pathfinder-2-sqlite-MIRROR/deprecated/deprecated-yaml-scripts/monsters.yaml

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- 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 doesnt 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 servants physical body is made of force. It cant 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 cant 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 victims skin softens, inflicting drained 1 (1 round); **Stage
3** the victims skin transforms into a clear, slimy membrane, inflicting drained
2 until the curse ends; every hour this membrane remains dry, the creatures
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 doesnt 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 masters 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
masters 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 creatures 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 creatures memories (subject to the GMs 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 victims skin softens, inflicting drained 1 (1 round); **Stage
3** the victims skin transforms into a clear, slimy membrane, inflicting drained
2 until the curse ends; every hour this membrane remains dry, the creatures
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 masters 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.
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
items:
- shortsword
languages:
- Celestial
- Common
- Infernal
- Utopian
level: 1
melee:
- action_cost: One Action
damage:
formula: 1d6+1 plus 1d4 lawful
type: piercing
name: shortsword
to_hit: 9
traits:
- agile
- finesse
- lawful
- magical
- versatile S
name: Arbiter
perception: 7
proactive_abilities:
- action_cost: Two Actions
description: The arbiter releases an electrical burst from its body that deals
3d6 electricity damage (DC 17 basic Reflex save). Following such a burst, the
arbiter becomes stunned for 24 hours.
name: Electrical Burst
traits:
- divine
- electricity
- evocation
ranged: null
resistances:
- amount: 3
type: electricity
saves:
fort: 5
ref: 7
will: 7
saves_special:
fort: null
ref: null
will: +1 status to all saves vs. magic
senses:
- darkvision
- '*detect alignment* (chaotic only)'
- locate inevitable
skills:
Acrobatics: 9
Diplomacy: 6
Stealth: 9
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 cant 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.
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
items:
- +1 striking bastard sword
languages:
- Celestial
- Infernal
- Utopian
level: 12
melee:
- action_cost: One Action
damage:
formula: 2d8+13 plus 1d6 lawful
type: slashing
name: bastard sword
to_hit: 26
traits:
- lawful
- magical
- two-hand d12
- action_cost: One Action
damage:
formula: 1d10+11 plus 1d6 lawful
type: bludgeoning
name: fist
to_hit: 23
traits:
- agile
- lawful
- magical
name: Kolyarut
perception: 23
proactive_abilities: []
ranged: null
resistances: null
saves:
fort: 23
ref: 24
will: 22
saves_special:
fort: null
ref: null
will: +1 status to all saves vs. magic
senses:
- (+27 to detect lies)
skills:
Acrobatics: 22
Athletics: 27
Deception: 20
Diplomacy: 20
Survival: 22
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 aeons
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 pleromas 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 cant
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 pleromas 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 GMs 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 doesnt 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 cant 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 cassisians 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 confessors 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 targets 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 mortals 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 mortals 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 brooms 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 doesnt 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 targets
armor takes the damage and the acid damage bypasses the armors 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
targets armor takes the damage and the acid damage bypasses the armors 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
mothers next turn, and they can use the extra action only for Burrow, Stride,
or Strike actions. The hive mother cant 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 cant 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 Spheres 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 archons *dimension door*. If the archons *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 creatures
wounds, transferring up to 30 of the horned archons HP to the touched creature.
The horned archon cant 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
dont 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 archons *dimension door*. If the archons *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 archons 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
archons 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 archons hands can change into
a *+1 holy striking* spear and a *lesser sturdy shield* or back into hands.
Transforming does not restore any HP to the items, and if either the weapon
or shield is fully destroyed, the archon loses that hand until it receives a
<%SPELLS% %%>*regenerate* spell or similar magic. If a shield archon is slain,
its weapon and shield can be taken, but they fade into nothingness after 24
hours.'
name: Morphic Hands
traits: null
description: Shield archons defend the fortresses of Heaven against fiendish incursions.
They wield their spears and shields in massive formations capable of withstanding
any onslaught. Beneath their armor, they are sheathed in skin of steel. Given
their tremendous strength and imposing stature, shield archons are ideal guardians
of the meek and are sometimes summoned to the Material Plane to ward off the attacks
of great numbers of evildoers.
hp: 125
immunities: null
innate_spells:
- frequency: at will
level: 4
name: dimension door
- frequency: x3
level: 2
name: shield other
- level: 1
name: true strike
- frequency: constant
level: 5
name: tongues
items:
- +1 full plate
languages:
- Celestial
- Draconic
- Infernal
level: 10
melee:
- action_cost: One Action
damage:
formula: 2d6+10 plus 1d6 good
type: piercing
name: holy striking spear
to_hit: 22
traits:
- magical
- reach 10 feet
name: Shield Archon
perception: 19
proactive_abilities:
- description: within 1 round to attempt to follow that creature to the maximum
distance of the archons *dimension door*. If the archons *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 cant 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 cant 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 doesnt 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 lillends 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 mortals
life, in part because they fear what sort of fiendish attention their presence
might attract, but mostly out of respect for the mortals 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 foes
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 Ghaeles 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 cant 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 cant 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, theyre concealed until
the start of their next turn.
name: Spectral Ripple
traits: null
- description: A creature damaged by the banshees touch that isnt already frightened
must attempt a DC 38 Will save (DC 43 if the attack was a critical hit). If
the creature fails its save, its 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 banshees 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 banshees 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 cant be affected more than once by the same Wail. The banshee
cant 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 waters 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 captains 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 decks 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 baomals multiple attack
penalty, and the penalty doesnt 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 planes 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 cant 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 doesnt count for the barghests 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 basilisks 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 doesnt
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, its 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 preys 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 creatures 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 beetles 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 bloodseekers 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 havent 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
arent 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 villages 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
doesnt 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 isnt 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 cant move beyond the reach of the boggards tongue. A
creature can sever the tongue by hitting AC 13 and dealing at least 2 slashing
damage. Though this doesnt 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 cant move beyond the reach of the boggards tongue. A
creature can sever the tongue by hitting AC 15 and dealing at least 3 slashing
damage. Though this doesnt 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 cant 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 swampseers
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 cant move beyond the reach of the boggards tongue. A
creature can sever the tongue by hitting AC 15 and dealing at least 4 slashing
damage. Though this doesnt 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 tormentors 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 bulettes favored prey is halflings. Elves
are never a favored prey for bulettes.
name: Favored Prey
traits: null
- action_cost: Two Actions
description: . If its 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 bulettes
multiple attack penalty doesnt 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 doesnt
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 stalkers 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 smilodons
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 dont
always last long after these creatures passage, and areas where they nest are
maddening mazes of passageways that lead nowhere, yet navigating the labyrinth
to find the worms central nest often yields amazing treasures left behind by
the worms 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 worms 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 worms multiple
attack penalty, but the multiple attack penalty doesnt 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 waters 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 worms multiple
attack penalty, but the multiple attack penalty doesnt 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 cant 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 worms multiple
attack penalty, but the multiple attack penalty doesnt 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 creatures
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 chimeras 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 cant 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 chimeras multiple attack penalty, and the
penalty doesnt 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 chuulothis, 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 chuuls paralytic venom when transferred
into the tentacles and at the start of each of the chuuls 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
creatures 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 cant 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 dont detect the source of their plight if they
arent 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 creatures 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 isnt 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 cant 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 cyclopss 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 Strikes 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 Abaddons 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 fiends
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 cant 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.
