    to_hit: 33
    traits:
    - magical
  name: Spiritbound Aluum
  perception: 28
  proactive_abilities:
  - description: until the end of its next turn instead of its normal effects.
    name: Aluum Antimagic
    traits: null
  - action_cost: Two Actions
    description: '**Requirements** The spiritbound aluum has bound a soul using its
      *bind soul* innate spell; **Effect** The spiritbound aluum transforms the captured
      soul’s essence into raw magical energy, channeling the spirit into a beam that
      deals 20d6 force damage in a 30-foot line (DC 38 basic Reflex save). The remaining
      fragments of the captured soul are released to the Great Beyond. The spiritbound
      aluum can’t use Obliteration Beam again for 1d4 rounds.'
    name: Obliteration Beam
    traits:
    - arcane
    - evocation
    - force
  - description: A creature damaged by the spiritbound aluum's fist Strike must succeed
      at a DC 35 Fortitude save or become paralyzed for 1 round. On a critical failure,
      the creature is paralyzed for 1d4 minutes and falls prone.
    name: Paralyzing Force
    traits:
    - arcane
    - incapacitation
    - necromancy
  - description: innate spell, it binds the soul into its central crystal instead
      of the normal material component. The crystal can hold up to 60 souls. When
      encountered, a spiritbound aluum’s crystal typically contains 1d6 souls.
    name: Soul Binder
    traits: null
  - action_cost: Two Actions
    description: The spiritbound aluum emits a keening wail in a 15-foot cone that
      deals 16d6 sonic damage (DC 27 basic Fortitude save). A creature that fails
      its save is stunned 1, or stunned 3 on a critical failure. The aluum can’t use
      Soul Shriek again for 1d4 rounds.
    name: Soul Shriek
    traits:
    - arcane
    - auditory
    - evocation
    - mental
    - sonic
  ranged: null
  resistances:
  - amount: 15
    type: ' physical (except adamantine)'
  saves:
    fort: 30
    ref: 25
    will: 28
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Athletics: 33
  speed:
  - amount: 25
    type: Land
  - amount: 25
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Rare
  - N
  - Large
  - Construct
  - Mindless
  - Soulbound
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 5
    dex_mod: 4
    int_mod: -2
    str_mod: 7
    wis_mod: 2
  ac: 35
  automatic_abilities:
  - description: y spending 5 minutes concentrating, the calikang can enter a state
      of suspended animation, freezing in place and becoming motionless but remaining
      aware of its surroundings. While in this state, the calikang gains a +4 status
      bonus to all Fortitude saves, does not age, and is immune to disease, inhaled
      toxins, poison, starvation, and thirst. The calikang can exit suspended animation
      as a free action. If it exits this state to attack, the calikang gains a +4
      circumstance bonus to its initiative roll. **Items** *+1 striking longsword*
      (2)
    name: Suspended Animation
    traits:
    - concentrate
  description: The calikangs are giant blue-skinned, six-armed guardians of ancient
    tombs and treasuries. Their unique physiologies enable them to absorb and manipulate
    electrical magic, as well as other energies. A calikang can live for 200 years—though
    it may further extend its life via suspended animation.
  hp: 235
  immunities:
  - electricity
  innate_spells:
  - level: 6
    name: chain lightning
  - frequency: at will
    level: 1
    name: magic weapon
  - frequency: constant
    level: 6
    name: true seeing
  languages:
  - Common
  - Jotun
  level: 12
  melee:
  - action_cost: One Action
    damage:
      formula: 2d8+15
      type: slashing
    name: longsword
    to_hit: 28
    traits:
    - magical
    - reach 10 feet
    - versatile P
  - action_cost: One Action
    damage:
      formula: 3d8+13
      type: bludgeoning
    name: fist
    to_hit: 25
    traits:
    - agile
    - reach 10 feet
    - nonlethal
  name: Calikang
  perception: 20
  proactive_abilities:
  - action_cost: Two Actions
    description: '**Frequency** once per day; **Effect** The calikang breathes a blast
      of energy that deals 13d6 energy damage to all creatures in a 60-foot line (DC
      28 basic Reflex save). The calikang can choose the damage type each time: acid,
      cold, electricity, fire, or sonic. Increase the die size to d8 if the calikang
      chooses electricity.'
    name: Breath Weapon
    traits:
    - acid
    - arcane
    - cold
    - electricity
    - evocation
    - fire
    - sonic
  - action_cost: Two Actions
    description: The calikang makes up to six fist Strikes. Each Strike can be against
      a different target. These attacks count toward its multiple attack penalty,
      which doesn’t increase until after all the attacks are complete.
