run cleanyaml.py to format monsters from merge request
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@ -1391,9 +1391,9 @@ monsters:
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creature within its confessor''s aura as irredeemable. It can only do so after
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creature within its confessor''s aura as irredeemable. It can only do so after
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a failed attempt to convince the creature to repent. The touched creature takes
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a failed attempt to convince the creature to repent. The touched creature takes
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a –1 status penalty to AC and saves, reduces its resistances by 2, and gains
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a –1 status penalty to AC and saves, reduces its resistances by 2, and gains
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weakness 2 to good damage. The duration depends on the target''s DC 26 Will save.
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weakness 2 to good damage. The duration depends on the target''s DC 26 Will
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**Critical Success** The creature is unaffected. **Success** The duration is
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save. **Critical Success** The creature is unaffected. **Success** The duration
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1 round. **Failure** The duration is 1 day. **Critical Failure** The duration
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is 1 round. **Failure** The duration is 1 day. **Critical Failure** The duration
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is permanent.'
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is permanent.'
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name: Brand of the Impenitent
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name: Brand of the Impenitent
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traits:
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traits:
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@ -1899,11 +1899,11 @@ monsters:
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ac: 20
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ac: 20
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ac_special: null
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ac_special: null
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automatic_abilities: null
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automatic_abilities: null
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description: 'These horse-sized, burrowing monsters generally avoid heavily settled
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description: These horse-sized, burrowing monsters generally avoid heavily settled
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areas like cities, but ankhravs'' predilection for livestock and humanoid flesh
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areas like cities, but ankhravs' predilection for livestock and humanoid flesh
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ensures that the creatures do not remain in the deep wilderness for long. Desperate
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ensures that the creatures do not remain in the deep wilderness for long. Desperate
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farmers whose fields become infested by ankhravs often have little recourse but to
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farmers whose fields become infested by ankhravs often have little recourse but
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seek the aid of adventurers.'
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to seek the aid of adventurers.
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hp: 40
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hp: 40
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immunities: null
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immunities: null
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innate_spells: null
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innate_spells: null
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@ -2821,8 +2821,8 @@ monsters:
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ac: 31
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ac: 31
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ac_special: null
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ac_special: null
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automatic_abilities:
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automatic_abilities:
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- description: '|1| (divine, transmutation) A shield archon''s hands can change into
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- description: '|1| (divine, transmutation) A shield archon''s hands can change
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a *+1 holy striking* spear and a *lesser sturdy shield* or back into hands.
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into a *+1 holy striking* spear and a *lesser sturdy shield* or back into hands.
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Transforming does not restore any HP to the items, and if either the weapon
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Transforming does not restore any HP to the items, and if either the weapon
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or shield is fully destroyed, the archon loses that hand until it receives a
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or shield is fully destroyed, the archon loses that hand until it receives a
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<%SPELLS% %%>*regenerate* spell or similar magic. If a shield archon is slain,
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<%SPELLS% %%>*regenerate* spell or similar magic. If a shield archon is slain,
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@ -4671,10 +4671,10 @@ monsters:
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- emotion
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- emotion
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- fear
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- fear
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- mental
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- mental
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- description: ', but it can''t move beyond the reach of the boggard''s tongue. A
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- description: ', but it can''t move beyond the reach of the boggard''s tongue.
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creature can sever the tongue by hitting AC 13 and dealing at least 2 slashing
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A creature can sever the tongue by hitting AC 13 and dealing at least 2 slashing
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damage. Though this doesn''t deal any damage to the boggard, it prevents it from
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damage. Though this doesn''t deal any damage to the boggard, it prevents it
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using its tongue Strike until it regrows its tongue, which takes a week.'
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from using its tongue Strike until it regrows its tongue, which takes a week.'
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name: Tongue Grab
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name: Tongue Grab
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traits: null
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traits: null
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ranged:
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ranged:
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@ -4766,10 +4766,10 @@ monsters:
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- emotion
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- emotion
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- fear
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- fear
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- mental
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- mental
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- description: ', but it can''t move beyond the reach of the boggard''s tongue. A
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- description: ', but it can''t move beyond the reach of the boggard''s tongue.
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creature can sever the tongue by hitting AC 15 and dealing at least 3 slashing
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A creature can sever the tongue by hitting AC 15 and dealing at least 3 slashing
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damage. Though this doesn''t deal any damage to the boggard, it prevents it from
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damage. Though this doesn''t deal any damage to the boggard, it prevents it
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using its tongue Strike until it regrows its tongue, which takes a week.'
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from using its tongue Strike until it regrows its tongue, which takes a week.'
