From 4d0d1ac6b73af4effa844109f206f99c61be9124 Mon Sep 17 00:00:00 2001 From: Brad Laney Date: Fri, 24 Apr 2020 02:43:12 -0500 Subject: [PATCH] replace apostrophe and double quote with html friendly version --- data/yaml/monsters.yaml | 1811 +++++++++++++++++++-------------------- 1 file changed, 902 insertions(+), 909 deletions(-) diff --git a/data/yaml/monsters.yaml b/data/yaml/monsters.yaml index 4d66757..71cd798 100644 --- a/data/yaml/monsters.yaml +++ b/data/yaml/monsters.yaml @@ -9,7 +9,7 @@ monsters: ac: 13 ac_special: null automatic_abilities: - - description: An unseen servant is invisible, though it normally doesn’t Sneak, + - description: An unseen servant is invisible, though it normally doesn't Sneak, so it is usually only hidden. name: Invisible traits: null @@ -30,9 +30,9 @@ monsters: name: Unseen Servant perception: 0 proactive_abilities: - - description: An unseen servant’s physical body is made of force. It can’t use + - description: An unseen servant's physical body is made of force. It can't use attack actions. It can move and use Interact actions to do things such as fetch - objects, open unstuck or unlocked doors, hold chairs, and clean. It can’t pass + objects, open unstuck or unlocked doors, hold chairs, and clean. It can't pass through solid objects. name: Force Body traits: null @@ -82,7 +82,7 @@ monsters: - 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. + "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 @@ -133,9 +133,9 @@ monsters: perception: 17 proactive_abilities: - description: '**Saving Throw** Fortitude DC 25; **Stage 1** no ill effect (1 round); - **Stage 2** the victim’s skin softens, inflicting drained 1 (1 round); **Stage - 3** the victim’s skin transforms into a clear, slimy membrane, inflicting drained - 2 until the curse ends; every hour this membrane remains dry, the creature’s + **Stage 2** the victim''s skin softens, inflicting drained 1 (1 round); **Stage + 3** the victim''s skin transforms into a clear, slimy membrane, inflicting drained + 2 until the curse ends; every hour this membrane remains dry, the creature''s drained condition increases by 1 (permanent). A remove disease spell can counteract this curse, but immunity to disease offers no protection against it.' name: Slime @@ -193,8 +193,8 @@ monsters: 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.”' + 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 @@ -408,7 +408,7 @@ monsters: into societies much different than their own. The most paranoid of adventurers and conspiracy scholars worry that every major city has been infested by secret cabals of vidileths, while others dismiss this as hogwash and fearmongering. The - truth is likely somewhere in between, but it doesn’t take many veiled masters + truth is likely somewhere in between, but it doesn't take many veiled masters pulling the strings behind the scenes to wreak havoc upon an entire nation! hp: 270 immunities: @@ -501,13 +501,13 @@ monsters: - action_cost: Free Action description: Once per round, a veiled master can take on the appearance of a humanoid of Large, Medium, or Small size or resume its true form. While in humanoid form, - the veiled master’s Speed is 30 feet, and it loses its mucus cloud aura and + the veiled master's Speed is 30 feet, and it loses its mucus cloud aura and swim Speed. If the humanoid form assumed lacks the aquatic trait, the veiled master loses its own aquatic trait as well. In humanoid form, the veiled master can use weapons, or it can make Strikes that work like its tentacle attack but use the reach of its current form. If the assumed form has fangs or claws, the veiled master can also make such Strikes, but these attacks lack the veiled - master’s slime. + master's slime. name: Change Shape traits: - concentrate @@ -515,10 +515,10 @@ monsters: - polymorph - transmutation - description: When a veiled master makes a fangs Strike against a creature, it - can consume some of that creature’s memories. The target must succeed at a DC + can consume some of that creature's memories. The target must succeed at a DC 37 Fortitude saving throw or become stupefied 1. A veiled master regains 5 Hit Points each time it successfully consumes memories. When a veiled master consumes - memories, it learns some of the creature’s memories (subject to the GM’s