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
items: +1 striking composite longbow (50 arrows)
languages:
- Common
- Daemonic
level: 9
melee:
- action_cost: One Action
damage:
formula: 2d12+9 plus 1d6 evil and daemonic pestilence
type: piercing
name: jaws
to_hit: 21
traits:
- disease
- evil
- magical
- reach 10 feet
- action_cost: One Action
damage:
formula: 2d8+9 plus 1d6 evil and daemonic pestilence
type: slashing
name: claw
to_hit: 21
traits:
- agile
- disease
- evil
- magical
- reach 10 feet
name: Leukodaemon (Pestilence Daemon)
perception: 20
proactive_abilities:
- action_cost: Two Actions
description: The leukodaemon exhales a cloud of corpse-bloated, biting black flies
in a 20-foot cone. Creatures within the cone take 4d8 piercing damage (DC 28
basic Reflex save). A creature that fails the save becomes sickened 1 (or sickened
2 on a critical failure).
name: Breath Weapon
traits:
- evocation
- divine
- description: The leukodaemon can telepathically communicate with the afflicted
creature at any distance on the same plane; **Saving Throw** DC 28 Fortitude;
**Stage 1** carrier (1 day); **Stage 2** drained 1 (1 day); **Stage 3** drained
2 (1 day); **Stage 4** drained 2 (1 day); **Stage 5** drained 3 (1 week); **Stage
6** dead
name: Daemonic Pestilence
traits:
- disease
- action_cost: One Action
description: The leukodaemon coaxes a disease into full bloom. It chooses a target
in its aura of pestilence thats currently affected by a disease. That creature
must attempt a Fortitude save against the disease as if the interval for the
diseases 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 hasnt 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 targets 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 scouts 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 doesnt 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 creatures 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 demons *suggestions*.
A humanoid cant have more than one profane gift at a time, and a succubus cant
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 cant 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 emanations 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 cant 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,
its 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 mortals 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 demons multiple attack penalty, and the penalty doesnt increase
until after both Strikes.
name: Captive Rake
traits: null
- description: When a reaction would disrupt a glabrezus 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 shemhazians 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 isnt already slowed by the shemhazians
paralyzing gaze, it must attempt a save against the shemhazians paralyzing
gaze. If that creature is slowed, it must succeed at a DC 35 Fortitude save
or be paralyzed for 1 round. A shemhazian cant 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 Lamashtus
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 mariliths multiple attack penalty, but
the multiple attack penalty doesnt 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 mariliths 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 isnt eligible
for the vorpal rune doesnt 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 creatures 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 whips reach. The balor can move without ending
the grab as long as the creature remains within the whips reach, and the balor
can move the creature to any other space in the whips 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 Hells 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 fiends 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 masters
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 **1d101 piercing</li><li>**Giant
Spider** size Medium; **Speed **25 feet, climb 25 feet; **Melee **fangs +9 (finesse,
poison), **Damage **1d61 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 Hells 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 victims
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 devils 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 devils glaive. This movement doesnt 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 doesnt 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 creatures 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 Hells most powerful demigods. The first erinyes were all considered
to be Eiseths 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 erinyss
rope, a segment of the rope tears loose and wraps itself around the creature,
imposing a 10foot 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 mortals soul is bound to the contract devil
and Hell. While the contract is in effect, the victim cant 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 devils 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 Hells armies,
using their superior intellect to strike against their enemies and spread Hells
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 mortals 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 devils 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 devils 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 Hells 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 Hells 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 fiends 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 Hells 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 devils 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 forests 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 dezullons 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
wont 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 dont 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 theyre 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 dogs 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 dogs 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 doesnt
change the doppelgangers 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 cant 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 dragons lackeys typically dont 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 cant 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 theyre of a lower level than the dragon
(a creature can attempt a DC 26 Will save to protect all liquids in its possession).
This doesnt affect the liquids in a creatures 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 dragons lackeys typically dont 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 dragons lackeys typically dont 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 dragons 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 cant 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 dragons 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 doesnt 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 dragons 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 doesnt impair a red dragons 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 cant 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 doesnt impair a red dragons 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 doesnt impair a red dragons 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 cant 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 doesnt impair a white dragons 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. Its nearly impossible to treat with white dragons, not because they
lack the capacity to do so, but because they just dont 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, its 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 cant 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 its 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 doesnt 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 doesnt impair a white dragons 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. Its nearly impossible to treat with white dragons, not because they
lack the capacity to do so, but because they just dont 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, its 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 doesnt impair a white dragons 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. Its nearly impossible to treat with white dragons, not because they
lack the capacity to do so, but because they just dont 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, its 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 cant 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 theyre 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 dragons 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 theyre 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 theyre 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 cant 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 pilots *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
drakauthixs 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
waters 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 cant
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 doesnt impair a flame drakes 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 its 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 cant 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 drakes Grab does not end if it moves away.
Instead, it carries the grabbed creature with it. A jungle drake cant 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
cant 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 wyverns
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 doesnt impair a frost drakes 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 cant use Freezing Mist Breath again for 1d6 rounds.
name: Freezing Mist Breath
traits:
- arcane
- cold
- evocation
- description: from ice and snow and doesnt 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 cant 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: ''
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
items:
- hand crossbow (10 bolts)
- leather armor
- lethargy poison (2 doses)
- rapier
languages:
- Elven
- Undercommon
level: 1
melee:
- action_cost: One Action
damage:
formula: 1d6+2
type: piercing
name: Rapier
to_hit: 9
traits:
- deadly 1d8
- disarm
- finesse
- action_cost: One Action
damage:
formula: 1d4+2
type: piercing
name: Main-gauche
to_hit: 9
traits:
- agile
- disarm
- finesse
- parry
- versatile S
name: Drow Fighter
perception: 6
proactive_abilities:
- action_cost: One Action
description: action, then Strikes with that weapon.
name: Quick Draw
traits: null
- action_cost: Two Actions
description: .
name: Skewer
traits: null
ranged:
- action_cost: One Action
damage:
formula: 1d6+1 plus lethargy poison
type: piercing
name: Hand Crossbow
to_hit: 9
traits:
- range increment 60 feet
- reload 1
resistances: null
saves:
fort: 7
ref: 9
will: 4
saves_special:
fort: null
ref: null
will: +1 status to all saves vs. magic, +2 status to all saves vs. mental
senses:
- darkvision
skills:
Acrobatics: 7
Athletics: 5
Intimidation: 3
Stealth: 7
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: ' '
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
items:
- hand crossbow (10 bolts)
- lethargy poison (2 doses)
- shortsword
- studded leather armor
languages:
- Elven
- Undercommon
level: 2
melee:
- action_cost: One Action
damage:
formula: 1d6+4
type: piercing
name: Shortsword
to_hit: 10
traits:
- agile
- finesse
- versatile S
- action_cost: One Action
damage:
formula: 1d6 plus lethargy poison
type: piercing
name: Hand Crossbow
to_hit: 10
traits:
- range increment 60 feet
- reload 1
name: Drow Rogue
perception: 6
proactive_abilities:
- action_cost: One Action
description: action, then Strikes with that weapon.
name: Quick Draw
traits: null
- description: creatures.
name: Sneak Attack
traits: null
ranged: null
resistances: null
saves:
fort: 6
ref: 10
will: 6
saves_special:
fort: null
ref: null
will: +1 status to all saves vs. magic, +2 status to all saves vs. mental
senses:
- darkvision
skills:
Acrobatics: 8
Deception: 7
Society: 4
Stealth: 10
Thievery: 8
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: ''
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
items:
- chain mail
- hand crossbow (10 bolts)
- lethargy poison (4 doses)
- rapier
- religious symbol
- steel shield (Hardness 5, HP 20, BT 10)
languages:
- Abyssal
- Elven
- Undercommon
level: 3
melee:
- action_cost: One Action
damage:
formula: 1d6+2
type: piercing
name: Rapier
to_hit: 9
traits:
- deadly 1d8
- disarm
- finesse
name: Drow Priestess
perception: 9
proactive_abilities: []
ranged:
- action_cost: One Action
damage:
formula: 1d6 plus lethargy poison
type: piercing
name: Hand Crossbow
to_hit: 9
traits:
- range increment 60 feet
- reload 1
resistances: null
saves:
fort: 8
ref: 7
will: 11
saves_special:
fort: null
ref: null
will: +1 status to all saves vs. magic, +2 status to all saves vs. mental
senses:
- darkvision
skills:
Deception: 8
Intimidation: 8
Religion: 9
Society: 5
Stealth: 7
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 bombardiers items listed as infused last for 24 hours,
or until the next time they make their daily preparations.
