monsters: - ability_mods: cha_mod: 0 con_mod: 0 dex_mod: 2 int_mod: -5 str_mod: -4 wis_mod: 0 ac: 13 ac_special: null automatic_abilities: - description: An unseen servant is invisible, though it normally doesn't Sneak, so it is usually only hidden. name: Invisible traits: null description: This creature can be summoned with the spell *Unseen Servant*. hp: 4 immunities: - disease - mental - non-magical attacks - paralysis - poison - precision - unconscious innate_spells: null languages: ' - (understands its creator)' level: -1 melee: null name: Unseen Servant perception: 0 proactive_abilities: - description: An unseen 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 through solid objects. name: Force Body traits: null ranged: null resistances: - amount: 5 type: all damage (except force or ghost touch) saves: fort: 0 ref: 4 will: 0 saves_special: fort: null ref: null will: null senses: - darkvision skills: Stealth: 8 speed: - amount: 30 type: Fly spell_attack_to_hit: null spell_dc: null traits: - No Alignment - Medium - Mindless type: Creature - ability_mods: cha_mod: 4 con_mod: 6 dex_mod: 1 int_mod: 3 str_mod: 5 wis_mod: 5 ac: 23 ac_special: null automatic_abilities: - description: While underwater, an aboleth exudes a cloud of transparent slime. An air-breathing creature adjacent to an aboleth must succeed at a DC 25 Fortitude save each round or lose the ability to breathe air but gain the ability to breathe water for 3 hours. name: Mucus Cloud range: 5 feet traits: - aura - disease description: Aboleths form the core of alghollthu society, and while they are the "common folk" of their own societies, they see themselves as masters of all others. Unlike their leaders, who mask their actions using magical disguises, aboleths revel in their monstrous forms, appearing as primeval fish with tentacles. Masters of psychic manipulation, they are a species so ancient that they were present in the world when it was young, before the gods had turned their attention to the planet. They see all other life as something they have the right to control, so the idea that potential slaves might have faith in a higher power other than themselves enrages aboleths. hp: 135 immunities: null innate_spells: - frequency: at will level: 7 name: project image - frequency: at will level: 7 name: veil - frequency: x3 level: 6 name: dominate - frequency: x3 level: 6 name: illusory scene - frequency: at will level: 5 name: illusory object - frequency: at will level: 4 name: hallucinatory terrain languages: - Aklo - Alghollthu - Aquan - Common - Undercommon level: 7 melee: - action_cost: One Action damage: formula: 2d8+10 plus slime type: bludgeoning name: tentacle to_hit: 16 traits: - agile - magical - reach 15 feet name: Alghollthu Master (Aboleth) perception: 17 proactive_abilities: - description: '**Saving Throw** Fortitude DC 25; **Stage 1** no ill effect (1 round); **Stage 2** the 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 traits: - curse - occult - virulent ranged: null resistances: null saves: fort: 15 ref: 10 will: 16 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 16 Deception: 15 Intimidation: 15 Lore: 14 Occultism: 16 speed: - amount: 10 type: Land - amount: 60 type: Swim spell_attack_to_hit: null spell_dc: 25 traits: - Uncommon - LE - Huge - Aberration - Aquatic type: Creature - ability_mods: cha_mod: -2 con_mod: 3 dex_mod: 1 int_mod: 0 str_mod: 4 wis_mod: 0 ac: 16 ac_special: null automatic_abilities: null description: 'The most numerous of the alghollthus are the ulat-kinis, a servitor race created from human stock to serve as rank-and-file soldiers in alghollthu armies. At the zenith of alghollthu power, ulat-kinis formed massive legions and enjoyed significant power over other species. When the alghollthus retreated from the world, they abandoned teeming hordes of ulatkinis. Although these erstwhile soldiers tried to continue their conquering ways, their numbers declined rapidly in battlefield defeats and purposeful exterminations enacted by their enemies. Ulat-kini society degenerated, so that now only a few enclaves exist in the depths of the earth or along isolated coastlines. Few remember their own species'' name, instead using the epithet their foes gave them: "skum."' hp: 40 immunities: null innate_spells: null languages: - Alghollthu - Undercommon level: 2 melee: - action_cost: One Action damage: formula: 1d8+4 type: piercing name: trident to_hit: 10 traits: null - action_cost: One Action damage: formula: 1d6+4 type: slashing name: claw to_hit: 10 traits: - agile - action_cost: One Action damage: formula: 2d4+4 type: piercing name: fangs to_hit: 10 traits: null name: Skum (Ulat-Kini) perception: 6 proactive_abilities: [] ranged: - action_cost: One Action damage: formula: 1d8+3 type: piercing name: trident to_hit: 7 traits: - thrown 20 feet resistances: - amount: 5 type: cold saves: fort: 7 ref: 7 will: 4 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 8 Intimidation: 4 Stealth: 7 speed: - amount: 20 type: Land - amount: 40 type: Swim spell_attack_to_hit: null spell_dc: null traits: - LE - Medium - Amphibious - Humanoid type: Creature - ability_mods: cha_mod: 3 con_mod: 3 dex_mod: 3 int_mod: 0 str_mod: 4 wis_mod: 2 ac: 21 ac_special: null automatic_abilities: null description: Among the subtler of the alghollthu creations were the ugothols—also known as faceless stalkers. These twisted beings used shapeshifting to infiltrate settlements and assassinate key targets. They sowed discord and replaced leaders, causing unwanted organizations to implode and bothersome people to lose face and eventually disappear. Entirely terrestrial in nature, ugothols can easily extend alghollthu plots above the waves for extended periods of time, giving their aquatic masters enhanced reach into these unpleasantly dry realms. Today, most faceless stalkers—like the less dangerous ulat-kinis—pursue programmed goals without the guidance of alghollthu rule. Faceless stalkers prefer to live as close to the sea coast as possible, although they are not aquatic creatures themselves. Most dwell in tiny tribes in marshlands. Others live in the sewers of coastal towns. hp: 60 immunities: null innate_spells: - frequency: constant level: 5 name: tongues languages: - Alghollthu - Aquan - Common level: 4 melee: - action_cost: One Action damage: formula: 1d8+6 type: slashing name: longsword to_hit: 14 traits: - versatile P - action_cost: One Action damage: formula: 2d6+6 plus Grab type: slashing name: claw to_hit: 12 traits: - agile name: Faceless Stalker (Ugothol) perception: 10 proactive_abilities: - description: The faceless stalker spends 10 minutes reshaping its appearance to take on the shape of any Small or Medium humanoid. It gains a +4 circumstance bonus to Deception checks to pass as that creature. name: Assume Form traits: - concentrate - occult - polymorph - transmutation - action_cost: One Action description: The faceless stalker uses its three-pronged tongue to drink the blood of an adjacent restrained or unconscious creature. The creature gains drained 1. name: Blood Nourishment traits: null - description: When the faceless stalker successfully Squeezes, it moves through the tight space at full speed. Narrow confines are not difficult terrain for a faceless stalker. name: Compression traits: null - action_cost: Free Action description: The faceless stalker resumes its true form. Until the start of its next turn, it gains a +2 status bonus to attack rolls, damage rolls, saving throws, and skill checks. name: Revert Form traits: null - description: The faceless stalker deals 1d6 extra precision damage to flat-footed creatures. name: Sneak Attack traits: null ranged: null resistances: - amount: 5 type: bludgeoning saves: fort: 9 ref: 9 will: 12 saves_special: fort: null ref: null will: +2 status to all saves vs. auditory and visual senses: - darkvision skills: Acrobatics: 12 Athletics: 12 Deception: 13 Stealth: 13 Thievery: 9 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: 19 traits: - CE - Medium - Aberration type: Creature - ability_mods: cha_mod: 6 con_mod: 8 dex_mod: 6 int_mod: 7 str_mod: 6 wis_mod: 5 ac: 34 ac_special: null automatic_abilities: - description: While underwater, a veiled master exudes a cloud of transparent slime. An air-breathing creature within 30 feet of a veiled master must succeed at a DC 36 Fortitude save each round or lose the ability to breathe air but gain the ability to breathe water for 24 hours. name: Mucus Cloud range: 30 feet traits: - aura - disease description: The powerful vidileths are the insidious veiled masters of the alghollthus. These manipulators of mind and body alike lead their species in the open, using their ability to change form to walk among and deceive humans and other sapient species. Many veiled masters are even more powerful than the typical specimen presented here and can use a wide range of arcane or occult spells and rituals. While veiled masters command significant combat prowess and impressive magical skills, the greatest danger they pose to others is their uncanny ability to infiltrate into societies much different than their own. The most paranoid of adventurers and conspiracy scholars worry that every major city has been infested by secret cabals of vidileths, while others dismiss this as hogwash and fearmongering. The truth is likely somewhere in between, but it doesn't take many veiled masters pulling the strings behind the scenes to wreak havoc upon an entire nation! hp: 270 immunities: - controlled - electricity - mental innate_spells: - frequency: at will level: 9 name: project image - frequency: at will level: 8 name: illusory scene - frequency: at will level: 8 name: suggestion - frequency: at will level: 7 name: veil - frequency: x3 level: 6 name: dominate - frequency: x3 level: 5 name: dimension door - frequency: x3 level: 5 name: hallucinatory terrain - frequency: x3 level: 5 name: illusory object - frequency: at will level: 3 name: hypnotic pattern - frequency: at will level: 3 name: levitate - frequency: at will level: 3 name: mind reading - frequency: at will level: 3 name: secret page - frequency: constant level: 5 name: tongues languages: - Aklo - Alghollthu - Aquan - Common - Undercommon level: 14 melee: - action_cost: One Action damage: formula: 3d10+12 plus slime type: slashing name: claw to_hit: 30 traits: - agile - magical - reach 20 feet - action_cost: One Action damage: formula: 3d8+12 plus slime and consume memories type: piercing name: fangs to_hit: 28 traits: - agile - magical - reach 10 feet - versatile S - action_cost: One Action damage: formula: 7d6 plus thoughtlance type: electricity name: tentacle to_hit: 28 traits: - agile - electricity - magical - reach 20 feet name: Veiled Master (Vidileth) perception: 25 proactive_abilities: - action_cost: Free Action description: Once per round, a veiled master can take on the appearance of a humanoid of Large, Medium, or Small size or resume its true form. While in humanoid form, the veiled 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. name: Change Shape traits: - concentrate - occult - polymorph - transmutation - description: When a veiled master makes a fangs Strike against a creature, it can consume some of that 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). name: Consume Memories traits: - mental - occult - description: When a veiled master successfully casts *dominate* on a creature, a *suggestion* spell triggers when the *dominate* spell ends. This *suggestion* usually causes the target to return to the veiled master, so the creature can cast *dominate* again, but a veiled master can set the *suggestion* to different orders if it wishes. name: Delayed Suggestion traits: - enchantment - occult - description: '**Saving Throw** Fortitude DC 36; **Stage 1** no ill effect (1 round); **Stage 2** the 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 traits: - curse - occult - virulent - action_cost: Two Actions description: The veiled master thrashes about with its tentacles. Make a tentacle Strike against each creature within its reach. Roll only one attack roll, and roll the damage only once for all targets. name: Tentacle Flurry traits: null - description: A creature touched by the veiled 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. name: Thoughtlance traits: - curse - enchantment - occult ranged: null resistances: - amount: 20 type: cold saves: fort: 26 ref: 22 will: 24 saves_special: fort: null ref: null will: +2 status to all saves vs. magic senses: - darkvision skills: Arcana: 27 Athletics: 24 Deception: 28 Intimidation: 26 Lore: 29 Occultism: 29 Society: 27 Stealth: 24 speed: - amount: 10 type: Land - amount: 80 type: Swim spell_attack_to_hit: null spell_dc: 37 traits: - Rare - LE - Large - Aberration - Aquatic type: Creature - ability_mods: cha_mod: 1 con_mod: 2 dex_mod: 4 int_mod: 0 str_mod: 1 wis_mod: 2 ac: 16 ac_special: null automatic_abilities: - description: An arbiter can always sense the direction of the nearest non-arbiter inevitable on the plane, but it cannot sense the range of the inevitable. name: Locate Inevitable traits: null description: These spherical inevitables are scouts and diplomats. Found throughout the multiverse, they have traditionally kept watch over on chaos and its agents. With the announcement of the Convergence, many arbiters now serve as go-betweens among the aeon alliance and its mortal associates. hp: 22 immunities: - death effects - disease - emotion - poison - unconscious innate_spells: - level: 4 name: read omens items: - shortsword languages: - Celestial - Common - Infernal - Utopian level: 1 melee: - action_cost: One Action damage: formula: 1d6+1 plus 1d4 lawful type: piercing name: shortsword to_hit: 9 traits: - agile - finesse - lawful - magical - versatile S name: Arbiter perception: 7 proactive_abilities: - action_cost: Two Actions description: The arbiter releases an electrical burst from its body that deals 3d6 electricity damage (DC 17 basic Reflex save). Following such a burst, the arbiter becomes stunned for 24 hours. name: Electrical Burst traits: - divine - electricity - evocation ranged: null resistances: - amount: 3 type: electricity saves: fort: 5 ref: 7 will: 7 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - '*detect alignment* (chaotic only)' - locate inevitable skills: Acrobatics: 9 Diplomacy: 6 Stealth: 9 speed: - amount: 20 type: Land - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: null traits: - LN - Tiny - Aeon - Inevitable - Monitor type: Creature - ability_mods: cha_mod: 3 con_mod: 3 dex_mod: 4 int_mod: 5 str_mod: 5 wis_mod: 5 ac: 26 ac_special: null automatic_abilities: null description: According to the axiomites, their kind rose from the raw mathematical underpinnings of the universe, manifesting as great builders who created the ancient, colossal cities of the Outer Planes and gave life to the mechanical inevitables. According to the aeons, axiomites are part of the Monad, having both risen from and rebelled against it long ago. Since the Convergence, most axiomites have recognized this as a fundamental truth, particularly after the aeons showed the axiomites how the Utopian language has formed as an amalgam of aeon envisioning and formulaic mathematical expression. Most axiomites live in the perfect city of Axis, which they continually act to improve, thus refining the concept of perfection itself. hp: 155 immunities: - disease - emotion - fear innate_spells: - level: 5 name: telekinetic haul - frequency: lawful level: 4 name: dispel magic - frequency: lawful level: 4 name: divine wrath - frequency: lawful level: 4 name: lightning bolt - frequency: x3 level: 3 name: haste - frequency: x3 level: 3 name: paralyze - level: 2 name: telekinetic maneuver - frequency: at will level: 1 name: true strike languages: - Abyssal - Celestial - Common - Draconic - Infernal - Utopian level: 8 melee: - action_cost: One Action damage: formula: 2d8+11 plus 1d6 lawful type: bludgeoning name: warhammer to_hit: 20 traits: - lawful - magical - shove - action_cost: One Action damage: formula: 1d8+5 plus 1d6 lawful type: bludgeoning name: fist to_hit: 17 traits: - agile - lawful - magical name: Axiomite perception: 19 proactive_abilities: - action_cost: One Action description: The axiomite shifts between its humanoid form and that of a cloud of crystalline dust in which strange symbols and equations flash. In this form it gains a fly Speed of 40 feet and can fit through even tiny apertures, similarly to *gaseous form*. It can cast spells, but it 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 traits: - polymorph ranged: null resistances: - amount: 10 type: electricity - amount: 10 type: mental saves: fort: 13 ref: 16 will: 18 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision skills: Acrobatics: 16 Crafting: 21 Diplomacy: 15 Occultism: 17 Religion: 17 speed: - amount: 25 type: Land spell_attack_to_hit: 17 spell_dc: null traits: - LN - Medium - Aeon - Monitor type: Creature - ability_mods: cha_mod: 2 con_mod: 5 dex_mod: 4 int_mod: 1 str_mod: 7 wis_mod: 4 ac: 34 ac_special: null automatic_abilities: - description: A kolyarut can speak with and understand any creature that has a language. name: Truespeech traits: null description: Kolyarut inevitables are enforcers of bargains and punishers of those who fail to uphold them. Their humanoid shape, ability to disguise themselves among a humanoid population, and diplomatic leanings make them the most approachable inevitables, and thus more likely to ally themselves with others. They are among the most talkative of all inevitables, naturally possessing a courtly grace and an encyclopedic knowledge of social customs, which they use to assist their efforts in gathering information on their targets or issuing challenges in a legal manner. hp: 215 immunities: - death effects - disease - emotion - poison - unconscious innate_spells: - level: 8 name: discern location - level: 5 name: command - frequency: at will level: 4 name: illusory disguise - frequency: at will level: 4 name: suggestion - frequency: x2 level: 3 name: paralyze - frequency: self only level: 2 name: silence items: - +1 striking bastard sword languages: - Celestial - Infernal - Utopian level: 12 melee: - action_cost: One Action damage: formula: 2d8+13 plus 1d6 lawful type: slashing name: bastard sword to_hit: 26 traits: - lawful - magical - two-hand d12 - action_cost: One Action damage: formula: 1d10+11 plus 1d6 lawful type: bludgeoning name: fist to_hit: 23 traits: - agile - lawful - magical name: Kolyarut perception: 23 proactive_abilities: [] ranged: null resistances: null saves: fort: 23 ref: 24 will: 22 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - (+27 to detect lies) skills: Acrobatics: 22 Athletics: 27 Deception: 20 Diplomacy: 20 Survival: 22 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - LN - Medium - Aeon - Inevitable - Monitor type: Creature - ability_mods: cha_mod: 6 con_mod: 6 dex_mod: 7 int_mod: 8 str_mod: 6 wis_mod: 9 ac: 45 ac_special: null automatic_abilities: - description: Pleromas care little for communication with other creatures, but when they do convey information, they do so wordlessly through a series of psychic projections. This acts as telepathy with a range of but is understandable to all creatures regardless of whether they have a language, though the 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 range: 100 feet traits: null description: Among the most powerful of all the true aeons, pleromas are a manifestation of the duality of creation and destruction. Their physical manifestation is a constant state of flux between these two poles, their forms a shifting cloak of black where galaxies and other celestial objects flit in and out of existence, as if depicting the constant life, death, and rebirth of a miniature, self-contained universe. hp: 335 immunities: - negative - positive innate_spells: - level: 10 name: alter reality - level: 9 name: banishment - level: 9 name: blade barrier - level: 9 name: disjunction - level: 9 name: overwhelming presence - frequency: x2 level: 8 name: disintegrate - frequency: x2 level: 8 name: unrelenting observation - level: 7 name: plane shift - level: 7 name: retrocognition - frequency: at will level: 5 name: creation - frequency: at will level: 4 name: create food - frequency: at will level: 4 name: shape stone - frequency: at will level: 3 name: hypercognition - frequency: at will level: 2 name: detect alignment - frequency: at will level: 2 name: shape wood - frequency: at will level: 1 name: create water - frequency: constant level: 8 name: true seeing - frequency: constant level: 8 name: freedom of movement - frequency: constant level: 4 name: freedom of movement languages: ' envisioning' level: 20 melee: - action_cost: One Action damage: formula: 5d8+18 or negative damage plus 1d6 lawful type: positive name: energy touch to_hit: null traits: - agile - lawful - magical name: Pleroma perception: 37 proactive_abilities: - description: A 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 - action_cost: Two Actions description: Three times per day, a pleroma can manifest a 2-foot-diameter sphere of white energy that hovers above its left hand. By using a single action, which has the concentrate trait, the pleroma can cause the sphere to fly 10 feet. The sphere can move in any direction, ignoring difficult terrain, but it 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 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 the sphere. Those who fail take 20d6 positive damage (even if they are living) and are pushed away as a success. Those who critically fail, or are reduced to 0 HP by the damage from a failure, become one with the new material and can be restored only via a 10th-level spell. A pleroma can have only one Sphere of Creation in existence at a time, and the sphere automatically vanishes in a flash of blinding light after 1d4 minutes. All creatures within 30 feet of the sphere of creation when it vanishes must succeed at a DC 43 Fortitude save or be permanently blinded. name: Sphere of Creation traits: - incapacitation - magical - action_cost: Two Actions description: Three times per day, a pleroma can manifest a 2-foot-diameter sphere of complete and utter darkness that hovers above its right hand. It can move and control the sphere in the same manner as its Sphere of Creation. The sphere is an empty void that lasts for 1 minute before collapsing in on itself and winking out of existence. Once manifested, the sphere can be used as a ranged attack, but it blinks out of existence immediately after that attack is resolved. Any unattended object that touches the void is sucked in and completely destroyed. Larger objects (such as ships or buildings) are destroyed at a rate of one 10-foot cube per round of contact. The sphere can enter the space of a creature, with effects similar to the Sphere of Creation except that it deals negative damage (even to undead) on a failure and annihilates rather than incorporating the creature into material. Such a destroyed creature can be restored only by a 10th-level spell. name: Sphere of Oblivion traits: - incapacitation - magical ranged: - action_cost: One Action name: Sphere of Oblivion to_hit: 37 traits: - magical resistances: null saves: fort: 32 ref: 31 will: 37 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - lifesense 120 feet - '*true seeing*' skills: Acrobatics: 33 Arcana: 38 Deception: 34 Diplomacy: 34 Occultism: 38 Religion: 39 Stealth: 35 speed: - amount: 40 type: Fly spell_attack_to_hit: 37 spell_dc: null traits: - LN - Large - Aeon - Monitor type: Creature - ability_mods: cha_mod: 1 con_mod: 2 dex_mod: 1 int_mod: -1 str_mod: -1 wis_mod: 1 ac: 18 ac_special: null automatic_abilities: null description: The weakest of angels, cassisians usually serve as lackey messengers for more powerful angels or as spiritual guides for mortals. Despite their limited intellect, cassisians have a knack for precise recollection, particularly with scripture. Most cassisians are formed from the souls of trustworthy mortals, but some arise from fragments of greater angels destroyed in service to the celestial realms. hp: 20 immunities: null innate_spells: - level: 4 name: read omens - frequency: at will, evil only level: 1 name: detect alignment - frequency: at will, evil only level: 1 name: heal languages: - Celestial - Common - Draconic - Infernal level: 1 melee: - action_cost: One Action damage: formula: 1d6-1 plus 1d4 good type: bludgeoning name: headbutt to_hit: 6 traits: - agile - finesse - good - magical name: Cassisian (Archive Angel) perception: 6 proactive_abilities: - action_cost: One Action description: A cassisian can take the appearance of a dove, a winged humanoid, a dog, or a fish. Normally, this 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. name: Change Shape traits: - concentrate - divine - polymorph - transmutation - action_cost: Two Actions description: The cassisian releases beams of heat or cold from its eyes, dealing 2d6 cold or fire damage (DC 17 basic Reflex save) to all creatures in a 15-foot line. It can't use Eye Beams again for 1d4 rounds. name: Eye Beams traits: - concentrate - divine - evocation - description: While the cassisian isn't particularly intelligent, it has perfect memory and can remember everything it sears or hears. This allows it to attempt Lore checks on any topic, provided (at the GM's discretion) the cassisian has encountered the topic in question before. The cassisian's limited intellect often prevents it from acting upon its knowledge, making it a better resource than agent in matters of information use. name: Repository of Lore traits: null ranged: null resistances: - amount: 3 type: cold - amount: 3 type: fire saves: fort: 7 ref: 6 will: 4 saves_special: fort: null ref: null will: +1 status to all saves vs. evil creatures senses: - darkvision skills: Acrobatics: 6 Diplomacy: 6 Religion: 6 Stealth: 6 speed: - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: null traits: - NG - Tiny - Angel - Celestial type: Creature - ability_mods: cha_mod: 5 con_mod: 2 dex_mod: 4 int_mod: 3 str_mod: 1 wis_mod: 4 ac: 24 ac_special: null automatic_abilities: null description: "Choral angels are incredible singers who \x1Ffill the halls of Nirvana\ \ with pious chants and sacred hymns. They form from the souls of talented bards\ \ and other performers. While they shy away from conflict, they occasionally brave\ \ the mortal realm to deliver good omens and auspicious messages. Choral angels\ \ often serve the goddess Shelyn, but they can also serve other good deities and\ \ empyreal lords." hp: 100 immunities: null innate_spells: - frequency: at will level: 3 name: heal - frequency: at will level: 3 name: remove curse - frequency: at will level: 3 name: remove disease - frequency: at will level: 3 name: remove fear - frequency: at will level: 3 name: sound burst - frequency: at will, self only level: 2 name: invisibility - frequency: at will, self only level: 2 name: sound burst - frequency: at will level: 1 name: counter performance - frequency: constant level: 5 name: tongues languages: - Celestial - Draconic - Infernal level: 6 melee: - action_cost: One Action damage: formula: 3d6+1 plus 1d6 good type: bludgeoning name: fist to_hit: 14 traits: - agile - finesse - good - magical name: Choral (Choir Angel) perception: 14 proactive_abilities: - description: for 1 minute. name: Deafening Aria traits: null - action_cost: One Action description: . name: Harmonize traits: null ranged: - action_cost: One Action damage: formula: 4d6 damage plus 1d6 good and deafening aria type: sonic name: piercing hymn to_hit: 17 traits: - good - magical - range 90 feet - sonic resistances: - amount: 5 type: sonic saves: fort: 10 ref: 14 will: 16 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision skills: Acrobatics: 12 Diplomacy: 15 Performance: 17 Religion: 14 speed: - amount: 30 type: Land - amount: 40 type: Fly spell_attack_to_hit: 13 spell_dc: null traits: - NG - Small - Angel - Celestial type: Creature - ability_mods: cha_mod: 5 con_mod: 4 dex_mod: 2 int_mod: 1 str_mod: 5 wis_mod: 6 ac: 26 ac_special: null automatic_abilities: null description: Balisses, or confessor angels, seek to assist mortals ensnared by moral dilemmas or crises of faith. Balisses prefer to guide people to their own decisions rather than demand obedience to a higher cause, as intrinsic belief is even more powerful than blind obedience. While most balisses are fundamentally honest, they use their guardian angel ability to seem less intimidating and decrease the chance the mortal will simply acquiesce to the opinion of an obviously divine being. Balisses often form from souls of those who performed evil acts but were redeemed. Many serve the goddess Sarenrae, but they can serve other good deities and empyreal lords as well. hp: 145 immunities: null innate_spells: - level: 4 name: divine wrath - level: 4 name: heal - level: 4 name: paralyze - level: 4 name: remove curse - level: 4 name: remove disease - frequency: at will level: 3 name: remove fear - frequency: at will, self only level: 2 name: invisibility languages: - Celestial - Draconic - Infernal level: 8 melee: - action_cost: One Action damage: formula: 2d6+8 plus 1d6 fire and 1d6 good type: slashing name: flaming scimitar to_hit: 20 traits: - fire - forceful - good - magical - sweep name: Balisse (Confessor Angel) perception: 18 proactive_abilities: - action_cost: Two Actions description: '**Frequency** once per day; **Effect** The balisse marks an evil creature within its confessor''s aura as irredeemable. It can only do so after a failed attempt to convince the creature to repent. The touched creature takes a –1 status penalty to AC and saves, reduces its resistances by 2, and gains weakness 2 to good damage. The duration depends on the target''s DC 26 Will save. **Critical Success** The creature is unaffected. **Success** The duration is 1 round. **Failure** The duration is 1 day. **Critical Failure** The duration is permanent.' name: Brand of the Impenitent traits: - curse - divine - evocation - description: Any weapon gains the effect of a flaming property rune while a balisse wields it. name: Flaming Armament traits: - divine - evocation - action_cost: One Action description: While invisible, a balisse can spiritually attach itself to a non-evil mortal. When it does so, it merges with the mortal's body and is unable to use any of its spells and abilities other than to interact with the mortal. It must use Guiding Angel again to leave the mortal. While merged with the mortal, the balisse can take a form of its choice that only the mortal can see, such as a small angel on the mortal's shoulder. Alternatively, it can communicate with the mortal using a bodiless voice only the mortal can hear. name: Guiding Angel traits: - divine - transmutation ranged: null resistances: - amount: 15 type: fire saves: fort: 16 ref: 12 will: 18 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - (+20 to detect lies and illusions) skills: Acrobatics: 14 Diplomacy: 17 Religion: 18 speed: - amount: 30 type: Land - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: null traits: - NG - Medium - Angel - Celestial type: Creature - ability_mods: cha_mod: 6 con_mod: 5 dex_mod: 4 int_mod: 4 str_mod: 8 wis_mod: 4 ac: 36 ac_special: null automatic_abilities: null description: Astral devas are the elite messengers and emissaries of the celestial realms, serving deities and celestial armies by delivering messages, performing reconnaissance, and providing support for those in need of aid. They watch over planar travelers and take powerful mortals under their wings to mentor them. Astral devas carry scrolls containing important messages and other celestial secrets. hp: 285 immunities: null innate_spells: - level: 7 name: blade barrier - level: 7 name: divine decree - level: 7 name: divine wrath - level: 7 name: heal - level: 7 name: remove curse - level: 7 name: remove disease - level: 7 name: remove fear - frequency: at will level: 4 name: discern lies - frequency: at will, self only level: 2 name: silence - frequency: at will, evil only level: 1 name: detect alignment - frequency: constant level: 7 name: light - frequency: constant level: 7 name: tongues - frequency: constant level: 5 name: tongues languages: - Celestial - Draconic - Infernal level: 14 melee: - action_cost: One Action damage: formula: 2d8+22 plus 1d6 good type: bludgeoning name: holy warhammer to_hit: 30 traits: - good - magical - shove name: Astral Deva (Emissary Angel) perception: 26 proactive_abilities: - description: Any weapon gains the effect of a holy property rune while an astral deva wields it. name: Divine Armament traits: - divine - evocation - action_cost: One Action description: instead. name: Stunning Strike traits: null ranged: null resistances: null saves: fort: 27 ref: 26 will: 22 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision skills: Acrobatics: 24 Diplomacy: 26 Intimidation: 28 Religion: 24 speed: - amount: 40 type: Land - amount: 75 type: Fly spell_attack_to_hit: 28 spell_dc: null traits: - NG - Medium - Angel - Celestial type: Creature - ability_mods: cha_mod: -5 con_mod: 0 dex_mod: 1 int_mod: -5 str_mod: 0 wis_mod: 0 ac: 16 ac_special: null automatic_abilities: null description: Animated brooms perform menial tasks of cleaning and upkeep, but they can step in to defend a room from intrusion if needed. These simple animated objects can be found with greater frequency than more complicated and costly objects. hp: 6 immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious innate_spells: null languages: '' level: -1 melee: - action_cost: One Action damage: formula: 1d4 plus dust type: bludgeoning name: bristles to_hit: 6 traits: - agile - magical - finesse name: Animated Broom perception: 3 proactive_abilities: - description: A creature hit by an animated broom's bristles must succeed at a DC 15 Fortitude save or spend its next action coughing. Even if hit by multiple dust attacks, the creature has to spend only 1 action coughing to clear the dust out. A creature that doesn't breathe is immune to this effect. name: Dust traits: null ranged: null resistances: null saves: fort: 3 ref: 6 will: 3 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 5 speed: - amount: 15 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Small - Construct - Mindless type: Creature - ability_mods: cha_mod: -5 con_mod: 4 dex_mod: -3 int_mod: -5 str_mod: 3 wis_mod: 0 ac: 17 ac_special: null automatic_abilities: null description: Suits of animated armor see use both as guardians and as training partners in high-end martial academies able to afford the extravagance. They are most often found in wizard laboratories and ancient dungeons. hp: 20 immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious innate_spells: null languages: '' level: 2 melee: - action_cost: One Action damage: formula: 1d8+4 type: slashing name: glaive to_hit: 11 traits: - deadly 1d8 - forceful - magical - reach 10 feet - action_cost: One Action damage: formula: 1d6+4 type: bludgeoning name: gauntlet to_hit: 9 traits: - agile - free-hand - magical name: Animated Armor perception: 6 proactive_abilities: [] ranged: null resistances: null saves: fort: 10 ref: 3 will: 4 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 9 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Construct - Mindless type: Creature - ability_mods: cha_mod: -5 con_mod: 5 dex_mod: -2 int_mod: -5 str_mod: 4 wis_mod: 0 ac: 19 ac_special: null automatic_abilities: null description: Animated statues are often used to guard crypts, small shrines, or areas in government buildings where they can be positioned amid normal statues to hide their true nature until an intruder arouses their ire. Adventurers' suspicions regarding statues suddenly animating and attacking has led many less scrupulous adventurers to automatically attack any statues they encounter, ruining harmless, ancient relics. hp: 35 immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious innate_spells: null languages: '' level: 3 melee: - action_cost: One Action damage: formula: 1d8+6 plus Grab type: bludgeoning name: fist to_hit: 11 traits: - magical name: Animated Statue perception: 9 proactive_abilities: [] ranged: null resistances: null saves: fort: 12 ref: 5 will: 5 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 11 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Construct - Earth - Mindless type: Creature - ability_mods: cha_mod: -5 con_mod: 6 dex_mod: -1 int_mod: -5 str_mod: 6 wis_mod: 0 ac: 26 ac_special: null automatic_abilities: null description: As with any humanoid animated statues of Medium size, giant animated statues are used to guard locations of importance, but their increased size and power make them most useful in large vaults, spacious chambers, or outdoor locations. Animated objects of this strength and size are ideal for tasks and responsibilities usually performed by golems, and more powerful animated objects are thus all but unheard of. hp: 100 immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious innate_spells: null languages: '' level: 7 melee: - action_cost: One Action damage: formula: 2d12+6 plus Grab type: bludgeoning name: stone fist to_hit: 19 traits: - magical name: Giant Animated Statue perception: 13 proactive_abilities: - description: The statue carries a wide brazier full of hot coals. To make flaming coal Strikes or use Burn Alive, the statue must have the brazier held in one hand or otherwise have it within reach. Instead of targeting the statue with an attack, a creature can target the brazier directly. The brazier has the same AC and saves as the statue. Dealing 15 cold damage to the brazier or dousing it with at least 2 gallons of water extinguishes the coals. This prevents the statue from using Burn Alive and causes its ranged attacks to no longer deal 2d8 fire damage. name: Brazier traits: null - action_cost: One Action description: The statue grinds a creature it has grabbed into the red-hot coals of its brazier. The target takes 3d8 fire damage and 1d8 persistent fire damage. name: Burn Alive traits: - fire ranged: - action_cost: One Action damage: formula: 2d6+6 and 2d8 fire type: bludgeoning name: flaming coal to_hit: 12 traits: - fire - magical - range increment 80 feet resistances: null saves: fort: 17 ref: 10 will: 9 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 17 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Huge - Construct - Earth - Mindless type: Creature - ability_mods: cha_mod: -2 con_mod: 3 dex_mod: 1 int_mod: -4 str_mod: 4 wis_mod: 0 ac: 20 ac_special: null automatic_abilities: null description: 'These horse-sized, burrowing monsters generally avoid heavily settled areas like cities, but ankhravs'' predilection for livestock and humanoid flesh ensures that the creatures do not remain in the deep wilderness for long. Desperate farmers whose fields become infested by ankhravs often have little recourse but to seek the aid of adventurers.' hp: 40 immunities: null innate_spells: null languages: '' level: 3 melee: - action_cost: One Action damage: formula: 1d8+4 plus 1d6 acid type: piercing name: mandibles to_hit: 13 traits: - acid name: Ankhrav perception: 7 proactive_abilities: - action_cost: Two Actions description: The ankhrav makes a mandibles Strike; if the Strike hits, the target's armor takes the damage and the acid damage bypasses the armor's Hardness. name: Armor-Rending Bite traits: null - action_cost: Two Actions description: '**Frequency** once per hour; **Effect** The ankhrav spews acid in a 30-foot cone, dealing 3d6 acid damage and 1d6 persistent acid damage (DC 20 basic Reflex save).' name: Spray Acid traits: - acid ranged: - action_cost: One Action damage: formula: 3d6 type: acid name: acid spit to_hit: 10 traits: - acid - range 30 feet resistances: null saves: fort: 12 ref: 8 will: 7 saves_special: fort: null ref: null will: null senses: - darkvision - tremorsense (imprecise) 60 feet skills: Acrobatics: 6 Athletics: 11 Stealth: 8 speed: - amount: 25 type: Land - amount: 20 type: Burrow spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal type: Creature - ability_mods: cha_mod: -2 con_mod: 4 dex_mod: 1 int_mod: -4 str_mod: 6 wis_mod: 2 ac: 29 ac_special: null automatic_abilities: null description: Ankhrav hive mothers are fearsome predators that one can easily distinguish from the typical ankhrav not only by their greater size, but the presence of a large pair of razor-sharp, mantis-like arms. hp: 120 immunities: null innate_spells: null languages: '' level: 8 melee: - action_cost: One Action damage: formula: 2d8+6 plus 2d6 acid type: piercing name: mandibles to_hit: 20 traits: - acid name: Hive Mother perception: 16 proactive_abilities: - action_cost: Two Actions description: The hive mother makes a mandibles Strike; if the Strike hits, the target's armor takes the damage and the acid damage bypasses the armor's Hardness. name: Armor-Rending Bite traits: null - action_cost: Two Actions description: The hive mother unleashes a pheromone that causes all other ankhravs within a 100-foot emanation to become quickened 1 until the start of the hive mother's next turn, and they can use the extra action only for Burrow, Stride, or Strike actions. The hive mother can't unleash the pheromone again for 1d4 rounds. name: Frenzy Pheromone traits: null - action_cost: Two Actions description: The hive mother spews acid in a 60-foot cone, dealing 8d6 acid damage and 1d6 persistent acid damage (DC 26 basic Reflex save). It can't spew acid again for 1d4 rounds. name: Spray Acid traits: - acid ranged: - action_cost: One Action damage: formula: 5d6 type: acid name: acid spit to_hit: 17 traits: - acid - range 30 feet resistances: null saves: fort: 18 ref: 15 will: 14 saves_special: fort: null ref: null will: null senses: - darkvision - tremorsense (imprecise) 90 feet skills: Acrobatics: 13 Athletics: 20 Stealth: 11 Survival: 16 speed: - amount: 25 type: Land - amount: 20 type: Burrow spell_attack_to_hit: null spell_dc: null traits: - Uncommon - N - Huge - Animal type: Creature - ability_mods: cha_mod: -2 con_mod: 3 dex_mod: 2 int_mod: -4 str_mod: 4 wis_mod: 1 ac: 19 ac_special: null automatic_abilities: null description: Gorillas can be territorial creatures, particularly if provoked by hunters or the presence of more dangerous monsters. A gorilla uses its fangs and powerful arms to bite and pummel trespassers with wild abandon. hp: 45 immunities: null innate_spells: null languages: '' level: 3 melee: - action_cost: One Action damage: formula: 2d6+4 type: bludgeoning name: fist to_hit: 11 traits: - agile - reach 10 feet - action_cost: One Action damage: formula: 1d8+4 type: piercing name: jaws to_hit: 11 traits: - reach 5 feet name: Gorilla perception: 8 proactive_abilities: - action_cost: Two Actions description: The gorilla beats its chest in a terrifying display. Creatures within 30 feet must attempt a DC 20 Will save. While a creature is frightened by this ability, it is flat-footed to the gorilla. **Critical Success** No effect and temporarily immune for 1 minute. **Success** The creature is unaffected. **Failure** The creature is frightened 1. **Critical Failure** The creature is frightened 2. name: Frightening Display traits: - auditory - emotion - fear - mental ranged: null resistances: null saves: fort: 12 ref: 9 will: 6 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 9 Athletics: 11 Stealth: 7 speed: - amount: 30 type: Land - amount: 30 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal type: Creature - ability_mods: cha_mod: 2 con_mod: 5 dex_mod: 2 int_mod: -4 str_mod: 7 wis_mod: 1 ac: 26 ac_special: null automatic_abilities: null description: The megaprimatus is among the mightiest of apes, quick to confront any perceived intrusions into its domain. With a height of 40 feet, it towers over even most giants, and is used to being the top-tier predator in the region. hp: 150 immunities: null innate_spells: null languages: '' level: 8 melee: - action_cost: One Action damage: formula: 2d8+10 type: bludgeoning name: fist to_hit: 21 traits: - agile - reach 20 feet - action_cost: One Action damage: formula: 2d10+10 type: piercing name: jaws to_hit: 21 traits: - reach 10 feet name: Megaprimatus perception: 15 proactive_abilities: - action_cost: Two Actions description: ', and the target takes a –20-foot status penalty to all Speeds until the end of its next turn.' name: Mangling Rend traits: null - action_cost: Two Actions description: The megaprimatus beats its chest in a terrifying display. Creatures within 50 feet must attempt a DC 27 Will save. While a creature is frightened by this ability, it is flat-footed to the megaprimatus and to gorillas. **Critical Success** No effect and temporarily immune for 1 minute. **Success** The creature is unaffected. **Failure** The creature is frightened 1. **Critical Failure** The creature is frightened 2 and fleeing until the end of its next turn. name: Terrifying Display traits: - auditory - emotion - fear - mental ranged: null resistances: null saves: fort: 19 ref: 16 will: 13 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 14 Athletics: 19 speed: - amount: 30 type: Land - amount: 30 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Gargantuan - Animal type: Creature - ability_mods: cha_mod: 1 con_mod: 3 dex_mod: 1 int_mod: 1 str_mod: 5 wis_mod: 3 ac: 20 ac_special: null automatic_abilities: null description: Arboreal wardens are the rangers of arboreal society. These itinerant folk have an innate curiosity about the woodlands in which they dwell, and rarely stop to take root and rest in the same part of the forest twice. This wanderlust makes wardens ideal forest patrollers and scouts. While they are robust combatants, they know better than to confront dangerous foes on their own. Instead, they report any dangers to arboreal regents. In rare cases, large groups of arboreal wardens congregate to form a copse. Copses travel beyond the boundaries of a forest to investigate the hinterlands and gather intelligence on potential threats before returning to report their findings. Arboreal wardens do not pretend to understand to other creatures' motives—like most forces of the natural world, they are ambivalent about mortal affairs that do not involve their forest. hp: 75 immunities: null innate_spells: null languages: - Arboreal - Common - Sylvan level: 4 melee: - action_cost: One Action damage: formula: 1d8+10 type: bludgeoning name: stone longsword to_hit: 13 traits: - reach 10 feet - action_cost: One Action damage: formula: 1d6+10 type: bludgeoning name: shield bash to_hit: 13 traits: null name: Arboreal Warden perception: 11 proactive_abilities: - action_cost: Two Actions description: The arboreal warden Strides and then makes a shield bash Strike. If the attack hits, the target is pushed 10 feet. name: Shield Push traits: null ranged: null resistances: - amount: 5 type: bludgeoning - amount: 5 type: piercing saves: fort: 13 ref: 9 will: 11 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Athletics: 13 Stealth: 9 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - NG - Large - Plant type: Creature - ability_mods: cha_mod: 0 con_mod: 6 dex_mod: -1 int_mod: -5 str_mod: 6 wis_mod: 3 ac: 22 ac_special: null automatic_abilities: null description: "Arboreal regents and other wielders of powerful primal magic grant\ \ temporary sentience to trees in order to protect the forest. Invested with a\ \ workable set of instincts and the ability to mobilize and attack, these awakened\ \ trees follow the commands of their master and \x1F ght to protect their home.\ \ The statistics below work just as well for foliage that has become animate via\ \ other methods, such as a mystical in\x1E uence from another dimension, a capricious\ \ fey spirit, or the like." hp: 100 immunities: null innate_spells: null languages: - Arboreal level: 6 melee: - action_cost: One Action damage: formula: 2d8+6 type: bludgeoning name: branch to_hit: 16 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d6+6 type: bludgeoning name: root to_hit: 16 traits: - trip name: Awakened Tree perception: 13 proactive_abilities: [] ranged: null resistances: - amount: 5 type: bludgeoning - amount: 5 type: piercing saves: fort: 16 ref: 9 will: 13 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Athletics: 14 Stealth: 9 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Huge - Plant type: Creature - ability_mods: cha_mod: 2 con_mod: 6 dex_mod: -1 int_mod: 1 str_mod: 7 wis_mod: 4 ac: 26 ac_special: null automatic_abilities: null description: Arboreal regents—also called treants—are lumbering, solitary creatures responsible for guarding an entire forest. They take an especially long view of affairs and never act brashly or without much deliberation. They occasionally come together in small groups called groves to share news and pass their wisdom down to the arboreal wardens that have sprouted under their watch. In times of grave danger, all the groves in a region may gather for a great months-long meeting to plan and, eventually, act upon a threat. hp: 150 immunities: null innate_spells: - frequency: constant level: 4 name: speak with plants languages: - Arboreal - Common - Sylvan level: 8 melee: - action_cost: One Action damage: formula: 2d12+7 type: bludgeoning name: branch to_hit: 19 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d8+7 type: bludgeoning name: root to_hit: 19 traits: - trip name: Arboreal Regent perception: 18 proactive_abilities: - action_cost: Two Actions description: The arboreal regent causes a tree within 180 feet to uproot itself and fight as a minion using the statistics for an awakened tree. The arboreal regent can control up to two awakened trees at a time, and it can issue commands to both trees as a single action, which has the concentrate and auditory traits. name: Awaken Tree traits: - concentrate - primal - description: When an arboreal regent damages an item or structure, it deals an additional 2d10 damage to that item or structure. name: Sunder Objects traits: null - action_cost: One Action description: '' name: Throw Rock traits: null ranged: - action_cost: One Action damage: formula: 2d10+7 type: bludgeoning name: rock to_hit: 19 traits: - brutal - range increment 120 feet resistances: - amount: 5 type: bludgeoning - amount: 5 type: piercing saves: fort: 20 ref: 11 will: 16 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Athletics: 19 Diplomacy: 16 Intimidation: 16 Nature: 18 Stealth: 11 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - NG - Huge - Plant type: Creature - ability_mods: cha_mod: 1 con_mod: 1 dex_mod: 3 int_mod: -1 str_mod: -5 wis_mod: 1 ac: 16 ac_special: null automatic_abilities: null description: "Friendly, curious, and eternally optimistic, lantern archons embody\ \ the virtue of hope. They are formed of living light given corporeal shape, and\ \ they serve as beacons, guiding mortals out of their darkest moments and toward\ \ the path of righteousness. Their luminous bodies can \x1E icker with the subtlety\ \ of a candle flame or flare up like a torch. Lantern archons can control all\ \ aspects of their light as easily as other creatures control their facial expressions,\ \ leading them to change color, twinkle, and otherwise dim and brighten in time\ \ with their actions and words. While effervescent and chipper in conversation,\ \ lantern archons are impressively stoic mobile support troops and guardians in\ \ times of con\x1E ict, and are capable of uniting to form powerful warriors of\ \ light called gestalts." hp: 20 immunities: null innate_spells: - level: 4 name: read omens - frequency: at will; evil only level: 1 name: detect alignment - frequency: at will; evil only level: 1 name: heal languages: - Celestial - Draconic - Infernal level: 1 melee: null name: Lantern Archon perception: 6 proactive_abilities: - description: Nine lantern archons can use this activity, all within 1 round of the first, to merge together to form a composite being for 7 rounds that appears as a glowing warrior of light. The gestalt has the base statistics of a legion archon (AC, saving throws, attacks, skills, Speeds, and so on) but the spells and special abilities of a lantern archon. Additionally, it has a ranged light ray Strike (+18 attack, **Damage** 3d4 fire and 3d4 good), and the bonus from its Lantern of Hope increases to +3. When the gestalt separates, its remaining Hit Points are divided evenly among the lantern archons, and if the gestalt had fewer than 9 HP, some of the lantern archons die. name: Gestalt traits: - concentrate - divine - transmutation - action_cost: One Action description: The lantern archon shines as a beacon of hope. Good allies within 30 feet gain a +1 status bonus to damage rolls and to saving throws against *crushing despair*. name: Lantern of Hope traits: - concentrate - divine - enchantment - mental ranged: - action_cost: One Action damage: formula: 1d4 plus 1d4 good type: fire name: light ray to_hit: 8 traits: - agile - good - fire - magical - range 30 feet resistances: - amount: 3 type: fire saves: fort: 6 ref: 10 will: 4 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 8 Diplomacy: 6 Religion: 6 speed: - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: null traits: - LG - Small - Archon - Celestial type: Creature - ability_mods: cha_mod: 1 con_mod: 3 dex_mod: 4 int_mod: 1 str_mod: 3 wis_mod: 3 ac: 22 ac_special: null automatic_abilities: null description: Horned archons are secretive and tireless sentinels and scouts, patrolling the Outer Sphere's untamed wilds for evil to eliminate and keeping small communities safe from demons, devils, and worse. They resemble muscular humans with the head, horns, and legs of a stag. When requested to do so by their patrons, especially Erastil, they journey to the Material Plane and patrol dangerous frontier areas, secretly performing acts of kindness such as leading hunters to food, helping lost children, and driving off evil creatures. Because they roam the wilds of Nirvana and Elysium, horned archons are among the best at understanding the perspectives of other celestials. hp: 65 immunities: null innate_spells: - frequency: x3 level: 4 name: dimension door - frequency: x3 level: 2 name: animal messenger - frequency: animals only; x3 level: 1 name: charm - frequency: animals only; x3 level: 1 name: true strike - frequency: constant level: 5 name: tongues languages: - Celestial - Draconic - Infernal level: 4 melee: - action_cost: One Action damage: formula: 2d8+3 plus 1d6 good and Push type: piercing name: horn to_hit: 11 traits: - magical name: Horned Archon perception: 11 proactive_abilities: - description: within 1 round to attempt to follow that creature to the maximum distance of the archon's *dimension door*. If the archon's *dimension door* has enough distance, the archon appears the same distance and direction from the creature as before either used *dimension door*. name: Archon's Door traits: - heightened to 5th level - action_cost: One Action description: A horned archon can touch another creature to take on that creature's wounds, transferring up to 30 of the horned archon's HP to the touched creature. The horned archon can't transfer more HP than it currently has. name: Touch of Charity traits: - healing - manipulate - necromancy ranged: - action_cost: One Action damage: formula: 1d8+4 plus 1d6 good type: piercing name: composite longbow to_hit: 14 traits: - deadly 1d10 - magical - range increment 100 feet - reload 0 - volley resistances: null saves: fort: 11 ref: 10 will: 11 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision skills: Acrobatics: 12 Nature: 11 Religion: 9 Stealth: 10 Survival: 11 speed: - amount: 35 type: Land spell_attack_to_hit: null spell_dc: null traits: - LG - Medium - Archon - Celestial type: Creature - ability_mods: cha_mod: 5 con_mod: 4 dex_mod: 2 int_mod: 1 str_mod: 5 wis_mod: 2 ac: 27 ac_special: null automatic_abilities: null description: Despite their flaming blades and heavy armor, legion archons are the diplomats of peace among the archons, preferring justice via compromise and mutual benefit rather than justice by the sword. Nonetheless, when forced to fight against fiendish powers—especially fiends that embody the sin of wrath—legion archons don't hesitate in battle, mounting offensives under divine commanders like Iomedae. hp: 100 immunities: null innate_spells: - frequency: at will level: 4 name: dimension door - frequency: x3 level: 1 name: true strike - frequency: constant level: 5 name: tongues languages: - Celestial - Draconic - Infernal level: 7 melee: - action_cost: One Action damage: formula: 2d10+5 plus 1d6 fire and 1d6 good type: slashing name: flame of justice to_hit: 18 traits: - magical - versatile P name: Legion Archon perception: 15 proactive_abilities: - description: within 1 round to attempt to follow that creature to the maximum distance of the archon's *dimension door*. If the archon's *dimension door* has enough distance, the archon appears the same distance and direction from the creature as before either used *dimension door*. name: Archon's Door traits: - heightened to 5th level - description: A legion archon's spirit of righteousness manifests in its hands as a mighty two-handed sword called the flame of justice. A legion archon can throw its flame of justice as a ranged weapon. If disarmed or thrown, the flame of justice vanishes after landing or dealing damage and reappears in the legion archon's hands again instantly. On a critical hit, the fire damage from the flame of justice deals maximum damage (6 on the d6) before being doubled for the critical hit, and the target takes 1d10 persistent fire damage. name: Flame of Justice traits: - divine - evocation ranged: - action_cost: One Action damage: formula: 2d10+5 plus 1d6 fire and 1d6 good type: slashing name: flame of justice to_hit: 15 traits: - magical - range increment 30 feet - versatile P resistances: - amount: 15 type: fire saves: fort: 17 ref: 11 will: 15 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision skills: Acrobatics: 13 Athletics: 14 Diplomacy: 16 Intimidation: 16 Religion: 13 Survival: 14 speed: - amount: 30 type: Land - amount: 60 type: Fly spell_attack_to_hit: null spell_dc: null traits: - LG - Medium - Archon - Celestial type: Creature - ability_mods: cha_mod: 3 con_mod: 7 dex_mod: 1 int_mod: 2 str_mod: 5 wis_mod: 3 ac: 31 ac_special: null automatic_abilities: - description: '|1| (divine, transmutation) A shield archon''s hands can change into a *+1 holy striking* spear and a *lesser sturdy shield* or back into hands. Transforming does not restore any HP to the items, and if either the weapon or shield is fully destroyed, the archon loses that hand until it receives a <%SPELLS% %%>*regenerate* spell or similar magic. If a shield archon is slain, its weapon and shield can be taken, but they fade into nothingness after 24 hours.' name: Morphic Hands traits: null description: Shield archons defend the fortresses of Heaven against fiendish incursions. They wield their spears and shields in massive formations capable of withstanding any onslaught. Beneath their armor, they are sheathed in skin of steel. Given their tremendous strength and imposing stature, shield archons are ideal guardians of the meek and are sometimes summoned to the Material Plane to ward off the attacks of great numbers of evildoers. hp: 125 immunities: null innate_spells: - frequency: at will level: 4 name: dimension door - frequency: x3 level: 2 name: shield other - level: 1 name: true strike - frequency: constant level: 5 name: tongues items: - +1 full plate languages: - Celestial - Draconic - Infernal level: 10 melee: - action_cost: One Action damage: formula: 2d6+10 plus 1d6 good type: piercing name: holy striking spear to_hit: 22 traits: - magical - reach 10 feet name: Shield Archon perception: 19 proactive_abilities: - description: within 1 round to attempt to follow that creature to the maximum distance of the archon's *dimension door*. If the archon's *dimension door* has enough distance, the archon appears the same distance and direction from the creature as before either used *dimension door*. name: Archon's Door traits: - heightened to 5th level - description: . name: Courageous Switch traits: null ranged: null resistances: null saves: fort: 23 ref: 15 will: 19 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision skills: Athletics: 21 Diplomacy: 19 Intimidation: 19 Religion: 19 Survival: 17 speed: - amount: 30 type: Land - amount: 60 type: Fly spell_attack_to_hit: null spell_dc: null traits: - LG - Large - Archon - Celestial type: Creature - ability_mods: cha_mod: 3 con_mod: 1 dex_mod: 4 int_mod: 1 str_mod: -2 wis_mod: 3 ac: 17 ac_special: null automatic_abilities: null description: Lyrakiens are musical messengers and embodiments of free travel. They serve Desna and other deities and empyreal lords of Elysium, but are quite fond of the concept of free time and are always on the hunt for opportunities to pause in their duties to enjoy music or appreciate a moment of beauty. They love contests, stories, and songs, and they often challenge mortals to musical contests or pester them to share grand tales of their exploits. Lyrakiens rely on their agility to avoid conflicts, but they do their best to defend places of great natural beauty, especially against lawful or evil foes they can damage with their starlight. Lyrakiens have an innate wanderlust and rarely stay in the same place for very long. Some travel alongside adventurers, ofter writing songs about their quests and feats of derring-do. hp: 25 immunities: null innate_spells: - level: 4 name: read omens - frequency: at will; evil only level: 1 name: detect alignment - frequency: at will; evil only level: 1 name: heal - frequency: at will; evil only level: 1 name: illusory object - frequency: constant level: 4 name: freedom of movement languages: - Celestial - Common - Draconic - Infernal level: 1 melee: - action_cost: One Action damage: formula: 1d4-2 plus 1 chaotic and 1 good type: bludgeoning name: fist to_hit: 9 traits: - agile - chaotic - finesse - good - magical name: Lyrakien (Wanderer Azata) perception: 8 proactive_abilities: - action_cost: Two Actions description: The lyrakien unleashes a blast of holy starlight in a 5-foot burst centered on itself. Creatures in the area take 1d6 chaotic damage and 1d6 good damage (DC 17 basic Reflex save). The lyrakien can't use Starlight Blast or its starlight ray ranged attack for 1d4 rounds. name: Starlight Blast traits: - chaotic - good - light ranged: - action_cost: One Action damage: formula: 1d4 and 1d4 good type: chaotic name: starlight ray to_hit: 9 traits: - chaotic - good - light - range 10 feet resistances: null saves: fort: 4 ref: 7 will: 6 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 9 Diplomacy: 6 Performance: 8 Religion: 6 Stealth: 7 speed: - amount: 25 type: Land - amount: 50 type: Fly spell_attack_to_hit: null spell_dc: null traits: - CG - Tiny - Azata - Celestial type: Creature - ability_mods: cha_mod: 5 con_mod: 3 dex_mod: 5 int_mod: 2 str_mod: 1 wis_mod: 1 ac: 21 ac_special: null automatic_abilities: null description: Gancanaghs are lovers, revelers, and dashing duelists of Elysium. Embodiments of free love, they eagerly throw themselves into courting targets for brief but earnest flings until their quicksilver passions change their desires. They serve Cayden Cailean as well as other bacchanalian deities and empyreal lords of Elysium who understand their desires for love and parties. Gancanaghs hate evil beings that profane the spirit of romance and passion, as such creatures (especially the demonic tempters known as succubi) reinforce stigmas against open and free love. One can give no greater insult to a gancanagh than to mistake him for such a creature, and more than one hotheaded gancanagh has challenged a misinformed paladin or other champion of good to a duel over such a slight. While they enjoy drinking and carousing, gancanaghs can't stand smoke. Nonetheless, many gancanaghs carry whimsical-looking smoking pipes because they think it makes them look dapper. They cherish their silver flutes, for they enjoy the beauty of flutes' music and its ability to sway the heart. hp: 75 immunities: null innate_spells: - level: 4 name: suggestion - level: 3 name: heroism - frequency: at will level: 2 name: heal - frequency: at will level: 2 name: mirror image - frequency: at will level: 1 name: charm - frequency: constant level: 5 name: tongues languages: - Celestial - Draconic - Infernal level: 4 melee: - action_cost: One Action damage: formula: 1d6+7 plus 1d4 good type: piercing name: silver rapier to_hit: 13 traits: - deadly 1d10 - disarm - finesse - good - magical name: Gancanagh (Passion Azata) perception: 11 proactive_abilities: - action_cost: One Action description: The gancanagh can take on the appearance of any Small or Medium humanoid. This doesn't change their Speed or their attack and damage bonuses with their Strikes, but might change the damage type their Strikes deal (typically to bludgeoning). name: Change Shape traits: - concentrate - divine - polymorph - transmutation - action_cost: Two Actions description: The gancanagh embraces or kisses a willing creature, infusing that creature with their invigorating passion. The creature gains a +1 status bonus to attack rolls and 10 temporary Hit Points for 10 minutes. After that time, the target becomes fatigued for 10 minutes unless they succeed at a DC 21 Fortitude save. name: Invigorating Passion traits: - divine - emotion - enchantment - mental ranged: null resistances: null saves: fort: 9 ref: 13 will: 11 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 9 Deception: 13 Diplomacy: 13 Performance: 14 Religion: 9 Stealth: 11 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - CG - Medium - Azata - Celestial type: Creature - ability_mods: cha_mod: 5 con_mod: 5 dex_mod: 3 int_mod: 2 str_mod: 4 wis_mod: 3 ac: 25 ac_special: null automatic_abilities: null description: Lillends are tale-tellers, chroniclers, and champions of freedom of expression. They are generally peaceful, but are quick to act if a masterful piece of art is threatened or free speech is suppressed. They pride themselves on inspiring mortals to greater heights of expression and creativity, and more than one bard looks to a lillend as their personal inspiration. Lillends sometimes secretly follow the adventures of mortal heroes to record their stories as epic poems and songs, which they then perform in the packed mead halls of Elysium. When pursuing such goals, lillends take pains to use their innate spells to remain in hiding, as they would rather observe and record events without "polluting" them with their own intervention. Nevertheless, a lillend who sees their charge faced with certain death often cannot resist the urge to intervene and save the day. Inevitably, this brings a close to the lillend's chronicles, as their relationship with their subject invariably shifts from one of detached observation to friendship or more. Yet lillends remain hesitant to involve themselves for overlong in a mortal's life, in part because they fear what sort of fiendish attention their presence might attract, but mostly out of respect for the mortal's own destiny. A lillend would, all things being equal, prefer to let mortals choose their own fate rather than run the risk of sending someone down a path to which their heart is not set. hp: 145 immunities: null innate_spells: - level: 4 name: counter performance - level: 4 name: hallucinatory terrain - level: 4 name: heal - level: 4 name: inspire heroics - level: 4 name: sound burst - level: 4 name: suggestion - level: 3 name: sleep - level: 2 name: darkness - level: 2 name: invisibility - level: 1 name: charm - frequency: constant level: 5 name: tongues - frequency: constant level: 5 name: speak with plants - frequency: constant level: 5 name: speak with animals - frequency: constant level: 4 name: speak with plants - frequency: constant level: 4 name: speak with animals - frequency: constant level: 2 name: speak with animals languages: - Celestial - Draconic - Infernal level: 7 melee: - action_cost: One Action damage: formula: 1d8+10 plus 1d6 chaotic and 1d6 good type: slashing name: longsword to_hit: 18 traits: - chaotic - magical - versatile P - action_cost: One Action damage: formula: 2d6+10 plus 1d6 chaotic, 1d6 good, and Grab type: bludgeoning name: tail to_hit: 18 traits: - agile - magical - reach 10 feet name: Lillend (Muse Azata) perception: 16 proactive_abilities: [] ranged: null resistances: null saves: fort: 14 ref: 16 will: 16 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 14 Deception: 16 Diplomacy: 18 Nature: 14 Performance: 20 Religion: 14 Survival: 12 speed: - amount: 25 type: Land - amount: 45 type: Fly spell_attack_to_hit: null spell_dc: null traits: - CG - Large - Azata - Celestial type: Creature - ability_mods: cha_mod: 5 con_mod: 5 dex_mod: 4 int_mod: 3 str_mod: 7 wis_mod: 4 ac: 34 ac_special: null automatic_abilities: null description: Ghaeles are fiend-hunting knights of Elysium and champions of the freedom to take up arms against oppressors and other evils. Ghaeles rarely engage directly in mortal wars, but where fiends are involved they make an exception. A ghaele might assume the guise of a mortal to fight fiends alongside others, hoping to bolster morale and teach good tactics against such supernatural foes. Ghaeles serve various deities and empyreal lords of Elysium, though many have an affinity for Cayden Cailean in his capacity as a champion of freedom and defender of the downtrodden. Among azatas, ghaeles are generally the quickest to shift to violence as a method of solving problems, but even then they seek to minimize pain and suffering when they can. hp: 235 immunities: null innate_spells: - level: 7 name: chromatic wall - level: 7 name: dispel magic - level: 7 name: heal - level: 7 name: prismatic spray - level: 6 name: illusory scene - level: 5 name: banishment - frequency: x4 level: 4 name: heal - frequency: x4 level: 4 name: invisibility - frequency: x4 level: 4 name: restoration - level: 3 name: mind reading - frequency: at will level: 2 name: continual flame - frequency: at will level: 2 name: dispel magic - frequency: at will; evil only level: 1 name: charm - frequency: at will; evil only level: 1 name: detect alignment - frequency: at will; evil only level: 1 name: illusory disguise - frequency: constant level: 7 name: see invisibility - frequency: constant level: 7 name: tongues - frequency: constant level: 5 name: tongues languages: - Celestial - Draconic - Infernal level: 13 melee: - action_cost: One Action damage: formula: 2d12+13 plus 1d6 good and 1d6 other (see Choose Weakness) type: slashing name: holy greatsword to_hit: 28 traits: - good - magical - versatile P name: Ghaele (Crusader Azata) perception: 25 proactive_abilities: - action_cost: One Action description: A ghaele attempts to Recall Knowledge about a foe it is facing. If successful, it can change the elemental damage dealt by its greatsword and light ray to acid, cold, electricity, fire, or sonic, usually to match the a foe's weakness. It can also change its energy resistance to any of these energy types (this can be a different type than for its attacks). The choices remain until it next uses Choose Weakness. name: Choose Weakness traits: - concentrate - divination - divine - evocation - manipulate - action_cost: One Action description: When a ghaele fixes its gaze upon a non-good creature, the creature suffers the effects of *divine decree* (DC 33 Will save). If it survives, the creature is temporarily immune to Ghaele's Gaze for 1 minute. name: Ghaele's Gaze traits: - divine - evocation - visual - description: Any weapon becomes a *+2 holy striking weapon* while the ghaele wields it. name: Holy Blade traits: - divine - evocation ranged: - action_cost: One Action damage: formula: 1d12 plus 1d12 good plus 2d6+6 other (see Choose Weakness) type: chaotic name: light ray to_hit: 25 traits: - chaotic - good - light - range 300 feet resistances: - amount: 15 type: energy (see Choose Weakness) saves: fort: 26 ref: 20 will: 23 saves_special: fort: null ref: null will: null senses: - darkvision - '*see invisibility*' skills: Acrobatics: 27 Athletics: 26 Diplomacy: 26 Nature: 23 Religion: 23 Stealth: 21 speed: - amount: 35 type: Land - amount: 100 type: Fly spell_attack_to_hit: null spell_dc: null traits: - CG - Medium - Azata - Celestial type: Creature - ability_mods: cha_mod: 7 con_mod: 2 dex_mod: 6 int_mod: 0 str_mod: -5 wis_mod: 7 ac: 39 ac_special: null automatic_abilities: - description: The banshee can hear heartbeats within (imprecise). **Sunlight Powerlessness** If in direct sunlight, the banshee is slowed 1 and can't use actions that have the attack trait. name: Hears Heartbeats range: 60 feet traits: null - description: If in direct sunlight, the banshee is slowed 1 and can't use actions that have the attack trait. name: Sunlight Powerlessness traits: null description: Banshees are the furious, tormented souls of elves bound to the Material Plane by a betrayal that defined the final hours of their lives. Some banshees arise from elves who were slain by trusted friends and allies, or whose loved ones betrayed them on their deathbeds. Others spawn from elves whose treacherous deeds shortly before their deaths left a stain upon their souls. Regardless of their origin, banshees despise the living. This hatred of life is all too often a horrific inversion of their personalities in life. Some speculate that the more kind-hearted the elf (and the more wrenching the betrayal), the crueler the banshee. hp: 250 immunities: - disease - paralyzed - poison - precision - unconscious innate_spells: null languages: - Common - Elven level: 17 melee: - action_cost: One Action damage: formula: 4d10+14 plus terrifying touch type: negative name: hand to_hit: 32 traits: - finesse - magical name: Banshee perception: 32 proactive_abilities: - description: When a banshee Strides at least 10 feet, they're concealed until the start of their next turn. name: Spectral Ripple traits: null - description: A creature damaged by the banshee's touch that isn't already frightened must attempt a DC 38 Will save (DC 43 if the attack was a critical hit). If the creature fails its save, it's frightened 2; on a critical failure, the creature also cowers with fear and is stunned 4. If the creature is protected against fear by a spell or magic item, the banshee's touch first attempts to counteract the protection effect, with the effect of a 9th-level *dispel magic* spell. name: Terrifying Touch traits: - emotion - enchantment - fear - occult - action_cost: Two Actions description: The banshee unleashes a soul-chilling *wail of the banshee* (DC 38). This Wail overcomes *silence* and similar effects of 5th level or lower. The banshee can instead use Wail as a three-action activity to overcome such effects of up to 8th level. The banshee's Wail resonates for 1 round, and any creature that comes within the area during that time must attempt a save against the effect. A creature can't be affected more than once by the same Wail. The banshee can't Wail again for 1d4 rounds. name: Wail traits: - auditory - concentrate - death - necromancy - occult ranged: null resistances: - amount: 12 type: all damage (except force, ghost touch, or positive; double resistance vs. non-magical) saves: fort: 25 ref: 29 will: 32 saves_special: fort: null ref: null will: null senses: - hears heartbeats (imprecise) 60 feet - darkvision skills: Acrobatics: 31 Intimidation: 32 Occultism: 25 speed: - amount: 60 type: Fly spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CE - Medium - Incorporeal - Spirit - Undead type: Creature - ability_mods: cha_mod: 1 con_mod: 8 dex_mod: 2 int_mod: -3 str_mod: 10 wis_mod: 6 ac: 48 ac_special: null automatic_abilities: null description: Few sea monsters are as dreaded and feared as the two-headed baomal. These massive predatory beasts typically dwell in the deepest waters and compete with krakens and other monsters for food. They feed on whales and other large sea creatures, sometimes following them to the water's surface. Near the surface, baomals that encounter ships quickly learn that they contain a variety of tasty morsels. The creatures use their devastating spikes to rip open the ships' hulls, then leisurely feed on the helpless sailors. hp: 315 immunities: null innate_spells: null languages: - Aklo level: 20 melee: - action_cost: One Action damage: formula: 4d12+18 plus Improved Grab type: piercing name: jaws to_hit: 38 traits: - reach 20 feet name: Baomel perception: 34 proactive_abilities: - action_cost: One Action description: A baomal can inhale tremendous amounts of water, drawing everything in the sea nearby closer. All creatures and objects in the water within 60 feet of the baomal (including ships) are pulled toward it. Creatures must succeed at a DC 42 Athletics check or be pulled up to 20 feet toward the baomal (40 feet on a critical failure). For ships, use the captain's Sailing Lore in place of Athletics. Unattended objects are automatically pulled. name: Breath of the Sea traits: - attack - action_cost: One Action description: The baomal Swims or Strides alongside a creature or the hull of a vessel, dealing damage with the strong spikes on its shell. Each creature or ship the baomal is adjacent to at any point during its movement takes 6d6+10 slashing and piercing damage (DC 42 basic Reflex save). Against vessels, Shell Rake ignores the first 5 Hardness and creates an explosion of splinters that deals 3d6+5 damage to every creature within 10 feet of the deck's edge (DC 42 basic Reflex save). name: Shell Rake traits: - move - action_cost: Two Actions description: The baomal makes a Strike with each set of jaws, each against a different creature. These Strikes count as one attack for the baomal's multiple attack penalty, and the penalty doesn't increase until after both attacks. name: Two-Headed Strike traits: null ranged: - action_cost: One Action damage: formula: 4d10+18 plus Push 40 feet type: bludgeoning name: tsunami jet to_hit: 38 traits: - brutal - range 500 feet resistances: - amount: 10 type: physical saves: fort: 36 ref: 30 will: 34 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 80 feet skills: Athletics: 41 Stealth: 31 Survival: 37 speed: - amount: 50 type: Land - amount: 80 type: Swim spell_attack_to_hit: null spell_dc: null traits: - CN - Gargantuan - Aberration - Aquatic type: Creature - ability_mods: cha_mod: 3 con_mod: 3 dex_mod: 2 int_mod: 2 str_mod: 5 wis_mod: 2 ac: 21 ac_special: null automatic_abilities: null description: Typical barghests are ravenous gluttons of life who feed and grow on the fat of mortals, their bodies changing in ways none can predict as they use the flesh and blood of their victims to achieve grisly transformations into greater barghests. Barghests often make use of their shapechanging abilities to rule tribes of goblinoids or to discreetly hunt in rural areas in the guise of unnaturally intelligent wolves. They do not work well together, as each barghest wants all the kills for itself; cannibalism is the typical result of too many barghests in one small area. hp: 50 immunities: null innate_spells: - frequency: at will level: 4 name: blink - frequency: at will level: 4 name: confusion - frequency: at will level: 4 name: dimension door - frequency: at will level: 3 name: levitate languages: - Abyssal - Common - Goblin level: 4 melee: - action_cost: One Action damage: formula: 2d8+5 type: piercing name: jaws to_hit: 13 traits: null - action_cost: One Action damage: formula: 2d6+5 type: slashing name: claw to_hit: 13 traits: - agile name: Barghest perception: 12 proactive_abilities: - action_cost: One Action description: The barghest takes on the shape of a goblinoid (a goblin, hobgoblin, or bugbear) or a wolf, or it transforms back into its true form. When the barghest is a goblinoid, it loses its jaws and claw Strikes, it becomes Small if it is a goblin, and its Speed changes to 20 feet. When the barghest is a wolf, its Speed changes to 40 feet and its jaws gain Knockdown. Each individual barghest has only one goblinoid form and one wolf form. name: Change Shape traits: - concentrate - divine - polymorph - transmutation - description: Once per month, a barghest can spend 1 minute to devour a corpse, gaining a permanent +1 status bonus to its checks and DCs. Each subsequent time it feeds, this bonus increases by 1. The fourth time a barghest feeds, it sheds its skin and mutates into a greater barghest, and the status bonus ends. name: Feed traits: null ranged: null resistances: - amount: 5 type: 'fire ' - amount: 5 type: physical (except magical) saves: fort: 11 ref: 12 will: 8 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 30 feet skills: Acrobatics: 10 Deception: 12 Diplomacy: 9 Intimidation: 11 Stealth: 10 Survival: 8 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Fiend type: Creature - ability_mods: cha_mod: 5 con_mod: 4 dex_mod: 2 int_mod: 3 str_mod: 6 wis_mod: 3 ac: 25 ac_special: null automatic_abilities: null description: Once a barghest has eaten enough to grow into a greater barghest, it typically seeks a method to leave the Material Plane and return to the Abyss, there joining other fiends as yet another of that plane's horrors. As barghests have no innate ability to travel the planes, though, the time it takes for most greater barghests to engineer such a return can usually be measured in years, if not decades. During that time, greater barghests continue to play the roles of gluttons, hunters of humanity, and tyrants of goblinoid tribes. More than a few grow accustomed to such lives on the Material Plane and wholly abandon the end goal of returning to the Abyss, despite the fact that those who do make such a return home often grow even more powerful over time, gaining eerie new abilities and qualities absorbed from the raw chaos of the Abyss itself. hp: 105 immunities: null innate_spells: - frequency: at will level: 4 name: blink - frequency: at will level: 4 name: confusion - frequency: at will level: 4 name: dimension door - frequency: at will level: 4 name: enlarge - frequency: at will level: 3 name: levitate - frequency: at will level: 2 name: invisibility languages: - Abyssal - Common - Goblin level: 7 melee: - action_cost: One Action damage: formula: 2d10+6 type: piercing name: jaws to_hit: 17 traits: null - action_cost: One Action damage: formula: 2d8+6 type: slashing name: claw to_hit: 17 traits: - agile name: Greater Barghest perception: 16 proactive_abilities: - action_cost: One Action description: The barghest takes on the shape of a goblinoid (a goblin, hobgoblin, or bugbear) or a wolf, or it transforms back into its true form. When the barghest is a goblinoid, it loses its jaws and claw Strikes, it becomes Small if it is a goblin, and its Speed changes to 20 feet. When the barghest is a wolf, its Speed changes to 40 feet and its jaws gain Knockdown. Each individual barghest has only one goblinoid form and one wolf form. name: Change Shape traits: - concentrate - divine - polymorph - transmutation - action_cost: Two Actions description: The barghest grows elongated fangs that seep poison. Its jaws deal 1d6 additional poison damage and 1d6 persistent poison damage.