discretion). + memories, it learns some of the creature's memories (subject to the GM's discretion). name: Consume Memories traits: - mental @@ -533,9 +533,9 @@ monsters: - enchantment - occult - description: '**Saving Throw** Fortitude DC 36; **Stage 1** no ill effect (1 round); - **Stage 2** the victim’s skin softens, inflicting drained 1 (1 round); **Stage - 3** the victim’s skin transforms into a clear, slimy membrane, inflicting drained - 2 until the curse ends; every hour this membrane remains dry, the creature’s + **Stage 2** the victim''s skin softens, inflicting drained 1 (1 round); **Stage + 3** the victim''s skin transforms into a clear, slimy membrane, inflicting drained + 2 until the curse ends; every hour this membrane remains dry, the creature''s drained condition increases by 1 (permanent). A remove disease spell can counteract this curse, but immunity to disease offers no protection against it.' name: Slime @@ -549,7 +549,7 @@ monsters: roll the damage only once for all targets. name: Tentacle Flurry traits: null - - description: A creature touched by the veiled master’s tentacles, whether those + - description: A creature touched by the veiled master's tentacles, whether those tentacles deal damage or not, must attempt a DC 34 Will save, becoming slowed 1 on a failure or slowed 2 on a critical failure. Each time the affected creature ends its turn, its slowed value decreases by 1. @@ -773,7 +773,7 @@ monsters: description: The axiomite shifts between its humanoid form and that of a cloud of crystalline dust in which strange symbols and equations flash. In this form it gains a fly Speed of 40 feet and can fit through even tiny apertures, similarly - to *gaseous form*. It can cast spells, but it can’t make melee or ranged attacks + to *gaseous form*. It can cast spells, but it can't make melee or ranged attacks in this state. It can return to its humanoid form by using this action while in crystalline dust form. name: Crystalline Dust Form @@ -931,7 +931,7 @@ monsters: - description: Pleromas care little for communication with other creatures, but when they do convey information, they do so wordlessly through a series of psychic projections. This acts as telepathy with a range of but is understandable to - all creatures regardless of whether they have a language, though the aeon’s + all creatures regardless of whether they have a language, though the aeon's meaning to non-aeons can be vague and is often mysterious. An aeon can use this ability to communicate flawlessly with any other aeon on the same plane as itself. name: Envisioning @@ -1014,7 +1014,7 @@ monsters: name: Pleroma perception: 37 proactive_abilities: - - description: A pleroma’s touch deals its choice of positive or negative damage, + - description: A pleroma's touch deals its choice of positive or negative damage, but neither energy can be used to heal a creature. name: Energy Touch traits: null @@ -1022,14 +1022,14 @@ monsters: description: Three times per day, a pleroma can manifest a 2-foot-diameter sphere of white energy that hovers above its left hand. By using a single action, which has the concentrate trait, the pleroma can cause the sphere to fly 10 feet. - The sphere can move in any direction, ignoring difficult terrain, but it can’t + The sphere can move in any direction, ignoring difficult terrain, but it can't move farther than 300 feet away from the pleroma. Wherever the sphere travels, it leaves behind a 5-foot-wide path of new matter, creating either new terrain - (the pleroma’s choice of normal, difficult, or greater difficult terrain) or + (the pleroma's choice of normal, difficult, or greater difficult terrain) or a 5-foot-square solid barrier of a single natural substance (such as clay, wood, or stone). The sphere can enter the space of a creature; when it does, the creature must succeed at a DC 43 Fortitude save or be absorbed into the sphere. On a - successful save, the creature is pushed to a space of the GM’s choice away from + successful save, the creature is pushed to a space of the GM's choice away from the sphere. Those who fail take 20d6 positive damage (even if they are living) and are pushed away as a success. Those who critically fail, or are reduced to 0 HP by the damage from a failure, become one with the new material and can @@ -1148,7 +1148,7 @@ monsters: proactive_abilities: - action_cost: One Action description: A cassisian can take the appearance of a dove, a winged humanoid, - a dog, or a fish. Normally, this doesn’t change its Speed or the attack and + a dog, or a fish. Normally, this doesn't change its Speed or the attack and damage bonuses for its Strikes, but it might change the damage type Strikes deal (typically to bludgeoning). Any further changes for specific forms are noted below. @@ -3911,7 +3906,7 @@ monsters: description: The basilisk is an eight-legged reptile with a nasty disposition and the ability to turn creatures to stone with its gaze. Folklore holds that, much like for the cockatrice, the first basilisks hatched from leathery eggs laid by - snakes and incubated by roosters, but little in the basilisk’s physiology lends + snakes and incubated by roosters, but little in the basilisk's physiology lends any credence to this claim. hp: 75 immunities: null @@ -3985,7 +3980,7 @@ monsters: range. name: Echolocation traits: null - description: Although the typical vampire bat has a wingspan of 7 inches and doesn’t + description: Although the typical vampire bat has a wingspan of 7 inches and doesn't pose a significant threat to larger prey alone (and indeed, these blood-drinkers can feed without their sleeping victims ever noticing), some unusually aggressive species of these bats hunt in deadly swarms. A churning cloud of vampire bats @@ -4130,7 +4125,7 @@ monsters: ac_special: null automatic_abilities: null description: This large and powerful omnivore inhabits forested hills. While it - typically sustains itself on nuts, berries, fish, and small mammals, it’s fiercely + typically sustains itself on nuts, berries, fish, and small mammals, it's fiercely territorial and will chase off or kill any creature it views as competition. Grizzly bears are especially temperamental when their young are nearby. In combat, a grizzly bear often attempts to grab and maul its foe with surprising ferocity. It continues @@ -4211,7 +4206,7 @@ monsters: remote places. As its name might suggest, the cave bear makes its den in natural caves, and like the grizzly bear, a cave bear is fiercely territorial. Unlike a grizzly bear, however, a cave bear is short tempered and will make sure its - foe is dead before moving on, usually feasting on its prey’s soft flesh once it + foe is dead before moving on, usually feasting on its prey's soft flesh once it has been incapacitated. Cave bears are often regarded as powerful guardian spirits by remote-dwelling people, while they are utilized as beasts of war by orcs or even giants—stone giants in particular have an affinity for keeping trained cave @@ -4287,7 +4282,7 @@ monsters: automatic_abilities: null description: These 3-foot-long insects boast a pair of glowing organs on the back of the abdomen that give off bright light and that continue to glow for days, - even after the creature’s death. Flash beetles are commonly herded and harvested + even after the creature's death. Flash beetles are commonly herded and harvested by miners and spelunkers, as their glow is considered safer than torches and less expensive than lamps. Denizens of the Darklands often domesticate and train these insects, using them as pets, livestock, or caging them to use as organic sources @@ -4313,7 +4308,7 @@ monsters: - action_cost: One Action description: The flash beetle creates a brilliant flash of light. All creatures in its luminescent aura must succeed at a DC 17 Fortitude save or be dazzled - for 1 minute. The flash beetle’s glow then goes out, disabling its aura for + for 1 minute. The flash beetle's glow then goes out, disabling its aura for 24 hours, during which time it cannot use Light Flash. name: Light Flash traits: @@ -4427,19 +4422,19 @@ monsters: automatic_abilities: null description: Scourges of swamps and damp, abandoned places, bloodseekers are ravenous blood drinkers. Farmers curse the creatures for sucking their livestock dry. It - is from such beleaguered people that the bloodseeker’s regional name “stirge,” - possibly a corruption of the word “scourge,” comes. Folk wisdom holds that the + is from such beleaguered people that the bloodseeker's regional name "stirge," + possibly a corruption of the word "scourge," comes. Folk wisdom holds that the appearance of bloodseekers