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name: Tongue Grab
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name: Tongue Grab
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traits: null
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traits: null
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ranged:
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ranged:
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@ -4889,10 +4889,10 @@ monsters:
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- emotion
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- emotion
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- fear
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- fear
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- mental
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- mental
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- description: ', but it can''t move beyond the reach of the boggard''s tongue. A
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- description: ', but it can''t move beyond the reach of the boggard''s tongue.
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creature can sever the tongue by hitting AC 15 and dealing at least 4 slashing
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A creature can sever the tongue by hitting AC 15 and dealing at least 4 slashing
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damage. Though this doesn''t deal any damage to the boggard, it prevents it from
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damage. Though this doesn''t deal any damage to the boggard, it prevents it
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using its tongue Strike until it regrows its tongue, which takes a week.'
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from using its tongue Strike until it regrows its tongue, which takes a week.'
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name: Tongue Grab
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name: Tongue Grab
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traits: null
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traits: null
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ranged: null
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ranged: null
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@ -8464,12 +8464,12 @@ monsters:
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see through the creature''s senses, and target the creature with *suggestion*
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see through the creature''s senses, and target the creature with *suggestion*
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through the telepathic link. In addition, the creature uses an outcome one degree
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through the telepathic link. In addition, the creature uses an outcome one degree
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of success worse than it rolls on saving throws against the lust demon''s *suggestions*.
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of success worse than it rolls on saving throws against the lust demon''s *suggestions*.
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A humanoid can''t have more than one profane gift at a time, and a succubus can''t
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A humanoid can''t have more than one profane gift at a time, and a succubus
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grant more than one profane gift at a time. Removing the gift requires an *atone*
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can''t grant more than one profane gift at a time. Removing the gift requires
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ritual. The succubus can remove the gift as a free action to give the recipient
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an *atone* ritual. The succubus can remove the gift as a free action to give
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a permanent stupefied 3 condition. A 4th-level *restoration* spell is required
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the recipient a permanent stupefied 3 condition. A 4th-level *restoration* spell
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to reduce this stupefied condition by 1. A summoned succubus can''t grant a profane
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is required to reduce this stupefied condition by 1. A summoned succubus can''t
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gift.'
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grant a profane gift.'
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name: Profane Gift
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name: Profane Gift
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traits:
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traits:
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- divine
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- divine
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@ -11536,20 +11536,20 @@ monsters:
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ac: 31
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ac: 31
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ac_special: null
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ac_special: null
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automatic_abilities:
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automatic_abilities:
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- name: Frightful Presence
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- description: 90 feet, DC 28
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description: 90 feet, DC 28
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name: Frightful Presence
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traits:
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traits:
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- aura
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- aura
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- emotion
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- emotion
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- fear
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- fear
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- mental
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- mental
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- name: Tail Lash
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- action_cost: Reaction
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action_cost: Reaction
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trigger: A creature within reach of the dragon's tail takes an action to Strike or
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attempt a skill check
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effect: The dragon Strikes with its tail at the triggering creature at a –2 penalty.
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effect: The dragon Strikes with its tail at the triggering creature at a –2 penalty.
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If it hits, the creature takes a –2 circumstance penalty to the triggering roll.
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If it hits, the creature takes a –2 circumstance penalty to the triggering roll.
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description: Murderous tyrants of marshes, swamps, bogs, and fens, black dragons
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name: Tail Lash
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trigger: A creature within reach of the dragon's tail takes an action to Strike
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or attempt a skill check
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description: 'Murderous tyrants of marshes, swamps, bogs, and fens, black dragons
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terrorize their domains with intense fervor. Gleefully sadistic, they rule their
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terrorize their domains with intense fervor. Gleefully sadistic, they rule their
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fetid principalities from a deep cave or otherwise isolated part of the swamp
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fetid principalities from a deep cave or otherwise isolated part of the swamp
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with a mix of lightning-quick raids and subterfuge. Their hatred for other creatures
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with a mix of lightning-quick raids and subterfuge. Their hatred for other creatures
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@ -11557,18 +11557,19 @@ monsters:
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of their kind—except perhaps to mate or temporarily collaborate to take down a
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of their kind—except perhaps to mate or temporarily collaborate to take down a
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mutual enemy.
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mutual enemy.
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Black dragons are amphibious—although they breathe air, their gills also allow them
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Black dragons are amphibious—although they breathe air, their gills also allow
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to breathe water. Their frills and fins make them accomplished swimmers, well suited
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them to breathe water. Their frills and fins make them accomplished swimmers,
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to their wetland environments and submerged lairs. They're immune to the fetid water
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well suited to their wetland environments and submerged lairs. They''re immune
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that comes as a result of their magical ability to corrupt water.