    name: Sixfold Flurry
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 23
    ref: 22
    will: 20
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - '*true seeing*'
  skills:
    Athletics: 25
    Intimidation: 24
  speed:
  - amount: 35
    type: Land
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - Uncommon
  - LN
  - Large
  - Humanoid
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 7
    dex_mod: 7
    int_mod: 3
    str_mod: 4
    wis_mod: 7
  ac: 38
  automatic_abilities: null
  description: 'Of all the ways to die, crucidaemons represent perhaps one of the
    least desirable: death by torture. The fiend’s shapely body, which appears to
    be sculpted from iron or mithril, belies a sinister wrath and love of inflicting
    pain. Crucidaemons particularly enjoy inflicting pain with their curved, serrated
    daggers, which are attached to their bodies via a chain that pierces each wrist.'
  hp: 225
  immunities:
  - death effects
  innate_spells:
  - frequency: x3
    level: 7
    name: glyph of warding
  - frequency: x3
    level: 7
    name: paralyze
  - frequency: at will
    level: 4
    name: death knell
  - frequency: at will
    level: 4
    name: fear
  - frequency: at will
    level: 4
    name: invisibility
  - frequency: at will
    level: 4
    name: phantom pain
  - frequency: constant
    level: 2
    name: detect alignment
  languages:
  - Abyssal
  - Draconic
  - Infernal
  level: 15
  melee:
  - action_cost: One Action
    damage:
      formula: 4d4+14 plus 2d6 persistent bleed
      type: piercing
    name: chained dagger
    to_hit: 30
    traits:
    - agile
    - finesse
    - magical
    - reach 10 feet
    - versatile S
  name: Crucidaemon (Torture Daemon)
  perception: 26
  proactive_abilities:
  - description: When the crucidaemon casts its innate *glyph of warding* spell, it
      can store any arcane or divine spell of an appropriate level in the glyph, even
      if it can’t otherwise cast the spell.
    name: Daemonic Trap Making
    traits:
    - divine
  - action_cost: One Action
    description: The crucidaemon makes two chained dagger Strikes against a single
      target. These attacks count toward the crucidaemon’s multiple attack penalty
      and its multiple attack penalty doesn’t increase until after both attacks.
    name: Flurry of Daggers
    traits: null
  - action_cost: One Action
    description: The crucidaemon summons a new chained dagger to replace a destroyed
      one. A crucidaemon’s daggers can’t be disarmed, and they become non-magical
      when severed from the daemon or upon the daemon’s death.
    name: Manifest Dagger
    traits: null
  ranged: null
  resistances:
  - amount: 10
    type: physical (except adamantine)
  saves:
    fort: 26
    ref: 30
    will: 26
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - darkvision
  - '*detect alignment* (good only)'
  - lifesense 30 feet
  skills:
    Acrobatics: 30
    Arcana: 26
    Crafting: 30
    Deception: 26
    Intimidation: 28
    Stealth: 30
    Thievery: 26
  speed:
  - amount: 50
    type: Land
  - amount: null
    type: Air Walk (constant)
  spell_attack_to_hit: 28
  spell_dc: null
  traits:
  - NE
  - Medium
  - Daemon
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: 4
    con_mod: 8
    dex_mod: 2
    int_mod: 5
    str_mod: 8
    wis_mod: 5
  ac: 34
  automatic_abilities: null
  description: Nalfeshnees are huge, corpulent, boar-headed demons that hoard treasures
    and knowledge alike and form from the souls of avaricious mortals.
  hp: 360
  immunities: null
  innate_spells:
  - frequency: at will
    level: 6
    name: dispel magic
  - frequency: at will
    level: 6
    name: divine wrath
  - frequency: at will
    level: 5
    name: dimension door
  - frequency: at will
    level: 5
    name: illusory object
  - frequency: at will
    level: 4
    name: circle of protection
  - frequency: at will
    level: 4
    name: dimension door
  - frequency: constant
    level: 6
    name: true seeing
  languages:
  - Abyssal
  - Celestial
  - Draconic
  level: 14
  melee:
  - action_cost: One Action
    damage:
      formula: 3d12+14
      type: piercing
    name: jaws
    to_hit: 28
    traits:
    - magical
    - reach 15 feet
  - action_cost: One Action
    damage:
      formula: 3d8+14
      type: slashing
    name: claw
    to_hit: 28
    traits:
    - agile
    - magical
    - reach 15 feet
  name: Nalfeshnee (Boar Demon)
  perception: 25
  proactive_abilities:
  - action_cost: One Action
    description: The nalfeshnee steals all unattended items glowing with its Light
      of Avarice into an extradimensional space. The demon can Interact to regurgitate
      any number of these items into its hand or onto the ground. If the demon dies,
      is affected by a teleportation effect, or consumes an extradimensional space
      (such as a *bag of holding*), it vomits up all the items.
