236 lines
7.3 KiB
YAML
236 lines
7.3 KiB
YAML
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ability_mods:
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cha_mod: 7
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con_mod: 5
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dex_mod: 7
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int_mod: 3
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str_mod: 0
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wis_mod: 5
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ac: 30
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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 underwater, the nereid's body is __invisible__. The nereid can
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dismiss or resume this transparency as an action that has the __concentrate__
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trait.
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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: Watery Transparency
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range: null
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raw_description: '**Watery Transparency** (__primal__, __transmutation__, __water__)
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When underwater, the nereid''s body is __invisible__. The nereid can dismiss or
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resume this transparency as an action that has the __concentrate__ trait.'
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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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description: 'Nereids are aquatic fey with deep ties to water. They share some similarities
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with naiads, but they are not guardians and do not bind themselves to a specific
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body of water. Although they are primarily aquatic creatures, their unique ability
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to imbue their vitality into a supernatural shawl allows them to travel on land
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as well. A nereid must be careful when manifesting a shawl, however, as their life
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essence is bound to it, so it can be stolen or destroyed to threaten the nereid.
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Nereids prefer to exist in isolation. Left to their own devices, they avoid combat,
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but when forced to fight, their ability to transform the natural waters in their
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flesh into poison serves them as well as any weapon.
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Often, ignorant sailors lump all water-dwelling fey into a single category of "aquatic
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tempters," regardless of the fey''s type or gender, using these creatures'' names
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interchangeably to represent the concept of a beautiful figure who exists to lure
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mortals to a drowning death. Whereas naiads have more patience and often seek to
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educate the ignorant regarding the harm that stereotypes can cause, nereids and
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rusalkas have little patience for such methods. Rusalkas are the primary source
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for the legends of fey preying upon sailors, and nereids loathe them for that, as
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they prefer to live apart from humanity and enjoy the beauty of the natural world
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in peace.
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When a nereid learns of a rusalka''s increased activity, it often seeks out the
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rusalka to route them—not so much out of an urge to protect humanoids (in whom nereids
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traditionally have little interest), but to prevent the rusalka from inadvertently
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riling up violent responses from humanoids who can''t be bothered to note the difference
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between a murderous fey and one who just wants to be left alone.
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**__Recall Knowledge - Fey__ (__Nature__)**: DC 27'
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hp: 175
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hp_misc: null
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immunities:
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- poison
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items: null
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languages:
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- Aquan
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- Common
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- Sylvan
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level: 10
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melee:
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- action_cost: One Action
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damage:
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formula: 6d6
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type: poison
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name: poisonous touch
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plus_damage: null
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to_hit: 23
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traits:
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- agile
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- finesse
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- magical
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name: Nereid
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perception: 20
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proactive_abilities:
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- action_cost: Two Actions
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critical_failure: The creature chokes on the water and runs out of air. It falls
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unconscious and starts drowning. If the creature is above water, it recovers from
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drowning as soon as it succeeds at a saving throw against suffocation.
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critical_success: null
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description: "The nereid touches a creature and causes water from its own body to\
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\ flow into the creature's lungs. If the creature cannot breathe water, it must\
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\ attempt a DC 29 Fortitude save. \n\n"
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effect: null
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effects: null
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failure: The creature becomes sickened 3 as it chokes on the water.
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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: Drowning Touch
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range: null
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raw_description: "**Drowning Touch** [Two Actions] (__conjuration__, __incapacitation__,\
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\ __primal__, __water__) The nereid touches a creature and causes water from its\
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\ own body to flow into the creature's lungs. If the creature cannot breathe water,\
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\ it must attempt a DC 29 Fortitude save. \n\n**Success** The creature is unaffected\
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\ and is temporarily immune to Drowning Touch for 24 hours. \n\n**Failure** The\
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\ creature becomes __sickened 3__ as it chokes on the water. \n\n**Critical Failure**\
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\ The creature chokes on the water and runs out of air. It falls unconscious and\
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\ starts __drowning__. If the creature is above water, it recovers from drowning\
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\ as soon as it succeeds at a saving throw against suffocation."
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requirements: null
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success: The creature is unaffected and is temporarily immune to Drowning Touch
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for 24 hours.
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traits:
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- conjuration
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- incapacitation
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- primal
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- water
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trigger: null
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- action_cost: Three Actions
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critical_failure: null
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critical_success: null
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description: The nereid divests themself of part of their connection to the __First
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World__ and imbues this essence into a flowing shawl that enables them to function
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on land. The nereid can Dismiss this effect as long as they are touching the shawl.
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As long as the shawl exists, the nereid gains the __amphibious__ trait. A nonnereid
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who carries the shawl also gains the amphibious trait. If a nereid's shawl is
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destroyed rather than Dismissed, the nereid can't Manifest a Shawl for 24 hours.
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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: Manifest Shawl
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range: null
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raw_description: '**Manifest Shawl** [Three Actions] (__conjuration__, __primal__)
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The nereid divests themself of part of their connection to the __First World__
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and imbues this essence into a flowing shawl that enables them to function on
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land. The nereid can Dismiss this effect as long as they are touching the shawl.
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As long as the shawl exists, the nereid gains the __amphibious__ trait. A nonnereid
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who carries the shawl also gains the amphibious trait. If a nereid''s shawl is
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destroyed rather than Dismissed, the nereid can''t Manifest a Shawl for 24 hours.'
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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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trigger: null
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ranged: null
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rarity: Common
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resistances:
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- amount: 10
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type: cold iron
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ritual_lists: null
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saves:
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fort: 16
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fort_misc: null
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misc: null
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ref: 22
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ref_misc: null
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will: 18
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will_misc: null
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sense_abilities: null
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senses:
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- Perception +20
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- low-light vision
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size: Medium
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skills:
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- bonus: 12
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misc: +18 to Swim
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name: 'Athletics '
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- bonus: 20
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misc: null
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name: 'Deception '
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- bonus: 22
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misc: null
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name: 'Diplomacy '
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- bonus: 22
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misc: null
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name: 'Stealth '
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source:
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- abbr: Bestiary 2
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page_start: 182
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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: 29
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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: 6
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spells:
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- frequency: <a style="text-decoration:underline" href="MonsterFamilies.aspx?ID=45">water
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elementals</a> only
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name: summon elemental
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requirement: null
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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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- frequency: ×3, water only 4th suggestion
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name: elemental form
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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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- Aquatic
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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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