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to the fetid water that comes as a result of their magical ability to corrupt
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water.
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Black dragon lairs are as foul as their souls. The floors are littered with rotting
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Black dragon lairs are as foul as their souls. The floors are littered with rotting
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meat, and plundered treasures line the muck and slime of their dank caves amid
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meat, and plundered treasures line the muck and slime of their dank caves amid
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twisted roots and creepers. Such places are often crawling with pests, snakes, and
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twisted roots and creepers. Such places are often crawling with pests, snakes,
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slimes. Though they claim natural caverns when they can, they make do with areas of
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and slimes. Though they claim natural caverns when they can, they make do with
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dense, twisted vegetation within a swamp. Black dragon treasure hoards primarily
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areas of dense, twisted vegetation within a swamp. Black dragon treasure hoards
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consist of gems and expensive glass work, as valuables of softer substance can't
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primarily consist of gems and expensive glass work, as valuables of softer substance
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survive the dragon's acidic presence.
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can''t survive the dragon''s acidic presence.'
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hp: 215
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hp: 215
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immunities:
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immunities:
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- acid
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- acid
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@ -11670,12 +11671,12 @@ monsters:
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- evocation
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- evocation
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- action_cost: One Action
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- action_cost: One Action
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description: null
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description: null
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frequency: Once per day
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effect: The dragon permanently befouls 10 cubic feet of liquid within 90 feet.
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effect: The dragon permanently befouls 10 cubic feet of liquid within 90 feet.
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The liquid becomes undrinkable and unable to support water-breathing life.
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The liquid becomes undrinkable and unable to support water-breathing life. This
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This destroys liquid magic or alchemical items if they're of a lower level than
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destroys liquid magic or alchemical items if they're of a lower level than the
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the dragon (a creature can attempt a DC 28 Will save to protect liquids in its
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dragon (a creature can attempt a DC 28 Will save to protect liquids in its possession).
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possession). This doesn't affect liquids in a creature's body.
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This doesn't affect liquids in a creature's body.
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frequency: Once per day
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name: Corrupt Water
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name: Corrupt Water
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traits:
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traits:
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- arcane
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- arcane
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@ -11698,9 +11699,9 @@ monsters:
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will: 21
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will: 21
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saves_special:
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saves_special:
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fort: null
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fort: null
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misc: +1 status to all saves vs. magic
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ref: null
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ref: null
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will: null
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will: null
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misc: +1 status to all saves vs. magic
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senses:
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senses:
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- darkvision
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- darkvision
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- scent (imprecise) 60 feet
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- scent (imprecise) 60 feet
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@ -16158,8 +16159,8 @@ monsters:
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ac: 25
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ac: 25
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ac_special: null
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ac_special: null
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automatic_abilities:
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automatic_abilities:
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- description: 'Snow doesn''t impair a frost drake''s vision; it ignores concealment
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- description: Snow doesn't impair a frost drake's vision; it ignores concealment
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from snowfall.'
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from snowfall.
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name: Snow Vision
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name: Snow Vision
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traits: null
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traits: null
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description: Frost drakes pose an immense danger in the frozen reaches they call
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description: Frost drakes pose an immense danger in the frozen reaches they call
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@ -23082,12 +23083,12 @@ monsters:
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to create a bomb and then makes a bomb Strike. Determine the type of bomb created
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to create a bomb and then makes a bomb Strike. Determine the type of bomb created
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by rolling 1d6 on the alchemical chambers list above. On a roll of 1–4, it creates
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by rolling 1d6 on the alchemical chambers list above. On a roll of 1–4, it creates
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the corresponding greater alchemical bomb: an acid flask from chamber 1, a frost
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the corresponding greater alchemical bomb: an acid flask from chamber 1, a frost
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vial from chamber 2, bottled lightning from chamber 3, or alchemist''s fire from
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vial from chamber 2, bottled lightning from chamber 3, or alchemist''s fire
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chamber 4. On a roll of 5, it creates a poisonous bomb that deals 3d10 poison
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from chamber 4. On a roll of 5, it creates a poisonous bomb that deals 3d10
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damage and 3 poison splash damage with no other effects. On a roll of 6, it
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poison damage and 3 poison splash damage with no other effects. On a roll of
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creates a sickness bomb, which exposes the target and all creatures in the splash
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6, it creates a sickness bomb, which exposes the target and all creatures in
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radius to the sickness effect; creatures hit by only the splash receive a +2
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the splash radius to the sickness effect; creatures hit by only the splash receive
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circumstance bonus to their Fortitude saves.'
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a +2 circumstance bonus to their Fortitude saves.'