  • **Toxic Breath** |2| (divine, evocation, poison) The barghest breathes a cloud of toxic gas that deals 8d6 poison damage to all creatures in a 30-foot cone (DC 25 basic Fortitude save). It can't use Toxic Breath again for 1d4 rounds.
  • **Vestigial Arm Strike** |2| **Frequency **once per round; **Trigger **The barghest completes a Strike. **Effect **The barghest makes a claw Strike with a shriveled third arm hanging from its torso. This attack doesn't count for the barghest's multiple attack penalty, nor does that penalty apply on the attack.
  • **Wings** The barghest has malformed wings extending from its back. It gains a fly Speed of 25 feet.
  • name: Mutations traits: - poison ranged: null resistances: - amount: 10 type: 'fire ' - amount: 10 type: physical (except magical) saves: fort: 17 ref: 15 will: 12 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 30 feet skills: Acrobatics: 15 Athletics: 15 Deception: 18 Diplomacy: 14 Intimidation: 16 Stealth: 15 Survival: 14 speed: - amount: 35 type: Land spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CE - Large - Fiend - Mutant type: Creature - ability_mods: cha_mod: 1 con_mod: 5 dex_mod: -1 int_mod: -3 str_mod: 4 wis_mod: 2 ac: 22 ac_special: null automatic_abilities: null description: The basilisk is an eight-legged reptile with a nasty disposition and the ability to turn creatures to stone with its gaze. Folklore holds that, much like for the cockatrice, the first basilisks hatched from leathery eggs laid by snakes and incubated by roosters, but little in the basilisk's physiology lends any credence to this claim. hp: 75 immunities: null innate_spells: null languages: '' level: 5 melee: - action_cost: One Action damage: formula: 2d8+4 type: piercing name: jaws to_hit: 15 traits: null name: Basilisk perception: 11 proactive_abilities: - action_cost: Two Actions description: The basilisk stares at a creature it can see within 30 feet. That creature must attempt a DC 22 Fortitude save. If it fails and has not already been slowed by Petrifying Glance or this ability, it becomes slowed 1. If the creature was already slowed by this ability or Petrifying Glance, a failed save causes the creature to be petrified permanently. A creature petrified in this manner that is coated (not just splashed) with fresh basilisk blood (taken from a basilisk that has been dead no longer than 1 hour) is instantly restored to flesh. A single basilisk contains enough blood to coat 1d3 Medium creatures in this manner. name: Petrifying Gaze traits: - arcane - concentrate - incapacitation - transmutation - visual ranged: null resistances: null saves: fort: 14 ref: 8 will: 11 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 13 Stealth: 8 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Beast type: Creature - ability_mods: cha_mod: -3 con_mod: 1 dex_mod: 4 int_mod: -4 str_mod: 1 wis_mod: 3 ac: 15 ac_special: null automatic_abilities: - description: A bat swarm can use its hearing as a precise sense at the listed range. name: Echolocation traits: null description: Although the typical vampire bat has a wingspan of 7 inches and 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 is much more dangerous than the sum of its individual parts and is capable of inflicting an overwhelming number of bleeding wounds in a frighteningly short span of time. hp: 11 immunities: - precision - swarm mind innate_spells: null languages: '' level: 1 melee: null name: Vampire Bat Swarm perception: 10 proactive_abilities: - action_cost: One Action description: . Creatures that fail this save also take 1 persistent bleed damage. name: Blood Feast traits: - DC 16 basic Reflex save ranged: null resistances: - amount: 6 type: bludgeoning - amount: 6 type: piercing - amount: 3 type: slashing saves: fort: 6 ref: 9 will: 6 saves_special: fort: null ref: null will: null senses: - echolocation (precise) 20 feet - low-light vision skills: Acrobatics: 7 Athletics: 4 Stealth: 7 speed: - amount: 5 type: Land - amount: 30 type: Fly spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal - Swarm type: Creature - ability_mods: cha_mod: -2 con_mod: 3 dex_mod: 2 int_mod: -4 str_mod: 4 wis_mod: 3 ac: 18 ac_special: null automatic_abilities: - description: A bat can use its hearing as a precise sense at the listed range. name: Echolocation traits: null description: While big bats are certainly not uncommon in dark caves and abandoned ruins and may instill fear in squeamish spelunkers, the so-called giant bat is a true monster, weighing well over 100 pounds and having a wingspan of nearly 15 feet. It primarily eats fruit and bugs, but can be incited to violence through fear or hunger. Giant bat attacks can quickly give rise to rumors of more dangerous monsters—many mistake these massive animals for some sort of demon or vampiric monster. But like other bats, giant bats are simply social and intelligent mammals. They are sometimes used as mounts by smaller humanoids, commonly those who hail from or dwell in mountainous or underground regions. hp: 30 immunities: null innate_spells: null languages: '' level: 2 melee: - action_cost: One Action damage: formula: 1d10+4 type: slashing name: fangs to_hit: 10 traits: null - action_cost: One Action damage: formula: 1d6+4 type: piercing name: wing to_hit: 10 traits: - agile name: Giant Bat perception: 11 proactive_abilities: [] ranged: null resistances: null saves: fort: 9 ref: 8 will: 7 saves_special: fort: null ref: null will: null senses: - echolocation (precise) 40 feet - low-light vision skills: Acrobatics: 8 Athletics: 8 Stealth: 8 speed: - amount: 15 type: Land - amount: 30 type: Fly spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal type: Creature - ability_mods: cha_mod: -2 con_mod: 5 dex_mod: 1 int_mod: -4 str_mod: 4 wis_mod: 1 ac: 19 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 territorial and will chase off or kill any creature it views as competition. Grizzly bears are especially temperamental when their young are nearby. In combat, a grizzly bear often attempts to grab and maul its foe with surprising ferocity. It continues its assault until its foe seems like it is no longer a threat, though if the bear is hungry, it will not hesitate to feed. hp: 45 immunities: null innate_spells: null languages: '' level: 3 melee: - action_cost: One Action damage: formula: 2d8+4 type: piercing name: jaws to_hit: 11 traits: null - action_cost: One Action damage: formula: 1d10+4 plus Grab type: slashing name: claw to_hit: 11 traits: - agile name: Grizzly Bear perception: 10 proactive_abilities: - description: The grizzly bear gains a +2 circumstance bonus to damage rolls against creatures it has grabbed. name: Mauler traits: null - action_cost: Two Actions description: The grizzly bear Strides and makes a Strike at the end of that movement. During the Stride, the grizzly bear gains a +10-foot circumstance bonus to its Speed. name: Rush traits: null ranged: null resistances: null saves: fort: 12 ref: 6 will: 8 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Athletics: 11 Survival: 8 speed: - amount: 35 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal type: Creature - ability_mods: cha_mod: -1 con_mod: 6 dex_mod: 1 int_mod: -4 str_mod: 6 wis_mod: 1 ac: 24 ac_special: null automatic_abilities: null description: Larger, stronger, and far more aggressive than its smaller cousins, the cave bear is a behemoth that avoids civilized lands, preferring to dwell in remote places. As its name might suggest, the cave bear makes its den in natural caves, and like the grizzly bear, a cave bear is fiercely territorial. Unlike a grizzly bear, however, a cave bear is short tempered and will make sure its foe is dead before moving on, usually feasting on its 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 bears as pets or guardians for their homes. hp: 95 immunities: null innate_spells: null languages: '' level: 6 melee: - action_cost: One Action damage: formula: 2d10+6 type: piercing name: jaws to_hit: 16 traits: null - action_cost: One Action damage: formula: 2d8+6 plus Grab type: slashing name: claw to_hit: 16 traits: - agile name: Cave Bear perception: 13 proactive_abilities: - description: The bear gains a +4 circumstance bonus to damage rolls against creatures it has grabbed. name: Mauler traits: null - action_cost: Two Actions description: The cave bear Strides and makes a Strike at the end of that movement. During the Stride, it gains a +10-foot circumstance bonus to its Speed. name: Rush traits: null ranged: null resistances: null saves: fort: 16 ref: 11 will: 13 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Athletics: 16 Survival: 11 speed: - amount: 35 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal type: Creature - ability_mods: cha_mod: -2 con_mod: 2 dex_mod: 3 int_mod: -5 str_mod: 1 wis_mod: 1 ac: 16 ac_special: null 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 by miners and spelunkers, as their glow is considered safer than torches and less expensive than lamps. Denizens of the Darklands often domesticate and train these insects, using them as pets, livestock, or caging them to use as organic sources of light in areas frequented by visitors unaccustomed to the darkness. hp: 6 immunities: null innate_spells: null languages: '' level: -1 melee: - action_cost: One Action damage: formula: 1d4+1 type: piercing name: mandibles to_hit: 8 traits: - agile - finesse name: Flash Beetle perception: 6 proactive_abilities: - action_cost: One Action description: The flash beetle creates a brilliant flash of light. All creatures in its luminescent aura must succeed at a DC 17 Fortitude save or be dazzled for 1 minute. The flash beetle's glow then goes out, disabling its aura for 24 hours, during which time it cannot use Light Flash. name: Light Flash traits: - concentrate - light ranged: null resistances: null saves: fort: 5 ref: 8 will: 4 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Acrobatics: 6 Athletics: 4 speed: - amount: 20 type: Land - amount: 15 type: Fly spell_attack_to_hit: null spell_dc: null traits: - N - Small - Animal type: Creature - ability_mods: cha_mod: -1 con_mod: 5 dex_mod: 1 int_mod: -5 str_mod: 5 wis_mod: 2 ac: 22 ac_special: null automatic_abilities: null description: The giant stag beetle is larger than a horse, and the sight of one flying (if slowly and somewhat clumsily) on great buzzing wings is unnerving. Its enormous mandibles are used to impress mates, intimidate rivals, and discourage predators, for they can deliver deadly blows. While giant stag beetles are deadly predators, they can be domesticated by skilled wranglers. In such a capacity, these beetles serve well as beasts of burden or even as mounts. hp: 55 immunities: null innate_spells: null languages: '' level: 4 melee: - action_cost: One Action damage: formula: 2d8+5 type: piercing name: mandibles to_hit: 13 traits: null - action_cost: One Action damage: formula: 1d10+5 type: bludgeoning name: foot to_hit: 11 traits: null name: Giant Stag Beetle perception: 10 proactive_abilities: - description: Medium or smaller, foot, DC 21 name: Trample traits: null ranged: null resistances: null saves: fort: 13 ref: 9 will: 8 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 9 Athletics: 13 speed: - amount: 20 type: Land - amount: 20 type: Fly spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal type: Creature - ability_mods: cha_mod: -2 con_mod: 0 dex_mod: 3 int_mod: -5 str_mod: -4 wis_mod: 1 ac: 16 ac_special: null 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 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. 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" 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. hp: 6 immunities: null innate_spells: null languages: '' level: -1 melee: - action_cost: One Action name: barbed leg to_hit: 8 traits: - finesse name: Bloodseeker perception: 6 proactive_abilities: - description: while attached. If the bloodseeker is killed or pushed away while attached to a creature it has drained blood from, that creature takes 1 persistent bleed damage. Escaping the attach or removing the bloodseeker in other ways doesn't cause bleed damage. name: Attach traits: null - action_cost: One Action description: . name: Blood Drain traits: - of any kind or amount ranged: null resistances: null saves: fort: 5 ref: 8 will: 4 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 60 feet skills: Acrobatics: 6 Stealth: 6 speed: - amount: 10 type: Land - amount: 30 type: Fly spell_attack_to_hit: null spell_dc: null traits: - N - Tiny - Animal type: Creature - ability_mods: cha_mod: -3 con_mod: 4 dex_mod: 1 int_mod: -4 str_mod: 4 wis_mod: 2 ac: 18 ac_special: null automatic_abilities: null description: Boars are omnivorous mammals, hunted heavily because their meat is considered a delicacy. Boars are most likely to attack humanoids either in self-defense or during their mating season in the winter months, when the males grow an extra inch of tissue to protect their organs as they fight off rivals. Of course, in some cultures boars are trained to become much more aggressive so they can fill the roles of warbeast and guardian. When such boars escape back into the wild, they can become true terrors of the region. hp: 30 immunities: null innate_spells: null languages: '' level: 2 melee: - action_cost: One Action damage: formula: 2d6+4 type: piercing name: Tusk to_hit: 10 traits: null name: Boar perception: 8 proactive_abilities: - action_cost: Two Actions description: twice and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll. name: Boar Charge traits: null ranged: null resistances: null saves: fort: 10 ref: 5 will: 8 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 5 Athletics: 8 Survival: 8 speed: - amount: 40 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Animal type: Creature - ability_mods: cha_mod: -1 con_mod: 3 dex_mod: 0 int_mod: -4 str_mod: 6 wis_mod: 2 ac: 21 ac_special: null automatic_abilities: null description: Where the typical boar is merely ill-tempered and generally unfriendly, the towering daeodon is legitimately hateful and ruthlessly violent. Although omnivorous, the daeodon (known in some regions simply as a giant boar) prefers to feed on flesh. Primarily a scavenger, the daeodon 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 mounted on daeodons is a fearsome force indeed. hp: 60 immunities: null innate_spells: null languages: '' level: 4 melee: - action_cost: One Action damage: formula: 2d8+6 type: piercing name: Tusk to_hit: 14 traits: null name: Daeodon perception: 12 proactive_abilities: - action_cost: Two Actions description: by the force of the blow. name: Daeodon Charge traits: null ranged: null resistances: null saves: fort: 13 ref: 9 will: 10 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 8 Athletics: 12 Survival: 10 speed: - amount: 40 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal type: Creature - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 2 int_mod: -1 str_mod: 3 wis_mod: 2 ac: 16 ac_special: null automatic_abilities: null description: Often tasked with patrolling the borders of their lands, boggard scouts learn to speak another language (typically Common) to make it easier to issue threats and insults toward trespassers. hp: 24 immunities: null innate_spells: null languages: - Boggard - Common level: 1 melee: - action_cost: One Action damage: formula: 1d6+3 type: bludgeoning name: Morningstar to_hit: 8 traits: - versatile P - action_cost: One Action name: Tongue to_hit: 8 traits: - reach 10 feet name: Boggard Scout perception: 7 proactive_abilities: - description: A boggard scout ignores difficult terrain caused by swamp terrain features. name: Swamp Stride traits: null - action_cost: One Action description: The boggard scout unleashes a terrifying croak. Any non-boggard within 30 feet becomes *frightened 1* unless they succeed at a DC 17 Will save; those who critically succeed are temporarily immune for 1 minute. name: Terrifying Croak traits: - auditory - emotion - fear - mental - description: ', but it 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 using its tongue Strike until it regrows its tongue, which takes a week.' name: Tongue Grab traits: null ranged: - action_cost: One Action damage: formula: 1d6+1 type: bludgeoning name: Sling to_hit: 7 traits: - propulsive - reload 1 - range increment 50 feet resistances: null saves: fort: 9 ref: 5 will: 7 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 5 Athletics: 8 Stealth: 7 speed: - amount: 20 type: Land - amount: 25 type: Swim spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Amphibious - Boggard - Humanoid type: Creature - ability_mods: cha_mod: 1 con_mod: 4 dex_mod: 0 int_mod: -1 str_mod: 4 wis_mod: 2 ac: 17 ac_special: null automatic_abilities: null description: Boggard warriors exalt in single combat, and prefer to fight alone so that none can contest their kills. They have been known to pursue enemies who flee combat with a single-mindedness that seems almost supernatural. hp: 38 immunities: null innate_spells: null languages: - Boggard level: 2 melee: - action_cost: One Action damage: formula: 1d6+6 type: bludgeoning name: Club to_hit: 10 traits: null - action_cost: One Action name: Tongue to_hit: 10 traits: - reach 10 feet name: Boggard Warrior perception: 8 proactive_abilities: - description: A boggard warrior ignores difficult terrain caused by swamp terrain features. name: Swamp Stride traits: null - action_cost: One Action description: The boggard warrior unleashes a terrifying croak. Any non-boggard within 30 feet becomes *frightened 1* unless they succeed at a DC 18 Will save; those who critically succeed are temporarily immune for 1 minute. name: Terrifying Croak traits: - auditory - emotion - fear - mental - description: ', but it 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 using its tongue Strike until it regrows its tongue, which takes a week.' name: Tongue Grab traits: null ranged: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: Javelin to_hit: 6 traits: - thrown 30 feet - action_cost: One Action damage: formula: 1d6+6 type: bludgeoning name: Club to_hit: 6 traits: - thrown 10 feet resistances: null saves: fort: 10 ref: 5 will: 8 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 8 Intimidation: 5 Stealth: 6 speed: - amount: 20 type: Land - amount: 25 type: Swim spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Amphibious - Boggard - Humanoid type: Creature - ability_mods: cha_mod: 3 con_mod: 2 dex_mod: 0 int_mod: 0 str_mod: 3 wis_mod: 4 ac: 18 ac_special: null automatic_abilities: null description: The boggard swampseer has been gifted with magic through its worship of the demon lord Gogunta, and uses its power to rule a boggard village, keeping the rest of the village in line and planning raids on nearby communities. hp: 40 immunities: null innate_spells: null languages: - Abyssal - Boggard - Common level: 3 melee: - action_cost: One Action damage: formula: 1d4+6 type: bludgeoning name: staff to_hit: 10 traits: - two-hand d8 - action_cost: One Action name: Tongue to_hit: 10 traits: - reach 10 feet name: Boggard Swampseer perception: 11 proactive_abilities: - action_cost: Two Actions description: The swampseer utters a powerful croak that deals 4d6 sonic damage to any non-boggard within a 15-foot emanation (DC 19 basic Fortitude save); any creature with the *frightened* condition takes additional sonic damage equal to twice the value of their frightened condition. The boggard can't use Destructive Croak again for 1d4 rounds name: Destructive Croak traits: - sonic - description: '**Trigger** The boggard swampseer or one of its allies within 60 feet attempts a saving throw against an *auditory* or *sonic* effect. **Effect** The swampseer releases a croak that drowns out other sound. It rolls a *Performance* check. It and boggard allies in the area can use the higher result of the swampseer''s Performance check or their saves to resolve the effects against the *auditory* or *sonic* effect.' name: Drowning Drone traits: - auditory - mental - description: A boggard swampseer ignores difficult terrain caused by swamp terrain features. name: Swamp Stride traits: null - action_cost: One Action description: The boggard swampseer unleashes a terrifying croak. Any non-boggard within 30 feet becomes *frightened 1* unless they succeed at a DC 19 Will save; those who critically succeed are temporarily immune for 1 minute. name: Terrifying Croak traits: - auditory - emotion - fear - mental - description: ', but it 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 using its tongue Strike until it regrows its tongue, which takes a week.' name: Tongue Grab traits: null ranged: null resistances: null saves: fort: 9 ref: 7 will: 11 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 8 Intimidation: 8 Medicine: 9 Nature: 11 Performance: 8 Religion: 9 speed: - amount: 20 type: Land - amount: 25 type: Swim spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Amphibious - Boggard - Humanoid type: Creature - ability_mods: cha_mod: 3 con_mod: 5 dex_mod: 3 int_mod: 4 str_mod: 6 wis_mod: 4 ac: 26 ac_special: null automatic_abilities: null description: The grotesque brain collectors (or neh-thalggus, as they call themselves) originate from worlds far beyond the known solar system, and are part of a conglomeration of hostile aliens known collectively as the Dominion of the Black. Whether driven by their own schemes or directives from sinister overlords, brain collectors arrive in living starships to harvest the brains of intelligent creatures. These aberrations draw no nutrition from brains, instead storing them for analysis and as vessels for occult magical energies. hp: 140 immunities: - confused innate_spells: null languages: - Abyssal - Aklo - Common - Draconic - Protean - Undercommon level: 8 melee: - action_cost: One Action damage: formula: 2d12+6 plus brain collector venom type: piercing name: Jaws to_hit: 20 traits: null - action_cost: One Action damage: formula: 2d8+6 type: slashing name: Claw to_hit: 20 traits: - agile name: Brain Collector perception: 18 proactive_abilities: - description: '**Saving Throw** DC 26 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and *enfeebled 1* (1 round); **Stage 2** 1d6 poison damage, *enfeebled 1*, and *slowed 1* (1 round); **Stage 3** 2d6 poison damage, *enfeebled 2*, and *slowed 1* (1 round)' name: Brain Collector Venom traits: - poison - action_cost: One Action description: The brain collector collects a brain of a creature that has been dead for no more than 1 minute. It can then use an Interact action to secure the brain in one of its empty brain blisters name: Collect Brain traits: - manipulate ranged: null resistances: null saves: fort: 15 ref: 13 will: 18 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision skills: Acrobatics: 17 Arcana: 18 Athletics: 16 Lore: 18 Occultism: 21 Stealth: 17 speed: - amount: 25 type: Land - amount: 30 type: Fly spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CE - Large - Aberration type: Creature - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 2 int_mod: -1 str_mod: 4 wis_mod: 1 ac: 17 ac_special: null automatic_abilities: null description: The more common bugbear thug specializes in the art of lurking in the shadows. hp: 34 immunities: null innate_spells: null languages: - Common - Goblin level: 2 melee: - action_cost: One Action damage: formula: 1d8+4 type: piercing name: Bastard Sword to_hit: 10 traits: - two-hand d12 - action_cost: One Action damage: formula: 1d4+4 type: bludgeoning name: Fist to_hit: 10 traits: - agile - nonlethal name: Bugbear Thug perception: 7 proactive_abilities: - action_cost: One Action description: by. If they succeed, they also deal fist damage to that creature. name: Bushwhack traits: null - description: . name: Mauler traits: null ranged: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: Javelin to_hit: 8 traits: - thrown 30 feet resistances: null saves: fort: 9 ref: 8 will: 5 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 30 feet skills: Acrobatics: 6 Athletics: 7 Intimidation: 4 Stealth: 6 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - NE - Medium - Goblin - Humanoid type: Creature - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 3 int_mod: -1 str_mod: 4 wis_mod: 1 ac: 20 ac_special: null automatic_abilities: null description: The bugbear tormentor seeks to torture their prey as much through psychological intimidation as through physical harm. The longer a bugbear tormentor can keep their victim alive and terrified, the better they feel. hp: 44 immunities: null innate_spells: null languages: - Common - Goblin level: 3 melee: - action_cost: One Action damage: formula: 1d4+6 type: piercing name: Dagger to_hit: 11 traits: - agile - versatile S - action_cost: One Action damage: formula: 1d4+6 type: slashing name: Sickle to_hit: 11 traits: - agile - finesse - trip name: Bugbear Tormentor perception: 8 proactive_abilities: - description: creatures name: Sneak Attack traits: null - action_cost: Two Actions description: against the second attack. Apply the bugbear tormentor's multiple attack penalty to the Strikes normally. name: Twin Feint traits: null ranged: - action_cost: One Action damage: formula: 1d4+6 type: piercing name: Dagger to_hit: 10 traits: - agile - thrown 10 feet - versatile S resistances: null saves: fort: 9 ref: 10 will: 6 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 30 feet skills: Acrobatics: 8 Athletics: 9 Intimidation: 7 Stealth: 8 Thievery: 8 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - NE - Medium - Goblin - Humanoid type: Creature - ability_mods: cha_mod: -2 con_mod: 6 dex_mod: 2 int_mod: -4 str_mod: 7 wis_mod: 2 ac: 30 ac_special: null automatic_abilities: null description: Bulettes are fearsome predators that roam just beneath the surface of desolate wilderness areas. When they burrow through the ground, only the fin of their thickly armored backs protrudes above—at least until they are ready to leap out and strike their prey. Their appearance, appetite, and iconic dorsal fin have earned the nickname "landshark." hp: 120 immunities: null innate_spells: null languages: '' level: 8 melee: - action_cost: One Action damage: formula: 2d10+10 type: piercing name: Jaws to_hit: 21 traits: null - action_cost: One Action damage: formula: 2d8+10 type: slashing name: Claw to_hit: 21 traits: - agile name: Bulette perception: 16 proactive_abilities: - description: A bulette gains a +1 circumstance bonus to attack and damage rolls with its jaws against a specific type of creature designated as its favorite food. Unless otherwise stated, a 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 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 that are part of its Leaping Charge. name: Leaping Charge traits: null - description: ', or 20 feet up on a critical success.' name: Powerful Jumper traits: null ranged: null resistances: null saves: fort: 20 ref: 16 will: 14 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 30 feet skills: Acrobatics: 16 Athletics: 21 speed: - amount: 40 type: Land - amount: 30 type: Burrow spell_attack_to_hit: null spell_dc: null traits: - N - Huge - Animal type: Creature - ability_mods: cha_mod: -1 con_mod: 4 dex_mod: 3 int_mod: -4 str_mod: 4 wis_mod: 1 ac: 19 ac_special: null automatic_abilities: - description: The bunyip can smell blood in the water from up to 1 mile away. name: Blood Scent traits: null description: Bunyips are dangerous aquatic predators that resemble a cross between a shark and a seal. Found in freshwater inlets or saltwater coves worldwide, bunyips hunt where prey is plentiful, often to the consternation of coastal residents and fisherfolk. hp: 45 immunities: null innate_spells: null languages: '' level: 3 melee: - action_cost: One Action damage: formula: 1d10+4 plus 1d6 persistent bleed damage type: piercing name: Jaws to_hit: 11 traits: null - action_cost: One Action damage: formula: 1d8+4 type: bludgeoning name: Tail to_hit: 11 traits: - agile name: Bunyip perception: 10 proactive_abilities: - description: that go away at the end of the frenzy, and takes a –2 penalty to AC. name: Blood Frenzy traits: null - action_cost: One Action description: The bunyip lets out a loud and horrifying roar. Other creatures within 100 feet must succeed at a DC 21 Will save or become *frightened 2* (*frightened 3* on a critical failure, *frightened 1* on a success, or unaffected on a critical success). No matter the result, the creature is temporarily immune to the effect for 1 minute. name: Roar traits: - auditory - concentrate - emotion - enchantment - fear - mental - primal - action_cost: One Action description: A bunyip can alter its form slightly to gain an advantage and make it harder to recognize. When it does, its teeth shrink and its Jaws Strike 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 bunyip can return to normal or switch between a long tail or crocodile legs. name: Shift Form traits: - morph - primal - transmutation ranged: null resistances: null saves: fort: 9 ref: 12 will: 6 saves_special: fort: null ref: null will: null senses: - blood scent - darkvision - scent (imprecise) 100 feet skills: Athletics: 11 Stealth: 10 Survival: 8 speed: - amount: 10 type: Land - amount: 40 type: Swim spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Animal - Aquatic type: Creature - ability_mods: cha_mod: 3 con_mod: 2 dex_mod: 4 int_mod: -1 str_mod: 0 wis_mod: 1 ac: 17 ac_special: null automatic_abilities: null description: Caligni dancers serve as intermediaries between caligni clans. hp: 18 immunities: null innate_spells: [] languages: - Caligni level: 1 melee: - action_cost: One Action damage: formula: 1d4 type: bludgeoning name: Baton to_hit: 9 traits: - agile - finesse - shove - action_cost: One Action damage: formula: 1d4 type: piercing name: Dagger to_hit: 9 traits: - agile - finesse - versatile S name: Caligni Dancer perception: 6 proactive_abilities: - action_cost: One Action description: The caligni dancer touches a foe and curses it. If the target fails a DC 18 Will save, it gains *clumsy 1* and *stupefied 1*. The target is then temporarily immune for 24 hours. These conditions persist until the curse is removed. The victim can attempt a new DC 18 Will save once per hour to end the curse. name: Dancer's Curse traits: - curse - enchantment - occult - mental - description: creatures. name: Sneak Attack traits: null ranged: - action_cost: One Action damage: formula: 1d4 type: piercing name: Dagger to_hit: 9 traits: - agile - thrown 10 feet - versatile S resistances: null saves: fort: 7 ref: 9 will: 4 saves_special: fort: null ref: null will: null senses: - greater darkvision - light blindness skills: Acrobatics: 7 Performance: 6 Stealth: 7 Thievery: 7 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: 16 traits: - CN - Small - Caligni - Humanoid type: Creature - ability_mods: cha_mod: 1 con_mod: 3 dex_mod: 4 int_mod: -1 str_mod: 0 wis_mod: 2 ac: 19 ac_special: null automatic_abilities: null description: The most widespread of the caligni are the mischievous caligni creepers. hp: 30 immunities: null innate_spells: - frequency: at will level: 2 name: darkness languages: - Caligni level: 2 melee: - action_cost: One Action damage: formula: 1d4 plus black smear poison type: piercing name: Dagger to_hit: 10 traits: - agile - finesse - versatile S name: Caligni Creeper perception: 8 proactive_abilities: - description: creatures. name: Sneak Attack traits: null ranged: - action_cost: One Action damage: formula: 1d4 plus black smear poison type: piercing name: Dagger to_hit: 10 traits: - agile - thrown 10 feet - versatile S resistances: null saves: fort: 9 ref: 10 will: 6 saves_special: fort: null ref: null will: null senses: - greater darkvision - light blindness skills: Acrobatics: 8 Athletics: 4 Stealth: 10 Thievery: 8 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: 15 traits: - CN - Small - Caligni - Humanoid type: Creature - ability_mods: cha_mod: 1 con_mod: 2 dex_mod: 5 int_mod: -1 str_mod: 2 wis_mod: 2 ac: 21 ac_special: null automatic_abilities: null description: Caligni stalkers are often leaders of caligni enclaves. hp: 60 immunities: null innate_spells: - frequency: at will level: 2 name: darkness - frequency: at will level: 2 name: obscuring mist languages: - Caligni - Undercommon level: 4 melee: - action_cost: One Action damage: formula: 1d6+7 plus black smear poison type: piercing name: Shortsword to_hit: 13 traits: - agile - finesse - versatile S name: Caligni Stalker perception: 10 proactive_abilities: - action_cost: Two Actions description: only once. Both attacks count toward the stalker's multiple attack penalty, but the penalty increases only after both attacks. name: Double Slice traits: null - action_cost: One Action description: Each caligni creeper within 30 feet of the stalker can *Step*. Each creeper can benefit from Encircling Command only once per round. name: Encircling Command traits: - auditory - description: creatures. name: Sneak Attack traits: null ranged: null resistances: null saves: fort: 10 ref: 13 will: 8 saves_special: fort: null ref: null will: null senses: - greater darkvision - light blindness skills: Acrobatics: 13 Athletics: 8 Stealth: 13 Thievery: 11 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: 19 traits: - CN - Medium - Caligni - Humanoid type: Creature - ability_mods: cha_mod: -2 con_mod: 2 dex_mod: 4 int_mod: -4 str_mod: 3 wis_mod: 1 ac: 18 ac_special: null automatic_abilities: null description: Leopards are among the smallest of the big cats, yet they are still dangerous creatures to tangle with. Leopard statistics can also be used for black panthers, white-spotted snow leopards, or tawny-coated cougars. hp: 30 immunities: null innate_spells: null languages: '' level: 2 melee: - action_cost: One Action damage: formula: 1d10+3 plus Grab type: piercing name: jaws to_hit: 10 traits: - finesse - action_cost: One Action damage: formula: 1d6+3 type: slashing name: claw to_hit: 10 traits: - agile - finesse name: Leopard perception: 7 proactive_abilities: - action_cost: One Action description: The leopard makes two claw Strikes against a creature it has grabbed. Both count toward its multiple attack penalty, but the penalty increases only after both attacks are made. name: Maul traits: null - action_cost: One Action description: The leopard Strides and makes a Strike at the end of that movement. If the leopard began this action hidden, it remains hidden until after this ability's Strike. name: Pounce traits: null - description: The leopard deals 1d4 extra precision damage to flat-footed creatures. name: Sneak Attack traits: null ranged: null resistances: null saves: fort: 8 ref: 10 will: 5 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 8 Athletics: 7 Stealth: 8 speed: - amount: 30 type: Land - amount: 20 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Animal type: Creature - ability_mods: cha_mod: -2 con_mod: 2 dex_mod: 3 int_mod: -4 str_mod: 4 wis_mod: 2 ac: 19 ac_special: null automatic_abilities: null description: Lions are cooperative hunters, ambushing dangerous prey in groups of lionesses that work in tandem to trap and kill their prey. Male lions are typically larger, with long manes, and when they hunt, they tend to do so on their own. hp: 45 immunities: null innate_spells: null languages: '' level: 3 melee: - action_cost: One Action damage: formula: 1d10+6 plus Grab type: piercing name: jaws to_hit: 11 traits: null - action_cost: One Action damage: formula: 1d8+6 type: slashing name: claw to_hit: 11 traits: - agile name: Lion perception: 9 proactive_abilities: - description: The lion deals 1d4 extra damage to any creature that's within reach of at least two of the lion's allies name: Pack Attack traits: null - action_cost: One Action description: The lion Strides and makes a Strike at the end of that movement. If the lion began this action hidden, it remains hidden until after this ability's Strike. name: Pounce traits: null - description: The lion deals 1d6 extra precision damage to flat-footed creatures. name: Sneak Attack traits: null ranged: null resistances: null saves: fort: 9 ref: 10 will: 7 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 8 Athletics: 11 Stealth: 10 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal type: Creature - ability_mods: cha_mod: -2 con_mod: 3 dex_mod: 3 int_mod: -4 str_mod: 5 wis_mod: 2 ac: 21 ac_special: null automatic_abilities: null description: Tigers are solitary and territorial hunters, using their striped hides to blend into the forests and jungles they call home and preferring to attack with surprise. hp: 60 immunities: null innate_spells: null languages: '' level: 4 melee: - action_cost: One Action damage: formula: 1d10+7 plus Grab type: piercing name: jaws to_hit: 13 traits: null - action_cost: One Action damage: formula: 1d8+7 type: slashing name: claw to_hit: 13 traits: - agile name: Tiger perception: 12 proactive_abilities: - action_cost: One Action description: The tiger Strides and makes a Strike at the end of that movement. If the tiger began this action hidden, it remains hidden until after this ability's Strike. name: Pounce traits: null - description: The tiger deals 1d6 extra precision damage to flat-footed creatures. name: Sneak Attack traits: null - action_cost: One Action description: . name: Wrestle traits: null ranged: null resistances: null saves: fort: 13 ref: 11 will: 8 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 11 Athletics: 13 Stealth: 13 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal type: Creature - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 2 int_mod: -4 str_mod: 6 wis_mod: 2 ac: 23 ac_special: null 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 oversized fangs are particularly sought after as trophies. hp: 110 immunities: null innate_spells: null languages: '' level: 6 melee: - action_cost: One Action damage: formula: 2d10+6 plus Grab type: piercing name: fangs to_hit: 16 traits: null - action_cost: One Action damage: formula: 2d8+6 plus Grab type: slashing name: claw to_hit: 16 traits: - agile name: Smilodon perception: 14 proactive_abilities: - action_cost: One Action description: The smilodon makes a fangs Strike against a creature it is grabbing. If the attack hits, the creature is knocked prone; if the creature is wearing armor with hardness 10 or lower, the armor is broken. If this Strike breaks a creature's armor or damages a creature who is unarmored or wearing broken armor, the creature also takes 2d6 persistent bleed damage. This Strike doesn't further damage armor that's already broken. name: Pierce Armor traits: null - action_cost: One Action description: The smilodon Strides and makes a Strike at the end of that movement. If the smilodon began this action hidden, it remains hidden until after this ability's Strike. name: Pounce traits: null - description: The smilodon deals 1d6 extra precision damage to flat-footed creatures. name: Sneak Attack traits: null ranged: null resistances: null saves: fort: 15 ref: 12 will: 10 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 60 feet skills: Acrobatics: 12 Athletics: 16 Stealth: 12 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal type: Creature - ability_mods: cha_mod: 1 con_mod: 1 dex_mod: 4 int_mod: -1 str_mod: 3 wis_mod: 1 ac: 17 ac_special: null automatic_abilities: null description: Catfolk pouncers travel the world in search of new experiences. hp: 19 immunities: null innate_spells: null languages: - Amurrun - Common level: 1 melee: - action_cost: One Action damage: formula: 1d12+3 type: slashing name: greataxe to_hit: 8 traits: - sweep - action_cost: One Action damage: formula: 1d4+3 type: piercing name: dagger to_hit: 9 traits: - agile - finesse - versatile S name: Catfolk Pouncer perception: 6 proactive_abilities: - action_cost: Two Actions description: The catfolk pouncer Strides up to double their Speed. If the catfolk ends their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy. name: Sudden Charge traits: null ranged: - action_cost: One Action damage: formula: 1d4+3 type: piercing name: dagger to_hit: 9 traits: - agile - thrown 10 feet - versatile S resistances: null saves: fort: 6 ref: 9 will: 4 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Acrobatics: 7 Athletics: 6 Nature: 4 Stealth: 7 Survival: 4 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - CG - Medium - Catfolk - Humanoid type: Creature - ability_mods: cha_mod: 0 con_mod: 7 dex_mod: 4 int_mod: -3 str_mod: 6 wis_mod: 2 ac: 33 ac_special: null automatic_abilities: - description: he cauthooj senses a creatures mental essence at the listed ranged. name: Thoughtsense traits: - divination - mental - occult description: These large, flightless birds are deceptively agile, considering their long bodies and awkward, hopping gait. Solitary predators, they use their hypnotic warbling song to drive prey into a wild frenzy, manipulating them into attacking one another so that the cauthooj can then feast on the remains. hp: 215 immunities: null innate_spells: null languages: - Sylvan level: 12 melee: - action_cost: One Action damage: formula: 2d12+12 type: piercing name: beak to_hit: 26 traits: - agile - deadly 1d12 - reach 10 feet name: Cauthooj perception: 22 proactive_abilities: - action_cost: One Action description: With subtle alterations in the pitch and tone of its song, the cauthooj directs one creature confused by its Warbling Song to make a Strike. This works like other Strikes made by confused creatures, except that the cauthooj chooses the target. If no target is in reach or range, or the creature is unable to Strike for any other reason, this ability has no effect. name: Staccato Strike traits: - mental - primal - sonic - action_cost: Two Actions description: The cauthooj gives a strange, ululating cry that causes nearby creatures to lash out violently and without control. Each creature within 120-foot emanation that can hear the cauthooj must attempt a DC 32 Will save to resist the effect. **Critical Success** The target is unaffected and is temporarily immune for 1 minute. **Success** The target is unaffected. **Failure** The target is confused for 1 round. **Critical Failure** The target is confused for 1 round and immediately attacks itself (in the normal fashion for attacking oneself while confused). This Strike doesn't give the creature a flat check to recover from the confusion. name: Warbling Song traits: - auditory - incapacitation - mental - primal ranged: null resistances: - amount: 15 type: sonic saves: fort: 25 ref: 20 will: 18 saves_special: fort: null ref: null will: null senses: - thoughtsense (imprecise) 60 feet skills: Athletics: 24 Stealth: 25 speed: - amount: 35 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Beast type: Creature - ability_mods: cha_mod: -1 con_mod: 7 dex_mod: -1 int_mod: -5 str_mod: 9 wis_mod: -1 ac: 32 ac_special: null 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 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. hp: 270 immunities: null innate_spells: null languages: '' level: 13 melee: - action_cost: One Action damage: formula: 3d10+15 plus Improved Grab type: piercing name: jaws to_hit: 28 traits: - deadly 2d10 - reach 15 feet - action_cost: One Action damage: formula: 2d12+15 plus purple worm venom type: piercing name: stinger to_hit: 28 traits: - agile - poison - reach 15 feet - action_cost: One Action damage: formula: 1d10+13 type: bludgeoning name: body to_hit: 26 traits: - reach 15 feet name: Purple Worm perception: 20 proactive_abilities: - description: The worm uses Swallow Whole. name: Fast Swallow traits: null - description: '**Saving Throw** DC 32 Fortitude, **Maximum Duration** 6 rounds; **Stage 1** 5d6 poison damage and enfeebled 2 (1 round), **Stage 2** 6d6 poison damage, and enfeebled 2 (1 round); **Stage 3** 8d6 poison damage and enfeebled 2 (1 round).' name: Purple Worm Venom traits: - poison - description: Boulders occupy space in the 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 traits: null - description: A purple worm can burrow through solid stone at a Speed of 20 feet. It can leave a tunnel if it desires, and it usually does. name: Rock Tunneler traits: null - action_cost: One Action description: Huge, 3d6+9 bludgeoning, Rupture 24 name: Swallow Whole traits: null - action_cost: Two Actions description: The worm makes a Strike once against each creature in its reach. It can Strike up to once with its jaws, up to once with its stinger, and any number of times with its body. Each attack counts toward the worm's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all the attacks. name: Thrash traits: null ranged: - action_cost: One Action name: regurgitate to_hit: 26 traits: - brutal - range increment 60 feet resistances: null saves: fort: 28 ref: 21 will: 21 saves_special: fort: null ref: null will: null senses: - darkvision - tremorsense (imprecise) 100 feet skills: Athletics: 30 speed: - amount: 40 type: Land - amount: 20 type: Swim - amount: 40 type: Burrow spell_attack_to_hit: null spell_dc: null traits: - N - Gargantuan - Animal type: Creature - ability_mods: cha_mod: -1 con_mod: 8 dex_mod: -1 int_mod: -5 str_mod: 10 wis_mod: -1 ac: 35 ac_special: null automatic_abilities: null description: The azure worm is a deep-blue creature that is more at home in flooded tunnels than dry caves. While an azure worm is a strong swimmer, it prefers to lie in wait within the walls, door, or even ceiling of flooded caverns, ready to spring out and ambush creatures swimming past its hiding spot. The azure worm is particularly hated and feared by Darklands-dwelling cultures, due to the fact that an azure worm that burrows into a tunnel often brings with it waters from the submerged river or lake it calls home. When it becomes obvious that an azure worm is near a Darklands settlement, the inhabitants quickly establishing a hunting party to deal with the menace before it can bring ruin. hp: 320 immunities: null innate_spells: null languages: '' level: 15 melee: - action_cost: One Action damage: formula: 3d12+16 plus Improved Grab type: piercing name: jaw to_hit: 31 traits: - deadly 2d10 - reach 15 feet - action_cost: One Action damage: formula: 4d6+16 plus azure worm venom type: piercing name: stinger to_hit: 31 traits: - agile - poison - reach 15 feet - action_cost: One Action damage: formula: 2d8+14 type: bludgeoning name: body to_hit: 29 traits: - reach 15 feet name: Azure Worm perception: 22 proactive_abilities: - description: '**Saving Throw** DC 37 Fortitude, **Maximum Duration** 6 rounds; **Stage 1** 3d6 poison damage and clumsy 2 (1 round); **Stage 2** 4d6 poison damage and clumsy 2 (1 round); **Stage 3** 6d6 poison damage and clumsy 2 (1 round)' name: Azure Worm Venom traits: - poison - action_cost: Two Actions description: . After the Strike, the worm splashes back down. It can use Improved Grab on this Strike and follow it up with Fast Swallow. name: Breach traits: - this lets it attack a creature within 45 feet of the water's surface - description: The worm uses Swallow Whole. name: Fast Swallow traits: null - action_cost: One Action description: Huge, 3d8+10 bludgeoning, Rupture 27 name: Swallow Whole traits: null - action_cost: Two Actions description: The worm makes a Strike once against each creature in its reach. It can Strike up to once with its jaws, up to once with its stinger, and any number of times with its body. Each attack counts toward the worm's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all the attacks. name: Thrash traits: null ranged: null resistances: null saves: fort: 32 ref: 20 will: 23 saves_special: fort: null ref: null will: null senses: - darkvision - tremorsense (imprecise) 100 feet skills: Athletics: 33 Stealth: 20 speed: - amount: 40 type: Land - amount: 60 type: Swim - amount: 40 type: Burrow spell_attack_to_hit: null spell_dc: null traits: - Uncommon - N - Gargantuan - Amphibious - Animal type: Creature - ability_mods: cha_mod: -1 con_mod: 9 dex_mod: -1 int_mod: -3 str_mod: 10 wis_mod: -1 ac: 40 ac_special: null automatic_abilities: null description: Among the most dangerous cave worms are the fiery crimson worms. In addition to being even larger than azure or purple worms, the crimson worm has a penchant for burrowing through volcanic regions that, over the generations, have infused it with a supernatural link to the Elemental Plane of Fire. The molten heart of an active volcano is an attractive lair for a crimson worm, as are the sprawling fields of bubbling magma found in the deepest reaches of the Darklands. Legends from ancient peoples, precursor dwarven societies, and colonists of the Elemental Planes populated moats of lava with crimson worms likely have some basis in truth, although the methods such ancients used to keep these "moat worms" contained and prevented them from chewing their way through fortress foundations must have been significant. hp: 410 immunities: - fire innate_spells: null languages: '' level: 18 melee: - action_cost: One Action damage: formula: 3d10+18 plus 2d6 fire and Improved Grab type: piercing name: jaws to_hit: 36 traits: - deadly 3d10 - fire - reach 20 feet - action_cost: One Action damage: formula: 2d12+18 plus 2d6 fire and crimson worm venom type: piercing name: stinger to_hit: 36 traits: - agile - fire - poison - reach 20 feet - action_cost: One Action damage: formula: 2d10+16 plus 2d6 fire type: bludgeoning name: body to_hit: 36 traits: - fire - reach 15 feet name: Crimson Worm perception: 25 proactive_abilities: - action_cost: Two Actions description: The crimson worm breathes a blast of flame in a 60-foot cone that deals 18d6 fire damage to all creatures in the area (DC 41 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - evocation - fire - primal - description: '**Saving Throw** DC 41 Fortitude, **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and drained 1 (1 round), **Stage 2** 2d6 poison damage and drained 1 (1 round); **Stage 3** 2d6 poison damage and drained 2 (1 round).' name: Crimson Worm Venom traits: - poison - description: The worm uses Swallow Whole. name: Fast Swallow traits: null - description: A crimson worm can burrow through solid stone at a Speed of 20 feet. It can leave a tunnel if it desires, and it usually does. name: Rock Tunneler traits: null - action_cost: One Action description: Huge, 3d10+10 bludgeoning plus 2d6 fire, Rupture 36 name: Swallow Whole traits: null - action_cost: Two Actions description: The worm makes a Strike once against each creature in its reach. It can Strike up to once with its jaws, up to once with its stinger, and any number of times with its body. Each attack counts toward the worm's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all the attacks. name: Thrash traits: null ranged: null resistances: null saves: fort: 36 ref: 25 will: 27 saves_special: fort: null ref: null will: null senses: - darkvision - tremorsense (imprecise) 100 feet skills: Athletics: 38 speed: - amount: 40 type: Land - amount: 20 type: Swim - amount: 40 type: Burrow spell_attack_to_hit: null spell_dc: null traits: - Rare - N - Gargantuan - Beast - Fire type: Creature - ability_mods: cha_mod: 1 con_mod: 1 dex_mod: 2 int_mod: 0 str_mod: 4 wis_mod: 2 ac: 20 ac_special: null automatic_abilities: null description: Centaurs are legendary hunters and trackers who resemble heavily muscled humans with the bodies of powerful horses from the waist down. They are typically reclusive but haughty, quick to assume that their handsome physiques and long history of cultural traditions make them superior to any two-legged folk they encounter. While stories of bloody clashes between centaurs and humanoid settlers are well known, centaurs are neither intrinsically bloodthirsty nor recklessly aggressive. Rather, they are proud and stubborn and do not take kindly to outsiders who encroach on their ancestral grounds, some of which have been ruled by centaurs for thousands of years. Against despoilers of nature who fail to heed their warnings, centaurs do not hesitate to use their finely honed hunting skills to inflict deadly wounds. hp: 40 immunities: null innate_spells: null languages: - Common - Elven - Sylvan level: 3 melee: - action_cost: One Action damage: formula: 1d10+4 type: bludgeoning name: hoof to_hit: 9 traits: - agile - action_cost: One Action damage: formula: 1d8+4 type: slashing name: longsword to_hit: 11 traits: - versatile P - action_cost: One Action damage: formula: 1d6+4 type: piercing name: spear to_hit: 11 traits: null name: Centaur perception: 9 proactive_abilities: - description: Medium or smaller, hoof, DC 18 name: Trample traits: null ranged: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: spear to_hit: 9 traits: - thrown 20 feet resistances: null saves: fort: 8 ref: 9 will: 9 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 11 Diplomacy: 6 Intimidation: 6 Nature: 7 Survival: 7 speed: - amount: 40 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Large - Beast type: Creature - ability_mods: cha_mod: -4 con_mod: 1 dex_mod: 3 int_mod: -5 str_mod: -1 wis_mod: 1 ac: 15 ac_special: null automatic_abilities: null description: Most giant centipedes (known as sewer centipedes when found in cities) nest in small groups but hunt alone when they seek out food. Attempts to domesticate giant centipedes for use as guardians or pets generally end poorly, but some tribes of goblins, kobolds, and mitflits have developed effective methods of utilizing these vermin as guardians. Other tribes and some humanoid societies roast and eat centipedes, often with pungent peppers as a savory delicacy, although care must be taken in preparing the meal to avoid tainting the flesh with the creature's venom. hp: 8 immunities: null innate_spells: null languages: '' level: -1 melee: - action_cost: One Action damage: formula: 1d4-1 plus giant centipede venom type: piercing name: mandibles to_hit: 6 traits: - finesse name: Giant Centipede perception: 6 proactive_abilities: - description: '**Saving Throw** DC 14 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d8 poison damage and flat-footed (1 round) **Stage 3** 1d12 poison damage, clumsy 1, and flat-footed (1 round)' name: Giant Centipede Venom traits: - poison ranged: null resistances: null saves: fort: 7 ref: 6 will: 2 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 6 Athletics: 2 Stealth: 6 speed: - amount: 30 type: Land - amount: 30 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Animal type: Creature - ability_mods: cha_mod: -4 con_mod: 3 dex_mod: 4 int_mod: -5 str_mod: 2 wis_mod: 0 ac: 18 ac_special: null automatic_abilities: null description: Swarms of centipedes are dangerous indeed, ravenous carpets of skittering hunger capable of devouring a traveler whole in a matter of minutes. Some alchemists submerge whole centipedes taken from swarms in their elixirs and some mutagens, claiming such infusions increase potency, though other say this is nothing more than quackish claptrap. Kobolds and mitflits are both known to incorporate swarms of centipedes into cunning traps, from simple pits filled with vermin or more complex affairs involving chutes that dump the vermin onto the heads of unwary intruders. hp: 30 immunities: - precision - swarm mind innate_spells: null languages: '' level: 3 melee: null name: Centipede Swarm perception: 9 proactive_abilities: - description: '**Saving Throw** DC 20 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and flat-footed (1 round); **Stage 2** 1d8 poison damage, clumsy 1, and flat-footed (1 round)' name: Centipede Swarm Venom traits: - poison - action_cost: One Action description: plus centipede swarm venom. name: Swarming Bites traits: - DC 20 basic Reflex save ranged: null resistances: - amount: 5 type: bludgeoning - amount: 5 type: piercing - amount: 2 type: slashing saves: fort: 8 ref: 11 will: 5 saves_special: fort: null ref: null will: null senses: - darkvision - tremorsense (imprecise) 30 feet skills: Acrobatics: 9 Athletics: 7 Stealth: 9 speed: - amount: 30 type: Land - amount: 30 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal - Swarm type: Creature - ability_mods: cha_mod: 2 con_mod: 0 dex_mod: 1 int_mod: 0 str_mod: 4 wis_mod: 4 ac: 19 ac_special: null automatic_abilities: null description: This changeling exile is the child of a night hag or dreamthief hag. hp: 45 immunities: null innate_spells: null languages: - Common - Druidic level: 3 melee: - action_cost: One Action damage: formula: 1d4+4 type: slashing name: claws to_hit: 11 traits: - agile - action_cost: One Action damage: formula: 1d4+4 type: bludgeoning name: staff to_hit: 11 traits: - two-hand d8 name: Changeling Exile perception: 11 proactive_abilities: [] ranged: null resistances: null saves: fort: 7 ref: 8 will: 11 saves_special: fort: null ref: null will: +2 circumstance to all saves vs. dream and sleep senses: - darkvision skills: Deception: 9 Medicine: 9 Nature: 11 Stealth: 8 Survival: 9 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - CN - Medium - Changeling - Human - Humanoid type: Creature - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 2 int_mod: -3 str_mod: 6 wis_mod: 2 ac: 27 ac_special: null automatic_abilities: null description: 'The chimera is the archetypal example of an unnatural monster made up of a monstrous mix of wildly different component creatures: in this case, a lion, a dragon, and a goat. Wild, hateful, and hungry, it tries to eat any creature it sees, but sometimes a strong-willed master is able to compel a chimera to serve as a guardian or even a mount.' hp: 135 immunities: null innate_spells: null languages: - Draconic level: 8 melee: - action_cost: One Action damage: formula: 2d6+9 plus 2d6 energy damage (see draconic bite) type: piercing name: dragon jaws to_hit: 20 traits: - see draconic bite - action_cost: One Action damage: formula: 2d10+9 type: piercing name: lion jaws to_hit: 20 traits: null - action_cost: One Action damage: formula: 2d10+9 type: piercing name: goat horns to_hit: 20 traits: null - action_cost: One Action damage: formula: 2d6+9 type: slashing name: claw to_hit: 20 traits: - agile name: Chimera perception: 16 proactive_abilities: - action_cost: Two Actions description: The chimera breathes a cone or line that deals 9d6 damage to all creatures in the area (DC 26 basic save of a type indicated below). The color of the 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. name: Breath Weapon traits: - arcane - evocation - description: . name: Draconic Bite traits: - see Breath Weapon - action_cost: Two Actions description: The chimera makes a Strike with its dragon jaws, lion jaws, and goat horns, each at a –2 penalty and targeting a different creature. These Strikes count as only one attack for the chimera's multiple attack penalty, and the penalty doesn't increase until after it has made all three attacks. name: Three-Headed Strike traits: null ranged: null resistances: null saves: fort: 18 ref: 16 will: 14 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 30 feet skills: Acrobatics: 14 Athletics: 18 Stealth: 18 speed: - amount: 25 type: Land - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CE - Large - Beast type: Creature - ability_mods: cha_mod: -1 con_mod: 4 dex_mod: 3 int_mod: 0 str_mod: 6 wis_mod: 2 ac: 28 ac_special: null automatic_abilities: null description: Also known as chu'ulothis, these large, armor-plated, crustacean predators lurk beneath the surface of pools, mires, and ponds, waiting to snatch up prey with their massive claws before paralyzing them with their tentacles. At that point, they begin to feed, eating their quarry alive. hp: 100 immunities: - poison innate_spells: null languages: - Aklo - Common level: 7 melee: - action_cost: One Action damage: formula: 2d8+9 plus Grab type: bludgeoning name: claws to_hit: 19 traits: - reach 10 feet name: Chuul perception: 15 proactive_abilities: - action_cost: One Action description: '' name: Constrict traits: - grabbed by claws only - action_cost: One Action description: The creature takes 3d6 piercing damage. name: Mandibles traits: null - description: '**Saving Throw** DC 25 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** paralyzed (1 round).' name: Paralytic Venom traits: - incapacitation - poison - action_cost: One Action description: The chuul transfers the grabbed creature from its claws to its tentacles, or vice versa. A creature is exposed to the chuul's paralytic venom when transferred into the tentacles and at the start of each of the chuul's turns if it remains grabbed by the tentacles. name: Tentacle Transfer traits: null ranged: null resistances: null saves: fort: 18 ref: 15 will: 12 saves_special: fort: null ref: null will: null senses: - darkvision - tremorsense (imprecise) 30 feet skills: Athletics: 17 Nature: 13 Stealth: 14 Survival: 13 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Aberration - Amphibious type: Creature - ability_mods: cha_mod: 1 con_mod: 4 dex_mod: 3 int_mod: 2 str_mod: 5 wis_mod: 3 ac: 22 ac_special: null automatic_abilities: - description: Cloakers are concealed in dim light even to creatures with low-light vision and darkvision. name: Shadow Shift traits: null description: Weird and paranoid creatures that dwell in the Darklands, cloakers resemble hideous, flying manta rays. Crafty and careful hunters, their motivations, their patterns of attack, and even their societies and history are often an inscrutable jumble of contradicting reports, confused rumors, and terrifying accounts. hp: 80 immunities: null innate_spells: null languages: - Aklo - Undercommon level: 5 melee: - action_cost: One Action damage: formula: 1d10+7 type: piercing name: jaws to_hit: 14 traits: null - action_cost: One Action damage: formula: 2d6+7 type: slashing name: tail to_hit: 14 traits: - agile - reach 10 feet name: Cloaker perception: 12 proactive_abilities: - action_cost: One Action description: The cloaker makes an attack roll with a +14 bonus against an adjacent creature's Reflex DC. If it succeeds, it envelops the target, who is restrained. Attacks that hit an enveloping cloaker deal half their damage to the cloaker and half to the trapped victim. The cloaker can't Fly, and when it moves using its land Speed it moves the enveloped creature with it. The cloaker can make only jaws Strikes against the restrained creature but can make tail Strikes against other creatures. A creature that voluntarily puts on the cloaker becomes engulfed automatically. A cloaker can engulf only Large or smaller creatures, and no more than one creature at a time. name: Envelop traits: - attack - incapacitation - action_cost: Two Actions description: The cloaker lets out an infrasonic moan that has one of the effects below. A creature that succeeds at a DC 22 Will save is unaffected. Any creature that attempts this save becomes temporarily immune for 1 hour. Because the moan is infrasonic, most humanoids don't detect the source of their plight if they aren't already aware of the cloaker. name: Infrasonic Moan traits: - auditory - emotion - mental ranged: null resistances: null saves: fort: 13 ref: 12 will: 12 saves_special: fort: null ref: null will: null senses: - darkvision skills: Deception: 14 Religion: 12 Stealth: 14 speed: - amount: 10 type: Land - amount: 30 type: Fly spell_attack_to_hit: null spell_dc: null traits: - CN - Large - Aberration type: Creature - ability_mods: cha_mod: -1 con_mod: 1 dex_mod: 4 int_mod: -3 str_mod: -2 wis_mod: 1 ac: 19 ac_special: null automatic_abilities: null description: Ugly and aggressive, the dread cockatrice stalks garbage pits and hillside dumps in search of prey that it can turn to stone with its petrifying beak and subsequently consume piece by broken piece. Cockatrices resemble gaunt and sickly roosters with bat wings and serpentine tails, and they rarely grow more than 2 feet tall and twice as long. Their absentminded clucking gives smart prey ample warning of their presence, and when angered cockatrices let out a shrill crow like that of a rooster. Their peck releases a magical toxin that causes flesh to quickly calcify, and any creature pecked repeatedly by an irritable cockatrice eventually transforms into a stone statue of itself. hp: 45 immunities: - calcification innate_spells: null languages: '' level: 3 melee: - action_cost: One Action damage: formula: 1d8-2 plus calcification type: piercing name: beak to_hit: 13 traits: - finesse - magical name: Cockatrice perception: 8 proactive_abilities: - description: A peck from a cockatrice hardens the flesh of the creature struck. The target must succeed at a DC 20 Fortitude save or become slowed 1 (or slowed 2 on a critical failure). Further failed saves against calcification increase the slowed condition. Once a creature's actions are reduced to 0 by calcification, that creature becomes petrified. Every 24 hours after it was petrified, the victim can attempt a DC 20 Fortitude save to recover. On a success, it becomes flesh again, but is slowed 1 for the next 24 hours. On a critical success, the creature recovers and isn't slowed. On a failure, the creature remains petrified, but can try again in 24 hours. On a critical failure, the petrification is permanent, and the creature can't attempt any more saves. name: Calcification traits: - incapacitation - primal - transmutation ranged: null resistances: null saves: fort: 8 ref: 11 will: 6 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 11 speed: - amount: 20 type: Land - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: null traits: - N - Small - Beast type: Creature - ability_mods: cha_mod: -4 con_mod: 3 dex_mod: 1 int_mod: -5 str_mod: 4 wis_mod: 1 ac: 18 ac_special: null automatic_abilities: null description: Crocodiles can be found basking on riverbanks, lurking in swamps, or floating in lakes. They are usually are indistinguishable from logs when viewed from afar—at least until they attack. Alligators have similar statistics, but because they often live in more temperate climates, they endure cold temperatures better. Unlike alligators, crocodiles can tolerate salt water. Both are formidable predators that are likely to devour careless adventurers who fail to watch where they step. hp: 30 immunities: null innate_spells: null languages: '' level: 2 melee: - action_cost: One Action damage: formula: 1d10+4 plus Grab type: piercing name: jaws to_hit: 10 traits: null - action_cost: One Action damage: formula: 1d6+4 type: bludgeoning name: tail to_hit: 10 traits: - agile name: Crocodile perception: 7 proactive_abilities: - action_cost: One Action description: 35 feet name: Aquatic Ambush traits: null - action_cost: One Action description: '**Requirement** The crocodile must have a creature grabbed. **Effect** The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it also knocks the creature prone. If it fails, it releases the creature.' name: Death Roll traits: - attack - description: The crocodile can hold its breath for about 2 hours. name: Deep Breath traits: null ranged: null resistances: null saves: fort: 9 ref: 7 will: 5 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Athletics: 8 Stealth: 7 speed: - amount: 20 type: Land - amount: 25 type: Swim spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal type: Creature - ability_mods: cha_mod: -4 con_mod: 5 dex_mod: 3 int_mod: -5 str_mod: 7 wis_mod: 2 ac: 26 ac_special: null automatic_abilities: null description: The deinosuchus is a primeval relative of the crocodile, and is an enormous predator capable of catching and eating dinosaurs that wander too close to its domain! hp: 175 immunities: null innate_spells: null languages: '' level: 9 melee: - action_cost: One Action damage: formula: 2d10+13 plus Grab type: piercing name: jaws to_hit: 22 traits: - reach 15 feet - action_cost: One Action damage: formula: 1d10+11 type: bludgeoning name: tail to_hit: 20 traits: - agile - reach 15 feet name: Deinosuchus perception: 17 proactive_abilities: - action_cost: One Action description: 50 feet name: Aquatic Ambush traits: null - description: A deinosuchus can hold its breath for about 2 hours. name: Deep Breath traits: null - action_cost: One Action description: Large, 2d8+7 bludgeoning, Rupture 18 name: Swallow Whole traits: - attack ranged: null resistances: null saves: fort: 20 ref: 16 will: 15 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Athletics: 20 Stealth: 16 speed: - amount: 30 type: Land - amount: 40 type: Swim spell_attack_to_hit: null spell_dc: null traits: - N - Huge - Animal type: Creature - ability_mods: cha_mod: -1 con_mod: 2 dex_mod: -1 int_mod: 0 str_mod: 5 wis_mod: 3 ac: 21 ac_special: null automatic_abilities: null description: The kingdoms of the cyclopes date to an age before the rise of humanity, when dragons and giants and serpentfolk ruled the world. The cyclopes built enormous stone cities and prayed to ancient gods of brutality and wrath, but their power to foresee the future failed them, and their civilization collapsed. Today, most cyclopes have virtually no knowledge of the former glory of their kind, even though it is not uncommon for them to dwell among the ruins of their greatness. Cyclops cities include monuments and imposing murals which depict their peoples' history, but few now among them can read or interpret these relics of the past. hp: 80 immunities: null innate_spells: null languages: - Common - Cyclops - Jotun level: 5 melee: - action_cost: One Action damage: formula: 1d12+9 type: slashing name: greataxe to_hit: 14 traits: - reach 10 feet - sweep name: Cyclops perception: 12 proactive_abilities: - action_cost: Two Actions description: The cyclops makes a melee Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within its melee reach and adjacent to each other. Roll damage only once and apply it to each creature hit. A Swipe counts as two attacks for the cyclops's multiple attack penalty. name: Swipe traits: - flourish ranged: - action_cost: One Action damage: formula: 1d10+4 type: piercing name: heavy crossbow to_hit: 8 traits: - range increment 120 feet - reload 2 resistances: null saves: fort: 13 ref: 8 will: 12 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Athletics: 14 Intimidation: 10 Survival: 12 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - Uncommon - LE - Large - Giant - Humanoid type: Creature - ability_mods: cha_mod: -1 con_mod: 6 dex_mod: 1 int_mod: -2 str_mod: 7 wis_mod: 4 ac: 32 ac_special: null automatic_abilities: null description: Gigantic, dim-witted loners, the great cyclopes embody their lesser kin writ large. They are both stronger and more violent, but their uncontrolled vision into possible futures has driven them beyond reason. They see every moment as a potential storm of uncontrollable fury, and out of a desperate desire for peace, quiet, and an end to their hunger, they lash out at all who come near. Wise creatures avoid great cyclopes at all cost. hp: 235 immunities: null innate_spells: null languages: - Common - Cyclops - Jotun level: 12 melee: - action_cost: One Action damage: formula: 3d10+13 type: bludgeoning name: greatclub to_hit: 25 traits: - backswing - reach 15 feet - shove - action_cost: One Action damage: formula: 2d10+13 type: piercing name: horn to_hit: 25 traits: - reach 15 feet - action_cost: One Action damage: formula: 3d4+13 type: bludgeoning name: fist to_hit: 25 traits: - agile - reach 15 feet name: Great Cyclops perception: 22 proactive_abilities: - action_cost: Two Actions description: The great cyclops Strides twice and makes a horn Strike. If it moved at least 20 feet away from its starting position, the Strike's damage is increased to 3d10+20. name: Powerful Charge traits: null - action_cost: One Action description: '' name: Throw Rock traits: null ranged: - action_cost: One Action damage: formula: 4d6+7 type: bludgeoning name: rock to_hit: 23 traits: - brutal - range increment 120 feet resistances: null saves: fort: 25 ref: 19 will: 22 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Athletics: 25 Survival: 22 speed: - amount: 40 type: Land spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CE - Huge - Giant - Humanoid - Mutant type: Creature - ability_mods: cha_mod: 2 con_mod: 2 dex_mod: 3 int_mod: -1 str_mod: 0 wis_mod: 1 ac: 16 ac_special: null automatic_abilities: null description: These embodiments of demented violence and spite are spawned from eddies of angry and warped souls amid Abaddon's mists. Cacodaemons constantly hunger for mortal souls and yearn to create suffering. As gnashing spheres of teeth, fins, and spines, they are the weakest of daemonkind, an amalgam of various petty forms of death without the strength that comes from focusing on a single cause of demise. hp: 22 immunities: - death effects innate_spells: - level: 4 name: read omens - frequency: at will; self only level: 2 name: invisibility - frequency: at will; good only level: 1 name: detect alignment - frequency: at will; good only level: 1 name: fear languages: - Common - Daemonic level: 1 melee: - action_cost: One Action damage: formula: 1d8 plus 1d4 evil and cacodaemonia type: piercing name: jaws to_hit: 8 traits: - agile - disease - evil - finesse - magical name: Cacodaemon (Harvester Daemon) perception: 6 proactive_abilities: - description: The cacodaemon can telepathically communicate with the afflicted creature at any distance on the same plane; **Saving Throw** DC 17 Fortitude; **Stage 1** carrier (1 day); **Stage 2** stupefied 1 (1 day); **Stage 3** stupefied 2 (1 day) name: Cacodaemonia traits: - disease - action_cost: One Action description: name: Change Shape traits: - concentrate - divine - polymorph - transmutation - description: Once per day, a cacodaemon can ingest the soul of a sentient creature within 30 feet that died within the last minute. When it does, the cacodaemon grows a fist-sized soul gem (Hardness 2, HP 8) in its gut and can regurgitate it at any time as an Interact action. Destroying the gem frees the soul within but does not return the deceased creature to life. The caster of a spell to return a creature to life whose soul is trapped within a soul gem must succeed at a DC 30 Religion check. On a success, the soul gem shatters and the creature is returned to life as normal for the spell. By using an Interact action, a fiend can ingest a soul gem it is holding, condemning the soul to the fiend's home plane. The fiend gains fast healing 5 for 1 minute. name: Soul Lock traits: - death - divine - necromancy ranged: null resistances: null saves: fort: 7 ref: 8 will: 6 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 8 Deception: 5 Religion: 6 Stealth: 8 speed: - amount: 5 type: Land - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: null traits: - NE - Tiny - Daemon - Fiend type: Creature - ability_mods: cha_mod: 3 con_mod: 4 dex_mod: 2 int_mod: 0 str_mod: 5 wis_mod: 2 ac: 23 ac_special: null automatic_abilities: null description: Ceustodaemons are formed from the souls of vile mortals, particularly those who took efforts to hasten their own death, their willingness shaping them into daemonic servants. Their otherworldly senses make them useful for protecting vaults and similar locations on the Material Plane. Ceustodaemons are created to serve, but always seek ways to subvert their bindings, so they can rend their mortal summoners' flesh. The worst type of conjurer calls upon ceustodaemons merely to set them free into the world in hopes of currying favor with the powers of Abaddon. hp: 130 immunities: - death effects innate_spells: - level: 7 name: fly - frequency: at will level: 4 name: dimension door - frequency: x2 level: 3 name: dispel magic - frequency: x2 level: 3 name: paralyze - frequency: at will; good only level: 1 name: detect alignment - frequency: constant level: 2 name: see invisibility languages: - Common - Daemonic level: 6 melee: - action_cost: One Action damage: formula: 2d10+5 plus 1d6 evil and vicious wounds type: piercing name: jaws to_hit: 16 traits: - evil - reach 10 feet - action_cost: One Action damage: formula: 2d6+5 plus 1d6 evil and vicious wounds type: slashing name: claw to_hit: 16 traits: - agile - evil - magical - reach 10 feet name: Ceustodaemon (Guardian Daemon) perception: 14 proactive_abilities: - action_cost: Two Actions description: The ceustodaemon breathes flames in a 30-foot cone. Creatures in the cone take 7d6 fire damage (DC 24 basic Reflex save). The ceustodaemon and each creature that fails the save catch fire, taking 2d6 persistent fire damage. The breath weapon can't be used again for 1d4 rounds. name: Breath Weapon traits: - divine - evocation - fire - description: ritual, the primary and secondary skill DCs are reduced by 5, and the ceustodaemon demands only half the normal cost for its service. name: Drawn to Service traits: null - description: On a successful jaws or claw Strike, the ceustodaemon viciously tears into its victim as similar wounds appear on its own body. The target takes an extra 1d6 amount of damage, and the ceustodaemon takes the same extra damage. If this extra damage to the target is doubled, due to a critical hit, the ceustodaemon takes double damage as well. name: Vicious Wounds traits: null ranged: null resistances: null saves: fort: 16 ref: 12 will: 12 saves_special: fort: null ref: null will: null senses: - darkvision - '*see invisibility*' skills: Deception: 15 Intimidation: 13 Stealth: 12 Survival: 10 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - NE - Large - Daemon - Fiend type: Creature - ability_mods: cha_mod: 3 con_mod: 1 dex_mod: 5 int_mod: 3 str_mod: 6 wis_mod: 5 ac: 28 ac_special: null automatic_abilities: - description: A leukodaemon senses any creature with a disease, and it knows the type and current stage of all diseases carried by any creature within range. name: Plaguesense traits: null description: These skull-headed, vulture-winged daemons are harbingers of pestilence and servants of their patron Horseman, Apollyon. Manifestations of evil souls who perished from disease in life, leukodaemons work tirelessly to spread disease across all the worlds of the multiverse. More than any other daemon, leukodaemons cooperate with each other and those who conjure them to mortal worlds to spread sickness and plague, eschewing personal glory for end results. hp: 155 immunities: - death effects - disease innate_spells: - level: 5 name: dimension door - frequency: at will level: 4 name: dimension door - frequency: at will level: 4 name: dispel magic items: +1 striking composite longbow (50 arrows) languages: - Common - Daemonic level: 9 melee: - action_cost: One Action damage: formula: 2d12+9 plus 1d6 evil and daemonic pestilence type: piercing name: jaws to_hit: 21 traits: - disease - evil - magical - reach 10 feet - action_cost: One Action damage: formula: 2d8+9 plus 1d6 evil and daemonic pestilence type: slashing name: claw to_hit: 21 traits: - agile - disease - evil - magical - reach 10 feet name: Leukodaemon (Pestilence Daemon) perception: 20 proactive_abilities: - action_cost: Two Actions description: The leukodaemon exhales a cloud of corpse-bloated, biting black flies in a 20-foot cone. Creatures within the cone take 4d8 piercing damage (DC 28 basic Reflex save). A creature that fails the save becomes sickened 1 (or sickened 2 on a critical failure). name: Breath Weapon traits: - evocation - divine - description: The leukodaemon can telepathically communicate with the afflicted creature at any distance on the same plane; **Saving Throw** DC 28 Fortitude; **Stage 1** carrier (1 day); **Stage 2** drained 1 (1 day); **Stage 3** drained 2 (1 day); **Stage 4** drained 2 (1 day); **Stage 5** drained 3 (1 week); **Stage 6** dead name: Daemonic Pestilence traits: - disease - action_cost: One Action description: The leukodaemon coaxes a disease into full bloom. It chooses a target in its aura of pestilence that's currently affected by a disease. That creature must attempt a Fortitude save against the disease as if the interval for the disease's current stage had passed. name: Quicken Pestilence traits: - divine - manipulate - necromancy ranged: - action_cost: One Action damage: formula: 2d8+9 plus 1d6 evil and daemonic pestilence type: piercing name: composite longbow to_hit: 21 traits: - deadly 1d10 - disease - evil - magical - propulsive - range increment 100 feet - reload 0 - volley 30 feet resistances: null saves: fort: 15 ref: 21 will: 19 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - plaguesense 60 feet skills: Acrobatics: 18 Intimidation: 18 Medicine: 20 Religion: 20 Stealth: 18 Survival: 16 speed: - amount: 25 type: Land - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: null traits: - NE - Large - Daemon - Fiend type: Creature - ability_mods: cha_mod: 7 con_mod: 7 dex_mod: 6 int_mod: 2 str_mod: 5 wis_mod: 4 ac: 39 ac_special: null automatic_abilities: null description: These unnerving, almost reptilian daemons represent death by direct assault against a soul or life-force—the same numbing death they bring with their fell touch. Rarely seen on the Material Plane, astradaemons spend most of their time hunting the pathways between the living world and the afterlife. There, they capture migrating souls, snatching them from their rightful rewards or punishments and dragging them to Abaddon as tribute to their undying masters. These horrifying predators of the dead can also be found stalking the banks of the River of Souls in the Astral Plane, where they constantly hunt for new victims. Psychopomps have a particular hatred of astradaemons as a result, and clashes between them and these eerie hunters of the recently departed are indeed the stuff of legend. hp: 240 immunities: - death effects - negative innate_spells: - level: 8 name: discern location - level: 8 name: finger of death - frequency: x2 level: 7 name: plane shift - level: 5 name: dimension door - frequency: at will level: 4 name: dimension door - frequency: at will; good only level: 1 name: detect alignment - frequency: constant level: 6 name: true seeing languages: - Common - Daemonic level: 16 melee: - action_cost: One Action damage: formula: 3d8+9 plus 1d6 evil, essence drain, and Grab type: piercing name: jaws to_hit: 32 traits: - evil - magical - reach 10 feet - action_cost: One Action damage: formula: 3d6+9 plus 1d6 evil and Essence Drain type: slashing name: claw to_hit: 32 traits: - agile - evil - magical - reach 10 feet - action_cost: One Action damage: formula: 3d10+9 plus 1d6 evil and Essence Drain type: bludgeoning name: tail to_hit: 32 traits: - evil - magical - reach 15 feet name: Astradaemon (Void Daemon) perception: 28 proactive_abilities: - action_cost: One Action description: '**Requirements** The astradaemon hasn''t used an action with the attack trait yet this turn. **Effect** The astradaemon draws out and consumes the soul of a living creature it has grabbed. The creature must succeed at a DC 35 Fortitude save or instantly die. If it dies, the astradaemon gains 10 temporary Hit Points and a +2 status bonus to attack and damage rolls for 1 minute, or for 1 day if the victim was 15th level or higher. A victim slain in this way can be returned to life normally. A creature that survives is temporarily immune for 1 minute.' name: Devour Soul traits: - divine - incapacitation - necromancy - description: When an astradaemon hits with its claw, jaws, or tail, it drains the target's spiritual and vital essences. The target takes 2d10 negative energy damage and the astradaemon regains an equal number of Hit Points. The target must succeed at a DC 37 Fortitude save or become doomed 1 and drained 1. If the target was already drained or doomed, it instead increases both conditions' value by 1, to a maximum of 4. name: Essence Drain traits: - divine - necromancy - negative ranged: null resistances: null saves: fort: 27 ref: 30 will: 26 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - lifesense 30 feet - true seeing skills: Acrobatics: 28 Intimidation: 33 Religion: 26 Stealth: 28 Survival: 26 speed: - amount: 60 type: Land - amount: 60 type: Fly spell_attack_to_hit: null spell_dc: null traits: - NE - Large - Daemon - Fiend type: Creature - ability_mods: cha_mod: -1 con_mod: 2 dex_mod: 4 int_mod: 0 str_mod: 2 wis_mod: 2 ac: 17 ac_special: null automatic_abilities: null description: Deep gnome scouts patrol the tunnels that lead into their settlements. Some scout alone to make the most of their stealth, but others form groups for the sake of safety. hp: 18 immunities: null innate_spells: [] languages: - Gnomish - Undercommon level: 1 melee: - action_cost: One Action damage: formula: 1d4+2 type: piercing name: light pick to_hit: 7 traits: - agile - fatal d8 name: Deep Gnome Scout perception: 7 proactive_abilities: - description: against the deep gnome scout's attacks until the end of the turn. name: Hidden Movement traits: null ranged: - action_cost: One Action damage: formula: 1d6+1 type: bludgeoning name: sling to_hit: 9 traits: - propulsive - range increment 50 feet - reload 1 resistances: null saves: fort: 7 ref: 9 will: 5 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 7 Nature: 5 Stealth: 7 Survival: 5 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Small - Gnome - Humanoid type: Creature - ability_mods: cha_mod: -1 con_mod: 3 dex_mod: 2 int_mod: 0 str_mod: 4 wis_mod: 1 ac: 18 ac_special: null automatic_abilities: null description: Deep gnome warriors are quick to charge into battle but focus on defending their kin and their homes over more aggressive tactics when a choice is available. hp: 34 immunities: null innate_spells: [] languages: - Gnomish - Undercommon level: 2 melee: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: spear to_hit: 10 traits: null name: Deep Gnome Warrior perception: 7 proactive_abilities: [] ranged: - action_cost: One Action damage: formula: 1d10 type: piercing name: heavy crossbow to_hit: 8 traits: - range increment 120 feet - reload 2 resistances: null saves: fort: 9 ref: 8 will: 5 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 8 Intimidation: 5 Stealth: 5 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Small - Gnome - Humanoid type: Creature - ability_mods: cha_mod: 2 con_mod: 3 dex_mod: 2 int_mod: 0 str_mod: 1 wis_mod: 5 ac: 22 ac_special: null automatic_abilities: null description: Deep gnome rockwardens follow druidic teachings and commune with the natural elemental influences and denizens of the Darklands. They know that not everything that lives below ground is sinister and evil, but they also understand that all primal spirits and entities must be respected. hp: 63 immunities: null innate_spells: [] languages: - Gnomish - Terran - Undercommon level: 5 melee: - action_cost: One Action damage: formula: 1d6 type: piercing name: pick to_hit: 10 traits: - fatal d10 name: Deep Gnome Rockwarden perception: 14 proactive_abilities: [] ranged: - action_cost: One Action damage: formula: 1d6 type: bludgeoning name: sling to_hit: 11 traits: - propulsive - range increment 50 feet resistances: null saves: fort: 12 ref: 9 will: 14 saves_special: fort: null ref: null will: null senses: - darkvision skills: Crafting: 9 Diplomacy: 11 Nature: 14 Stealth: 9 speed: - amount: 15 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Small - Gnome - Humanoid type: Creature - ability_mods: cha_mod: 2 con_mod: 0 dex_mod: 4 int_mod: 1 str_mod: -1 wis_mod: 2 ac: 17 ac_special: null automatic_abilities: - description: When a quasit offers Aid for an Arcana or Religion check, it gets the critical success result on any success and gets the critical failure result on any failure. name: Abyssal Knowledge traits: null description: Unlike other demons, quasits are formed when a mortal spellcaster sheds a portion of their own sinful soul to create a familiar or companion. When these quasits outlive their creators, they become free willed and seek methods of returning to the Abyss, a task that requires pledging servitude to more powerful demons, so many quasits instead opt to remain on the Material Plane to promote evil and hope for chance and luck to someday provide them with a method of reaching the Abyss on their own. hp: 25 immunities: null innate_spells: - level: 4 name: read omens - frequency: at will; good only level: 2 name: detect alignment - frequency: at will; good only level: 2 name: invisibility - level: 1 name: fear languages: - Abyssal - Common level: 1 melee: - action_cost: One Action damage: formula: 1d6-1 plus 1d4 evil and quasit venom type: slashing name: claw to_hit: 9 traits: - agile - evil - finesse - magical - poison name: Quasit perception: 7 proactive_abilities: - action_cost: One Action description: '' name: Abyssal Healing traits: - concentrate - divine - healing - necromancy - action_cost: One Action description: '' name: Change Shape traits: - concentrate - divine - polymorph - transmutation - description: '' name: Quasit Venom traits: - poison ranged: null resistances: null saves: fort: 4 ref: 10 will: 7 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 7 Arcana: 4 Deception: 7 Intimidation: 5 Religion: 5 Stealth: 7 speed: - amount: 15 type: Land - amount: 35 type: Fly spell_attack_to_hit: null spell_dc: null traits: - CE - Tiny - Demon - Fiend type: Creature - ability_mods: cha_mod: 7 con_mod: 4 dex_mod: 3 int_mod: 4 str_mod: 2 wis_mod: 2 ac: 23 ac_special: null automatic_abilities: null description: Succubi are manifestations of the sin of destructive lust, and they are the most attractive of all demons—as befits their role in seducing mortals to fall to sin. The concept of gender is fluid to a succubus, as they can adopt countless humanoid forms of any gender to aid in their goals. Most succubi have a feminine true form (incubi, which usually have a masculine true form, are a different kind of demon), but regardless of gender, a lust demon is supernaturally beautiful or handsome, but with curving horns, bat wings, sharp claws, and a sinuous tail. hp: 100 immunities: null innate_spells: - level: 6 name: dominate - level: 5 name: dimension door - frequency: at will level: 4 name: dimension door - frequency: at will level: 4 name: suggestion - frequency: at will level: 3 name: mind reading - frequency: at will level: 2 name: detect alignment - frequency: at will level: 1 name: charm - frequency: constant level: 5 name: tongues languages: - Abyssal - Celestial - Common - Draconic level: 7 melee: - action_cost: One Action damage: formula: 2d8+8 plus 1d6 evil type: slashing name: claw to_hit: 16 traits: - agile - evil - finesse - magical name: Succubus (Lust Demon) perception: 15 proactive_abilities: - action_cost: One Action description: The succubus can take on the appearance of any Small or Medium humanoid. This doesn't change their Speed or their attack and damage modifiers with their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning). name: Change Shape traits: - concentrate - divine - polymorph - transmutation - action_cost: One Action description: The succubus attempts to Grapple a creature using their Diplomacy bonus instead of Athletics. If the creature is willing, the succubus grapples it automatically. name: Embrace traits: - attack - action_cost: One Action description: '**Frequency** Once per round. **Effect** The succubus engages a creature they have grabbed in an embrace or other act of passion to drain its vital essence. The kiss makes the creature drained 1 or increases its drained condition by 1, to a maximum of 4. The creature takes 3d6 negative damage and the succubus regains Hit Points equal to the damage dealt. The target must succeed at a DC 26 Will save or be affected by a *suggestion* to submit to more actions of passion rather than trying to Escape.' name: Passionate Kiss traits: - divine - emotion - enchantment - mental - description: '**Frequency** once per day. **Effect** The succubus on can give a willing humanoid a profane gift. That creature gains a +1 status bonus to attack rolls, skill checks, and saving throws. As long as the gift persists, the succubus can communicate telepathically with the target at any distance, see through the creature''s senses, and target the creature with *suggestion* through the telepathic link. In addition, the creature uses an outcome one degree of success worse than it rolls on saving throws against the lust demon''s *suggestions*. A humanoid can''t have more than one profane gift at a time, and a succubus can''t grant more than one profane gift at a time. Removing the gift requires an *atone* ritual. The succubus can remove the gift as a free action to give the recipient a permanent stupefied 3 condition. A 4th-level *restoration* spell is required to reduce this stupefied condition by 1. A summoned succubus can''t grant a profane gift.' name: Profane Gift traits: - divine - enchantment - mental ranged: null resistances: null saves: fort: 15 ref: 14 will: 17 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision skills: Acrobatics: 14 Deception: 18 Diplomacy: 20 Intimidation: 16 Religion: 13 Society: 15 Stealth: 14 speed: - amount: 25 type: Land - amount: 35 type: Fly spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Demon - Fiend type: Creature - ability_mods: cha_mod: 3 con_mod: 5 dex_mod: 3 int_mod: 2 str_mod: 6 wis_mod: 3 ac: 28 ac_special: null automatic_abilities: null description: When the gates to the Abyss swing wide, the first demons through are often vrocks, vulture-headed scions of rage who wheel through the air on black wings or dance with the exultation of their fiendish power. Their hatred for mortals is matched only by their desire to inflict suffering through their horrible screech or their devastating dance. Vrocks form from the souls of hateful mortals who are thus given another chance to inflict their rage on the world. hp: 185 immunities: null innate_spells: - level: 5 name: dimension door - frequency: at will level: 4 name: dimension door languages: - Abyssal - Celestial - Draconic level: 9 melee: - action_cost: One Action damage: formula: 3d8+9 plus 1d6 evil type: piercing name: beak to_hit: 21 traits: - evil - magical - reach 10 feet - action_cost: One Action damage: formula: 3d6+9 plus 1d6 evil type: slashing name: claw to_hit: 21 traits: - agile - evil - magical - reach 10 feet - action_cost: One Action damage: formula: 2d6+8 plus 1d6 evil type: slashing name: talon to_hit: 19 traits: - agile - evil - magical - reach 10 feet name: Vrock (Wrath Demon) perception: 18 proactive_abilities: - description: The vrock dances in flight and chants to create a ruinous explosion of electricity. If more vrocks within 30 feet want to join the dance, the vrock can delay the dance to wait for more vrocks; in that case, the effect occurs after the last vrock uses Dance of Ruin or one of the vrocks chooses to complete that round of the dance. Each non-demon creature in a 20-foot emanation from any of the dancing vrocks takes 2d12 electricity damage (DC 28 basic Reflex save). For each additional vrock that joins the dance, the damage increases by 1d12 and the save DC increases by 1 (to a maximum of four vrocks dealing 5d12 damage with a DC 31 save). The vrocks can continue dancing by using Dance of Ruin each round, for up to 3 rounds in total. The emanation's size increases by 20 feet each round, and the damage increases by 1d12 per vrock each round. name: Dance of Ruin traits: - divine - electricity - evocation - manipulate - move - action_cost: One Action description: The vrock emits a cloud of spores from their body, dealing 2d8 poison damage to all adjacent creatures. Each creature damaged this way must succeed at a DC 28 Fortitude save or take 2d8 persistent piercing damage as the spores penetrate its skin and grow into thick, green vines. The vines cease growing after 10 rounds, and they wither away in 1d4 days if not shaved off before then. The vines can be destroyed if the creature is affected by a good spell or if *holy water* is applied to the vines (with an Interact action). Once the vrock uses Spore Cloud, the ability can't be used for 1d6 rounds. name: Spore Cloud traits: - disease - poison - action_cost: One Action description: '**Frequency** once per minute. **Effect** The vrock emits a shrill screech. Each non-demon creature within a 30-foot burst must attempt a DC 28 Fortitude save. On a failure, the creature is stunned 2, and on a critical failure, it''s stunned 3.' name: Stunning Screech traits: - auditory - divine - incapacitation - sonic ranged: null resistances: - amount: 10 type: electricity saves: fort: 20 ref: 18 will: 15 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision skills: Acrobatics: 18 Intimidation: 18 Performance: 18 Religion: 18 Stealth: 18 Survival: 16 speed: - amount: 25 type: Land - amount: 35 type: Fly spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Demon - Fiend type: Creature - ability_mods: cha_mod: 7 con_mod: 7 dex_mod: 2 int_mod: 3 str_mod: 7 wis_mod: 3 ac: 34 ac_special: null automatic_abilities: null description: Glabrezus are looming behemoths who revel in the act of twisting mortal desires into their ultimate ruin, betraying and manipulating as easily as they breathe. Desires granted by a glabrezu always come to fruition in the most destructive way possible, turning a wish or hope into a potent and devastating act of betrayal—although the long-term repercussions are not always immediately apparent. For example, a struggling weapon smith might wish for fame and skill at their craft, only to find that their best patron is a cruel and sadistic murderer who uses the weapons in bloody sprees. Or a lonely widower might have his desire granted in the form of a lost love returned to "life" as a vampire. Glabrezus are nothing if not creative in addressing a mortal's needs. hp: 280 immunities: null innate_spells: - frequency: at will level: 7 name: illusory disguise - frequency: at will level: 7 name: reverse gravity - frequency: at will level: 6 name: dispel magic - level: 5 name: dimension door - frequency: at will level: 4 name: confusion - frequency: at will level: 4 name: dimension door - frequency: at will level: 2 name: mirror image - frequency: constant level: 6 name: true seeing - frequency: constant level: 6 name: tongues - frequency: constant level: 5 name: tongues languages: - Abyssal - Celestial - Draconic level: 13 melee: - action_cost: One Action damage: formula: 3d10+13 plus 1d6 evil and Grab type: bludgeoning name: pincer to_hit: 27 traits: - deadly 2d10 - evil - magical - reach 15 feet - action_cost: One Action damage: formula: 3d6+13 plus 1d6 evil type: slashing name: claw to_hit: 27 traits: - agile - evil - magical - reach 10 feet - action_cost: One Action damage: formula: 3d12+13 plus 1d6 evil type: piercing name: jaws to_hit: 27 traits: - evil - magical - reach 10 feet name: Glabrezu (Treachery Demon) perception: 24 proactive_abilities: - action_cost: One Action description: The glabrezu pulls the grabbed creature up to 5 feet closer, then makes two claw Strikes against it. Those Strikes count as one attack when determining a treachery demon's multiple attack penalty, and the penalty doesn't increase until after both Strikes. name: Captive Rake traits: null - description: When a reaction would disrupt a glabrezu's spell, the demon can attempt a DC 15 flat check, avoiding the disruption on a success. name: Steady Spellcasting traits: null - description: . name: Sudden Betrayal traits: null - description: can allow it to appear as a creature of any size. name: Treacherous Veil traits: null - description: Once per month, a glabrezu can grant a mortal humanoid the effects of a *miracle* spell granted by an Abyssal patron, though the glabrezu always perverts the *miracle* according to their own treacherous nature. name: Twisted Desires traits: - divination - divine ranged: null resistances: null saves: fort: 26 ref: 19 will: 24 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - '*true seeing*' skills: Deception: 28 Diplomacy: 26 Intimidation: 26 Religion: 22 Society: 22 Stealth: 21 speed: - amount: 35 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Huge - Demon - Fiend type: Creature - ability_mods: cha_mod: 3 con_mod: 7 dex_mod: 5 int_mod: 0 str_mod: 9 wis_mod: 6 ac: 39 ac_special: null automatic_abilities: null description: Shemhazians rise from the souls of torturers and those who reveled in mutilating the physical bodies of their victims. Standing 35 feet tall, a shemhazian is well equipped with a wide range of talons, claws, and fangs to continue inflicting such torments on those it encounters. hp: 350 immunities: null innate_spells: - frequency: evil only level: 8 name: divine decree - frequency: x3 level: 5 name: dimension door - frequency: x3 level: 5 name: prying eye - frequency: x3 level: 4 name: clairvoyance - frequency: x3 level: 4 name: dimension door - frequency: at will level: 2 name: invisibility - frequency: constant level: 7 name: fly - frequency: constant level: 7 name: true seeing languages: - Abyssal - Celestial - Draconic level: 16 melee: - action_cost: One Action damage: formula: 3d12+17 plus 1d6 evil and enfeebling bite type: piercing name: jaws to_hit: 33 traits: - evil - magical - reach 20 feet - action_cost: One Action damage: formula: 3d8+17 plus 1d6 evil type: slashing name: claw to_hit: 33 traits: - agile - evil - magical - reach 20 feet - action_cost: One Action damage: formula: 3d8+17 plus 1d6 evil and Improved Grab type: bludgeoning name: pincer to_hit: 33 traits: - evil - magical - reach 20 feet - action_cost: One Action damage: formula: 3d6+17 plus 1d6 evil type: slashing name: tail to_hit: 33 traits: - evil - magical - reach 20 feet name: Shemhazian (Mutilation Demon) perception: 30 proactive_abilities: - description: If the shemhazian's jaws Strike damages a creature, the target is enfeebled 3. The target can attempt a DC 37 Fortitude save to reduce this to enfeebled 1 (or be unaffected on a critical success). name: Enfeebling Bite traits: - divine - necromancy - action_cost: One Action description: The shemhazian focuses their gaze on a non-evil creature they can see within 30 feet. If that creature isn't already slowed by the shemhazian's paralyzing gaze, it must attempt a save against the shemhazian's paralyzing gaze. If that creature is slowed, it must succeed at a DC 35 Fortitude save or be paralyzed for 1 round. A shemhazian can't use this ability against the same creature more than once per round. name: Focused Gaze traits: - concentrate - divine - enchantment - incapacitation - visual - action_cost: One Action description: claw name: Rend traits: null ranged: null resistances: null saves: fort: 32 ref: 26 will: 27 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet - '*true seeing*' skills: Athletics: 31 Deception: 25 Intimidation: 27 Medicine: 28 Religion: 30 speed: - amount: 35 type: Land - amount: 35 type: Fly (from Fly) - amount: 20 type: Climb spell_attack_to_hit: null spell_dc: null traits: - CE - Gargantuan - Demon - Fiend type: Creature - ability_mods: cha_mod: 7 con_mod: 6 dex_mod: 6 int_mod: 4 str_mod: 8 wis_mod: 4 ac: 40 ac_special: null automatic_abilities: null description: Mariliths are the generals of the Abyss, formed from the souls of proud evil mortals, often warlords and despots. They appear as tall and powerfully built humans from the waist up with snake tails and six arms. Because of Lamashtu's prominence over other demonic deities, most pride demons encountered by mortals take female form, but they can be of any gender. hp: 380 immunities: null innate_spells: - frequency: x2 level: 9 name: blade barrier - frequency: x2 level: 9 name: weapon storm - level: 5 name: dimension door - frequency: at will level: 4 name: dimension door - frequency: constant level: 6 name: true seeing - frequency: constant level: 6 name: fly - frequency: constant level: 4 name: fly languages: - Abyssal - Celestial - Draconic level: 17 melee: - action_cost: One Action damage: formula: 3d8+16 plus 1d6 evil type: slashing name: cold iron silver longsword to_hit: 35 traits: - evil - magical - reach 10 feet - versatile P - action_cost: One Action damage: formula: 3d12+16 plus 1d6 evil and Grab type: bludgeoning name: tail to_hit: 33 traits: - evil - magical - reach 10 feet name: Marilith (Pride Demon) perception: 30 proactive_abilities: - action_cost: Two Actions description: The marilith makes up to six longsword Strikes, each against a different target. These attacks count toward the marilith's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks. name: Bladestorm traits: null - action_cost: Two Actions description: ', the bonus to AC decreases by 1 for each weapon used.' name: Defensive Assault traits: - including for an Attack of Opportunity - action_cost: Two Actions description: . Even on a failed attack, the marilith deals the damage from one longsword to the target, though they still miss completely on a critical failure. This counts toward the marilith's multiple attack penalty as a number of attacks equal to the number of longswords the pride demon wields. name: Focused Assault traits: - typically 5d8 extra damage - action_cost: One Action description: 2d12+13 bludgeoning, DC 39 name: Greater Constrict traits: null - description: Any weapon becomes a *+2 greater striking weapon* made of cold iron and silver while a marilith wields it. The marilith can change its evil damage to chaotic whenever it attacks. name: Infuse Weapons traits: - divine - evocation ranged: null resistances: null saves: fort: 31 ref: 29 will: 27 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - '*true seeing*' skills: Acrobatics: 33 Deception: 30 Diplomacy: 30 Intimidation: 32 Religion: 29 Stealth: 29 speed: - amount: 40 type: Land - amount: 40 type: Fly (from Fly) spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Demon - Fiend type: Creature - ability_mods: cha_mod: 8 con_mod: 9 dex_mod: 7 int_mod: 6 str_mod: 9 wis_mod: 6 ac: 45 ac_special: null automatic_abilities: null description: When folk whisper frightened tales of the demonic, what most envision is the balor—a towering figure of fire and flesh, a horned nightmare armed with a flaming whip and a sword flying through the night in search of its latest victim. On the Abyss, balors serve demon lords as generals or captains, and they typically command vast legions of demons. Standing at 14 feet in height, only the cruelest mortal souls—those who devoted entire lives to sins too numerous to count—can fuel the formation of a balor. More often, a balor forms from a mass of dozens of mortal souls who shared debased ideologies in life.

    Balor Lords

    Those rare few balors who form from single souls are the ones most likely to eventually transcend the notable power they already wield, becoming a nascent demon lord. These balor lords are each unique creatures of 21st to 25th level in power who rule their own realm in the Abyss. In time, a balor lord can further develop into a unique creature with wildly different powers, even ascending to the role of a true demon lord. hp: 480 immunities: - fire innate_spells: - frequency: x2 level: 10 name: dimension door - frequency: x2 level: 10 name: divine decree - frequency: at will level: 8 name: dispel magic - frequency: at will level: 6 name: dominate - frequency: at will level: 5 name: eclipse burst - frequency: constant level: 6 name: true seeing languages: - Abyssal - Celestial - Draconic level: 20 melee: - action_cost: One Action damage: formula: 4d8+17 plus 1d6 evil type: slashing name: vorpal cold iron silver longsword to_hit: 40 traits: - evil - magical - reach 10 feet - versatile P - action_cost: One Action damage: formula: 4d6+17 plus 1d6 evil, Improved Grab, and whip reposition type: fire name: cold iron silver flame whip to_hit: 40 traits: - disarm - evil - fire - magical - reach 20 feet - trip name: Balor (Fire Demon) perception: 36 proactive_abilities: - description: with only a single action. name: Dimensional Dervish traits: null - action_cost: Free Action description: on the target of the triggering Strike. name: Dispelling Strike traits: null - description: Any weapon a balor wields becomes a *+3 major striking vorpal weapon* made of cold iron and silver while the demon holds it. A weapon that isn't eligible for the vorpal rune doesn't gain its effects. The balor can change its evil damage to chaotic whenever it attacks. The demon can conjure a whip made of flames with an Interact action. This whip gains the same benefits as other weapons the balor wields. name: Infuse Weapons traits: - divine - evocation - action_cost: Free Action description: '**Trigger** The balor kills a living creature that is at least 15th level. **Effect** The balor drinks the triggering creature''s life force and regains 10d8+80 Hit Points.' name: Lifedrinker traits: - divine - healing - necromancy - description: When a balor grabs a creature with a whip Strike, they can move the creature to any space in the whip's reach. The balor can move without ending the grab as long as the creature remains within the whip's reach, and the balor can move the creature to any other space in the whip's reach with an Interact action. name: Whip Reposition traits: null ranged: null resistances: null saves: fort: 39 ref: 35 will: 34 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - '*true seeing*' skills: Acrobatics: 35 Athletics: 37 Deception: 36 Diplomacy: 32 Intimidation: 38 Religion: 32 Society: 32 Stealth: 33 speed: - amount: 35 type: Land - amount: 70 type: Fly spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Demon - Fiend type: Creature - ability_mods: cha_mod: 1 con_mod: 3 dex_mod: 4 int_mod: 0 str_mod: 2 wis_mod: -1 ac: 19 ac_special: null automatic_abilities: null description: Dero stalkers are those charged with exploring the surface world by night and seeking out new victims to abduct. hp: 30 immunities: null innate_spells: [] languages: - Aklo - Undercommon level: 2 melee: - action_cost: One Action damage: formula: 1d6+2 type: bludgeoning name: aklys to_hit: 8 traits: - trip name: Dero Stalker perception: 5 proactive_abilities: - description: creatures. name: Sneak Attack traits: null ranged: - action_cost: One Action damage: formula: 1d6+2 type: bludgeoning name: aklys to_hit: 10 traits: - ranged trip - tethered - thrown 20 feet - action_cost: One Action damage: formula: 1d6 plus giant centipede venom type: piercing name: hand crossbow to_hit: 10 traits: - range increment 60 feet - reload 1 resistances: null saves: fort: 7 ref: 10 will: 3 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 8 Medicine: 3 Stealth: 8 Thievery: 8 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: 17 traits: - CE - Small - Dero - Humanoid type: Creature - ability_mods: cha_mod: 2 con_mod: 3 dex_mod: 3 int_mod: 0 str_mod: 4 wis_mod: -1 ac: 19 ac_special: null automatic_abilities: null description: Dero stranglers specialize in capturing living victims, and they are often called upon to aid in abductions. hp: 45 immunities: - confusion innate_spells: - frequency: at will level: 2 name: darkness - frequency: at will level: 2 name: sound burst languages: - Aklo - Undercommon level: 3 melee: - action_cost: One Action damage: formula: 1d6+6 type: bludgeoning name: aklys to_hit: 11 traits: - trip name: Dero Strangler perception: 6 proactive_abilities: - action_cost: One Action description: '**Requirement** The dero must have two free hands, or be wielding an aklys and have one hand free. **Effect** The dero attempts an Athletics check to Grab with a +2 circumstance bonus. On a success, the target takes 1d6+6 bludgeoning damage. Double the damage on a critical success.' name: Strangle traits: - attack - nonlethal ranged: - action_cost: One Action damage: formula: 1d6+6 type: bludgeoning name: aklys to_hit: 10 traits: - ranged trip - tethered - thrown 20 feet - action_cost: One Action damage: formula: 1d6+2 plus lethargy poison type: piercing name: hand crossbow to_hit: 10 traits: - range increment 60 feet - reload 1 resistances: null saves: fort: 10 ref: 8 will: 6 saves_special: fort: null ref: null will: null senses: - darlvision skills: Athletics: 11 Intimidation: 7 Medicine: 4 Stealth: 10 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: 19 traits: - CE - Small - Dero - Humanoid type: Creature - ability_mods: cha_mod: 5 con_mod: 2 dex_mod: 4 int_mod: 3 str_mod: 1 wis_mod: -1 ac: 22 ac_special: null automatic_abilities: null description: Dero magisters are leaders among dero society. They perform the bulk of the cruel operations and memory-altering procedures inflicted upon their victims. hp: 65 immunities: - confusion innate_spells: - level: 4 name: modify memory - frequency: at will level: 2 name: darkness - frequency: at will level: 2 name: sound burst languages: - Aklo - Undercommon level: 5 melee: - action_cost: One Action damage: formula: 1d6+3 type: bludgeoning name: aklys to_hit: 10 traits: - trip name: Dero Magister perception: 8 proactive_abilities: - action_cost: One Action description: '**Frequency** once per round; **Effect** The magister focuses their gaze on a creature they can see within 30 feet. The target is dazzled for 1 round and must succeed at a DC 24 Will saving throw or be confused for 1 round.' name: Cytillesh Stare traits: - concentrate - incapacitation - mental - visual ranged: - action_cost: One Action damage: formula: 1d6+3 type: bludgeoning name: aklys to_hit: 13 traits: - ranged trip - tethered - thrown 20 feet resistances: null saves: fort: 10 ref: 13 will: 10 saves_special: fort: null ref: null will: null senses: - darkvision skills: Crafting: 12 Medicine: 8 Occultism: 12 Stealth: 11 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: 24 traits: - Uncommon - CE - Small - Dero - Humanoid type: Creature - ability_mods: cha_mod: -3 con_mod: 3 dex_mod: 0 int_mod: -5 str_mod: 2 wis_mod: 0 ac: 13 ac_special: null automatic_abilities: null description: These shapeless masses of quivering flesh are the least of devilkind. Pathetic creatures from Hell's first layer, lemures roam alongside damned and suffering souls. Pit fiends can combine the essence of a mob of lemures to concentrate their collective wickedness with a single form, granting it an infernal sentience and transforming it into a more powerful devil (see the pit fiend's Devil Shaping ability). hp: 20 immunities: - fire - mental innate_spells: null languages: '' level: 0 melee: - action_cost: One Action damage: formula: 1d4+2 plus 1 evil type: slashing name: claw to_hit: 7 traits: - evil - magical name: Lemure perception: 0 proactive_abilities: - description: '' name: Subservience traits: null ranged: null resistances: - amount: 3 type: physical (except silver) - amount: 5 type: 'poison ' saves: fort: 10 ref: 5 will: 3 saves_special: fort: null ref: null will: null senses: - greater darkvision skills: Athletics: 5 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: null traits: - LE - Medium - Devil - Fiend - Mindless type: Creature - ability_mods: cha_mod: 2 con_mod: 0 dex_mod: 4 int_mod: 1 str_mod: -1 wis_mod: 2 ac: 17 ac_special: null automatic_abilities: null description: Imps are infiltrators and corruptors who, despite their diminutive stature, are more than capable of subtly influencing a weak-willed individual into performing increasingly evil acts over time. An imp will often agree to serve a mortal and act docile and loyal in a long-term plot to eventually damn its master's soul to Hell. Imps are born directly from Hell itself, rather than from mortal souls, and thus they serve outside the usual diabolic hierarchy, granting them leeway to pursue their specialties. Despite standing a mere 2-feet tall, imps can be vicious combatants, flying out of reach and turning invisible to escape should the odds turn against them. hp: 15 immunities: - fire innate_spells: - level: 4 name: read omens - frequency: at will, self only level: 2 name: invisibility - frequency: at will, good only level: 1 name: charm - frequency: at will, good only level: 1 name: detect alignment - frequency: constant level: 1 name: detect magic languages: - Common - Infernal level: 1 melee: - action_cost: One Action damage: formula: 1d4-1 plus 1d4 evil and imp venom type: piercing name: stinger to_hit: 9 traits: - agile - evil - finesse - magical name: Imp perception: 7 proactive_abilities: - action_cost: One Action description: name: Change Shape traits: - concentrate - divine - polymorph - transmutation - action_cost: One Action description: '**Frequency** once per round. **Effect** The imp regains 1d6 Hit Points.' name: Diabolic Healing traits: - concentrate - divine - healing - necromancy - description: '**Saving Throw** DC 16 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison and clumsy 1 (1 round); **Stage 2** 1d6 poison damage, clumsy 1, and slowed 1 (1 round)' name: Imp Venom traits: - poison - action_cost: One Action description: '**Frequency** once per day. **Effect** The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts. The boon lasts for 1 hour once accepted. If the creature dies while the boon is in place, its soul travels to Hell, where it is bound for eternity and unable to be raised or resurrected except by *wish* or similar magic. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result.' name: Infernal Temptation traits: - divine - concentrate - enchantment - evil - fortune ranged: null resistances: - amount: 3 type: physical (except silver) - amount: 5 type: 'poison ' saves: fort: 5 ref: 9 will: 7 saves_special: fort: null ref: null will: null senses: - greater darkvision skills: Acrobatics: 7 Athletics: 6 Deception: 7 Religion: 5 speed: - amount: 20 type: Land - amount: 30 type: Fly spell_attack_to_hit: null spell_dc: null traits: - LE - Tiny - Devil - Fiend type: Creature - ability_mods: cha_mod: 1 con_mod: 4 dex_mod: 2 int_mod: -2 str_mod: 4 wis_mod: 2 ac: 22 ac_special: null automatic_abilities: null description: Barbazus, known also as bearded devils or infantry devils, are murderous fiends who satiate their lust for annihilation by serving as the foot soldiers of Hell's armies, often leading hordes of lesser devils such as imps and lemures into battle. Bearded devils wield serrated glaives to inflict jagged gashes that resist healing magic, resulting in tremendous blood loss. When enemies come too close, bearded devils strike with the spines of their wriggling beards to deliver a wretched contagion called Avernal fever, savoring the sight of their victim's strength being slowly devoured from within. hp: 60 immunities: - fire innate_spells: - level: 5 name: dimension door languages: - Celestial - Common - Draconic - Infernal level: 5 melee: - action_cost: One Action damage: formula: 1d8+7 plus 2d6 evil and infernal wound type: slashing name: glaive to_hit: 15 traits: - deadly 1d8 - evil - forceful - magical - reach 10 feet - action_cost: One Action damage: formula: 2d6+7 plus 1d6 evil type: slashing name: claw to_hit: 15 traits: - agile - evil - magical - action_cost: One Action damage: formula: 1d6+7 plus Avernal fever type: piercing name: beard to_hit: 15 traits: - magical name: Barbazu (Bearded Devil) perception: 13 proactive_abilities: - description: '**Saving Throw** DC 23 Fortitude; **Stage 1** carrier with no ill effect (1 day); **Stage 2** enfeebled 1 (1 day); **Stage 3** enfeebled 2 (1 day)' name: Avernal Fever traits: - disease - description: A bearded devil's glaive Strike also deals 1d6 persistent bleed damage that resists attempts to heal it. The flat check to stop the bleeding starts at DC 20. The DC is reduced to 15 only if the bleeding creature or an ally successfully assists with the recovery. The DC to Administer First Aid to a creature with an infernal wound is increased by 5. A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 21 counteract check or the magic fails to heal the creature. name: Infernal Wound traits: - divine - necromancy - action_cost: Free Action description: The devil moves the creature 5 feet in any direction. The destination square must be within reach of the devil's glaive. This movement doesn't trigger reactions. name: Reposition traits: null - action_cost: One Action description: The barbazu makes a beard Strike. This Strike ignores their multiple attack penalty and doesn't count toward that penalty. name: Wriggling Beard traits: null ranged: null resistances: - amount: 5 type: physical (except silver) - amount: 10 type: 'poison ' saves: fort: 15 ref: 11 will: 11 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - greater darkvision skills: Acrobatics: 11 Athletics: 13 Intimidation: 10 Religion: 11 Stealth: 11 speed: - amount: 35 type: Land spell_attack_to_hit: null spell_dc: null traits: - LE - Medium - Devil - Fiend type: Creature - ability_mods: cha_mod: 5 con_mod: 5 dex_mod: 5 int_mod: 2 str_mod: 5 wis_mod: 4 ac: 27 ac_special: null automatic_abilities: null description: Erinyes exact vengeance and bloody justice for a creature's crimes, torturing and punishing their victims in ironic fashion before allowing them the escape of death. While an erinys appears as a fallen angel and the first erinyes shared that origin, erinyes now originate in myriad ways, some promoted from lesser devils and others shaped from lemures themselves forged from the souls of torturers and persecutors. The erinyes' origin is entwined with Eiseth, herself a fallen angel and one of Hell's most powerful demigods. The first erinyes were all considered to be Eiseth's metaphorical daughters, but erinyes formed since that time are no longer limited to a single gender. hp: 120 immunities: - fire innate_spells: - level: 5 name: dimension door - frequency: at will level: 4 name: dimension door - frequency: at will level: 4 name: divine wrath - frequency: at will level: 4 name: retributive pain - frequency: at will level: 3 name: fear - frequency: at will level: 2 name: illusory disguise - frequency: at will level: 2 name: illusory object - frequency: constant level: 6 name: true seeing languages: - Celestial - Common - Draconic - Infernal level: 8 melee: - action_cost: One Action damage: formula: 1d8+8 plus 1d6 evil and 1d6 fire type: slashing name: flaming longsword to_hit: 19 traits: - evil - fire - magical - versatile P name: Erinys (Fury Devil) perception: 18 proactive_abilities: - description: rune while they hold it. name: Flames of Fury traits: null - description: The erinys hovers in place if they are flying and fires one arrow at any number of creatures in a 30-foot cone. Each attack is rolled separately. This counts as one attack for the purpose of the erinys's multiple attack penalty. name: Furious Fusillade traits: null - description: that animates in their hands. When a creature is hit by the erinys's rope, a segment of the rope tears loose and wraps itself around the creature, imposing a 10–foot circumstance penalty to Speed. The piece that tears off is 10 feet long for a Medium or smaller creature, and doubles in length for each size larger than Medium. When a creature Escapes the effect (DC 26), the detached segment of rope withers away into useless black sludge. name: Rope Snare traits: - use the statistics for rope ranged: - action_cost: One Action damage: formula: 2d8+4 plus 1d6 evil and 1d6 fire type: piercing name: flaming composite longbow to_hit: 20 traits: - deadly 1d10 - evil - fire - magical - range increment 100 feet - reload 0 - volley 30 feet - action_cost: One Action name: rope to_hit: 19 traits: - magical - range increment 30 feet resistances: - amount: 5 type: physical (except silver) - amount: 10 type: 'poison ' saves: fort: 17 ref: 19 will: 16 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - greater darkvision - '*true seeing*' skills: Acrobatics: 17 Crafting: 14 Deception: 19 Diplomacy: 15 Intimidation: 19 Religion: 16 Stealth: 17 speed: - amount: 25 type: Land - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: null traits: - LE - Medium - Devil - Fiend type: Creature - ability_mods: cha_mod: 5 con_mod: 4 dex_mod: 4 int_mod: 7 str_mod: 3 wis_mod: 5 ac: 30 ac_special: null automatic_abilities: null description: Contract devils are clerks, scribes, and bureaucrats of Hell rarely found outside the infernal courts, and then almost always to pursue potential contracts, tempting mortals to sell their souls in exchange for achieving their worldly desires. If a target is desirable enough, a phistophilus can offer contracts for prices seemingly lesser than their soul all at once, though in this case, the devil carefully manipulates the price to drive the signatory toward the forces of law and evil, and therefore ultimately to Hell anyway. Contract devils are tall creatures with skin tones that range from bronze to crimson and large curving horns extending from their bodies, over which they often drape favored or important contracts. hp: 150 immunities: - fire - ward contract innate_spells: - frequency: at will, see infernal investment level: 10 name: scrying - level: 7 name: plane shift - frequency: at will level: 5 name: dimension door - frequency: at will level: 5 name: fireball - frequency: at will level: 5 name: illusory scene - frequency: at will level: 5 name: lightning bolt - frequency: at will level: 5 name: locate - frequency: at will level: 5 name: mind probe - frequency: at will level: 5 name: sending - frequency: at will level: 4 name: dimension door - frequency: at will level: 4 name: private sanctum - frequency: at will level: 4 name: silence - frequency: at will level: 3 name: mind reading - frequency: constant level: 5 name: tongues languages: - Abyssal - Aklo - Celestial - Common - Draconic - Infernal - Undercommon level: 10 melee: - action_cost: One Action damage: formula: 3d6+11 plus 1d6 evil, Grab, and infernal wound type: slashing name: binding contract to_hit: 23 traits: - agile - disarm - evil - magical - reach 10 feet - trip - action_cost: One Action damage: formula: 3d10+11 and infernal wound type: piercing name: horn to_hit: 21 traits: - magical name: Phistophilus (Contract Devil) perception: 21 proactive_abilities: - description: The contract devil produces an infernal contract for a single living mortal. This contract can grant a wide range of abilities and effects, akin to the power of a *wish* spell but fulfilled to the letter by the contract devil. To receive any of those benefits, the mortal must willingly sign its true name to the contract. At that point, the mortal's soul is bound to the contract devil and Hell. While the contract is in effect, the victim can't be restored to life except by *wish* or similar magic. If the mortal is restored to life by those means, the contract devil knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a *locate* spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous. name: Draft Contract traits: - conjuration - divine - manipulate - description: spell at will, but only to target a creature with which it has a contract. The target automatically critically fails its save. name: Infernal Investment traits: null - description: A contract devil's Strikes also deal 3d6 persistent bleed damage that resist attempts to heal it. The flat check to stop the bleeding starts at DC 20. The DC is reduced to 15 only if the bleeding creature or an ally successfully assists with the recovery. The DC to Administer First Aid to a creature with an infernal wound is increased by 5. A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 29 counteract check or the magic fails to heal the creature. name: Infernal Wound traits: - divine - necromancy ranged: null resistances: - amount: 10 type: physical (except silver) - amount: 10 type: 'poison ' saves: fort: 18 ref: 18 will: 23 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - greater darkvision skills: Arcana: 19 Deception: 23 Diplomacy: 21 Intimidation: 21 Religion: 19 Society: 19 Stealth: 18 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - LE - Medium - Devil - Fiend type: Creature - ability_mods: cha_mod: 4 con_mod: 5 dex_mod: 5 int_mod: 8 str_mod: 6 wis_mod: 5 ac: 34 ac_special: null automatic_abilities: null description: Insectile ice devils are strategists and masterminds in Hell's armies, using their superior intellect to strike against their enemies and spread Hell's influence throughout the planes. An ice devil rarely breaks their solitary contemplation of strategy save to pursue a plan they have devised. They can be enticed otherwise only by an exchange of services to be determined at a later time, adding to the pieces they can play on the board. Occasionally, a mortal strategist of outstanding skill might amuse an ice devil enough for the gelugon to agree to a contest of strategy, typically a strategic board game like chess, to decide a dispute. In the unlikely event the devil loses such a contest, they inevitably go to great lengths to later obtain that mortal's services for their own infernal ends. hp: 215 immunities: - cold - fire innate_spells: - frequency: x2 level: 7 name: cone of cold - level: 6 name: illusory scene - frequency: x3 level: 5 name: dimension door - frequency: x3 level: 5 name: wall of ice - frequency: at will level: 4 name: dimension door - frequency: constant level: 4 name: fly languages: - Celestial - Common - Draconic - Infernal level: 13 melee: - action_cost: One Action damage: formula: 2d8+12 plus 1d6 cold, 1d6 evil, and slowing frost type: piercing name: frost longspear to_hit: 28 traits: - cold - evil - magical - reach 15 feet - action_cost: One Action damage: formula: 2d6+12 plus 2d6 cold, 1d6 evil, and slowing frost type: bludgeoning name: tail to_hit: 25 traits: - agile - cold - evil - magical - reach 10 feet name: Gelugon (Ice Devil) perception: 26 proactive_abilities: - description: The ice devil channels the extreme cold of its body through its appendages and weapons. A creature hit by an ice devil's weapon or unarmed attack in melee must attempt a DC 32 Fortitude save or be slowed 1 for 1d4 rounds. A weapon used by an ice devil gains the effects of a frost rune while the gelugon holds it, and the ice devil can throw any such weapon with a 20-foot range increment, trailing motes of frost. name: Slowing Frost traits: - cold - divine - evocation - action_cost: One Action description: An ice devil's logical mind devises genius tactics from its perfect memory. It can telepathically send a tactical repositioning to its allies, allowing all commanded or allied evil creatures in the range of its telepathy to immediately Stride (or Burrow, Climb, Fly, or Swim, if the creature has the corresponding Speed). name: Tactician of Cocytus traits: - concentrate ranged: - action_cost: One Action damage: formula: 2d8+12 plus 1d6 cold type: piercing name: frost longspear to_hit: 27 traits: - cold - magical - thrown 20 feet resistances: - amount: 10 type: physical (except silver) - amount: 10 type: 'poison ' saves: fort: 24 ref: 24 will: 26 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - greater darkvision skills: Acrobatics: 22 Athletics: 23 Deception: 25 Diplomacy: 25 Intimidation: 23 Religion: 26 Society: 25 Stealth: 22 speed: - amount: 35 type: Land - amount: 35 type: Fly (from Fly) spell_attack_to_hit: null spell_dc: null traits: - LE - Large - Devil - Fiend type: Creature - ability_mods: cha_mod: 8 con_mod: 9 dex_mod: 8 int_mod: 8 str_mod: 9 wis_mod: 9 ac: 46 ac_special: null automatic_abilities: null description: When an army of devils invades to bathe a region in bloodshed and hellfire, it is likely that one of Hell's most powerful and diabolical generals, the pit fiend, masterminded the incursion. Cunning, powerful, and ruthless, pit fiends often serve the archdevils directly. They rule infernal duchies, subjugate mortal worlds, and usurp infernal rivals using unparalleled despotism and calculated ferocity. To realize their tyrannical machinations, pit fiends claim mortal souls that they corrupt into lemure servants, which can then be shaped and transformed through infernal manipulation into the terrifying devils that form Hell's formidable legions. They often select the most wicked and vicious lemures for their armies, drawing upon these lesser devils' depravity during powerful magical ceremonies to create hideous and terrifying abominations that can cow and eviscerate the pit fiend's enemies. hp: 335 immunities: - fire innate_spells: - frequency: once per year level: 10 name: meteor swarm - frequency: once per year level: 10 name: miracle - frequency: once per year level: 10 name: power word stun - frequency: at will level: 9 name: bind soul - frequency: at will level: 8 name: dispel magic - frequency: at will level: 8 name: divine decree - frequency: at will level: 8 name: fireball - frequency: at will level: 8 name: scrying - frequency: at will level: 8 name: wall of fire - level: 5 name: dimension door - frequency: at will level: 4 name: dimension door - frequency: constant level: 8 name: true seeing languages: - Celestial - Common - Draconic - Infernal level: 20 melee: - action_cost: One Action damage: formula: 4d10+17 plus 2d6 evil and pit fiend venom type: piercing name: jaws to_hit: 40 traits: - evil - magical - poison - reach 10 feet - action_cost: One Action damage: formula: 4d6+17 plus 2d6 evil type: slashing name: claw to_hit: 38 traits: - agile - evil - magical - reach 10 feet - action_cost: One Action damage: formula: 4d10+17 plus 2d6 evil and Improved Grab type: bludgeoning name: tail to_hit: 36 traits: - evil - magical - reach 10 feet - action_cost: One Action damage: formula: 4d6+17 plus 2d6 evil type: slashing name: wing to_hit: 36 traits: - evil - magical - reach 15 feet name: Pit Fiend (Tyrant Devil) perception: 37 proactive_abilities: - action_cost: One Action description: 2d10+17 bludgeoning plus 2d6 evil, DC 43 name: Constrict traits: null - description: The pit fiend reshapes a large number of lemures within a 600-foot radius into more powerful devils to swell Hell's legions. The pit fiend must have available the number of lemures listed on the table in the sidebar. The pit fiend can shape 100 lemures per day, to a maximum of 1,100 lemures in 11 days. Devils created in this way are in thrall to the pit fiend and follow its orders, with the exception of created pit fiends or other devils of similar power, which are always independent. As a result, few pit fiends choose to create peers. At the end of the Devil Shaping activity, the pit fiend attempts an incredibly hard Religion check of the desired devil's level, with results as follows. **Critical Success** The pit fiend shapes two devils from the massed lemures instead of one. **Success** The pit fiend shapes a devil of the desired type and level. **Failure** The devil shaped from the lemures is 2 levels lower than the intended devil. **Critical Failure** The pit fiend fails to shape any devils and draws the ire of an archdevil for its waste of resources. name: Devil Shaping traits: - divine - downtime - transmutation - action_cost: One Action description: The pit fiend Flies and makes a wing Strike at any point during its movement. name: Fast Swoop traits: null - action_cost: Free Action description: '**Frequency** once per round. **Effect** If the pit fiend''s next action is to cast an 8th-level or lower innate spell, reduce the number of actions to cast it by 1 (minimum 1 action).' name: Masterful Quickened Casting traits: - concentrate - description: '**Saving Throw** DC 43 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 6d6 poison damage and drained 1 (1 round); **Stage 2** 7d6 poison damage and drained 2 (1 round); **Stage 3** 8d6 poison damage and drained 3 (1 round)' name: Pit Fiend Venom traits: - poison ranged: null resistances: - amount: 15 type: physical (except silver) - amount: 15 type: 'poison ' saves: fort: 37 ref: 32 will: 35 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - greater darkvision - '*true seeing*' skills: Acrobatics: 34 Arcana: 32 Athletics: 33 Deception: 39 Diplomacy: 34 Intimidation: 39 Religion: 37 Society: 36 Stealth: 34 speed: - amount: 35 type: Land - amount: 50 type: Fly spell_attack_to_hit: null spell_dc: null traits: - LE - Large - Devil - Fiend type: Creature - ability_mods: cha_mod: -1 con_mod: 3 dex_mod: 7 int_mod: -4 str_mod: 5 wis_mod: 2 ac: 30 ac_special: null automatic_abilities: null description: Dezullons are dangerous carnivorous pitcher plants that dwell in forested regions with thick canopies. They hunt for meat along the forest's understory when not sunning themselves in the boughs above. Dezullons are smart enough to notice that some creatures are attracted by shiny things, and sometimes use such objects to set up ambushes. To assume that the dezullon's ambulations are slow simply because the creature has a root structure is a foolish mistake; many an adventurer has been crushed to death by this surprisingly agile plant. In addition, these dangerous plants are expert climbers, making their pursuit even more difficult to escape from. hp: 130 immunities: null innate_spells: null languages: '' level: 10 melee: - action_cost: One Action damage: formula: 3d6+8 plus 3d6 acid and Grab type: bludgeoning name: vine to_hit: 21 traits: - acid - agile name: Dezullon perception: 18 proactive_abilities: - description: '**Saving Throw** DC 29 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** flat-footed (1 round); **Stage 2** flat-footed and clumsy 1 (1 round); **Stage 3** confused, flat-footed, and clumsy 2 (1 round).' name: Amnesia Venom traits: - mental - poison - action_cost: One Action description: 2d6+2 bludgeoning name: Constrict traits: null - action_cost: One Action description: Until the next time it acts, the dezullon appears to be a normal pitcher plant. It has an automatic result of 41 (44 in forests or swamps) on Deception checks and DCs to pass as a non-creature plant. name: Root traits: - concentrate ranged: - action_cost: One Action damage: formula: 4d8 plus amnesia venom type: acid name: acid glob to_hit: 23 traits: - acid - range 30 feet resistances: - amount: 20 type: acid saves: fort: 17 ref: 21 will: 16 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Acrobatics: 21 Athletics: 19 Stealth: 21 skills_special: - Stealth is +24 when in forests or swamps speed: - amount: 25 type: Land - amount: 30 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Plant type: Creature - ability_mods: cha_mod: 1 con_mod: 0 dex_mod: 3 int_mod: 4 str_mod: 2 wis_mod: 0 ac: 17 ac_special: null automatic_abilities: null description: This dhampir is a svetocher, the child of a moroi vampire. hp: 22 immunities: null innate_spells: null languages: - Common - Necril level: 2 melee: - action_cost: One Action damage: formula: 1d4+2 type: piercing name: dagger to_hit: 7 traits: - agile - finesse - versatile S - action_cost: One Action damage: formula: 1d6+2 type: bludgeoning name: staff to_hit: 6 traits: - two-handed d8 - action_cost: One Action damage: formula: 1d4+2 type: bludgeoning name: fist to_hit: 7 traits: - agile - finesse - nonlethal name: Dhampir Wizard perception: 4 proactive_abilities: [] ranged: - action_cost: One Action damage: formula: 1d4+2 type: piercing name: dagger to_hit: 7 traits: - agile - thrown 10 feet - versatile S resistances: null saves: fort: 4 ref: 7 will: 6 saves_special: fort: null ref: null will: +2 circumstance to all saves vs. disease senses: - darkvision skills: Acrobatics: 7 Arcana: 8 Deception: 5 Intimidation: 5 Society: 8 Stealth: 7 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - NE - Medium - Dhampir - Human - Humanoid type: Creature - ability_mods: cha_mod: 1 con_mod: 2 dex_mod: 3 int_mod: -4 str_mod: 0 wis_mod: 1 ac: 16 ac_special: null automatic_abilities: null description: A smaller cousin of the deinonychus, the velociraptor is a swift, cunning pack hunter. It has no fear of larger creatures, and a group of these dinosaurs won't hesitate to attack creatures the size of a horse. Velociraptors are social animals, and tend to live in groups of up to a dozen other velociraptors. They have manes of feathery plumage that extend down their backs and along the sides of their arms, legs, and tail, while their underbellies and flanks are scaly. These feathers allow them to blend into their natural terrains with ease, but when excited, attempting to intimidate, or seeking a mate, a velociraptor can puff and frill this plumage to expose much brighter colors normally covered by the longer feathers. A typical velociraptor is 1-1/2 feet tall, 7 feet long, and weighs 35 pounds. hp: 20 immunities: null innate_spells: null languages: '' level: 1 melee: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: jaws to_hit: 8 traits: - finesse - action_cost: One Action damage: formula: 1d4+3 type: slashing name: talon to_hit: 8 traits: - agile - finesse name: Velociraptor perception: 6 proactive_abilities: - action_cost: One Action description: The velociraptor Strides up to 10 feet, ignoring difficult terrain as it leaps over obstacles. It then makes a Strike with its talons, gaining a +1 circumstance bonus to its attack roll. name: Leaping Charge traits: null - description: The velociraptor deals 1d4 extra damage to any creature that's within reach of at least two of the velociraptor's allies. name: Pack Attack traits: null ranged: null resistances: null saves: fort: 5 ref: 7 will: 4 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 8 Athletics: 5 Stealth: 6 speed: - amount: 40 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Small - Animal - Dinosaur type: Creature - ability_mods: cha_mod: 2 con_mod: 4 dex_mod: 3 int_mod: -4 str_mod: 3 wis_mod: 1 ac: 19 ac_special: null automatic_abilities: null description: Deinonychuses are wily hunters that attack in groups of up to a dozen individuals, ripping apart their prey with sharp talons and powerful jaws. They are lean and muscular, and have two powerful legs and a long tail that helps them maintain balance. Although deinonychuses don't use their dexterous clawed forelimbs to attack, the dinosaurs can use them to pull aside small barriers. Although some of these dinosaurs have scaly skin, most have thatches of vibrantly colored feathers as well. A deinonychus is about 6 feet tall and weighs about 150 pounds. hp: 30 immunities: null innate_spells: null languages: null level: 2 melee: - action_cost: One Action damage: formula: 2d6+3 type: piercing name: jaws to_hit: 9 traits: null - action_cost: One Action damage: formula: 1d6+3 plus 1d4 bleed type: slashing name: talon to_hit: 9 traits: - agile name: Deinonychus perception: 7 proactive_abilities: - action_cost: One Action description: The deinonychus Strides up to 10 feet and then makes a Strike, or makes a Strike and then Strides up to 10 feet. name: Darting Attack traits: null - description: Bleeding creatures are flat-footed to the deinonychus. name: Predator's Advantage traits: null ranged: null resistances: null saves: fort: 10 ref: 9 will: 5 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 7 Athletics: 9 Stealth: 7 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Animal - Dinosaur type: Creature - ability_mods: cha_mod: -1 con_mod: 4 dex_mod: 0 int_mod: -4 str_mod: 7 wis_mod: 2 ac: 26 ac_special: null automatic_abilities: null description: Squat, heavily armored quadrupeds, ankylosauruses are stubborn and irascible. Although they're herbivores, they have been known to attack other creatures that trespass within territory simply out of ill temper. hp: 90 immunities: null innate_spells: null languages: '' level: 6 melee: - action_cost: One Action damage: formula: 2d8+7 plus punishing tail type: bludgeoning name: tail to_hit: 17 traits: - backswing - reach 15 feet - action_cost: One Action damage: formula: 2d6+7 type: bludgeoning name: foot to_hit: 17 traits: - reach 10 feet name: Ankylosaurus perception: 12 proactive_abilities: - description: A creature struck by the anklyosaurus's tail must attempt a DC 24 Fortitude save. On a failure, it's slowed 1 until the end of its next turn; on a critical failure, it's stunned until the end of its next turn. name: Punishing Tail traits: null - description: Medium or smaller, foot, DC 24 name: Trample traits: null ranged: null resistances: null saves: fort: 16 ref: 10 will: 12 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Athletics: 17 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Huge - Animal - Dinosaur type: Creature - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 2 int_mod: -4 str_mod: 7 wis_mod: 2 ac: 23 ac_special: null automatic_abilities: null description: The stegosaurus is easily recognized by its twin rows of diamond-shaped dorsal plates that run down its spine, and thick tail adorned with four large spikes. This strange configuration protects this herbivore from predators, as the stegosaurus can hunker down to interpose its dorsal plates between an attacker and its thick body. A stegosaurus defends itself by swinging its spiked tail at larger foes and trampling smaller opponents underfoot. hp: 125 immunities: null innate_spells: null languages: '' level: 7 melee: - action_cost: One Action damage: formula: 2d8+9 type: piercing name: tail to_hit: 18 traits: - sweep - reach 15 feet - action_cost: One Action damage: formula: 2d6+9 type: bludgeoning name: foot to_hit: 18 traits: - reach 10 feet name: Stegosaurus perception: 15 proactive_abilities: - description: Large or smaller, foot, DC 25 name: Trample traits: null ranged: null resistances: null saves: fort: 17 ref: 13 will: 13 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Athletics: 20 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Huge - Animal - Dinosaur type: Creature - ability_mods: cha_mod: -1 con_mod: 4 dex_mod: 0 int_mod: -4 str_mod: 7 wis_mod: 2 ac: 26 ac_special: null automatic_abilities: null description: Triceratopses are muscular quadrupeds with powerful but short legs, thick necks, and heads crowned by a wide, bony frill. Though they bear a large horn on their snout and one on each brow, these dinosaurs are herbivores and use these bony protrusions only to defend themselves from attackers or in dramatic clashes against other triceratopses for grazing territory or mates. Short-tempered and obstinate, triceratopses are unlikely to back down from a fight unless they are hopelessly outmatched, and the creatures are known to fight to the death for no apparent reason beyond stubbornness. Triceratopses often serve as mounts for lizardfolk, orcs, and giants, who ride comfortably behind the dinosaurs' protective bone frills. A triceratops is 30 feet long and weighs as much as 10 tons. hp: 140 immunities: null innate_spells: null languages: '' level: 8 melee: - action_cost: One Action damage: formula: 2d8+9 plus Knockdown type: piercing name: horns to_hit: 19 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d6+9 type: bludgeoning name: foot to_hit: 19 traits: - reach 10 feet name: Triceratops perception: 16 proactive_abilities: - action_cost: One Action description: The triceratops Strides up to 10 feet and then makes a Strike. name: Lumbering Charge traits: null - description: Large or smaller, foot, DC 26 name: Trample traits: null - description: A triceratops deals 2d6 extra persistent bleed damage to prone targets it hits with its horns. name: Vicious Gore traits: null ranged: null resistances: null saves: fort: 18 ref: 12 will: 14 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Athletics: 21 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Huge - Animal - Dinosaur type: Creature - ability_mods: cha_mod: 1 con_mod: 5 dex_mod: 0 int_mod: -4 str_mod: 9 wis_mod: 2 ac: 28 ac_special: null automatic_abilities: null description: Brontosauruses are truly gigantic behemoths, plodding herbivores large enough to be unafraid of all but the most massive predators. Brontosauruses have stout bodies and long, sinuous necks ending in small heads, allowing them to graze from the highest treetops. Their powerful tails are equally as long as their necks and provide counterbalances. Brontosauruses bear their bulk upon four stout legs. Although their feet are capable of crushing entire buildings, these herbivores are generally peaceful and considerate of where they step. hp: 220 immunities: null innate_spells: null languages: '' level: 10 melee: - action_cost: One Action damage: formula: 2d10+13 plus Improved Knockdown type: bludgeoning name: tail to_hit: 23 traits: - sweep - reach 20 feet - action_cost: One Action damage: formula: 2d8+13 type: bludgeoning name: foot to_hit: 23 traits: - reach 15 feet name: Brontosaurus perception: 16 proactive_abilities: - action_cost: Two Actions description: The brontosaurus makes a tail Strike and compares the attack roll to the AC of up to three foes, each of whom must be within its tail's melee reach and adjacent to at least one other target. It rolls damage only once and applies it to each creature hit. A Tail Sweep counts as two attacks for its multiple attack penalty. name: Tail Sweep traits: null - description: Huge or smaller, foot, DC 29 name: Trample traits: null ranged: null resistances: null saves: fort: 21 ref: 14 will: 16 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Athletics: 23 speed: - amount: 35 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Gargantuan - Animal - Dinosaur type: Creature - ability_mods: cha_mod: 0 con_mod: 5 dex_mod: 1 int_mod: -4 str_mod: 8 wis_mod: 3 ac: 29 ac_special: null automatic_abilities: null description: Widely regarded as the king of the dinosaurs, the tyrannosaurus is a massive predator with a wide mouth filled with viciously sharp teeth. Thundering beasts of fury and hunger, tyrannosauruses are bold and fearless carnivores that eagerly bite off great hunks of large prey and swallow smaller prey—such as most humanoids—in a single gulp. Although they can subsist on carrion, tyrannosaurs prefer live prey. hp: 180 immunities: null innate_spells: null languages: '' level: 10 melee: - action_cost: One Action damage: formula: 2d12+12 plus Grab type: piercing name: jaws to_hit: 22 traits: - deadly 1d12 - reach 20 feet - action_cost: One Action damage: formula: 2d10+12 type: bludgeoning name: foot to_hit: 22 traits: - reach 15 feet name: Tyrannosaurus perception: 19 proactive_abilities: - action_cost: One Action description: and takes falling damage accordingly. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed upon can attempt a DC 23 basic Reflex save. name: Fling traits: - assuming the tyrannosaurus flings it as high as it can - description: The creature struck by the foot is knocked prone and the tyrannosaurus uses its foot to hold the creature in place. As long as the tyrannosaurus doesn't move from its position, the pinned creature is Grabbed. A tyrannosaurus gains a +2 circumstance bonus to attack a creature it has pinned in this manner, but it cannot use swallow whole on the target unless it uses its jaws to Grab the victim first. name: Pin Prey traits: null - action_cost: One Action description: Medium, 3d6+8 bludgeoning, Rupture 26 name: Swallow Whole traits: - attack - description: Huge or smaller, foot, DC 29 name: Trample traits: null ranged: null resistances: null saves: fort: 21 ref: 15 will: 19 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 15 Athletics: 24 speed: - amount: 40 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Gargantuan - Animal - Dinosaur type: Creature - ability_mods: cha_mod: -1 con_mod: 2 dex_mod: 2 int_mod: -4 str_mod: 1 wis_mod: 1 ac: 15 ac_special: null automatic_abilities: null description: The typical guard dog is loyal to and beloved by many communities. Often adored as pets, they also excel as protectors and trackers, and can be fearless when defending a beloved master or family member. The statistics presented below work well for any number of breeds of dog ranging from 20 to 50 pounds in weight. Wild dogs can also use these statistics, but their untamed nature makes them far more unpredictable and threatening. Feral dogs are perhaps even more dangerous, for unlike their wild cousins, feral dogs often lack the instinctual fear of humanity that stops wild creatures from interacting with people. hp: 8 immunities: null innate_spells: null languages: '' level: -1 melee: - action_cost: One Action damage: formula: 1d4+1 type: piercing name: Jaws to_hit: 6 traits: null name: Guard Dog perception: 6 proactive_abilities: - description: of at least two of the dog's allies. name: Pack Attack traits: null ranged: null resistances: null saves: fort: 5 ref: 7 will: 4 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 5 Athletics: 4 Stealth: 5 Survival: 4 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Small - Animal type: Creature - ability_mods: cha_mod: -1 con_mod: 2 dex_mod: 2 int_mod: -4 str_mod: 2 wis_mod: 2 ac: 16 ac_special: null automatic_abilities: null description: Riding dogs types include larger dogs, such as mastiffs, wolfhounds, and huskies, and are bred often by halflings and gnomes to serve as mounts. Riding dogs are as loyal and devoted to their masters as guard dogs, and are ferocious in battle, regardless of whether they bear a rider or not. As with guard dogs, these large hounds can be wild or feral in nature, and, in some cases, might rival packs of wolves with regard to the danger they pose to inhabitants of rural areas. hp: 20 immunities: null innate_spells: null languages: '' level: 1 melee: - action_cost: One Action damage: formula: 1d6+2 type: piercing name: Jaws to_hit: 7 traits: null name: Riding Dog perception: 7 proactive_abilities: - description: of at least two of the dog's allies. name: Pack Attack traits: null ranged: null resistances: null saves: fort: 7 ref: 5 will: 5 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 5 Athletics: 7 Survival: 5 speed: - amount: 35 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Animal type: Creature - ability_mods: cha_mod: 4 con_mod: 0 dex_mod: 3 int_mod: 1 str_mod: 3 wis_mod: 2 ac: 18 ac_special: null automatic_abilities: null description: In their natural forms, doppelgangers are humanoid creatures with flesh of indeterminate color and features that lack fine details, as if unfinished. As masters of mimicry, they use their abilities to impersonate others in devious ways, often infiltrating settlements and residing within them for years without being detected. hp: 50 immunities: null innate_spells: [] languages: - Common level: 3 melee: - action_cost: One Action damage: formula: 2d6+5 type: slashing name: Claw to_hit: 10 traits: - agile name: Doppelganger perception: 7 proactive_abilities: - action_cost: One Action description: The doppelganger takes on the specific appearance of any Small or Medium humanoid who it has seen and whose appearance it remembers. This doesn't change the doppelganger's Speed or its attack and damage bonuses with its Strikes but might change the damage type its Strikes deal (typically to bludgeoning). name: Change Shape traits: - arcane - concentrate - polymorph - transmutation ranged: null resistances: null saves: fort: 5 ref: 10 will: 11 saves_special: fort: null ref: null will: null senses: - darkvision skills: Deception: 11 Diplomacy: 11 Society: 8 Stealth: 8 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - Uncommon - N - Medium - Humanoid type: Creature - ability_mods: cha_mod: 2 con_mod: 4 dex_mod: 3 int_mod: 1 str_mod: 6 wis_mod: 2 ac: 25 ac_special: null automatic_abilities: null description: Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their domains with intense fervor. Gleefully sadistic, they rule their fetid principalities from a deep cave or otherwise isolated part of the swamp with a mix of lightning-quick raids and subterfuge. Their hatred for other creatures is as acidic as their breath weapons, and they rarely tolerate even other dragons of their kind—except perhaps to mate or temporarily collaborate to take down a mutual enemy. hp: 125 immunities: - acid - paralyzed - sleep innate_spells: null languages: - Draconic level: 7 melee: - action_cost: One Action damage: formula: 2d10+9 plus 1d6 acid type: piercing name: jaws to_hit: 19 traits: - acid - reach 10 feet - action_cost: One Action damage: formula: 2d6+9 type: slashing name: claw to_hit: 19 traits: - agile - action_cost: One Action damage: formula: 2d8+7 type: bludgeoning name: tail to_hit: 17 traits: - reach 15 feet - action_cost: One Action damage: formula: 1d8+7 type: piercing name: horns to_hit: 17 traits: - reach 10 feet name: Young Black Dragon perception: 15 proactive_abilities: - action_cost: Two Actions description: The dragon breathes a spray of acid that deals 8d6 acid damage in a 60-foot line (DC 25 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - acid - arcane - evocation - action_cost: Two Actions description: The dragon makes two claw Strikes and one horns Strike in any order. name: Draconic Frenzy traits: null - description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. name: Draconic Momentum traits: null ranged: null resistances: null saves: fort: 17 ref: 12 will: 15 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 60 feet skills: Acrobatics: 14 Arcana: 12 Athletics: 17 Deception: 15 Intimidation: 15 Stealth: 16 speed: - amount: 40 type: Land - amount: 100 type: Fly - amount: 40 type: Swim spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Acid - Amphibious - Dragon type: Creature - ability_mods: cha_mod: 3 con_mod: 5 dex_mod: 3 int_mod: 2 str_mod: 7 wis_mod: 3 ac: 31 ac_special: null automatic_abilities: null description: Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their domains with intense fervor. Gleefully sadistic, they rule their fetid principalities from a deep cave or otherwise isolated part of the swamp with a mix of lightning-quick raids and subterfuge. Their hatred for other creatures is as acidic as their breath weapons, and they rarely tolerate even other dragons of their kind—except perhaps to mate or temporarily collaborate to take down a mutual enemy. hp: 215 immunities: - acid - paralyzed - sleep innate_spells: [] languages: - Common - Draconic - Jotun level: 11 melee: - action_cost: One Action damage: formula: 2d12+13 plus 2d6 acid type: piercing name: jaws to_hit: 25 traits: - acid - magical - reach 10 feet - action_cost: One Action damage: formula: 2d10+13 type: slashing name: claw to_hit: 25 traits: - agile - magical - action_cost: One Action damage: formula: 2d12+11 type: bludgeoning name: tail to_hit: 23 traits: - magical - reach 15 feet - action_cost: One Action damage: formula: 1d10+11 type: piercing name: horns to_hit: 23 traits: - magical - reach 10 feet name: Adult Black Dragon perception: 22 proactive_abilities: - action_cost: Two Actions description: The dragon breathes a spray of acid that deals 12d6 acid damage in an 80-foot line (DC 30 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. name: 'Breath Weapon ' traits: - acid - arcane - evocation - action_cost: One Action description: '**Frequency** Once per day; **Effect** The dragon permanently befouls 10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable to support water-breathing life. This destroys liquid magic or alchemical items if they''re of a lower level than the dragon (a creature can attempt a DC 28 Will save to protect liquids in its possession). This doesn''t affect liquids in a creature''s body.' name: Corrupt Water traits: - arcane - concentrate - necromancy - action_cost: Two Actions description: The dragon makes two claw Strikes and one horns Strike in any order in any order. name: Draconic Frenzy traits: null - description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike name: Draconic Momentum traits: null ranged: null resistances: null saves: fort: 23 ref: 18 will: 21 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet skills: Acrobatics: 18 Arcana: 19 Athletics: 24 Deception: 20 Intimidation: 20 Stealth: 20 speed: - amount: 40 type: Land - amount: 100 type: Fly - amount: 40 type: Swim spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Acid - Amphibious - Dragon type: Creature - ability_mods: cha_mod: 5 con_mod: 6 dex_mod: 5 int_mod: 4 str_mod: 8 wis_mod: 5 ac: 39 ac_special: null automatic_abilities: null description: Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their domains with intense fervor. Gleefully sadistic, they rule their fetid principalities from a deep cave or otherwise isolated part of the swamp with a mix of lightning-quick raids and subterfuge. Their hatred for other creatures is as acidic as their breath weapons, and they rarely tolerate even other dragons of their kind—except perhaps to mate or temporarily collaborate to take down a mutual enemy. hp: 325 immunities: - acid - paralyzed - sleep innate_spells: [] languages: - Common - Draconic - Goblin - Jotun - Orcish level: 16 melee: - action_cost: One Action damage: formula: 3d10+14 plus 2d6 acid and 2d6 persistent acid type: piercing name: jaws to_hit: 33 traits: - acid - magical - reach 15 feet - action_cost: One Action damage: formula: 3d8+14 type: slashing name: claw to_hit: 33 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 3d10+12 type: bludgeoning name: tail to_hit: 31 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 2d10+12 type: piercing name: horns to_hit: 31 traits: - magical - reach 15 feet name: Ancient Black Dragon perception: 30 proactive_abilities: - action_cost: Two Actions description: The dragon breathes a spray of acid that deals 17d6 acid damage in a 100-foot line (DC 39 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - acid - arcane - evocation - action_cost: One Action description: '**Frequency** Once per day; **Effect** The dragon permanently befouls 10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable to support water-breathing life. This destroys liquid magic or alchemical items if they''re of a lower level than the dragon (a creature can attempt a DC 35 Will save to protect liquids in its possession). This doesn''t affect liquids in a creature''s body.' name: Corrupt Water traits: - arcane - concentrate - necromancy - action_cost: Two Actions description: The dragon makes two claw Strikes and one horns Strike in any order in any order. name: Draconic Frenzy traits: null - description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike name: Draconic Momentum traits: null ranged: null resistances: null saves: fort: 30 ref: 27 will: 29 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet skills: Acrobatics: 25 Arcana: 26 Athletics: 32 Deception: 29 Intimidation: 29 Stealth: 27 speed: - amount: 60 type: Land - amount: 150 type: Fly - amount: 60 type: Swim spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CE - Huge - Acid - Amphibious - Dragon type: Creature - ability_mods: cha_mod: 3 con_mod: 3 dex_mod: 2 int_mod: 1 str_mod: 5 wis_mod: 3 ac: 28 ac_special: null automatic_abilities: - description: The dragon can mimic any sound it has heard. It must succeed at a Deception check with a +4 circumstance bonus to do so. name: Sound Imitation traits: null description: Blue dragons are the sleek and poised cosmopolitans of the chromatic dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons often lair near or within cities and set out to bend the population to their will and gather hordes of servants. These dragons love spinning webs of conspiracy. A blue dragon's lackeys typically don't even realize that they serve a dragon, but instead think the protection money, tariffs, or taxes they are amassing is treasure for a cruel but legitimate master. In some ways, blue dragons even see their servants as a living hoard and value them like treasure. These dragons have been known to use these tactics even with their own chromatic cousins. hp: 170 immunities: - electricity - paralyzed - sleep innate_spells: - frequency: at will; see desert thirst level: 1 name: create water languages: - Common - Draconic level: 9 melee: - action_cost: One Action damage: formula: 2d8+11 plus 1d12 electricity type: piercing name: jaws to_hit: 21 traits: - electricity - reach 15 feet - action_cost: One Action damage: formula: 2d8+11 type: slashing name: claw to_hit: 21 traits: - agile - action_cost: One Action damage: formula: 2d8+9 type: bludgeoning name: tail to_hit: 19 traits: - reach 15 feet - action_cost: One Action damage: formula: 1d8+9 type: piercing name: horns to_hit: 19 traits: - reach 10 feet name: Young Blue Dragon perception: 18 proactive_abilities: - action_cost: Two Actions description: The dragon breathes lightning that deals 5d12 electricity damage in an 80-foot line (DC 28 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - arcane - electricity - evocation - description: When casting *create water*, the dragon can attempt to destroy liquid instead of creating it, turning an equal amount of liquid into sand. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 26 Will save to protect all liquids in its possession). This doesn't affect the liquids in a creature's body. name: Desert Thirst traits: - arcane - transmutation - action_cost: Two Actions description: The dragon makes two claw Strikes and one horns Strike in any order. name: Draconic Frenzy traits: null - description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. name: Draconic Momentum traits: null ranged: null resistances: null saves: fort: 19 ref: 18 will: 19 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 60 feet skills: Acrobatics: 15 Arcana: 16 Deception: 18 Diplomacy: 18 Intimidation: 18 Society: 16 Stealth: 15 Survival: 16 speed: - amount: 30 type: Land - amount: 100 type: Fly - amount: 15 type: Burrow spell_attack_to_hit: null spell_dc: null traits: - LE - Large - Dragon - Electricity type: Creature - ability_mods: cha_mod: 5 con_mod: 4 dex_mod: 3 int_mod: 4 str_mod: 6 wis_mod: 3 ac: 34 ac_special: null automatic_abilities: - description: The dragon can mimic any sound it has heard. It must succeed at a Deception check with a +4 circumstance bonus to do so. name: Sound Imitation traits: null description: Blue dragons are the sleek and poised cosmopolitans of the chromatic dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons often lair near or within cities and set out to bend the population to their will and gather hordes of servants. These dragons love spinning webs of conspiracy. A blue dragon's lackeys typically don't even realize that they serve a dragon, but instead think the protection money, tariffs, or taxes they are amassing is treasure for a cruel but legitimate master. In some ways, blue dragons even see their servants as a living hoard and value them like treasure. These dragons have been known to use these tactics even with their own chromatic cousins. hp: 260 immunities: - electricity - paralyzed - sleep innate_spells: - frequency: at will level: 6 name: illusory creature - frequency: at will level: 6 name: illusory object - frequency: at will level: 6 name: ventriloquism - frequency: at will; see desert thirst level: 1 name: create water languages: - Auran - Common - Draconic - Jotun level: 13 melee: - action_cost: One Action damage: formula: 3d8+12 plus 1d12 electricity type: piercing name: jaws to_hit: 27 traits: - electricity - magical - reach 15 feet - action_cost: One Action damage: formula: 3d8+12 type: slashing name: claw to_hit: 27 traits: - magical - agile - reach 10 feet - action_cost: One Action damage: formula: 3d8+10 type: bludgeoning name: tail to_hit: 25 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 2d8+10 type: piercing name: horns to_hit: 25 traits: - magical - reach 15 feet name: Adult Blue Dragon perception: 24 proactive_abilities: - action_cost: Two Actions description: The dragon breathes lightning that 9d12 electricity damage in a 100-foot line (DC 33 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. name: 'Breath Weapon ' traits: - arcane - electricity - evocation - description: When casting *create water*, the dragon can attempt to destroy liquid instead of creating it, turning an equal amount of liquid into sand. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 32 Will save to protect all liquids in its possession). This doesn't affect the liquids in a creature's body. name: Desert Thirst traits: - arcane - transmutation - action_cost: Two Actions description: The dragon makes two claw Strikes and one horns Strike in any order. name: Draconic Frenzy traits: null - description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. name: Draconic Momentum traits: null ranged: null resistances: null saves: fort: 24 ref: 23 will: 23 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet skills: Acrobatics: 22 Arcana: 25 Deception: 26 Diplomacy: 26 Intimidation: 24 Society: 23 Stealth: 20 Survival: 22 speed: - amount: 40 type: Land - amount: 150 type: Fly - amount: 20 type: Burrow spell_attack_to_hit: null spell_dc: null traits: - LE - Huge - Dragon - Electricity type: Creature - ability_mods: cha_mod: 7 con_mod: 6 dex_mod: 4 int_mod: 7 str_mod: 7 wis_mod: 5 ac: 42 ac_special: null automatic_abilities: - description: The dragon can mimic any sound it has heard. To do so, it must succeed at a Deception check with a +4 circumstance bonus. name: Sound Imitation traits: null description: Blue dragons are the sleek and poised cosmopolitans of the chromatic dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons often lair near or within cities and set out to bend the population to their will and gather hordes of servants. These dragons love spinning webs of conspiracy. A blue dragon's lackeys typically don't even realize that they serve a dragon, but instead think the protection money, tariffs, or taxes they are amassing is treasure for a cruel but legitimate master. In some ways, blue dragons even see their servants as a living hoard and value them like treasure. These dragons have been known to use these tactics even with their own chromatic cousins. hp: 370 immunities: - electricity - paralyzed - sleep innate_spells: - frequency: at will level: 8 name: hallucinatory terrain - frequency: at will level: 8 name: illusory creature - frequency: at will level: 8 name: illusory object - frequency: at will level: 8 name: ventriloquism - frequency: see mirage level: 7 name: project image - frequency: at will; see desert thirst level: 1 name: create water languages: - Auran - Common - Draconic - Ignan - Infernal - Jotun level: 18 melee: - action_cost: One Action damage: formula: 3d10+15 plus 2d12 electricity type: piercing name: jaws to_hit: 35 traits: - electricity - magical - reach 20 feet - action_cost: One Action damage: formula: 3d10+15 type: slashing name: claw to_hit: 35 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 3d10+13 type: bludgeoning name: tail to_hit: 33 traits: - magical - reach 25 feet - action_cost: One Action damage: formula: 2d10+13 type: piercing name: horns to_hit: 33 traits: - magical - reach 20 feet name: Ancient Blue Dragon perception: 31 proactive_abilities: - action_cost: Two Actions description: The dragon breathes lightning that deals 12d12 electricity damage in a 120-foot line (DC 40 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. Each time the dragon uses Breath Weapon, a 20-foot-radius storm cloud appears 80 feet above a point of the dragon's choosing along the Breath Weapon's path. Clouds last for 10 minutes and allow the dragon to use Storm Breath. name: Breath Weapon traits: - arcane - electricity - evocation - description: When casting *create water*, the dragon can attempt to destroy liquid instead of creating it, turning an equal amount of liquid into sand. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 37 Will save to protect all liquids in its possession). This doesn't affect the liquids in a creature's body. name: Desert Thirst traits: - arcane - transmutation - action_cost: Two Actions description: The dragon makes two claw Strikes and one horns Strike in any order. name: Draconic Frenzy traits: null - description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. name: Draconic Momentum traits: null - description: spell persists, it can cause the Breath Weapon to originate from itself or the image. name: Mirage traits: null - action_cost: One Action description: '**Frequency** Once per round; **Requirement** A storm cloud created by Breath Weapon is within 500 feet, and the dragon can see the cloud. **Effect** The dragon calls down a lightning bolt from a storm cloud created by its Breath Weapon. This creates a vertical line of lightning to the ground that deal 6d12 electricity damage to all enemies in its path (DC 40 basic Reflex save).' name: Storm Breath traits: - arcane - concentrate - electricity - evocation ranged: null resistances: null saves: fort: 32 ref: 30 will: 33 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet skills: Acrobatics: 28 Arcana: 33 Deception: 35 Diplomacy: 35 Intimidation: 33 Society: 35 Stealth: 28 Survival: 29 speed: - amount: 50 type: Land - amount: 200 type: Fly - amount: 30 type: Burrow spell_attack_to_hit: null spell_dc: null traits: - Uncommon - LE - Huge - Dragon - Electricity type: Creature - ability_mods: cha_mod: 4 con_mod: 3 dex_mod: 1 int_mod: 2 str_mod: 5 wis_mod: 2 ac: 28 ac_special: null automatic_abilities: null description: Green dragons are the most contemplative of the chromatic dragons as well as the most approachable. The key to understanding green dragons is to understand their obsession with knowledge and self-discipline. Any careful approach that takes advantage of a green dragon's fixations may end in a diplomatic outcome, but any misstep or slight can provoke a savage attack. Like most chromatic dragons, green dragons do not suffer fools—and the threshold for what they consider foolish is very low. hp: 135 immunities: - paralyzed - poison - sleep innate_spells: - level: 2 name: entangle languages: - Common - Draconic level: 8 melee: - action_cost: One Action damage: formula: 2d10+8 plus 2d4 poison type: piercing name: jaws to_hit: 20 traits: - poison - reach 10 feet - action_cost: One Action damage: formula: 2d8+8 type: slashing name: claw to_hit: 20 traits: - agile - action_cost: One Action damage: formula: 2d8+7 type: bludgeoning name: tail to_hit: 18 traits: - reach 15 feet - action_cost: One Action damage: formula: 1d12+7 type: piercing name: horn to_hit: 18 traits: - reach 10 feet name: Young Green Dragon perception: 16 proactive_abilities: - action_cost: Two Actions description: The dragon breathes a toxic cloud that deals 9d6 poison damage in a 40-foot cone (DC 25 basic Fortitude save). It can't use Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - arcane - evocation - poison - action_cost: Two Actions description: The dragon makes two claw Strikes and one horn Strike in any order. name: Draconic Frenzy traits: null - description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. name: Draconic Momentum traits: null - description: The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage. name: Woodland Stride traits: null ranged: null resistances: null saves: fort: 16 ref: 16 will: 17 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 60 feet skills: Acrobatics: 13 Arcana: 16 Athletics: 17 Deception: 14 Diplomacy: 16 Intimidation: 16 Nature: 14 Occultism: 17 Society: 14 Stealth: 15 speed: - amount: 30 type: Land - amount: 120 type: Fly - amount: 30 type: Swim spell_attack_to_hit: null spell_dc: null traits: - LE - Large - Amphibious - Dragon type: Creature - ability_mods: cha_mod: 5 con_mod: 3 dex_mod: 3 int_mod: 4 str_mod: 6 wis_mod: 4 ac: 34 ac_special: null automatic_abilities: null description: Green dragons are the most contemplative of the chromatic dragons as well as the most approachable. The key to understanding green dragons is to understand their obsession with knowledge and self-discipline. Any careful approach that takes advantage of a green dragon's fixations may end in a diplomatic outcome, but any misstep or slight can provoke a savage attack. Like most chromatic dragons, green dragons do not suffer fools—and the threshold for what they consider foolish is very low. hp: 215 immunities: - paralyzed - poison - sleep innate_spells: - level: 4 name: suggestion - frequency: x2 level: 2 name: entangle languages: - Common - Draconic - Elven - Sylvan level: 12 melee: - action_cost: One Action damage: formula: 3d10+12 plus 3d4 poison type: piercing name: jaws to_hit: 26 traits: - magical - poison - reach 15 feet - action_cost: One Action damage: formula: 3d8+12 type: slashing name: claw to_hit: 26 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 3d8+10 type: bludgeoning name: tail to_hit: 24 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 2d8+10 type: piercing name: horn to_hit: 24 traits: - magical - reach 15 feet name: Adult Green Dragon perception: 22 proactive_abilities: - action_cost: Two Actions description: The dragon breathes a toxic cloud that deals 13d6 poison damage in a 50-foot cone (DC 31 basic Fortitude save). It can't use Breath Weapon again for 1d4 rounds. name: 'Breath Weapon ' traits: - arcane - evocation - poison - action_cost: Two Actions description: The dragon makes two claw Strikes and one horn Strike in any order. name: Draconic Frenzy traits: null - description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. name: Draconic Momentum traits: null - description: The green dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed. name: Trackless Step traits: null - description: The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage. name: Woodland Stride traits: null ranged: null resistances: null saves: fort: 20 ref: 22 will: 23 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet skills: Acrobatics: 19 Arcana: 22 Athletics: 24 Deception: 19 Diplomacy: 23 Intimidation: 23 Nature: 20 Occultism: 24 Society: 22 Stealth: 21 speed: - amount: 40 type: Land - amount: 160 type: Fly - amount: 40 type: Swim - amount: null type: Trackless Step spell_attack_to_hit: null spell_dc: null traits: - LE - Huge - Amphibious - Dragon type: Creature - ability_mods: cha_mod: 6 con_mod: 5 dex_mod: 4 int_mod: 6 str_mod: 7 wis_mod: 5 ac: 41 ac_special: null automatic_abilities: - description: The dragon can Hide in natural environments even if it doesn't have cover. name: Camouflage traits: null description: Green dragons are the most contemplative of the chromatic dragons as well as the most approachable. The key to understanding green dragons is to understand their obsession with knowledge and self-discipline. Any careful approach that takes advantage of a green dragon's fixations may end in a diplomatic outcome, but any misstep or slight can provoke a savage attack. Like most chromatic dragons, green dragons do not suffer fools—and the threshold for what they consider foolish is very low. hp: 315 immunities: - paralyzed - poison - sleep innate_spells: - level: 6 name: dominate - frequency: at will level: 4 name: charm - frequency: at will level: 4 name: suggestion languages: - Abyssal - Common - Draconic - Elven - Jotun - Sylvan level: 17 melee: - action_cost: One Action damage: formula: 3d12+15 plus 4d4 poison type: piercing name: jaws to_hit: 33 traits: - magical - poison - reach 20 feet - action_cost: One Action damage: formula: 3d10+15 type: slashing name: claw to_hit: 33 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 3d10+13 type: bludgeoning name: tail to_hit: 31 traits: - magical - reach 25 feet - action_cost: One Action damage: formula: 2d10+13 type: piercing name: horn to_hit: 31 traits: - magical - reach 20 feet name: Ancient Green Dragon perception: 30 proactive_abilities: - action_cost: Two Actions description: The dragon breathes a toxic cloud that deals 18d6 poison damage in a 60-foot cone (DC 37 basic Fortitude save). The Breath Weapon also creates a miasma. It can't use Breath Weapon again for 1d4 rounds. name: 'Breath Weapon ' traits: - arcane - evocation - poison - action_cost: Two Actions description: The dragon makes two claw Strikes and one horn Strike in any order. name: Draconic Frenzy traits: null - description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. name: Draconic Momentum traits: null - description: The green dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed. name: Trackless Step traits: null - description: The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage. name: Woodland Stride traits: null ranged: null resistances: null saves: fort: 30 ref: 29 will: 32 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet skills: Acrobatics: 25 Arcana: 32 Athletics: 30 Deception: 27 Diplomacy: 31 Intimidation: 31 Nature: 28 Occultism: 34 Society: 31 Stealth: 29 speed: - amount: 50 type: Land - amount: 200 type: Fly - amount: 50 type: Swim - amount: null type: Trackless Step - amount: null type: Woodland Stride spell_attack_to_hit: null spell_dc: null traits: - Uncommon - LE - Gargantuan - Amphibious - Dragon type: Creature - ability_mods: cha_mod: 3 con_mod: 4 dex_mod: 1 int_mod: 1 str_mod: 6 wis_mod: 2 ac: 30 ac_special: null automatic_abilities: - description: Smoke doesn't impair a red dragon's vision; it ignores the concealed condition from smoke. name: Smoke Vision traits: null description: The largest and most powerful of the chromatic dragons, red dragons are a menace to civilizations everywhere, and their strength is rivaled only by their arrogance. Red dragons see themselves as regents and overlords of all dragonkind. With their crowns of crimson spikes and their command of blistering frame, this is no haughty boast in their eyes—only unquestioned fact. hp: 210 immunities: - fire - paralyzed - sleep innate_spells: [] languages: - Common - Draconic level: 10 melee: - action_cost: One Action damage: formula: 2d12+12 plus 2d6 fire type: piercing name: jaws to_hit: 23 traits: - fire - reach 10 feet - action_cost: One Action damage: formula: 2d10+12 type: slashing name: claw to_hit: 23 traits: - agile - action_cost: One Action damage: formula: 2d12+10 type: slashing name: tail to_hit: 21 traits: - reach 15 feet - action_cost: One Action damage: formula: 1d10+10 type: slashing name: wing to_hit: 21 traits: - agile - reach 10 feet name: Young Red Dragon perception: 20 proactive_abilities: - action_cost: Two Actions description: The dragon breathes a blast of flame that deals 11d6 fire damage in a 40-foot cone (DC 30 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - arcane - evocation - fire - action_cost: Two Actions description: The dragon makes two claw Strikes and one wing Strike in any order. name: Draconic Frenzy traits: null - description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. name: Draconic Momentum traits: null ranged: null resistances: null saves: fort: 21 ref: 18 will: 19 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 60 feet - smoke vision skills: Acrobatics: 15 Arcana: 17 Athletics: 22 Deception: 19 Diplomacy: 19 Intimidation: 21 Stealth: 17 speed: - amount: 40 type: Land - amount: 120 type: Fly spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Dragon - Fire type: Creature - ability_mods: cha_mod: 5 con_mod: 6 dex_mod: 3 int_mod: 3 str_mod: 7 wis_mod: 4 ac: 37 ac_special: null automatic_abilities: - description: Smoke doesn't impair a red dragon's vision; it ignores the concealed condition from smoke. name: Smoke Vision traits: null description: The largest and most powerful of the chromatic dragons, red dragons are a menace to civilizations everywhere, and their strength is rivaled only by their arrogance. Red dragons see themselves as regents and overlords of all dragonkind. With their crowns of crimson spikes and their command of blistering frame, this is no haughty boast in their eyes—only unquestioned fact. hp: 305 immunities: - fire - paralyzed - sleep innate_spells: - level: 4 name: suggestion languages: - Common - Draconic - Dwarven - Orcish level: 14 melee: - action_cost: One Action damage: formula: 3d12+15 plus 2d6 fire type: piercing name: jaws to_hit: 29 traits: - fire - magical - reach 15 feet - action_cost: One Action damage: formula: 3d10+15 type: slashing name: claw to_hit: 29 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 3d12+13 type: slashing name: tail to_hit: 27 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 2d10+13 type: slashing name: wing to_hit: 27 traits: - agile - magical - reach 15 feet name: Adult Red Dragon perception: 26 proactive_abilities: - action_cost: Two Actions description: The dragon breathes a blast of flame that deals 15d6 fire damage in a 50-foot cone (DC 36 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. name: 'Breath Weapon ' traits: - arcane - evocation - fire - action_cost: Two Actions description: The dragon makes two claw Strikes and one wing Strike in any order. name: Draconic Frenzy traits: null - description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. name: Draconic Momentum traits: null ranged: null resistances: null saves: fort: 28 ref: 25 will: 26 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet - smoke vision skills: Acrobatics: 23 Arcana: 25 Athletics: 29 Deception: 25 Diplomacy: 25 Intimidation: 27 Stealth: 23 speed: - amount: 50 type: Land - amount: 150 type: Fly spell_attack_to_hit: null spell_dc: null traits: - CE - Huge - Dragon - Fire type: Creature - ability_mods: cha_mod: 7 con_mod: 8 dex_mod: 5 int_mod: 5 str_mod: 9 wis_mod: 6 ac: 45 ac_special: null automatic_abilities: - description: Smoke doesn't impair a red dragon's vision; it ignores the concealed condition from smoke. name: Smoke Vision traits: null description: The largest and most powerful of the chromatic dragons, red dragons are a menace to civilizations everywhere, and their strength is rivaled only by their arrogance. Red dragons see themselves as regents and overlords of all dragonkind. With their crowns of crimson spikes and their command of blistering frame, this is no haughty boast in their eyes—only unquestioned fact. hp: 425 immunities: - fire - paralyzed - sleep innate_spells: - frequency: at will level: 8 name: wall of fire - frequency: at will level: 4 name: suggestion languages: - Abyssal - Common - Draconic - Dwarven - Jotun - Orcish level: 19 melee: - action_cost: One Action damage: formula: 4d10+17 plus 3d6 fire type: piercing name: jaws to_hit: 37 traits: - fire - magical - reach 20 feet - action_cost: One Action damage: formula: 4d8+17 type: slashing name: claw to_hit: 37 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 4d10+15 type: slashing name: tail to_hit: 35 traits: - magical - reach 25 feet - action_cost: One Action damage: formula: 3d8+15 type: slashing name: wing to_hit: 35 traits: - agile - magical - reach 20 feet name: Ancient Red Dragon perception: 35 proactive_abilities: - action_cost: Two Actions description: The dragon breathes a blast of flame that deals 20d6 fire damage in a 60-foot cone (DC 42 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - arcane - evocation - fire - action_cost: Two Actions description: The dragon makes two claw Strikes and one wing Strike in any order. name: Draconic Frenzy traits: null - description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. name: Draconic Momentum traits: null - action_cost: One Action description: The red dragon attempts to take control of a magical fire or a fire spell within 100 feet. If it succeeds at a counteract check (counteract level 10, counteract modifier +32), the original caster loses control of the spell or magic fire, control is transferred to the dragon, and the dragon counts as having Sustained the Spell with this action (if applicable). The dragon can choose to end the spell instead of taking control, if it chooses. name: Manipulate Flames traits: - arcane - concentrate - transmutation ranged: null resistances: null saves: fort: 35 ref: 32 will: 35 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet - smoke vision skills: Acrobatics: 30 Arcana: 35 Athletics: 37 Deception: 35 Diplomacy: 35 Intimidation: 37 Stealth: 33 speed: - amount: 60 type: Land - amount: 180 type: Fly spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CE - Huge - Dragon - Fire type: Creature - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 2 int_mod: -1 str_mod: 6 wis_mod: 1 ac: 23 ac_special: null automatic_abilities: - description: Snow doesn't impair a white dragon's vision; it ignores concealment from snowfall. name: Snow Vision traits: null description: The most feral and least intelligent of all the chromatic dragons, white dragons are brutish, predatory, and chiefly motivated by self-preservation. Nearly all other dragons look down on white dragons as hopelessly hotheaded and dull, though this does not make them any less dangerous—in fact, it may mean the opposite. It's nearly impossible to treat with white dragons, not because they lack the capacity to do so, but because they just don't care to. They are as difficult to deal with as they are quick to anger, and they become incensed at almost anything. When a white dragon does speak, it spews threats, inane jokes, and incoherent babbling as a prelude to attacking—and when the attack comes, it's bloody and relentless. hp: 115 immunities: - cold - paralyzed - sleep innate_spells: null languages: - Draconic level: 6 melee: - action_cost: One Action damage: formula: 2d8+9 plus 1d6 cold type: piercing name: jaws to_hit: 17 traits: - cold - reach 10 feet - action_cost: One Action damage: formula: 2d6+9 type: slashing name: claw to_hit: 17 traits: - agile - action_cost: One Action damage: formula: 1d8+8 type: bludgeoning name: tail to_hit: 15 traits: - reach 15 feet name: Young White Dragon perception: 13 proactive_abilities: - action_cost: Two Actions description: The dragon breathes a cloud of frost that deals 7d6 cold damage in a 30-foot cone (DC 24 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - arcane - cold - evocation - action_cost: Two Actions description: The dragon makes two claw Strikes and one tail Strike in any order. name: Draconic Frenzy traits: null - description: When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon. name: Draconic Momentum traits: null - action_cost: One Action description: The dragon slams into the ground. It can do this if it's on the ground or Flying within 10 feet of the ground. Each creature on the ground within 10 feet must succeed at a DC 24 Reflex save or fall prone and take 2d6 bludgeoning damage. The dragon can then Step. name: Ground Slam traits: null - description: A white dragon can climb on ice as though it had the listed climb Speed. It ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice. name: Ice Climb traits: null - action_cost: Two Actions description: The dragon reshapes a cube of ice or snow it touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Reflex save or Acrobatics check. On a failure, the creature falls prone atop the ice; on a critical failure, it falls off the ice entirely and is also prone. name: Shape Ice traits: - arcane - transmutation - water ranged: null resistances: null saves: fort: 16 ref: 14 will: 11 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 60 feet - snow vision skills: Acrobatics: 10 Arcana: 7 Athletics: 16 Intimidation: 12 Stealth: 14 speed: - amount: 30 type: Land - amount: 80 type: Fly - amount: 30 type: Ice Climb spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Cold - Dragon type: Creature - ability_mods: cha_mod: 1 con_mod: 5 dex_mod: 2 int_mod: 1 str_mod: 7 wis_mod: 2 ac: 29 ac_special: null automatic_abilities: - description: Snow doesn't impair a white dragon's vision; it ignores concealment from snowfall. name: Snow Vision traits: null description: The most feral and least intelligent of all the chromatic dragons, white dragons are brutish, predatory, and chiefly motivated by self-preservation. Nearly all other dragons look down on white dragons as hopelessly hotheaded and dull, though this does not make them any less dangerous—in fact, it may mean the opposite. It's nearly impossible to treat with white dragons, not because they lack the capacity to do so, but because they just don't care to. They are as difficult to deal with as they are quick to anger, and they become incensed at almost anything. When a white dragon does speak, it spews threats, inane jokes, and incoherent babbling as a prelude to attacking—and when the attack comes, it's bloody and relentless. hp: 215 immunities: - cold - paralyzed - sleep innate_spells: - frequency: at will level: 2 name: obscuring mist languages: - Common - Draconic level: 10 melee: - action_cost: One Action damage: formula: 2d10+13 plus 2d6 cold type: piercing name: jaws to_hit: 23 traits: - cold - magical - reach 10 feet - action_cost: One Action damage: formula: 2d8+13 type: slashing name: claw to_hit: 23 traits: - agile - magical - action_cost: One Action damage: formula: 2d6+11 type: bludgeoning name: tail to_hit: 22 traits: - magical - reach 15 feet name: Adult White Dragon perception: 20 proactive_abilities: - action_cost: Two Actions description: The dragon breathes a cloud of frost that deals 11d6 cold damage in a 40-foot cone (DC 29 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. name: 'Breath Weapon ' traits: - arcane - cold - evocation - action_cost: Two Actions description: The dragon makes two claw Strikes and one tail Strike in any order name: Draconic Frenzy traits: null - description: When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon name: Draconic Momentum traits: null - action_cost: One Action description: The dragon slams into the ground. It can do this if it's on the ground Flying within 10 feet of the ground. Each creature on the ground within 10 feet must succeed at a DC 29 Reflex save or fall prone and take 3d6 bludgeoning damage. The dragon can then Step. name: Ground Slam traits: null - description: A white dragon can climb on ice as though it had the listed climb Speed. It ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice. name: Ice Climb traits: null - action_cost: Two Actions description: The dragon reshapes a cube of ice or snow it touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Reflex save or Acrobatic check. On a failure, the creature falls prone atop the ice; on a critical failure, it falls off the ice entirely and is also prone. name: Shape Ice traits: - arcane - transmutation - water ranged: null resistances: null saves: fort: 22 ref: 19 will: 17 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet - snow vision skills: Acrobatics: 16 Arcana: 15 Athletics: 23 Intimidation: 19 Stealth: 18 speed: - amount: 30 type: Land - amount: 120 type: Fly - amount: 30 type: Ice Climb spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Cold - Dragon type: Creature - ability_mods: cha_mod: 3 con_mod: 7 dex_mod: 3 int_mod: 2 str_mod: 8 wis_mod: 3 ac: 36 ac_special: null automatic_abilities: - description: Snow doesn't impair a white dragon's vision; it ignores concealment from snowfall. name: Snow Vision traits: null description: The most feral and least intelligent of all the chromatic dragons, white dragons are brutish, predatory, and chiefly motivated by self-preservation. Nearly all other dragons look down on white dragons as hopelessly hotheaded and dull, though this does not make them any less dangerous—in fact, it may mean the opposite. It's nearly impossible to treat with white dragons, not because they lack the capacity to do so, but because they just don't care to. They are as difficult to deal with as they are quick to anger, and they become incensed at almost anything. When a white dragon does speak, it spews threats, inane jokes, and incoherent babbling as a prelude to attacking—and when the attack comes, it's bloody and relentless. hp: 330 immunities: - cold - paralyzed - sleep innate_spells: - level: 6 name: wall of ice - level: 2 name: obscuring mist languages: - Common - Draconic - Jotun level: 15 melee: - action_cost: One Action damage: formula: 3d12+16 plus 3d6 cold type: piercing name: jaws to_hit: 31 traits: - cold - magical - reach 15 feet - action_cost: One Action damage: formula: 3d10+16 type: slashing name: claw to_hit: 31 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 2d10+14 type: bludgeoning name: tail to_hit: 29 traits: - magical - reach 20 feet name: Ancient White Dragon perception: 30 proactive_abilities: - action_cost: Two Actions description: The dragon breathes a cloud of frost that deals 16d6 cold damage in a 50-foot cone (DC 36 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. name: 'Breath Weapon ' traits: - arcane - cold - evocation - action_cost: Two Actions description: The dragon makes two claw Strikes and one tail Strike in any order name: Draconic Frenzy traits: null - description: When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon name: Draconic Momentum traits: null - action_cost: One Action description: The dragon slams into the ground. It can do this if it's on the ground Flying within 10 feet of the ground. Each creature on the ground within 10 feet must succeed at a DC 237 Reflex save or fall prone and take 5d6 bludgeoning damage. The dragon can then Step. name: Ground Slam traits: null - description: A white dragon can climb on ice as though it had the listed climb Speed. It ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice. name: Ice Climb traits: null - action_cost: Two Actions description: The dragon reshapes a cube of ice or snow it touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Reflex save or Acrobatic check. On a failure, the creature falls prone atop the ice; on a critical failure, it falls off the ice entirely and is also prone. name: Shape Ice traits: - arcane - transmutation - water ranged: null resistances: null saves: fort: 30 ref: 26 will: 24 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet - snow vision skills: Acrobatics: 24 Arcana: 23 Athletics: 31 Intimidation: 28 Stealth: 26 speed: - amount: 40 type: Land - amount: 160 type: Fly - amount: 40 type: Ice Climb spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CE - Huge - Cold - Dragon type: Creature - ability_mods: cha_mod: 2 con_mod: 3 dex_mod: 2 int_mod: 1 str_mod: 5 wis_mod: 1 ac: 25 ac_special: null automatic_abilities: null description: Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized humanoids, delighting in the naive customs of these diminutive races without showing them haughtiness or scorn. While they may seem merely curious, brass dragons engage in this sort of conversation with the goal of keeping up to date on regional politics so they can anticipate future conflicts. Along the way, they create extensive information networks that begin with their own allies but stretch across all levels of humanoid society—networks which the brass dragon then uses to subtly assist settlements near their lair. Unlike the schemes and manipulations of blue dragons, brass dragons use their informant networks to establish justice and equality. hp: 125 immunities: - fire - paralyzed - sleep innate_spells: - frequency: constant level: 2 name: speak with animals languages: - Common - Draconic - Gnomish - Halfling - Sylvan level: 7 melee: - action_cost: One Action damage: formula: 2d6+8 plus 1d8 fire type: piercing name: jaws to_hit: 19 traits: - fire - reach 10 feet - action_cost: One Action damage: formula: 2d6+8 type: slashing name: claw to_hit: 19 traits: - agile - action_cost: One Action damage: formula: 1d8+7 type: slashing name: wing to_hit: 17 traits: - reach 10 feet name: Young Brass Dragon perception: 15 proactive_abilities: - action_cost: Two Actions description: The brass dragon breathes fire in a 60-foot line that deals 8d6 fire damage (DC 26 basic Reflex save). The dragon can't use Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - arcane - evocation - fire - action_cost: Two Actions description: The dragon makes two claw Strikes and one jaws Strike in any order. name: Draconic Frenzy traits: null - description: When the dragon scores a critical hit with a Strike, it recharges Breath Weapon. name: Draconic Momentum traits: null ranged: null resistances: null saves: fort: 16 ref: 15 will: 14 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 60 feet - tremorsense (imprecise) 30 feet skills: Acrobatics: 13 Athletics: 18 Deception: 15 Diplomacy: 15 Society: 14 speed: - amount: 40 type: Land - amount: 120 type: Fly - amount: 30 type: Burrow spell_attack_to_hit: null spell_dc: null traits: - CG - Large - Dragon - Fire type: Creature - ability_mods: cha_mod: 3 con_mod: 5 dex_mod: 3 int_mod: 2 str_mod: 6 wis_mod: 4 ac: 31 ac_special: null automatic_abilities: null description: Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized humanoids, delighting in the naive customs of these diminutive races without showing them haughtiness or scorn. While they may seem merely curious, brass dragons engage in this sort of conversation with the goal of keeping up to date on regional politics so they can anticipate future conflicts. Along the way, they create extensive information networks that begin with their own allies but stretch across all levels of humanoid society—networks which the brass dragon then uses to subtly assist settlements near their lair. Unlike the schemes and manipulations of blue dragons, brass dragons use their informant networks to establish justice and equality. hp: 215 immunities: - fire - paralyzed - sleep innate_spells: - frequency: constant level: 2 name: speak with animals languages: - Auran - Common - Draconic - Gnomish - Halfling - Sylvan level: 11 melee: - action_cost: One Action damage: formula: 2d10+12 plus 2d6 fire type: piercing name: jaws to_hit: 24 traits: - fire - magical - reach 10 feet - action_cost: One Action damage: formula: 2d10+12 type: slashing name: claw to_hit: 24 traits: - agile - magical - action_cost: One Action damage: formula: 1d12+10 type: slashing name: wing to_hit: 22 traits: - magical - reach 10 feet name: Adult Brass Dragon perception: 21 proactive_abilities: - action_cost: Two Actions description: The brass dragon breathes fire in an 80-foot line that deals 12d6 fire damage (DC 32 basic Reflex save). The dragon can't use Breath Weapon again for 1d4 rounds. name: 'Breath Weapon ' traits: - arcane - evocation - fire - action_cost: Two Actions description: '**Frequency** three times per day. **Effect** The dragon calls upon the desert wind. This has the same effect as *gust of wind* (DC 30 Fortitude) but in a 60-foot cone. A creature that fails its save is also blinded until the end of its next turn (or for 1 minute on a critical failure).' name: Desert Wind traits: - air - arcane - concentrate - evocation - action_cost: Two Actions description: The dragon makes two claw Strikes and one jaws Strike in any order. name: Draconic Frenzy traits: null - description: When the dragon scores a critical hit with a strike, it recharges Breath Weapon. name: Draconic Momentum traits: null ranged: null resistances: null saves: fort: 22 ref: 20 will: 21 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet - tremorsense (imprecise) 30 feet skills: Acrobatics: 20 Athletics: 23 Deception: 20 Diplomacy: 20 Society: 19 speed: - amount: 50 type: Land - amount: 120 type: Fly - amount: 30 type: Burrow spell_attack_to_hit: null spell_dc: null traits: - CG - Large - Dragon - Fire type: Creature - ability_mods: cha_mod: 5 con_mod: 6 dex_mod: 5 int_mod: 4 str_mod: 7 wis_mod: 4 ac: 39 ac_special: null automatic_abilities: null description: Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized humanoids, delighting in the naive customs of these diminutive races without showing them haughtiness or scorn. While they may seem merely curious, brass dragons engage in this sort of conversation with the goal of keeping up to date on regional politics so they can anticipate future conflicts. Along the way, they create extensive information networks that begin with their own allies but stretch across all levels of humanoid society—networks which the brass dragon then uses to subtly assist settlements near their lair. Unlike the schemes and manipulations of blue dragons, brass dragons use their informant networks to establish justice and equality. hp: 325 immunities: - fire - paralyzed - sleep innate_spells: - frequency: constant level: 2 name: speak with animals languages: - Auran - Common - Draconic - Gnomish - Halfling - Sphinx level: 16 melee: - action_cost: One Action damage: formula: 3d10+15 plus 3d6 fire and 2d6 persistent fire type: piercing name: jaws to_hit: 32 traits: - fire - magical - reach 15 feet - action_cost: One Action damage: formula: 3d10+15 type: slashing name: claw to_hit: 32 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 2d12+13 type: slashing name: wing to_hit: 30 traits: - magical - reach 15 feet name: Ancient Brass Dragon perception: 30 proactive_abilities: - action_cost: Two Actions description: ; The dragon breathes fire in a 100-foot line that deals 16d6 fire damage (DC 39 basic Reflex save).
  • **Sleep Gas** (arcane, enchantment, incapacitation, sleep); The dragon breathes an 80-foot cone of sleep gas. Each creature within the cone must succeed at a DC 39 Fortitude save or fall unconscious for 1d6 rounds, or 1 minute on a critical failure.
  • name: Breath Weapon traits: - arcane - evocation - fire - action_cost: Two Actions description: '**Frequency** three times per day. **Effect** The dragon calls upon the desert wind. This has the same effect as *gust of wind* (DC 37 Fortitude) but in a 60-foot cone. A creature that fails its save is also blinded until the end of its next turn (or for 1 minute on a critical failure).' name: Desert Wind traits: - air - arcane - concentrate - evocation - action_cost: Two Actions description: The dragon makes two claw Strikes and one jaws Strike in any order. name: Draconic Frenzy traits: null - description: When the dragon scores a critical hit with a strike, it recharges Breath Weapon. name: Draconic Momentum traits: null ranged: null resistances: null saves: fort: 30 ref: 29 will: 30 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet - tremorsense (imprecise) 60 feet skills: Acrobatics: 27 Athletics: 31 Deception: 27 Diplomacy: 29 Society: 28 speed: - amount: 50 type: Land - amount: 150 type: Fly - amount: 40 type: Burrow spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CG - Huge - Dragon - Fire type: Creature - ability_mods: cha_mod: 3 con_mod: 3 dex_mod: 1 int_mod: 3 str_mod: 5 wis_mod: 3 ac: 28 ac_special: null automatic_abilities: null description: Bronze dragons are among the most common of metallic dragons and the most likely to ally with mortals on worthy quests. However, they are naturally scholarly creatures who would rather remain in their lairs studying esoteric lore than go off on a wild adventure. These aloof and stoic dragons also act as preservationists, guarding storehouses of ancient lore from destruction or perversion. Bronze dragons are principled and protective, but while their silver cousins are quick to crusade for justice, bronze dragons prefer to find an important location worthy of their protection and guard it against any attack or unwelcome intrusion. hp: 170 immunities: - electricity - paralyzed - sleep innate_spells: - frequency: constant level: 2 name: speak with animals languages: - Aquan - Common - Draconic - Dwarven - Elven level: 9 melee: - action_cost: One Action damage: formula: 2d8+11 plus 1d12 electricity type: piercing name: jaws to_hit: 21 traits: - electricity - reach 10 feet - action_cost: One Action damage: formula: 2d8+11 type: slashing name: claw to_hit: 21 traits: - agile - action_cost: One Action damage: formula: 1d8+9 type: bludgeoning name: tail to_hit: 19 traits: - reach 10 feet name: Young Bronze Dragon perception: 18 proactive_abilities: - action_cost: Two Actions description: ; The dragon breathes lightning in a 60-foot line that deals 6d12 electricity damage (DC 28 basic Reflex save).
  • **Repulsion Gas** (abjuration, arcane, incapacitation, mental); The dragon breathes a 60-foot line of repulsive gas. Each creature in the area must succeed at a DC 28 Will save or become fleeing from the dragon for 1 round (or 2 rounds on a critical failure).
  • name: Breath Weapon traits: - arcane - electricity - evocation - action_cost: Two Actions description: The dragon makes two claw Strikes and one tail Strike in any order. name: Draconic Frenzy traits: null - description: When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon. name: Draconic Momentum traits: null - description: For up to 30 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water. name: Water Mastery traits: - arcane - transmutation - water ranged: null resistances: null saves: fort: 19 ref: 17 will: 19 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet skills: Acrobatics: 16 Arcana: 20 Athletics: 18 Diplomacy: 18 Intimidation: 18 Occultism: 18 Society: 16 Stealth: 16 speed: - amount: 30 type: Land - amount: 120 type: Fly - amount: 40 type: Swim spell_attack_to_hit: null spell_dc: null traits: - LG - Large - Amphibious - Dragon - Water type: Creature - ability_mods: cha_mod: 4 con_mod: 4 dex_mod: 3 int_mod: 5 str_mod: 7 wis_mod: 4 ac: 34 ac_special: null automatic_abilities: null description: Bronze dragons are among the most common of metallic dragons and the most likely to ally with mortals on worthy quests. However, they are naturally scholarly creatures who would rather remain in their lairs studying esoteric lore than go off on a wild adventure. These aloof and stoic dragons also act as preservationists, guarding storehouses of ancient lore from destruction or perversion. Bronze dragons are principled and protective, but while their silver cousins are quick to crusade for justice, bronze dragons prefer to find an important location worthy of their protection and guard it against any attack or unwelcome intrusion. hp: 260 immunities: - electricity - paralyzed - sleep innate_spells: - frequency: at will level: 2 name: obscuring mist - frequency: constant level: 2 name: speak with animals languages: - Aquan - Common - Draconic - Dwarven - Elven - Gnomish level: 13 melee: - action_cost: One Action damage: formula: 2d12+15 plus 1d12 electricity type: piercing name: jaws to_hit: 28 traits: - electricity - magical - reach 15 feet - action_cost: One Action damage: formula: 2d10+15 type: slashing name: claw to_hit: 28 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 1d10+13 type: bludgeoning name: tail to_hit: 26 traits: - magical - reach 15 feet name: Adult Bronze Dragon perception: 23 proactive_abilities: - action_cost: Two Actions description: ; The dragon breathes lightning in a 80-foot line that deals 8d12 electricity damage (DC 33 basic Reflex save).
  • **Repulsion Gas** (abjuration, arcane, incapacitation, mental); The dragon breathes a 80-foot line of repulsive gas. Each creature in the area must succeed at a DC 33 Will save or become fleeing from the dragon for 1 round (or 2 rounds on a critical failure).
  • name: 'Breath Weapon ' traits: - arcane - electricity - evocation - action_cost: Two Actions description: The dragon makes two claw Strikes and one tail Strike in any order. name: Draconic Frenzy traits: null - description: When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon. name: Draconic Momentum traits: null - description: For up to 60 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water. name: Water Mastery traits: - arcane - transmutation - water ranged: null resistances: null saves: fort: 24 ref: 23 will: 26 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet skills: Acrobatics: 22 Arcana: 28 Athletics: 24 Diplomacy: 23 Intimidation: 23 Occultism: 24 Stealth: 22 speed: - amount: 40 type: Land - amount: 140 type: Fly - amount: 50 type: Swim spell_attack_to_hit: null spell_dc: null traits: - LG - Huge - Amphibious - Dragon - Water type: Creature - ability_mods: cha_mod: 6 con_mod: 6 dex_mod: 4 int_mod: 7 str_mod: 8 wis_mod: 6 ac: 43 ac_special: null automatic_abilities: null description: Bronze dragons are among the most common of metallic dragons and the most likely to ally with mortals on worthy quests. However, they are naturally scholarly creatures who would rather remain in their lairs studying esoteric lore than go off on a wild adventure. These aloof and stoic dragons also act as preservationists, guarding storehouses of ancient lore from destruction or perversion. Bronze dragons are principled and protective, but while their silver cousins are quick to crusade for justice, bronze dragons prefer to find an important location worthy of their protection and guard it against any attack or unwelcome intrusion. hp: 360 immunities: - electricity - paralyzed - sleep innate_spells: - frequency: at will level: 5 name: control water - frequency: at will level: 2 name: obscuring mist - frequency: constant level: 2 name: speak with animals languages: - Aquan - Common - Draconic - Dwarven - Elven - Gnomish level: 18 melee: - action_cost: One Action damage: formula: 3d12+16 plus 2d12 electricity type: piercing name: jaws to_hit: 35 traits: - electricity - magical - reach 20 feet - action_cost: One Action damage: formula: 3d10+16 type: slashing name: claw to_hit: 35 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 2d10+14 type: bludgeoning name: tail to_hit: 33 traits: - magical - reach 20 feet name: Ancient Bronze Dragon perception: 32 proactive_abilities: - action_cost: Two Actions description: ; The dragon breathes lightning in a 100-foot line that deals 12d12 electricity damage (DC 40 basic Reflex save).
  • **Repulsion Gas** (abjuration, arcane, incapacitation, mental); The dragon breathes a 100-foot line of repulsive gas. Each creature in the area must succeed at a DC 40 Will save or become fleeing from the dragon for 1 round (or 2 rounds on a critical failure).
  • name: Breath Weapon traits: - arcane - electricity - evocation - action_cost: Two Actions description: The dragon makes two claw Strikes and one tail Strike in any order. name: Draconic Frenzy traits: null - description: When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon. name: Draconic Momentum traits: null - description: For up to 120 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water. name: Water Mastery traits: null ranged: null resistances: null saves: fort: 32 ref: 30 will: 34 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 100 feet skills: Acrobatics: 28 Arcana: 35 Athletics: 34 Diplomacy: 32 Intimidation: 32 Occultism: 33 Society: 33 Stealth: 28 speed: - amount: 60 type: Land - amount: 200 type: Fly - amount: 60 type: Swim spell_attack_to_hit: null spell_dc: null traits: - Uncommon - LG - Gargantuan - Amphibious - Dragon - Water type: Creature - ability_mods: cha_mod: 3 con_mod: 2 dex_mod: 3 int_mod: 2 str_mod: 5 wis_mod: 2 ac: 27 ac_special: null automatic_abilities: null description: Capricious and always eager to share a good laugh, copper dragons are among the wiliest of the metallic dragons, but this by no means interferes with their mission to spread freedom in oppressive lands. Copper dragons are hedonists who are quick to indulge in simple pleasures, but they're also sympathetic to other creatures, slow to pass judgment, and careful to always examine a situation from as many perspectives as possible. This philosophy has its drawbacks, however, as copper dragons are susceptible to negative influences and prone to forgiving the less serious evil acts performed by their chromatic cousins and other cruel creatures. Copper dragons also have a difficult time keeping their temper in check once they are roused to anger. hp: 150 immunities: - acid - paralyzed - sleep innate_spells: [] languages: - Common - Draconic - Gnomish level: 8 melee: - action_cost: One Action damage: formula: 2d8+8 plus 1d8 acid type: piercing name: jaws to_hit: 20 traits: - acid - reach 10 feet - action_cost: One Action damage: formula: 2d6+8 type: slashing name: claw to_hit: 20 traits: - agile - action_cost: One Action damage: formula: 1d8+7 type: bludgeoning name: tail to_hit: 18 traits: - reach 15 feet name: Young Copper Dragon perception: 16 proactive_abilities: - action_cost: Two Actions description: ; The dragon breathes acid in a 60-foot line that deals 8d6 acid damage (DC 26 basic Fortitude save).
  • **Slowing Gas** (arcane, transmutation); The dragon breathes a 60-foot line of slowing gas. Each creature in the area must succeed at a DC 26 Fortitude save or be slowed 1 for 1 round (or slowed 2 on a critical failure).
  • name: Breath Weapon traits: - acid - arcane - evocation - description: The dragon's climb speed functions only when climbing stone surfaces. name: Climb Stone traits: null - action_cost: Two Actions description: The dragon makes two claw Strikes and one tail Strike in any order. name: Draconic Frenzy traits: null - description: When the dragon scores a critical hit with a Strike, it recharges Breath Weapon. name: Draconic Momentum traits: null ranged: null resistances: null saves: fort: 16 ref: 17 will: 16 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet skills: Acrobatics: 17 Athletics: 17 Crafting: 14 Deception: 15 Performance: 16 Society: 16 Stealth: 17 speed: - amount: 30 type: Land - amount: 120 type: Fly - amount: 30 type: Climb Stone spell_attack_to_hit: null spell_dc: null traits: - CG - Large - Dragon - Earth type: Creature - ability_mods: cha_mod: 5 con_mod: 4 dex_mod: 3 int_mod: 4 str_mod: 6 wis_mod: 3 ac: 33 ac_special: null automatic_abilities: null description: Capricious and always eager to share a good laugh, copper dragons are among the wiliest of the metallic dragons, but this by no means interferes with their mission to spread freedom in oppressive lands. Copper dragons are hedonists who are quick to indulge in simple pleasures, but they're also sympathetic to other creatures, slow to pass judgment, and careful to always examine a situation from as many perspectives as possible. This philosophy has its drawbacks, however, as copper dragons are susceptible to negative influences and prone to forgiving the less serious evil acts performed by their chromatic cousins and other cruel creatures. Copper dragons also have a difficult time keeping their temper in check once they are roused to anger. hp: 235 immunities: - acid - paralyzed - sleep innate_spells: - frequency: at will level: 4 name: hideous laughter - frequency: at will level: 4 name: shape stone languages: - Common - Draconic - Elven - Gnomish level: 12 melee: - action_cost: One Action damage: formula: 3d8+12 plus 2d8 acid type: piercing name: jaws to_hit: 26 traits: - acid - magical - reach 10 feet - action_cost: One Action damage: formula: 3d8+12 type: slashing name: claw to_hit: 26 traits: - agile - magical - action_cost: One Action damage: formula: 2d8+10 type: bludgeoning name: tail to_hit: 24 traits: - magical - reach 15 feet name: Adult Copper Dragon perception: 23 proactive_abilities: - action_cost: Two Actions description: ; The dragon breathes acid in a 80-foot line that deals 13d6 acid damage (DC 32 basic Fortitude save).
  • **Slowing Gas** (arcane, transmutation); The dragon breathes a 80-foot line of slowing gas. Each creature in the area must succeed at a DC 32 Fortitude save or be slowed 1 for 1 round (or slowed 2 on a critical failure).
  • name: 'Breath Weapon ' traits: - acid - arcane - evocation - description: The dragon's climb speed functions only when climbing stone surfaces name: Climb Stone traits: null - action_cost: Two Actions description: The dragon makes two claw Strikes and one tail Strike in any order. name: Draconic Frenzy traits: null - description: When the dragon scores a critical hit with a Strike, it recharges Breath Weapon. name: Draconic Momentum traits: null ranged: null resistances: null saves: fort: 23 ref: 22 will: 22 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet skills: Acrobatics: 21 Athletics: 24 Crafting: 22 Deception: 21 Performance: 23 Society: 22 Stealth: 21 speed: - amount: 40 type: Land - amount: 140 type: Fly - amount: 40 type: Climb Stone spell_attack_to_hit: null spell_dc: null traits: - CG - Large - Dragon - Earth type: Creature - ability_mods: cha_mod: 6 con_mod: 5 dex_mod: 5 int_mod: 6 str_mod: 8 wis_mod: 5 ac: 41 ac_special: null automatic_abilities: null description: Capricious and always eager to share a good laugh, copper dragons are among the wiliest of the metallic dragons, but this by no means interferes with their mission to spread freedom in oppressive lands. Copper dragons are hedonists who are quick to indulge in simple pleasures, but they're also sympathetic to other creatures, slow to pass judgment, and careful to always examine a situation from as many perspectives as possible. This philosophy has its drawbacks, however, as copper dragons are susceptible to negative influences and prone to forgiving the less serious evil acts performed by their chromatic cousins and other cruel creatures. Copper dragons also have a difficult time keeping their temper in check once they are roused to anger. hp: 345 immunities: - acid - paralyzed - sleep innate_spells: - frequency: at will level: 5 name: hideous laughter - frequency: at will level: 5 name: wall of stone - frequency: at will level: 4 name: shape stone languages: - Common - Draconic - Dwarven - Elven - Gnomish level: 17 melee: - action_cost: One Action damage: formula: 3d10+16 plus 3d8 acid type: piercing name: jaws to_hit: 33 traits: - acid - magical - reach 15 feet - action_cost: One Action damage: formula: 3d10+16 type: slashing name: claw to_hit: 33 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 2d10+14 type: bludgeoning name: tail to_hit: 31 traits: - magical - reach 20 feet name: Ancient Copper Dragon perception: 30 proactive_abilities: - action_cost: Two Actions description: ; The dragon breathes acid in a 100-foot line that deals 18d6 acid damage (DC 38 basic Fortitude save).
  • **Slowing Gas** (arcane, transmutation); The dragon breathes a 100-foot line of slowing gas. Each creature in the area must succeed at a DC 38 Fortitude save or be slowed 1 for 1 round (or slowed 2 on a critical failure).
  • name: Breath Weapon traits: - acid - arcane - evocation - description: The dragon's climb speed functions only when climbing stone surfaces. name: Climb Stone traits: null - action_cost: Two Actions description: The dragon makes two claw Strikes and one tail Strike in any order. name: Draconic Frenzy traits: null - description: When the dragon scores a critical hit with a Strike, it recharges Breath Weapon. name: Draconic Momentum traits: null - action_cost: Two Actions description: '**Frequency** once per day. **Effect** The copper dragon tells a fantastic joke. Each creature in a 100-foot emanation must succeed at a DC 39 Will save or suffer the effects of a 9th-level *hideous laughter* spell for 1 minute.' name: Mass Laughter traits: - arcane - emotion - enchantment - mental ranged: null resistances: null saves: fort: 30 ref: 32 will: 32 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet skills: Acrobatics: 30 Athletics: 31 Crafting: 31 Deception: 29 Performance: 31 Society: 29 Stealth: 30 speed: - amount: 50 type: Land - amount: 200 type: Fly - amount: 50 type: Climb Stone spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CG - Huge - Dragon - Earth type: Creature - ability_mods: cha_mod: 4 con_mod: 4 dex_mod: 2 int_mod: 3 str_mod: 6 wis_mod: 4 ac: 32 ac_special: null automatic_abilities: null description: Gold dragons are the epitome of metallic dragonkind, unrivaled in their strength as well as their wisdom. They command the unwavering reverence of all other metallic dragons, who view gold dragons as their leaders and counselors. Golds rival the raw power of even red dragons, much to the chagrin of their chromatic cousins, and the two races are often regarded as bitter rivals. But despite their incredible power, gold dragons are fond of discourse and prefer to talk through solutions to problems rather than rely upon brute strength. Long-lived as they are, they necessarily take a wide view of all situations and never act without considering all possible options and outcomes. Because of this, gold dragons willingly converse with any creature that seeks them out, even evil chromatic dragons. Mortals might find this behavior strange, considering the longstanding war between chromatic and metallic dragons, but dragons know all too well that desperate situations sometimes call for drastic alliances. And although gold dragons might consider brief truces with their chromatic brethren in the case of world-ending threats, they also know when such alliances have run their course. hp: 230 immunities: - fire - paralyzed - sleep innate_spells: - frequency: gems only level: 3 name: locate languages: - Common - Draconic - Elven - Sylvan level: 11 melee: - action_cost: One Action damage: formula: 2d10+12 plus 2d6 fire type: piercing name: jaws to_hit: 24 traits: - fire - reach 10 feet - action_cost: One Action damage: formula: 2d10+12 type: slashing name: claw to_hit: 24 traits: - agile - action_cost: One Action damage: formula: 2d10+10 type: slashing name: tail to_hit: 22 traits: - reach 10 feet - action_cost: One Action damage: formula: 1d12+10 type: piercing name: horns to_hit: 22 traits: - agile - reach 10 feet name: Young Gold Dragon perception: 21 proactive_abilities: - action_cost: Two Actions description: ; The dragon breathes a blast of flame in a 30-foot cone that deals 11d6 fire damage (DC 31 basic Reflex save).
  • **Weakening Gas** (arcane, necromancy); The dragon breathes a blast of weakening gas. Each creature within a 30-foot cone must succeed at a DC 31 Fortitude save or become enfeebled 1 for 1 minute (or enfeebled 2 on a critical failure).
  • name: Breath Weapon traits: - arcane - evocation - fire - action_cost: Two Actions description: The gold dragon makes two claw Strikes and one horns Strike in any order. name: Draconic Frenzy traits: null - description: When the gold dragon scores a critical hit with a Strike, it recharges Breath Weapon. name: Draconic Momentum traits: null ranged: null resistances: null saves: fort: 22 ref: 20 will: 22 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet skills: Acrobatics: 17 Arcana: 18 Athletics: 23 Diplomacy: 23 Medicine: 21 Religion: 21 Society: 18 speed: - amount: 40 type: Land - amount: 140 type: Fly - amount: 40 type: Swim spell_attack_to_hit: null spell_dc: null traits: - LG - Large - Dragon - Fire type: Creature - ability_mods: cha_mod: 4 con_mod: 6 dex_mod: 3 int_mod: 5 str_mod: 7 wis_mod: 6 ac: 38 ac_special: null automatic_abilities: null description: Gold dragons are the epitome of metallic dragonkind, unrivaled in their strength as well as their wisdom. They command the unwavering reverence of all other metallic dragons, who view gold dragons as their leaders and counselors. Golds rival the raw power of even red dragons, much to the chagrin of their chromatic cousins, and the two races are often regarded as bitter rivals. But despite their incredible power, gold dragons are fond of discourse and prefer to talk through solutions to problems rather than rely upon brute strength. Long-lived as they are, they necessarily take a wide view of all situations and never act without considering all possible options and outcomes. Because of this, gold dragons willingly converse with any creature that seeks them out, even evil chromatic dragons. Mortals might find this behavior strange, considering the longstanding war between chromatic and metallic dragons, but dragons know all too well that desperate situations sometimes call for drastic alliances. And although gold dragons might consider brief truces with their chromatic brethren in the case of world-ending threats, they also know when such alliances have run their course. hp: 330 immunities: - fire - paralyzed - sleep innate_spells: - level: 7 name: sunburst - frequency: gems only level: 3 name: locate languages: - Common - Draconic - Dwarven - Elven - Sylvan level: 15 melee: - action_cost: One Action damage: formula: 3d12+15 plus 3d6 fire type: piercing name: jaws to_hit: 30 traits: - fire - magical - reach 15 feet - action_cost: One Action damage: formula: 3d10+15 type: slashing name: claw to_hit: 30 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 3d10+13 type: slashing name: tail to_hit: 28 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 2d12+13 type: piercing name: horns to_hit: 28 traits: - agile - magical - reach 15 feet name: Adult Gold Dragon perception: 29 proactive_abilities: - action_cost: Two Actions description: ; The dragon breathes a blast of flame in a 40-foot cone that deals 15d6 fire damage (DC 37 basic Reflex save).
  • **Weakening Gas** (arcane, necromancy); The dragon breathes a blast of weakening gas. Each creature within a 40-foot cone must succeed at a DC 37 Fortitude save or become enfeebled 2 for 1 round (or enfeebled 3 on a critical failure).
  • name: 'Breath Weapon ' traits: - arcane - evocation - fire - action_cost: Two Actions description: The gold dragon makes two claw Strikes and one horns Strike in any order name: Draconic Frenzy traits: null - description: When the gold dragon scores a critical hit with a strike, it recharges Breath Weapon. name: Draconic Momentum traits: null ranged: null resistances: null saves: fort: 28 ref: 25 will: 28 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet skills: Acrobatics: 22 Arcana: 24 Athletics: 28 Diplomacy: 29 Medicine: 27 Religion: 29 Society: 26 speed: - amount: 50 type: Land - amount: 180 type: Fly - amount: 50 type: Swim spell_attack_to_hit: null spell_dc: null traits: - LG - Huge - Dragon - Fire type: Creature - ability_mods: cha_mod: 5 con_mod: 8 dex_mod: 5 int_mod: 7 str_mod: 9 wis_mod: 8 ac: 46 ac_special: null automatic_abilities: null description: Gold dragons are the epitome of metallic dragonkind, unrivaled in their strength as well as their wisdom. They command the unwavering reverence of all other metallic dragons, who view gold dragons as their leaders and counselors. Golds rival the raw power of even red dragons, much to the chagrin of their chromatic cousins, and the two races are often regarded as bitter rivals. But despite their incredible power, gold dragons are fond of discourse and prefer to talk through solutions to problems rather than rely upon brute strength. Long-lived as they are, they necessarily take a wide view of all situations and never act without considering all possible options and outcomes. Because of this, gold dragons willingly converse with any creature that seeks them out, even evil chromatic dragons. Mortals might find this behavior strange, considering the longstanding war between chromatic and metallic dragons, but dragons know all too well that desperate situations sometimes call for drastic alliances. And although gold dragons might consider brief truces with their chromatic brethren in the case of world-ending threats, they also know when such alliances have run their course. hp: 450 immunities: - fire - paralyzed - sleep innate_spells: - level: 10 name: sunburst - frequency: gems only level: 3 name: locate languages: - Common - Draconic - Dwarven - Elven - Gnomish - Jotun - Sylvan level: 20 melee: - action_cost: One Action damage: formula: 4d12+17 plus 4d6 fire type: piercing name: jaws to_hit: 38 traits: - fire - magical - reach 20 feet - action_cost: One Action damage: formula: 4d10+17 type: slashing name: claw to_hit: 38 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 4d10+15 type: slashing name: tail to_hit: 36 traits: - magical - reach 25 feet - action_cost: One Action damage: formula: 2d12+15 type: piercing name: horns to_hit: 36 traits: - agile - magical - reach 20 feet name: Ancient Gold Dragon perception: 36 proactive_abilities: - action_cost: Two Actions description: ; The dragon breathes a blast of flame in a 50-foot cone that deals 20d6 fire damage (DC 44 basic Reflex save).
  • **Weakening Gas** (arcane, necromancy); The dragon breathes a blast of weakening gas. Each creature within a 50-foot cone must succeed at a DC 44 Fortitude save or become enfeebled 3 for 1 minute (or enfeebled 4 on a critical failure).
  • name: 'Breath Weapon ' traits: - arcane - evocation - fire - action_cost: Two Actions description: The gold dragon makes two claw Strikes and one horns Strike in any order name: Draconic Frenzy traits: null - description: When the gold dragon scores a critical hit with a strike, it recharges Breath Weapon. name: Draconic Momentum traits: null ranged: null resistances: null saves: fort: 37 ref: 34 will: 39 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 80 feet skills: Acrobatics: 29 Arcana: 31 Athletics: 35 Diplomacy: 35 Medicine: 36 Religion: 36 Society: 35 speed: - amount: 60 type: Land - amount: 200 type: Fly - amount: 60 type: Swim spell_attack_to_hit: null spell_dc: null traits: - Uncommon - LG - Gargantuan - Dragon - Fire type: Creature - ability_mods: cha_mod: 4 con_mod: 3 dex_mod: 2 int_mod: 2 str_mod: 6 wis_mod: 4 ac: 31 ac_special: null automatic_abilities: - description: The silver dragon ignores the concealed condition from fog and clouds. name: Fog Vision traits: null description: Silver dragons are among the most chivalrous of all dragonkind; they wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy mountain peaks or deep in steep, misty valleys. Although they typically make their lairs among the highlands, the pursuit of justice leads silver dragons to travel far and wide—often into the very heart of realms overrun by evil. These exemplars of righteousness are ceaseless in their determination to help the weak, spread honor, and stamp out evil. hp: 200 immunities: - cold - paralyzed - sleep innate_spells: [] languages: - Aquan - Common - Draconic level: 10 melee: - action_cost: One Action damage: formula: 2d10+12 plus 2d6 cold type: piercing name: jaws to_hit: 23 traits: - cold - reach 10 feet - action_cost: One Action damage: formula: 2d8+12 type: slashing name: claw to_hit: 23 traits: - agile - action_cost: One Action damage: formula: 1d10+10 type: bludgeoning name: tail to_hit: 21 traits: - reach 15 feet name: Young Silver Dragon perception: 20 proactive_abilities: - action_cost: Two Actions description: ; The dragon breathes a cloud of frost in a 30-foot cone that deals 10d6 cold damage (DC 29 basic Reflex save).
  • **Paralyzing Gas** (arcane, enchantment, incapacitation); The dragon breathes a blast of paralyzing gas. Each creature within a 30-foot cone must succeed at a DC 29 Fortitude save or be slowed 1 for 1 round (or paralyzed for 1 round on a critical failure).
  • name: Breath Weapon traits: - arcane - cold - evocation - description: The silver dragon can tread on clouds or fog as though on solid ground. name: Cloud Walk traits: null - action_cost: Two Actions description: The silver dragon makes two claw Strikes and one tail Strike in any order. name: Draconic Frenzy traits: null - description: When the silver dragon scores a critical hit with a Strike, it recharges its Breath Weapon. name: Draconic Momentum traits: null ranged: null resistances: null saves: fort: 20 ref: 17 will: 21 saves_special: fort: null ref: null will: null senses: - darkvision - fog vision - scent (imprecise) 60 feet skills: Acrobatics: 14 Athletics: 22 Diplomacy: 18 Intimidation: 20 Medicine: 20 Religion: 18 Society: 14 speed: - amount: 40 type: Land - amount: 100 type: Fly - amount: null type: Cloud Walk spell_attack_to_hit: null spell_dc: null traits: - LG - Large - Cold - Dragon type: Creature - ability_mods: cha_mod: 5 con_mod: 4 dex_mod: 3 int_mod: 3 str_mod: 7 wis_mod: 4 ac: 37 ac_special: null automatic_abilities: - description: The silver dragon ignores the concealed condition from fog and clouds. name: Fog Vision traits: null description: Silver dragons are among the most chivalrous of all dragonkind; they wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy mountain peaks or deep in steep, misty valleys. Although they typically make their lairs among the highlands, the pursuit of justice leads silver dragons to travel far and wide—often into the very heart of realms overrun by evil. These exemplars of righteousness are ceaseless in their determination to help the weak, spread honor, and stamp out evil. hp: 295 immunities: - cold - paralyzed - sleep innate_spells: [] languages: - Aquan - Common - Draconic - Dwarven level: 14 melee: - action_cost: One Action damage: formula: 3d10+13 plus 3d6 cold type: piercing name: jaws to_hit: 29 traits: - cold - magical - reach 15 feet - action_cost: One Action damage: formula: 3d8+13 type: slashing name: claw to_hit: 29 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 2d10+11 type: bludgeoning name: tail to_hit: 27 traits: - magical - reach 20 feet name: Adult Silver Dragon perception: 26 proactive_abilities: - action_cost: Two Actions description: ; The dragon breathes a cloud of frost in a 40-foot cone that deals 15d6 cold damage (DC 35 basic Reflex save).
  • **Paralyzing Gas** (arcane, enchantment,incapacitation); The dragon breathes a blast of paralyzing gas. Each creature within a 40-foot cone must succeed at a DC 35 Fortitude save or be slowed 2 for 1 round (or paralyzed for two rounds on a critical failure).
  • name: 'Breath Weapon ' traits: - arcane - cold - evocation - description: The silver dragon can tread on clouds or fog as though on solid ground. name: Cloud Walk traits: null - action_cost: Two Actions description: The silver dragon makes two claw Strikes and one tail Strike in any order. name: Draconic Frenzy traits: null - description: When the silver dragon scores a critical hit with a Strike, it recharges its Breath Weapon. name: Draconic Momentum traits: null ranged: null resistances: null saves: fort: 26 ref: 23 will: 28 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - fog vision - scent (imprecise) 60 feet skills: Acrobatics: 21 Athletics: 27 Diplomacy: 25 Intimidation: 27 Medicine: 24 Religion: 24 Society: 20 speed: - amount: 50 type: Land - amount: 140 type: Fly - amount: null type: Cloud Walk spell_attack_to_hit: null spell_dc: null traits: - LG - Huge - Cold - Dragon type: Creature - ability_mods: cha_mod: 7 con_mod: 5 dex_mod: 4 int_mod: 5 str_mod: 9 wis_mod: 5 ac: 45 ac_special: null automatic_abilities: - description: The silver dragon ignores the concealed condition from fog and clouds. name: Fog Vision traits: null description: Silver dragons are among the most chivalrous of all dragonkind; they wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy mountain peaks or deep in steep, misty valleys. Although they typically make their lairs among the highlands, the pursuit of justice leads silver dragons to travel far and wide—often into the very heart of realms overrun by evil. These exemplars of righteousness are ceaseless in their determination to help the weak, spread honor, and stamp out evil. hp: 410 immunities: - cold - paralyzed - sleep innate_spells: [] languages: - Aquan - Common - Draconic - Dwarven - Sylvan level: 19 melee: - action_cost: One Action damage: formula: 4d10+17 plus 4d6 cold type: piercing name: jaws to_hit: 37 traits: - cold - magical - reach 20 feet - action_cost: One Action damage: formula: 4d8+17 type: slashing name: claw to_hit: 37 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 3d10+15 type: bludgeoning name: tail to_hit: 35 traits: - magical - reach 25 feet name: Ancient Silver Dragon perception: 32 proactive_abilities: - action_cost: Two Actions description: ; The dragon breathes a cloud of frost in a 50-foot cone that deals 20d6 cold damage (DC 42 basic Reflex save).
