228 lines
6.0 KiB
YAML
228 lines
6.0 KiB
YAML
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ability_mods:
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cha_mod: 2
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con_mod: 4
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dex_mod: 2
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int_mod: 1
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str_mod: 4
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wis_mod: 2
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ac: 20
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ac_special: null
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alignment: CN
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automatic_abilities:
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- action_cost: None
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critical_failure: null
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critical_success: null
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description: When a grodair dies, its body explodes in a blast of pressurized water
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that deals 4d6 bludgeoning damage to creatures within a 15-foot emanation (DC
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22 basic Reflex save). A creature that fails its save is pushed 5 feet (or 10
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feet on a critical failure).
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effect: null
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effects: null
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failure: null
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frequency: null
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full_description: null
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generic_description: null
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name: Death Flood
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range: null
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raw_description: '**Death Flood** (__conjuration__, __primal__, __water__) When
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a grodair dies, its body explodes in a blast of pressurized water that deals 4d6
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bludgeoning damage to creatures within a 15-foot emanation (DC 22 basic Reflex
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save). A creature that fails its save is pushed 5 feet (or 10 feet on a critical
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failure).'
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requirements: null
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success: null
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traits:
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- conjuration
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- primal
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- water
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trigger: null
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description: 'Grodairs are bizarre fishlike creature native to the First World. Their
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supernatural physiology includes a strange organ with an extradimensional space
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capable of storing thousands of gallons of water. This grants grodairs the ability
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to create a suitable environment for themselves anywhere by releasing the water,
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quickly transforming any surrounding land into a shallow bog. When grodairs wish
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to leave for a new location, they simply suck up all the water back up. When necessary,
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grodairs can also travel on land by walking upon the tangle of long, fleshy tentacles
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that dangle from their bellies.
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Grodairs have two sets of eyes that function independently. While this makes the
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creatures difficult to surprise, it also makes them easy to distract. During conversations,
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they have a tendency to lose focus quickly and have difficulty remembering things.
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Still, they are avid conversationalists and enjoy hearing tales about the world.
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While this quality makes grodairs quite likable, they aren''t reliable. They have
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difficulty following plans or schedules, and they can keep a secret only if they
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happen to forget it first. For these reasons, grodairs don''t always make the best
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allies.
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Grodairs are voracious and curious omnivores who love trying new foods—in fact,
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the pursuit of new and interesting food is the most common reason that they venture
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out of First World. They can also capture and store within their throats any small
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animals and plants easily suspended in water, and eject them for consumption at
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a later time.
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**__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 20
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**__Recall Knowledge - Fey__ (__Nature__)**: DC 20'
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hp: 88
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hp_misc: null
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immunities: null
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items: null
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languages:
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- Aquan
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- Sylvan
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level: 5
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melee:
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- action_cost: One Action
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damage:
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formula: 2d8+7
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type: piercing
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name: jaws
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plus_damage: null
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to_hit: 15
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traits: null
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- action_cost: One Action
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damage:
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formula: 1d10+7
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type: bludgeoning
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name: tentacle
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plus_damage:
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- formula: null
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type: Knockdown
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to_hit: 15
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traits: null
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name: Grodair
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perception: 13
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proactive_abilities:
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- action_cost: One Action
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critical_failure: null
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critical_success: null
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description: The grodair transforms all soil, sand, or similar sediment in a 10-foot
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emanation into mud for 1 round. This mud is difficult terrain for creatures other
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than grodairs.
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effect: null
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effects: null
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failure: null
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frequency: null
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full_description: null
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generic_description: null
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name: Muddy Field
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range: null
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raw_description: '**Muddy Field** (__primal__, __transmutation__, __water__) The
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grodair transforms all soil, sand, or similar sediment in a 10-foot emanation
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into mud for 1 round. This mud is difficult terrain for creatures other than grodairs.'
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requirements: null
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success: null
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traits:
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- primal
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- transmutation
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- water
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trigger: null
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- action_cost: One Action
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critical_failure: null
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critical_success: null
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description: The grodair causes water to pour from a magical sac on its spine, either
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a stream of water at a rate of 1 gallon per round, or a fountain in a 5-foot-long
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stream at a rate of 5 gallons per round. It can stop the flow of water as a single
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action.
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effect: null
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effects: null
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failure: null
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frequency: null
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full_description: null
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generic_description: null
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name: Organ of Endless Water
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range: null
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raw_description: '**Organ of Endless Water** (__conjuration__, __manipulate__,
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__primal__, __water__) The grodair causes water to pour from a magical sac on
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its spine, either a stream of water at a rate of 1 gallon per round, or a fountain
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in a 5-foot-long stream at a rate of 5 gallons per round. It can stop the flow
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of water as a single action.'
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requirements: null
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success: null
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traits:
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- conjuration
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- manipulate
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- primal
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- water
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trigger: null
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ranged:
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- action_cost: One Action
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damage:
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formula: 3d6
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type: bludgeoning
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name: water jet
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plus_damage:
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- formula: null
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type: Push 10 feet
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to_hit: 13
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traits:
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- range increment 60 feet
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rarity: Common
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resistances:
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- amount: null
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type: '>'
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ritual_lists: null
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saves:
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fort: 15
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fort_misc: null
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misc: null
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ref: 9
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ref_misc: null
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will: 11
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will_misc: null
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sense_abilities: null
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senses:
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- Perception +13
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- darkvision
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size: Medium
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skills:
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- bonus: 13
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misc: null
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name: 'Athletics '
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- bonus: 13
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misc: null
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name: 'Nature '
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- bonus: 11
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misc: null
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name: 'Survival '
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source:
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- abbr: Bestiary 2
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page_start: 140
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page_stop: null
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speed:
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- amount: 25
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type: Land
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- amount: 50
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type: swim
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spell_lists:
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- dc: 22
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misc: null
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name: Primal Innate Spells
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spell_groups:
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- heightened_level: null
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level: 5
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spells:
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- frequency: null
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name: control water
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requirement: null
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to_hit: null
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traits:
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- CN
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- Medium
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- Amphibious
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- Beast
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- Fey
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- Water
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type: Creature
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weaknesses: null
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