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name: Generate Bomb
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name: Generate Bomb
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traits:
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traits:
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- manipulate
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- manipulate
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@ -23438,27 +23439,26 @@ monsters:
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ac: 42
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ac: 42
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ac_special: null
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ac_special: null
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automatic_abilities:
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automatic_abilities:
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- name: Golem Antimagic
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- description: harmed by acid (9d10, 2d10 from areas or persistent damage); healed
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by fire (area 2d10 HP); slowed by electricity
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name: Golem Antimagic
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traits: null
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traits: null
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description: harmed by acid (9d10, 2d10 from areas or persistent damage);
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- description: When the adamantine golem is at 0 HP, it isn't destroyed. Instead,
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healed by fire (area 2d10 HP); slowed by electricity
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it enters repair mode, during which it is slowed 1, can't take reactions, and
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- name: Repair Mode
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can take only the Self-Repair action. Once it has more than 30 HP, it can use
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any type of action and can use reactions, though it remains slowed 1 and can't
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take any reactions until the start of its next turn. If a critical hit with
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an adamantine vorpal weapon reduces the golem to 0 HP, or if such a weapon hits
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it while it's already at 0 HP, then the golem is destroyed.
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name: Repair Mode
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traits: null
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traits: null
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description: When the adamantine golem is at 0 HP, it isn't destroyed.
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- description: The golem can be targeted by disjunction and dispel magic. If targeted
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Instead, it enters repair mode, during which it is slowed 1, can't take
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by such a spell of 9th level or higher, the golem has its resistance to physical
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reactions, and can take only the Self-Repair action. Once it has more than
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damage lowered to 15 and is slowed 1 (or slowed 2 if in repair mode) for 1d4
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30 HP, it can use any type of action and can use reactions, though it remains
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rounds. During this time, if the golem is reduced to 0 HP while already in repair
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slowed 1 and can't take any reactions until the start of its next turn.
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mode, it is destroyed.
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If a critical hit with an adamantine vorpal weapon reduces the golem to 0 HP,
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name: Vulnerable to Dispelling
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or if such a weapon hits it while it's already at 0 HP, then the golem is
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destroyed.
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- name: Vulnerable to Dispelling
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traits: null
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traits: null
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description: The golem can be targeted by disjunction and dispel magic. If
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targeted by such a spell of 9th level or higher, the golem has its resistance
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to physical damage lowered to 15 and is slowed 1 (or slowed 2 if in repair mode)
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for 1d4 rounds. During this time, if the golem is reduced to 0 HP while already
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in repair mode, it is destroyed.
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description: Crafted from a nigh-indestructible metal of great rarity, adamantine
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description: Crafted from a nigh-indestructible metal of great rarity, adamantine
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golems can't be destroyed except by the most powerful foes. Crafting an adamantine
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golems can't be destroyed except by the most powerful foes. Crafting an adamantine
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golem requires a quantity of adamantine so massive that collecting it usually
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golem requires a quantity of adamantine so massive that collecting it usually
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name: Destructive Strike
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name: Destructive Strike
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traits: null
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traits: null
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- action_cost: One Action
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- action_cost: One Action
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description: The adamantine golem Strides up to its Speed, pushing back each
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critical_failure: null
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creature whose space it moves into and damaging them if they try to stop its
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movement. A creature can try to bar the way by attempting a DC 45 Fortitude save.
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name: Inexorable March
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traits: null
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critical_success: The creature takes no damage and its armor takes no damage.
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critical_success: The creature takes no damage and its armor takes no damage.
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success: The golem halts its movement and cannot enter the creature's square.
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description: The adamantine golem Strides up to its Speed, pushing back each creature
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whose space it moves into and damaging them if they try to stop its movement.
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A creature can try to bar the way by attempting a DC 45 Fortitude save.
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failure: The resisting creature is damaged and its armor takes damage as if hit
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failure: The resisting creature is damaged and its armor takes damage as if hit
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by the adamantine golem's fist.
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by the adamantine golem's fist.
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critical_failure: null
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name: Inexorable March
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success: The golem halts its movement and cannot enter the creature's square.
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traits: null
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- action_cost: One Action
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- action_cost: One Action
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description: The golem repairs itself, regaining 30 Hit Points.
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description: The golem repairs itself, regaining 30 Hit Points.