  • **Paralyzing Gas** (arcane, enchantment, incapacitation); The dragon breathes a blast of paralyzing gas. Each creature within a 50-foot cone must succeed at a DC 42 Fortitude save or be paralyzed for 1 round (or paralyzed for 3 rounds on a critical failure).
  • name: Breath Weapon traits: - arcane - cold - evocation - description: The silver dragon can tread on clouds or fog as though on solid ground. name: Cloud Walk traits: null - action_cost: Two Actions description: The silver dragon makes two claw Strikes and one tail Strike in any order. name: Draconic Frenzy traits: null - description: When the silver dragon scores a critical hit with a Strike, it recharges its Breath Weapon. name: Draconic Momentum traits: null ranged: null resistances: null saves: fort: 34 ref: 31 will: 34 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - fog vision - scent (imprecise) 60 feet skills: Acrobatics: 27 Athletics: 38 Diplomacy: 34 Intimidation: 37 Medicine: 33 Religion: 32 Society: 30 speed: - amount: 60 type: Land - amount: 180 type: Fly - amount: null type: Cloud Walk spell_attack_to_hit: null spell_dc: null traits: - Uncommon - LG - Gargantuan - Cold - Dragon type: Creature - ability_mods: cha_mod: 1 con_mod: 4 dex_mod: 0 int_mod: 1 str_mod: 6 wis_mod: 3 ac: 29 ac_special: null automatic_abilities: null description: When sailors warn others of the terrible threats of the open sea, they seldom forget to mention dragon turtles—immense aquatic dragons with rocky shells similar to those of tortoises and flippers powerful enough to overturn hardy vessels. These fearsome creatures enjoy being considered as dangerous as storms or natural disasters by seafaring folk. Dragon turtles delight in amassing treasure, although most prefer to receive tribute from passing sailors and often store their hoards in the shipwrecks of vessels once crewed by those unwilling to surrender their valuables. Dragon turtles are solitary creatures and hunt in regions encompassing a hundred square miles or more. Although they normally eat large fish, they are omnivorous and also eat seaweed or even foolhardy dragon hunters. Experienced sailors keep a keen eye out for dragon turtles, preparing to flee should one approach or offer it treasure in exchange for safe passage. hp: 140 immunities: - fire - paralyzed - sleep innate_spells: null languages: - Aquan - Common - Draconic level: 9 melee: - action_cost: One Action damage: formula: 2d12+9 type: piercing name: Jaws to_hit: 21 traits: - reach 10 feet - action_cost: One Action damage: formula: 2d8+9 type: slashing name: Claw to_hit: 21 traits: - agile name: Dragon Turtle perception: 18 proactive_abilities: - action_cost: Two Actions description: The dragon turtle breathes a massive blast of steam that deals 10d6 fire damage to creatures within a 50-foot *cone* (DC 27 basic Reflex save). This steam blast affects creatures within the water, as well as outside. The dragon turtle can't use its Breath Weapon again for 1d4 rounds or until it takes a critical hit (whichever comes first). name: Breath Weapon traits: - air - fire - primal - action_cost: One Action description: The dragon turtle tries to capsize an adjacent aquatic vessel of its size or smaller. The dragon turtle must succeed at an *Athletics* check with a DC of 30 or the pilot's *Sailing Lore* DC, whichever is higher. name: Capsize traits: - attack - move - action_cost: Two Actions description: The dragon turtle makes two Claw Strikes and one Jaws Strike in any order. name: Draconic Frenzy traits: null ranged: null resistances: null saves: fort: 19 ref: 15 will: 16 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 21 Diplomacy: 16 Intimidation: 18 Stealth: 13 Survival: 17 speed: - amount: 20 type: Land - amount: 30 type: Swim spell_attack_to_hit: null spell_dc: null traits: - N - Huge - Amphibious - Dragon type: Creature - ability_mods: cha_mod: 0 con_mod: 6 dex_mod: 2 int_mod: -4 str_mod: 7 wis_mod: 2 ac: 25 ac_special: null automatic_abilities: - description: The drakauthix exudes a cloud of spores that it uses to see. This is an imprecise sense that functions only in areas without strong wind currents. Sporesight does not function underwater. name: Sporesight traits: null description: The drakauthix is a massive fungus that floats through the heights of the largest Darklands caverns, propelled by bladders that spray air and spores. A voracious but slow-moving hunter, the drakauthix prefers to ambush meaty creatures from above, using its hooked appendages to pull its victims upward to feed. The drakauthix's digestive process is entirely external—it clings to victims, and its spore-laden surface slowly feeds on and grows through the flesh before the spore-infested carcass is discarded. As the infested body strikes the ground below, it bursts and releases a cloud of spores, unleashing a host of young called sporelings that immediately scuttle up the cavern walls to cling to its ceiling and grow. hp: 190 immunities: null innate_spells: null languages: '' level: 9 melee: - action_cost: One Action damage: formula: 3d8+9 plus Improved Grab type: piercing name: Tentacle to_hit: 20 traits: - reach 30 feet name: Drakauthix perception: 17 proactive_abilities: - action_cost: One Action description: 15 feet closer to itself. name: Reel In traits: null - action_cost: One Action description: by the drakauthix takes a –4 circumstance penalty to this save. name: Spore Tendrils traits: null - action_cost: Two Actions description: The drakauthix whirls, whipping creatures around it. The drakauthix makes a tentacle Strike against every creature within its reach. name: Whirlwind of Hooks traits: null ranged: null resistances: null saves: fort: 21 ref: 13 will: 15 saves_special: fort: null ref: null will: null senses: - darkvision - sporesight (imprecise) 60 feet skills: Acrobatics: 15 Athletics: 20 Stealth: 17 speed: - amount: 20 type: Fly spell_attack_to_hit: null spell_dc: null traits: - N - Huge - Fungus type: Creature - ability_mods: cha_mod: -1 con_mod: 2 dex_mod: 4 int_mod: -1 str_mod: 3 wis_mod: 2 ac: 19 ac_special: null automatic_abilities: null description: Although the glistening scales and sleek, fin-like wings on these drakes give them an appearance reminiscent of river sh, they are actually distant relatives of the black dragon. While smaller than most drakes, river drakes are more than capable of plaguing river travelers and are equally at home above and below the water's surface. This flexibility allows them to catch a wide variety of prey, from fish and boggards to deer and the occasional ferry passenger. hp: 45 immunities: - paralyzed - unconscious innate_spells: null languages: - Draconic level: 3 melee: - action_cost: One Action damage: formula: 2d8+3 type: piercing name: Fangs to_hit: 12 traits: null - action_cost: One Action damage: formula: 2d6+3 type: bludgeoning name: Tail to_hit: 12 traits: - reach 10 feet name: River Drake perception: 9 proactive_abilities: - action_cost: Two Actions description: The river drake spits a ball of caustic mucus up to a range of 50 feet that explodes in a 10-foot *burst*. Creatures within the burst take 4d6 acid damage (DC 19 basic Reflex save). Those that fail this save also take 1d6 *persistent* acid damage and take a –5-foot status penalty to their Speed. This Speed reduction ends with the persistent acid damage. The river drake can't use Caustic Mucus again for 1d6 rounds. name: Caustic Mucus traits: - acid - arcane - evocation - action_cost: Two Actions description: The river drake makes one Fangs Strike and two Tail Strikes in any order. name: Draconic Frenzy traits: null - action_cost: One Action description: The river drake moves up to twice its Speed. It can do this three times per day name: Speed Surge traits: - move ranged: null resistances: - amount: 10 type: acid saves: fort: 11 ref: 9 will: 7 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 30 feet skills: Acrobatics: 11 Athletics: 10 Intimidation: 6 Stealth: 9 Survival: 7 speed: - amount: 20 type: Land - amount: 50 type: Fly - amount: 30 type: Swim spell_attack_to_hit: null spell_dc: null traits: - NE - Medium - Amphibious - Dragon - Water type: Creature - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 1 int_mod: -1 str_mod: 5 wis_mod: 3 ac: 22 ac_special: null automatic_abilities: - description: Smoke doesn't impair a flame drake's vision; it ignores concealment from smoke. name: Smoke Vision traits: null description: The distant kin of red dragons, flame drakes thankfully lack the intelligence and ambition of their larger cousins, but are no less territorial or violent. Flame drakes dwell near volcanoes and magma, but it's not unheard of for one to drift into nearby areas like forests or wooded hills. Their scales are usually some shade of red, occasionally fading to smoky blacks and grays along the edges of their wings and the tips of their tails. hp: 75 immunities: - fire - paralyzed - unconscious innate_spells: null languages: - Draconic level: 5 melee: - action_cost: One Action damage: formula: 2d8+5 plus 1d6 fire type: piercing name: Fangs to_hit: 14 traits: null - action_cost: One Action damage: formula: 2d6+5 type: bludgeoning name: Tail to_hit: 14 traits: - reach 10 feet name: Flame Drake perception: 12 proactive_abilities: - action_cost: Two Actions description: The flame drake makes two Fangs Strikes and one Tail Strike in any order. name: Draconic Frenzy traits: null - action_cost: Two Actions description: The flame drake expels a ball of flame to a range of 180 feet that explodes in a 20-foot *burst*. Creatures in the burst take 6d6 fire damage (DC 22 basic Reflex save). The flame drake can't use Fireball Breath again for 1d6 rounds. name: Fireball Breath traits: - arcane - evocation - fire - action_cost: One Action description: The fire drake moves up to twice its Speed. It can do this three times per day. name: Speed Surge traits: - move ranged: null resistances: null saves: fort: 12 ref: 10 will: 10 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 30 feet - smoke vision skills: Acrobatics: 10 Athletics: 12 Stealth: 9 Survival: 10 speed: - amount: 20 type: Land - amount: 50 type: Fly spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Dragon - Fire type: Creature - ability_mods: cha_mod: 1 con_mod: 4 dex_mod: 3 int_mod: -1 str_mod: 5 wis_mod: 1 ac: 23 ac_special: null automatic_abilities: null description: Believed to be related to green dragons, jungle drakes are dangerous hunters equipped with a debilitating venom delivered by a large barbed stinger or their noxious phlegm. Their wings are equipped with vestigial claws that allow them to deftly maneuver through thick jungle foliage both in flight and on foot. Jungle drakes prefer to ambush their prey using hit-and-run tactics, picking off the weakest members of a group and dragging their victims off to finish their meals as they please. hp: 90 immunities: - disease - paralyzed - poison - unconscious innate_spells: null languages: - Draconic level: 6 melee: - action_cost: One Action damage: formula: 2d10+7 plus predatory grab type: piercing name: Fangs to_hit: 17 traits: null - action_cost: One Action damage: formula: 2d6+7 plus Jungle Drake Venom type: piercing name: Stinger to_hit: 17 traits: - reach 10 feet name: Jungle Drake perception: 13 proactive_abilities: - action_cost: Two Actions description: The jungle drake makes one Fangs Strike and two Stinger Strikes in any order. name: Draconic Frenzy traits: null - description: '**Saving Throw** Fortitude DC 24; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and *enfeebled 1* (1 round); **Stage 2** 1d6 poison damage and *enfeebled 2* (1 round)' name: Jungle Drake Venom traits: - poison - description: As Grab, but the jungle drake's Grab does not end if it moves away. Instead, it carries the grabbed creature with it. A jungle drake can't Fly while grabbing a creature unless that creature can also Fly. name: Predatory Grab traits: null - action_cost: One Action description: The jungle drake moves up to twice its Speed. It can do this three times per day. name: Speed Surge traits: - move - action_cost: Two Actions description: A jungle drake can spit a sticky glob of its venom to a range of 50 feet that explodes in a 10-foot *burst*. Those in the burst must succeed at a DC 24 Reflex save or be exposed to jungle drake venom. The jungle drake can't use Spit Venom again for 1d6 rounds. name: Spit Venom traits: - poison - description: from non-magical foliage. name: Woodland Stride traits: null ranged: null resistances: null saves: fort: 17 ref: 13 will: 11 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 30 feet skills: Acrobatics: 15 Athletics: 13 Stealth: 13 Survival: 11 speed: - amount: 20 type: Land - amount: 50 type: Fly spell_attack_to_hit: null spell_dc: null traits: - NE - Large - Dragon - Earth type: Creature - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 2 int_mod: -2 str_mod: 5 wis_mod: 3 ac: 24 ac_special: null automatic_abilities: null description: A wyvern is a venomous drake with a well-earned reputation for impatience and aggression. As much as 15 feet long and weighing up to 1,000 pounds, a wyvern's resilient body allows it to crash talons-first into large prey without serious risk to itself. A wyvern uses its momentum to stun its target before injecting it with searing venom or carrying it over the side of a nearby cliff. Because a wyvern lacks the strength to haul its prey all the way to its nest intact, it is far more likely to lift and drop its victim over a gully or canyon and let gravity do its work before it descends to pick apart the carcass. hp: 95 immunities: - paralyzed - unconscious innate_spells: null languages: - Draconic level: 6 melee: - action_cost: One Action damage: formula: 2d12+5 type: piercing name: Fangs to_hit: 17 traits: null - action_cost: One Action damage: formula: 2d8+5 plus Grab type: slashing name: Claw to_hit: 17 traits: null - action_cost: One Action damage: formula: 2d6+5 plus wyvern venom type: piercing name: Stinger to_hit: 15 traits: - agile - reach 10 feet name: Wyvern perception: 13 proactive_abilities: - action_cost: Two Actions description: The wyvern Flies up to its fly Speed and must both move forward at least 20 feet and descend at least 10 feet. If it ends the movement within melee reach of at least one enemy its size or smaller, it can make a claw Strike against that enemy. If the claw hits, as a free action the wyvern can either automatically *Grab* the target or knock it *prone*. name: Powerful Dive traits: - move - action_cost: One Action description: The wyvern can Fly at half Speed while holding the creature in its claws, carrying that creature along with it and dropping it at the end of its movement. Alternatively, the wyvern can Strike the creature with its stinger with a +2 circumstance bonus. name: Punishing Momentum traits: null - description: '**Saving Throw** Fortitude DC 22; **Maximum Duration** 6 rounds; **Stage 1** 5d6 poison damage (1 round); **Stage 2** 6d6 poison damage (1 round); **Stage 3** 8d6 poison damage (1 round)' name: Wyvern Poison traits: - poison ranged: null resistances: null saves: fort: 16 ref: 12 will: 13 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 30 feet skills: Acrobatics: 14 Athletics: 15 Stealth: 12 speed: - amount: 20 type: Land - amount: 60 type: Fly spell_attack_to_hit: null spell_dc: null traits: - NE - Large - Dragon type: Creature - ability_mods: cha_mod: 1 con_mod: 4 dex_mod: 2 int_mod: -1 str_mod: 6 wis_mod: 3 ac: 25 ac_special: null automatic_abilities: - description: 'Snow doesn''t impair a frost drake''s vision; it ignores concealment from snowfall.' name: Snow Vision traits: null description: Frost drakes pose an immense danger in the frozen reaches they call home, where they roam far and wide to hunt for prey such as caribou, wolves, small bears, and tundra-dwelling people. Related as they are to white dragons, these drakes share many habits and facets of their disposition with their draconic cousins. Indeed, just as white dragons are among the most bestial and craven of dragonkind, frost drakes are among the most depraved and openly malicious of the drakes. They are also especially insolent, and are less likely to back down from a flight compared to other drakes. Many frost drakes have met their ends trying to enact cruelties beyond their means, such as singly taking on an entire castle or well-fortified township. Although a frost drake can wreak much destruction on its own, tales of village-dwelling northerners banding together to defend their homes from these rogue menaces are fairly common. hp: 115 immunities: - old - paralyzed - unconscious innate_spells: null languages: - Draconic level: 7 melee: - action_cost: One Action damage: formula: 2d12+8 plus 1d6 cold type: piercing name: Fangs to_hit: 17 traits: null - action_cost: One Action damage: formula: 2d10+8 type: bludgeoning name: Tail to_hit: 17 traits: - reach 10 feet name: Frost Drake perception: 14 proactive_abilities: - action_cost: Two Actions description: The frost drake makes two Fangs Strikes and one Tail Strike in any order. name: Draconic Frenzy traits: null - action_cost: Two Actions description: The frost drake spits a ball of liquid up to 60 feet that explodes into a 20-foot *burst* cloud of freezing mist. Those in the burst take 8d6 cold damage (DC 25 basic Reflex save). The mist cakes all surfaces in the area with a sheet of slippery ice that turns the area into *difficult terrain* for 2d4 rounds. It can't use Freezing Mist Breath again for 1d6 rounds. name: Freezing Mist Breath traits: - arcane - cold - evocation - description: from ice and snow and doesn't risk falling when crossing ice. name: Ice Climb traits: null - action_cost: One Action description: The frost drake moves up to twice its Speed. It can do this three times per day. name: Speed Surge traits: - move ranged: null resistances: null saves: fort: 17 ref: 15 will: 14 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 30 feet - snow vision skills: Acrobatics: 15 Athletics: 17 Intimidation: 14 Stealth: 15 speed: - amount: 20 type: Land - amount: 50 type: Fly - amount: 20 type: Burrow (snow only) spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Cold - Dragon type: Creature - ability_mods: cha_mod: 1 con_mod: 5 dex_mod: 3 int_mod: -1 str_mod: 6 wis_mod: 3 ac: 27 ac_special: null automatic_abilities: null description: Distant cousins of blue dragons that lack their relatives' magical talents and intelligence, these desert-dwelling drakes are nonetheless dangerous ambush predators, preying upon isolated desert travelers and outposts for food and supplies. They retain their true-blooded forebears' resistance to electricity and affinity for sandy environs. Desert drakes' scales range in coloration from rust-brown to light tan and ocher shades, mimicking the colors of the dunes they call home. hp: 135 immunities: - paralyzed - unconscious innate_spells: null languages: - Draconic level: 8 melee: - action_cost: One Action damage: formula: 2d12+8 plus 1d6 electricity type: piercing name: Fangs to_hit: 20 traits: null - action_cost: One Action damage: formula: 2d10+8 plus Push 5 feet type: bludgeoning name: Tail to_hit: 20 traits: - reach 10 feet name: Desert Drake perception: 15 proactive_abilities: - action_cost: Two Actions description: The desert drake makes two Fangs Strikes and one Tail Strike in any order. name: Draconic Frenzy traits: null - action_cost: Two Actions description: The desert drake spits a ball of electrically charged sand to a range of 60 feet that explodes into a cloud with a 15-foot-radius *burst*. Creatures in the area take 9d6 electricity damage (DC 27 basic Reflex save). The cloud remains for 1d4 rounds, granting *concealment* to everything within. The desert drake can't use Sandstorm Breath again for 1d6 rounds. name: Sandstorm Breath traits: - arcane - electricity - evocation - action_cost: One Action description: The desert drake moves up to twice its Speed. It can do this three times per day. name: Speed Surge traits: - move - description: to the desert drake. name: Surprise Attacker traits: null ranged: null resistances: - amount: 16 type: electricity saves: fort: 17 ref: 15 will: 13 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 30 feet skills: Acrobatics: 17 Athletics: 18 Intimidation: 13 Stealth: 15 Survival: 15 speed: - amount: 20 type: Land - amount: 50 type: Fly - amount: 20 type: Burrow (sand only) spell_attack_to_hit: null spell_dc: null traits: - NE - Large - Dragon - Earth type: Creature - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 4 int_mod: 0 str_mod: 2 wis_mod: 1 ac: 18 ac_special: null automatic_abilities: - description: '' name: Light Blindness traits: null description: Drow fighters train to master techniques that inflict deep, bleeding wounds and use poisoned crossbow bolts to exhaust enemies. hp: 18 immunities: - sleep innate_spells: - frequency: at will level: 2 name: darkness - frequency: at will level: 2 name: faerie fire items: - hand crossbow (10 bolts) - leather armor - lethargy poison (2 doses) - rapier languages: - Elven - Undercommon level: 1 melee: - action_cost: One Action damage: formula: 1d6+2 type: piercing name: Rapier to_hit: 9 traits: - deadly 1d8 - disarm - finesse - action_cost: One Action damage: formula: 1d4+2 type: piercing name: Main-gauche to_hit: 9 traits: - agile - disarm - finesse - parry - versatile S name: Drow Fighter perception: 6 proactive_abilities: - action_cost: One Action description: action, then Strikes with that weapon. name: Quick Draw traits: null - action_cost: Two Actions description: . name: Skewer traits: null ranged: - action_cost: One Action damage: formula: 1d6+1 plus lethargy poison type: piercing name: Hand Crossbow to_hit: 9 traits: - range increment 60 feet - reload 1 resistances: null saves: fort: 7 ref: 9 will: 4 saves_special: fort: null ref: null will: +1 status to all saves vs. magic, +2 status to all saves vs. mental senses: - darkvision skills: Acrobatics: 7 Athletics: 5 Intimidation: 3 Stealth: 7 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Drow - Elf - Humanoid type: Creature - ability_mods: cha_mod: 1 con_mod: 2 dex_mod: 4 int_mod: 0 str_mod: 2 wis_mod: 0 ac: 19 ac_special: null automatic_abilities: - description: ' ' name: Light Blindness traits: null description: Loners at heart, drow rogues trust no one—least of all fellow slayers. Thees drow rely on awareness and adaptation to survive the cutthroat nature of their society. hp: 26 immunities: - sleep innate_spells: - frequency: at will level: 2 name: darkness - frequency: at will level: 2 name: faerie fire items: - hand crossbow (10 bolts) - lethargy poison (2 doses) - shortsword - studded leather armor languages: - Elven - Undercommon level: 2 melee: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: Shortsword to_hit: 10 traits: - agile - finesse - versatile S - action_cost: One Action damage: formula: 1d6 plus lethargy poison type: piercing name: Hand Crossbow to_hit: 10 traits: - range increment 60 feet - reload 1 name: Drow Rogue perception: 6 proactive_abilities: - action_cost: One Action description: action, then Strikes with that weapon. name: Quick Draw traits: null - description: creatures. name: Sneak Attack traits: null ranged: null resistances: null saves: fort: 6 ref: 10 will: 6 saves_special: fort: null ref: null will: +1 status to all saves vs. magic, +2 status to all saves vs. mental senses: - darkvision skills: Acrobatics: 8 Deception: 7 Society: 4 Stealth: 10 Thievery: 8 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Drow - Elf - Humanoid type: Creature - ability_mods: cha_mod: 1 con_mod: 1 dex_mod: 2 int_mod: 0 str_mod: 1 wis_mod: 4 ac: 20 ac_special: null automatic_abilities: - description: '' name: Light Blindness traits: null description: Many drow priestesses venerate demon lords and other foul divinities. hp: 39 immunities: - sleep innate_spells: - level: 4 name: darkness - frequency: x3 level: 3 name: dispel magic - frequency: x3 level: 3 name: levitate - frequency: at will level: 2 name: darkness - frequency: at will level: 2 name: faerie fire - frequency: at will level: 1 name: command items: - chain mail - hand crossbow (10 bolts) - lethargy poison (4 doses) - rapier - religious symbol - steel shield (Hardness 5, HP 20, BT 10) languages: - Abyssal - Elven - Undercommon level: 3 melee: - action_cost: One Action damage: formula: 1d6+2 type: piercing name: Rapier to_hit: 9 traits: - deadly 1d8 - disarm - finesse name: Drow Priestess perception: 9 proactive_abilities: [] ranged: - action_cost: One Action damage: formula: 1d6 plus lethargy poison type: piercing name: Hand Crossbow to_hit: 9 traits: - range increment 60 feet - reload 1 resistances: null saves: fort: 8 ref: 7 will: 11 saves_special: fort: null ref: null will: +1 status to all saves vs. magic, +2 status to all saves vs. mental senses: - darkvision skills: Deception: 8 Intimidation: 8 Religion: 9 Society: 5 Stealth: 7 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Drow - Elf - Humanoid type: Creature - ability_mods: cha_mod: -2 con_mod: 3 dex_mod: 3 int_mod: 0 str_mod: 1 wis_mod: 2 ac: 17 ac_special: null automatic_abilities: null description: Duergar sharpshooters serve both as ranged support for slaver parties and as snipers posted on towers overlooking quarries and other areas where enslaved workers toil away the hours. Duergar sharpshooters also specialize in nonlethal methods of ranged combat—tactics they are often called upon to use when quelling slave riots or capturing escaped slaves. hp: 16 immunities: null innate_spells: [] languages: - Common - Dwarven - Undercommon level: 0 melee: - action_cost: One Action damage: formula: 1d4+1 type: bludgeoning name: Light Mace to_hit: 5 traits: - agile - finesse - shove - action_cost: One Action damage: formula: 1d8 or bola bolt type: piercing name: Crossbow to_hit: 7 traits: - range increment 120 feet - reload 1 name: Duergar Sharpshooter perception: 4 proactive_abilities: - description: . This check can be attempted either by the target or a creature adjacent to the target. name: Bola Bolt traits: null ranged: null resistances: null saves: fort: 7 ref: 7 will: 4 saves_special: fort: null ref: null will: +2 status to saves vs. magic senses: - darkvision skills: Athletics: 3 Stealth: 5 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: 12 traits: - LE - Medium - Duergar - Dwarf - Humanoid type: Creature - ability_mods: cha_mod: -1 con_mod: 2 dex_mod: 3 int_mod: 3 str_mod: 1 wis_mod: 1 ac: 18 ac_special: null automatic_abilities: - description: A duergar bombardier's items listed as infused last for 24 hours, or until the next time they make their daily preparations. name: Infused Items traits: null description: Alchemy intrigues many duergars, and their cruel traditions often motivate them to experiment on slaves. Eager to inflict pain and justify the abuse as a method of expanding knowledge, duergar bombardiers often accompany slaver bands so they can have the first chance to select their next test subjects from captured victims. To duergar bombardiers, the lob of each bomb represents a new opportunity to observe how their targets react and record the results to enhance future modifications to their alchemical concoctions. hp: 20 immunities: null innate_spells: [] items: - alchemist's tools - infused lesser acid flask (2) - infused lesser alchemist's fire (2) - studded leather armor - warhammer - infused reagents (2) languages: - Common - Dwarven - Undercommon level: 1 melee: - action_cost: One Action damage: formula: 1d8+1 type: bludgeoning name: Warhammer to_hit: 4 traits: - shove name: Duergar Bombardier perception: 4 proactive_abilities: - description: '** lesser acid flask, lesser alchemist fire, lesser tanglefoot bag' name: Alchemical Formulas traits: - 1st - description: The duergar bombardier has a range increment of 30 feet with their bombs instead of 20 feet. name: Far Lobber traits: null - action_cost: One Action description: . This item has the infused trait, but it remains potent only until the start of the duergar bombardier's next turn. name: Quick Alchemy traits: - see Alchemical Formulas - action_cost: One Action description: The duergar can use Interact to draw a bomb, then Strike with it. name: Quick Bomber traits: null ranged: - action_cost: One Action name: Bomb to_hit: 8 traits: - range increment 30 feet - splash resistances: null saves: fort: 7 ref: 8 will: 4 saves_special: fort: null ref: null will: +2 status to all saves vs. magic senses: - darkvision skills: Acrobatics: 6 Crafting: 6 Occultism: 6 Stealth: 6 Survival: 4 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: 17 traits: - LE - Medium - Duergar - Dwarf - Humanoid type: Creature - ability_mods: cha_mod: 3 con_mod: 2 dex_mod: 0 int_mod: 0 str_mod: 2 wis_mod: 2 ac: 18 ac_special: null automatic_abilities: null description: Duergar priests of the taskmaster god Droskar often assume leadership roles within their communities, advancing the goals of their deity through coercion and displays of force. Often referred to as duergar taskmasters, these leaders often issue commands to duergar subordinates and slaves in the same breath, treating the two almost as if they were interchangeable. As a result, duergar taskmasters are loathed by both slave and slaver alike. hp: 30 immunities: null innate_spells: [] languages: - Common - Dwarven - Undercommon level: 2 melee: - action_cost: One Action damage: formula: 1d12+2 type: bludgeoning name: Maul to_hit: 8 traits: - shove name: Duergar Taskmaster perception: 8 proactive_abilities: - action_cost: One Action description: that are within 20 feet of the duergar taskmaster gain a +1 status bonus to attack rolls and damage rolls until the end of the duergar taskmaster's next turn. name: Take Them Down! traits: null ranged: null resistances: null saves: fort: 8 ref: 4 will: 8 saves_special: fort: null ref: null will: +2 status to all saves vs. magic, iron mind senses: - darkvision skills: Athletics: 7 Deception: 7 Intimidation: 7 Occultism: 5 Religion: 6 Survival: 6 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: 18 traits: - LE - Medium - Duergar - Dwarf - Humanoid type: Creature - ability_mods: cha_mod: 4 con_mod: 2 dex_mod: 2 int_mod: 2 str_mod: 6 wis_mod: 3 ac: 28 ac_special: null automatic_abilities: null description: Riding on a horse as black as night, the headless hunter known as the dullahan tracks down and takes the heads of those it deems unfit to continue living. When closing in for the kill, the dullahan first whispers its victim's name, then swiftly collects its prize, casting a pall of dread upon all who witness the grim execution. hp: 95 immunities: - fear - death effects - disease - poison - paralyzed - unconscious innate_spells: null languages: - Common - Necril level: 7 melee: - action_cost: One Action damage: formula: 1d8+10 type: slashing name: keen longsword to_hit: 18 traits: - magical - versatile P - action_cost: One Action damage: formula: 1d6+10 type: slashing name: keen returning hatchet to_hit: 17 traits: - agile - sweep - action_cost: One Action damage: formula: 1d4+10 type: bludgeoning name: fist to_hit: 18 traits: - agile - nonlethal name: Dullahan perception: 14 proactive_abilities: - description: . If the dullahan kills a creature with a critical hit using a slashing weapon, the target is decapitated as though the dullahan had used Reap on the target. These effects remain only while the dullahan holds the weapon. name: Head Hunter traits: null - action_cost: Two Actions description: The dullahan removes the head of a dead creature within reach. Each creature within the area of the dullahan's frightful presence must attempt a new save, even if they are temporarily immune. name: Reap traits: null - action_cost: Two Actions description: with elite adjustments and the fiend trait. This steed remains until it is slain, the dullahan Dismisses it, or the dullahan summons another steed. name: Summon Steed traits: null ranged: - action_cost: One Action damage: formula: 2d8+10 type: slashing name: keen returning hatchet to_hit: 14 traits: - agile - thrown 10 feet resistances: null saves: fort: 13 ref: 15 will: 17 saves_special: fort: null ref: null will: null senses: - lifesense 60 feet skills: Athletics: 15 Intimidation: 17 Stealth: 13 Survival: 15 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: null traits: - Uncommon - LE - Medium - Undead type: Creature - ability_mods: cha_mod: 1 con_mod: 1 dex_mod: 3 int_mod: -4 str_mod: 0 wis_mod: 1 ac: 16 ac_special: null automatic_abilities: null description: These large birds of prey swoop down from incredible heights to snatch fish and small mammals in their powerful talons. Eagles nest atop high trees or steep cliffs that provide a commanding view of the surrounding area. They avoid nesting too near civilization, but some remote cultures train eagles as hunting companions. hp: 6 immunities: null innate_spells: null languages: '' level: -1 melee: - action_cost: One Action damage: formula: 1d6 type: piercing name: beak to_hit: 6 traits: - finesse - action_cost: One Action damage: formula: 1d4 type: slashing name: talon to_hit: 6 traits: - agile - finesse name: Eagle perception: 6 proactive_abilities: - action_cost: Two Actions description: The eagle Flies up to double its fly Speed in a straight line, descending at least 10 feet, and then makes a talon Strike. name: Eagle Dive traits: null ranged: null resistances: null saves: fort: 4 ref: 6 will: 2 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Acrobatics: 6 speed: - amount: 10 type: Land - amount: 60 type: Fly spell_attack_to_hit: null spell_dc: null traits: - N - Small - Animal type: Creature - ability_mods: cha_mod: 2 con_mod: 1 dex_mod: 4 int_mod: 0 str_mod: 3 wis_mod: 2 ac: 19 ac_special: null automatic_abilities: null description: No mere animals, giant eagles have a keen intellect and a strong sense of honor. As guardians of their mountain homes, giant eagles attempt to prevent the encroachment of civilization upon wild land and the predations of wicked humanoid settlements. Unlike ordinary eagles, which tend to be solitary creatures, giant eagles congregate within aeries holding up to a dozen members and work together to protect their domains. hp: 45 immunities: null innate_spells: null languages: - Auran - Sylvan level: 3 melee: - action_cost: One Action damage: formula: 2d8+5 type: piercing name: beak to_hit: 12 traits: null - action_cost: One Action damage: formula: 1d10+5 plus Grab type: slashing name: talon to_hit: 12 traits: - agile name: Giant Eagle perception: 11 proactive_abilities: - action_cost: Two Actions description: The giant eagle Flies up to double its fly Speed in a straight line, descending at least 10 feet, and then makes a talon Strike. name: Eagle Dive traits: null - description: A giant eagle can Fly at half Speed while it has a creature grabbed or restrained in its talons, carrying that creature along with it. name: Snatch traits: null ranged: null resistances: null saves: fort: 6 ref: 11 will: 9 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Acrobatics: 11 Athletics: 8 speed: - amount: 10 type: Land - amount: 60 type: Fly spell_attack_to_hit: null spell_dc: null traits: - NG - Large - Beast type: Creature - ability_mods: cha_mod: -1 con_mod: 2 dex_mod: 2 int_mod: -5 str_mod: 1 wis_mod: 1 ac: 16 ac_special: null automatic_abilities: null description: Usually found in freshwater rivers and lakes, an electric eel is not particularly aggressive, but its ability to stun predators and prey alike can be dangerous to larger creatures searching for their next meals. hp: 18 immunities: null innate_spells: null languages: '' level: 1 melee: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: jaws to_hit: 6 traits: null - action_cost: One Action damage: formula: 1d4+1 plus 1d4 electricity and stunning shock type: bludgeoning name: tail to_hit: 6 traits: - agile name: Electric Eel perception: 4 proactive_abilities: - description: A creature critically hit by the electric eel's tail must attempt a DC 17 Fortitude save. **Critical Success** The creature is unaffected. **Success** The creature is stunned 1. **Failure** The creature is stunned 2. **Critical Failure** The creature is stunned 3. name: Stunning Shock traits: - incapacitation ranged: null resistances: - amount: 7 type: electricity saves: fort: 7 ref: 7 will: 4 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Athletics: 6 Stealth: 7 speed: - amount: 5 type: Land - amount: 30 type: Swim spell_attack_to_hit: null spell_dc: null traits: - N - Small - Animal - Aquatic type: Creature - ability_mods: cha_mod: -1 con_mod: 3 dex_mod: 2 int_mod: -4 str_mod: 6 wis_mod: 2 ac: 21 ac_special: null automatic_abilities: null description: Giant moray eels dwell in warm, tropical waters and build lairs in narrow, twisting caves made of coral. Their size, speed, and powerful bite make them dangerous to divers and fishermen. Giant moray eels have rubbery hides that secrete a layer of mucus, making them difficult to harm with some weapons. hp: 65 immunities: null innate_spells: null languages: '' level: 5 melee: - action_cost: One Action damage: formula: 2d6+8 plus Grab type: piercing name: jaws to_hit: 15 traits: - reach 10 feet name: Giant Moray Eel perception: 11 proactive_abilities: - action_cost: Two Actions description: The giant moray eel uses its second set of jaws to pull the prey into its gullet. The eel deals 1d6+4 piercing damage to the grabbed creature and gains a +2 circumstance bonus to its Swallow Whole attempts and to the DC for the creature to Escape. This effect ends if the target Escapes or the giant moray eel Swallows it Whole. name: Pharyngeal Jaws traits: null - action_cost: One Action description: Small, 1d6+6 bludgeoning, Rupture 12 name: Swallow Whole traits: - attack ranged: null resistances: - amount: 5 type: bludgeoning - amount: 5 type: piercing saves: fort: 14 ref: 13 will: 9 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 9 Athletics: 13 Stealth: 13 speed: - amount: 10 type: Land - amount: 40 type: Swim spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal - Aquatic type: Creature - ability_mods: cha_mod: -2 con_mod: 2 dex_mod: 4 int_mod: -3 str_mod: 4 wis_mod: 2 ac: 24 ac_special: null automatic_abilities: null description: These strange, fey felines resemble large, broad bobcats from a distance, but a closer view reveals something amiss. Their forms ripple and billow with heat, and their eyes glow from within as if they contain tiny, flickering flames. The pungent scent of rotting leaves smoldering in a bonfire clings to their fur. Yet those who have the chance to watch elananxes hunt or attack prey witness the greatest indication that these creatures are something more than mere predators, for they act with cruel and savvy instincts, reveling in the pain they infiict. hp: 95 immunities: - fire innate_spells: null languages: - Sylvan level: 6 melee: - action_cost: One Action damage: formula: 2d6+8 and 1d6 fire type: piercing name: jaws to_hit: 16 traits: - magical - action_cost: One Action damage: formula: 2d6+8 type: slashing name: claw to_hit: 16 traits: - agile name: Elananx perception: 14 proactive_abilities: - description: The elananx's Strikes deal an extra 1d6 damage to creatures within the reach of at least two of its allies. name: Pack Attack traits: null - action_cost: One Action description: The elananx Strides and makes a Strike at the end of that movement. If the elananx began this action hidden, it remains hidden until after the attack. name: Pounce traits: null ranged: null resistances: null saves: fort: 12 ref: 16 will: 12 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 14 Athletics: 14 Survival: 14 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - NE - Medium - Fey - Fire type: Creature - ability_mods: cha_mod: 0 con_mod: 1 dex_mod: 4 int_mod: -4 str_mod: 2 wis_mod: 0 ac: 21 ac_special: null automatic_abilities: null description: Zephyr hawks drift among the currents of the Plane of Air in great flocks. hp: 36 immunities: - bleed - paralyzed - poison - sleep innate_spells: null languages: '' level: 3 melee: - action_cost: One Action damage: formula: 1d8+4 type: slashing name: wing to_hit: 11 traits: - agile - finesse name: Zephyr Hawk perception: 7 proactive_abilities: - action_cost: Two Actions description: The zephyr hawk Flies up to half its Speed, makes two wing Strikes, then Flies up to half its Speed again to return to its original location. The second half of this movement doesn't trigger reactions. Both attacks count toward the zephyr hawk's multiple attack penalty, but the penalty doesn't increase until after it makes both attacks. name: Circling Attack traits: null ranged: null resistances: null saves: fort: 6 ref: 13 will: 7 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 13 Stealth: 11 speed: - amount: 50 type: Fly spell_attack_to_hit: null spell_dc: null traits: - N - Small - Air - Elemental type: Creature - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 5 int_mod: -2 str_mod: 3 wis_mod: 1 ac: 24 ac_special: null automatic_abilities: null description: A living whirlwind resembles a roughly humanoid-shaped dust devil. hp: 50 immunities: - bleed - paralyzed - poison - sleep innate_spells: null languages: - Auran level: 5 melee: - action_cost: One Action damage: formula: 2d6+7 plus Push 5 feet type: bludgeoning name: gust to_hit: 14 traits: - finesse - reach 10 feet name: Living Whirlwind perception: 10 proactive_abilities: - description: The living whirlwind's movement doesn't trigger reactions. name: Swiftness traits: null ranged: null resistances: null saves: fort: 9 ref: 16 will: 10 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 16 Stealth: 14 speed: - amount: 50 type: Fly - amount: null type: Swiftness spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Air - Elemental type: Creature - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 6 int_mod: -2 str_mod: 3 wis_mod: 2 ac: 26 ac_special: null automatic_abilities: null description: Invisible stalkers have a poor opinion of mortals due to the unsavory nature of the violent tasks summoners usually call them to the Material Plane to perform. hp: 70 immunities: - bleed - paralyzed - poison - sleep innate_spells: null languages: - Auran level: 7 melee: - action_cost: One Action damage: formula: 1d10+5 type: bludgeoning name: fist to_hit: 18 traits: - agile - finesse name: Invisible Stalker perception: 16 proactive_abilities: - description: creatures. name: Sneak Attack traits: null - description: The invisible stalker moves at full Speed while Tracking. name: Swift Tracker traits: null ranged: null resistances: null saves: fort: 14 ref: 18 will: 11 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 16 Stealth: 18 Survival: 15 speed: - amount: 25 type: Land - amount: 25 type: Fly spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Air - Elemental type: Creature - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 7 int_mod: -1 str_mod: 4 wis_mod: 3 ac: 30 ac_special: null automatic_abilities: null description: Storm lords wage battles to claim important territory within the Plane of Air. hp: 120 immunities: - bleed - paralyzed - poison - sleep innate_spells: null languages: - Auran level: 9 melee: - action_cost: One Action damage: formula: 2d12+10 plus Push 5 feet type: bludgeoning name: gust to_hit: 20 traits: - finesse - reach 15 feet name: Storm Lord perception: 18 proactive_abilities: - description: The storm lord's movement doesn't trigger reactions. name: Swiftness traits: null ranged: - action_cost: One Action damage: formula: 2d12+4 type: electricity name: lightning lash to_hit: 20 traits: - range increment 50 feet resistances: null saves: fort: 15 ref: 20 will: 16 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 20 Stealth: 18 speed: - amount: 75 type: Fly - amount: null type: Swiftness spell_attack_to_hit: null spell_dc: null traits: - N - Large - Air - Elemental type: Creature - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 7 int_mod: 0 str_mod: 6 wis_mod: 3 ac: 32 ac_special: null automatic_abilities: null description: Elemental hurricanes embody the ferocity of violent windstorms. hp: 140 immunities: - bleed - paralyzed - poison - sleep innate_spells: null languages: - Auran level: 11 melee: - action_cost: One Action damage: formula: 2d10+12 plus Push 10 feet type: bludgeoning name: gust to_hit: 24 traits: - finesse - reach 20 feet name: Elemental Hurricane perception: 20 proactive_abilities: - action_cost: Two Actions description: The elemental breathes a 30-foot cone of air. Creatures in the cone must succeed at a DC 29 Fortitude save or be knocked away from the elemental. A creature knocked into a solid object stops moving and takes 10d6 bludgeoning damage. The elemental hurricane can't use Breath Weapon again for 1d4 rounds. **Critical Success** The creature is unaffected. **Success** The creature is Pushed 20 feet. **Failure** The creature is Pushed 40 feet. **Critical Failure** The creature is Pushed 40 feet and knocked prone. name: Breath Weapon traits: - air - description: The elemental's movement doesn't trigger reactions. name: Swiftness traits: null ranged: - action_cost: One Action damage: formula: 2d12+6 type: electricity name: lightning lash to_hit: 24 traits: - range increment 75 feet resistances: null saves: fort: 19 ref: 24 will: 18 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 24 Stealth: 22 speed: - amount: 100 type: Fly - amount: null type: Swiftness spell_attack_to_hit: null spell_dc: null traits: - N - Huge - Air - Elemental type: Creature - ability_mods: cha_mod: -1 con_mod: 3 dex_mod: -1 int_mod: -4 str_mod: 4 wis_mod: 2 ac: 19 ac_special: null automatic_abilities: - description: A sod hound can sense crystals or gems within as if using the scent ability name: Crystal Sense range: 60 feet traits: null description: Sod hounds are mossy extraplanar canines formed of packed dirt and pebbles. hp: 44 immunities: - bleed - paralyzed - poison - sleep innate_spells: null languages: '' level: 3 melee: - action_cost: One Action damage: formula: 1d10+6 plus Knockdown type: piercing name: jaws to_hit: 11 traits: null name: Sod Hound perception: 9 proactive_abilities: - description: The sod hound can Burrow through any earthen matter, including rock. When it does so, the sod hound moves at its full burrow Speed, leaving no tunnels or signs of its passing. name: Earth Glide traits: null ranged: null resistances: null saves: fort: 12 ref: 6 will: 7 saves_special: fort: null ref: null will: null senses: - crystal sense (imprecise) 60 feet - darkvision skills: Athletics: 11 Survival: 9 speed: - amount: 30 type: Land - amount: 20 type: Burrow - amount: null type: Earth Glide spell_attack_to_hit: null spell_dc: null traits: - N - Small - Earth - Elemental type: Creature - ability_mods: cha_mod: -1 con_mod: 4 dex_mod: -1 int_mod: -2 str_mod: 5 wis_mod: 1 ac: 21 ac_special: null automatic_abilities: - description: When not touching solid ground, the living landslide is slowed 1 and can't use reactions. name: Earthbound traits: null description: Living landslides resemble humanoids made of earth and gravel. hp: 90 immunities: - bleed - paralyzed - poison - sleep innate_spells: null languages: - Terran level: 5 melee: - action_cost: One Action damage: formula: 2d8+8 type: bludgeoning name: fist to_hit: 16 traits: - reach 10 feet name: Living Landslide perception: 12 proactive_abilities: - description: The living landslide can Burrow through any earthen matter, including rock. When it does so, the living landslide moves at its full burrow Speed, leaving no tunnels or signs of its passing. name: Earth Glide traits: null ranged: null resistances: null saves: fort: 15 ref: 8 will: 10 saves_special: fort: null ref: null will: null senses: - darkvision - tremorsense (imprecise) 60 feet skills: Athletics: 14 Stealth: 8 speed: - amount: 25 type: Land - amount: 25 type: Burrow - amount: null type: Earth Glide spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Earth - Elemental type: Creature - ability_mods: cha_mod: 0 con_mod: 5 dex_mod: 0 int_mod: 0 str_mod: 6 wis_mod: 2 ac: 25 ac_special: null automatic_abilities: null description: These squat, rotund elementals have three legs, three arms, three eyes, and one massive maw, which they fill with the gems and metals they find so delicious. hp: 115 immunities: - bleed - paralyzed - poison - sleep innate_spells: null languages: - Common - Terran level: 7 melee: - action_cost: One Action damage: formula: 2d10+8 type: piercing name: jaw to_hit: 18 traits: - deadly 1d10 - action_cost: One Action damage: formula: 2d6+8 type: slashing name: claw to_hit: 18 traits: - agile name: Xorn perception: 15 proactive_abilities: - action_cost: Two Actions description: The xorn makes three claw Strikes; no more than two can be against the same target. These attacks count toward the xorn's multiple attack penalty, but the penalty doesn't increase until after all the attacks have been made. name: Claw Frenzy traits: null - description: The xorn can Burrow through any earthen matter, including rock. When it does so, the xorn moves at its full burrow Speed, leaving no tunnels or signs of its passing. name: Earth Glide traits: null ranged: null resistances: - amount: 5 type: cold - amount: 5 type: electricity - amount: 5 type: fire saves: fort: 18 ref: 11 will: 13 saves_special: fort: null ref: null will: null senses: - darkvision - tremorsense (imprecise) 60 feet skills: Athletics: 17 Stealth: 11 Survival: 15 speed: - amount: 20 type: Land - amount: 20 type: Burrow - amount: null type: Earth Glide spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Earth - Elemental type: Creature - ability_mods: cha_mod: -1 con_mod: 7 dex_mod: -1 int_mod: -1 str_mod: 6 wis_mod: 3 ac: 27 ac_special: null automatic_abilities: - description: When not touching solid ground, a stone mauler is slowed 1 and can't use reactions. name: Earthbound traits: null description: These towering heaps of earth can inflict tremendous damage up close and from afar. hp: 180 immunities: - bleed - paralyzed - poison - sleep innate_spells: null languages: - Terran level: 9 melee: - action_cost: One Action damage: formula: 2d10+10 plus Push 10 feet type: bludgeoning name: fist to_hit: 21 traits: - reach 10 feet name: Stone Mauler perception: 16 proactive_abilities: - description: The stone mauler can Burrow through any earthen matter, including rock. When it does so, the stone mauler moves at its full burrow Speed, leaving no tunnels or signs of its passing. name: Earth Glide traits: null ranged: - action_cost: One Action damage: formula: 2d12+6 type: bludgeoning name: rock to_hit: 21 traits: - brutal - range increment 80 feet resistances: null saves: fort: 23 ref: 15 will: 19 saves_special: fort: null ref: null will: null senses: - darkvision - tremorsense (imprecise) 80 feet skills: Athletics: 21 Stealth: 12 speed: - amount: 35 type: Land - amount: 35 type: Burrow - amount: null type: Earth Glide spell_attack_to_hit: null spell_dc: null traits: - N - Large - Earth - Elemental type: Creature - ability_mods: cha_mod: -1 con_mod: 8 dex_mod: -1 int_mod: 0 str_mod: 7 wis_mod: 3 ac: 32 ac_special: null automatic_abilities: - description: When not touching solid ground, the elemental avalanche is slowed 1, can't use reactions, and can't Trample. name: Earthbound traits: null description: Stubborn and ponderous, elemental avalanches are massive beings of living rock and dirt. hp: 215 immunities: - bleed - paralyzed - poison - sleep innate_spells: null languages: - Terran level: 11 melee: - action_cost: One Action damage: formula: 2d12+11 type: bludgeoning name: fist to_hit: 24 traits: null name: Elemental Avalanche perception: 20 proactive_abilities: - description: The elemental avalanche can Burrow through any earthen matter, including rock. When it does so, the elemental avalanche moves at its full burrow Speed, leaving no tunnels or signs of its passing. name: Earth Glide traits: null - description: Large or smaller, fist, DC 30 name: Trample traits: null ranged: - action_cost: One Action damage: formula: 2d12+7 type: bludgeoning name: rock to_hit: 24 traits: null resistances: null saves: fort: 26 ref: 17 will: 21 saves_special: fort: null ref: null will: null senses: - darkvision - tremorsense (imprecise) 90 feet skills: Athletics: 24 Stealth: 14 speed: - amount: 25 type: Land - amount: 25 type: Burrow - amount: null type: Earth Glide spell_attack_to_hit: null spell_dc: null traits: - N - Huge - Earth - Elemental type: Creature - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 3 int_mod: -4 str_mod: 2 wis_mod: 2 ac: 18 ac_special: null automatic_abilities: - description: The cinder rat ignores the concealed condition from smoke. name: Smoke Vision traits: null description: These oversized rodents are made of smoldering charcoal and elemental fire, and noxious fumes continually bellow from their flaming flesh. hp: 45 immunities: - bleed - fire - paralyzed - poison - sleep innate_spells: null languages: '' level: 3 melee: - action_cost: One Action damage: formula: 1d8+4 plus 1d4 persistent fire type: fire name: jaws to_hit: 10 traits: - finesse name: Cinder Rat perception: 9 proactive_abilities: [] ranged: null resistances: null saves: fort: 9 ref: 12 will: 6 saves_special: fort: null ref: null will: null senses: - darkvision - smoke vision skills: Acrobatics: 10 Stealth: 10 Survival: 9 speed: - amount: 40 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Small - Elemental - Fire type: Creature - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 4 int_mod: -2 str_mod: 3 wis_mod: 3 ac: 22 ac_special: null automatic_abilities: - description: The living wildfire ignores the concealed condition from smoke. name: Smoke Vision traits: null description: Living wildfires appear as humanoids made of living fire. hp: 80 immunities: - bleed - fire - paralyzed - poison - sleep innate_spells: null languages: - Ignan level: 5 melee: - action_cost: One Action damage: formula: 2d6+6 plus 2d4 persistent fire type: fire name: tendril to_hit: 15 traits: - agile - finesse - reach 10 feet name: Living Wildfire perception: 10 proactive_abilities: [] ranged: - action_cost: One Action damage: formula: 2d6+3 type: fire name: fire mote to_hit: 15 traits: - range increment 60 feet resistances: null saves: fort: 11 ref: 15 will: 10 saves_special: fort: null ref: null will: null senses: - darkvision - smoke vision skills: Acrobatics: 13 speed: - amount: 50 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Elemental - Fire type: Creature - ability_mods: cha_mod: 1 con_mod: 4 dex_mod: 3 int_mod: 2 str_mod: 4 wis_mod: 2 ac: 26 ac_special: null automatic_abilities: null description: Salamanders have serpentine lower torsos, but humanoid upper bodies with toothy reptilian snouts. Their affinity for cruelty and violence puts them in close alliance with the demons of the Abyss. hp: 125 immunities: - bleed - fire - paralyzed - poison - sleep innate_spells: null languages: - Common - Ignan level: 7 melee: - action_cost: One Action damage: formula: 2d10+7 type: piercing name: ranseur to_hit: 18 traits: - disarm - magical - reach 10 feet - action_cost: One Action damage: formula: 1d8+7 plus 1d6 fire and Grab type: bludgeoning name: tail to_hit: 17 traits: - agile - reach 10 feet name: Salamander perception: 15 proactive_abilities: - action_cost: One Action description: The salamander stokes its internal flames. Until the start of its next turn, it gains a +2 circumstance bonus to AC, and when an adjacent creature touches it or hits it with a physical attack, that creature takes 2d6 persistent fire damage unless it succeeds at a DC 25 Reflex save. name: Armor of Flames traits: null - action_cost: One Action description: 1d8+4 bludgeoning plus 1d6 fire, DC 25 name: Constrict traits: null ranged: null resistances: null saves: fort: 15 ref: 16 will: 13 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 12 Athletics: 17 Crafting: 15 Deception: 12 Intimidation: 14 Society: 13 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Elemental - Fire type: Creature - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 5 int_mod: -1 str_mod: 5 wis_mod: 3 ac: 28 ac_special: null automatic_abilities: - description: The firewyrm ignores the concealed condition from smoke. name: Smoke Vision traits: null description: Firewyrms live in tubes of molten lava found throughout the Plane of Fire. hp: 165 immunities: - bleed - fire - paralyzed - poison - sleep innate_spells: null languages: - Ignan level: 9 melee: - action_cost: One Action damage: formula: 2d8+11 plus 2d8 persistent fire type: fire name: tail to_hit: 20 traits: - reach 15 feet name: Firewyrm perception: 16 proactive_abilities: - action_cost: Two Actions description: The firewyrm breathes a 30-foot cone of fire dealing 7d6 fire and 2d8 persistent fire damage to every creature within the cone (DC 28 basic Reflex save). The firewyrm can't use Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - evocation - fire - primal ranged: - action_cost: One Action damage: formula: 2d8+6 type: fire name: fire mote to_hit: 20 traits: - range increment 60 feet resistances: null saves: fort: 18 ref: 20 will: 15 saves_special: fort: null ref: null will: null senses: - darkvision - smoke vision skills: Acrobatics: 20 speed: - amount: 60 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Huge - Elemental - Fire type: Creature - ability_mods: cha_mod: 0 con_mod: 5 dex_mod: 6 int_mod: 0 str_mod: 6 wis_mod: 3 ac: 31 ac_special: null automatic_abilities: - description: The elemental inferno ignores the concealed condition from smoke. name: Smoke Vision traits: null description: Walking conflagrations of unimaginably hot fire, elemental infernos are harbingers of destruction and heedless chaos. hp: 210 immunities: - bleed - fire - paralyzed - poison - sleep innate_spells: null languages: - Ignan level: 11 melee: - action_cost: One Action damage: formula: 2d10+12 plus 3d8 persistent fire type: fire name: tendril to_hit: 24 traits: - reach 15 feet name: Elemental Inferno perception: 20 proactive_abilities: - description: When the elemental inferno scores a critical hit, its body surges with blue flames, increasing the damage of its intense heat and Inferno Leap by 3d6 until the start of its next turn. name: Blue Flames traits: null - action_cost: Two Actions description: The elemental inferno jumps horizontally and vertically with a maximum height and distance each equal to its Speed. Its intense heat is suppressed until the end of the jump. At any point during the jump, flames explode from the elemental in a 30-foot emanation, dealing 12d6 fire damage to each creature within the area (DC 30 basic Reflex save). The elemental inferno can't Inferno Leap again for 1d4 rounds. name: Inferno Leap traits: - fire ranged: - action_cost: One Action damage: formula: 2d10+6 type: fire name: fire mote to_hit: 24 traits: - range increment 60 feet resistances: null saves: fort: 21 ref: 23 will: 19 saves_special: fort: null ref: null will: null senses: - darkvision - smoke vision skills: Acrobatics: 21 speed: - amount: 70 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Huge - Elemental - Fire type: Creature - ability_mods: cha_mod: 0 con_mod: 0 dex_mod: 4 int_mod: -2 str_mod: 1 wis_mod: 0 ac: 16 ac_special: null automatic_abilities: null description: Air mephits are capricious and flighty relative to their kin; they are as likely to fly blindly into battle as they are to whine in terror at a loud noise. They are pale blue in coloration and have thin wings that trail small puffs of vapor as they fly through the skies. hp: 12 immunities: - bleed - paralyzed - poison - sleep innate_spells: - level: 2 name: blur languages: - Auran level: 1 melee: - action_cost: One Action damage: formula: 1d6+1 type: slashing name: claw to_hit: 9 traits: - agile - finesse name: Air Mephit perception: 3 proactive_abilities: - action_cost: Two Actions description: The air mephit breathes sand and grit in a 15-foot cone that deals 2d6 slashing damage to each creature within the area (DC 17 basic Reflex save). The air mephit can't use Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - air - arcane ranged: null resistances: null saves: fort: 3 ref: 19 will: 7 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 7 Stealth: 7 speed: - amount: 20 type: Land - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: null traits: - N - Small - Air - Elemental type: Creature - ability_mods: cha_mod: -1 con_mod: 2 dex_mod: -1 int_mod: -2 str_mod: 3 wis_mod: 0 ac: 15 ac_special: null automatic_abilities: null description: Earth mephits are humorless and trudge about their tasks with little enthusiasm. They are somewhat more stout than other mephits, and their dark-brown or gray bodies are always coated with layers of dirt and filth. An earth mephit can fly, just as any other mephit, but the act of flight is uncomfortable and unnerving to them—they rarely ascend higher than 5 feet off the ground if they can help it. hp: 20 immunities: - bleed - paralyzed - poison - sleep innate_spells: - level: 3 name: meld into stone languages: - Terran level: 1 melee: - action_cost: One Action damage: formula: 1d6+3 type: bludgeoning name: fist to_hit: 8 traits: null name: Earth Mephit perception: 3 proactive_abilities: - action_cost: Two Actions description: The earth mephit breathes rocks in a 15-foot cone that deals 2d6 bludgeoning damage to each creature within the area (DC 17 basic Reflex save). The earth mephit can't use Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - arcane - earth ranged: null resistances: null saves: fort: 8 ref: 4 will: 3 saves_special: fort: null ref: null will: null senses: - darkvision - tremorsense (imprecise) 30 feet skills: Athletics: 6 Stealth: 2 speed: - amount: 20 type: Land - amount: 15 type: Fly - amount: 20 type: Burrow spell_attack_to_hit: null spell_dc: null traits: - N - Small - Earth - Elemental type: Creature - ability_mods: cha_mod: 2 con_mod: 0 dex_mod: 4 int_mod: -2 str_mod: 0 wis_mod: 0 ac: 17 ac_special: null automatic_abilities: - description: The fire mephit ignores the concealed condition from smoke. name: Smoke Vision traits: null description: Fire mephits are conniving and quick to anger. They aren't evil, but they delight in inflicting pain, and their love of burning things pushes them the closest to this alignment of all mephits. They have bright-orange skin, and wisps of flame flicker along their wings as they fiap through the air. The rivalry between fire and water mephits is notorious, and these creatures loathe working together for any amount of time. hp: 16 immunities: - bleed - fire - paralyzed - poison - sleep innate_spells: [] languages: - Ignan level: 1 melee: - action_cost: One Action damage: formula: 1d6 and 1d4 fire type: piercing name: jaws to_hit: 9 traits: - finesse name: Fire Mephit perception: 3 proactive_abilities: - action_cost: Two Actions description: The fire mephit breathes flames in a 15-foot cone that deals 2d4 fire and 1d4 persistent fire damage to each creature within the area (DC 17 basic Reflex save). The fire mephit can't use Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - arcane - fire ranged: null resistances: null saves: fort: 3 ref: 9 will: 7 saves_special: fort: null ref: null will: null senses: - darkvision - smoke vision skills: Acrobatics: 7 Deception: 7 speed: - amount: 20 type: Land - amount: 25 type: Fly spell_attack_to_hit: null spell_dc: null traits: - N - Small - Elemental - Fire type: Creature - ability_mods: cha_mod: 0 con_mod: 1 dex_mod: 3 int_mod: -2 str_mod: 1 wis_mod: 0 ac: 16 ac_special: null automatic_abilities: null description: Water mephits are consummate jokers who are always happy to trade a favor for a good laugh. Just as fire mephits are the ones who cleave closest to evil without fully crossing over into true villainy, water mephits are the friendliest of the mephits and therefore the closest to good. Still, one should take care in making assumptions about a water mephit's benevolence, for no one can reliably count on them to keep their inborn need for pranks and trickery at bay for long. Water mephits have blue-green skin that shimmers in light like sh scales. Though water mephits' wings look more like webbed fins than limbs capable of flight, they can flap their wings to fly through the air as easily as any other mephit. Water mephits prefer to swim, when possible, and they leave the water only when they must. hp: 20 immunities: - bleed - paralyzed - poison - sleep innate_spells: [] languages: - Aquan level: 1 melee: - action_cost: One Action damage: formula: 1d6+1 type: slashing name: claw to_hit: 8 traits: - finesse name: Water Mephit perception: 3 proactive_abilities: - action_cost: Two Actions description: The water mephit breathes acid in a 15-foot cone that deals 2d6 acid damage to each creature within the area (DC 17 basic Reflex save). The water mephit can't use Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - acid - arcane - action_cost: One Action description: The water mephit puts out all fires in a 5-foot emanation. The mephit extinguishes all non-magical fires automatically and attempts to counteract magical fires (+7 counteract modifier). name: Drench traits: - abjuration - arcane - water ranged: null resistances: - amount: 3 type: acid - amount: 3 type: fire saves: fort: 7 ref: 11 will: 4 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 6 Stealth: 6 speed: - amount: 20 type: Land - amount: 25 type: Fly - amount: 25 type: Swim spell_attack_to_hit: 9 spell_dc: null traits: - N - Small - Aquatic - Elemental - Water type: Creature - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 2 int_mod: -4 str_mod: 3 wis_mod: 1 ac: 19 ac_special: null automatic_abilities: null description: Brine sharks are deadly elementals that roam the endless oceans of the Plane of Water. hp: 45 immunities: - bleed - paralyzed - poison - sleep innate_spells: null languages: '' level: 3 melee: - action_cost: One Action damage: formula: 1d12+7 plus Grab type: piercing name: jaws to_hit: 11 traits: null name: Brine Shark perception: 8 proactive_abilities: - action_cost: One Action description: The brine shark dives straight down into the water, moving up to twice its swim Speed in a straight vertical line. It can use this ability while grabbing a creature. name: Deep Plunge traits: null ranged: null resistances: - amount: 5 type: fire saves: fort: 9 ref: 11 will: 6 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 10 Stealth: 11 Survival: 8 speed: - amount: 15 type: Land - amount: 50 type: Swim spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Aquatic - Elemental - Water type: Creature - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 3 int_mod: -2 str_mod: 4 wis_mod: 1 ac: 20 ac_special: null automatic_abilities: - description: When not touching water, the living waterfall is slowed 1 and can't use reactions. name: Water-Bound traits: null description: Living waterfalls are humanoid-shaped columns of churning water. hp: 90 immunities: - bleed - paralyzed - poison - sleep innate_spells: null languages: - Aquan level: 5 melee: - action_cost: One Action damage: formula: 2d8+7 plus Push or Pull 5 feet type: bludgeoning name: wave to_hit: 15 traits: - reach 10 feet name: Living Waterfall perception: 10 proactive_abilities: - action_cost: One Action description: The elemental puts out all fires in a 5-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+14 counteract modifier). name: Drench traits: - abjuration - primal - water ranged: null resistances: - amount: 5 type: fire saves: fort: 14 ref: 12 will: 10 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 13 Stealth: 12 speed: - amount: 20 type: Land - amount: 60 type: Swim spell_attack_to_hit: null spell_dc: null traits: - N - Large - Aquatic - Elemental - Water type: Creature - ability_mods: cha_mod: 1 con_mod: 0 dex_mod: 2 int_mod: 4 str_mod: 4 wis_mod: 3 ac: 25 ac_special: null automatic_abilities: null description: Quatoids are peculiar, mysterious elementals native to the Plane of Water that resemble four-tentacled octopuses with eerily humanoid faces on their mantles. hp: 120 immunities: - bleed - paralyzed - poison - sleep innate_spells: [] languages: - Aquan - Common level: 7 melee: - action_cost: One Action damage: formula: 2d12+6 plus Grab type: bludgeoning name: tentacle to_hit: 16 traits: - reach 10 feet name: Quatoid perception: 18 proactive_abilities: - action_cost: One Action description: 1d12+6 bludgeoning, DC 25 name: Constrict traits: null ranged: null resistances: - amount: 5 type: bludgeoning - amount: 5 type: fire saves: fort: 13 ref: 15 will: 18 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 15 Diplomacy: 12 Occultism: 17 Society: 17 Stealth: 13 speed: - amount: 25 type: Land - amount: 25 type: Swim spell_attack_to_hit: 17 spell_dc: null traits: - LN - Small - Aquatic - Elemental - Water type: Creature - ability_mods: cha_mod: 0 con_mod: 5 dex_mod: 5 int_mod: -1 str_mod: 5 wis_mod: 3 ac: 28 ac_special: null automatic_abilities: - description: When not touching water, the tidal master is slowed 1 and can't use reactions. name: Water-Bound traits: null description: Tidal masters use their power over waves and water to drown their enemies. hp: 155 immunities: - bleed - paralyzed - poison - sleep innate_spells: null languages: - Aquan level: 9 melee: - action_cost: One Action damage: formula: 2d12+11 plus Push or Pull 10 feet type: bludgeoning name: wave to_hit: 21 traits: - reach 15 feet name: Tidal Master perception: 18 proactive_abilities: - action_cost: One Action description: The elemental puts out all fires in a 10-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+20 counteract modifier). name: Drench traits: - abjuration - primal - water ranged: null resistances: - amount: 10 type: fire saves: fort: 18 ref: 21 will: 15 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 20 Stealth: 19 speed: - amount: 30 type: Land - amount: 80 type: Swim spell_attack_to_hit: null spell_dc: null traits: - N - Large - Aquatic - Elemental - Water type: Creature - ability_mods: cha_mod: 0 con_mod: 6 dex_mod: 6 int_mod: 0 str_mod: 6 wis_mod: 3 ac: 31 ac_special: null automatic_abilities: - description: When not touching water, the elemental tsunami is slowed 1 and can't use reactions. name: Water-Bound traits: null description: Elemental tsunamis are huge and destructive. hp: 195 immunities: - bleed - paralyzed - poison - sleep innate_spells: null languages: - Aquan level: 11 melee: - action_cost: One Action damage: formula: 2d12+12 plus Push or Pull 10 feet type: bludgeoning name: wave to_hit: 24 traits: - reach 20 feet name: Elemental Tsunami perception: 22 proactive_abilities: - action_cost: One Action description: The elemental puts out all fires in a 20-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+20 counteract modifier). name: Drench traits: - abjuration - primal - water - action_cost: Two Actions description: . A creature that fails this save is Pushed 20 feet. The elemental tsunami then retracts to its former space. The elemental tsunami can't Surge again for 1d4 rounds. name: Surge traits: - DC 31 basic Fortitude save ranged: null resistances: - amount: 10 type: fire saves: fort: 21 ref: 22 will: 19 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 23 Stealth: 23 speed: - amount: 35 type: Land - amount: 100 type: Swim spell_attack_to_hit: null spell_dc: null traits: - N - Huge - Aquatic - Elemental - Water type: Creature - ability_mods: cha_mod: -2 con_mod: 4 dex_mod: 0 int_mod: -4 str_mod: 7 wis_mod: 2 ac: 23 ac_special: null automatic_abilities: null description: Those who live near elephants have learned to be wary of angering the beasts, but even with precautions in place, elephants sometimes still rampage. There is little an individual person can do when even a single elephant becomes enraged. Furthermore, a herd of angry or frightened elephants can easily destroy an entire village. hp: 130 immunities: null innate_spells: null languages: '' level: 7 melee: - action_cost: One Action damage: formula: 3d8+9 type: piercing name: tusk to_hit: 16 traits: - reach 10 feet - action_cost: One Action name: trunk to_hit: 18 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d10+9 type: bludgeoning name: foot to_hit: 16 traits: - reach 10 feet name: Elephant perception: 13 proactive_abilities: - description: creature along with it. name: Grabbing Trunk traits: null - description: Large or smaller, foot, DC 24 name: Trample traits: null ranged: null resistances: null saves: fort: 18 ref: 11 will: 13 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Athletics: 17 Survival: 15 speed: - amount: 40 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Huge - Animal type: Creature - ability_mods: cha_mod: -2 con_mod: 5 dex_mod: 1 int_mod: -4 str_mod: 8 wis_mod: 1 ac: 29 ac_special: null automatic_abilities: null description: Found mostly in colder climates, mammoths are accustomed to dealing with desperate and dangerous predators, trampling and crushing their enemies while using their larger tusks to greater effect. Humanoids dwelling in harsh, frost-bound lands rely on the mammoth's strength to help them survive. hp: 190 immunities: null innate_spells: null languages: '' level: 10 melee: - action_cost: One Action damage: formula: 3d8+12 type: piercing name: tusk to_hit: 22 traits: - reach 15 feet - action_cost: One Action name: trunk to_hit: 22 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d10+12 type: bludgeoning name: foot to_hit: 22 traits: - reach 10 feet name: Mammoth perception: 18 proactive_abilities: - action_cost: One Action description: The mammoth makes two tusk Strikes, each against a different creature. This counts as one attack for the mammoth's multiple attack penalty, and the penalty doesn't increase until after both attacks. name: Dual Tusks traits: null - description: creature along with it. name: Grabbing Trunk traits: null - description: Large or smaller, foot, DC 28 name: Trample traits: null ranged: null resistances: null saves: fort: 21 ref: 15 will: 18 saves_special: fort: null ref: null will: +2 status to all saves vs. cold senses: - low-light vision - scent (imprecise) 30 feet skills: Athletics: 22 Survival: 19 speed: - amount: 45 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Huge - Animal type: Creature - ability_mods: cha_mod: 7 con_mod: 3 dex_mod: 4 int_mod: -2 str_mod: 5 wis_mod: 1 ac: 21 ac_special: null automatic_abilities: null description: Ether spiders are deadly predators from the Ethereal Plane resembling giant arachnids. Rather than building webs of silk, ether spiders shape the raw essence of the Ethereal Plane, weaving it in complex patterns that drift through the misty void. From these ethereal nests, whole families of ether spiders can scout the adjacent Material Plane, watching for easy prey in dark or remote corners of the land of mortals. Once an ether spider has spotted a meal, it anchors its nest and waits on the Ethereal Plane for its prey to draw near. As soon as its victim is within reach, the ether spider shifts to the Material Plane, clamps its fangs onto its prey, then shifts back to the Ethereal Plane to wait as its venom works through the creature's system. Ether spiders move between the planes with ease, making them extremely dangerous to those who cannot see or attack ethereal enemies. hp: 75 immunities: null innate_spells: null languages: - Aklo level: 5 melee: - action_cost: One Action damage: formula: 1d10+7 plus ether spider venom and Grab type: piercing name: fangs to_hit: 15 traits: - magical name: Ether Spider perception: 12 proactive_abilities: - description: '**Saving Throw** DC 22 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and clumsy 1 (1 round); **Stage 2** 2d6 poison damage, clumsy 2 and slowed 1 (1 round); **Stage 3** 3d6 poison damage, clumsy 3 and slowed 2 (1 round)' name: Ether Spider Venom traits: - poison - action_cost: One Action description: The ether spider shifts to either the Ethereal Plane or the Material Plane. The ether spider can remain on the Ethereal Plane indefinitely without ill effect. While there, it can see clearly onto the Material Plane with a range of 60 feet. On its first round in an encounter, the ether spider can use this ability once as a free action. name: Ethereal Step traits: null - description: . name: Ethereal Web Trap traits: - Escape DC 22 - action_cost: Two Actions description: ', as ethereal web trap, unless it succeeds at a DC 22 Reflex save.' name: Web Burst traits: null ranged: - action_cost: One Action name: web to_hit: 14 traits: - magical - range increment 30 feet resistances: null saves: fort: 12 ref: 15 will: 10 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 12 Stealth: 15 speed: - amount: 40 type: Land - amount: 20 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Large - Beast - Ethereal type: Creature - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: -1 int_mod: -2 str_mod: 6 wis_mod: 2 ac: 21 ac_special: null automatic_abilities: - description: Each of an ettin's heads rolls its own initiative and has its own turn. Neither head can Delay. At the start of a head's turn, that head gets 2 actions and 1 reaction. Each brain controls one of the ettin's arms, but both can move the legs. Any ability that would sever an ettin's head (such as the *vorpal* weapon property) doesn't cause the ettin to die if it still has its other head, but does cause it to lose the turns, actions, and reactions of the severed head. Mental effects that target a single creature affect only one of the ettin's heads. name: Independent Brains traits: null description: Two heads aren't always better than one. The slovenly, violent giants known as ettins are proof enough of that. hp: 110 immunities: null innate_spells: null items: - flail (2) languages: - Goblin - Jotun - Orcish level: 6 melee: - action_cost: One Action damage: formula: 2d6+10 type: bludgeoning name: flail to_hit: 16 traits: - disarm - reach 10 feet - sweep - trip - action_cost: One Action damage: formula: 1d6+10 type: bludgeoning name: fist to_hit: 16 traits: - agile - reach 10 feet name: Ettin perception: 16 proactive_abilities: [] ranged: null resistances: null saves: fort: 16 ref: 11 will: 12 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Athletics: 16 Intimidation: 10 speed: - amount: 35 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Giant - Humanoid type: Creature - ability_mods: cha_mod: 2 con_mod: 0 dex_mod: 4 int_mod: 2 str_mod: -2 wis_mod: 0 ac: 18 ac_special: null automatic_abilities: null description: Although they are much smaller