name: Infused Items
traits: null
description: Alchemy intrigues many duergars, and their cruel traditions often motivate
them to experiment on slaves. Eager to inflict pain and justify the abuse as a
method of expanding knowledge, duergar bombardiers often accompany slaver bands
so they can have the first chance to select their next test subjects from captured
victims. To duergar bombardiers, the lob of each bomb represents a new opportunity
to observe how their targets react and record the results to enhance future modifications
to their alchemical concoctions.
hp: 20
immunities: null
innate_spells: []
items:
- alchemist's tools
- infused lesser acid flask (2)
- infused lesser alchemist's fire (2)
- studded leather armor
- warhammer
- infused reagents (2)
languages:
- Common
- Dwarven
- Undercommon
level: 1
melee:
- action_cost: One Action
damage:
formula: 1d8+1
type: bludgeoning
name: Warhammer
to_hit: 4
traits:
- shove
name: Duergar Bombardier
perception: 4
proactive_abilities:
- description: '** lesser acid flask, lesser alchemist fire, lesser tanglefoot bag'
name: Alchemical Formulas
traits:
- 1st
- description: The duergar bombardier has a range increment of 30 feet with their
bombs instead of 20 feet.
name: Far Lobber
traits: null
- action_cost: One Action
description: . This item has the infused trait, but it remains potent only until
the start of the duergar bombardiers 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 taskmasters
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 victims 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 dullahans 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 eels 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 elananxs 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 doesnt trigger reactions. Both attacks count toward
the zephyr hawks multiple attack penalty, but the penalty doesnt 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 whirlwinds movement doesnt 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 lords movement doesnt 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 cant 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 elementals movement doesnt 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 cant 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 xorns multiple attack penalty,
but the penalty doesnt 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 cant
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, cant use reactions, and cant 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 cant 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 cant 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 cant 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 cant 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 arent 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 cant 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 mephits 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 cant 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 cant
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 cant 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 cant
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 cant 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 mammoths 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 mammoths multiple attack penalty, and the
penalty doesnt 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 creatures 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 ettins heads rolls its own initiative and has its own
turn. Neither head can Delay. At the start of a heads turn, that head gets
2 actions and 1 reaction. Each brain controls one of the ettins arms, but both
can move the legs. Any ability that would sever an ettins head (such as the
*vorpal* weapon property) doesnt 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 ettins heads.
name: Independent Brains
traits: null
description: Two heads arent always better than one. The slovenly, violent giants
known as ettins are proof enough of that.
hp: 110
immunities: null
innate_spells: null
items:
- flail (2)
languages:
- Goblin
- Jotun
- Orcish
level: 6
melee:
- action_cost: One Action
damage:
formula: 2d6+10
type: bludgeoning
name: flail
to_hit: 16
traits:
- disarm
- reach 10 feet
- sweep
- trip
- action_cost: One Action
damage:
formula: 1d6+10
type: bludgeoning
name: fist
to_hit: 16
traits:
- agile
- reach 10 feet
name: Ettin
perception: 16
proactive_abilities: []
ranged: null
resistances: null
saves:
fort: 16
ref: 11
will: 12
saves_special:
fort: null
ref: null
will: null
senses:
- low-light vision
skills:
Athletics: 16
Intimidation: 10
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 cant 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 cant use Improved
Grab. It deals no damage on a critical failure. This counts toward the flytraps
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 flytraps multiple attack
penalty, but the multiple attack penalty doesnt 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 cant use Improved Grab. It deals no damage on a critical failure. This counts
toward the flytraps 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 flytraps multiple attack
penalty, but the multiple attack penalty doesnt 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 gargoyles 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 creatures
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 genies 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 creatures
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 efreetis 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 oceans 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 doesnt change the marids 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 cant 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 ghouls 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 doesnt 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 doesnt 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 giants 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 cant 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 giants 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 ones 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 creatures AC.
This Strike deals an additional 1d6 fire damage and counts as one attack for
the fire giants 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. Its 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 hurricanes
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 creatures AC. This
Strike deals an additional 3d12 electricity damage and counts as two attacks
for the giants 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 giants 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 theyre
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 giants 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 giants choice. The giant cant 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 giants 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.
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
items:
- +1 striking hand crossbow (20 bolts)
languages:
- Aklo
- Common
- Sylvan
level: 12
melee:
- action_cost: One Action
damage:
formula: 2d8+7 plus Disarm
type: slashing
name: claw
to_hit: 26
traits:
- agile
- finesse
- action_cost: One Action
damage:
formula: 3d8+7 plus 2d6 poison
type: piercing
name: jaws
to_hit: 26
traits:
- finesse
name: Gimmerling
perception: 21
proactive_abilities:
- action_cost: One Action
description: The gimmerling changes into its natural form or that of any humanoid.
In humanoid form, it loses its treacherous aura, and its equipment appears to
be trinkets or toys. As a humanoid that lacks claws or fangs, it loses the matching
Strike. If it loses its claw Strike, it gains a fist Strike that is identical
except that it deals bludgeoning damage.
name: Change Shape
traits:
- concentrate
- polymorph
- primal
- transmutation
- action_cost: Two Actions
description: The gimmerling knocks a held or carried weapon to the ground in the
targets space.
name: Disarm
traits: null
- description: creatures.
name: Sneak Attack
traits: null
- description: The gimmerling ignores difficult terrain and doesnt 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 thats within
reach of at least two of the gnoll hunters 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 thats 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 groups 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 thats 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 peoples 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 tribes 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 arent 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 doesnt 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 14, it creates
the corresponding greater alchemical bomb: an acid flask from chamber 1, a frost
vial from chamber 2, bottled lightning from chamber 3, or alchemists 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 golems fist must succeed at a DC 29 Fortitude
save or be cursed until healed to its maximum HP. The cursed creature cant
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 golems
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. Theyre 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 doesnt
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 golems 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 cant 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 dont 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 arent 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 golems squares. The gas persists for 1 round.
Any creature in the area (or that later enters the area) is exposed to the iron
golems poison. The golem cant 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 golems 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 cant 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 golems fist Strike breaks the
targets 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 golems 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. Its best
to build a graveknight from scratch, but if you dont have the time, simply apply
the template. A creature should be at least level 5 before being converted to
a graveknight. Increase the creatures 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 graveknights
level. Unlike phantom steed, the steeds AC and saving throw bonuses are all 4
lower than the graveknights, and the steed has one-third the graveknights 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
squires 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
graveknights main armor is destroyed, the squires piece expands to cover the
squires body over 1d10 days, after which point it becomes the graveknights 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 graveknights essence
rapidly parasitizes the new wearer, accelerating the graveknights rejuvenation.