    name: Claim Wealth
    traits:
    - conjuration
    - divine
    - extradimensional
  - action_cost: Two Actions
    description: '**Frequency** once per hour; **Effect** Beams of unholy light shoot
      out from the nalfeshnee toward four items within 60 feet. If someone is holding
      or wearing a targeted item, they can keep it from being affected with a DC 34
      Reflex save. For 1 minute, all affected items glow in nauseating colors. Any
      non-demon is sickened 2 and slowed 1 as long as it holds, wears, or touches
      a glowing item. Recovering from this sickness requires a DC 29 Will save instead
      of a Fortitude save. Ending the sickness in this way ends the slowed condition
      and makes the creature temporarily immune to the Light of Avarice for 24 hours.
      If the creature removes or drops the item, both the conditions end immediately,
      but the creature doesn’t become immune.'
    name: Light of Avarice
    traits:
    - divine
    - enchantment
    - light
    - mental
  ranged: null
  resistances: null
  saves:
    fort: 26
    ref: 22
    will: 23
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. spells
  senses:
  - darkvision
  - '*true seeing*'
  skills:
    Arcana: 25
    Athletics: 28
    Deception: 26
    Diplomacy: 24
    Intimidation: 28
    Religion: 25
  speed:
  - amount: 30
    type: Land
  - amount: 40
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - CE
  - Huge
  - Demon
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: 6
    con_mod: 7
    dex_mod: 6
    int_mod: 2
    str_mod: 8
    wis_mod: 6
  ac: 38
  automatic_abilities: null
  description: The cornugon, or horned devil, is a hulking red fiend with a crown
    of deadly horns and a body bristling with spines. Cornugons serve as the commanders
    of Hell’s infernal armies.
  hp: 300
  immunities:
  - fire
  innate_spells:
  - frequency: x2
    level: 7
    name: dispel magic
  - frequency: x2
    level: 7
    name: fireball
  - frequency: x2
    level: 7
    name: lightning bolt
  - level: 5
    name: dimension door
  languages:
  - Celestial
  - Common
  - Draconic
  - Infernal
  level: 16
  melee:
  - action_cost: One Action
    damage:
      formula: 3d8+14 plus 1d6 evil and stunning chain
      type: slashing
    name: unholy spiked chain
    to_hit: 34
    traits:
    - disarm
    - evil
    - finesse
    - magical
    - reach 10 feet
    - trip
  - action_cost: One Action
    damage:
      formula: 3d10+14
      type: slashing
    name: claw
    to_hit: 32
    traits:
    - agile
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 2d10+14 plus infernal wound
      type: slashing
    name: tail
    to_hit: 32
    traits:
    - magical
    - reach 10 feet
  name: Cornugon (Horned Devil)
  perception: 28
  proactive_abilities:
  - action_cost: One Action
    description: . The creature is automatically freed if the devil makes another
      spiked chain attack or moves away.
    name: Chain of Malebolge
    traits:
    - Escape attempts use the cornugon’s Athletics DC
  - description: A cornugon’s tail Strike deals 4d6 persistent bleed damage. The flat
      check DC to stop the bleeding starts at 20, and is reduced to 15 only if someone
      successfully assists with the recovery. The DC to Administer First Aid to a
      creature with an infernal wound is increased by 10. A spellcaster or item using
      healing magic on an infernally wounded creature must succeed at a DC 34 counteract
      check or the magic fails to heal the creature.
    name: Infernal Wound
    traits:
    - divine
    - necromancy
  - description: .
    name: Stunning Chain
    traits:
    - 1d4 rounds on a critical failure
  ranged: null
  resistances:
  - amount: 15
    type: physical (except silver)
  - amount: 15
    type: 'poison '
  saves:
    fort: 31
    ref: 26
    will: 26
  saves_special:
    fort: null
    ref: null
    will: +1 status to all saves vs. magic
  senses:
  - greater darkvision
  skills:
    Acrobatics: 28
    Athletics: 32
    Intimidation: 30
    Religion: 28
    Stealth: 26
  speed:
  - amount: 25
    type: Land
  - amount: 50
    type: Fly
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - LE
  - Large
  - Devil
  - Fiend
  type: Creature
- ability_mods:
    cha_mod: 6
    con_mod: 9
    dex_mod: 3
    int_mod: 7
    str_mod: 6
    wis_mod: 6
  ac: 26
  automatic_abilities: null
  description: An immortal ichor is an intelligent mass of blood from a dead evil
    deity. The cultists who perform the ritual to create immortal ichor typically
    seal up the sentient ooze in an underground or remote chamber that blocks its
    magical abilities, but over time these seals break or weaken, freeing the unholy
    monster.