in a region signals a healthy herd of livestock, but - more often it means bogs or old buildings that haven’t been properly tended to. + more often it means bogs or old buildings that haven't been properly tended to. Certainly, no amount of folksy parable can assuage a farmer driven to destitution by a bloodseeker infestation. But despite their role as parasites, bloodseekers - aren’t hated by all villages. In some cases, the inhabitants of remote backwoods - thorps even keep the things as pets or use them as doubtful medicinal “tools” + aren't hated by all villages. In some cases, the inhabitants of remote backwoods + thorps even keep the things as pets or use them as doubtful medicinal "tools" to drain away unwanted humors or test for evil spirits possessing the blood. Worshippers of gods of pestilence and parasites often view bloodseekers as sacred to their faith and allow the creatures to feed freely from their bodies. In such societies, - those who accidentally give too much are considered to have been “blessed” by - the village’s hungry god. + those who accidentally give too much are considered to have been "blessed" by + the village's hungry god. hp: 6 immunities: null innate_spells: null @@ -4457,7 +4452,7 @@ monsters: - description: while attached. If the bloodseeker is killed or pushed away while attached to a creature it has drained blood from, that creature takes 1 persistent bleed damage. Escaping the attach or removing the bloodseeker in other ways - doesn’t cause bleed damage. + doesn't cause bleed damage. name: Attach traits: null - action_cost: One Action @@ -4571,7 +4566,7 @@ monsters: description: Where the typical boar is merely ill-tempered and generally unfriendly, the towering daeodon is legitimately hateful and ruthlessly violent. Although omnivorous, the daeodon (known in some regions simply as a giant boar) prefers - to feed on flesh. Primarily a scavenger, the daeodon isn’t adverse to attacking + to feed on flesh. Primarily a scavenger, the daeodon isn't adverse to attacking creatures it encounters while searching for easier meals, or to protect any perceived encroachment into its lair or feeding grounds. Particularly brave or skilled orcs are fond of using daeodons as mounts or war-trained battle beasts; orc cavalry @@ -4674,9 +4669,9 @@ monsters: - emotion - fear - mental - - description: ', but it can’t move beyond the reach of the boggard’s tongue. A + - description: ', but it can''t move beyond the reach of the boggard''s tongue. A creature can sever the tongue by hitting AC 13 and dealing at least 2 slashing - damage. Though this doesn’t deal any damage to the boggard, it prevents it from + damage. Though this doesn''t deal any damage to the boggard, it prevents it from using its tongue Strike until it regrows its tongue, which takes a week.' name: Tongue Grab traits: null @@ -4769,9 +4764,9 @@ monsters: - emotion - fear - mental - - description: ', but it can’t move beyond the reach of the boggard’s tongue. A + - description: ', but it can''t move beyond the reach of the boggard''s tongue. A creature can sever the tongue by hitting AC 15 and dealing at least 3 slashing - damage. Though this doesn’t deal any damage to the boggard, it prevents it from + damage. Though this doesn''t deal any damage to the boggard, it prevents it from using its tongue Strike until it regrows its tongue, which takes a week.' name: Tongue Grab traits: null @@ -4863,7 +4858,7 @@ monsters: description: The swampseer utters a powerful croak that deals 4d6 sonic damage to any non-boggard within a 15-foot emanation (DC 19 basic Fortitude save); any creature with the *frightened* condition takes additional sonic damage equal - to twice the value of their frightened condition. The boggard can’t use Destructive + to twice the value of their frightened condition. The boggard can't use Destructive Croak again for 1d4 rounds name: Destructive Croak traits: @@ -4871,7 +4866,7 @@ monsters: - description: '**Trigger** The boggard swampseer or one of its allies within 60 feet attempts a saving throw against an *auditory* or *sonic* effect. **Effect** The swampseer releases a croak that drowns out other sound. It rolls a *Performance* - check. It and boggard allies in the area can use the higher result of the swampseer’s + check. It and boggard allies in the area