than their larger dragon cousins, faerie dragons have the many of the same physiological attributes, including long necks, toothy maws, sinuous tails, and sharp claws. They flit about on iridescent butterfly wings, the coloring of which changes based on where they live, giving them a natural camouflage. Unlike their larger kin, an adult faerie dragon remains the same size throughout its lifespan. The only visual clue to the age of a faerie dragon is the sheen on its scales, a glimmer that becomes more lustrous the older it gets. hp: 30 immunities: - paralyzed - sleep innate_spells: [] languages: - Common - Draconic - Sylvan level: 2 melee: - action_cost: One Action damage: formula: 1d4 type: piercing name: jaws to_hit: 10 traits: - magical - finesse name: Faerie Dragon perception: 16 proactive_abilities: - action_cost: Two Actions description: The dragon breathes euphoric gas in a 10-foot cone. Each creature in the area must succeed at a DC 18 Fortitude save or become stupefied 2 and slowed 1 for 1d4 rounds; on a critical failure, the duration is 1 minute. The faerie dragon can't use Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - arcane - evocation - poison ranged: null resistances: null saves: fort: 5 ref: 12 will: 11 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 8 Deception: 8 Diplomacy: 8 Nature: 4 Stealth: 10 speed: - amount: 15 type: Land - amount: 40 type: Fly - amount: 20 type: Swim spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CG - Tiny - Dragon type: Creature - ability_mods: cha_mod: -3 con_mod: 4 dex_mod: -2 int_mod: -5 str_mod: 4 wis_mod: 0 ac: 19 ac_special: null automatic_abilities: null description: Sluglike abominations, grothluts are fleshwarps that were once humans. While their head and torsos are vaguely human, their arms are rubbery and move awkwardly at their sides. Wretched creatures, they moan piteously when other creatures are near, perhaps as the last remnants of their shattered human consciousness pleads to be free from their horrid warped form. hp: 50 immunities: - acid - mental innate_spells: null languages: '' level: 3 melee: - action_cost: One Action damage: formula: 1d10+8 type: slashing name: claw to_hit: 11 traits: - agile name: Grothlut perception: 5 proactive_abilities: [] ranged: - action_cost: One Action damage: formula: 2d6 damage plus 1d6 splash acid damage type: acid name: digestive spew to_hit: 7 traits: - acid - range increment 15 feet - splash resistances: null saves: fort: 11 ref: 5 will: 7 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 11 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Aberration - Mindless type: Creature - ability_mods: cha_mod: 4 con_mod: 3 dex_mod: 3 int_mod: 2 str_mod: 4 wis_mod: 3 ac: 24 ac_special: null automatic_abilities: null description: 'The first fleshwarping process mastered by the drow remains both their most successful and most infamous: the drider. Fusing the body of a drow with that of a giant spider, driders are a sexually dimorphic fleshwarp—the only fleshwarp known to be able to produce young. While female driders have the upper torsos of elegant drow women with mouths featuring sharp poisoned fangs, male driders have hideous, mutated countenances that further blend the humanoid form with that of a spider; the difference in appearance is perhaps a reflection on the matriarchal nature of drow society. In combat, all driders are equally dangerous.' hp: 95 immunities: - sleep innate_spells: - level: 4 name: clairvoyance - level: 4 name: suggestion - level: 3 name: clairaudience - level: 3 name: dispel magic - level: 3 name: levitate - frequency: at will level: 2 name: darkness - frequency: at will level: 2 name: faerie fire languages: - Elven - Undercommon level: 6 melee: - action_cost: One Action damage: formula: 1d8+10 type: slashing name: glaive to_hit: 16 traits: - deadly 1d8 - forceful - reach 10 feet - action_cost: One Action damage: formula: 1d6+10 plus drider venom type: piercing name: fangs to_hit: 16 traits: null name: Drider perception: 13 proactive_abilities: - description: '**Saving Throw** DC 23 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d8 poison damage and enfeebled 1 (1 round)' name: Drider Venom traits: - poison - description: . name: Web Trap traits: - Escape DC 21 ranged: - action_cost: One Action damage: formula: 1d8+8 type: piercing name: composite longbow to_hit: 16 traits: - deadly d10 - magical - propulsive - range increment 100 feet - reload 0 - volley 50 feet - action_cost: One Action name: web to_hit: 15 traits: - range increment 30 feet resistances: null saves: fort: 13 ref: 13 will: 15 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision skills: Arcana: 14 Athletics: 12 Intimidation: 14 Religion: 13 Stealth: 15 speed: - amount: 30 type: Land - amount: 20 type: Climb spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Aberration type: Creature - ability_mods: cha_mod: -2 con_mod: 5 dex_mod: 3 int_mod: -5 str_mod: 2 wis_mod: 2 ac: 18 ac_special: null automatic_abilities: null description: The snapping flytrap is a ravenous, carnivorous plant that is quick to bite at any creature that passes by. Snapping flytraps typically have two sets of tooth-edged leaves, each measuring 3 feet wide, at the end of 10-foot-long stalks. hp: 50 immunities: - mental innate_spells: null languages: '' level: 3 melee: - action_cost: One Action damage: formula: 1d8+2 plus 1d6 acid and Improved Grab type: piercing name: leaf to_hit: 11 traits: - reach 10 feet name: Snapping Flytrap perception: 7 proactive_abilities: - action_cost: Two Actions description: The flytrap attacks a single target with both its leaves. The flytrap makes one leaf Strike. On a success, the flytrap deals the damage from one leaf Strike plus an additional 1d8 damage for every leaf beyond the first. On a failure, the flytrap deals the damage from one leaf Strike, but it can't use Improved Grab. It deals no damage on a critical failure. This counts toward the flytrap's multiple attack penalty as a number of attacks equal to the number of leaves the flytrap has. name: Focused Assault traits: null - action_cost: Two Actions description: The flytrap makes two leaf Strikes at a –2 penalty, each against a different target. These attacks count toward the flytrap's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all its attacks. name: Hungry Flurry traits: null - action_cost: One Action description: Medium, 1d8+1 bludgeoning plus 1d6 acid, Rupture 5 name: Swallow Whole traits: - attack ranged: null resistances: - amount: 5 type: acid saves: fort: 12 ref: 8 will: 7 saves_special: fort: null ref: null will: null senses: - tremorsense (imprecise) 30 feet skills: Athletics: 11 Stealth: 10 speed: - amount: 15 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Large - Mindless - Plant type: Creature - ability_mods: cha_mod: -2 con_mod: 5 dex_mod: 5 int_mod: -5 str_mod: 7 wis_mod: 3 ac: 29 ac_special: null automatic_abilities: null description: Because they blend in so well with surrounding foliage, giant flytraps can use the element of surprise to make quick strikes against unsuspecting adventurers and forest travelers. hp: 185 immunities: - mental innate_spells: null languages: '' level: 10 melee: - action_cost: One Action damage: formula: 2d8+7 plus 2d6 acid and Improved Grab type: piercing name: leaf to_hit: 23 traits: - reach 15 feet name: Giant Flytrap perception: 17 proactive_abilities: - action_cost: Two Actions description: The flytrap attacks a single target with all four of its leaves. The flytrap makes one leaf Strike. On a success, the flytrap deals the damage from one leaf Strike plus an additional 1d8 damage for every leaf beyond the first. On a failure, the flytrap deals the damage from one leaf Strike, but it can't use Improved Grab. It deals no damage on a critical failure. This counts toward the flytrap's multiple attack penalty as a number of attacks equal to the number of leaves the flytrap has. name: Focused Assault traits: null - action_cost: Two Actions description: The flytrap makes four leaf Strikes at a –2 penalty, each against a different target. These attacks count toward the flytrap's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all its attacks. name: Hungry Flurry traits: null - action_cost: One Action description: Large, 2d8+3 bludgeoning plus 2d6 acid, Rupture 17 name: Swallow Whole traits: - attack ranged: null resistances: - amount: 10 type: acid saves: fort: 21 ref: 17 will: 15 saves_special: fort: null ref: null will: null senses: - tremorsense (imprecise) 60 feet skills: Athletics: 23 Stealth: 21 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Huge - Mindless - Plant type: Creature - ability_mods: cha_mod: -2 con_mod: 3 dex_mod: 2 int_mod: -2 str_mod: 3 wis_mod: 2 ac: 21 ac_special: null automatic_abilities: null description: Gargoyles are monstrous hunters made of elemental stone. They use their resemblance to decorative statues to hide in plain sight in cities during the day and descend upon unlucky pedestrians at night. Their most common form is that of a horned humanoid with bat-like wings, but individual gargoyles show a great deal of variation, with some appearing more or less humanoid and others resembling no known creature. A gargoyle's features are not flxed; city-dwelling gargoyles who remain in the same locale long enough slowly morph, day by day, to match the style of the local architecture. These patient monsters can stay disguised for long stretches of time as they patiently await an opportunity to strike. hp: 40 immunities: null innate_spells: null languages: - Common - Terran level: 4 melee: - action_cost: One Action damage: formula: 2d8+3 type: piercing name: jaws to_hit: 13 traits: null - action_cost: One Action damage: formula: 2d6+3 type: slashing name: claw to_hit: 13 traits: - agile name: Gargoyle perception: 10 proactive_abilities: - action_cost: One Action description: Until the next time it acts, the gargoyle appears to be a statue. It has an automatic result of 32 on Deception checks and DCs to pass as a statue. name: Statue traits: - concentrate ranged: null resistances: - amount: 5 type: physical (except adamantine) saves: fort: 13 ref: 10 will: 10 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 10 Athletics: 9 Stealth: 12 speed: - amount: 25 type: Land - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Beast - Earth type: Creature - ability_mods: cha_mod: 1 con_mod: 2 dex_mod: 2 int_mod: 2 str_mod: 4 wis_mod: 3 ac: 20 ac_special: null automatic_abilities: null description: Jann are genies composed of all four elements, meaning they are not quite home on any of the Elemental Planes. Instead, jann reside on the Material Plane, making only brief forays to the other parts of the Inner Sphere. Although they are human in size and appearance, jann are not at all related to humans and bristle at any claims to this effect. They are a proud people and take great care to maintain their honor—restoring that honor with the edge of a sword, if necessary. hp: 60 immunities: null innate_spells: - frequency: to Astral Plane, Elemental Planes, or Material Plane only level: 7 name: plane shift - frequency: x3 level: 2 name: create food - frequency: x3 level: 2 name: invisibility - frequency: x3 level: 2 name: speak with animals languages: - Common level: 4 melee: - action_cost: One Action damage: formula: 1d6+10 type: slashing name: scimitar to_hit: 14 traits: - forceful +1 - sweep - action_cost: One Action damage: formula: 1d4+10 type: bludgeoning name: fist to_hit: 14 traits: - agile - magical - nonlethal name: Janni perception: 11 proactive_abilities: - action_cost: Two Actions description: '**Frequency** Once per day. **Effect** The janni changes a creature''s size. This works as a 4th-level *enlarge* or *shrink* spell but can target an unwilling creature (DC 21 Fortitude save negates).' name: Change Size traits: - arcane - concentrate - polymorph - transmutation ranged: - action_cost: One Action damage: formula: 1d6+5 type: piercing name: composite shortbow to_hit: 12 traits: - deadly 1d10 - propulsive - range increment 60 feet - reload 0 resistances: - amount: 5 type: fire saves: fort: 12 ref: 10 will: 11 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 8 Arcana: 10 Crafting: 8 Deception: 7 Survival: 11 speed: - amount: 20 type: Land - amount: 15 type: Fly spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Elemental - Genie type: Creature - ability_mods: cha_mod: 4 con_mod: 2 dex_mod: 5 int_mod: 2 str_mod: 4 wis_mod: 2 ac: 22 ac_special: null automatic_abilities: null description: Benevolent genies from the Plane of Air, djinn value art, culture, knowledge, and trade. They also love new experiences, succulent dishes, and heady wines. Of all geniekind, they are most likely to approach humans and other mortals, interacting with them on friendly terms. Still, djinn are proud of their genie heritage and have a tendency to be patronizing toward mortals, a habit that has earned them a reputation for arrogance. Djinn get along with jann and marids, but they find shaitans too stiff and harbor undying hatred for efreet. Although djinn are formidable combatants, they despise war and prefer to eschew violence in favor of dealing with their opponents using magic or subterfuge (making an exception, of course, when they encounter efreet). hp: 71 immunities: - acid innate_spells: - frequency: at will; to Astral Plane, Elemental Planes, or Material Plane only level: 7 name: plane shift - level: 4 name: creation - level: 4 name: gaseous form - level: 3 name: illusory creature - level: 3 name: illusory object - frequency: at will level: 2 name: enhance victuals - frequency: at will level: 2 name: invisibility - frequency: constant level: 3 name: detect magic languages: - Auran - Common level: 5 melee: - action_cost: One Action damage: formula: 1d6+10 type: slashing name: scimitar to_hit: 15 traits: - forceful +1 - reach 10 feet - sweep - action_cost: One Action damage: formula: 1d4+10 type: bludgeoning name: fist to_hit: 16 traits: - agile - finesse - magical - nonlethal - reach 10 feet name: Djinni perception: 13 proactive_abilities: - action_cost: One Action description: '**Frequency **Once per round. **Effect **The djinni all creatures in its whirlwind pushes back 20 feet, or forces all creatures in the aura to move 20 feet clockwise or counterclockwise. Each creature must attempt a DC 21 Fortitude save. On a success, it avoids being moved, and on a critical failure it falls prone in addition to being moved. Creatures with the air trait are immune.' name: Hurricane Blast traits: - air - arcane - evocation ranged: - action_cost: One Action damage: formula: 1d8+6 type: bludgeoning name: crashing wind to_hit: 15 traits: - air - arcane - evocation - range increment 20 feet resistances: - amount: 5 type: mental - amount: 5 type: sonic saves: fort: 9 ref: 14 will: 11 saves_special: fort: null ref: null will: null senses: - darkvision - '*detect magic*' skills: Acrobatics: 14 Arcana: 11 Athletics: 11 Crafting: 9 Deception: 11 Diplomacy: 13 Society: 9 Stealth: 12 speed: - amount: 25 type: Land - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CG - Large - Air - Elemental - Genie type: Creature - ability_mods: cha_mod: 3 con_mod: 4 dex_mod: 1 int_mod: 3 str_mod: 6 wis_mod: 2 ac: 25 ac_special: null automatic_abilities: null description: Hailing from the Plane of Earth, shaitans are proud and brazen genies. They value physical skill and love bargaining, games of chance, and working with metal and stone. Immense gemstones and veins of precious metal crisscross their home plane, and the industrious shaitans have built a vast mercantile empire from these abundant natural resources. hp: 110 immunities: null innate_spells: - frequency: to Astral Plane, Elemental Planes, or Material Plane only level: 7 name: plane shift - frequency: self only level: 5 name: veil - frequency: self only level: 5 name: wall of stone - frequency: at will level: 4 name: shape stone - frequency: x2 level: 2 name: glitterdust - frequency: constant level: 4 name: detect magic languages: - Common - Terran level: 7 melee: - action_cost: One Action damage: formula: 1d10+12 type: slashing name: falchion to_hit: 20 traits: - forceful +1 - magical - reach 10 feet - sweep - action_cost: One Action damage: formula: 1d4+12 plus Push 10 feet and shove into stone type: bludgeoning name: fist to_hit: 19 traits: - agile - magical - nonlethal - reach 10 feet name: Shaitan perception: 15 proactive_abilities: - description: The shaitan can Burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing. name: Earth Glide traits: null - description: When the shaitan Pushes a creature into a stone barrier, the target must succeed at a DC 22 Reflex save or become merged with the barrier (as *meld with stone*). The victim can attempt to Escape (DC 28). name: Shove into Stone traits: - arcane - earth - transmutation ranged: null resistances: - amount: 10 type: electricity saves: fort: 18 ref: 12 will: 15 saves_special: fort: null ref: null will: null senses: - darkvision - '*detect magic*' - tremorsense (imprecise) 60 feet skills: Athletics: 19 Crafting: 14 Deception: 16 Nature: 15 Society: 14 speed: - amount: 20 type: Land - amount: 45 type: Burrow - amount: 20 type: Climb - amount: null type: Earth Glide spell_attack_to_hit: null spell_dc: null traits: - Uncommon - LN - Large - Earth - Elemental - Genie type: Creature - ability_mods: cha_mod: 4 con_mod: 4 dex_mod: 3 int_mod: 1 str_mod: 5 wis_mod: 2 ac: 28 ac_special: null automatic_abilities: null description: The efreet are hateful and merciless genies from the Plane of Fire, where they build metropolises and massive trade centers that draw extraplanar travelers from across the multiverse. They are cruel slavers, vengeful warmongers, and sinister wish-masters; there are many tales of mortals who made pacts with efreet only to have their words twisted to suit a genie's capricious and malevolent whims. Efreet do not readily treat with other genies; they share an eternal feud with the djinn, disdain marids, regard jann as weaklings unworthy of the genie title, and only occasionally tolerate alliances with shaitans. At 12 feet tall and weighing 2,000 pounds, efreet are formidable opponents and cow their chosen victims with a glance. hp: 175 immunities: - fire innate_spells: - frequency: at will; to Astral Plane, Elemental Planes, or Material Plane only level: 7 name: plane shift - level: 5 name: illusory object - frequency: x2 level: 4 name: gaseous form - frequency: x2 level: 4 name: invisibility - frequency: constant level: 5 name: detect magic languages: - Common - Ignan level: 9 melee: - action_cost: One Action damage: formula: 2d6+11 plus 2d6 fire type: slashing name: scimitar to_hit: 21 traits: - fire - forceful +2 - magical - reach 10 feet - sweep - action_cost: One Action damage: formula: 1d4+11 plus 2d6 fire type: bludgeoning name: fist to_hit: 20 traits: - agile - magical - reach 10 feet name: Efreeti perception: 17 proactive_abilities: - description: When the efreeti grabs a creature, that creature takes 2d6 fire damage, and takes 2d6 fire damage at the end of each of its turns as long as it remains grabbed. name: Burning Grasp traits: - fire - action_cost: Two Actions description: '**Frequency** Once per day. **Effect** The efreeti changes a creature''s size. This works as a 4th-level *enlarge* or *shrink* spell but can target an unwilling creature (DC 29 Fortitude save negates).' name: Change Size traits: - arcane - concentrate - polymorph - transmutation - action_cost: One Action description: The efreeti makes a melee Strike while keeping one hand free. If the Strike hits, the target is grabbed in the efreeti's free hand. name: Combat Grab traits: null ranged: null resistances: null saves: fort: 18 ref: 17 will: 20 saves_special: fort: null ref: null will: null senses: - darkvision - '*detect magic*' skills: Arcana: 14 Athletics: 22 Crafting: 14 Deception: 19 Diplomacy: 17 Intimidation: 19 Society: 14 speed: - amount: 25 type: Land - amount: 35 type: Fly spell_attack_to_hit: 19 spell_dc: null traits: - Uncommon - LE - Large - Elemental - Fire - Genie type: Creature - ability_mods: cha_mod: 3 con_mod: 4 dex_mod: 5 int_mod: 1 str_mod: 5 wis_mod: 3 ac: 28 ac_special: null automatic_abilities: null description: Marids are capricious but powerful genies from the Plane of Water; among geniekind, they are rivaled in power only by the fiery efreet. Marids embody the strength of the ocean's waves and currents, but they also have a gentler side, loving performance and art such as dancing, music, and storytelling. Marids regard efreet with hostility but rarely encounter them in their native environment. They get along with djinn, jann, and shaitans, although the latter consider marids flighty and annoying, associating only long enough to close trade deals. Marid society has strict rules of hospitality, and many marid cities have a magically sealed foreign quarter where marid shahzadas conduct business with air-breathers. hp: 145 immunities: null innate_spells: - frequency: at will; to Astral Plane, Elemental Planes, or Material Plane only level: 7 name: plane shift - frequency: at will level: 5 name: control water - frequency: at will level: 5 name: hallucinatory terrain - frequency: at will level: 4 name: hydraulic push - frequency: at will level: 4 name: hydraulic torrent - frequency: at will level: 4 name: solid fog - frequency: at will level: 2 name: blur - frequency: at will level: 2 name: illusory object - frequency: constant level: 5 name: detect magic - frequency: constant level: 5 name: detect alignment - frequency: constant level: 1 name: detect alignment languages: - Aquan - Common level: 9 melee: - action_cost: One Action damage: formula: 2d8+11 type: piercing name: trident to_hit: 21 traits: - magical - reach 10 feet - action_cost: One Action damage: formula: 1d4+11 type: bludgeoning name: fist to_hit: 20 traits: - agile - magical - nonlethal - reach 10 feet name: Marid perception: 18 proactive_abilities: - action_cost: One Action description: The marid can take on the appearance of any water elemental or humanoid. This ability doesn't change the marid's Speed or its attack and damage bonuses with its Strikes. name: Change Shape traits: - arcane - concentrate - polymorph - transmutation - action_cost: Two Actions description: The marid releases a jet of water in a 60-foot line, dealing 9d6 bludgeoning damage (DC 28 basic Reflex save). A creature that fails its save is also pushed 10 feet (20 feet on a critical failure). The marid can't use Rush of Water again for 1d4 rounds. name: Rush of Water traits: - arcane - evocation - water - action_cost: One Action description: . name: Skewer traits: - 4d6 on a critical hit ranged: - action_cost: One Action damage: formula: 2d8+11 type: piercing name: trident to_hit: 21 traits: - magical - thrown 20 feet resistances: - amount: 10 type: fire saves: fort: 18 ref: 21 will: 17 saves_special: fort: null ref: null will: null senses: - darkvision - '*detect alignment*' - '*detect magic*' - wavesense (imprecise) 60 feet skills: Athletics: 20 Crafting: 16 Diplomacy: 19 Nature: 18 Performance: 16 Society: 14 Stealth: 18 speed: - amount: 20 type: Land - amount: 40 type: Swim spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CN - Large - Elemental - Genie - Water type: Creature - ability_mods: cha_mod: 2 con_mod: 0 dex_mod: 3 int_mod: 0 str_mod: -5 wis_mod: 2 ac: 20 ac_special: null automatic_abilities: - description: '' name: Site Bound traits: null description: The ghost commoner is an ordinary person who believes they died unjustly, usually due to foul play or betrayal. hp: 30 immunities: - death effects - disease - paralyzed - poison - precision - unconscious innate_spells: null languages: - Common level: 4 melee: - action_cost: One Action damage: formula: 2d6+2 type: negative name: ghostly hand to_hit: 13 traits: - agile - finesse - magical name: Ghost Commoner perception: 10 proactive_abilities: - action_cost: One Action description: DC 21 name: Frightful Moan traits: - auditory - divine - emotion - enchantment - fear - mental ranged: null resistances: - amount: 5 type: all damage (except force, ghost touch, or positive; double resistance vs. non-magical) saves: fort: 8 ref: 11 will: 8 saves_special: fort: null ref: null will: null senses: - darkvision skills: Stealth: 12 speed: - amount: 25 type: Fly spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Ghost - Incorporeal - Spirit - Undead type: Creature - ability_mods: cha_mod: 6 con_mod: 0 dex_mod: 3 int_mod: 6 str_mod: -5 wis_mod: 3 ac: 27 ac_special: null automatic_abilities: - description: '' name: Site Bound traits: null description: A wizard who died with a major project left undone might become a ghost mage, constantly seeking to finish its task in undeath. hp: 135 immunities: - death effects - disease - paralyzed - poison - precision - unconscious innate_spells: - level: 5 name: cone of cold - level: 5 name: hallucination - level: 4 name: phantasmal killer - level: 4 name: suggestion - level: 3 name: blindness - level: 3 name: dispel magic - level: 3 name: nondetection - frequency: x2 level: 2 name: telekinetic maneuver - frequency: x2 level: 1 name: ray of enfeeblement languages: - Common - Draconic level: 10 melee: - action_cost: One Action damage: formula: 2d8+12 type: negative name: ghostly hand to_hit: 21 traits: - agile - finesse - magical name: Ghost Mage perception: 17 proactive_abilities: - action_cost: One Action description: DC 29 name: Frightful Moan traits: - auditory - divine - emotion - enchantment - fear - mental - action_cost: Two Actions description: DC 29 name: Telekinetic Assault traits: - divine - evocation ranged: null resistances: - amount: 10 type: all damage (except force, ghost touch, or positive; double resistance vs. non-magical) saves: fort: 16 ref: 19 will: 22 saves_special: fort: null ref: null will: null senses: - darkvision skills: Arcana: 22 Intimidation: 22 Stealth: 21 speed: - amount: 25 type: Fly spell_attack_to_hit: 23 spell_dc: null traits: - CE - Medium - Ghost - Incorporeal - Spirit - Undead type: Creature - ability_mods: cha_mod: 2 con_mod: 1 dex_mod: 4 int_mod: 1 str_mod: 1 wis_mod: 2 ac: 16 ac_special: null automatic_abilities: null description: Ghouls are ravenous undead who haunt graveyards and eat corpses. hp: 20 immunities: - death effects - disease - paralyzed - poison - unconscious innate_spells: null languages: - Common - Necril level: 1 melee: - action_cost: One Action damage: formula: 1d6+1 plus ghoul fever and paralysis type: piercing name: jaws to_hit: 9 traits: - finesse - action_cost: One Action damage: formula: 1d4+1 plus paralysis type: slashing name: claw to_hit: 9 traits: - agile - finesse name: Ghoul perception: 7 proactive_abilities: - action_cost: One Action description: '**Requirements** The ghoul is adjacent to the corpse of a creature that died within the last hour. **Effect** The ghoul devours a chunk of the corpse and regains 1d6 Hit Points. It can regain Hit Points from any given corpse only once.' name: Consume Flesh traits: - manipulate - description: '**Saving Throw** Fortitude DC 15; **Stage 1** carrier with no ill effect (1 day); **Stage 2** 2d6 negative damage and regains half as many Hit Points from all healing (1 day); **Stage 3** as stage 2 (1 day); **Stage 4** 2d6 negative damage and gains no benefit from healing (1 day); **Stage 5** as stage 4 (1 day); **Stage 6** dead, and rises as a ghoul the next midnight.' name: Ghoul Fever traits: - disease - description: Any living, non-elf creature hit by a ghoul's attack must succeed at a DC 15 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. name: Paralysis traits: - incapacitation - occult - necromancy - action_cost: One Action description: The ghoul jumps up to half its Speed. This movement doesn't trigger reactions. name: Swift Leap traits: - move ranged: null resistances: null saves: fort: 4 ref: 9 will: 5 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 7 Athletics: 4 Stealth: 7 Survival: 5 speed: - amount: 30 type: Land - amount: 5 type: Burrow spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Ghoul - Undead type: Creature - ability_mods: cha_mod: 3 con_mod: 2 dex_mod: 4 int_mod: 1 str_mod: 3 wis_mod: 2 ac: 18 ac_special: null automatic_abilities: null description: Ghasts—feral, foul-smelling, and constantly hungry—are the more powerful kin of ghouls. They are relentless in the pursuit of their prey. hp: 30 immunities: - death effects - disease - paralyzed - poison - unconscious innate_spells: null languages: - Common - Necril level: 2 melee: - action_cost: One Action damage: formula: 1d6+5 plus ghast fever and paralysis type: piercing name: jaws to_hit: 11 traits: - finesse - action_cost: One Action damage: formula: 1d4+5 plus paralysis type: slashing name: claw to_hit: 11 traits: - agile - finesse name: Ghast perception: 8 proactive_abilities: - action_cost: One Action description: '**Requirements** The ghast is adjacent to the corpse of a creature that died within the last hour. **Effect** The ghast devours a chunk of the corpse and regains 3d6 Hit Points. It can regain Hit Points from any given corpse only once.' name: Consume Flesh traits: - manipulate - description: '**Saving Throw** Fortitude DC 16; **Stage 1** carrier with no ill effect (1 day); **Stage 2** 3d8 negative damage and regains half as many Hit Points from all healing (1 day); **Stage 3** as stage 2 (1 day); **Stage 4** 3d8 negative damage and gains no benefit from healing (1 day); **Stage 5** as stage 4 (1 day); **Stage 6** dead, and rises as a ghast the next midnight' name: Ghast Fever traits: - disease - description: Any living creature (including elves) hit by a ghast's attack must succeed at a DC 16 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. name: Paralysis traits: - incapacitation - occult - necromancy - action_cost: One Action description: The ghast jumps up to half its Speed. This movement doesn't trigger reactions. name: Swift Leap traits: - move ranged: null resistances: null saves: fort: 6 ref: 10 will: 8 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 10 Athletics: 7 Stealth: 10 Survival: 8 speed: - amount: 30 type: Land - amount: 5 type: Burrow spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Ghoul - Undead type: Creature - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 0 int_mod: -2 str_mod: 6 wis_mod: 2 ac: 24 ac_special: null automatic_abilities: null description: Selfish and crude, these rough-skinned raiders are bullies and ultimately cowards. Quick-tempered and fond of violence, a hill giant gladly raids and pillages the defenseless but is quick to flee from those who are bigger, stronger, or better organized than they are. A hill giant is never above shoving or tricking one of their own kind to slow down their opponent or get the best loot. hp: 140 immunities: null innate_spells: null languages: - Common - Jotun level: 7 melee: - action_cost: One Action damage: formula: 1d10+14 type: bludgeoning name: greatclub to_hit: 19 traits: - backswing - reach 10 feet - shove - action_cost: One Action damage: formula: 1d6+4 type: bludgeoning name: fist to_hit: 19 traits: - agile - reach 10 feet name: Hill Giant perception: 13 proactive_abilities: - action_cost: One Action description: '' name: Throw Rock traits: null - action_cost: One Action description: The hill giant makes a single greatclub Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the hill giant's multiple attack penalty. name: Wide Swing traits: null ranged: - action_cost: One Action damage: formula: 1d8+14 type: bludgeoning name: rock to_hit: 19 traits: - brutal - range increment 120 feet resistances: null saves: fort: 17 ref: 12 will: 13 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Athletics: 19 Intimidation: 11 speed: - amount: 35 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Earth - Giant - Humanoid type: Creature - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 2 int_mod: 0 str_mod: 6 wis_mod: 1 ac: 27 ac_special: null automatic_abilities: null description: Stone giants are stoic, reclusive herders and artists who have a rich history and collection of traditions. They dwell in caves in tall mountains and craggy ranges, where their grayish skin allows them to blend in with their surroundings and go unnoticed by imperceptive adventurers. Those benign travelers who come across a tribe of stone giants need not worry much, however, for stone giants do not actively invite confrontation or strife. They are, by and large, a peaceful people who seek wisdom through exploration of nature and long meditations on the elements of the natural world. Their elders are the wisest of stone giants, and use their charisma and druidic magic to lead their tribes to prosperity and harmony with nature. hp: 150 immunities: null innate_spells: null languages: - Common - Jotun level: 8 melee: - action_cost: One Action damage: formula: 2d10+12 type: bludgeoning name: greatclub to_hit: 21 traits: - backswing - magical - reach 10 feet - shove - action_cost: One Action damage: formula: 2d6+14 type: bludgeoning name: fist to_hit: 20 traits: - agile - reach 10 feet name: Stone Giant perception: 16 proactive_abilities: - action_cost: Two Actions description: The stone giant makes a greatclub Strike. The target is Pushed up to 10 feet on a hit or up to 20 feet on a critical hit. If the target collides with a solid object or lands on the ground, it takes bludgeoning damage as though it had fallen the distance it moved. name: Big Swing traits: null - action_cost: One Action description: '' name: Throw Rock traits: null ranged: - action_cost: One Action damage: formula: 2d6+12 type: bludgeoning name: rock to_hit: 18 traits: - brutal - range increment 120 feet resistances: null saves: fort: 18 ref: 14 will: 14 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 14 Athletics: 20 Intimidation: 14 Stealth: 14 speed: - amount: 35 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Large - Earth - Giant - Humanoid type: Creature - ability_mods: cha_mod: 0 con_mod: 5 dex_mod: 0 int_mod: 0 str_mod: 6 wis_mod: 2 ac: 29 ac_special: null automatic_abilities: null description: Frost giants are remorseless marauders who pillage and plunder from those who dare to live near them in desolate, frigid lands. Their clans range from extremely territorial hunters who claim an expanse of tundra and defend it at all costs to nomadic hordes that roam icy slopes in search of settlements to conquer. Frost giant clans are ruled by those who exhibit the greatest ferocity and prowess in battle—massive brutes who proclaim themselves jarl and demand absolute obedience from their followers. If at any time a frost giant wishes to be a jarl, all they must do is issue a challenge to the current jarl and face off in mortal combat, after which the reigning champion continues leading the clan or the victorious challenger assumes control. hp: 150 immunities: - cold innate_spells: null languages: - Common - Jotun level: 9 melee: - action_cost: One Action damage: formula: 2d12+12 type: slashing name: greataxe to_hit: 21 traits: - magical - reach 10 feet - sweep - action_cost: One Action damage: formula: 2d8+12 type: bludgeoning name: fist to_hit: 21 traits: - agile - reach 10 feet name: Frost Giant perception: 17 proactive_abilities: - action_cost: One Action description: The frost giant breathes out a 15-foot cone of freezing moisture that quickly condenses into ice, dealing 4d6 cold damage. Each creature in the cone must attempt a DC 28 basic Reflex save. A creature that fails its save is also immobilized and takes 2d6 cold damage at the end of each of its turns until it gets free (Escape DC 28). The giant can't use Chill Breath again for 1d4 rounds. name: Chill Breath traits: - cold - evocation - primal - description: checks to keep from falling on slippery ice. name: Ice Stride traits: null - action_cost: One Action description: '' name: Throw Rock traits: null - action_cost: One Action description: The frost giant makes a single greataxe Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the frost giant's multiple attack penalty. name: Wide Swing traits: null ranged: - action_cost: One Action damage: formula: 2d10+9 type: bludgeoning name: rock to_hit: 21 traits: - brutal - range increment 120 feet resistances: null saves: fort: 23 ref: 16 will: 16 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Athletics: 23 Crafting: 18 Intimidation: 18 Stealth: 17 speed: - amount: 30 type: Land - amount: null type: Ice Stride spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Cold - Giant - Humanoid type: Creature - ability_mods: cha_mod: 0 con_mod: 5 dex_mod: 0 int_mod: 2 str_mod: 7 wis_mod: 2 ac: 31 ac_special: null automatic_abilities: null description: The most militaristic of all giants, fire giants focus obsessively on learning combat techniques, mastering the arts of forging weapons and armor, and finding new ways to dominate their enemies. As a result, their social and political structures are grounded firmly in martial hierarchies, with a strict emphasis on following the orders of one's superior, no matter if you are accountable to a lowly soldier or report to a powerful officer. As soon as a fire giant can walk, they are fitted with their first suit of forged armor. This armor is constantly remolded and replaced as the fire giant matures, both to ensure they are comfortable with steel against their skin and also to teach the giant as early as possible that they bear the burden of fighting to protect their traditions and way of life. To a fire giant, death is the flame in which the future is forged. hp: 175 immunities: - fire innate_spells: null languages: - Common - Jotun level: 10 melee: - action_cost: One Action damage: formula: 2d12+13 type: slashing name: greatsword to_hit: 24 traits: - magical - reach 10 feet - versatile P - action_cost: One Action damage: formula: 2d8+13 type: bludgeoning name: fist to_hit: 23 traits: - agile - reach 10 feet name: Fire Giant perception: 18 proactive_abilities: - action_cost: Two Actions description: The fire giant imbues its blade with flames and makes a greatsword Strike with a –2 circumstance penalty against each creature in a 15-foot line. It makes only one attack roll and compares the result to each creature's AC. This Strike deals an additional 1d6 fire damage and counts as one attack for the fire giant's multiple attack penalty. name: Flaming Stroke traits: - evocation - fire - primal - action_cost: One Action description: A rock thrown by a fire giant deals an additional 1d6 fire damage on a hit. name: Throw Rock traits: - fire ranged: - action_cost: One Action damage: formula: 2d8+13 plus 1d6 fire type: bludgeoning name: rock to_hit: 23 traits: - brutal - range increment 120 feet resistances: null saves: fort: 23 ref: 16 will: 18 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Athletics: 25 Crafting: 22 Intimidation: 23 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - LE - Large - Fire - Giant - Humanoid type: Creature - ability_mods: cha_mod: 1 con_mod: 5 dex_mod: 0 int_mod: 1 str_mod: 7 wis_mod: 3 ac: 30 ac_special: null automatic_abilities: null description: The graceful and regal cloud giants have skin of milky white to powdery blue. Unlike most giants, cloud giants are quite morally diverse. A handful are neutral, but of the others, roughly half are good, while the other half are evil. Good cloud giants are often civic-minded builders of roads and settlements, and are interested in trading goods as well as cultural innovations. It's not uncommon for such giants to approach their neighbors with diplomacy and build strong relationships with other peaceful peoples. Conversely, evil cloud giants are often isolationist and xenophobic. Preferring hidden mountain valleys and settlements in the caves and among the crags of lonely peaks, they raid for what they want and treat other creatures like inconsequential insects. These opposing philosophies can generate a great deal of strife among neighboring cloud giant communities, and the raiders often threaten the trade deals of their peaceful cousins. hp: 220 immunities: null innate_spells: - level: 4 name: solid fog - frequency: at will level: 3 name: levitate languages: - Common - Jotun level: 11 melee: - action_cost: One Action damage: formula: 2d10+13 type: piercing name: ranseur to_hit: 25 traits: - disarm - magical - reach 20 feet - action_cost: One Action damage: formula: 2d8+13 type: bludgeoning name: fist to_hit: 24 traits: - agile - reach 15 feet name: Cloud Giant perception: 22 proactive_abilities: - action_cost: One Action description: '' name: Throw Rock traits: null - action_cost: Two Actions description: The cloud giant Strikes a creature with its ranseur, surrounded in a roar of rushing air. On a hit, the target takes an additional 4d8 bludgeoning damage and is deafened for 1 minute. Whether or not the Strike hits, each non-cloud giant within a 20-foot emanation, including the target of the Strike, is buffeted by roaring winds and must attempt a DC 30 Fortitude saving throw. **Critical Success** The creature is unaffected. **Success** The creature takes 2d8 sonic damage. **Failure** The creature takes 4d8 sonic damage and is deafened until the end of its next turn. **Critical Failure** As failure, but double damage and also knocked prone. name: Wind Strike traits: - air - evocation - primal ranged: - action_cost: One Action damage: formula: 2d10+13 type: bludgeoning name: rock to_hit: 24 traits: - brutal - range increment 120 feet resistances: null saves: fort: 25 ref: 18 will: 21 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Athletics: 26 Crafting: 21 Diplomacy: 24 Intimidation: 26 Performance: 21 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Huge - Air - Giant - Humanoid type: Creature - ability_mods: cha_mod: 2 con_mod: 6 dex_mod: 1 int_mod: 3 str_mod: 8 wis_mod: 5 ac: 34 ac_special: null automatic_abilities: null description: Storm giants are looming but benevolent stewards of sea and sky, often serving as the natural guardians of tropical islands, coastlines, or rocky archipelagos. Storm giants tend to rapidly shift in mood and behavior, one moment engaging in peaceful negotiation, the next unleashing unbridled ferocity against their foes. In this way, they embody both the fury of a raging tempest and the calm of a hurricane's eye. This can make them valuable allies who race to the aid of those in need, but their allies remain must be alert and mindful of their mood, as the giants can be quick to anger or aggressive when caution is most appropriate. hp: 235 immunities: - electricity innate_spells: - frequency: x3 level: 6 name: chain lightning - frequency: at will level: 3 name: levitate - frequency: constant level: 4 name: freedom of movement languages: - Auran - Common - Draconic - Jotun level: 13 melee: - action_cost: One Action damage: formula: 2d12+16 plus 1d6 electricity type: slashing name: greatsword to_hit: 28 traits: - magical - reach 15 feet - versatile P - action_cost: One Action damage: formula: 2d8+16 plus 1d6 electricity type: bludgeoning name: fist to_hit: 27 traits: - agile - reach 15 feet name: Storm Giant perception: 24 proactive_abilities: - description: The storm giant raises one hand to the sky, channeling a bolt of lightning into the blade held in the other. The giant makes a greatsword Strike with a –2 circumstance penalty against each creature within its reach. It makes only one attack roll and compares the result against each creature's AC. This Strike deals an additional 3d12 electricity damage and counts as two attacks for the giant's multiple attack penalty. name: Lightning Blade traits: - electricity - evocation - primal - action_cost: One Action description: '' name: Throw Rock traits: null - action_cost: One Action description: The storm giant makes a single greatsword Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the giant's multiple attack penalty. name: Wide Swing traits: null ranged: - action_cost: One Action damage: formula: 2d10+16 type: bludgeoning name: rock to_hit: 37 traits: - brutal - range increment 120 feet resistances: null saves: fort: 28 ref: 21 will: 23 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Acrobatics: 20 Athletics: 27 Crafting: 24 Intimidation: 24 Performance: 22 speed: - amount: 35 type: Land - amount: 30 type: Swim spell_attack_to_hit: null spell_dc: null traits: - CG - Huge - Amphibious - Giant - Humanoid type: Creature - ability_mods: cha_mod: 4 con_mod: 7 dex_mod: 2 int_mod: 2 str_mod: 9 wis_mod: 6 ac: 38 ac_special: null automatic_abilities: null description: Magically crafted and bred by ancient wizards, rune giants are anathema to and tyrants among their own kind, who were given power to command and magically control other giants. The rune giants themselves served even more powerful masters—potent wizards known as runelords—and in so doing commanded entire armies of giants on behalf of the runelords' empires. In the eons since these empires collapsed, rune giants have persisted as a people of their own, though to the outside world they're little more than fabled horrors whispered of late at night by superstitious giants. Rune giants usually dwell in the most remote and rugged of towering mountain ranges, but they can also be found in immense ruins atop lost islands, glacial valleys, or even more remote or magical regions. hp: 330 immunities: - fire innate_spells: - level: 8 name: charm - level: 8 name: suggestion - frequency: x3 level: 6 name: dominate - frequency: x3 level: 6 name: true seeing - level: 5 name: sending - frequency: at will level: 4 name: charm - frequency: at will level: 4 name: suggestion - frequency: constant level: 4 name: air walk languages: - Common - Jotun - Terran level: 16 melee: - action_cost: One Action damage: formula: 3d12+17 type: slashing name: greatsword to_hit: 33 traits: - magical - reach 20 feet - versatile P - action_cost: One Action damage: formula: 2d8+17 type: piercing name: longspear to_hit: 32 traits: - magical - reach 25 feet - action_cost: One Action damage: formula: 3d8+17 type: bludgeoning name: fist to_hit: 31 traits: - agile - reach 20 feet name: Rune Giant perception: 28 proactive_abilities: - description: When a rune giant casts a mental spell against another giant, the DC is 39, rather than 35. name: Command Giants traits: null - action_cost: Free Action description: When a rune giant casts its innate *sending* spell, it can also cast *suggestion* on the target. name: Demand traits: - arcane - enchantment - mental - action_cost: Free Action description: '**Trigger** The rune giant uses an arcane ability or casts an arcane spell. **Effect** The runes on the giant''s body flash as they produce magical energy. Each creature within a 10-foot emanation must attempt a DC 35 Fortitude save. **Critical Success** The creature is unaffected. **Success** The creature is dazzled for 1 round. **Failure** The creature is blinded for 1 round.' name: Flashing Runes traits: - arcane - evocation - light - action_cost: One Action description: The rune giant invokes one of the runes on its body, causing the rune to spray forth a 30-foot cone of sparks that deals 6d12 electricity damage to all creatures in the cone (DC 37 basic Reflex save). A glowing copy of the invoked rune appears on a single weapon the giant holds, granting the weapon one effect listed below of the giant's choice. The giant can't use Invoke Rune again for 1d4 rounds. The effect on the weapon lasts for 1 minute. If the giant places a new rune on a weapon, any previously placed rune immediately vanishes, ending its effect. name: Invoke Rune traits: - arcane - concentrate - electricity - evocation - action_cost: One Action description: '' name: Throw Rock traits: null - action_cost: One Action description: The rune giant makes a single greatsword Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the giant's multiple attack penalty. name: Wide Swing traits: null ranged: - action_cost: One Action damage: formula: 2d12+17 type: bludgeoning name: rock to_hit: 31 traits: - brutal - range increment 120 feet resistances: null saves: fort: 33 ref: 26 will: 28 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Arcana: 28 Athletics: 32 Crafting: 28 Intimidation: 28 Society: 27 speed: - amount: 45 type: Land spell_attack_to_hit: null spell_dc: null traits: - Uncommon - LE - Gargantuan - Evil - Giant - Humanoid type: Creature - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 3 int_mod: -3 str_mod: 2 wis_mod: 3 ac: 21 ac_special: null automatic_abilities: null description: Amorphous blobs of yammering mouths and oozing, fleshy sludge, gibbering mouthers are among the strangest creatures found either aboveground or below. Perpetually ravenous, these aberrations are always seeking their next meals, ever eating but never sated. With a nominal intelligence, gibbering mouthers can understand and even speak Aklo, but they do so in an intelligible manner only rarely. Instead, their innumerable mouths constantly jabber and babble in a stream of sound that disrupts the thought patterns of other creatures in the area. hp: 120 immunities: null innate_spells: null languages: - Aklo level: 5 melee: - action_cost: One Action damage: formula: 2d8+5 plus 1d4 persistent bleed damage and Grab type: piercing name: jaws to_hit: 14 traits: - finesse name: Gibbering Mouther perception: 15 proactive_abilities: - description: . name: Burn Eyes traits: - or blinded for 1 round on a critical failure - action_cost: One Action description: DC 22, 3d8 piercing, Escape DC 22, Rupture 8 name: Engulf traits: null - action_cost: Two Actions description: The gibbering mouther causes stone and earth under its body to grow soft and muddy, remaining so for 1 minute after the mouther moves off the location. A gibbering mouther can move through these areas with ease, but other creatures treat them as difficult terrain. name: Ground Manipulation traits: - occult - transmutation ranged: - action_cost: One Action damage: formula: 4d6 and burn eyes type: acid name: spittle to_hit: 14 traits: - range 30 feet resistances: null saves: fort: 15 ref: 12 will: 10 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 12 Athletics: 13 speed: - amount: 10 type: Land - amount: 20 type: Swim spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Aberration type: Creature - ability_mods: cha_mod: 4 con_mod: 4 dex_mod: 7 int_mod: 5 str_mod: 4 wis_mod: 3 ac: 34 ac_special: null automatic_abilities: - description: Hungersense allows the gimmerling to sense creatures that require food to live. name: Hungersense traits: null description: Gimmerlings are small, shapeshifting fey who stage ambushes to sate their endless hunger and childish greed. These cruelly curious fey obsess over finding and making unusual traps and sadistic weapons, and their favorite amusement is se eing these traps sprung or the weapons wielded. When on the Material Plane, they are frequently found in urban areas, particularly slums or other parts of town where they can either go unnoticed or be easily forgotten—and have plenty of victims to choose from. hp: 235 immunities: null innate_spells: null items: - +1 striking hand crossbow (20 bolts) languages: - Aklo - Common - Sylvan level: 12 melee: - action_cost: One Action damage: formula: 2d8+7 plus Disarm type: slashing name: claw to_hit: 26 traits: - agile - finesse - action_cost: One Action damage: formula: 3d8+7 plus 2d6 poison type: piercing name: jaws to_hit: 26 traits: - finesse name: Gimmerling perception: 21 proactive_abilities: - action_cost: One Action description: The gimmerling changes into its natural form or that of any humanoid. In humanoid form, it loses its treacherous aura, and its equipment appears to be trinkets or toys. As a humanoid that lacks claws or fangs, it loses the matching Strike. If it loses its claw Strike, it gains a fist Strike that is identical except that it deals bludgeoning damage. name: Change Shape traits: - concentrate - polymorph - primal - transmutation - action_cost: Two Actions description: The gimmerling knocks a held or carried weapon to the ground in the target's space. name: Disarm traits: null - description: creatures. name: Sneak Attack traits: null - description: The gimmerling ignores difficult terrain and doesn't trigger traps with its movement. name: Trickster's Step traits: null ranged: - action_cost: One Action damage: formula: 2d6+3 plus 2d6 poison type: piercing name: hand crossbow to_hit: 28 traits: - range increment 60 feet - reload 1 resistances: null saves: fort: 22 ref: 25 will: 19 saves_special: fort: null ref: null will: null senses: - hungersense (imprecise) 30 feet - low-light vision skills: Crafting: 23 Deception: 25 Nature: 21 Stealth: 25 Thievery: 25 speed: - amount: 30 type: Land - amount: null type: Trickster's Step spell_attack_to_hit: null spell_dc: null traits: - Uncommon - LE - Small - Fey type: Creature - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 3 int_mod: -1 str_mod: 4 wis_mod: 1 ac: 18 ac_special: null automatic_abilities: null description: Gnoll hunters serve their clans by hunting for food in the wilds, marauding along well-traveled roads, and tracking down escaped slaves. hp: 29 immunities: null innate_spells: null languages: - Gnoll level: 2 melee: - action_cost: One Action damage: formula: 1d8+4 type: slashing name: battle axe to_hit: 10 traits: - sweep - action_cost: One Action damage: formula: 1d8+2 type: piercing name: jaws to_hit: 10 traits: - agile name: Gnoll Hunter perception: 7 proactive_abilities: - description: A gnoll hunter deals 1d4 extra damage to any creature that's within reach of at least two of the gnoll hunter's allies. name: Pack Attack traits: null - description: A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides. name: Rugged Travel traits: null ranged: - action_cost: One Action damage: formula: 1d6 type: piercing name: shortbow to_hit: 10 traits: - deadly 1d10 - range increment 60 feet resistances: null saves: fort: 8 ref: 7 will: 7 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 7 Athletics: 8 Intimidation: 4 Stealth: 7 Survival: 5 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Gnoll - Humanoid type: Creature - ability_mods: cha_mod: 2 con_mod: 0 dex_mod: 2 int_mod: 0 str_mod: 2 wis_mod: 3 ac: 19 ac_special: null automatic_abilities: null description: Gnoll cultists serve as their clans' spiritual guides and conduits to the divine. As often as not, their influence drives entire gnoll civilizations to commit atrocious acts of violence and enslavement. Lamashtu and Rovagug are favored deities of gnoll cultists, and many gnolls believe their kind was in fact birthed from the womb of the Mother of Monsters. Some gnoll clans worship lesser-known demon lords or entire pantheons of sinister patrons. hp: 45 immunities: null innate_spells: null languages: - Abyssal - Common - Gnoll level: 3 melee: - action_cost: One Action damage: formula: 1d10+3 type: slashing name: falchion to_hit: 10 traits: - forceful - sweep - action_cost: One Action damage: formula: 1d6+3 type: piercing name: jaws to_hit: 10 traits: - agile name: Gnoll Cultist perception: 8 proactive_abilities: - description: A gnoll cultist deals 1d4 extra damage to any creature that's within reach of at least two of the gnoll cultist's allies. name: Pack Attack traits: null - description: A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides. name: Rugged Travel traits: null ranged: null resistances: null saves: fort: 8 ref: 6 will: 10 saves_special: fort: null ref: null will: null senses: - darkvision skills: Intimidation: 7 Medicine: 7 Religion: 10 Stealth: 7 Survival: 8 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Gnoll - Humanoid type: Creature - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 2 int_mod: 0 str_mod: 4 wis_mod: 1 ac: 21 ac_special: null automatic_abilities: null description: When gnolls band together to form hunting or raiding parties, the strongest among them is often designated the leader or sergeant. These gnolls train extensively in the art of war. Their skill at arms and the respect they command make them powerful adversaries. In smaller clans or single family units, a gnoll sergeant might also serve as the group's leader in other affairs, such as sorting out domestic disputes or negotiating with rival gnoll clans. hp: 60 immunities: null innate_spells: null languages: - Common - Gnoll level: 4 melee: - action_cost: One Action damage: formula: 1d6+7 type: slashing name: scimitar to_hit: 14 traits: - forceful - sweep - action_cost: One Action damage: formula: 1d6+7 type: piercing name: jaws to_hit: 14 traits: - agile name: Gnoll Sergeant perception: 10 proactive_abilities: - action_cost: One Action description: The gnoll sergeant commands its allies to reposition. Any allies who hear and understand this order can use a reaction to Step. name: Bark Orders traits: - auditory - linguistic - description: A gnoll sergeant deals 1d4 extra damage to any creature that's within reach of at least two of the gnoll sergeant's allies. name: Pack Attack traits: null - description: A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides. name: Rugged Travel traits: null ranged: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: composite shortbow to_hit: 12 traits: - deadly 1d10 - propulsive - range increment 60 feet - reload 0 resistances: null saves: fort: 12 ref: 10 will: 8 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 13 Intimidation: 9 Stealth: 11 Survival: 10 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Gnoll - Humanoid type: Creature - ability_mods: cha_mod: 1 con_mod: 1 dex_mod: 3 int_mod: 0 str_mod: 0 wis_mod: -1 ac: 16 ac_special: null automatic_abilities: null description: The frontline fighters of goblin tribes prefer to fight in large groups—especially when they can outnumber their foes at least three to one. hp: 6 immunities: null innate_spells: null languages: - Goblin level: -1 melee: - action_cost: One Action damage: formula: 1d6 type: slashing name: dogslicer to_hit: 8 traits: - agile - backstabber - finesse name: Goblin Warrior perception: 2 proactive_abilities: [] ranged: - action_cost: One Action damage: formula: 1d6 type: piercing name: shortbow to_hit: 8 traits: - deadly 1d10 - range increment 60 feet - reload 0 resistances: null saves: fort: 5 ref: 7 will: 3 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 5 Athletics: 2 Nature: 1 Stealth: 5 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Small - Goblin - Humanoid type: Creature - ability_mods: cha_mod: 2 con_mod: 2 dex_mod: 3 int_mod: -1 str_mod: 3 wis_mod: 0 ac: 17 ac_special: null automatic_abilities: null description: The theoretical leaders of goblin raids are called goblin commandos. In practice, goblin commandos rarely continue to lead their comrades once a battle has begun. Most shirk their responsibilities in favor of wading into the fray and claiming more glory from their tribe-mates. hp: 18 immunities: null innate_spells: null languages: - Common - Goblin level: 1 melee: - action_cost: One Action damage: formula: 1d8+3 type: slashing name: horsechopper to_hit: 8 traits: - reach 10 feet - trip - versatile P name: Goblin Commando perception: 5 proactive_abilities: [] ranged: - action_cost: One Action damage: formula: 1d6 type: piercing name: shortbow to_hit: 8 traits: - deadly 1d10 - range increment 60 feet - reload 0 resistances: null saves: fort: 7 ref: 8 will: 5 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 6 Athletics: 6 Intimidation: 5 Nature: 5 Stealth: 6 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Small - Goblin - Humanoid type: Creature - ability_mods: cha_mod: 3 con_mod: 2 dex_mod: 4 int_mod: 0 str_mod: 0 wis_mod: -1 ac: 17 ac_special: null automatic_abilities: null description: Some goblins take their people's admiration of fire fully into the realm of deadly obsession. These pyromaniacs can be a great boon to a band of goblin raiders eager to torch their enemies and wreak havoc. More often, however, their presence is a double-edged sword; in the heat of the moment, goblin pyros sometimes lose sight of their tribe's goals and simply set fire to anything that will burn—including their own allies. hp: 15 immunities: null innate_spells: null languages: - Common - Goblin level: 1 melee: - action_cost: One Action damage: formula: 1d4 plus 1 fire type: bludgeoning name: torch to_hit: 7 traits: - fire name: Goblin Pyro perception: 4 proactive_abilities: [] ranged: null resistances: null saves: fort: 5 ref: 9 will: 4 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 7 Stealth: 7 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Small - Goblin - Humanoid type: Creature - ability_mods: cha_mod: 4 con_mod: 2 dex_mod: 3 int_mod: 1 str_mod: 2 wis_mod: 0 ac: 17 ac_special: null automatic_abilities: null description: While all goblins enjoy singing, goblin war chanters pride themselves on mastering the art of vocal performance. Their ballads and jingles are undeniably catchy, though whether they are actually enjoyable is entirely subjective. hp: 16 immunities: null innate_spells: null languages: - Common - Goblin level: 1 melee: - action_cost: One Action damage: formula: 1d6+2 type: slashing name: dogslicer to_hit: 8 traits: - agile - backstabber - finesse name: Goblin War Chanter perception: 5 proactive_abilities: - action_cost: One Action description: The war chanter sings annoying goblin songs, distracting foes with silly and repetitive lyrics. The chanter attempts a Performance check against the Will DCs of up to two enemies within 30 feet. This has the usual traits and restrictions for a Performance check. **Critical Success** The target takes a -1 status penalty to Perception checks and Will saves for 1 minute. **Success** As critical success, but the target is affected for only one round. **Critical Failure** The target is temporarily immune to Goblin Song for 1 hour. name: Goblin Song traits: - concentrate ranged: - action_cost: One Action damage: formula: 1d6 type: piercing name: shortbow to_hit: 8 traits: - deadly 1d10 - range increment 60 feet - reload 0 resistances: null saves: fort: 7 ref: 8 will: 5 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 6 Deception: 7 Occultism: 4 Performance: 7 Stealth: 6 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Small - Goblin - Humanoid type: Creature - ability_mods: cha_mod: -1 con_mod: 2 dex_mod: 2 int_mod: -4 str_mod: 3 wis_mod: 1 ac: 17 ac_special: null automatic_abilities: null description: Goblins' eponymous pets aren't true canines at all, but rather large, blunt-nosed rodents with thin bodies and long legs. As cowardly as they are ugly, goblin dogs prefer to lurk behind bushes or in deep shadows, pouncing upon lone or wounded prey. Goblin dogs frequently lair and roam in packs, but they are likely to flee from a fight if injured, even if it means abandoning their pack-mates. hp: 17 immunities: null innate_spells: null languages: '' level: 1 melee: - action_cost: One Action damage: formula: 1d6+3 plus goblin pox type: piercing name: jaws to_hit: 9 traits: null name: Goblin Dog perception: 6 proactive_abilities: - description: Goblins and goblin dogs are immune to goblin pox. **Saving Throw** DC 17 Fortitude; **Stage 1** sickened 1 (1 round); **Stage 2** sickened 1 and slowed 1 (1 round); **Stage 3** sickened 2 and can't reduce its sickened value below 1 (1 day). name: Goblin Pox traits: - disease - action_cost: Two Actions description: The goblin dog vigorously scratches itself, exposing all adjacent creatures to goblin pox. name: Scratch traits: - manipulate ranged: null resistances: null saves: fort: 8 ref: 8 will: 5 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Athletics: 6 Stealth: 7 speed: - amount: 40 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Animal type: Creature - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 3 int_mod: -2 str_mod: 6 wis_mod: 1 ac: 31 ac_special: null automatic_abilities: null description: A gogiteth is a slavering nightmare of teeth, eyes, and hairy spiderlike legs, and its appearance is invariably seared into the minds of any who witness it. Hives of these skittering monsters haunt the lowest reaches of the Darklands, competing with cave worms and other subterranean horrors for food and resources. A gogiteth is rarely seen alone, as these oversized vermin learned long ago that the best means of survival is sticking close to others of their own kind. Even the haughty drow know to seek cover when a gogiteth is spotted, for where there is one, a swarm is sure to follow. hp: 250 immunities: null innate_spells: null languages: - Undercommon level: 12 melee: - action_cost: One Action damage: formula: 3d10+12 plus Improved Grab type: piercing name: jaws to_hit: 26 traits: null - action_cost: One Action damage: formula: 3d6+12 type: piercing name: leg to_hit: 26 traits: - agile - reach 10 feet name: Gogiteth perception: 21 proactive_abilities: - description: The gogiteth can move at its full Speed while it has a creature grabbed in its jaws, bringing the grabbed creature along. name: Carry Off Prey traits: null - action_cost: One Action description: 3d6+12 bludgeoning, DC 32 name: Constrict traits: null - action_cost: Two Actions description: The gogiteth Strides three times. Once per Stride, it can attempt a leg Strike against a creature in its reach at any point during the Stride; it must make each attack against a different creature, but it doesn't apply its multiple attack penalty until after making all its Strikes. If any of the Strikes result in a critical failure, Skittering Assault ends. name: Skittering Assault traits: null ranged: null resistances: - amount: 10 type: poison saves: fort: 25 ref: 22 will: 20 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 19 Athletics: 24 Stealth: 21 Survival: 17 speed: - amount: 40 type: Land - amount: 30 type: Climb spell_attack_to_hit: null spell_dc: null traits: - CE - Huge - Aberration type: Creature - ability_mods: cha_mod: -5 con_mod: 3 dex_mod: -1 int_mod: -5 str_mod: 5 wis_mod: 0 ac: 26 ac_special: null automatic_abilities: null description: Made of odd scraps of skin and muscle, a flesh golem is a grotesque parody of life. Though it has no mind, it can still go into a berserk rage when harmed, giving it a faint semblance of emotion. Flesh golems guard the laboratories and charnel houses of fleshwarpers and necromancers who feel no compunctions about desecrating corpses for their own ends. Though the first flesh golem is believed to have been a misguided attempt to create from simple base elements, these monstrosities are far from human. In isolated cases, echoes of a personality might rise in a flesh golem if the brain used as part of its construction belonged to a particularly powerful personality, but such tragic instances are (thankfully) rare in the extreme. hp: 140 immunities: - bleed - disease - death effects - electricity - doomed - drained - fatigued - healing - magic (see below) - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious innate_spells: null languages: '' level: 8 melee: - action_cost: One Action damage: formula: 2d10+7 type: bludgeoning name: fist to_hit: 20 traits: - magical - reach 10 feet name: Flesh Golem perception: 12 proactive_abilities: - action_cost: One Action description: . name: Berserk Slam traits: null ranged: null resistances: - amount: 5 type: physical (except adamantine) saves: fort: 18 ref: 14 will: 15 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 19 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - Uncommon - N - Large - Construct - Golem - Mindless type: Creature - ability_mods: cha_mod: -5 con_mod: 3 dex_mod: 4 int_mod: -5 str_mod: 6 wis_mod: 0 ac: 27 ac_special: null automatic_abilities: null description: This golem is a walking alchemical nightmare capable of inflicting all manner of painful wounds. Its ability to follow orders is granted by the otherwise mindless humanoid brain that floats in its dome-like head. In exceptionally rare cases, the brain used in its creation might retain fragments of memories or even actual intellect, resulting in an alchemical golem with a personality and agenda of its own. hp: 150 immunities: - acid - bleed - death effects - disease - doomed - drained - fatigued - healing - magic (see below) - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious innate_spells: null languages: '' level: 9 melee: - action_cost: One Action damage: formula: 2d10+6 plus alchemical injection type: piercing name: syringe to_hit: 22 traits: - magical - reach 10 feet name: Alchemical Golem perception: 15 proactive_abilities: - description: . name: Alchemical Injection traits: - or exposes the target to the sickness effect - as appropriate - action_cost: One Action description: 'The golem fills an empty vial from one of its alchemical chambers to create a bomb and then makes a bomb Strike. Determine the type of bomb created by rolling 1d6 on the alchemical chambers list above. On a roll of 1–4, it creates the corresponding greater alchemical bomb: an acid flask from chamber 1, a frost vial from chamber 2, bottled lightning from chamber 3, or alchemist''s fire from chamber 4. On a roll of 5, it creates a poisonous bomb that deals 3d10 poison damage and 3 poison splash damage with no other effects. On a roll of 6, it creates a sickness bomb, which exposes the target and all creatures in the splash radius to the sickness effect; creatures hit by only the splash receive a +2 circumstance bonus to their Fortitude saves.' name: Generate Bomb traits: - manipulate ranged: - action_cost: One Action name: bomb to_hit: 20 traits: - magical - thrown 20 feet resistances: - amount: 12 type: physical (except adamantine or bludgeoning) saves: fort: 20 ref: 19 will: 15 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 22 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - Uncommon - N - Large - Alchemical - Construct - Golem - Mindless type: Creature - ability_mods: cha_mod: -5 con_mod: 6 dex_mod: -1 int_mod: -5 str_mod: 6 wis_mod: 0 ac: 29 ac_special: null automatic_abilities: null description: Traditionally, clay golems are crafted in the image of a deity and used as guardians of tombs or sacred crypts. Clay golems have the power to lay curses upon their victims as punishment for intrusion, leading many to believe that these oft-ancient constructs have a touch of the divine to them. While this idea has little basis in reality, superstitious folk still tread lightly around statues that resemble clay golems even in the slightest. hp: 175 immunities: - acid - bleed - death effects - disease - doomed - drained - fatigued - healing - magic (see below) - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious innate_spells: null languages: '' level: 10 melee: - action_cost: One Action damage: formula: 2d10+12 plus cursed wound type: bludgeoning name: fist to_hit: 24 traits: - magical - reach 10 feet name: Clay Golem perception: 16 proactive_abilities: - action_cost: One Action description: . name: Berserk Slam traits: null - description: A creature hit by the clay golem's fist must succeed at a DC 29 Fortitude save or be cursed until healed to its maximum HP. The cursed creature can't regain HP except via magic, and anyone casting a spell to heal the creature must succeed at a DC 29 counteract check or the healing has no effect. The golem's counteract level is equal to its creature level. name: Cursed Wound traits: - divine - curse - necromancy ranged: null resistances: - amount: 10 type: physical (except adamantine) saves: fort: 23 ref: 16 will: 17 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 24 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: null traits: - Uncommon - N - Large - Construct - Golem - Mindless type: Creature - ability_mods: cha_mod: -5 con_mod: 4 dex_mod: -1 int_mod: -5 str_mod: 7 wis_mod: 0 ac: 30 ac_special: null automatic_abilities: null description: Stone golems are slow and steady constructs typically carved from marble or granite. They're often made to serve as works of art when at rest, so some golem crafters employ master sculptors to ensure the constructs make beautiful statues. Older stone golems might be weathered, with scuffed or cracked surfaces or missing noses and digits, but this weathering is largely cosmetic and doesn't adversely impact the golems' functionality. hp: 175 immunities: - acid - bleed - death effects - disease - doomed - drained - fatigued - healing - magic (see below) - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious innate_spells: null languages: '' level: 11 melee: - action_cost: One Action damage: formula: 2d10+13 type: bludgeoning name: fist to_hit: 24 traits: - magical - reach 10 feet name: Stone Golem perception: 17 proactive_abilities: - description: '**Trigger** The stone golem hits a slowed creature. **Effect** The creature must succeed at a DC 30 Fortitude save or become paralyzed for 1 round.' name: Impose Paralysis traits: - incapacitation - action_cost: One Action description: The stone golem Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can attempt to bar the way by succeeding at a DC 34 Fortitude save. On a critical success, the resisting creature takes no damage; otherwise it is damaged as if hit by the golem's fist. name: Inexorable March traits: null - action_cost: One Action description: Each creature in a 10-foot emanation must succeed at a DC 30 Fortitude save or be slowed 1 for 1 minute. The golem can't use Slowing Pulse again for 1d4 rounds. name: Slowing Pulse traits: - arcane - concentrate - transmutation ranged: null resistances: - amount: 10 type: physical (except adamantine) saves: fort: 24 ref: 18 will: 19 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 26 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: null traits: - Uncommon - N - Large - Construct - Golem - Mindless type: Creature - ability_mods: cha_mod: -5 con_mod: 4 dex_mod: -1 int_mod: -5 str_mod: 8 wis_mod: 0 ac: 34 ac_special: null automatic_abilities: null description: Traditionally crafted into the forms of giant suits of armor or powerful animals, iron golems are products of exquisite artistry and skill. Their articulated joints and sturdy armored bodies require great care and mathematical precision to craft, and regular cleaning and oiling ensure they don't rust over the ages. With proper care, iron golems can remain in good shape for thousands of years, being passed down for generations, as long as they aren't destroyed by meddlesome adventurers. In addition to their incredible strength, iron golems possess a potent toxic breath weapon that is often more than enough to dispatch entire groups of opponents. hp: 190 immunities: - bleed - death effects - disease - doomed - drained - fatigued - fire - healing - magic (see below) - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious innate_spells: null languages: '' level: 13 melee: - action_cost: One Action damage: formula: 3d10+12 type: bludgeoning name: fist to_hit: 28 traits: - magical - reach 10 feet name: Iron Golem perception: 21 proactive_abilities: - action_cost: Two Actions description: The iron golem exhales poisonous gas in a 10-foot radius centered on the corner of one of the iron golem's squares. The gas persists for 1 round. Any creature in the area (or that later enters the area) is exposed to the iron golem's poison. The golem can't use its Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - arcane - necromancy - poison - action_cost: One Action description: The iron golem Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can attempt to bar the way by succeeding at a DC 37 Fortitude save. On a critical success, the resisting creature takes no damage; otherwise, it is damaged as if hit by the golem's fist. name: Inexorable March traits: null - description: Any drained value from this poison is reduced by 1 every hour. **Saving Throw** DC 33 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 2d6 poison and drained 1 (1 round); **Stage 2** 4d6 poison and drained 2 (1 round); **Stage 3** 8d6 poison and drained 3 (1 round). name: Iron Golem Poison traits: - poison ranged: null resistances: - amount: 15 type: physical (except adamantine) saves: fort: 26 ref: 21 will: 22 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 30 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: null traits: - Uncommon - N - Large - Construct - Golem - Mindless type: Creature - ability_mods: cha_mod: -5 con_mod: 9 dex_mod: -1 int_mod: -5 str_mod: 9 wis_mod: 0 ac: 42 ac_special: null automatic_abilities: null description: Crafted from a nigh-indestructible metal of great rarity, adamantine golems can't be destroyed except by the most powerful foes. Crafting an adamantine golem requires a quantity of adamantine so massive that collecting it usually requires mounting a mining expedition to a distant planet, the Plane of Earth, or an Outer Plane. hp: 255 immunities: - bleed - death effects - disease - doomed - drained - fatigued - fire - healing - magic (see below) - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious innate_spells: null languages: '' level: 18 melee: - action_cost: One Action damage: formula: 3d10+17 plus destructive strike type: bludgeoning name: fist to_hit: 35 traits: - deadly 3d12 - magical - reach 15 feet name: Adamantine Golem perception: 26 proactive_abilities: - description: On a critical hit, the adamantine golem’s fist Strike breaks the target’s armor, if any, in addition to dealing damage to the target. If the target has a shield raised, the golem breaks the shield instead. name: Destructive Strike traits: null - action_cost: One Action description: The resisting creature is damaged and its armor takes damage as if hit by the adamantine golem’s fist. name: Inexorable March traits: null - action_cost: One Action description: The golem repairs itself, regaining 30 Hit Points. name: Self-Repair traits: - manipulate - action_cost: One Action description: The golem vents a 30-foot cone of superheated steam from its internal forge. This deals 15d6 fire damage to all creatures in the cone (DC 40 basic Reflex). The golem can't use Vent again for 1d6 rounds. name: Vent traits: - fire ranged: null resistances: - amount: 20 type: physical (except vorpal adamantine) saves: fort: 33 ref: 27 will: 29 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 38 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - Rare - N - Huge - Construct - Golem - Mindless type: Creature - ability_mods: cha_mod: 5 con_mod: 4 dex_mod: 4 int_mod: 2 str_mod: 7 wis_mod: 3 ac: 31 ac_special: null automatic_abilities: null description: 'Graveknights are undead warriors granted unlife by a cursed suit of armor.