  hp: 350
  immunities:
  - acid
  - critical hits
  - mental
  - precision
  - unconscious
  - visual
  innate_spells:
  - frequency: x3
    level: 7
    name: charm
  - frequency: x3
    level: 7
    name: feeblemind
  - frequency: x3
    level: 7
    name: possession
  - frequency: x3
    level: 7
    name: suggestion
  - frequency: at will
    level: 6
    name: crisis of faith
  - frequency: at will
    level: 6
    name: telekinetic haul
  - frequency: at will
    level: 3
    name: mind reading
  - frequency: at will
    level: 2
    name: telekinetic maneuver
  - frequency: at will
    level: 1
    name: charm
  - frequency: at will
    level: 1
    name: command
  languages:
  - Abyssal
  - Aklo
  - Infernal
  - Undercommon
  level: 15
  melee:
  - action_cost: One Action
    damage:
      formula: 3d8+12 plus mental erosion
      type: bludgeoning
    name: pseudopod
    to_hit: 27
    traits: null
  name: Immortal Ichor
  perception: 20
  proactive_abilities:
  - description: A creature that fails to save against an immortal ichor’s *charm*
      spell becomes stupefied 1. The stupefied value reduces by 1 every 24 hours.
      The first time each day a creature stupefied by the ichor’s *charm* fails to
      save against another casting of the ichor’s *charm*, the value of the condition
      increases by 1d4. If the stupefied condition ever equals the creature’s Wisdom
      score, it becomes controlled by the ichor permanently; if it dies, it rises
      the next round as a zombie (of the GM’s choice) under the ichor’s control. If
      the ichor is killed, these zombies are destroyed.
    name: Corrupt Ally
    traits:
    - divine
    - enchantment
    - mental
  - description: .
    name: Dead Spells
    traits:
    - the domain spells presented here are from the destruction domain
  - description: for 1 day unless it succeeds at a DC 35 Will save.
    name: Mental Erosion
    traits: null
  - description: The immortal ichor draws blood from the pores of living creatures
      around it. Any living creature within 30 feet that has blood takes 4d6 damage
      (DC 33 basic Fortitude save). The immortal ichor regains HP equal to the total
      damage dealt. A creature that fails its save is also drained 1 (or drained 2
      on a critical failure).
    name: Resanguinate
    traits:
    - divine
    - healing
    - necromancy
  ranged: null
  resistances:
  - amount: 15
    type: physical
  saves:
    fort: 30
    ref: 20
    will: 29
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - motion sense 60 feet
  - no vision
  skills:
    Arcana: 30
    Religion: 29
  speed:
  - amount: 20
    type: Land
  - amount: 20
    type: Fly
  spell_attack_to_hit: 31
  spell_dc: null
  traits:
  - Rare
  - NE
  - Medium
  - Ooze
  type: Creature
- ability_mods:
    cha_mod: -4
    con_mod: 3
    dex_mod: 3
    int_mod: -5
    str_mod: 1
    wis_mod: 1
  ac: 16
  automatic_abilities: null
  description: The smallest of giant solifugids are still large enough to harry desert
    traders and their mounts.
  hp: 20
  immunities: null
  innate_spells: null
  languages: ''
  level: 1
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+1
      type: piercing
    name: jaws
    to_hit: 8
    traits: null
  - action_cost: One Action
    damage:
      formula: 1d8+1
      type: slashing
    name: claw
    to_hit: 8
    traits:
    - agile
    - reach 10 feet
  name: Giant Solifugid
  perception: 6
  proactive_abilities:
  - action_cost: One Action
    description: ', it remains hidden until after this ability’s Strike.'
    name: Pounce
    traits: null
  - action_cost: One Action
    description: claw
    name: Rend
    traits: null
  ranged: null
  resistances: null
  saves:
    fort: 6
    ref: 8
    will: 4
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  skills:
    Acrobatics: 8
    Athletics: 6
    Stealth: 6
  speed:
  - amount: 35
    type: Land
  - amount: 25
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Medium
  - Animal
  type: Creature
- ability_mods:
    cha_mod: -4
    con_mod: 7
    dex_mod: 7
    int_mod: -5
    str_mod: 9
    wis_mod: 4
  ac: 42
  automatic_abilities: null
  description: The largest solifugids, duneshakers, literally make the terrain around
    them tremble.