can use the higher result of the swampseer''s Performance check or their saves to resolve the effects against the *auditory* or *sonic* effect.' name: Drowning Drone @@ -4892,9 +4887,9 @@ monsters: - emotion - fear - mental - - description: ', but it can’t move beyond the reach of the boggard’s tongue. A + - description: ', but it can''t move beyond the reach of the boggard''s tongue. A creature can sever the tongue by hitting AC 15 and dealing at least 4 slashing - damage. Though this doesn’t deal any damage to the boggard, it prevents it from + damage. Though this doesn''t deal any damage to the boggard, it prevents it from using its tongue Strike until it regrows its tongue, which takes a week.' name: Tongue Grab traits: null @@ -5156,7 +5151,7 @@ monsters: name: Sneak Attack traits: null - action_cost: Two Actions - description: against the second attack. Apply the bugbear tormentor’s multiple + description: against the second attack. Apply the bugbear tormentor's multiple attack penalty to the Strikes normally. name: Twin Feint traits: null @@ -5214,7 +5209,7 @@ monsters: 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.” + fin have earned the nickname "landshark." hp: 120 immunities: null innate_spells: null @@ -5241,16 +5236,16 @@ monsters: proactive_abilities: - description: A bulette gains a +1 circumstance bonus to attack and damage rolls with its jaws against a specific type of creature designated as its favorite - food. Unless otherwise stated, a bulette’s favored prey is halflings. Elves + food. Unless otherwise stated, a bulette's favored prey is halflings. Elves are never a favored prey for bulettes. name: Favored Prey traits: null - action_cost: Two Actions - description: . If it’s adjacent to an enemy at the apex of its High Jump or at + description: . If it's adjacent to an enemy at the apex of its High Jump or at the end of its Long Jump, it can make a claw Strike against the enemy at that moment. If the bulette jumps at least 5 feet vertically or at least 20 feet - horizontally, it can attempt two claw Strikes instead of one. The bulette’s - multiple attack penalty doesn’t increase until it has made all the claw Strikes + horizontally, it can attempt two claw Strikes instead of one. The bulette's + multiple attack penalty doesn't increase until it has made all the claw Strikes that are part of its Leaping Charge. name: Leaping Charge traits: null @@ -5347,7 +5342,7 @@ monsters: - primal - action_cost: One Action description: A bunyip can alter its form slightly to gain an advantage and make - it harder to recognize. When it does, its teeth shrink and its Jaws Strike doesn’t + it harder to recognize. When it does, its teeth shrink and its Jaws Strike doesn't deal the 1d6 *persistent* *bleed damage*. It can choose to gain either a long snake tail, granting its tail Strike reach 10 feet and Grab, or squat crocodile legs, increasing its land Speed to 20 feet. If it uses Shift Form again, the @@ -5598,7 +5593,7 @@ monsters: perception: 10 proactive_abilities: - action_cost: Two Actions - description: only once. Both attacks count toward the stalker’s multiple attack + description: only once. Both attacks count toward the stalker's multiple attack penalty, but the penalty increases only after both attacks. name: Double Slice traits: null @@ -5889,7 +5884,7 @@ monsters: automatic_abilities: null description: Smilodons are large saber-toothed cats, apex predators that are significantly more muscular and broader than the other species of big cats. They often kill - prey with a quick stab to the throat or other vulnerable spot. The smilodon’s + prey with a quick stab to the throat or other vulnerable spot. The smilodon's oversized fangs are particularly sought after as trophies. hp: 110 immunities: null @@ -6150,11 +6145,11 @@ monsters: automatic_abilities: null description: The purple worm is the most common and infamous of the cave worms, a much-feared monster wandering the twisting tunnels of the Darklands that is - capable of carving out entire cave systems. Tunnels bored by a purple worm don’t - always last long after these creature’s passage, and areas where they nest are + capable of carving out entire cave systems. Tunnels bored by a purple worm don't + always last long after these creature's passage, and areas where they nest are