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name: Self-Repair
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name: Self-Repair
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@ -23595,45 +23595,46 @@ monsters:
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weapons (see below); Devastating Blast gains the associated energy trait. **Phantom
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weapons (see below); Devastating Blast gains the associated energy trait. **Phantom
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Mount** |2| (arcane, conjuration, summon) The graveknight summons a supernatural
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Mount** |2| (arcane, conjuration, summon) The graveknight summons a supernatural
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mount as per phantom steed, heightened to a level equal to half the graveknight''s
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mount as per phantom steed, heightened to a level equal to half the graveknight''s
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level. Unlike phantom steed, the steed''s AC and saving throw bonuses are all 4
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level. Unlike phantom steed, the steed''s AC and saving throw bonuses are all
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lower than the graveknight''s, and the steed has one-third the graveknight''s Hit
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4 lower than the graveknight''s, and the steed has one-third the graveknight''s
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Points (rounded down). If the steed is destroyed, the graveknight must wait 1
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Hit Points (rounded down). If the steed is destroyed, the graveknight must wait
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hour before using this ability again. **Ruinous Weapons** At the time of its creation,
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1 hour before using this ability again. **Ruinous Weapons** At the time of its
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a graveknight chooses one of the following energy types that was relevant to its
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creation, a graveknight chooses one of the following energy types that was relevant
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life or death: acid, cold, electricity, or fire. Any weapon the graveknight wields
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to its life or death: acid, cold, electricity, or fire. Any weapon the graveknight
|
||||||
gains the effects of the caustic, frost, shock, or flaming weapon rune, respectively,
|
wields gains the effects of the caustic, frost, shock, or flaming weapon rune,
|
||||||
in addition to a +1 striking weapon rune. If the graveknight is 14th level or
|
respectively, in addition to a +1 striking weapon rune. If the graveknight is
|
||||||
higher, its weapons instead gain the effects of the greater versions of both of
|
14th level or higher, its weapons instead gain the effects of the greater versions
|
||||||
these runes. **Weapon Master** The graveknight has access to the critical specialization
|
of both of these runes. **Weapon Master** The graveknight has access to the critical
|
||||||
effects of any weapons it wields. <h3 class="title">Alternate Graveknight Abilities</h3>
|
specialization effects of any weapons it wields. <h3 class="title">Alternate Graveknight
|
||||||
Although the abilities listed above are standard for a graveknight, you can create
|
Abilities</h3> Although the abilities listed above are standard for a graveknight,
|
||||||
a more unusual graveknight by substituting one of the aforementioned abilities
|
you can create a more unusual graveknight by substituting one of the aforementioned
|
||||||
(except for its rejuvenation ability) with one of the following. **Betrayed Revivification**
|
abilities (except for its rejuvenation ability) with one of the following. **Betrayed
|
||||||
The graveknight died after being deeply betrayed. Instead of being immune to a
|
Revivification** The graveknight died after being deeply betrayed. Instead of
|
||||||
type of energy damage, it is immune to mental damage, its weapons deal 1d6 additional
|
being immune to a type of energy damage, it is immune to mental damage, its weapons
|
||||||
mental damage, and its Devastating Blast deals mental damage with a Will saving
|
deal 1d6 additional mental damage, and its Devastating Blast deals mental damage
|
||||||
throw instead of Reflex. **Create Grave Squire** The graveknight can gift a piece
|
with a Will saving throw instead of Reflex. **Create Grave Squire** The graveknight
|
||||||
of its armor to a willing ally, which becomes its grave squire. The graveknight
|
can gift a piece of its armor to a willing ally, which becomes its grave squire.
|
||||||
can communicate telepathically with its squire at any distance, see through the
|
The graveknight can communicate telepathically with its squire at any distance,
|
||||||
squire''s senses, and cast suggestion as a divine innate spell through the telepathic
|
see through the squire''s senses, and cast suggestion as a divine innate spell
|
||||||
link at will; the squire treats its degree of success as one step worse. If the
|
through the telepathic link at will; the squire treats its degree of success as
|
||||||
graveknight''s main armor is destroyed, the squire''s piece expands to cover the
|
one step worse. If the graveknight''s main armor is destroyed, the squire''s piece
|
||||||
squire''s body over 1d10 days, after which point it becomes the graveknight''s new
|
expands to cover the squire''s body over 1d10 days, after which point it becomes
|
||||||
body. The graveknight can have only one squire at a time, and must recover the
|
the graveknight''s new body. The graveknight can have only one squire at a time,
|
||||||
gifted piece of armor if it wishes to create a new squire. **Dark Deliverance**
|
and must recover the gifted piece of armor if it wishes to create a new squire.
|
||||||
The graveknight has positive resistance equal to its level. <h2 class="title">Graveknight
|
**Dark Deliverance** The graveknight has positive resistance equal to its level.
|
||||||
Armor</h2> Wearing graveknight armor is very risky, for the graveknight''s essence
|
<h2 class="title">Graveknight Armor</h2> Wearing graveknight armor is very risky,
|
||||||
rapidly parasitizes the new wearer, accelerating the graveknight''s rejuvenation.