This agonizing transformation inevitably kills the host, transforming their flesh
into the graveknights 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 graveknights rejuvenation
completes before the wearer dies from the curse, the wearer immediately progresses
to stage 3. **Graveknights Curse** (arcane, curse, necromancy) This curse affects
anyone who wears a graveknights 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 armors 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: mitflits self-loathing makes it easy to influence. It takes a 4
penalty to its Will DC against checks to Coerce, Demoralize, Make an Impression,
and Request. **Vermin Empathy** Mitflits can use Diplomacy to Make an Impression
on and Request things of arthropods (insects, spiders, scorpions, crabs, and
similar invertebrate animals). Most arthropods have a starting attitude of indifferent
to mitflits.
name: Self-Loathing
traits:
- emotion
- mental
- description: Mitflits can use Diplomacy to Make an Impression on and Request things
of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate
animals). Most arthropods have a starting attitude of indifferent to mitflits.
name: Vermin Empathy
traits: null
description: Mitflits, also known as mites, are self-loathing and pitiful cowards,
easily bullied into servitude by other creatures or even slightly more powerful
mitflit leaders. They tame insects, spiders, and other such creatures to serve
as faithful allies. Mitflits have lost most of their ancestral gremlin magic,
leaving these incomplete beings full of doubt and insecurity. Mitflits find companionship
in the other base creatures of the world, and forge bonds of friendship with vermin,
the only other beings that seem willing to accept them. A social structure, even
one in which they are bullied, partially fills the hole within mitflits personalities,
and they rarely rebel or rail out unless their rage hits a breaking point.
hp: 10
immunities: null
innate_spells:
- frequency: at will; arthropods only
level: 2
name: speak with animals
- level: 1
name: bane
items:
- dart (10)
- shortsword
languages:
- Undercommon
level: -1
melee:
- action_cost: One Action
damage:
formula: 1d6-1
type: piercing
name: shortsword
to_hit: 8
traits:
- agile
- finesse
- versatile S
name: Mitflit
perception: 4
proactive_abilities:
- description: As long as it isnt 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, its
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 griffons 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. Its 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 grikkitogs 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 grikkitogs 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: Deaths Grace
traits: null
- description: The grim reaper automatically knows the Hit Points, conditions, afflictions,
and emotions of all creatures it can see.
name: Status Sight
traits: null
description: The Grim Reaper is the unflinching personification of death. Silent
as the grave and as inevitable as time itself, this legendary being hunts down
and finishes creatures that have evaded death for far too long. Sometimes the
Grim Reaper comes without warning, while at others it comes to finish the work
that other creatures could not. The Grim Reaper serves no god, fiend, or aeon.
It is both despised and feared by psychopomps and celestials, but few—if any—dare
to stand in its way. Like some eternal plague, it kills those who try to cure
the multiverse of its presence. It stands alone and holds only its own council,
and the pleading and reasoning of mortals and immortals alike fall on deaf ears
once the Grim Reaper closes on its quarry. Its own reasoning is silent to mortal
ears and inscrutable to the mortal mind, but no matter the reason, the result
is unyielding and final.
hp: 320
immunities:
- death effects
- disease
- paralyzed
- poison
- unconscious
innate_spells:
- frequency: x4
level: 10
name: finger of death
- level: 7
name: plane shift
- frequency: constant
level: 6
name: true seeing
- frequency: constant
level: 6
name: haste
- frequency: constant
level: 6
name: see invisibility
- frequency: constant
level: 3
name: haste
- frequency: constant
level: 3
name: see invisibility
- frequency: constant
level: 2
name: see invisibility
items:
- scythe
languages:
- Common
- Necril
level: 21
melee:
- action_cost: One Action
damage:
formula: 4d10+23 plus death strike and energy drain
type: slashing
name: keen scythe
to_hit: 40
traits:
- agile
- deadly 3d10
- magical
- reach 10 feet
- trip
name: Grim Reaper
perception: 41
proactive_abilities:
- description: A creature critically hit by any of the grim reapers 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 cant be brought back to life
by any means short of divine intervention.
name: Final Death
traits: null
- description: Any scythe gains the agile trait, cant 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
scythes 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: Deaths Grace
traits: null
- description: The lesser death automatically knows the Hit Points, conditions,
afflictions, and emotions of all creatures it can see.
name: Status Sight
traits: null
description: No one is quite sure what lesser deaths are, though some claim that
they are avatars of the grim reaper. Unlike that strange hunter, however, lesser
deaths hunt in packs on rare occasions. More often than not, they manifest from
cursed magic items. Other times, they are just the enactors of death, hunting
in the same way the grim reaper does— silently, with neither remorse nor quarter.
Rarely, multiple lesser deaths work together to cull a large population, their
scythes cutting through crowds and leaving entire cities devoid of life, inspiring
(hopefully) false rumors of multiple grim reapers.
hp: 255
immunities:
- death effects
- disease
- paralyzed
- poison
- unconscious
innate_spells:
- frequency: constant
level: 6
name: true seeing
- frequency: constant
level: 6
name: haste
- frequency: constant
level: 6
name: see invisibility
- frequency: constant
level: 3
name: haste
- frequency: constant
level: 3
name: see invisibility
- frequency: constant
level: 2
name: see invisibility
items:
- scythe
languages:
- Common
- Necril
level: 16
melee:
- action_cost: One Action
damage:
formula: 3d10+14 plus 1d12 negative
type: slashing
name: keen scythe
to_hit: 32
traits:
- agile
- deadly 2d10
- magical
- reach 10 feet
- trip
name: Lesser Death
perception: 32
proactive_abilities:
- description: Any scythe gains the agile trait, cant 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
scythes 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 gugs 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 gugs 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 gugs multiple attack penalty, but the penalty
doesnt 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 cant 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 Hags 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*, *outcasts curse*, and *wall of thorns*
to her covens 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 hags 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 doesnt realize the hag is
an enemy. The betrayed creature is affected by the hags 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 doesnt 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 hags 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, its 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 cant 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
covens 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 victims 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 targets 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 doesnt 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 doesnt 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 covens spells. **Nightmare Rider** When a night hag rides a nightmare,
the nightmare also gains the night hags status bonus to saves against magic,
and both the hag and rider benefit when the night hag uses her *heartstones*
*ethereal jaunt* innate spell.
name: Coven
traits: null
- description: When a night hag rides a nightmare, the nightmare also gains the
night hags status bonus to saves against magic, and both the hag and rider
benefit when the night hag uses her *heartstones* *ethereal jaunt* innate spell.
name: Nightmare Rider
traits: null
description: Night hags are thieves and merchants of mortal souls. These foul creatures
collect souls in dark gems or crystalline jars to sell in fiendish markets, and
are themselves empowered by potent magic jewels known as *heartstones*. They haunt
the Ethereal Plane, where they prey upon mortals in their dreams, debilitating
them with horrific nightmares as they rest. A night hag may find a particular
target and haunt them continuously over the course of weeks, slowly and cruelly
breaking down the victims 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
items:
- heartstone
languages:
- Abyssal
- Aklo
- Celestial
- Common
- Infernal
level: 9
melee:
- action_cost: One Action
damage:
formula: 2d8+8 plus 1d6 evil and Abyssal plague
type: piercing
name: jaws
to_hit: 20
traits:
- magical
- action_cost: One Action
damage:
formula: 2d10+8 plus 1d6 evil
type: slashing
name: claw
to_hit: 20
traits:
- agile
- magical
name: Night Hag
perception: 18
proactive_abilities:
- description: A creature cant 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 doesnt 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 victims 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 doesnt 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 harpys 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 doesnt act. If attacked by the harpy, the
creature is freed from captivation at the end of the harpys 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 harpys 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 hounds 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 cant 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 cant 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 bands
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
dont benefit from lesser cover, and they reduce the AC bonus from standard
cover by 2 against the hobgoblin archers 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: Generals 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 ones 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 generals 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 cant speak, but it is telepathically linked to its creator.
It can share information back and forth, including its masters 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 creators own blood. This forges a link between the homunculus and
its master, causing the homunculus to gain a spark of the creators intellect,
as well as the same moral values and some of the creators 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 hydras 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 hydras multiple
attack penalty, but the multiple attack penalty doesnt 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 thats within
reach of at least two of the hyenas 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 creatures bones or cartilage are crushed by the beasts 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 hyaenodons 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 dont, 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 krakens multiple attack penalty for further actions, but the penalty
doesnt 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 cant
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
doesnt 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 lamias cunning illusions and insidious charms.