    Creating Graveknights

    You can turn an existing, living creature into a graveknight by completing the following steps. It''s best to build a graveknight from scratch, but if you don''t have the time, simply apply the template. A creature should be at least level 5 before being converted to a graveknight. Increase the creature''s level by 1 and change its statistics as follows.

    Graveknight Abilities

    A graveknight gains the undead and graveknight traits, and its alignment is usually adjusted to evil. It loses any abilities that come from it being a living creature and any traits that represent its life, such as human and humanoid. **Darkvision** **Negative Healing** **Rejuvenation** (divine, necromancy) When a graveknight is destroyed, its armor rebuilds its body over the course of 1d10 days—or more quickly if the armor is worn by a living host (see Graveknight Armor, below). If the body is destroyed before then, the process restarts. A graveknight can only be permanently destroyed by obliterating its armor (such as with disintegrate), transporting it to the Positive Energy Plane, or throwing it into the heart of a volcano. **Immunities** death effects, disease, paralyzed, poison, precision, unconscious, plus one energy type (the same chosen for ruinous weapons below). **Sacrilegious Aura** (abjuration, aura, divine, evil) 30 feet. When a creature in the aura uses a positive spell or ability, the graveknight automatically attempts to counteract it, with the listed counteract modifier. **Devastating Blast** |2| (arcane, evocation) The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 1d12 damage, plus an additional 1d12 damage for every two levels the graveknight has (basic Reflex save). The graveknight can use this ability once every 1d4 rounds. This energy damage is of the same type as that of its ruinous weapons (see below); Devastating Blast gains the associated energy trait. **Phantom Mount** |2| (arcane, conjuration, summon) The graveknight summons a supernatural mount as per phantom steed, heightened to a level equal to half the graveknight''s level. Unlike phantom steed, the steed''s AC and saving throw bonuses are all 4 lower than the graveknight''s, and the steed has one-third the graveknight''s Hit Points (rounded down). If the steed is destroyed, the graveknight must wait 1 hour before using this ability again. **Ruinous Weapons** At the time of its creation, a graveknight chooses one of the following energy types that was relevant to its life or death: acid, cold, electricity, or fire. Any weapon the graveknight wields gains the effects of the caustic, frost, shock, or flaming weapon rune, respectively, in addition to a +1 striking weapon rune. If the graveknight is 14th level or higher, its weapons instead gain the effects of the greater versions of both of these runes. **Weapon Master** The graveknight has access to the critical specialization effects of any weapons it wields.

    Alternate Graveknight Abilities

    Although the abilities listed above are standard for a graveknight, you can create a more unusual graveknight by substituting one of the aforementioned abilities (except for its rejuvenation ability) with one of the following. **Betrayed Revivification** The graveknight died after being deeply betrayed. Instead of being immune to a type of energy damage, it is immune to mental damage, its weapons deal 1d6 additional mental damage, and its Devastating Blast deals mental damage with a Will saving throw instead of Reflex. **Create Grave Squire** The graveknight can gift a piece of its armor to a willing ally, which becomes its grave squire. The graveknight can communicate telepathically with its squire at any distance, see through the squire''s senses, and cast suggestion as a divine innate spell through the telepathic link at will; the squire treats its degree of success as one step worse. If the graveknight''s main armor is destroyed, the squire''s piece expands to cover the squire''s body over 1d10 days, after which point it becomes the graveknight''s new body. The graveknight can have only one squire at a time, and must recover the gifted piece of armor if it wishes to create a new squire. **Dark Deliverance** The graveknight has positive resistance equal to its level.

    Graveknight Armor

    Wearing graveknight armor is very risky, for the graveknight''s essence rapidly parasitizes the new wearer, accelerating the graveknight''s rejuvenation. This agonizing transformation inevitably kills the host, transforming their flesh into the graveknight''s new body. Removing the curse allows a character to remove the armor, but if it ever wears the armor again, the curse returns. If the wearer dies from another cause while wearing the armor, or if the graveknight''s rejuvenation completes before the wearer dies from the curse, the wearer immediately progresses to stage 3. **Graveknight''s Curse** (arcane, curse, necromancy) This curse affects anyone who wears a graveknight''s armor for at least 1 hour. **Saving Throw** Will save; **Onset** 1 hour; **Stage 1** doomed 1 and cannot remove the armor (1 day); **Stage 2** doomed 2, hampered 10, and cannot remove the armor (1 day); **Stage 3** dies and transforms into the armor''s graveknight.' hp: 175 immunities: - death effects - disease - paralyzed - poison - precision - unconscious - plus one energy type (the same chosen for ruinous weapons below). innate_spells: null languages: - Common - Necril level: 10 melee: - action_cost: One Action damage: formula: 2d12+10 plus 1d6 cold type: slashing name: frost greatsword to_hit: 24 traits: - cold - magical - versatile P - action_cost: One Action damage: formula: 2d6+10 plus 1d6 cold type: bludgeoning name: fist to_hit: 23 traits: - agile - cold name: Graveknight perception: 19 proactive_abilities: - action_cost: Two Actions description: 6d12 cold, DC 29 name: Devastating Blast traits: - arcane - cold - evocation - description: DC 33 name: Graveknight's Curse traits: null - description: HP 58; AC 27, Fort +17, Ref +15, Will +14. name: Phantom Mount traits: - arcane - conjuration - description: '' name: Weapon Master traits: null ranged: - action_cost: One Action damage: formula: 2d8+6 plus 1d6 cold type: piercing name: frost composite longbow to_hit: 21 traits: - cold - deadly 1d10 - magical - range increment 100 feet - reload 0 - volley 30 feet resistances: null saves: fort: 21 ref: 19 will: 18 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 23 Intimidation: 22 Religion: 19 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - LE - Large - Undead type: Creature - ability_mods: cha_mod: -1 con_mod: 0 dex_mod: 3 int_mod: -1 str_mod: -1 wis_mod: 1 ac: 15 ac_special: null automatic_abilities: - description: mitflit's self-loathing makes it easy to influence. It takes a –4 penalty to its Will DC against checks to Coerce, Demoralize, Make an Impression, and Request. **Vermin Empathy** Mitflits can use Diplomacy to Make an Impression on and Request things of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Most arthropods have a starting attitude of indifferent to mitflits. name: Self-Loathing traits: - emotion - mental - description: Mitflits can use Diplomacy to Make an Impression on and Request things of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Most arthropods have a starting attitude of indifferent to mitflits. name: Vermin Empathy traits: null description: Mitflits, also known as mites, are self-loathing and pitiful cowards, easily bullied into servitude by other creatures or even slightly more powerful mitflit leaders. They tame insects, spiders, and other such creatures to serve as faithful allies. Mitflits have lost most of their ancestral gremlin magic, leaving these incomplete beings full of doubt and insecurity. Mitflits find companionship in the other base creatures of the world, and forge bonds of friendship with vermin, the only other beings that seem willing to accept them. A social structure, even one in which they are bullied, partially fills the hole within mitflits' personalities, and they rarely rebel or rail out unless their rage hits a breaking point. hp: 10 immunities: null innate_spells: - frequency: at will; arthropods only level: 2 name: speak with animals - level: 1 name: bane items: - dart (10) - shortsword languages: - Undercommon level: -1 melee: - action_cost: One Action damage: formula: 1d6-1 type: piercing name: shortsword to_hit: 8 traits: - agile - finesse - versatile S name: Mitflit perception: 4 proactive_abilities: - description: As long as it isn't frightened, a mitflit gains a +2 status bonus to damage rolls against a creature that has previously damaged or tormented it. name: Vengeful Anger traits: - emotion - mental ranged: - action_cost: One Action damage: formula: 1d4-1 type: piercing name: dart to_hit: 8 traits: - agile - range increment 20 feet - thrown resistances: null saves: fort: 2 ref: 7 will: 4 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 30 feet skills: Acrobatics: 5 Diplomacy: 1 Nature: 3 Stealth: 5 Thievery: 5 speed: - amount: 20 type: Land - amount: 20 type: Climb spell_attack_to_hit: null spell_dc: null traits: - LE - Small - Fey - Gremlin type: Creature - ability_mods: cha_mod: -2 con_mod: 0 dex_mod: 3 int_mod: 0 str_mod: -3 wis_mod: 2 ac: 16 ac_special: null automatic_abilities: null description: Mean, dog-faced, and craven, pugwampis take disproportionate enjoyment from the accidents and missteps of other creatures—something that happens often due to the supernatural aura of ill fortune these gremlins project. They enjoy preparing pranks involving spikes, excrement, pits full of spiders, and the like. Pugwampis are somewhat deaf and thus often yell loudly to each other when not hiding. Many pugwampis worship gnolls as gods and aspire to be more like gnolls, although gnolls hate pugwampis even more than most creatures do, due to their sycophantic fawning. hp: 17 immunities: null innate_spells: - frequency: at will level: 2 name: speak with animals languages: - Gnoll - Undercommon level: 0 melee: - action_cost: One Action damage: formula: 1d6-3 type: slashing name: shortsword to_hit: 8 traits: - agile - finesse - magical - versatile S name: Pugwampi perception: 6 proactive_abilities: [] ranged: - action_cost: One Action damage: formula: 1d6 type: piercing name: shortbow to_hit: 8 traits: - deadly 1d10 - magical - range increment 60 feet - reload 0 resistances: null saves: fort: 5 ref: 8 will: 6 saves_special: fort: null ref: null will: null senses: - (– skills: Crafting: 2 Deception: 2 Nature: 4 Stealth: 5 Thievery: 5 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - NE - Tiny - Fey - Gremlin type: Creature - ability_mods: cha_mod: 2 con_mod: 0 dex_mod: 4 int_mod: 2 str_mod: -2 wis_mod: 2 ac: 17 ac_special: null automatic_abilities: null description: Jinkins are sadistic tinkers who steal and sabotage items and take great pride in their power to curse precious objects. They hold grudges and create convoluted plans for revenge whenever they feel slighted, such as when a creature dares to remove one of their curses. Rarely content to wreak simple mayhem, jinkins also take immense pleasure in torture and murder, though they prefer to lead victims into traps designed to capture or incapacitate rather than kill outright. Deep pits are favorites, since victims who survive the fall face a slow death from starvation and thirst. Jinkins enjoy gathering at the edge of pits to mock, tease, and torment. hp: 19 immunities: null innate_spells: [] languages: - Undercommon level: 1 melee: - action_cost: One Action damage: formula: 1d6-2 type: piercing name: shortsword to_hit: 9 traits: - agile - finesse - magical - versatile S name: Jinkin perception: 7 proactive_abilities: - description: creatures. name: Sneak Attack traits: null - description: A group of six jinkins can work together for an hour to imbue an item with a curse at a range of 60 feet. While this process is lengthy, it's also unobtrusive and can be performed while Hiding. Jinkins prefer to use this ability on magic items. The curse makes the item unreliable (DC 5 flat check or waste any action to Interact with or Activate the item), adds a bizarre requirement to use the item, or imparts some other curse of a similar caliber. name: Tinker traits: - curse - primal - transmutation ranged: null resistances: null saves: fort: 6 ref: 10 will: 7 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 7 Crafting: 5 Deception: 5 Nature: 5 Stealth: 7 Thievery: 7 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Tiny - Fey - Gremlin type: Creature - ability_mods: cha_mod: -1 con_mod: 3 dex_mod: 3 int_mod: -4 str_mod: 4 wis_mod: 1 ac: 21 ac_special: null automatic_abilities: null description: Griffons are regal beasts revered as symbols of freedom and strength in many cultures. They are physically striking, with the hindquarters of a lion and the head, wings, and forelimbs of a great bird of prey—typically an eagle, but some instead bear the features of a hawk, falcon, or even osprey or vulture. In rare cases, the griffon's hindquarters may resemble those of a different great cat, such as a leopard or tiger. The variations seem to conform to the environment in which the griffon lives—for instance, the especially rare griffons of northern Avistan have the hindquarters of a Grungir lynx and the upper body of a snowy owl—though this is not always the case. Some griffons lack wings altogether. These wingless griffons, known as alces, result from a rare mutation. Among a clutch of other griffons, the alce is typically considered the runt, so few of these offshoots survive their fledgling stage. Those alces that do make it to adulthood tend to be tougher, more violent, and more aloof than most griffons. hp: 60 immunities: null innate_spells: null languages: '' level: 4 melee: - action_cost: One Action damage: formula: 2d8+4 type: piercing name: beak to_hit: 14 traits: - deadly 1d10 - action_cost: One Action damage: formula: 2d6+4 type: piercing name: talon to_hit: 14 traits: - agile - action_cost: One Action damage: formula: 2d6+4 type: bludgeoning name: wing to_hit: 14 traits: - reach 10 feet name: Griffon perception: 11 proactive_abilities: - action_cost: Two Actions description: The griffon Flies up to its fly Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty. name: Flying Strafe traits: null - action_cost: One Action description: The griffon Strides and makes a talon Strike at the end of that movement. If the griffon began this action hidden, it remains hidden until after the attack. name: Pounce traits: null ranged: null resistances: null saves: fort: 13 ref: 13 will: 7 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 60 feet skills: Acrobatics: 11 Athletics: 12 Survival: 9 speed: - amount: 25 type: Land - amount: 60 type: Fly spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal type: Creature - ability_mods: cha_mod: 5 con_mod: 5 dex_mod: 4 int_mod: 2 str_mod: 8 wis_mod: 5 ac: 36 ac_special: null automatic_abilities: - description: "he grikkitog implants its core into an adjacent section of earth\ \ or stone, melding seamlessly and changing its visual appearance to match the\ \ surrounding rock. It's immobilized but automatically succeeds at its Deception\ \ check to Impersonate the stone around it; creatures actively searching for\ \ it can still attempt Perception checks against its Deception DC as normal.\ \ A grikkitog can release its implantation as a free action, which has the manipulate\ \ trait. A grikkitog's infestation aura and manifold vision are only active\ \ while implanted. **Manifold Vision** While its core is implanted, the grikkitog\ \ can see through the eyes it creates throughout the area of its infestation\ \ aura, gaining the benefits of all-around \x1Cvision." name: Implant Core traits: - manipulate - description: "While its core is implanted, the grikkitog can see through the eyes\ \ it creates throughout the area of its infestation aura, gaining the benefits\ \ of all-around \x1Cvision." name: Manifold Vision traits: null description: Grikkitogs, also known as "hungry earth," are strange parasites from the Plane of Earth that infest and possess earth, rock, and stone in order to feed their endless hunger. A young grikkitog is a formless apparition until it corrupts an earth elemental host, forming the grikkitog's core. A grikkitog can then infest the earth and stone nearby with its voracious essence, forming maws and eyes all around it. These creatures are particularly dangerous to small creatures that lair within gaps and holes among rocks, as well as mountain climbers searching for the perfect handhold. hp: 200 immunities: null innate_spells: null languages: - Terran level: 14 melee: - action_cost: One Action damage: formula: 3d12+14 plus barbed maw type: piercing name: jaws to_hit: 29 traits: - magical name: Grikkitog perception: 29 proactive_abilities: - description: ', the victim takes 3d8 persistent bleed damage and the grikkitog feeds upon its flesh. The creature is immobilized until the grikkitog ends the effect as a free action or the target succeeds at a DC 38 check to Escape. The grikkitog can immobilize any number of creatures with these maws.' name: Barbed Maw traits: null - description: The grikkitog can Burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing. name: Earth Glide traits: null ranged: null resistances: - amount: 10 type: ' (except adamantine)' saves: fort: 28 ref: 23 will: 24 saves_special: fort: null ref: null will: null senses: - darkvision - manifold vision - tremorsense (imprecise) 30 feet skills: Athletics: 28 Deception: 27 Survival: 25 speed: - amount: 20 type: Land - amount: 20 type: Burrow spell_attack_to_hit: null spell_dc: null traits: - NE - Huge - Aberration - Earth type: Creature - ability_mods: cha_mod: 8 con_mod: 8 dex_mod: 10 int_mod: 5 str_mod: 8 wis_mod: 7 ac: 47 ac_special: null automatic_abilities: - description: '' name: Death's Grace traits: null - description: The grim reaper automatically knows the Hit Points, conditions, afflictions, and emotions of all creatures it can see. name: Status Sight traits: null description: The Grim Reaper is the unflinching personification of death. Silent as the grave and as inevitable as time itself, this legendary being hunts down and finishes creatures that have evaded death for far too long. Sometimes the Grim Reaper comes without warning, while at others it comes to finish the work that other creatures could not. The Grim Reaper serves no god, fiend, or aeon. It is both despised and feared by psychopomps and celestials, but few—if any—dare to stand in its way. Like some eternal plague, it kills those who try to cure the multiverse of its presence. It stands alone and holds only its own council, and the pleading and reasoning of mortals and immortals alike fall on deaf ears once the Grim Reaper closes on its quarry. Its own reasoning is silent to mortal ears and inscrutable to the mortal mind, but no matter the reason, the result is unyielding and final. hp: 320 immunities: - death effects - disease - paralyzed - poison - unconscious innate_spells: - frequency: x4 level: 10 name: finger of death - level: 7 name: plane shift - frequency: constant level: 6 name: true seeing - frequency: constant level: 6 name: haste - frequency: constant level: 6 name: see invisibility - frequency: constant level: 3 name: haste - frequency: constant level: 3 name: see invisibility - frequency: constant level: 2 name: see invisibility items: - scythe languages: - Common - Necril level: 21 melee: - action_cost: One Action damage: formula: 4d10+23 plus death strike and energy drain type: slashing name: keen scythe to_hit: 40 traits: - agile - deadly 3d10 - magical - reach 10 feet - trip name: Grim Reaper perception: 41 proactive_abilities: - description: A creature critically hit by any of the grim reaper's attacks or that critically fails against any of its spells must succeed at a DC 47 Fortitude save or die. name: Death Strike traits: - death - description: . name: Energy Drain traits: - to a maximum of doomed 3 - description: A creature killed by the grim reaper can't be brought back to life by any means short of divine intervention. name: Final Death traits: null - description: Any scythe gains the agile trait, can't be disarmed, and becomes a *+3 major striking keen scythe* while the grim reaper wields it. If the grim reaper Strikes a creature with a weakness to any specific type of damage, the scythe's damage counts as that type of damage, in addition to slashing. name: Infuse Weapon traits: - divine - evocation ranged: null resistances: - amount: 15 type: all damage saves: fort: 37 ref: 41 will: 38 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - '*see invisibility*' - status sight - '*true seeing*' skills: Acrobatics: 43 Athletics: 38 Deception: 40 Intimidation: 43 Religion: 39 Society: 36 Stealth: 43 speed: - amount: 50 type: Land - amount: 75 type: Fly spell_attack_to_hit: 37 spell_dc: null traits: - Unique - NE - Medium - Undead type: Creature - ability_mods: cha_mod: 6 con_mod: 6 dex_mod: 9 int_mod: 4 str_mod: 6 wis_mod: 6 ac: 39 ac_special: null automatic_abilities: - description: '' name: Death's Grace traits: null - description: The lesser death automatically knows the Hit Points, conditions, afflictions, and emotions of all creatures it can see. name: Status Sight traits: null description: No one is quite sure what lesser deaths are, though some claim that they are avatars of the grim reaper. Unlike that strange hunter, however, lesser deaths hunt in packs on rare occasions. More often than not, they manifest from cursed magic items. Other times, they are just the enactors of death, hunting in the same way the grim reaper does— silently, with neither remorse nor quarter. Rarely, multiple lesser deaths work together to cull a large population, their scythes cutting through crowds and leaving entire cities devoid of life, inspiring (hopefully) false rumors of multiple grim reapers. hp: 255 immunities: - death effects - disease - paralyzed - poison - unconscious innate_spells: - frequency: constant level: 6 name: true seeing - frequency: constant level: 6 name: haste - frequency: constant level: 6 name: see invisibility - frequency: constant level: 3 name: haste - frequency: constant level: 3 name: see invisibility - frequency: constant level: 2 name: see invisibility items: - scythe languages: - Common - Necril level: 16 melee: - action_cost: One Action damage: formula: 3d10+14 plus 1d12 negative type: slashing name: keen scythe to_hit: 32 traits: - agile - deadly 2d10 - magical - reach 10 feet - trip name: Lesser Death perception: 32 proactive_abilities: - description: Any scythe gains the agile trait, can't be disarmed, and becomes a *+3 major striking keen scythe* while the grim reaper wields it. If the grim reaper Strikes a creature with a weakness to any specific type of damage, the scythe's damage counts as that type of damage, in addition to slashing. name: Infuse Weapon traits: - divine - evocation ranged: null resistances: null saves: fort: 30 ref: 33 will: 32 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - '*see invisibility*' - status sight - '*true seeing*' skills: Acrobatics: 33 Athletics: 28 Deception: 30 Intimidation: 32 Religion: 30 Society: 26 Stealth: 35 speed: - amount: 50 type: Land - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: null traits: - Rare - NE - Medium - Undead type: Creature - ability_mods: cha_mod: 0 con_mod: 6 dex_mod: 3 int_mod: 0 str_mod: 7 wis_mod: 3 ac: 30 ac_special: null automatic_abilities: null description: A gug's most horrid feature is its barrel-shaped head, which splits vertically to reveal numerous rows of sharp, yellow teeth and an open throat. Its eyes on either side of its head-jaw are small but keen. Bony ridges protect its eyes from the frantic flailing of its prey, as it prefers meals of raw and writhing meat over fungi and molds. It grips said prey with powerful arms that split at the elbow into a pair of forearms, giving it four clawed paws. These monstrous brutes are covered with shaggy black fur, often crusted with blood and gore. hp: 175 immunities: null innate_spells: null languages: - Undercommon level: 10 melee: - action_cost: One Action damage: formula: 2d12+13 type: piercing name: jaws to_hit: 23 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d8+13 type: slashing name: claw to_hit: 23 traits: - agile - reach 15 feet name: Gug perception: 19 proactive_abilities: - description: Despite its size, the gug's multiple joints allow it to fit through tight spaces as if it were a Medium creature. While Squeezing, it can move at its full Speed. name: Eerie Flexibility traits: null - action_cost: Two Actions description: The gug makes up to four claw Strikes, each against a different target. These attacks all count toward the gug's multiple attack penalty, but the penalty doesn't increase until after the gug makes all its attacks. name: Furious Claws traits: null - action_cost: One Action description: claw name: Rend traits: null ranged: null resistances: null saves: fort: 22 ref: 17 will: 19 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 19 Athletics: 23 Stealth: 19 Survival: 17 speed: - amount: 40 type: Land - amount: 20 type: Climb spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Aberration type: Creature - ability_mods: cha_mod: -1 con_mod: 8 dex_mod: 2 int_mod: -4 str_mod: 10 wis_mod: 0 ac: 43 ac_special: null automatic_abilities: null description: A guthallath is an enormous construct created long ago by some unknown empire, probably as a war machine. Nearly 100 feet tall, this massive stone statue typically resembles a stalwart warrior wearing only a loincloth and skullcap. Few have seen the entire body of a guthallath, though; most of the time such a relic is buried up to its neck, covered in moss and stranded in some forgotten place. Yet, every so often, one of these harbingers of destruction reactivates in response to some unknown stimulus or rallying call, and when this happens, woe be unto any who stand in its way. hp: 325 immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - magic (see below) - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious innate_spells: null languages: '' level: 19 melee: - action_cost: One Action damage: formula: 4d12+18 plus Improved Grab or Improved Push 20 feet type: bludgeoning name: fist to_hit: 38 traits: - deadly 3d12 - magical - reach 20 feet - action_cost: One Action damage: formula: 4d8+18 plus Improved Knockdown type: bludgeoning name: foot to_hit: 38 traits: - deadly 3d12 - magical - reach 20 feet name: Guthallath perception: 30 proactive_abilities: - action_cost: Two Actions description: . There is no additional effect on creatures in any area where the beams overlap. The guthallath can't use this ability again for 1d4 rounds. name: Annihilation Beams traits: - DC 41 Fortitude - action_cost: One Action description: The guthallath throws the creature into the air, 100 feet high and 50 feet away. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed on can attempt a DC 41 basic Reflex save. name: Deadly Throw traits: null - description: If a guthallath hits with an attack and rolls a natural 19 on the d20 roll, the attack is a critical hit. This has no effect if the 19 would be a failure. name: Powerful Blows traits: null - description: Huge or smaller, foot, DC 45 name: Trample traits: null ranged: null resistances: - amount: 15 type: physical (except adamantine) saves: fort: 38 ref: 32 will: 30 saves_special: fort: null ref: null will: null senses: - darkvision - '*true seeing*' skills: Acrobatics: 25 Athletics: 40 speed: - amount: 40 type: Land - amount: 50 type: Burrow spell_attack_to_hit: null spell_dc: null traits: - Rare - N - Gargantuan - Construct type: Creature - ability_mods: cha_mod: 3 con_mod: 4 dex_mod: 3 int_mod: 1 str_mod: 4 wis_mod: 3 ac: 19 ac_special: null automatic_abilities: - description: he sea hag can make a bargain with a willing creature, who must be of sound mind. The creature gives away a special or cherished quality—such as its courage, its beauty, or its voice—in exchange for a boon or a promise from the sea hag. As long as the sea hag keeps her end of the bargain, the only way to restore the lost quality is to defeat the sea hag or make another bargain for its return. name: Coven traits: - necromancy - occult - description: '' name: Sea Hag's Bargain traits: null description: Sea hags kill and eat fishers and sailors who come near their lairs, torment coastal dwellers with dark promises and vague threats, and enjoy the act of causing distress and discord in small towns. They generally avoid making their lairs too close to civilization, however, to avoid drawing enemies to their homes. Sea hags are known for tempting desperate victims into tragic and inescapable bargains, deals which the hag has already secretly stacked in her favor. Despite their voracious appetites, sea hags appear hideously emaciated, and unlike more powerful hags, they lack the ability to magically disguise their form. hp: 45 immunities: null innate_spells: null languages: - Aklo - Common - Jotun level: 3 melee: - action_cost: One Action damage: formula: 1d10+4 type: slashing name: claw to_hit: 12 traits: - agile - magical name: Sea Hag perception: 10 proactive_abilities: - action_cost: Two Actions description: The hag gazes upon a creature, afflicting it with intense distress and a gnawing sense of impending doom, with a result depending on its Will save (DC 20). The target does not need to be able to see the sea hag. **Critical Success** No effect. **Success** Frightened 1. **Failure** Frightened 1 and slowed 1 for 1 round. If the target was dying, it remains unconscious for 1 day. At the end of the day, it must attempt a Fortitude save against the same DC; if it fails, it dies. **Critical Failure** Frightened 2 and slowed 1 for 1 minute. If the target was dying, it remains unconscious for 1 day. At the end of the day, it must attempt a Fortitude save against the same DC; if it fails, it dies. name: Dread Gaze traits: - curse - emotion - fear - mental - occult ranged: null resistances: null saves: fort: 11 ref: 8 will: 10 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision skills: Acrobatics: 8 Athletics: 11 Deception: 10 Occultism: 8 Stealth: 8 speed: - amount: 25 type: Land - amount: 35 type: Swim spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Amphibious - Hag - Humanoid type: Creature - ability_mods: cha_mod: 4 con_mod: 3 dex_mod: 3 int_mod: 2 str_mod: 5 wis_mod: 2 ac: 21 ac_special: null automatic_abilities: - description: A green hag adds *entangle*, *outcast's curse*, and *wall of thorns* to her coven's spells. name: Coven traits: null description: Green hags hate beauty and purity, so they use disguises and treachery to lure and murder innocents, corrupt the pure of heart, and shatter the minds and morals of their victims. Green hags create imaginative schemes to utterly ruin anyone who crosses them, as well as good or righteous folk whose very existence insults the hag's twisted sensibilities. The complicated scandals perpetuated by green hags involve impersonation, mistaken identity, the seduction and betrayal of loved ones, or all these things in combination. hp: 70 immunities: null innate_spells: - frequency: at will level: 2 name: invisibility - frequency: at will level: 2 name: tree shape - frequency: constant level: 5 name: tongues - frequency: constant level: 5 name: water breathing - frequency: constant level: 5 name: pass without trace - frequency: constant level: 2 name: water breathing - frequency: constant level: 2 name: pass without trace - frequency: constant level: 1 name: pass without trace languages: - Aklo - Common - Jotun level: 4 melee: - action_cost: One Action damage: formula: 1d10+5 plus enfeebling humors type: slashing name: claw to_hit: 14 traits: - agile - magical name: Green Hag perception: 10 proactive_abilities: - action_cost: One Action description: The green hag touches a creature that doesn't realize the hag is an enemy. The betrayed creature is affected by the hag's enfeebling humors and takes a –4 circumstance penalty to their saving throw against that effect. name: Betraying Touch traits: null - action_cost: One Action description: The green hag can take on the appearance of any Medium humanoid woman. This doesn't change her Speed or her attack and damage bonuses with her Strikes, but might change the damage type her Strikes deal (typically to bludgeoning). name: Change Shape traits: - concentrate - occult - polymorph - transmutation - description: A creature damaged by a hag's claw must succeed at a DC 20 Fortitude save or be enfeebled 1 for 1 day. On a critical failure, or if it gets hit again and fails its save a second time, it's enfeebled 2 for 1 day. name: Enfeebling Humors traits: - necromancy - occult - action_cost: Two Actions description: The green hag exhales a miasma of green vapors. Each living creature in a 15-foot cone is affected by her enfeebling humors (attempting a save as normal). She can't use Exhale Miasma again for 1d4 rounds. name: Exhale Miasma traits: - necromancy - occult ranged: null resistances: null saves: fort: 11 ref: 11 will: 12 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision skills: Acrobatics: 9 Athletics: 11 Deception: 10 Nature: 8 Occultism: 8 Stealth: 9 speed: - amount: 25 type: Land - amount: 25 type: Swim spell_attack_to_hit: 14 spell_dc: 20 traits: - CE - Medium - Hag - Humanoid type: Creature - ability_mods: cha_mod: 3 con_mod: 4 dex_mod: 4 int_mod: 1 str_mod: 6 wis_mod: 4 ac: 24 ac_special: null automatic_abilities: - description: An annis hag adds *earthbind*, *passwall*, and *spellwrack* to her coven's spells. name: Coven traits: null description: Annis hags are brutal torturers and murderers, delighting in the musical screams and tasty flesh of young creatures and those who are pure of heart. Annis hags are the most direct of all hags, engaging in physical combat and using their change shape ability to hunt rather than to infiltrate and betray humanoids. But an Annis hag takes a grisly trophy from each kill and uses it to sow discord, sending the trophy to one of her victim's loved ones in a way that implicates another family member in the murder. Also known as iron hags, annis hags have iron-like yet flexible flesh that resists edged weapons, and their own touch is the same cold iron that burns the flesh of other hags. This allows them to bully their way to the leadership of hag covens. hp: 85 immunities: null innate_spells: null languages: - Aklo - Common - Jotun level: 6 melee: - action_cost: One Action damage: formula: 2d8+6 iron slashing plus Grab type: cold name: claw to_hit: 16 traits: - agile - magical - reach 10 feet name: Annis Hag perception: 15 proactive_abilities: - action_cost: Two Actions description: Once per day, an annis hag can cause a cage built of cold iron fingernails to spring out of nothingness at a range of up to 30 feet, attempting an Athletics check to Grapple against the target's Fortitude DC; if the target has a weakness to cold iron, the annis hag gains a +2 circumstance bonus to this check. Unlike a normal Grapple, the annis hag doesn't need to be within reach and can move as she pleases, and a successful attempt lasts until the creature escapes (DC 24), causing the cage to crumble into rust. Any creature can attempt to destroy the cage by attacking it. It has an AC of 19, Hardness 10, and 40 Hit Points. name: Bonds of Iron traits: - attack - conjuration - occult - action_cost: One Action description: The hag can take on the appearance of any Medium female humanoid. This doesn't change her Speed or her attack and damage bonuses with her Strikes but might change the damage type her Strikes deal (typically to bludgeoning). name: Change Shape traits: - concentrate - occult - polymorph - transmutation - action_cost: One Action description: claw name: Rend traits: null ranged: null resistances: - amount: 5 type: physical (except bludgeoning) saves: fort: 16 ref: 12 will: 14 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision skills: Acrobatics: 10 Athletics: 14 Deception: 11 Diplomacy: 9 Intimidation: 11 Stealth: 14 speed: - amount: 40 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Hag - Humanoid type: Creature - ability_mods: cha_mod: 3 con_mod: 6 dex_mod: 4 int_mod: 4 str_mod: 5 wis_mod: 5 ac: 28 ac_special: null automatic_abilities: - description: A night hag adds *dominate*, *nightmare*, *scrying*, and *spellwrack* to her coven's spells. **Nightmare Rider** When a night hag rides a nightmare, the nightmare also gains the night hag's status bonus to saves against magic, and both the hag and rider benefit when the night hag uses her *heartstone's* *ethereal jaunt* innate spell. name: Coven traits: null - description: When a night hag rides a nightmare, the nightmare also gains the night hag's status bonus to saves against magic, and both the hag and rider benefit when the night hag uses her *heartstone's* *ethereal jaunt* innate spell. name: Nightmare Rider traits: null description: Night hags are thieves and merchants of mortal souls. These foul creatures collect souls in dark gems or crystalline jars to sell in fiendish markets, and are themselves empowered by potent magic jewels known as *heartstones*. They haunt the Ethereal Plane, where they prey upon mortals in their dreams, debilitating them with horrific nightmares as they rest. A night hag may find a particular target and haunt them continuously over the course of weeks, slowly and cruelly breaking down the victim's will and ability to resist, until their soul is forfeit. hp: 170 immunities: - sleep innate_spells: - frequency: at will; from heartstone level: 9 name: bind soul - frequency: at will; from heartstone level: 9 name: ethereal jaunt - level: 8 name: dream council - frequency: x2, from heartstone level: 5 name: nightmare - frequency: x2, from heartstone level: 5 name: shadow blast - frequency: at will level: 3 name: dream message - frequency: at will level: 3 name: magic missile - frequency: at will level: 2 name: invisibility - frequency: at will level: 1 name: ray of enfeeblement - frequency: at will level: 1 name: sleep - frequency: constant level: 3 name: detect magic - frequency: constant level: 3 name: detect alignment - frequency: constant level: 2 name: detect alignment items: - heartstone languages: - Abyssal - Aklo - Celestial - Common - Infernal level: 9 melee: - action_cost: One Action damage: formula: 2d8+8 plus 1d6 evil and Abyssal plague type: piercing name: jaws to_hit: 20 traits: - magical - action_cost: One Action damage: formula: 2d10+8 plus 1d6 evil type: slashing name: claw to_hit: 20 traits: - agile - magical name: Night Hag perception: 18 proactive_abilities: - description: A creature can't recover from drained until abyssal plague is cured. **Saving Throw** DC 28 Fortitude; **Stage 1** Drained 1 (1 day); **Stage 2** Drained increases by 2 (1 day) name: Abyssal Plague traits: - disease - action_cost: One Action description: The night hag can take on the appearance of any Medium female humanoid. This doesn't change her Speed or her attack and damage bonuses with her Strikes, but might change the damage type her Strikes deal (typically to bludgeoning). name: Change Shape traits: - concentrate - occult - polymorph - transmutation - description: If a night hag is ethereal and hovering over a sleeping chaotic or evil creature, she can ride the victim's back until dawn. The creature endures tormenting dreams as the hag casts *nightmare* on it, and is exposed to abyssal plague. Any drained caused by dream haunting is cumulative. Only an ethereal being can confront the night hag and stop her dream haunting. name: Dream Haunting traits: - enchantment - occult - mental - description: to the night hag takes a –2 circumstance penalty to checks and DCs to defend against her spells. name: Spell Ambush traits: null ranged: null resistances: - amount: 10 type: mental saves: fort: 19 ref: 17 will: 18 saves_special: fort: null ref: null will: +2 status to all saves vs. magic, –2 to all saves if the night hag does not have her senses: - darkvision skills: Arcana: 18 Deception: 18 Diplomacy: 18 Intimidation: 14 Occultism: 20 Religion: 20 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: 28 traits: - NE - Medium - Fiend - Hag - Humanoid type: Creature - ability_mods: cha_mod: 4 con_mod: 0 dex_mod: 4 int_mod: -1 str_mod: 1 wis_mod: 1 ac: 22 ac_special: null automatic_abilities: null description: Harpies are filthy amalgamations of human and bird, resembling feral humans with wings, talons, and mouths full of sharp teeth. They use captivating songs to lure creatures in, then murder them while they stand transfixed. They enjoy causing confusion and fear in their prey before they strike, believing it creates a savory flavor in the flesh. Harpies can eat most creatures but strongly prefer sapient prey—humans and elves are their favorite. Although harpies will eat goblins if sufficiently hungry, they dislike their flavor and avoid eating them if possible. This doesn't comfort goblins, of course, who have a particularly strong fear of harpies. Because their aeries often reek with the gore of their kills and careless spatters of guano, harpies carry a distinctly vile scent that canny travelers associate with danger. Harpies who roost close to civilization make better efforts to keep clean, though these efforts have mixed results. hp: 68 immunities: null innate_spells: null languages: - Common level: 5 melee: - action_cost: One Action damage: formula: 1d6+4 type: bludgeoning name: club to_hit: 12 traits: null - action_cost: One Action damage: formula: 2d6+4 type: slashing name: talon to_hit: 15 traits: - agile - finesse name: Harpy perception: 12 proactive_abilities: - action_cost: One Action description: The harpy cries out an eerie, compelling melody. Each non-harpy creature within a 300-foot aura must attempt a DC 21 Will save to avoid becoming captivated by the harpy's song. The effect lasts for 1 round, but if the harpy uses this ability again on subsequent rounds, it extends the duration by 1 round for all affected creatures. Once a creature succeeds at any save against Captivating Song, that creature is temporarily immune to Captivating Songs for 24 hours. **Success** The creature is unaffected. **Failure** The creature is fascinated, and it must spend each of its actions to move closer to the harpy as expediently as possible, while avoiding obvious dangers. If a captivated creature is adjacent to the harpy, it stays still and doesn't act. If attacked by the harpy, the creature is freed from captivation at the end of the harpy's turn. **Critical Failure** As failure, but if attacked by the harpy, the creature can attempt a new save at the start of its next turn, rather than being freed at the end of the harpy's turn. name: Captivating Song traits: - auditory - concentrate - enchantment - incapacitation - mental - primal ranged: - action_cost: One Action damage: formula: 1d6+4 type: bludgeoning name: club to_hit: 15 traits: - thrown 10 feet resistances: null saves: fort: 9 ref: 15 will: 12 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 13 Deception: 13 Intimidation: 11 Performance: 14 speed: - amount: 20 type: Land - amount: 60 type: Fly spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Humanoid type: Creature - ability_mods: cha_mod: -2 con_mod: 2 dex_mod: 3 int_mod: -2 str_mod: 4 wis_mod: 2 ac: 19 ac_special: null automatic_abilities: null description: A hell hound's appearance dismisses any doubts as to its infernal origins—flesh the color of burning pitch, teeth as sharp as any fiend's pitchfork, and a shroud of ever-burning hell re are all trademark features. hp: 40 immunities: - fire innate_spells: null languages: - Infernal level: 3 melee: - action_cost: One Action damage: formula: 1d8+4 plus 1d6 evil and 1d6 fire type: piercing name: jaws to_hit: 13 traits: - magical name: Hell Hound perception: 9 proactive_abilities: - action_cost: One Action description: The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 19 basic Reflex save). The hell hound can't use Breath Weapon again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, its Breath Weapon recharges. name: Breath Weapon traits: - divine - evocation - fire ranged: null resistances: null saves: fort: 9 ref: 10 will: 7 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 60 feet skills: Acrobatics: 8 Athletics: 9 Stealth: 8 Survival: 9 speed: - amount: 40 type: Land spell_attack_to_hit: null spell_dc: null traits: - LE - Medium - Beast - Fiend - Fire type: Creature - ability_mods: cha_mod: -2 con_mod: 5 dex_mod: 5 int_mod: -2 str_mod: 6 wis_mod: 4 ac: 28 ac_special: null automatic_abilities: null description: Believed to be bred by the Prince of Darkness himself within vast kennels in the infernal realm of Nessus, Nessian warhounds are the favored guards and hunting hounds of powerful fiends and, rarely, those mortals who worship them and have earned their favor. hp: 150 immunities: - fire innate_spells: null languages: - Infernal level: 9 melee: - action_cost: One Action damage: formula: 2d8+6 plus 1d6 evil and 2d6 fire type: piercing name: jaws to_hit: 21 traits: - magical name: Nessian Warhound perception: 19 proactive_abilities: - action_cost: One Action description: The warhound breathes flames that deal 10d6 fire damage to all creatures in a 15-foot cone (DC 28 basic Reflex save.) The warhound can't use Breath Weapon again for 1d4 rounds. If the Nessian warhound would take fire damage or be targeted by a fire effect, its Breath Weapon recharges. name: Breath Weapon traits: - divine - evocation - fire ranged: null resistances: null saves: fort: 21 ref: 19 will: 16 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 120 feet skills: Acrobatics: 18 Athletics: 19 Stealth: 18 Survival: 20 speed: - amount: 40 type: Land spell_attack_to_hit: null spell_dc: null traits: - LE - Large - Beast - Fiend - Fire type: Creature - ability_mods: cha_mod: -1 con_mod: 2 dex_mod: 3 int_mod: 0 str_mod: 3 wis_mod: 2 ac: 18 ac_special: null automatic_abilities: null description: Soldiers make up the bulk of hobgoblin society, whether that society is a village or a military unit. hp: 20 immunities: null innate_spells: null languages: - Common - Goblin level: 1 melee: - action_cost: One Action damage: formula: 1d8+3 type: slashing name: longsword to_hit: 8 traits: - versatile P name: Hobgoblin Soldier perception: 7 proactive_abilities: [] ranged: - action_cost: One Action damage: formula: 1d6 type: piercing name: shortbow to_hit: 8 traits: - deadly 1d10 - range increment 60 feet - reload 0 resistances: null saves: fort: 5 ref: 6 will: 5 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 6 Stealth: 6 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - LE - Medium - Goblin - Humanoid type: Creature - ability_mods: cha_mod: -1 con_mod: 2 dex_mod: 4 int_mod: 0 str_mod: 2 wis_mod: 2 ac: 23 ac_special: null automatic_abilities: null description: Bands of hobgoblin soldiers typically have at least one archer among their ranks. In smaller groups, the hobgoblin archer also serves as that band's captain. hp: 50 immunities: null innate_spells: null languages: - Common - Goblin level: 4 melee: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: shortsword to_hit: 12 traits: - agile - versatile S name: Hobgoblin Archer perception: 10 proactive_abilities: - description: The first time the archer hits with a crossbow attack in a round, it deals 1d8 extra precision damage. name: Crossbow Precision traits: null - description: The hobgoblin archer ignores the concealed condition. Their targets don't benefit from lesser cover, and they reduce the AC bonus from standard cover by 2 against the hobgoblin archer's attack. name: Perfect Aim traits: null - action_cost: One Action description: The archer Strides, Steps, or Sneaks, then Interacts to reload. name: Running Reload traits: null ranged: - action_cost: One Action damage: formula: 1d8+2 plus crossbow precision type: piercing name: crossbow to_hit: 14 traits: - range increment 120 feet - reload 1 resistances: null saves: fort: 10 ref: 12 will: 8 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 8 Athletics: 8 Stealth: 10 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - LE - Medium - Goblin - Humanoid type: Creature - ability_mods: cha_mod: 2 con_mod: 2 dex_mod: 3 int_mod: 0 str_mod: 4 wis_mod: 1 ac: 25 ac_special: null automatic_abilities: - description: '' name: General's Cry traits: null description: Hobgoblin generals serve as leaders of entire armies and rulers of hobgoblin settlements. A general does not permit the luxuries of rule to soften them. They lead their forces on the field of battle and view this opportunity to excel in a fight at the head of an army as the true reward for a life spent honing one's skills in battle. hp: 90 immunities: null innate_spells: null languages: - Common - Goblin level: 6 melee: - action_cost: One Action damage: formula: 1d8+10 type: slashing name: glaive to_hit: 17 traits: - deadly 1d8 - forceful - reach name: Hobgoblin General perception: 13 proactive_abilities: - description: On a critical hit, the target of the critical hit is moved 5 feet in a direction of the hobgoblin general's choice. name: Polearm Critical Specialization traits: null ranged: - action_cost: One Action damage: formula: 1d6+8 type: piercing name: composite shortbow to_hit: 15 traits: - brutal - deadly 1d10 - propulsive - range increment 60 feet - reload 0 resistances: null saves: fort: 12 ref: 15 will: 13 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 12 Athletics: 15 Intimidation: 14 Stealth: 12 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - LE - Medium - Goblin - Humanoid type: Creature - ability_mods: cha_mod: -2 con_mod: 0 dex_mod: 3 int_mod: 0 str_mod: -1 wis_mod: 1 ac: 17 ac_special: null automatic_abilities: - description: homunculus can't speak, but it is telepathically linked to its creator. It can share information back and forth, including its master's knowledge and everything the homunculus hears. The range of this link is 1,. The homunculus adopts the same alignment as its creator and is utterly faithful. If the homunculus is destroyed, the master takes 2d10 mental damage. If the master is slain, the homunculus becomes mindless, claims its current location as its lair, and instinctively attacks anyone who comes near. name: Master Link range: 500 feet traits: - arcane - divination - mental description: 'A homunculus is a tiny servitor construct created by a crafter to serve as a spy, scout, messenger, or assistant. When a crafter first begins to study the art of creating constructs, she often crafts a homunculus first, since the creation process is simple and inexpensive due to a magical shortcut: the use of the 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, as well as the same moral values and some of the creator''s basic personality traits. Homunculi left to their own devices never stray far from their masters.' hp: 17 immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious innate_spells: null languages: - Common level: 0 melee: - action_cost: One Action damage: formula: 1d4 plus homunculus poison type: piercing name: jaws to_hit: 7 traits: - finesse - magical name: Homunculus perception: 3 proactive_abilities: - description: A homunculus has one dose of poison in a reservoir in its head. It can refill this poison from its reserves with an Interact action. **Saving Throw** DC 15 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison and enfeebled 1 (1 round) name: Homunculus Poison traits: - poison ranged: null resistances: null saves: fort: 2 ref: 7 will: 3 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 5 Stealth: 5 speed: - amount: 15 type: Land - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: null traits: - N - Tiny - Construct type: Creature - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 2 int_mod: -4 str_mod: 3 wis_mod: 2 ac: 14 ac_special: null automatic_abilities: null description: '*This entry did not have a separate description for the creature.*' hp: 16 immunities: null innate_spells: null languages: '' level: 0 melee: - action_cost: One Action damage: formula: 1d4+3 type: bludgeoning name: hoof to_hit: 5 traits: null name: Riding Pony perception: 4 proactive_abilities: - action_cost: Two Actions description: The riding pony Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides. name: Gallop traits: null ranged: null resistances: null saves: fort: 7 ref: 4 will: 4 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 4 Athletics: 7 speed: - amount: 35 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Animal type: Creature - ability_mods: cha_mod: -1 con_mod: 4 dex_mod: 3 int_mod: -4 str_mod: 4 wis_mod: 2 ac: 16 ac_special: null automatic_abilities: null description: '*This entry did not have a separate description for the creature.*' hp: 22 immunities: null innate_spells: null languages: '' level: 1 melee: - action_cost: One Action damage: formula: 1d6+4 type: bludgeoning name: hoof to_hit: 7 traits: null name: Riding Horse perception: 5 proactive_abilities: - action_cost: Two Actions description: The riding horse Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides. name: Gallop traits: null ranged: null resistances: null saves: fort: 9 ref: 6 will: 5 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 6 Athletics: 7 speed: - amount: 40 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal type: Creature - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 4 int_mod: -4 str_mod: 4 wis_mod: 2 ac: 16 ac_special: null automatic_abilities: null description: '*This entry did not have a separate description for the creature.*' hp: 20 immunities: null innate_spells: null languages: '' level: 1 melee: - action_cost: One Action damage: formula: 1d4+4 type: bludgeoning name: hoof to_hit: 7 traits: null name: War Pony perception: 5 proactive_abilities: - action_cost: Two Actions description: The war pony Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides. name: Gallop traits: null ranged: null resistances: null saves: fort: 8 ref: 7 will: 5 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 7 Athletics: 7 speed: - amount: 35 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Animal type: Creature - ability_mods: cha_mod: -2 con_mod: 4 dex_mod: 3 int_mod: -4 str_mod: 5 wis_mod: 2 ac: 17 ac_special: null automatic_abilities: null description: '*This entry did not have a separate description for the creature.*' hp: 36 immunities: null innate_spells: null languages: '' level: 2 melee: - action_cost: One Action damage: formula: 1d6+5 type: bludgeoning name: hoof to_hit: 9 traits: null name: War Horse perception: 6 proactive_abilities: - action_cost: Two Actions description: The war horse Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides. name: Gallop traits: null ranged: null resistances: null saves: fort: 8 ref: 7 will: 6 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 7 Athletics: 11 speed: - amount: 40 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal type: Creature - ability_mods: cha_mod: -1 con_mod: 5 dex_mod: 4 int_mod: -3 str_mod: 7 wis_mod: 2 ac: 23 ac_special: null automatic_abilities: null description: Hydras are multiheaded, foul-tempered serpentine beasts with voracious appetites, widely feared for their regeneration abilities. hp: 90 immunities: - area damage innate_spells: null languages: '' level: 6 melee: - action_cost: One Action damage: formula: 2d6+7 type: piercing name: fangs to_hit: 16 traits: - reach 10 feet name: Hydra perception: 17 proactive_abilities: - action_cost: Two Actions description: The hydra attacks a single target with its heads, overwhelming its foe with multiple attacks and leaving almost nowhere to dodge. The hydra Strikes with its fangs. On a successful attack, the hydra deals damage from its fangs Strike to the target, plus an additional 1d6 damage for every head it has beyond the first. Even on a failed attack, the hydra deals the damage from one fangs Strike to the target creature, though it still misses completely on a critical failure. This counts toward the hydra's multiple attack penalty as a number of attacks equal to the number of heads the hydra has. name: Focused Assault traits: null - action_cost: Two Actions description: The hydra makes a number of Strikes up to its number of heads, each against a different target. These attacks count toward the hydra's multiple attack penalty, but the multiple attack penalty doesn't increase until after the hydra makes all its attacks. name: Storm of Jaws traits: null ranged: null resistances: null saves: fort: 15 ref: 12 will: 10 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Athletics: 17 Stealth: 12 speed: - amount: 25 type: Land - amount: 25 type: Swim spell_attack_to_hit: null spell_dc: null traits: - N - Huge - Beast type: Creature - ability_mods: cha_mod: -2 con_mod: 2 dex_mod: 3 int_mod: -4 str_mod: 3 wis_mod: 1 ac: 16 ac_special: null automatic_abilities: null description: 'Hyenas are cunning, powerfully built carnivores that bear a heavy resemblance to dogs and other canines, though they are not themselves canines. Though all hyenas are often maligned as cowardly carrion eaters, their tactics depend on their specific breed: spotted hyenas are active pack hunters that kill most of their prey themselves, while striped and brown hyenas are more likely to be scavengers. Their jaws are exceptionally powerful, allowing hyenas to seize a victim and pull it to the rest of the pack.' hp: 20 immunities: null innate_spells: null languages: '' level: 1 melee: - action_cost: One Action damage: formula: 1d8+3 plus Knockdown type: piercing name: jaws to_hit: 8 traits: null name: Hyena perception: 6 proactive_abilities: - action_cost: One Action description: enemy. If it hits, in addition to dealing damage, the hyena Strides up to 10 feet, dragging the enemy along. name: Drag traits: null - description: The hyena deals an extra 1d4 damage to any creature that's within reach of at least two of the hyena's allies. name: Pack Attack traits: null ranged: null resistances: null saves: fort: 7 ref: 8 will: 4 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 6 Athletics: 7 Stealth: 6 speed: - amount: 40 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Animal type: Creature - ability_mods: cha_mod: -2 con_mod: 3 dex_mod: 3 int_mod: -4 str_mod: 5 wis_mod: 2 ac: 19 ac_special: null automatic_abilities: null description: Hyaenodons are the ferocious primeval cousins of the smaller hyena. Looming, shaggy-furred creatures nearly the size of a horse, hyaenodons are truly formidable predators to be reckoned with, due both to their size and to their bone-crushing jaws. Gnoll clans find these creatures particularly useful as mounts and guardians. hp: 45 immunities: null innate_spells: null languages: '' level: 3 melee: - action_cost: One Action damage: formula: 1d10+5 plus Knockdown and bonecrunching bite type: piercing name: jaws to_hit: 12 traits: null name: Hyaenodon perception: 9 proactive_abilities: - description: as the creature's bones or cartilage are crushed by the beast's jaws. name: Bonecrunching Bite traits: null - action_cost: One Action description: enemy. If it hits, in addition to dealing damage, the hyaenodon Strides up to 10 feet, dragging the enemy along. name: Drag traits: null - description: The hyaenodon deals an extra 1d6 damage to any creature within reach of at least two of the hyaenodon's allies. name: Pack Attack traits: null ranged: null resistances: null saves: fort: 10 ref: 8 will: 7 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 8 Athletics: 12 Stealth: 8 speed: - amount: 40 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal type: Creature - ability_mods: cha_mod: -1 con_mod: 0 dex_mod: 3 int_mod: 0 str_mod: 1 wis_mod: 1 ac: 16 ac_special: null automatic_abilities: null description: The typical kobold trains with agile weaponry, favoring the light pick for its use in crafting new tunnels to expand their domains through underground reaches. Kobolds are capable of landing sneaky strikes against unsuspecting foes but are just as quick to scamper off to safety when they don't, as a group, outnumber their enemies at least two to one. hp: 8 immunities: null innate_spells: null languages: - Draconic level: -1 melee: - action_cost: One Action damage: formula: 1d6+1 type: piercing name: spear to_hit: 3 traits: null name: Kobold Warrior perception: 3 proactive_abilities: - action_cost: One Action description: The kobold warrior Strides up to its Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. It must end this movement in a space that's not adjacent to any enemy. name: Hurried Retreat traits: null - description: The kobold warrior deals an extra 1d4 precision damage to flat-footed creatures. name: Sneak Attack traits: null ranged: - action_cost: One Action damage: formula: 1d4 type: bludgeoning name: sling to_hit: 5 traits: - propulsive - range increment 50 feet - reload 1 - action_cost: One Action damage: formula: 1d6+1 type: piercing name: spear to_hit: 5 traits: - thrown 20 feet resistances: null saves: fort: 4 ref: 7 will: 3 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 5 Crafting: 2 Stealth: 5 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - LE - Small - Humanoid - Kobold type: Creature - ability_mods: cha_mod: 1 con_mod: 1 dex_mod: 4 int_mod: 0 str_mod: 0 wis_mod: 3 ac: 18 ac_special: null automatic_abilities: null description: Most kobolds encountered outside of a well-defended warren or lair are kobold scouts, creatures trained for stalking and the hunt. hp: 16 immunities: null innate_spells: null languages: - Common - Draconic level: 1 melee: - action_cost: One Action damage: formula: 1d6 type: piercing name: shortsword to_hit: 9 traits: - agile - finesse - versatile S name: Kobold Scout perception: 8 proactive_abilities: - action_cost: One Action description: The kobold scout Strides up to its Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. It must end this movement in a space that's not adjacent to any enemy. name: Hurried Retreat traits: null - description: The kobold scout deals an extra 1d6 precision damage to flat-footed creatures. name: Sneak Attack traits: null ranged: - action_cost: One Action damage: formula: 1d8 type: piercing name: crossbow to_hit: 9 traits: - range increment 120 feet - reload 1 resistances: null saves: fort: 5 ref: 9 will: 6 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 7 Crafting: 3 Nature: 6 Stealth: 7 Survival: 6 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - LE - Small - Humanoid - Kobold type: Creature - ability_mods: cha_mod: 4 con_mod: 0 dex_mod: 3 int_mod: 2 str_mod: -1 wis_mod: 1 ac: 17 ac_special: null automatic_abilities: null description: Kobold dragon mages use magic to carry out their secret schemes. The presence of a dragon mage in a kobold warren is one of the greatest testaments to the kobolds' claim to draconic heritage. hp: 25 immunities: null innate_spells: null languages: - Common - Draconic level: 2 melee: - action_cost: One Action damage: formula: 1d6-1 type: slashing name: claw to_hit: 7 traits: - agile - finesse - action_cost: One Action damage: formula: 1d4-1 type: bludgeoning name: staff to_hit: 3 traits: - two-hand d8 name: Kobold Dragon Mage perception: 5 proactive_abilities: - description: '**Frequency** once per hour; **Requirements** The kobold dragon mage is adjacent to at least one enemy. **Effect** The dragon mage creates an illusion of itself in its square and then becomes invisible (with the effects of a 2nd-level *invisibility* spell) for 1d4 rounds. The dragon mage can move up to half its Speed, but it must end its movement in a space that''s not adjacent to any enemeies. This is a 1st-level spell that requires a somatic component.' name: Illusory Retreat traits: - arcane - illusion - manipulate - move - description: The dragon mage deals an extra 1d6 precision damage to flat-footed creatures. name: Sneak Attack traits: null ranged: null resistances: - amount: 5 type: poison (see dragonscaled) saves: fort: 4 ref: 7 will: 7 saves_special: fort: null ref: null will: null senses: - darkvision skills: Arcana: 6 Deception: 8 Diplomacy: 8 Intimidation: 8 Stealth: 7 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - LE - Small - Humanoid - Kobold type: Creature - ability_mods: cha_mod: 5 con_mod: 9 dex_mod: 4 int_mod: 5 str_mod: 9 wis_mod: 6 ac: 42 ac_special: null automatic_abilities: null description: A kraken is an enormous, squid-like leviathan with a cruel intelligence. It hunts ships, whales, and heroes alike. The hatred and envy krakens hold for their rivals, the alghollthus, has led many krakens to make their lairs in sunken cities, where they can sift through ancient lore for long-lost arcane secrets. hp: 360 immunities: - controlled - emotion innate_spells: - frequency: animals only level: 10 name: dominate - level: 8 name: punishing winds languages: - Aquan - Common level: 18 melee: - action_cost: One Action damage: formula: 4d10+17 plus Grab type: bludgeoning name: arm to_hit: 37 traits: - reach 40 feet - magical - action_cost: One Action damage: formula: 3d10+17 plus Grab type: bludgeoning name: tentacle to_hit: 37 traits: - reach 60 feet - agile - magical - action_cost: One Action damage: formula: 3d10+17 type: piercing name: beak to_hit: 37 traits: - reach 20 feet - magical name: Kraken perception: 34 proactive_abilities: - action_cost: One Action description: 2d10+17 bludgeoning, DC 40. On a failed save, a creature that is holding its breath loses 1d4 rounds worth of air. name: Constrict traits: null - action_cost: One Action description: The kraken makes two Strikes with two different arms or tentacles, each limb targeting a different creature. Double Attack counts as two attacks toward the kraken's multiple attack penalty for further actions, but the penalty doesn't increase until after both attacks are made. If the kraken subsequently uses the Grab action, it Grabs any number of creatures it hit with Double Attack. name: Double Attack traits: null - action_cost: One Action description: The kraken emits a cloud of black, venomous ink in an 80-foot emanation. This cloud has no effect outside water. Creatures inside the ink cloud are exposed to kraken ink poison and are undetected while inside the cloud. The kraken can't use Ink Cloud again for 2d6 rounds, and the cloud dissipates after 1 minute. name: Ink Cloud traits: null - action_cost: One Action description: The kraken moves through the water up to 280 feet in a straight line without triggering reactions. name: Jet traits: - move - description: Krakens are immune to this poison. **Saving Throw** DC 39 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 3d6 poison damage and sickened 1 (1 round); **Stage 2** 4d6 poison damage and sickened 2 (1 round). name: Kraken Ink traits: - poison ranged: null resistances: - amount: 10 type: cold - amount: 20 type: poison saves: fort: 35 ref: 28 will: 32 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 38 Intimidation: 32 Nature: 35 Stealth: 33 speed: - amount: 10 type: Land - amount: 40 type: Swim spell_attack_to_hit: null spell_dc: null traits: - Uncommon - NE - Gargantuan - Aquatic - Beast type: Creature - ability_mods: cha_mod: 0 con_mod: 6 dex_mod: 3 int_mod: -4 str_mod: 6 wis_mod: 2 ac: 26 ac_special: null automatic_abilities: null description: Krooths, sometimes called crocodile eaters, are fast and vicious hunters of bogs and wetlands. While they are known to hunt and eat crocodiles, alligators, and virtually any creature with flesh, their favorite prey are lizardfolk, boggards, and dinosaurs. hp: 150 immunities: null innate_spells: null languages: '' level: 8 melee: - action_cost: One Action damage: formula: 2d12+9 plus Poison Tooth type: piercing name: jaws to_hit: 20 traits: - deadly 1d10 - poison - reach 10 feet - action_cost: One Action damage: formula: 2d8+9 type: slashing name: claw to_hit: 20 traits: - agile - action_cost: One Action damage: formula: 2d8+9 type: piercing name: tail to_hit: 20 traits: - reach 15 feet name: Krooth perception: 16 proactive_abilities: - action_cost: One Action description: '' name: Aquatic Ambush traits: null - action_cost: One Action description: '**Requirements** The krooth damaged a creature with its jaws on its most recent action this turn. **Effect** The krooth snaps off one of its teeth in the creature it hit. The creature takes 1d6 persistent bleed damage and is drained 1. Neither can be healed while the tooth remains. Removing the tooth safely requires a successful DC 26 check to Administer First Aid. Instead of ending bleeding or stabilizing, this removes the drained condition, but it doesn''t automatically end the bleed damage.' name: Poison Tooth traits: - poison ranged: null resistances: null saves: fort: 20 ref: 17 will: 14 saves_special: fort: null ref: null will: +4 status to all saves vs. fear senses: - low-light vision - scent (imprecise) 60 feet skills: Athletics: 18 Stealth: 18 Survival: 17 speed: - amount: 40 type: Land - amount: 30 type: Swim spell_attack_to_hit: null spell_dc: null traits: - N - Large - Amphibious - Animal type: Creature - ability_mods: cha_mod: 3 con_mod: 2 dex_mod: 3 int_mod: 1 str_mod: 5 wis_mod: 3 ac: 24 ac_special: null automatic_abilities: null description: Just as they were cursed long ago, lamias can curse those they touch, clouding the mind and regressing conscious thought to purely animalistic instincts. Creatures affected by this curse grow reckless, becoming unaware of the consequences of their own actions and unable to think clearly. This makes the hapless victim all the more susceptible to the lamia's cunning illusions and insidious charms. The lamia's animalistic nature and the effect of their cursed touch has led some scholars to theorize that the original lamias must have, millennia ago, turned away from their own reason and intellect and embraced the life of simple beasts. Whether this change was rewarded as a monstrous gift from Lamashtu or inflicted as a curse for abandoning their responsibilities by Pharasma remains the subject of debate to this day. hp: 95 immunities: null innate_spells: - frequency: x3 level: 4 name: charm - frequency: x3 level: 4 name: suggestion - level: 3 name: sleep - frequency: at will level: 2 name: humanoid form - frequency: at will level: 2 name: mirror image languages: - Abyssal - Common level: 6 melee: - action_cost: One Action damage: formula: 1d6+8 type: piercing name: spear to_hit: 17 traits: null - action_cost: One Action damage: formula: 1d6+8 plus Grab type: slashing name: claw to_hit: 17 traits: - agile name: Lamia perception: 13 proactive_abilities: - action_cost: Two Actions description: The lamia touches a creature, who must succeed at a DC 23 Will save or become stupefied 1. If the target fails additional saves against this ability, the condition value increases by 1 (to a maximum of stupefied 4). This condition value decreases by 1 every 24 hours. name: Lamia's Caress traits: - curse - enchantment - mental - occult ranged: - action_cost: One Action damage: formula: 1d4+8 type: piercing name: spear to_hit: 14 traits: - thrown 20 feet - versatile S - action_cost: One Action damage: formula: 1d6+8 type: piercing name: javelin to_hit: 15 traits: - thrown 30 feet resistances: null saves: fort: 12 ref: 15 will: 15 saves_special: fort: null ref: null will: null senses: - darkvision skills: Deception: 15 Diplomacy: 11 Intimidation: 13 Stealth: 15 Survival: 11 speed: - amount: 40 type: Land spell_attack_to_hit: null spell_dc: 25 traits: - CE - Large - Beast type: Creature - ability_mods: cha_mod: 6 con_mod: 3 dex_mod: 4 int_mod: 3 str_mod: 6 wis_mod: 3 ac: 27 ac_special: null automatic_abilities: null description: The brilliant and powerful lamia matriarchs possess boundless ambition, always seeking to bring more people and territory into the clutches of their kind. Consequently, the become rulers of other lamia. For all their cruelty toward other creatures, they're fierce protectors of other lamia, and consequently they quickly come to rule cults or warbands. Regardless of the lamia's gender, these ascended lamias are always known as matriarchs. Rather than leonine limbs, a lamia matriarch's lower body is formed in the winding coils of a giant snake. They're also set apart by the occult power they pursue, and some have even have grand designs to break the animalistic curse that transformed them. However, every attempt so far has led to the matriarch's fall. hp: 135 immunities: - controlled innate_spells: - frequency: x3 level: 4 name: charm - frequency: x3 level: 4 name: suggestion - level: 3 name: sleep - frequency: at will level: 2 name: illusory disguise - frequency: at will level: 2 name: illusory object - frequency: at will level: 2 name: mirror image languages: - Abyssal - Common - Draconic level: 8 melee: - action_cost: One Action damage: formula: 2d6+10 type: slashing name: scimitar to_hit: 19 traits: - forceful +2 - sweep name: Lamia Matriarch perception: 15 proactive_abilities: - action_cost: One Action description: The lamia matriarch can take on the appearance of a Medium humanoid. This doesn't change their Speed or their attack and damage modifiers with their Strikes, but it does prevent them from using their cursed touch. Each lamia matriarch has a fixed humanoid form—they cannot adopt a different appearance each time they use this ability, and the appearance resembles that of their upper torso when in their true form. name: Change Shape traits: - concentrate - occult - polymorph - transmutation - description: The lamia matriarch makes a scimitar attack against each enemy within reach. Each attack counts toward their multiple attack penalty, but the penalty does not increase until after all the attacks. The first enemy she damages is subject to matriarch's caress. name: Dervish Strike traits: null - action_cost: Two Actions description: The lamia touches a creature, who must succeed at a DC 28 Will save or become stupefied 1 (stupefied 2 if critically failed). If the target fails additional saves against this ability, the condition value increases by 1 if failed or 2 if critically failed (to a maximum of stupefied 4). This condition value decreases by 1 every 24 hours. name: Matriarch's Caress traits: - curse - enchantment - mental - occult ranged: null resistances: - amount: 10 type: mental saves: fort: 13 ref: 18 will: 17 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision skills: Arcana: 18 Deception: 20 Diplomacy: 20 Intimidation: 18 Occultism: 17 Stealth: 16 Survival: 13 speed: - amount: 30 type: Land - amount: 30 type: Swim - amount: 30 type: Climb spell_attack_to_hit: null spell_dc: 28 traits: - CE - Large - Beast type: Creature - ability_mods: cha_mod: 1 con_mod: 2 dex_mod: 2 int_mod: -2 str_mod: -1 wis_mod: 2 ac: 18 ac_special: null automatic_abilities: null description: Leaf leshys are diminutive protectors of forests clad in pine cone armor and hats of fruit, flowers, or leaves. They enjoy mock battles but act cautiously in real ones. hp: 15 immunities: null innate_spells: [] languages: - Common - Druidic - Sylvan level: 0 melee: - action_cost: One Action damage: formula: 1d8–1 type: piercing name: longspear to_hit: 3 traits: - reach 10 feet name: Leaf Leshy perception: 4 proactive_abilities: - action_cost: One Action description: The leaf leshy transforms into a Small tree. This ability otherwise uses the effects of *tree shape*. name: Change Shape traits: - concentrate - polymorph - primal - transmutation - description: for 1 minute. name: Deafening Blow traits: null - action_cost: One Action description: The leshy glides gently through the air, moving 5 feet toward the ground and up to 25 feet forward. As long as the leshy spends at least 1 action gliding each round, it remains in the air at the end of each turn. For the purpose of determining damage from falls, a leaf leshy always treats falls as if they were 20 feet shorter. name: Glide traits: - move ranged: - action_cost: One Action damage: formula: 1d6 plus deafening blow type: bludgeoning name: seedpod to_hit: 6 traits: - range increment 30 feet resistances: null saves: fort: 6 ref: 6 will: 4 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Acrobatics: 4 Nature: 4 Stealth: 4 speed: - amount: 25 type: Land - amount: null type: Glide spell_attack_to_hit: null spell_dc: null traits: - N - Small - Leshy - Plant type: Creature - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 4 int_mod: -1 str_mod: 2 wis_mod: 2 ac: 17 ac_special: null automatic_abilities: - description: he leshy can store an item of light Bulk or less in its head, concealing it as *nondetection*. If stored for 24 hours, the item benefits from *mending*. name: Keepsake traits: - abjuration - primal description: Gourd leshys are guardians of fields, gardens, and farms. Many villages benefit from the protection of a gourd leshy, even if they are unaware of it. hp: 20 immunities: null innate_spells: [] languages: - Common - Druidic - Sylvan level: 1 melee: - action_cost: One Action damage: formula: 1d4+2 plus ensnare type: bludgeoning name: fist to_hit: 7 traits: - agile - finesse name: Gourd Leshy perception: 5 proactive_abilities: - action_cost: One Action description: The gourd leshy transforms into a Small gourd-bearing plant. This ability otherwise uses the effects of *tree shape*. name: Change Shape traits: - concentrate - polymorph - primal - transmutation - description: and wrap around the target's limbs. The target must attempt a DC 17 Reflex save. On a failure, the target takes a –10-foot status penalty to its Speed for 1 round; on a critical failure, the target is immobilized for 1 round and the penalty to Speed lasts for 1 minute. name: Ensnare traits: - or seed ranged: - action_cost: One Action damage: formula: 1d6+2 plus ensnare type: bludgeoning name: seed to_hit: 9 traits: - range increment 30 feet resistances: null saves: fort: 5 ref: 9 will: 7 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Nature: 5 Stealth: 7 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Small - Leshy - Plant type: Creature - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 4 int_mod: -1 str_mod: 2 wis_mod: 2 ac: 19 ac_special: null automatic_abilities: null description: Fungus leshys guard caves, bogs, and damp, dark places. Their fungus gardens are bizarre by most standards, but fungus leshys are extremely proud of their works. hp: 30 immunities: null innate_spells: [] languages: - Common - Druidic - Sylvan level: 2 melee: - action_cost: One Action damage: formula: 1d6+2 type: bludgeoning name: fist to_hit: 10 traits: - agile - finesse name: Fungus Leshy perception: 6 proactive_abilities: - action_cost: One Action description: The fungus leshy transforms into a Small giant mushroom or patch of fungi. This ability otherwise uses the effects of *tree shape*. name: Change Shape traits: - concentrate - polymorph - primal - transmutation - action_cost: Two Actions description: A fungus leshy can unleash a cloud of spores that irritates the eyes and throats of non-fungi creatures in a 15-foot emanation. Each creature must succeed at a DC 16 Fortitude save or take 1 persistent poison damage. A creature has its vision reduced as long as the persistent damage continues and can see only within 20 feet (or 10 feet, on a critical failure). name: Spore Cloud traits: - poison - description: A creature that takes damage from a fungus leshy's spore pod Strike must attempt a saving throw with the same DC and effect as its Spore Cloud ability name: Spores traits: null ranged: - action_cost: One Action damage: formula: 1d6+2 plus spores type: bludgeoning name: spore pod to_hit: 10 traits: - range increment 30 feet resistances: null saves: fort: 8 ref: 10 will: 6 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 6 Nature: 6 Stealth: 8 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Small - Fungus - Leshy type: Creature - ability_mods: cha_mod: 3 con_mod: 0 dex_mod: 4 int_mod: 6 str_mod: 0 wis_mod: 4 ac: 31 ac_special: null automatic_abilities: null description: A wizard whose insatiable desire for arcane power eclipsed their mortal life, the lich is a truly devious and versatile spellcaster. hp: 190 immunities: - death effects - disease - paralyzed - poison - unconscious innate_spells: null languages: - Abyssal - Aklo - Common - Draconic - Elven - Infernal - Necril - Undercommon level: 12 