maddening mazes of passageways that lead nowhere, yet navigating the labyrinth - to find the worm’s central nest often yields amazing treasures left behind by - the worm’s prior victims. + to find the worm's central nest often yields amazing treasures left behind by + the worm's prior victims. hp: 270 immunities: null innate_spells: null @@ -6201,7 +6196,7 @@ monsters: name: Purple Worm Venom traits: - poison - - description: Boulders occupy space in the worm’s stomach as a creature of equivalent + - description: Boulders occupy space in the worm's stomach as a creature of equivalent size, and purple worms often have several boulders swallowed. A purple worm can use a single action to swallow a new boulder. name: Regurgitate @@ -6217,8 +6212,8 @@ monsters: - action_cost: Two Actions description: The worm makes a Strike once against each creature in its reach. It can Strike up to once with its jaws, up to once with its stinger, and any - number of times with its body. Each attack counts toward the worm’s multiple - attack penalty, but the multiple attack penalty doesn’t increase until after + number of times with its body. Each attack counts toward the worm's multiple + attack penalty, but the multiple attack penalty doesn't increase until after it makes all the attacks. name: Thrash traits: null @@ -6324,7 +6319,7 @@ monsters: Grab on this Strike and follow it up with Fast Swallow. name: Breach traits: - - this lets it attack a creature within 45 feet of the water’s surface + - this lets it attack a creature within 45 feet of the water's surface - description: The worm uses Swallow Whole. name: Fast Swallow traits: null @@ -6335,8 +6330,8 @@ monsters: - action_cost: Two Actions description: The worm makes a Strike once against each creature in its reach. It can Strike up to once with its jaws, up to once with its stinger, and any - number of times with its body. Each attack counts toward the worm’s multiple - attack penalty, but the multiple attack penalty doesn’t increase until after + number of times with its body. Each attack counts toward the worm's multiple + attack penalty, but the multiple attack penalty doesn't increase until after it makes all the attacks. name: Thrash traits: null @@ -6390,7 +6385,7 @@ monsters: 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 + 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 @@ -6436,7 +6431,7 @@ monsters: - action_cost: Two Actions description: The crimson worm breathes a blast of flame in a 60-foot cone that deals 18d6 fire damage to all creatures in the area (DC 41 basic Reflex save). - It can’t use Breath Weapon again for 1d4 rounds. + It can't use Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - evocation @@ -6463,8 +6458,8 @@ monsters: - action_cost: Two Actions description: The worm makes a Strike once against each creature in its reach. It can Strike up to once with its jaws, up to once with its stinger, and any - number of times with its body. Each attack counts toward the worm’s multiple - attack penalty, but the multiple attack penalty doesn’t increase until after + number of times with its body. Each attack counts toward the worm's multiple + attack penalty, but the multiple attack penalty doesn't increase until after it makes all the attacks. name: Thrash traits: null @@ -6610,7 +6605,7 @@ monsters: of goblins, kobolds, and mitflits have developed effective methods of utilizing these vermin as guardians. Other tribes and some humanoid societies roast and eat centipedes, often with pungent peppers as a savory delicacy, although care - must be taken in preparing the meal to avoid tainting the flesh with the creature’s + must be taken in preparing the meal to avoid tainting the flesh with the creature's venom. hp: 8 immunities: null @@ -6865,8 +6860,8 @@ monsters: - action_cost: Two Actions description: The chimera breathes a cone or line that deals 9d6 damage to all creatures in the area (DC 26 basic save of a type indicated below). The color - of the chimera’s dragon head determines the area of the Breath Weapon, the type - of damage it deals, and the type of save to avoid it. The chimera can’t use + of the chimera's dragon head determines the area of the Breath Weapon, the type + of damage it deals, and the type of save to avoid it. The chimera can't use Breath Weapon again for 1d4 rounds.