The lamias 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, theyre fierce protectors of other lamia, and consequently they quickly
come to rule cults or warbands. Regardless of the lamias gender, these ascended
lamias are always known as matriarchs. Rather than leonine limbs, a lamia matriarchs
lower body is formed in the winding coils of a giant snake. Theyre 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 matriarchs 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 doesnt 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 matriarchs 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: 1d81
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 targets 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 leshys 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 lichs spellcasting action, the lich
attempts a DC 15 flat check. On a success, the action isnt 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 doesnt take
actions until its *contingency* reaction has been triggered (see below).
name: Torpor
traits: null
description: Demiliches are formed when a lich, through carelessness or by accident,
loses its phylactery. As years pass, the lichs 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
items:
- demilich eye gem (2)
languages:
- Abyssal
- Aklo
- Common
- Draconic
- Elven
- Infernal
- Necril
- Undercommon
level: 15
melee:
- action_cost: One Action
damage:
formula: 1d4-3 plus 6d6 negative
type: piercing
name: jaws
to_hit: 27
traits:
- reach 0 feet
- finesse
- magical
name: Demilich
perception: 19
proactive_abilities:
- description: A demilich has gemstone eyes that glow when the demilich is active.
Each eye contains an 8th-level spell that targets one creature (usually one
eye has *maze* and the other *polar ray*). The demilich can Activate an eye.
This uses the number of spellcasting actions the spell requires, and also requires
command and envision components. When the demilich casts a spell from a gemstone
eye, that eye stops glowing for 1d4 rounds, during which time that eyes spell
cant 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 demilichs
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 creatures 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 creatures 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 cant use Breath Weapon again for 1d4 rounds. The magma remains
until the start of the linnorms 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 linnorms
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
cant 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 cant 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 linnorms next
turn, those who failed the breath weapons Reflex save must succeed at a DC
42 Fortitude save or gain sickened 4 from the poisonous fumes. A tarn linnorm
cant 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
linnorms multiple attack penalty, and the multiple attack penalty doesnt 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 cant 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 linnorms 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 linnorms 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 cant 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 linnorms multiple attack penalty,
but the multiple attack penalty doesnt 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 geckos 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 geckos 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 lizards 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 arent 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 scouts 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 peoples 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 doesnt further damage armor thats 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.
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
items:
- greataxe
languages:
- Jotun
level: 4
melee:
- action_cost: One Action
damage:
formula: 1d12+8
type: slashing
name: greataxe
to_hit: 14
traits:
- reach 10 feet
- sweep
- action_cost: One Action
damage:
formula: 1d8+8
type: piercing
name: horn
to_hit: 14
traits: null
name: Minotaur
perception: 12
proactive_abilities:
- action_cost: Two Actions
description: The minotaur swings its axe in a wide arc, making greataxe Strikes
against any two foes who are adjacent to each other and within the minotaur's
reach. The multiple attack penalty does not increase until after both attacks
are resolved.
name: Axe Swipe
traits: null
- action_cost: One Action
description: The minotaur snorts and clomps as it hunts its prey, inspiring terror.
The minotaur makes an Intimidation check to Demoralize all living creatures
within 60 feet that can hear the minotaur but not see it. Roll once and apply
the result to all creatures. If the targets are in a maze or similarly difficult-to-navigate
structure, the minotaur gains a +4 circumstance bonus to this check. Creatures
that become frightened as a result also take a -2 circumstance penalty to Survival
checks to avoid getting lost for 1 minute. This use of Demoralize doesn't have
the visual trait. Each target is temporarily immune for 1 minute.
name: Hunted Fear
traits: null
- action_cost: Two Actions
description: The minotaur Strides twice, then makes a horn Strike. If it moved
at least 20 feet from its starting position, the Strike's damage is increased
to 2d8+10.
name: Powerful Charge
traits: null
ranged: null
resistances: null
saves:
fort: 13
ref: 8
will: 10
saves_special:
fort: null
ref: null
will: null
senses:
- darkvision
skills:
Athletics: 14
Intimidation: 9
Survival: 12
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. Its 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
cant 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
doesnt 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 its shrouded in funerary wrappings and entombed within a
necromantically ensorcelled sarcophagus to await intrusions in the potentially
distant future. While its 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 cant be healed until this curse
is removed. A creature killed by mummy rot turns to dust and cant 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 cant be healed until this curse
is removed. A creature killed by insidious mummy rot turns to sand and cant
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 cant 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
auras 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 nightmares 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
auras 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 nightmares 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 victims 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 doesnt require a line of effect outside the tree. She can hear,
but not see, whats 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
queens beauty, the image of the queen sears into the creatures 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 natures wonders
and the other fey representing natures 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
queens 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 doesnt require a line of effect outside the
tree. She can hear, but not see, whats 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 cant use their sense of smell. The cloud dissipates after 1 minute. The
octopus cant 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 octopuss
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 its 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 cant 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 ofalths 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 ofalths 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 theres 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 familys 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 its 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 its 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 theyre 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 victims 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 warchiefs 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 dont 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 creatures 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 forebears 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 spells 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 preys 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
ac_special:
- descr: 25 with shield raised
automatic_abilities: null
description: Mortals whose ancestry has been influenced by celestials are known
as aasimars, and angelkin, who have blood of angels coursing through their veins,
are among the most common type of them. Many angelkin seek adventure as a means
of doing good in the world.
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 Redeemer
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 cant 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, its also fleeing for as long as its
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 poltergeists multiple attack penalty, and the penalty doesnt 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 cant 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 its inside, time moves
exceptionally slowly for it and it has only limited perception of the outside
world. The poracha can sense whats 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 dont 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 Maelstroms 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: 1d81 plus 1d4 chaotic
type: piercing
name: jaws
to_hit: 9
traits:
- chaotic
- finesse
- magical
- action_cost: One Action
damage:
formula: 1d41 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 doesnt
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 voidworms 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 doesnt 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 naunets 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 keketars 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 keketars
eyes are always a piercing shade of amber or violet. Second, the keketars 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 doesnt 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 keketars 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 doctors 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 doesnt
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 doesnt 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.
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
items:
- +2 striking bo staff
languages:
- Abyssal
- Celestial
- Infernal
- Necril
- Requian
level: 15
melee:
- action_cost: One Action
damage:
formula: 2d8+14 plus spirit touch
type: bludgeoning
name: bo staff
to_hit: 31
traits:
- magical
- parry
- reach 10 feet
- trip
- action_cost: One Action
damage:
formula: 3d12+14 plus Grab and spirit touch
type: bludgeoning
name: web wrappings
to_hit: 29
traits:
- magical
- reach 10 feet
name: Morrigna
perception: 28
proactive_abilities:
- action_cost: One Action
description: A morrigna can take the appearance of any Small or Medium animal
or humanoid. This doesnt 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 thats 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
quelaunts innate spells or emotional focus spells. **Effect** As the quelaunt
invades the triggering creatures mind and plants the seeds of negative emotions,
it also strips away the targets 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
doesnt change the dandasukas 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 doesnt change the raja rakshasas 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 rakshasas 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 rakshasas 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 dont 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 diseases
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 dont 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 swarms 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 alchemists fires, and 2 infused moderate frost vials. These items
last for 24 hours, or until the next time they make their daily preparations.
name: Infused Items
traits: null
description: Ratfolk grenadiers use alchemy and stealth to defend their communities.
hp: 60
immunities: null
innate_spells: null
items:
- alchemist's tools
- hand crossbow (20 bolts)
- studded leather armor
languages:
- Common
level: 4
melee:
- action_cost: One Action
damage:
formula: 1d4
type: piercing
name: fangs
to_hit: 12
traits:
- agile
- finesse
name: Ratfolk Grenadier
perception: 10
proactive_abilities:
- description: . The ratfolk can remove or store an item using the Interact action.