|
for the graveknight''s essence rapidly parasitizes the new wearer, accelerating
|
||||||
This agonizing transformation inevitably kills the host, transforming their flesh
|
the graveknight''s rejuvenation. This agonizing transformation inevitably kills
|
||||||
into the graveknight''s new body. Removing the curse allows a character to remove
|
the host, transforming their flesh into the graveknight''s new body. Removing
|
||||||
the armor, but if it ever wears the armor again, the curse returns. If the wearer
|
the curse allows a character to remove the armor, but if it ever wears the armor
|
||||||
dies from another cause while wearing the armor, or if the graveknight''s rejuvenation
|
again, the curse returns. If the wearer dies from another cause while wearing
|
||||||
completes before the wearer dies from the curse, the wearer immediately progresses
|
the armor, or if the graveknight''s rejuvenation completes before the wearer dies
|
||||||
to stage 3. **Graveknight''s Curse** (arcane, curse, necromancy) This curse affects
|
from the curse, the wearer immediately progresses to stage 3. **Graveknight''s
|
||||||
anyone who wears a graveknight''s armor for at least 1 hour. **Saving Throw** Will
|
Curse** (arcane, curse, necromancy) This curse affects anyone who wears a graveknight''s
|
||||||
save; **Onset** 1 hour; **Stage 1** doomed 1 and cannot remove the armor (1 day);
|
armor for at least 1 hour. **Saving Throw** Will save; **Onset** 1 hour; **Stage
|
||||||
**Stage 2** doomed 2, hampered 10, and cannot remove the armor (1 day); **Stage
|
1** doomed 1 and cannot remove the armor (1 day); **Stage 2** doomed 2, hampered
|
||||||
3** dies and transforms into the armor''s graveknight.'
|
10, and cannot remove the armor (1 day); **Stage 3** dies and transforms into
|
||||||
|
the armor''s graveknight.'
|
||||||
hp: 175
|
hp: 175
|
||||||
immunities:
|
immunities:
|
||||||
- death effects
|
- death effects
|
||||||
|
@ -25676,8 +25677,8 @@ monsters:
|
||||||
the creation process is simple and inexpensive due to a magical shortcut: the
|
the creation process is simple and inexpensive due to a magical shortcut: the
|
||||||
use of the creator''s own blood. This forges a link between the homunculus and
|
use of the creator''s own blood. This forges a link between the homunculus and
|
||||||
its master, causing the homunculus to gain a spark of the creator''s intellect,
|
its master, causing the homunculus to gain a spark of the creator''s intellect,
|
||||||
as well as the same moral values and some of the creator''s basic personality traits.
|
as well as the same moral values and some of the creator''s basic personality
|
||||||
Homunculi left to their own devices never stray far from their masters.'
|
traits. Homunculi left to their own devices never stray far from their masters.'
|
||||||
hp: 17
|
hp: 17
|
||||||
immunities:
|
immunities:
|
||||||
- bleed
|
- bleed
|
||||||
|
@ -30677,9 +30678,9 @@ monsters:
|
||||||
ofalths are living heaps of matter from an altogether more unpleasant source:
|
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
|
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
|
rubbish with long tentacular arms and stout legs. It can be difficult to tell
|
||||||
where an ofalth''s body ends and the foul contents of the cesspit they wallow within
|
where an ofalth''s body ends and the foul contents of the cesspit they wallow
|
||||||
begins. They move through refuse heaps in search of organic material in their
|
within begins. They move through refuse heaps in search of organic material in
|
||||||
endless quest to sate their hunger.'
|
their endless quest to sate their hunger.'
|
||||||
hp: 170
|
hp: 170
|
||||||
immunities:
|
immunities:
|
||||||
- disease
|
- disease
|
||||||
|
@ -32161,28 +32162,28 @@ monsters:
|
||||||
ac: 23
|
ac: 23
|
||||||
ac_special:
|
ac_special:
|
||||||
- descr: 25 with shield raised
|
- descr: 25 with shield raised
|
||||||
items:
|
|
||||||
- crossbow (10 bolts)
|
|
||||||
- half plate
|
|
||||||
- steel shield (Hardness 5, 20 HP, BT 10)
|
|
||||||
- longsword
|
|
||||||
automatic_abilities: null
|
automatic_abilities: null
|
||||||
description: Mortals whose ancestry has been influenced by celestials are known
|
description: Mortals whose ancestry has been influenced by celestials are known
|
||||||
as aasimars, and angelkin, who have blood of angels coursing through their veins,
|
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
|
are among the most common type of them. Many angelkin seek adventure as a means
|
||||||
of doing good in the world.