  hp: 340
  immunities: null
  innate_spells: null
  languages: ''
  level: 18
  melee:
  - action_cost: One Action
    damage:
      formula: 4d10+17
      type: piercing
    name: jaws
    to_hit: 35
    traits:
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 3d10+17
      type: slashing
    name: claw
    to_hit: 35
    traits:
    - agile
    - reach 20 feet
  name: Duneshaker Solifugid
  perception: 30
  proactive_abilities:
  - description: .
    name: Earth Shaker
    traits: null
  - action_cost: One Action
    description: ', it remains hidden until after this ability’s Strike.'
    name: Pounce
    traits: null
  - action_cost: One Action
    description: claw
    name: Rend
    traits: null
  - action_cost: Two Actions
    description: The duneshaker solifugid spews toxic barbs at all creatures in a
      30-foot cone. Each creature within the cone takes 10d6 poison damage (DC 39
      basic Fortitude save). A creature that fails is blinded for 1d6 rounds (or permanently
      on a critical failure). The duneshaker solifugid can’t use Venom Spray again
      for 1d4 rounds.
    name: Venom Spray
    traits:
    - poison
  ranged: null
  resistances: null
  saves:
    fort: 31
    ref: 33
    will: 28
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - tremorsense (imprecise) 30 feet
  skills:
    Acrobatics: 33
    Athletics: 35
    Stealth: 33
  speed:
  - amount: 50
    type: Land
  - amount: 25
    type: Burrow
  - amount: 25
    type: Climb
  spell_attack_to_hit: null
  spell_dc: null
  traits:
  - N
  - Gargantuan
  - Animal
  type: Creature
- ability_mods:
    cha_mod: 5
    con_mod: 1
    dex_mod: 3
    int_mod: 4
    str_mod: 3
    wis_mod: 3
  ac: 22
  automatic_abilities: null
  description: Witchwyrds are four-armed humanoid creatures with hairless blue-gray
    skin and glowing yellow eyes. They are typically 6-1/2 feet tall and weigh 300
    pounds. Their hands possess three evenly sized and spaced digits in a tripod-like
    arrangement. Witchwyrds conceal most of their faces, leaving only their eyes unmasked.
    Their inscrutability is a boon to one of their most significant interests, mercantilism,
    and many haughty witchwyrds openly revel in the befuddlement inspired by their
    mysterious guises and mannerisms. Witchwyrds have a keen eye for new opportunities
    and markets, and a witchwyrd almost always knows when someone is trying to pull
    one over on them.
  hp: 110
  immunities: null
  innate_spells:
  - level: 5
    name: dimension door
  - frequency: x2
    level: 4
    name: resilient sphere
  - frequency: x2
    level: 4
    name: resist energy
  - frequency: x2
    level: 4
    name: suggestion
  - level: 3
    name: dispel magic
  - level: 2
    name: mirror image
  - frequency: at will
    level: 1
    name: floating disk
  - frequency: at will
    level: 1
    name: unseen servant
  - frequency: constant
    level: 5
    name: tongues
  languages:
  - Common
  - Draconic
  level: 6
  melee:
  - action_cost: One Action
    damage:
      formula: 1d10+6
      type: piercing
    name: ranseur
    to_hit: 16
    traits:
    - disarm
    - magical
    - reach 10 feet
  - action_cost: One Action
    damage:
      formula: 1d6+6 plus Grab
      type: bludgeoning
    name: fist
    to_hit: 15
    traits:
    - agile
    - nonlethal
  name: Witchwyrd
  perception: 12
  proactive_abilities:
  - action_cost: One Action
    description: The witchwyrd fires one *magic missile* per action spent (dealing
      1d4+1 damage each). It can’t spend more actions on this ability than it has
      free hands. If it uses a hand that has Absorbed Force, that hand hurls two missiles
      instead of one, expending the held energy.
    name: Force Bolt
    traits:
    - arcane
    - evocation
    - force
  ranged: null
  resistances:
  - amount: 5
    type: force
  saves:
    fort: 13
    ref: 13
    will: 15
  saves_special:
    fort: null
    ref: null
    will: null
  senses:
  - darkvision
  - '*detect magic*'
  skills:
    Arcana: 16
    Deception: 15
    Diplomacy: 15
    Intimidation: 15
  speed:
  - amount: 25
    type: Land
  spell_attack_to_hit: 15
  spell_dc: null
  traits:
  - Uncommon
  - LN
  - Medium
  - Humanoid
  type: Creature