As long as the ratfolk has at least one object in its cheek pouches, its speech
is noticeably difficult to understand.
name: Cheek Pouches
traits:
- though no more than 4 light items
- action_cost: One Action
description: The ratfolk grenadier draws an alchemical bomb with an Interact action
and throws it as a ranged Strike.
name: Quick Bomber
traits: null
- action_cost: Free Action
description: The ratfolk grenadier stores one held item of light or negligible
Bulk in its cheek pouches.
name: Quick Stow
traits: null
- description: A ratfolk grenadier can end its movement in the same square as an
ally that also has this ability. Only two such creatures can share the same
space.
name: Swarming
traits: null
ranged:
- action_cost: One Action
damage:
formula: 1d6
type: piercing
name: hand crossbow
to_hit: 12
traits:
- range increment 60 feet
- reload 1
- action_cost: One Action
name: alchemical bomb
to_hit: 13
traits:
- range increment 20 feet
- splash
resistances: null
saves:
fort: 11
ref: 13
will: 9
saves_special:
fort: null
ref: null
will: null
senses:
- darkvision
skills:
Acrobatics: 9
Crafting: 12
Deception: 7
Society: 10
Stealth: 12
Thievery: 9
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: redcaps 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 doesnt grant its powers until the redcap has turned it red with Blood
Soak. A cap has no benefit for creatures other than the redcap who made it.
name: Red Cap
traits:
- necromancy
- primal
description: Redcaps are sadistic and capricious fey who thrill in bloodletting
and murder. While they are most famous for appearing as wizened, bearded men,
redcap women are no less fearsome or cruel. Redcaps are ultimately craven bullies,
cowed by anything more powerful than themselves, a trait that leads them to fear
and despise the symbols of good deities. Many fairy tales explain how the redcaps
draw power from dipping the hats for which they are named in fresh blood. Just
as iconic to these cruel little fey are their iron-clad boots, and the clanging
sound of their metal soles clanking on stone floors is both discordant and disconcerting—
especially to those who recognize the sound for what it is. Redcaps typically
stand only 3 feet tall, with hunched frames, pointed ears, crooked teeth, and
long, white, tangled hair.
hp: 60
immunities: null
innate_spells: null
items:
- scythe
- iron boots
- red cap
languages:
- Common
- Sylvan
level: 5
melee:
- action_cost: One Action
damage:
formula: 1d10+10
type: slashing
name: scythe
to_hit: 15
traits:
- deadly 1d10
- trip
- action_cost: One Action
damage:
formula: 1d6+8
type: piercing
name: boot
to_hit: 13
traits:
- agile
- versatile B
name: Redcap
perception: 12
proactive_abilities:
- action_cost: One Action
description: The redcap dips its cap in the blood of a slain foe. The foe must
have died in the last minute, and the redcap must have helped kill it. The redcap
gains a +4 status bonus to damage rolls for 1 minute.
name: Blood Soak
traits:
- manipulate
- description: The redcap makes another scythe Strike against a different creature,
using the same multiple attack penalty as the scythe Strike that triggered this
reaction. This counts toward its multiple attack penalty.
name: Deadly Cleave
traits: null
- action_cost: One Action
description: creature, it deals an extra 2d6 persistent bleed damage.
name: Stomp
traits: null
ranged: null
resistances: null
saves:
fort: 11
ref: 15
will: 10
saves_special:
fort: null
ref: null
will: null
senses:
- low-light vision
skills:
Acrobatics: 13
Athletics: 15
Deception: 11
Intimidation: 13
Nature: 10
Stealth: 13
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 reefclaws 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 creatures
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 cant 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 remorhazs multiple
attack penalty, but the multiple attack penalty doesnt 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, dont mind these creatures, which sometimes get
gobbled up along with the rest of the rocs 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 theyre retracted, it cant 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 ropers multiple attack penalty, but its multiple attack penalty
doesnt 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 creatures 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 strands 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 doesnt 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 monsters feathery antennae that strike fear in the hearts
of battle-hardened warriors, for a single touch from even just one antenna can
reduce an adventurers 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 monsters 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: satyrs 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 satyrs person, the magic remains
only until the wine spoils. The wineskin holds up to eight drafts of wine.
name: Sylvan Wine
traits:
- enchantment
- mental
- primal
description: To a satyr, life is a party and everyone is invited. Notorious for
their hedonism, these fey believe theres 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 societys rules. This usually involves enticing
mortals to join raucous parties or engage in trysts in moonlit glades. If a potential
companion rejects a satyrs 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
items:
- dagger
- panpipes
- shortbow (20 arrows)
- wineskin
languages:
- Common
- Sylvan
level: 4
melee:
- action_cost: One Action
damage:
formula: 1d4+6
type: piercing
name: dagger
to_hit: 14
traits:
- agile
- finesse
- versatile S
name: Satyr
perception: 10
proactive_abilities:
- description: When the satyr Plays the Pipes to cast a spell, he can Step or Stride
as part of the activity.
name: Fleet Performer
traits: null
- description: '**Requirements** The satyr is holding a musical instrument. **Effect**
The satyr plays a melody on his instrument to cast *charm*, *fear*, *sleep*,
or *suggestion* without expending the spell slot and using his music in place
of providing the spells 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 satyrs 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 victims 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.”
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
items:
- longspear
- spear
languages:
- Aquan
level: 2
melee:
- action_cost: One Action
damage:
formula: 1d8+3
type: piercing
name: longspear
to_hit: 11
traits:
- reach 10 feet
- action_cost: One Action
damage:
formula: 1d6+3
type: slashing
name: claw
to_hit: 11
traits:
- agile
- action_cost: One Action
damage:
formula: 1d8+3
type: piercing
name: jaws
to_hit: 11
traits: null
name: Sea Devil Scout
perception: 9
proactive_abilities:
- action_cost: Free Action
description: '**Requirements** The sea devil is not fatigued or already in a frenzy.
**Trigger** The sea devil deals bleed damage to a living creature. **Effect**
The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea
devil gains a +1 status bonus to attack rolls with its claws and jaws, gains
a +4 status bonus to damage rolls with its claws and jaws, gains 7 temporary
HP until the end of the frenzy, and takes a 2 status penalty to AC. The sea
devil cant 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.”
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
items:
- trident
languages:
- Aquan
level: 4
melee:
- action_cost: One Action
damage:
formula: 1d8+8
type: piercing
name: trident
to_hit: 14
traits: null
- action_cost: One Action
damage:
formula: 1d6+6
type: slashing
name: claw
to_hit: 14
traits:
- agile
- action_cost: One Action
damage:
formula: 1d8+6
type: piercing
name: jaws
to_hit: 14
traits: null
name: Sea Devil Brute
perception: 7
proactive_abilities:
- action_cost: Free Action
description: '**Requirements** The sea devil is not fatigued or already in a frenzy.
**Trigger** The sea devil deals bleed damage to a living creature. **Effect**
The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea
devil gains a +1 status bonus to attack rolls with its claws and jaws, gains
a +4 status bonus to damage rolls with its claws and jaws, gains 11 temporary
HP until the end of the frenzy, and takes a -2 status penalty to AC. The sea
devil cant 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.”
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
items:
- longspear
- spear (2)
languages:
- Aquan
level: 6
melee:
- action_cost: One Action
damage:
formula: 1d8+11
type: piercing
name: longspear
to_hit: 17
traits:
- reach 10 feet
- action_cost: One Action
damage:
formula: 1d6+8
type: slashing
name: claw
to_hit: 17
traits:
- agile
- action_cost: One Action
damage:
formula: 1d6+8
type: piercing
name: jaws
to_hit: 17
traits: null
name: Sea Devil Baron
perception: 13
proactive_abilities:
- action_cost: Free Action
description: '**Requirements** The sea devil is not fatigued or already in a frenzy.
**Trigger** The sea devil deals bleed damage to a living creature. **Effect**
The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea
devil gains a +1 status bonus to attack rolls with its claws and jaws, gains
a +4 status bonus to damage rolls with its claws and jaws, gains 15 temporary
HP until the end of the frenzy, and takes a -2 status penalty to AC. The sea
devil cant 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 wont 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 its adjacent to. It must succeed at an Athletics check with
a DC of 35 or the pilots 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 serpents 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 creatures or objects
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 targets 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 creatures enfeebled
value to 3 or more, the targets 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 creatures 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 doesnt 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 creatures or objects
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 targets 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 creatures enfeebled value
to 3 or more, the targets 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 its 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 shamblers 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 dont
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 wont 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 waters 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 waters
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 lifetimes 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.