|
of doing good in the world.
|
||||||
hp: 73
|
|
||||||
immunities: null
|
|
||||||
divine_spells:
|
divine_spells:
|
||||||
- name: light
|
- action_cost: null
|
||||||
frequency: null
|
frequency: null
|
||||||
level: 0
|
level: 0
|
||||||
action_cost: null
|
name: light
|
||||||
|
hp: 73
|
||||||
|
immunities: null
|
||||||
innate_spells:
|
innate_spells:
|
||||||
- name: lay on hands
|
- action_cost: 1 Focus Point
|
||||||
frequency: null
|
frequency: null
|
||||||
level: 3
|
level: 3
|
||||||
action_cost: 1 Focus Point
|
name: lay on hands
|
||||||
|
items:
|
||||||
|
- crossbow (10 bolts)
|
||||||
|
- half plate
|
||||||
|
- steel shield (Hardness 5, 20 HP, BT 10)
|
||||||
|
- longsword
|
||||||
languages:
|
languages:
|
||||||
- Celestial
|
- Celestial
|
||||||
- Common
|
- Common
|
||||||
|
@ -32199,24 +32200,27 @@ monsters:
|
||||||
name: Aasimar Redeemer
|
name: Aasimar Redeemer
|
||||||
perception: 11
|
perception: 11
|
||||||
proactive_abilities:
|
proactive_abilities:
|
||||||
- name: Divine Grace
|
- action_cost: Reaction
|
||||||
action_cost: Reaction
|
|
||||||
trigger: The angelkin is targeted by a spell that allows a saving throw.
|
|
||||||
effect: The scion gains a +2 circumstance bonus to the saving throw.
|
effect: The scion gains a +2 circumstance bonus to the saving throw.
|
||||||
|
name: Divine Grace
|
||||||
traits: null
|
traits: null
|
||||||
- name: Glimpse of Redemption
|
trigger: The angelkin is targeted by a spell that allows a saving throw.
|
||||||
action_cost: Reaction
|
- action_cost: Reaction
|
||||||
trigger: An enemy damages one of the angelkin's allies. Both the enemy and ally must be within 15 feet of the angelkin.
|
effect: 'The angelkin causes its foe to hesitate under the weight of its sins
|
||||||
effect: 'The angelkin causes its foe to hesitate under the weight of its sins as visions of possible redemption play out in its mind''s eye.
|
as visions of possible redemption play out in its mind''s eye. The foe chooses
|
||||||
The foe chooses one of two options:
|
one of two options: [bullet]The ally is completely unharmed by the triggering
|
||||||
[bullet]The ally is completely unharmed by the triggering damage.
|
damage. [bullet]The ally gains resistance 7 to all damage against the triggering
|
||||||
[bullet]The ally gains resistance 7 to all damage against the triggering damage. After the damaging effect resolves, the enemy becomes enfeebled 2 until the end of its next turn.'
|
damage. After the damaging effect resolves, the enemy becomes enfeebled 2 until
|
||||||
|
the end of its next turn.'
|
||||||
|
name: Glimpse of Redemption
|
||||||
traits: null
|
traits: null
|
||||||
- name: Shield Block
|
trigger: An enemy damages one of the angelkin's allies. Both the enemy and ally
|
||||||
action_cost: Reaction
|
must be within 15 feet of the angelkin.
|
||||||
trigger: null
|
- action_cost: Reaction
|
||||||
effect: null
|
effect: null
|
||||||
|
name: Shield Block
|
||||||
traits: null
|
traits: null
|
||||||
|
trigger: null
|
||||||
ranged:
|
ranged:
|
||||||
- action_cost: One Action
|
- action_cost: One Action
|
||||||
damage:
|
damage:
|
||||||
|
@ -32234,10 +32238,10 @@ monsters:
|
||||||
will: 11
|
will: 11
|
||||||
saves_special:
|
saves_special:
|
||||||
fort: null
|
fort: null
|
||||||
ref: null
|
|
||||||
will: null
|
|
||||||
misc: +1 status to all saves vs. disease (against diseases, critical failures
|
misc: +1 status to all saves vs. disease (against diseases, critical failures
|
||||||
become failures)
|
become failures)
|
||||||
|
ref: null
|
||||||
|
will: null
|
||||||
senses:
|
senses:
|
||||||
- darkvision
|
- darkvision
|
||||||
skills:
|
skills:
|
||||||
|
@ -34561,8 +34565,8 @@ monsters:
|
||||||
of providing the spell''s component actions. The spell gains the auditory trait
|
of providing the spell''s component actions. The spell gains the auditory trait
|
||||||
and targets all creatures in a 60-foot emanation instead of its usual targets.
|
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
|
A creature that succeeds at its Will save against any spell is then temporarily
|
||||||
immune from spells played from that satyr''s pipes for 1 minute. Satyrs are immune
|
immune from spells played from that satyr''s pipes for 1 minute. Satyrs are
|
||||||
to this music.'
|
immune to this music.'
|
||||||
name: Play the Pipes
|
name: Play the Pipes
|
||||||
traits:
|
traits:
|
||||||
- auditory
|
- auditory
|
||||||
|
@ -35277,11 +35281,11 @@ monsters:
|
||||||
name: Slink in Shadows
|
name: Slink in Shadows
|
||||||
traits: null
|
traits: null
|
||||||
- description: '**Requirement** The shadow hit a living creature with a shadow hand
|
- description: '**Requirement** The shadow hit a living creature with a shadow hand
|
||||||
Strike on its previous action. **Effect** The shadow pulls at the target''s shadow,
|
Strike on its previous action. **Effect** The shadow pulls at the target''s
|
||||||
making the creature enfeebled 1. This is cumulative with other enfeebled conditions
|
shadow, making the creature enfeebled 1. This is cumulative with other enfeebled
|
||||||
from shadows, to a maximum of enfeebled 4. If this increases a creature''s enfeebled
|
conditions from shadows, to a maximum of enfeebled 4. If this increases a creature''s
|
||||||
value to 3 or more, the target''s shadow is separated from its body (see shadow
|
enfeebled value to 3 or more, the target''s shadow is separated from its body
|
||||||
spawn). Enfeebled from Steal Shadow decreases by 1 every hour.'
|
(see shadow spawn). Enfeebled from Steal Shadow decreases by 1 every hour.'
|
||||||
name: Steal Shadow
|
name: Steal Shadow
|
||||||
traits:
|
traits:
|
||||||
- divine
|
- divine
|
||||||
|
@ -35366,8 +35370,8 @@ monsters:
|
||||||
- action_cost: One Action
|
- action_cost: One Action
|
||||||
description: '**Requirement** The greater shadow hit a living creature with a
|
description: '**Requirement** The greater shadow hit a living creature with a
|
||||||
shadow hand Strike on its previous action. **Effect** The greater shadow pulls
|
shadow hand Strike on its previous action. **Effect** The greater shadow pulls
|
||||||
at the target''s shadow, making the creature enfeebled 2 (or enfeebled 3 on a
|
at the target''s shadow, making the creature enfeebled 2 (or enfeebled 3 on
|
||||||
critical hit). This is cumulative with other enfeebled conditions from shadows,
|
a critical hit). This is cumulative with other enfeebled conditions from shadows,
|
||||||
to a maximum of enfeebled 4. If this increases a creature''s enfeebled value
|
to a maximum of enfeebled 4. If this increases a creature''s enfeebled value
|
||||||
to 3 or more, the target''s shadow is separated from its body (see shadow spawn).
|
to 3 or more, the target''s shadow is separated from its body (see shadow spawn).
|
||||||
Enfeebled from Steal Shadow decreases by 1 every hour.'
|
Enfeebled from Steal Shadow decreases by 1 every hour.'
|
||||||
|
@ -39824,11 +39828,11 @@ monsters:
|
||||||
a forlorn howl that can be heard up to 1 mile away. Any creature that hears
|
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
|
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
|
that critically fails and is within 120 feet of the wendigo is instead frightened
|
||||||
3, and is also fleeing for 1d4 rounds (or until it''s no longer frightened, whichever
|
3, and is also fleeing for 1d4 rounds (or until it''s no longer frightened,
|
||||||
comes first). A creature frightened by a wendigo''s howl still naturally recovers
|
whichever comes first). A creature frightened by a wendigo''s howl still naturally
|
||||||
from its fright but can''t reduce it below frightened 1 in this way until 1 hour
|
recovers from its fright but can''t reduce it below frightened 1 in this way
|
||||||
has passed or magic is used. Whether it succeeds or fails its save, a creature
|
until 1 hour has passed or magic is used. Whether it succeeds or fails its save,
|
||||||
is then temporarily immune to that wendigo''s Howl for 24 hours.'
|
a creature is then temporarily immune to that wendigo''s Howl for 24 hours.'
|
||||||
name: Howl
|
name: Howl
|
||||||
traits:
|
traits:
|
||||||
- auditory
|
- auditory
|
||||||
|
|
Loading…
Reference in New Issue