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 wasnt 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 sinspawns
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, greedspawns
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 sinspawns sin is determined by the *runewell* that
spawned it or by its creators 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 envyspawns 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 gluttonyspawns 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 greedspawns 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 lustspawns 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 pridespawns
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 slothspawns hunched frame. **Melee** |1| longspear +10 (reach
10 feet), **Damage** 1d8+4 piercing **Sinful Bite** Creatures that critically
fail their saves against a slothspawns 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 wrathspawns sinful bite
are drained 1 as well as enfeebled 1 for 1 minute.'
hp: 30
immunities:
- controlled
innate_spells: null
items:
- one weapon determined by its sin
languages:
- Aklo
level: 2
melee:
- action_cost: One Action
damage:
formula: 1d8+4 plus sinful bite
type: piercing
name: jaws
to_hit: 10
traits:
- agile
- action_cost: One Action
damage:
formula: 1d6+4
type: slashing
name: claw
to_hit: 10
traits: null
name: Sinspawn
perception: 10
proactive_abilities:
- description: A sinspawn gains an additional skill based on its sin, as well as
a weapon that reflects the preferences of its kinds ancient creators. The seven
sins and the benefits they confer upon a sinspawn are noted in the Sinspawn
Sins section.
name: Sin
traits: null
- description: A creature hit by the jaws of a sinspawn must attempt a DC 18 Will
save as it is assailed by sinful thoughts. **Critical Success** Unaffected.
**Success** Sickened 1. **Failure** Sickened 2. **Critical Failure** Sickened
2 plus an additional penalty, determined by the sinspawns 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 creatures 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 slurks 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 beasts 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 slurks 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 dont 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 victims heart.
hp: 8
immunities: null
innate_spells: null
languages: ''
level: -1
melee:
- action_cost: One Action
damage:
formula: 1d83 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 snakes 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 pythons
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 vipers 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 anacondas 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 anacondas 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 souls personality,
though none of that creatures memories. This causes a soulbound doll to match
the donor souls 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 mortals 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 constructs 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 creators Craft DC, ruining the doll if not preventing the
donors 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 swarms 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 doesnt 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 doesnt 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 doesnt 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 sprites Strikes
dont deal fire damage and they cant use their luminous spark Strike.
name: Luminous Fire
traits:
- evocation
- light
- primal
description: Common sprites are primeval guardians that latch onto a person, place,
or object and defend it for their own inscrutable reasons. Their dispositions
vary from kind to spiteful, but all sprites have a capricious streak. Being only
about 9 inches tall, they are wary of animals that might hunt them, particularly
house cats, and prefer flight to a fight. On the other hand, sprites are incredibly
curious about all forms of magic and heedlessly gather around ley line nexuses
or other places of power.
hp: 11
immunities: null
innate_spells:
- level: 1
name: color spray
items:
- rapier
languages:
- Common
- Sylvan
level: -1
melee:
- action_cost: One Action
damage:
formula: 1d63 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: 1d42
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 pixies 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 pixies next turn, the arrow inflicts
one of the following special effects instead of dealing damage. Each effect
depends on the targets 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 doesnt 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 targets 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 victims 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 havent 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 terotricuss 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 cant 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 trolls 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 kings 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 cant 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 unicorns 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 cant 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 uthuls movement doesnt 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 cant 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: ''
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
items:
- +1 rapier
- leather armor
languages:
- Common
- Necril
level: 6
melee:
- action_cost: One Action
damage:
formula: 1d6+11
type: piercing
name: rapier
to_hit: 17
traits:
- deadly 1d8
- disarm +1
- action_cost: One Action
damage:
formula: 1d8+8 plus Grab
type: slashing
name: claw
to_hit: 17
traits:
- agile
name: Vampire Count
perception: 17
proactive_abilities:
- action_cost: One Action
description: Giant bat with fangs +15 for 1d8+9 piercing.
name: Change Shape
traits:
- concentrate
- divine
- polymorph
- transmutation
- description: If a creature dies after being reduced to 0 HP by Drink Blood, the
vampire can turn this victim into a vampire by donating some of its own blood
to the victim and burying the victim in earth for 3 nights. If the new vampire
is lower level than its creator, it is under the creators 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 vampires
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: ''
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
items:
- signet ring
languages:
- Common
- Necril
level: 9
melee:
- action_cost: One Action
damage:
formula: 2d8+9 plus Grab
type: slashing
name: claw
to_hit: 18
traits:
- agile
name: Vampire Mastermind
perception: 20
proactive_abilities:
- action_cost: One Action
description: Giant bat with fangs +19 for 2d8+9 piercing.
name: Change Shape
traits:
- concentrate
- divine
- polymorph
- transmutation
- description: If a creature dies after being reduced to 0 HP by Drink Blood, the
vampire can turn this victim into a vampire by donating some of its own blood
to the victim and burying the victim in earth for 3 nights. If the new vampire
is lower level than its creator, it is under the creators 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 vampires
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 hasnt
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 spells 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 creatures reaction would disrupt the vampire masterminds
spellcasting action, the vampire attempts a DC 15 flat check. If the vampire
succeeds, its action isnt 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 wargs Strikes deal 1d4 extra damage to creatures within the
reach of at least two of the wargs 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 cant use Breath
Weapon again for 1d4 rounds.
name: Breath Weapon
traits:
- cold
- evocation
- primal
- description: The winter wolfs Strikes deal 1d6 extra damage to creatures within
the reach of at least two of the winter wolfs 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 creatures 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 creatures
level. As long as the warsworn still exists, absorbed creatures cant 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 warsworns 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 lurkers 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 wemmuths 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 its no longer frightened, whichever
comes first). A creature frightened by a wendigos howl still naturally recovers
from its fright but cant 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 wendigos 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 cant 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.
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 citys 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 wererats 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
items:
- hand crossbow (20 bolts)
- leather armor
- shortsword
languages:
- Common
level: 2
melee:
- action_cost: One Action
damage:
formula: 1d6+4
type: piercing
name: shortsword
to_hit: 10
traits:
- agile
- finesse
- versatile S
- action_cost: One Action
damage:
formula: 1d6+2
type: slashing
name: claw
to_hit: 10
traits:
- agile
- finesse
- action_cost: One Action
damage:
formula: 1d8+2 plus curse of the wererat
type: piercing
name: jaws
to_hit: 10
traits:
- finesse
name: Wererat
perception: 8
proactive_abilities:
- action_cost: One Action
description: Human with fist +10 for 1d4+2 bludgeoning, or Small rat with Speed
30 feet, climb 10 feet.
name: Charge Shape
traits:
- concentrate
- polymorph
- primal
- transmutation
- description: This curse affects only humanoids. **Saving Throw** DC 18 Fortitude
save. On each full moon, the cursed creature must succeed at another Fortitude
save or turn into a wererat until dawn. The creature is under the GMs 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, cant 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.
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
items:
- battle axe
- composite shortbow (20 arrows)
- studded leather armor
languages:
- Common
level: 3
melee:
- action_cost: One Action
damage:
formula: 1d8+8
type: slashing
name: battle axe
to_hit: 11
traits:
- sweep
- action_cost: One Action
damage:
formula: 1d6+8
type: slashing
name: claw
to_hit: 11
traits:
- agile
- action_cost: One Action
damage:
formula: 1d8+8 plus curse of the werewolf
type: piercing
name: jaws
to_hit: 11
traits: null
name: Werewolf
perception: 9
proactive_abilities:
- action_cost: One Action
description: Human with fist +11 for 1d4+8 bludgeoning, or wolf with Speed 40
feet and jaws with Knockdown.
name: Change Shape
traits:
- concentrate
- polymorph
- primal
- transmutation
- description: This curse affects only humanoids. **Saving Throw** DC 19 Fortitude
save. On each full moon, the cursed creature must succeed at another Fortitude
save or turn into a werewolf until dawn. The creature is under the GMs 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, cant 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 werewolfs Strikes deal 1d6 extra damage to creatures within
reach of at least two of the werewolfs 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.
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
items:
- chain shirt
- greataxe
- hatchet (8)
languages:
- Common
level: 4
melee:
- action_cost: One Action
damage:
formula: 1d10+7 plus Grab
type: slashing
name: claw
to_hit: 13
traits:
- agile
- reach 10 feet
- action_cost: One Action
damage:
formula: 1d12+7
type: slashing
name: greataxe
to_hit: 13
traits:
- reach 10 feet
- sweep
- action_cost: One Action
damage:
formula: 1d6+7
type: slashing
name: hatchet
to_hit: 13
traits:
- agile
- sweep
- action_cost: One Action
damage:
formula: 1d12+7 plus curse of the werebear
type: piercing
name: jaws
to_hit: 13
traits:
- reach 10 feet
name: Werebear
perception: 11
proactive_abilities:
- action_cost: One Action
description: Medium human with fist +13 for 1d4+7 bludgeoning, or grizzly bear
with Speed 35 feet.
name: Change Shape
traits:
- concentrate
- polymorph
- primal
- transmutation
- description: This curse affects only humanoids. **Saving Throw** DC 22 Fortitude
save. On each full moon, the cursed creature must succeed at another Fortitude
save or turn into a werebear until dawn. The creature is under the GMs 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 its 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 werebears 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, cant 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 wights claw Strike rises as a wight
after 1d4 rounds. This wight spawn is under the command of the wight that killed
it. It doesnt 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 isnt, 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-owisp feeds on the creatures
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 wraiths 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 doesnt 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 communitys
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 skulkers attacks until the end of the skulkers 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 its
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, its 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 cant 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 cant 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 cant 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 cant 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 cant 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 cant 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 its 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 Strikes
reach. This attack counts as two attacks for the zombie hulks 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
creatures 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 targets 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 cant use their fangs attack and loses their climb
Speed. When in spider form, they cant 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 cant use their fangs attack and loses their climb
Speed. When in spider form, they cant 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 cant use their fangs attack and loses their climb
Speed. When in spider form, they cant 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 doorwardens multiple attack penalty doesnt 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 birds 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 cant 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
cant 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 Hellknights spine, adding to the creatures
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 its
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 tixitogs 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 asanbosams multiple attack penalty.'
name: Attack from Above
traits:
- usually by using its Climb speed
- action_cost: One Action
description: A victims 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 veterans 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 doesnt 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-kas 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
cant 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 Kings 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-kas 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
cant 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-kas 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
cant 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.
name: Green Empathy
traits: null
description: The unofficial healers of gripplikind are known as greenspeakers.
hp: 71
immunities: null
innate_spells: null
items:
- dart (4)
- staff
languages:
- Common
- Grippli
level: 5
melee:
- action_cost: One Action
damage:
formula: 1d4+4
type: bludgeoning
name: staff
to_hit: 11
traits:
- two-hand d8
name: Grippli Greenspeaker
perception: 13
proactive_abilities:
- description: A grippli ignores difficult terrain in forests and jungles.
name: Jungle Stride
traits: null
ranged:
- action_cost: One Action
damage:
formula: 1d4+4
type: piercing
name: dart
to_hit: 13
traits:
- agile
- thrown 20 feet
resistances: null
saves:
fort: 10
ref: 13
will: 13
saves_special:
fort: null
ref: null
will: null
senses:
- darkvision
skills:
Acrobatics: 11
Athletics: 9
Diplomacy: 10
Medicine: 11
Nature: 14
Religion: 11
Stealth: 11
Survival: 11
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 Golarions
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 kishis
powerful jaws are almost impossible to pry loose and can crush a victims 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 kishis jaws cant 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 saps 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 Golarions
jungles. Mwangi view mokele-mbembes as embodiments of natures 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 bursts 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 creatures 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 creatures 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 Nidals 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 creatures 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 victims 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
demons 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 Hells 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, Hells fifth layer, from the stagnant energy
of long-dead heresies. Left to their own devices, osyluths build massive, calcified
hives in Stygias 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 doesnt 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 Barzillais 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 doesnt act. If attacked by the rusalka, the creature is
freed from captivation at the end of the rusalkas 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
rusalkas 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 creatures 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 augurs unnerving gaze. After
attempting this save, the creature is then temporarily immune until the start
of the augurs 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 kinds 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 evangelists 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 evangelists 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 evangelists 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 opponents 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 interlocutors 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 interlocutors 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 cant 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 precentors 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 precentors 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 precentors 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 creatures 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 its 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 cant 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 deculis 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 deculis 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 cant
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 dragons 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 cant
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 dragons 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
cant 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 dragons 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 intruders presence until the intruder either leaves
or is destroyed.
name: Guardian Sense
traits:
- arcane
- detection
- divination
description: Not all would-be dragonslayers who die a valiant death rest peacefully
amid the annals of legend. Sometimes, a draconic necromancer is so impressed by
its fallen foe that the dragon ritually raises the dead warrior to serve the dragon
in undeath. These undead guardians are infused with a fraction of the power of
the dragon who slew them, channeling the same energy as their draconic masters
breath.
hp: 210
immunities:
- death effects
- disease
- fire
- paralyzed
- poison
- unconscious
innate_spells: null
items:
- broken greatsword
languages:
- Common
- Draconic
- Necril
level: 13
melee:
- action_cost: One Action
damage:
formula: 1d12+9 plus 2d6 negative plus 3d6 fire
type: slashing
name: breath-seared greatsword
to_hit: 27
traits:
- magical
- versatile P
name: Dragonscarred Dead
perception: 24
proactive_abilities:
- description: The dragonscarred deads weapon is magically scorched by a dragons
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
cant 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 creatures corpse, it can bind the creatures
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 cant 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 cant 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 creatures level. As long as the gashadokuro
still exists, creatures consumed in this way cant 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 ruins 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 enforcers 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 cant 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
souls 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 cant 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 aluums 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 cant 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.
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
items:
- +1 striking longsword (2)
languages:
- Common
- Jotun
level: 12
melee:
- action_cost: One Action
damage:
formula: 2d8+15
type: slashing
name: longsword
to_hit: 28
traits:
- magical
- reach 10 feet
- versatile P
- action_cost: One Action
damage:
formula: 3d8+13
type: bludgeoning
name: fist
to_hit: 25
traits:
- agile
- reach 10 feet
- nonlethal
name: Calikang
perception: 20
proactive_abilities:
- action_cost: Two Actions
description: '**Frequency** once per day; **Effect** The calikang breathes a blast
of energy that deals 13d6 energy damage to all creatures in a 60-foot line (DC
28 basic Reflex save). The calikang can choose the damage type each time: acid,
cold, electricity, fire, or sonic. Increase the die size to d8 if the calikang
chooses electricity.'
name: Breath Weapon
traits:
- acid
- arcane
- cold
- electricity
- evocation
- fire
- sonic
- action_cost: Two Actions
description: The calikang makes up to six fist Strikes. Each Strike can be against
a different target. These attacks count toward its multiple attack penalty,
which doesnt 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 fiends 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 cant 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 crucidaemons multiple attack penalty
and its multiple attack penalty doesnt 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 crucidaemons daggers cant be disarmed, and they become non-magical
when severed from the daemon or upon the daemons 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 doesnt 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 Hells 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 cornugons Athletics DC
- description: A cornugons 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 ichors *charm*
spell becomes stupefied 1. The stupefied value reduces by 1 every 24 hours.
The first time each day a creature stupefied by the ichors *charm* fails to
save against another casting of the ichors *charm*, the value of the condition
increases by 1d4. If the stupefied condition ever equals the creatures Wisdom
score, it becomes controlled by the ichor permanently; if it dies, it rises
the next round as a zombie (of the GMs choice) under the ichors 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 abilitys 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 abilitys 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 cant 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 cant 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