melee: - action_cost: One Action damage: formula: 4d8 plus paralyzing touch type: negative name: hand to_hit: 24 traits: - finesse - magical name: Lich perception: 20 proactive_abilities: - action_cost: Free Action description: 6th level name: Drain Phylactery traits: null - description: DC 32 name: Paralyzing Touch traits: - arcane - curse - incapacitation - necromancy - description: If a reaction would disrupt the lich's spellcasting action, the lich attempts a DC 15 flat check. On a success, the action isn't disrupted. name: Steady Spellcasting traits: null ranged: null resistances: - amount: 10 type: 'cold ' - amount: 10 type: physical (except magic bludgeoning) saves: fort: 17 ref: 21 will: 23 saves_special: fort: null ref: null will: +1 status to all saves vs. positive senses: - darkvision skills: Arcana: 28 Crafting: 24 Deception: 17 Diplomacy: 19 Religion: 22 Stealth: 20 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - Rare - NE - Medium - Undead type: Creature - ability_mods: cha_mod: 5 con_mod: 0 dex_mod: 4 int_mod: 7 str_mod: -3 wis_mod: -2 ac: 38 ac_special: null automatic_abilities: - description: Typically, a demilich is inert when encountered and doesn't take actions until its *contingency* reaction has been triggered (see below). name: Torpor traits: null description: Demiliches are formed when a lich, through carelessness or by accident, loses its phylactery. As years pass, the lich's body crumbles to dust, leaving only the skull as the seat of its necromantic power. The lich enters a sort of torpor, its mind left wandering the planes in search of ever greater mysteries. The lich gradually loses the ability to cast spells and its magic items slowly subsume into its new form. Negative energy concentrates around the skull, causing some of its bones and teeth to petrify with power and turn into blight crystals. The resulting lich skull, embedded with arcane gemstones and suffused with palpably powerful magic, forms a creature called a demilich. hp: 220 immunities: - disease - paralyzed - poison - polymorph - unconscious innate_spells: - level: 9 name: wail of the banshee - frequency: at will level: 7 name: spell turning - frequency: at will level: 4 name: blink - frequency: at will level: 4 name: dimension door - frequency: at will level: 4 name: telekinetic maneuver - frequency: constant level: 6 name: true seeing items: - demilich eye gem (2) languages: - Abyssal - Aklo - Common - Draconic - Elven - Infernal - Necril - Undercommon level: 15 melee: - action_cost: One Action damage: formula: 1d4-3 plus 6d6 negative type: piercing name: jaws to_hit: 27 traits: - reach 0 feet - finesse - magical name: Demilich perception: 19 proactive_abilities: - description: A demilich has gemstone eyes that glow when the demilich is active. Each eye contains an 8th-level spell that targets one creature (usually one eye has *maze* and the other *polar ray*). The demilich can Activate an eye. This uses the number of spellcasting actions the spell requires, and also requires command and envision components. When the demilich casts a spell from a gemstone eye, that eye stops glowing for 1d4 rounds, during which time that eye's spell can't be used. Occasionally, one or both of the two *demilich eye gems* can be harvested from a destroyed demilich as magic items. name: Demilich Eye Gems traits: - arcane - action_cost: One Action description: '**Requirements** A soul has been trapped in one of the demilich''s blight quartz gems (see Trap Soul) for 24 hours. **Effect** The demilich consumes the soul. The soul is utterly destroyed, and the demilich regains HP equal to double the creature''s level.' name: Devour Soul traits: - arcane - necromancy - negative - description: A demilich can replace all material and somatic components for casting spells with verbal components, and can replace all Interact components for activating magic items with envision components. name: Mental Magic traits: null - description: ', but it could have spells from another staff of 8th level or lower instead.' name: Staff Gems traits: null - action_cost: One Action description: . When the soul of a creature gets trapped, the creature's body swiftly turns to dust. The gemstones work like the black sapphires used in *bind soul*, except that they can hold creatures of up to 17th level and have a value of 200 gp apiece. The demilich can Devour a Soul it has trapped. name: Trap Soul traits: - or is unaffected entirely on a critical success ranged: null resistances: - amount: 5 type: 'cold ' - amount: 5 type: 'electricity ' - amount: 5 type: 'fire ' - amount: 5 type: physical (except bludgeoning) saves: fort: 23 ref: 27 will: 23 saves_special: fort: null ref: null will: +1 status to all saves vs. positive senses: - darkvision - '*true seeing*' skills: Acrobatics: 25 Arcana: 32 Deception: 28 Occultism: 30 Religion: 21 Stealth: 25 speed: - amount: 30 type: Fly spell_attack_to_hit: 30 spell_dc: null traits: - Rare - NE - Tiny - Undead type: Creature - ability_mods: cha_mod: 5 con_mod: 6 dex_mod: 4 int_mod: -3 str_mod: 8 wis_mod: 4 ac: 37 ac_special: null automatic_abilities: null description: Despite being among the weakest linnorms, the crag linnorm is a devastating predator, capable of quickly cooking its foes with its magma breath. hp: 270 immunities: - curse - fire - paralyzed - sleep innate_spells: - frequency: constant level: 6 name: freedom of movement - frequency: constant level: 6 name: true seeing - frequency: constant level: 5 name: true seeing languages: - Aklo - Draconic - Sylvan level: 14 melee: - action_cost: One Action damage: formula: 3d12+14 plus crag linnorm venom type: piercing name: jaws to_hit: 30 traits: - reach 20 feet - magical - action_cost: One Action damage: formula: 3d8+14 type: slashing name: claw to_hit: 30 traits: - reach 20 feet - magical - action_cost: One Action damage: formula: 3d6+14 plus Improved Grab type: bludgeoning name: tail to_hit: 30 traits: - reach 20 feet - magical name: Crag Linnorm perception: 26 proactive_abilities: - action_cost: Two Actions description: The crag linnorm breathes out a stream of magma in a 120-foot line that deals 12d6 fire damage to creatures within the area (DC 34 basic Reflex save). Any creature that fails its save also takes 4d6 persistent fire damage. The crag linnorm can't use Breath Weapon again for 1d4 rounds. The magma remains until the start of the linnorm's next turn. If the linnorm was on the ground, the magma remains as a burning line on the ground directly under the line of the Breath Weapon, and if the linnorm was airborne, the magma rains downward in a sheet 60 feet high. Any creature that moves across or through the magma takes 6d6 fire damage (DC 34 basic Reflex save). At the start of the linnorm's next turn, the magma cools to a thin layer of brittle stone on the ground, or the magma rain finishes falling and turns to harmless pebbles. The cooled magma quickly degrades to powder and sand over the course of several hours. name: Breath Weapon traits: - evocation - fire - primal - action_cost: One Action description: 2d6+14 bludgeoning, DC 34 name: Constrict traits: null - description: '**Saving Throw** DC 34 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 4d6 fire damage and drained 1; **Stage 2** 6d6 fire damage and drained 2.' name: Crag Linnorm Venom traits: - fire - injury - poison ranged: null resistances: null saves: fort: 28 ref: 24 will: 22 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet - '*true seeing*' skills: Acrobatics: 22 Athletics: 28 speed: - amount: 35 type: Land - amount: 100 type: Fly - amount: 60 type: Swim spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CE - Gargantuan - Dragon - Fire type: Creature - ability_mods: cha_mod: 7 con_mod: 7 dex_mod: 5 int_mod: -3 str_mod: 9 wis_mod: 6 ac: 41 ac_special: null automatic_abilities: null description: The ice linnorm dwells amid glacial crevasses, atop wind-blasted mountain peaks, or within glittering caverns carved from the hearts of the mightiest of icebergs. hp: 330 immunities: - cold - curse - paralyzed - sleep innate_spells: - frequency: constant level: 8 name: freedom of movement - frequency: constant level: 8 name: true seeing - frequency: constant level: 7 name: true seeing languages: - Aklo - Draconic - Sylvan level: 17 melee: - action_cost: One Action damage: formula: 3d12+17 plus ice linnorm venom type: piercing name: jaws to_hit: 34 traits: - reach 25 feet - magical - action_cost: One Action damage: formula: 3d8+17 type: slashing name: claw to_hit: 34 traits: - reach 20 feet - agile - magical - action_cost: One Action damage: formula: 3d6+17 plus Improved Grab type: bludgeoning name: tail to_hit: 34 traits: - reach 25 feet - agile - magical name: Ice Linnorm perception: 29 proactive_abilities: - action_cost: Two Actions description: The ice linnorm spews out a blast of freezing, viscous ooze in a 60-foot cone that deals 15d6 cold damage to creatures within the area (DC 38 basic Reflex save). The freezing ooze clings to those struck and hardens into thick sheets of ice. A creature that fails the saving throw is immobilized by the ice until it succeeds at a check to Escape or it or an ally Forces Open the ice (DC 34 for either case). At the start of its turn, a creature still immobilized by the ice takes 4d6 cold damage. Another creature can free a frozen target by dealing a total of 20 fire damage to the frozen target. Left unattended, the ice crumbles away in 1 minute on its own. Creatures with the fire trait can't be frozen in place by this breath weapon. Flying creatures fall if frozen, and swimming creatures that are frozen rise toward the surface of the water at a speed of 60 feet per round. An ice linnorm can't use Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - cold - evocation - primal - action_cost: One Action description: 2d6+18 bludgeoning, DC 38 name: Constrict traits: null - description: '**Saving Throw** DC 38 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 5d6 cold damage and drained 1; **Stage 2** 7d6 cold damage and drained 2.' name: Ice Linnorm Venom traits: - cold - injury - poison ranged: null resistances: null saves: fort: 32 ref: 28 will: 27 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet - '*true seeing*' skills: Acrobatics: 28 Athletics: 32 speed: - amount: 35 type: Land - amount: 100 type: Fly - amount: 40 type: Swim spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CE - Gargantuan - Cold - Dragon type: Creature - ability_mods: cha_mod: 8 con_mod: 8 dex_mod: 6 int_mod: -1 str_mod: 10 wis_mod: 7 ac: 46 ac_special: null automatic_abilities: null description: Although more powerful linnorms exist, the multi-headed tarn linnorm can wreak an awe-inspiring amount of devastation. hp: 400 immunities: - acid - curse - paralyzed - sleep innate_spells: - frequency: constant level: 9 name: freedom of movement - frequency: constant level: 9 name: true seeing - frequency: constant level: 8 name: true seeing languages: - Aklo - Draconic - Sylvan level: 20 melee: - action_cost: One Action damage: formula: 4d12+18 plus tarn linnorm venom type: piercing name: jaws to_hit: 38 traits: - reach 30 feet - magical - action_cost: One Action damage: formula: 4d8+18 type: slashing name: claw to_hit: 38 traits: - reach 30 feet - agile - magical - action_cost: One Action damage: formula: 4d6+18 plus Improved Grab type: bludgeoning name: tail to_hit: 38 traits: - reach 30 feet - agile - magical name: Tarn Linnorm perception: 35 proactive_abilities: - action_cost: Two Actions description: The tarn linnorm can expel either a 120-foot line or a 60-foot cone of acid dealing 20d6 acid damage to creatures within the area (DC 44 basic Reflex save). The acid creates toxic fumes. At the beginning of the linnorm's next turn, those who failed the breath weapon's Reflex save must succeed at a DC 42 Fortitude save or gain sickened 4 from the poisonous fumes. A tarn linnorm can't use Breath Weapon or Overwhelming Breath again for 1d4 rounds. name: Breath Weapon traits: - acid - evocation - poison - primal - action_cost: One Action description: 3d6+18 bludgeoning, DC 44 name: Constrict traits: null - action_cost: One Action description: The tarn linnorm Strides and then makes a jaws Strike with each of its heads, each against a different target. These attacks count toward the tarn linnorm's multiple attack penalty, and the multiple attack penalty doesn't increase until after the tarn linnorm makes all of these attacks. name: Double Bite traits: null - description: A tarn linnorm uses its Breath Weapon twice. A creature attempts only one save and can take damage only once. The tarn linnorm can't use Breath Weapon or Overwhelming Breath again for 2d4 rounds. name: Overwhelming Breath traits: null - description: '**Saving Throw** DC 44 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 7d6 acid damage and drained 1; **Stage 2** 11d6 acid damage and drained 2.' name: Tarn Linnorm Venom traits: - acid - injury - poison ranged: null resistances: null saves: fort: 36 ref: 32 will: 31 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet - '*true seeing*' skills: Acrobatics: 32 Athletics: 38 Stealth: 34 speed: - amount: 35 type: Land - amount: 100 type: Fly - amount: 80 type: Swim spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CE - Gargantuan - Acid - Amphibious - Dragon type: Creature - ability_mods: cha_mod: 9 con_mod: 9 dex_mod: 8 int_mod: -1 str_mod: 11 wis_mod: 8 ac: 47 ac_special: null automatic_abilities: null description: Tor linnorms dwell in the tallest volcanic mountains, either within natural formed caverns or within molten craters. A tor linnorm's temper can be as hot and destructive as the magma the creature resembles. hp: 440 immunities: - curse - fire - paralyzed - sleep innate_spells: - frequency: constant level: 9 name: freedom of movement - frequency: constant level: 9 name: true seeing - frequency: constant level: 8 name: true seeing languages: - Aklo - Draconic - Sylvan level: 21 melee: - action_cost: One Action damage: formula: 4d12+19 plus tor linnorm venom type: piercing name: jaws to_hit: 40 traits: - reach 30 feet - magical - action_cost: One Action damage: formula: 4d8+19 type: slashing name: claw to_hit: 40 traits: - reach 30 feet - agile - magical - action_cost: One Action damage: formula: 4d6+19 plus Improved Grab type: bludgeoning name: tail to_hit: 40 traits: - reach 30 feet - agile - magical name: Tor Linnorm perception: 37 proactive_abilities: - action_cost: Two Actions description: The tor linnorm expels a 60-foot cone of flame and ash dealing 20d6 fire damage to creatures within the area (DC 46 basic Reflex save). At the start of the tor linnorm's next turn, the area affected by the breath weapon is covered in thick, scorching smoke that burns both the lungs and eyes, dealing an additional 10d6 fire damage to all creatures in the area (DC 46 basic Reflex save). A creature that spends an entire round in the smoke with open eyes must succeed at a DC 44 Fortitude save or is blinded for 1 minute. The smoke dissipates after 1 minute; in strong winds, the smoke dissipates in 5 rounds, and in more powerful winds, it may clear even more quickly. The tor linnorm can't use Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - evocation - fire - primal - action_cost: One Action description: 3d6+21 bludgeoning, DC 46 name: Constrict traits: null - action_cost: One Action description: A tor linnorm makes four Strikes with its claws, each against a different target. These attacks count toward the tor linnorm's multiple attack penalty, but the multiple attack penalty doesn't increase until after the tor linnorm makes all its attacks. name: Slashing Claws traits: null - description: '**Saving Throw** DC 44 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 8d6 fire damage and drained 1; **Stage 2** 12d6 fire damage and drained 2.' name: Tor Linnorm Venom traits: - fire - injury - poison ranged: null resistances: null saves: fort: 38 ref: 35 will: 33 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet - '*true seeing*' skills: Acrobatics: 35 Athletics: 40 Stealth: 37 speed: - amount: 35 type: Land - amount: 100 type: Fly - amount: 60 type: Swim - amount: 35 type: Climb spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CE - Gargantuan - Dragon - Fire type: Creature - ability_mods: cha_mod: -2 con_mod: 1 dex_mod: 3 int_mod: -4 str_mod: 2 wis_mod: 2 ac: 16 ac_special: null automatic_abilities: - description: A giant gecko's allow it to climb virtually any surface, no matter how slick or sheer. If a giant gecko attempts an Athletics check to climb and critically fails, it gets a failure instead. name: Uncanny Climber range: ' feet' traits: null description: These roughly human-sized reptiles have amazing feet capable of clinging tenaciously to any surface. Giant geckos are typically docile and shy but can be aggressive when cornered or defending their territory. These large-eyed lizards are found in a wide variety of habitats, from rainforests and deserts to mountain slopes or even underground caverns. They spend most of their time climbing around in large trees or on rocky cliffs, whether hunting for small animals or hiding from predators. A giant gecko's scales are often quite brightly colored or decorated in intricate patterns. Giant geckos span nearly 8 feet in length from head to tail, and they weigh about 120 pounds. hp: 20 immunities: null innate_spells: null languages: '' level: 1 melee: - action_cost: One Action damage: formula: 1d8+2 type: piercing name: jaws to_hit: 8 traits: null name: Giant Gecko perception: 7 proactive_abilities: [] ranged: null resistances: null saves: fort: 6 ref: 10 will: 5 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Acrobatics: 8 Athletics: 5 Stealth: 6 speed: - amount: 30 type: Land - amount: 30 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Animal type: Creature - ability_mods: cha_mod: -2 con_mod: 3 dex_mod: 2 int_mod: -4 str_mod: 3 wis_mod: 1 ac: 18 ac_special: null automatic_abilities: null description: Large and seemingly ponderous, a monitor lizard is a deceptively swift and ruthless predator. It ambushes its prey by rushing out from cover and biting the target with its powerful jaws. A giant monitor lizard's saliva is venomous, allowing it to bring down prey larger than it can easily haul away in its jaws. Giant monitor lizards grow up to 14 feet long, including their long tails, and they weigh about 350 pounds. Their bodies are normally dark brown with patches of yellow or green. When nesting, a giant monitor lizard digs a deep burrow to hide in. The burrow serves as both a safe haven and a location from which the lizard can ambush larger prey such as deer, boars, or even humanoids. A giant monitor lizard can consume nearly its own body weight in a single meal, and its loosely articulated jaws allow it to swallow surprisingly large prey. hp: 30 immunities: null innate_spells: null languages: '' level: 2 melee: - action_cost: One Action damage: formula: 1d10+3 plus Grab and monitor lizard venom type: piercing name: jaws to_hit: 11 traits: null name: Giant Monitor Lizard perception: 7 proactive_abilities: - action_cost: Two Actions description: The giant monitor lizard Strides twice and then makes a jaws Strike. If the lizard moved at least 20 feet away from its starting position, it gains a +2 circumstance bonus to this attack roll. name: Lurching Charge traits: null - description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** enfeebled 1 (1 round); **Stage 2** 1d6 poison damage and enfeebled 2 (1 round)' name: Monitor Lizard Venom traits: - poison ranged: null resistances: null saves: fort: 9 ref: 8 will: 5 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 6 Athletics: 9 Stealth: 6 speed: - amount: 30 type: Land - amount: 30 type: Swim spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Animal type: Creature - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 1 int_mod: -4 str_mod: 5 wis_mod: 2 ac: 22 ac_special: null automatic_abilities: null description: Found in warm and tropical forests and savannas, these immense lizards are a deadly threat to the unsuspecting traveler. When they aren't sleeping or stalking prey, giant frilled lizards bask in the sunlight for hours at a time. Explorers sometimes mistakenly think them related to dragons due to their large size, elaborate neck frills (which, when displayed in a show of aggression and dominance, can be mistaken for wings), and ferocious hissing vocalizations used to frighten away creatures too large to eat. hp: 75 immunities: null innate_spells: null languages: '' level: 5 melee: - action_cost: One Action damage: formula: 2d8+7 type: piercing name: jaws to_hit: 16 traits: - reach 10 feet - action_cost: One Action damage: formula: 2d6+7 type: bludgeoning name: tail to_hit: 16 traits: - agile - reach 10 feet name: Giant Frilled Lizard perception: 11 proactive_abilities: - action_cost: Two Actions description: The giant frilled lizard Strides. If it ends that Stride adjacent to at least one other creature, it suddenly displays its colorful neck frills and issues a frightening hiss. Each adjacent creature must succeed at a DC 21 Will save or become frightened 2 (or frightened 3 on a critical failure). The creature is then temporarily immune to Intimidating Display for 1 minute. name: Intimidating Display traits: - auditory - emotion - fear - mental - visual ranged: null resistances: null saves: fort: 13 ref: 12 will: 9 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 10 Athletics: 14 Stealth: 10 speed: - amount: 30 type: Land - amount: 30 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal type: Creature - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 2 int_mod: -1 str_mod: 3 wis_mod: 2 ac: 16 ac_special: null automatic_abilities: null description: The lizardfolk defender serves as a protector of the young, guardian of the settlement, and when no other options are available, soldier in time of war. They eagerly rise to the defense of their kin but do not revel in battle. An iruxi defender would rather turn back intruders and allow them to flee with the knowledge they were beaten, in hopes that such word prevents further invasions, but they are not naive. The iruxi understand the need for revenge, and when they allow a foe to escape, they do not forget. hp: 21 immunities: null innate_spells: null languages: - Draconic - Iruxi level: 1 melee: - action_cost: One Action damage: formula: 1d6+3 type: bludgeoning name: flail to_hit: 8 traits: - disarm - sweep - trip - action_cost: One Action damage: formula: 1d6+3 type: piercing name: jaws to_hit: 8 traits: null - action_cost: One Action damage: formula: 1d4+3 type: bludgeoning name: tail to_hit: 8 traits: - agile - action_cost: One Action damage: formula: 1d6+3 type: piercing name: javelin to_hit: 7 traits: - thrown 30 feet name: Lizardfolk Defender perception: 7 proactive_abilities: - description: . name: Deep Breath traits: - 17-1/2 minutes - description: to the lizardfolk defender. name: Terrain Advantage traits: null ranged: null resistances: null saves: fort: 8 ref: 7 will: 5 saves_special: fort: null ref: null will: null senses: null skills: Acrobatics: 5 Athletics: 6 Survival: 5 speed: - amount: 25 type: Land - amount: 15 type: Swim spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Humanoid - Lizardfolk type: Creature - ability_mods: cha_mod: 1 con_mod: 1 dex_mod: 3 int_mod: -1 str_mod: 2 wis_mod: 3 ac: 17 ac_special: null automatic_abilities: null description: Iruxi scouts are the lizardfolk most often encountered by adventurers, for these explorers and hunters spend most of their lives on the move, constantly patrolling the territories held by their enclave. If intruders are driven off, it is the responsibility of the iruxi scouts to track them, observe them, and learn their ways and weaknesses so as to report back to the community and aid in the defense against potential reprisals. hp: 17 immunities: null innate_spells: null languages: - Common - Draconic - Iruxi level: 1 melee: - action_cost: One Action damage: formula: 1d6+2 type: piercing name: jaws to_hit: 7 traits: null - action_cost: One Action damage: formula: 1d4+2 type: bludgeoning name: tail to_hit: 8 traits: - agile - finesse name: Lizardfolk Scout perception: 8 proactive_abilities: - description: . name: Deep Breath traits: - 15 minutes - description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d8 poison damage and flat-footed (1 round); **Stage 3** 1d12 poison damage, clumsy 1, and flat-footed (1 round)' name: Giant Centipede Venom traits: - poison - description: against the scout's attacks until the end of the scout's turn. name: Hidden Movement traits: null - description: creatures. name: Sneak Attack traits: null - description: to the lizardfolk scout. name: Terrain Advantage traits: null ranged: - action_cost: One Action name: blowgun to_hit: 8 traits: - agile - nonlethal - range increment 20 feet - reload 1 resistances: null saves: fort: 6 ref: 8 will: 6 saves_special: fort: null ref: null will: null senses: null skills: Acrobatics: 6 Athletics: 5 Diplomacy: 4 Nature: 6 Stealth: 6 Survival: 8 speed: - amount: 25 type: Land - amount: 20 type: Swim spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Humanoid - Lizardfolk type: Creature - ability_mods: cha_mod: 0 con_mod: 1 dex_mod: 2 int_mod: 0 str_mod: 2 wis_mod: 4 ac: 17 ac_special: null automatic_abilities: null description: The tradition of astrology and looking to the stars for both navigation and prognostication is well-established in iruxi society, and their wise and observant stargazers are among the people's most respected members. Even the lowliest stargazer, as presented here, has a number of useful primal spells to aid their kin; in larger iruxi settlements, stargazers wield even greater powers. hp: 30 immunities: null innate_spells: null languages: - Draconic - Iruxi level: 2 melee: - action_cost: One Action damage: formula: 1d6+2 type: bludgeoning name: staff to_hit: 8 traits: - two-hand d8 - action_cost: One Action damage: formula: 1d6+2 type: piercing name: jaws to_hit: 8 traits: null - action_cost: One Action damage: formula: 1d4+2 type: bludgeoning name: tail to_hit: 8 traits: - agile - finesse name: Lizardfolk Stargazer perception: 8 proactive_abilities: - description: . name: Deep Breath traits: - 20 minutes ranged: null resistances: null saves: fort: 7 ref: 6 will: 10 saves_special: fort: null ref: null will: null senses: null skills: Diplomacy: 4 Nature: 8 Stealth: 6 Survival: 8 speed: - amount: 25 type: Land - amount: 20 type: Swim spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Humanoid - Lizardfolk type: Creature - ability_mods: cha_mod: -1 con_mod: 4 dex_mod: 2 int_mod: -2 str_mod: 5 wis_mod: 2 ac: 23 ac_special: null automatic_abilities: null description: The manticore is a monstrous amalgamation of lion, dragon, and human with a penchant for feasting on human flesh. Its distinctive tail is festooned with large quills like those of a porcupine, which the manticore flings at prey by whipping its tail like a sling. These deadly spikes give the manticore the power to slaughter even well-armed warriors from the safety of the sky. hp: 90 immunities: null innate_spells: null languages: - Common level: 6 melee: - action_cost: One Action damage: formula: 2d8+8 type: piercing name: jaws to_hit: 17 traits: null - action_cost: One Action damage: formula: 2d6+8 type: slashing name: claw to_hit: 17 traits: - agile name: Manticore perception: 14 proactive_abilities: - action_cost: One Action description: can pull the spike free. A manticore can hurl no more than 12 spikes in 24 hours. name: Spike Volley traits: - attempted as a single action ranged: - action_cost: One Action damage: formula: 1d10+5 type: piercing name: spike to_hit: 14 traits: - range increment 40 feet resistances: null saves: fort: 16 ref: 12 will: 12 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 30 feet skills: Acrobatics: 10 Athletics: 15 Intimidation: 11 Survival: 12 speed: - amount: 25 type: Land - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: null traits: - LE - Large - Beast type: Creature - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 3 int_mod: -5 str_mod: 5 wis_mod: 2 ac: 20 ac_special: null automatic_abilities: null description: These massive cousins of normal praying mantises stand taller than an average human. They stalk through dense forests, striking at meals from the trees. hp: 40 immunities: null innate_spells: null languages: '' level: 3 melee: - action_cost: One Action damage: formula: 1d10+5 plus Grab type: piercing name: leg to_hit: 12 traits: - agile - reach 10 feet - action_cost: One Action damage: formula: 1d12+5 type: piercing name: mandibles to_hit: 12 traits: null name: Giant Mantis perception: 9 proactive_abilities: - description: The mantis pulls the creature adjacent to it, then makes a mandibles Strike against the creature. name: Deadly Mandibles traits: null - action_cost: Two Actions description: The giant mantis lunges forward, making a leg Strike with an extended reach of 20 feet. name: Lunging Strike traits: null - description: to the giant mantis. name: Sudden Strike traits: null ranged: null resistances: null saves: fort: 10 ref: 12 will: 7 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 8 Athletics: 12 Stealth: 12 speed: - amount: 25 type: Land - amount: 20 type: Fly - amount: 25 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal type: Creature - ability_mods: cha_mod: -2 con_mod: 5 dex_mod: 3 int_mod: -5 str_mod: 8 wis_mod: 3 ac: 31 ac_special: null automatic_abilities: null description: These gigantic mantids make their homes within deep jungles and prehistoric forests where they hunt and devour equally massive prey. hp: 220 immunities: null innate_spells: null languages: '' level: 11 melee: - action_cost: One Action damage: formula: 2d12+14 type: piercing name: mandibles to_hit: 25 traits: - reach 10 feet - action_cost: One Action damage: formula: 2d10+14 plus Grab type: piercing name: leg to_hit: 24 traits: - agile - reach 20 feet name: Deadly Mantis perception: 20 proactive_abilities: - action_cost: One Action description: . If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed on can attempt a DC 31 basic Reflex save. name: Fling traits: - the creature takes damage from the fall as normal - action_cost: Two Actions description: The mantis Leaps up to 40 feet vertically and 20 feet horizontally. At any point during the jump, it can make a leg Strike. If it hits, it automatically Grabs the target, bringing the creature along until the end of the jump. name: Leaping Grab traits: null - action_cost: One Action description: The mantis makes a mandibles Strike against a creature it has grabbed. If that Strike hits and the creature is wearing armor with Hardness 12 or lower, the armor is broken. This Strike doesn't further damage armor that's already broken. name: Rending Mandibles traits: null - description: to the deadly mantis. name: Sudden Strike traits: null ranged: null resistances: null saves: fort: 24 ref: 20 will: 18 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 18 Athletics: 25 Stealth: 22 speed: - amount: 50 type: Land - amount: 50 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Gargantuan - Animal type: Creature - ability_mods: cha_mod: 2 con_mod: 4 dex_mod: 5 int_mod: 2 str_mod: 2 wis_mod: 1 ac: 25 ac_special: null automatic_abilities: null description: Monstrous humanoids that resemble humans with snakes instead of hair, medusas are best known for their petrifying gazes that—if lingered upon—can permanently transform mortals to stone. Medusas are shrewd and manipulative adversaries who collect and covet secrets, and who use threats and guile to exploit the fears of weaker creatures. A medusa may seek out powerful magic items, use divination magic to discover secret knowledge and unlock forbidden power, or infiltrate a society to beguile influential politicians. Their ability to worm their way into powerful organizations makes them natural leaders of criminal out ts and thieves' guilds, and their interest in magical phenomena leads some to pursue careers as oracles who offer to help adventurers find what they seek—for a price. Of course, if wit and deception proves insufficient, a medusa can always simply turn rivals into ornate stone decorations with little more than a glare. hp: 105 immunities: null innate_spells: null languages: - Common level: 7 melee: - action_cost: One Action damage: formula: 1d6+8 plus serpent venom type: piercing name: shortsword to_hit: 18 traits: - agile - finesse - versatile S - action_cost: One Action damage: formula: 1d4+8 plus serpent venom type: piercing name: snake fangs to_hit: 16 traits: - agile - finesse name: Medusa perception: 16 proactive_abilities: - action_cost: One Action description: The medusa fixes their glare at a creature they can see within 30 feet. The target must immediately attempt a Fortitude save against the medusa's petrifying gaze. If the creature was already slowed by petrifying gaze before attempting its save, a failed save causes it to be petrified permanently. After attempting its save, the creature is then temporarily immune until the start of the medusa's next turn. name: Focus Gaze traits: - arcane - concentrate - incapacitation - transmutation - visual - description: '**Saving Throw** DC 25 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and enfeebled 1 (1 round); **Stage 2** 2d6 poison damage and enfeebled 2 (1 round)' name: Serpent Venom traits: - poison ranged: - action_cost: One Action damage: formula: 1d6+7 plus serpent venom type: piercing name: composite shortbow to_hit: 19 traits: - deadly 1d10 - magical - propulsive - range increment 60 feet - reload 0 resistances: null saves: fort: 15 ref: 16 will: 14 saves_special: fort: null ref: null will: null senses: - darkvision skills: Deception: 16 Diplomacy: 14 Stealth: 16 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - LE - Medium - Humanoid type: Creature - ability_mods: cha_mod: 1 con_mod: 1 dex_mod: 4 int_mod: 0 str_mod: 2 wis_mod: 1 ac: 18 ac_special: null automatic_abilities: null description: Merfolk warriors form the bulk of the militias of their vast underwater realms and meet potential aggressors head-on with uncompromising force. hp: 19 immunities: null innate_spells: null languages: - Aquan - Common level: 1 melee: - action_cost: One Action damage: formula: 1d8+2 type: piercing name: trident to_hit: 7 traits: null name: Merfolk Warrior perception: 6 proactive_abilities: - action_cost: Two Actions description: The merfolk warrior swims and attacks in one of two patterns. They either Swim twice and Strike one opponent at the end of their movement, or Swim once and Strike at any point during their movement. name: Aquatic Dash traits: null ranged: - action_cost: One Action damage: formula: 1d8+2 type: piercing name: trident to_hit: 9 traits: - thrown 20 feet resistances: null saves: fort: 6 ref: 9 will: 4 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Athletics: 5 Medicine: 4 speed: - amount: 5 type: Land - amount: 30 type: Swim spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Aquatic - Humanoid - Merfolk type: Creature - ability_mods: cha_mod: 2 con_mod: 1 dex_mod: 2 int_mod: 0 str_mod: 3 wis_mod: 4 ac: 17 ac_special: null automatic_abilities: null description: Merfolk wavecallers use their primal power to call forth allies and defend their people with deadly magic. hp: 30 immunities: null innate_spells: null languages: - Aquan - Common level: 2 melee: - action_cost: One Action damage: formula: 1d4+3 type: piercing name: dagger to_hit: 9 traits: - agile - versatile S name: Merfolk Wavecaller perception: 8 proactive_abilities: - action_cost: One Action description: '**Requirement** The target is fully submerged in water, within 30 feet of the merfolk wavecaller, and holding its breath. **Effect** The merfolk wavecaller commands the tides to crush their foe''s throat, rooting the target in place and forcing it to choke up precious air. The target must succeed at a DC 18 Fortitude save or become immobilized for 1 round and immediately lose 1d4 actions'' worth of air (or twice that on a critical failure).' name: Hydraulic Asphyxiation traits: - divine - evocation - water ranged: - action_cost: One Action damage: formula: 1d4+3 type: piercing name: dagger to_hit: 9 traits: - agile - thrown 10 feet - versatile S resistances: null saves: fort: 7 ref: 6 will: 10 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Athletics: 7 Deception: 6 Nature: 8 Religion: 8 speed: - amount: 5 type: Land - amount: 30 type: Swim spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Aquatic - Humanoid - Merfolk type: Creature - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 1 int_mod: 0 str_mod: 4 wis_mod: 1 ac: 20 ac_special: null automatic_abilities: null description: Thought to be the result of a failed experiment meant to animate objects or a sinister alghollthu creation, mimics are clever monsters that can take the form of common manufactured objects. Mimics are ambush predators and voracious eaters, surprising their prey through their uncanny ability to mimic the form of common furniture and miscellany. They remain disguised until unsuspecting adventurers happen by, then they lash out in ambush. hp: 75 immunities: null innate_spells: null languages: - Common level: 4 melee: - action_cost: One Action damage: formula: 2d8+4 plus adhesive type: bludgeoning name: pseudopod to_hit: 14 traits: null name: Mimic perception: 9 proactive_abilities: - action_cost: One Action description: The mimic assumes the shape of any Medium object. This doesn't change the mimic's texture or overall size but can alter its coloration and visual appearance. It has an automatic result of 28 on Deception checks and DCs to pass as the object that it's mimicking. name: Mimic Object traits: - concentrate - polymorph ranged: null resistances: null saves: fort: 11 ref: 9 will: 9 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 12 Deception: 8 speed: - amount: 10 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Aberration type: Creature - ability_mods: cha_mod: -1 con_mod: 3 dex_mod: 0 int_mod: -2 str_mod: 6 wis_mod: 2 ac: 20 ac_special: null automatic_abilities: - description: A minotaur automatically critically succeeds at Survival checks to avoid becoming lost or to find its way, including those from the *maze* spell. name: Natural Cunning traits: null description: Minotaurs are master hunters that dwell in cunning labyrinths or tangles of underground caverns meant to disorient and demoralize prey. These monstrous tormentors delight in the hunt, in the terror caused by closing in on prey, and in the very moment when the hunted realizes that they have lost the game. Only then will the minotaur charge in for the kill, cutting foes down with powerful strikes or impaling them on its sharp horns. hp: 70 immunities: null innate_spells: null items: - greataxe languages: - Jotun level: 4 melee: - action_cost: One Action damage: formula: 1d12+8 type: slashing name: greataxe to_hit: 14 traits: - reach 10 feet - sweep - action_cost: One Action damage: formula: 1d8+8 type: piercing name: horn to_hit: 14 traits: null name: Minotaur perception: 12 proactive_abilities: - action_cost: Two Actions description: The minotaur swings its axe in a wide arc, making greataxe Strikes against any two foes who are adjacent to each other and within the minotaur's reach. The multiple attack penalty does not increase until after both attacks are resolved. name: Axe Swipe traits: null - action_cost: One Action description: The minotaur snorts and clomps as it hunts its prey, inspiring terror. The minotaur makes an Intimidation check to Demoralize all living creatures within 60 feet that can hear the minotaur but not see it. Roll once and apply the result to all creatures. If the targets are in a maze or similarly difficult-to-navigate structure, the minotaur gains a +4 circumstance bonus to this check. Creatures that become frightened as a result also take a -2 circumstance penalty to Survival checks to avoid getting lost for 1 minute. This use of Demoralize doesn't have the visual trait. Each target is temporarily immune for 1 minute. name: Hunted Fear traits: null - action_cost: Two Actions description: The minotaur Strides twice, then makes a horn Strike. If it moved at least 20 feet from its starting position, the Strike's damage is increased to 2d8+10. name: Powerful Charge traits: null ranged: null resistances: null saves: fort: 13 ref: 8 will: 10 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 14 Intimidation: 9 Survival: 12 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Humanoid type: Creature - ability_mods: cha_mod: 9 con_mod: 9 dex_mod: 3 int_mod: 4 str_mod: 10 wis_mod: 9 ac: 45 ac_special: null automatic_abilities: - description: The mu spore senses vibrations in the air through its aerial spores. name: Windsense traits: null description: A mu spore is a thankfully rare fungoid monstrosity of vast power and strange intellect. Even the smallest mu spores are never less than a hundred feet long from tentacle tip to tentacle tip, yet despite this vast bulk, they are capable of flying with an uncommon grace, venting jets of foul-smelling spores to guide their flight. hp: 350 immunities: null innate_spells: null languages: - Aklo - Common - Terran - Undercommon level: 21 melee: - action_cost: One Action damage: formula: 4d12+18 plus Improved Grab type: piercing name: jaws to_hit: 40 traits: - deadly 3d12 - reach 30 feet name: Mu Spore perception: 36 proactive_abilities: - action_cost: Two Actions description: . The mu spore can't use this ability again for 1d4 rounds. name: Cough Spores traits: - DC 46 basic Reflex save - action_cost: Two Actions description: The mu spore pulls all creatures and objects in a 400-foot cone 400 feet towards it's mouth. A successful DC 43 Fortitude save halves the distance, or avoids the pull on a critical success. The mu spore automatically attempts to Swallow Whole each creature adjacent to it at the end of the inhalation. name: Enormous Inhalation traits: null - description: The spore uses Swallow Whole. name: Fast Swallow traits: null - action_cost: One Action description: 15 bludgeoning, DC 45. name: Greater Constrict traits: null - description: '' name: Overpowering Jaws traits: - but not on critical failure - action_cost: One Action description: Gargantuan, 20d6+9 acid, Rupture 37. name: Swallow Whole traits: - attack ranged: null resistances: - amount: 20 type: 'acid ' - amount: 10 type: 'all (except sonic) ' saves: fort: 38 ref: 32 will: 38 saves_special: fort: null ref: null will: null senses: - low-light vision - windsense 240 feet skills: Acrobatics: 26 Athletics: 41 Nature: 38 Occultism: 36 speed: - amount: 40 type: Land - amount: 50 type: Fly spell_attack_to_hit: null spell_dc: null traits: - CE - Gargantuan - Fungus type: Creature - ability_mods: cha_mod: 0 con_mod: 7 dex_mod: 0 int_mod: -3 str_mod: 9 wis_mod: 3 ac: 37 ac_special: null automatic_abilities: null description: Fearsome centipede-like creatures, mukradis are three-headed predators with a devastating array of breath weapons. A Darklands version of the mukradi is rumored to exist. It's said these variant mukradis have black scales, and all of their heads spew a black, acidic goo that animates before being reabsorbed by the mukradis. hp: 300 immunities: null innate_spells: null languages: '' level: 15 melee: - action_cost: One Action damage: formula: 2d12+17 plus 3d6 acid type: piercing name: acid maw to_hit: 32 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 2d12+17 plus 3d6 fire type: piercing name: flame maw to_hit: 32 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 2d12+17 plus 3d6 electricity type: piercing name: shock maw to_hit: 32 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 2d10+17 type: piercing name: leg to_hit: 32 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 3d10+17 plus Knockdown type: slashing name: tail lash to_hit: 32 traits: - magical - reach 30 feet name: Mukradi perception: 24 proactive_abilities: - action_cost: Two Actions description: The mukradi breathes a blast of energy from one of its three heads; each creature in the area must attempt a DC 36 basic Reflex save. The mukradi can't use Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - evocation - primal - action_cost: Two Actions description: The mukradi makes two Strikes with different maws against the same target. If both hit, the target takes an extra 2d12+13 slashing damage, with a DC 36 basic Fortitude save. On a critical failure, the creature is torn to pieces and dies. The mukradi's multiple attack penalty increases only after all the attacks are made. name: Pull Apart traits: null - action_cost: Two Actions description: The mukradi Strikes once against each creature in its reach. It can Strike up to once with each maw, once with its tail lash, and any number of times with its legs. Each attack takes a –2 circumstance penalty and counts toward the mukradi's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks are made. name: Thrash traits: null - description: Huge or smaller, leg, DC 36 name: Trample traits: null ranged: null resistances: null saves: fort: 32 ref: 23 will: 26 saves_special: fort: null ref: null will: null senses: - darkvision - tremorsense (imprecise) 60 feet skills: Athletics: 32 speed: - amount: 60 type: Land - amount: 60 type: Burrow - amount: 60 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Gargantuan - Beast type: Creature - ability_mods: cha_mod: 2 con_mod: 2 dex_mod: 0 int_mod: -2 str_mod: 4 wis_mod: 4 ac: 23 ac_special: null automatic_abilities: null description: The majority of mummies were created by cruel and selfish masters to serve as guardians to protect their tombs from intruders. The traditional method of creating a mummy guardian is a laborious and sadistic process that begins well before the poor soul to be transformed is dead, during which the victim is ritualistically starved of nourishing food and instead fed strange spices, preservative agents, and toxins intended to quicken the desiccation of the flesh. The victim remains immobile but painfully aware during the final stages, where its now-useless entrails are extracted before it's shrouded in funerary wrappings and entombed within a necromantically ensorcelled sarcophagus to await intrusions in the potentially distant future. While it's certainly possible to use other methods to create a mummy guardian from an already-deceased body, those who seek to create these foul undead as their guardians in the afterlife often feel that such methods result in inferior undead—the pain and agony of death by mummification being an essential step in the process. hp: 110 immunities: - death effects - disease - paralyzed - poison - unconscious innate_spells: null languages: - Necril level: 6 melee: - action_cost: One Action damage: formula: 2d6+7 plus mummy rot type: bludgeoning name: fist to_hit: 16 traits: null name: Mummy Guardian perception: 16 proactive_abilities: - description: This disease and any damage from it can't be healed until this curse is removed. A creature killed by mummy rot turns to dust and can't be resurrected except by a 7th-level *resurrect* ritual or similar magic. **Saving Throw** DC 22 Fortitude; **Stage 1** carrier with no ill effect (1 minute); **Stage 2** 4d6 negative damage and stupefied 1 (1 day) name: Mummy Rot traits: - curse - disease - divine - necromancy - negative ranged: null resistances: null saves: fort: 14 ref: 10 will: 16 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 15 Stealth: 11 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: null traits: - LE - Medium - Mummy - Undead type: Creature - ability_mods: cha_mod: 5 con_mod: 4 dex_mod: 2 int_mod: 0 str_mod: 5 wis_mod: 5 ac: 27 ac_special: null automatic_abilities: null description: While mummy guardians are undead crafted from the corpses of sacrificed—usually unwilling victims—and retain only fragments of their memories, a mummy pharaoh is the result of a deliberate embrace of undeath by a sadistic and cruel ruler. The transformation from life to undeath is no less awful and painful, but as the transition is an intentional bid to escape death by a powerful personality who fully embraces the blasphemous repercussions of the choice, the mummy pharaoh retains its memories and personality intact. Although in most cases a mummy pharaoh is formed from a particularly depraved ruler instructing their priests to perform complex rituals that grant the ruler eternal unlife, a ruler who was filled with incredible anger in life might spontaneously arise from death as a mummy pharaoh without undergoing this ritual. Depending on the nature of the ruler, a mummy pharaoh might have spellcasting or other class features instead of its Attack of Opportunity and disruptive abilities—the exact nature of the abilities the ruler had in life can significantly change or strengthen the mummy pharaoh presented here (which represents the least powerful variety of this deadly undead foe). hp: 165 immunities: - death effects - disease - paralyzed - poison - unconscious innate_spells: null languages: - Necril level: 9 melee: - action_cost: One Action damage: formula: 1d10+11 plus insidious mummy rot type: bludgeoning name: fist to_hit: 20 traits: - agile - action_cost: One Action damage: formula: 2d8+11 plus insidious mummy rot type: piercing name: longspear to_hit: 21 traits: - magical - reach 10 feet name: Mummy Pharaoh perception: 20 proactive_abilities: - description: The mummy pharaoh can deliver insidious mummy rot through melee weapons it wields. name: Channel Rot traits: - divine - necromancy - description: This disease and any damage from it can't be healed until this curse is removed. A creature killed by insidious mummy rot turns to sand and can't be resurrected except by a 7th-level *resurrect* ritual or similar magic. **Saving Throw** DC 26 Fortitude; **Stage 1** carrier with no ill effect (1 minute); **Stage 2** 8d6 negative damage and stupefied 2 (1 day) name: Insidious Mummy Rot traits: - curse - disease - divine - necromancy - action_cost: Two Actions description: The mummy pharaoh exhales a 60-foot cone of superheated sand that deals 5d6 fire and 5d6 slashing damage (DC 28 basic Reflex save). The mummy pharaoh can't use Sandstorm Wrath again for 1d4 rounds. name: Sandstorm Wrath traits: - concentrate - divine - evocation - fire ranged: null resistances: null saves: fort: 19 ref: 15 will: 20 saves_special: fort: null ref: null will: +1 status to all saves vs. positive senses: - darkvision skills: Deception: 18 Intimidation: 20 Occultism: 15 Religion: 20 Stealth: 13 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: null traits: - Rare - LE - Medium - Mummy - Undead type: Creature - ability_mods: cha_mod: 3 con_mod: 4 dex_mod: 6 int_mod: 3 str_mod: 2 wis_mod: 2 ac: 27 ac_special: null automatic_abilities: null description: 'Dark nagas are wicked, jealous creatures that crave power and wealth. Indeed, the dark naga sees such ideals as spiritual expressions of an essential truth: if one can take something, that something is theirs to have. The dark naga sees other creatures as lessers worthy only of subjugation or as rivals who must be eliminated.' hp: 115 immunities: null innate_spells: - frequency: constant level: 3 name: mind reading languages: - Aklo - Common level: 7 melee: - action_cost: One Action damage: formula: 2d8+5 plus dark naga venom type: piercing name: fangs to_hit: 19 traits: - agile - finesse name: Dark Naga perception: 15 proactive_abilities: - description: '**Saving Throw** DC 25 Fortitude; **Maximum Duration** 5 minutes; **Stage 1** slowed 1 (1 round); **Stage 2** slowed 2 (1 round); **Stage 3** unconscious with no Perception check to wake up (1d4+1 minutes)' name: Dark Naga Venom traits: - incapacitation - poison ranged: null resistances: null saves: fort: 15 ref: 17 will: 15 saves_special: fort: null ref: null will: guarded thoughts senses: - '*mind reading* 30 feet' - darkvision skills: Acrobatics: 17 Arcana: 16 Athletics: 13 Deception: 16 Intimidation: 16 Stealth: 19 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: 25 traits: - Uncommon - LE - Large - Aberration type: Creature - ability_mods: cha_mod: 4 con_mod: 5 dex_mod: 6 int_mod: 3 str_mod: 5 wis_mod: 5 ac: 31 ac_special: null automatic_abilities: null description: 'The opposite of dark nagas in many ways, guardian nagas are benevolent and wise protectors of places of great natural or supernatural significance: ancient oak groves, forgotten holy temples, and vaults of sacred power are just a few examples of locations that these nagas protect. Guardian nagas believe that the beautiful elements of the cosmos are worthy of protection and that devotion to such a grand effort is its own reward. A guardian naga may join a group with similar values, such as a sect of priests or monks, to aid it in its holy endeavors and to exchange knowledge of the heavens.' hp: 175 immunities: null innate_spells: null languages: - Celestial - Common level: 10 melee: - action_cost: One Action damage: formula: 2d8+8 plus guardian naga venom type: piercing name: fangs to_hit: 22 traits: - agile - finesse name: Guardian Naga perception: 22 proactive_abilities: - description: '**Saving Throw** DC 29 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 3d6 poison (1 round); **Stage 2** 3d6 poison and drained 1 (1 round)' name: Guardian Naga Venom traits: - poison ranged: - action_cost: One Action name: spit to_hit: 22 traits: - agile - poison - range increment 30 feet resistances: null saves: fort: 20 ref: 21 will: 22 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 22 Deception: 18 Diplomacy: 21 Stealth: 20 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - Uncommon - LG - Large - Aberration type: Creature - ability_mods: cha_mod: 2 con_mod: 3 dex_mod: 3 int_mod: 1 str_mod: 6 wis_mod: 4 ac: 24 ac_special: null automatic_abilities: - description: The nightmare continually exhales black smoke that creates concealment in an aura around it. Nightmares and their riders can see through this smoke. A creature that begins its turn in the area becomes sickened 2 (DC 23 Fortitude negates) and is then temporarily immune sickness from the smoke for 1 minute. The nightmare, its rider, any creature currently holding its breath (or that does not need to breathe), and any creature immune to poison are immune to the aura's sickened effect but not the concealment. name: Smoke range: 15 feet traits: - aura description: Nightmares are flaming equine harbingers of death. hp: 100 immunities: null innate_spells: [] languages: - Abyssal - Daemonic - Infernal level: 6 melee: - action_cost: One Action damage: formula: 2d10+6 plus 1d6 evil type: piercing name: jaws to_hit: 16 traits: - evil - magical - action_cost: One Action damage: formula: 1d8+6 plus 1d6 evil and 1d8 fire type: bludgeoning name: hoof to_hit: 16 traits: - agile - evil - fire - magical name: Nightmare perception: 14 proactive_abilities: - action_cost: Two Actions description: The nightmare Strides or Flies up to triple its Speed. Its hooves burst with intense flame, dealing 3d6 fire damage (DC 24 basic Reflex save) once to each creature other than the nightmare's rider that the nightmare moves adjacent to during its gallop. name: Flaming Gallop traits: - fire ranged: null resistances: - amount: 10 type: fire saves: fort: 15 ref: 15 will: 12 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 13 Athletics: 16 Intimidation: 14 Survival: 12 speed: - amount: 40 type: Land - amount: 90 type: Fly spell_attack_to_hit: null spell_dc: null traits: - NE - Large - Beast - Fiend type: Creature - ability_mods: cha_mod: 3 con_mod: 5 dex_mod: 4 int_mod: 2 str_mod: 7 wis_mod: 5 ac: 21 ac_special: null automatic_abilities: - description: The nightmare continually exhales black smoke that creates concealment in an aura around it. Nightmares and their riders can see through this smoke. A creature that begins its turn in the area becomes sickened 2 (DC 28 Fortitude negates) and is then temporarily immune sickness from the smoke for 1 minute. The nightmare, its rider, any creature currently holding its breath (or that does not need to breathe), and any creature immune to poison are immune to the aura's sickened effect but not the concealment. name: Smoke range: 20 feet traits: - aura description: The enormous greater nightmare is a more dangerous variety of nightmare, particularly valued for its ability to invade other realities with its rider. hp: 200 immunities: null innate_spells: [] languages: - Abyssal - Daemonic - Infernal level: 11 melee: - action_cost: One Action damage: formula: 2d10+11 plus 1d6 evil type: piercing name: jaws to_hit: 24 traits: - evil - magical - action_cost: One Action damage: formula: 1d8+11 plus 1d6 evil and 2d8 fire type: bludgeoning name: hoof to_hit: 24 traits: - agile - evil - fire - magical name: Greater Nightmare perception: 22 proactive_abilities: - action_cost: Two Actions description: The greater nightmare Strides or Flies up to triple its Speed. Its hooves burst with intense flame, dealing 6d6 fire damage (DC 30 basic Reflex save) once to each creature other than the greater nightmare's rider that the greater nightmare moves adjacent to during its gallop. name: Flaming Gallop traits: - fire - description: Large or smaller, hoof, DC 30 name: Trample traits: null ranged: null resistances: - amount: 15 type: fire saves: fort: 25 ref: 24 will: 21 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 23 Athletics: 24 Intimidation: 22 Survival: 20 speed: - amount: 60 type: Land - amount: 120 type: Fly spell_attack_to_hit: null spell_dc: null traits: - NE - Huge - Beast - Fiend type: Creature - ability_mods: cha_mod: 5 con_mod: 4 dex_mod: 5 int_mod: 3 str_mod: 3 wis_mod: 3 ac: 32 ac_special: null automatic_abilities: null description: The sleek, dark niliths resemble hairless, emaciated tree sloths. These creatures are intensely dangerous and fearsome, with red glowing eyes, wicked claws, and mouths full of needlelike teeth. Niliths feed off the emotions, fears, and flesh of the living, and folktales posit that those who have nightmares of these creatures are fated to one day be eaten by them. Niliths draw intense joy from tormenting sapient creatures, often focusing their predations on the pious and the just, from whom they draw forth their most basic fears and worst thoughts and revel in their victims' subsequent terror. More often than not, these despicable manipulators wish to drive their victims into madness and even to suicide. Most niliths lack the patience to spend too much time fully tearing down an individual, and when a nilith tires of its current plaything and becomes bored with its particular thoughts and fears, it murders the quarry before feeding on its flesh and moving onto the next victim. hp: 150 immunities: null innate_spells: - level: 5 name: hallucination - level: 5 name: mind probe - frequency: at will, self only level: 4 name: blink - frequency: at will, self only level: 4 name: confusion - frequency: at will, self only level: 4 name: crushing despair - frequency: at will, self only level: 4 name: dream message - frequency: at will, self only level: 4 name: invisibility - frequency: at will, self only level: 4 name: nightmare - frequency: at will level: 3 name: mind reading languages: - Aklo - Common level: 10 melee: - action_cost: One Action damage: formula: 2d10+9 plus Grab type: slashing name: claw to_hit: 23 traits: - agile - finesse - magical - action_cost: One Action damage: formula: 2d12+9 type: piercing name: fangs to_hit: 23 traits: - finesse - magical name: Nilith perception: 19 proactive_abilities: - action_cost: One Action description: '**Requirements** The nilith has a creature grabbed. **Effect** The nilith reaches into the mind of the grabbed creature and implants disjointed images of the victim''s worst fears and nightmares. The grabbed creature takes 6d6 mental damage (DC 31 basic Will save). On a critical failure, the target is also affected as though by *feeblemind*, and it must attempt a second Will save against that effect.' name: Mind Crush traits: - enchantment - mental - occult ranged: null resistances: - amount: 10 type: 'mental ' - amount: 5 type: physical (except silver) saves: fort: 17 ref: 20 will: 20 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 21 Athletics: 17 Intimidation: 23 Occultism: 19 Stealth: 21 Survival: 17 speed: - amount: 25 type: Land - amount: 30 type: Climb spell_attack_to_hit: null spell_dc: 29 traits: - NE - Medium - Aberration type: Creature - ability_mods: cha_mod: 4 con_mod: 0 dex_mod: 3 int_mod: 1 str_mod: 0 wis_mod: 1 ac: 16 ac_special: null automatic_abilities: - description: The naiad can use Diplomacy to Make an Impression on and make very simple Requests of animals. name: Wild Empathy traits: null description: Naiads protect streams, ponds, springs, and other natural bodies of fresh water. While most naiads lead solitary lives close to their chosen ward, sometimes these nymphs congregate in coven-like groups where river tributaries meet, performing great magic and blessing the waters of the land. Because naiads' bonds to their bodies of water permit more flexibility, they are the nymphs most likely to interact with humanoids and even visit their settlements on occasion. Unlike other nymphs, naiads occasionally become adventurers, especially when dark forces seek to despoil nature or otherwise threaten the land, joining forces with others to prevent the corruption of nature. hp: 20 immunities: null innate_spells: - level: 1 name: charm - level: 1 name: create water - level: 1 name: tidal surge - frequency: constant level: 2 name: speak with animals languages: - Common - Elven - Sylvan level: 1 melee: - action_cost: One Action damage: formula: 1d6 type: bludgeoning name: aqueous fist to_hit: 8 traits: - agile - finesse - magical - water name: Naiad perception: 6 proactive_abilities: - action_cost: Two Actions description: While within her bonded body of water (see water dependent above), the naiad heals 1 Hit Point every 10 minutes. name: Water Healing traits: - concentrate - healing - necromancy - primal ranged: null resistances: - amount: 3 type: fire saves: fort: 3 ref: 6 will: 8 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Acrobatics: 6 Athletics: 3 Diplomacy: 7 Nature: 6 Stealth: 6 Survival: 4 speed: - amount: 25 type: Land - amount: 25 type: Swim spell_attack_to_hit: null spell_dc: null traits: - CG - Medium - Amphibious - Fey - Nymph - Water type: Creature - ability_mods: cha_mod: 4 con_mod: 1 dex_mod: 4 int_mod: 2 str_mod: 0 wis_mod: 3 ac: 19 ac_special: null automatic_abilities: - description: The dryad can use Diplomacy to Make an Impression on and make very simple Requests of animals and plants. name: Nature Empathy traits: null description: Dryads are fey guardians of the trees and creatures who dwell in wooded areas. They prefer using indirect methods to dissuade those who would harm their sacred groves and beloved forests, but they are not above using enchantments to enlist the aid of allies when evil threats cannot be dissuaded with words alone. In times of peace, dryads happily live secluded lives inside their trees, and a community at harmony with nature might not even realize a dryad lives nearby. hp: 55 immunities: null innate_spells: - frequency: x2 level: 5 name: tree stride - frequency: x3 level: 4 name: charm - frequency: x3 level: 4 name: suggestion - level: 3 name: sleep - frequency: at will level: 2 name: entangle - frequency: at will level: 2 name: tree shape - frequency: constant level: 4 name: speak with plants languages: - Common - Elven - Sylvan level: 3 melee: - action_cost: One Action damage: formula: 1d12+2 type: bludgeoning name: branch to_hit: 12 traits: - finesse - magical name: Dryad perception: 10 proactive_abilities: - action_cost: Two Actions description: The dryad touches a tree of enough volume to contain her and merges into it for as long as she wishes. She can Cast a Spell while inside as long as the spell doesn't require a line of effect outside the tree. She can hear, but not see, what's going on outside the tree. She can Dismiss this effect. Significant physical damage dealt to the tree expels the dryad from the tree and deals 3d6 damage to her. *Passwall* expels the dryad without dealing damage. If a dryad uses this ability on her bonded tree, she instead enters an extradimensional living space within the tree; Tree Meld gains the extradimensional trait. A dryad can bring up to two other creatures with her when entering her home within her bonded tree. The dryad can still be expelled from this space as above. name: Tree Meld traits: - primal - transmutation ranged: null resistances: null saves: fort: 6 ref: 11 will: 10 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Acrobatics: 9 Athletics: 5 Crafting: 7 Diplomacy: 9 Nature: 13 Stealth: 9 Survival: 12 speed: - amount: 25 type: Land spell_attack_to_hit: 11 spell_dc: null traits: - CG - Medium - Fey - Nymph - Plant type: Creature - ability_mods: cha_mod: 7 con_mod: 4 dex_mod: 5 int_mod: 3 str_mod: 0 wis_mod: 4 ac: 26 ac_special: null automatic_abilities: - description: '**Wild Empathy** The naiad can use Diplomacy to Make an Impression on and make very simple Requests of animals.' name: Tied to the Land traits: null - description: The naiad can use Diplomacy to Make an Impression on and make very simple Requests of animals. name: Wild Empathy traits: null description: Naiad queens rule over pristine wildernesses centered on untouched lakes or other bodies of fresh water. Bards' songs and artists' paintings of nymphs tend to depict naiad queens in their slightly more humanoid forms, which they don when they make the rare journey into civilized lands to garner allies or gauge threats. hp: 100 immunities: null innate_spells: - frequency: at will level: 4 name: tidal surge languages: - Common - Elven - Sylvan level: 7 melee: - action_cost: One Action damage: formula: 2d6+6 type: bludgeoning name: aqueous fist to_hit: 17 traits: - agile - finesse - magical - water name: Naiad Queen perception: 18 proactive_abilities: - action_cost: One Action description: '' name: Change Shape traits: - polymorph - primal - transmutation - action_cost: One Action description: On a failed save, if the target was already affected by the naiad queen's beauty, the image of the queen sears into the creature's mind, allowing no further sight and effectively blinding the creature until restored via restore senses or a similar effect, or until the naiad queen chooses to remove the effect using a single action, which has the concentrate trait. name: Focus Beauty traits: - emotion - enchantment - incapacitation - mental - primal - visual - description: '' name: Inspiration traits: - emotion - enchantment - mental - primal - action_cost: Two Actions description: While within any body of water in her domain, the naiad queen heals 28 Hit Points every 10 minutes. name: Water Healing traits: - concentrate - healing - necromancy - primal ranged: null resistances: - amount: 10 type: fire saves: fort: 15 ref: 18 will: 17 saves_special: fort: null ref: null will: null senses: - low-light vision - '*speak with animals*' skills: Acrobatics: 16 Athletics: 9 Diplomacy: 20 Medicine: 15 Nature: 15 Performance: 20 Stealth: 14 Survival: 15 speed: - amount: 25 type: Land - amount: 25 type: Swim spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CG - Medium - Amphibious - Fey - Nymph - Water type: Creature - ability_mods: cha_mod: 8 con_mod: 6 dex_mod: 6 int_mod: 4 str_mod: 2 wis_mod: 4 ac: 35 ac_special: null automatic_abilities: - description: "The dryad can use Diplomacy to Make an Impression on and make very\n\ simple Requests of animals and plants. \n**Tied to the Land**" name: Nature Empathy traits: null - description: '' name: Tied to the Land traits: null description: Hamadryads rule over an entire forest, or a portion of an incredibly large forest, leading and protecting all dryads within. Hamadryads often have strange relationships with powerful and deadly fey, working together in a dualistic way despite their differences, with the hamadryad representing nature's wonders and the other fey representing nature's wrath. hp: 220 immunities: null innate_spells: - level: 8 name: impaling briars - frequency: x3 level: 5 name: tree stride - frequency: at will level: 4 name: charm - frequency: at will level: 4 name: suggestion - frequency: at will level: 3 name: entangle - frequency: at will level: 3 name: sleep - frequency: at will level: 2 name: shape wood - frequency: at will level: 2 name: tree shape - frequency: constant level: 4 name: speak with plants languages: - Common - Elven - Sylvan level: 13 melee: - action_cost: One Action damage: formula: 3d12+8 type: bludgeoning name: branch to_hit: 27 traits: - finesse - magical name: Dryad Queen (Hamadryad) perception: 25 proactive_abilities: - action_cost: One Action description: '' name: Change Shape traits: - polymorph - primal - transmutation - action_cost: One Action description: On a failed save, if the target was already affected by the dryad queen's beauty, the target suffers the effects of a failed save against *charm*. name: Focus Beauty traits: - emotion - enchantment - incapacitation - mental - primal - visual - description: '' name: Inspiration traits: - emotion - enchantment - mental - primal - action_cost: Two Actions description: The hamadryad touches a tree within her domain of enough volume to contain her and merges into it for as long as she wishes. She can Cast a Spell while inside as long as the spell doesn't require a line of effect outside the tree. She can hear, but not see, what's going on outside the tree. She can enter or exit her extradimensional domain from any tree in her domain. She can Dismiss this effect. Significant physical damage dealt to the tree expels the hamadryad from the tree and deals 3d6 damage to her. *Passwall* expels the hamadryad without dealing damage. If a dryad uses this ability on her bonded tree, she instead enters an extradimensional living space within the tree; Tree Meld gains the extradimensional trait. A hamadryad can bring up to eight other creatures with her when entering her home within her bonded tree. The hamadryad can still be expelled from this space as above. name: Tree Meld traits: - primal - transmutation ranged: - action_cost: One Action damage: formula: 3d8+6 type: slashing name: leaves to_hit: 27 traits: - conjuration - plant - primal - range increment 60 feet resistances: null saves: fort: 24 ref: 26 will: 24 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Acrobatics: 25 Athletics: 19 Crafting: 23 Deception: 30 Diplomacy: 30 Intimidation: 27 Nature: 24 Performance: 28 Stealth: 25 Survival: 24 speed: - amount: 30 type: Land spell_attack_to_hit: 25 spell_dc: null traits: - Uncommon - CG - Medium - Fey - Nymph - Plant type: Creature - ability_mods: cha_mod: -2 con_mod: 4 dex_mod: 3 int_mod: -3 str_mod: 6 wis_mod: 3 ac: 27 ac_special: null automatic_abilities: null description: Giant octopuses are found in the heart of deep, dark oceans. hp: 135 immunities: null innate_spells: null languages: '' level: 8 melee: - action_cost: One Action damage: formula: 2d8+9 plus Grab type: bludgeoning name: arm to_hit: 20 traits: - agile - reach 15 feet - action_cost: One Action damage: formula: 2d8+9 plus giant octopus venom type: piercing name: beak to_hit: 20 traits: null name: Giant Octopus perception: 15 proactive_abilities: - description: A giant octopus can move through a gap at least 2 feet wide without Squeezing, and can Squeeze through a gap at least 1 foot wide. name: Compression traits: null - action_cost: One Action description: 1d8+9 bludgeoning name: Constrict traits: null - description: '**Saving Throw** DC 26 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison damage and flat-footed (1 round); **Stage 2** 2d6 poison damage, clumsy 1, and flat-footed (1 round); **Stage 3** 2d6 poison damage, clumsy 2, and flat-footed (1 round)' name: Giant Octopus Venom traits: - poison - action_cost: One Action description: The octopus emits a cloud of black ink in a 30-foot emanation. This cloud has no effect outside of water. Creatures inside the cloud are undetected and can't use their sense of smell. The cloud dissipates after 1 minute. The octopus can't use Ink Cloud again for 2d6 rounds. name: Ink Cloud traits: null - action_cost: Two Actions description: The octopus moves up to 200 feet in a straight line through the water without triggering reactions. name: Jet traits: - move - action_cost: Two Actions description: The giant octopus makes up to four Strikes with different arms, each against a different target. Each attack counts separately for the octopus's multiple attack penalty, but the penalty doesn't increase the penalty until the octopus has made all the attacks. If the octopus subsequently uses the Grab action, it can Grab any number of creatures it hit with Writhing Arms. name: Writhing Arms traits: null ranged: null resistances: - amount: 10 type: cold saves: fort: 16 ref: 17 will: 15 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Acrobatics: 17 Athletics: 20 Stealth: 17 speed: - amount: 15 type: Land - amount: 40 type: Swim - amount: null type: Compression spell_attack_to_hit: null spell_dc: null traits: - N - Huge - Animal - Aquatic type: Creature - ability_mods: cha_mod: -2 con_mod: 6 dex_mod: 3 int_mod: -2 str_mod: 7 wis_mod: 2 ac: 31 ac_special: null automatic_abilities: - description: When it's not in danger, an ofalth can spend 1 minute settling into a 10-foot pile that looks like a heap of garbage. While doing so, the ofalth gains a +2 circumstance bonus to AC but can't use attack, manipulate, or move actions. A creature that enters the area of the garbage heap or interacts with it must attempt a save against the ofalth's putrid stench and wretched weeps disease. An ofalth can leave this form using a single action. name: Refuse Pile traits: null description: 'Found in castle dung heaps, city dumps, and sewers, ofalths are thought to be cousins of shamblers. But whereas shamblers are living heaps of soggy vegetation, ofalths are living heaps of matter from an altogether more unpleasant source: these monsters look like 9-foot-tall amalgamations of wet detritus, sewage, and rubbish with long tentacular arms and stout legs. It can be difficult to tell where an ofalth''s body ends and the foul contents of the cesspit they wallow within begins. They move through refuse heaps in search of organic material in their endless quest to sate their hunger.' hp: 170 immunities: - disease - poison innate_spells: null languages: - Common level: 10 melee: - action_cost: One Action damage: formula: 2d12+13 plus wretched weeps type: bludgeoning name: fist to_hit: 23 traits: - reach 10 feet name: Ofalth perception: 18 proactive_abilities: - description: '**Saving Throw** DC 26 Fortitude; **Stage 1** carrier with no ill effect (1 day); **Stage 2** 2d8 persistent bleed damage every hour and enfeebled 1 (1 day); **Stage 3** 2d8 persistent bleed damage every hour and enfeebled 2 (1 day)' name: Wretched Weeps traits: - disease ranged: - action_cost: One Action damage: formula: 2d10+7 plus wretched weeps type: bludgeoning name: fling offal to_hit: 19 traits: - range increment 30 feet resistances: null saves: fort: 22 ref: 17 will: 18 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 23 Stealth: 19 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Aberration type: Creature - ability_mods: cha_mod: -2 con_mod: 4 dex_mod: -1 int_mod: -2 str_mod: 5 wis_mod: 0 ac: 17 ac_special: null automatic_abilities: null description: The simplest of ogres are slabs of muscle with hatefully beady eyes, misshapen visages, and malformed bodies. Always eager for mayhem and murder, ogre warriors are quick to turn on their kin when there's a shortage of smaller folk to torment, so those who lead ogres do their best to keep them constantly distracted with new opportunities for raids and ruin. hp: 50 immunities: null innate_spells: null languages: - Jotun level: 3 melee: - action_cost: One Action damage: formula: 1d10+7 type: piercing name: ogre hook to_hit: 12 traits: - deadly 1d10 - reach 10 feet - trip name: Ogre Warrior perception: 5 proactive_abilities: [] ranged: - action_cost: One Action damage: formula: 1d6+7 type: piercing name: javelin to_hit: 6 traits: - thrown 30 feet resistances: null saves: fort: 11 ref: 6 will: 5 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 12 Intimidation: 9 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Giant - Humanoid type: Creature - ability_mods: cha_mod: -2 con_mod: 4 dex_mod: -1 int_mod: -2 str_mod: 6 wis_mod: 0 ac: 18 ac_special: null automatic_abilities: null description: Ogre gluttons take the act of feeding to a horrific extreme, capable of extending their already cavernous mouths wide enough to gulp down a halfling. Stories of ogre gluttons being tricked into eating razor-edged shields or barrels filled with poisoned meat are common, but such tales are of little consolation to those who have been gobbled down whole by these ravenous giants. In addition to their sadistic table manners, ogre gluttons have a disturbing knack for coming up with violent "games" that are little more than drawn-out torments, yet those who somehow manage to beat a glutton at the rules of its own game can often enrage and frustrate the ogre enough that the resulting tantrum is more than enough distraction to afford a last-ditch escape from doom. hp: 70 immunities: null innate_spells: null languages: - Jotun level: 4 melee: - action_cost: One Action damage: formula: 1d12+8 type: slashing name: greataxe to_hit: 14 traits: - reach 10 feet - sweep - action_cost: One Action damage: formula: 1d8+8 plus Grab and Glutton's Feast type: piercing name: jaws to_hit: 14 traits: null name: Ogre Glutton perception: 6 proactive_abilities: - description: If the ogre glutton damages a living creature with their jaws Strike, they gain 1d4 temporary Hit Points for 1 minute. name: Glutton's Feast traits: null - action_cost: Two Actions description: The ogre glutton Strides twice and makes a jaws Strike. If they damage a living creature with this Strike, the temporary Hit Points they receive from Glutton's Feast is increased to 2d4. name: Glutton's Rush traits: null - action_cost: One Action description: Small, 2d4+4 bludgeoning, Rupture 14 name: Swallow Whole traits: - attack ranged: null resistances: null saves: fort: 14 ref: 7 will: 6 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 12 Intimidation: 10 Survival: 6 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Giant - Humanoid type: Creature - ability_mods: cha_mod: 1 con_mod: 4 dex_mod: 0 int_mod: 0 str_mod: 7 wis_mod: 1 ac: 25 ac_special: null automatic_abilities: null description: In ogre society, might makes more than right—it makes the rules. The strongest or most violent ogre in a family (in most cases, this is the same ogre) is invariably that family's boss. Quick to hook fallen foes on their weapons, even other ogres fear the repercussions of displeasing an ogre boss. When an ogre boss barks out commands, the other members of the family move quickly to obey. hp: 130 immunities: null innate_spells: null languages: - Common - Jotun level: 7 melee: - action_cost: One Action damage: formula: 1d10+11 type: piercing name: ogre hook to_hit: 19 traits: - deadly 1d10 - reach 10 feet - trip name: Ogre Boss perception: 12 proactive_abilities: - action_cost: One Action description: The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn, but can use the extra action only to Step or Stride. name: Bellowing Command traits: - auditory - fear - linguistic - description: The ogre boss makes an ogre hook Strike against the creature they tripped. name: Sweeping Hook traits: null ranged: - action_cost: One Action damage: formula: 1d6+11 type: piercing name: javelin to_hit: 12 traits: - thrown 30 feet resistances: null saves: fort: 17 ref: 12 will: 15 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 16 Intimidation: 16 Stealth: 11 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Giant - Humanoid type: Creature - ability_mods: cha_mod: -5 con_mod: 4 dex_mod: -5 int_mod: -5 str_mod: 2 wis_mod: 0 ac: 8 ac_special: null automatic_abilities: - description: A sewer ooze can sense nearby motion through vibration and air movement. name: Motion Sense traits: null description: These amorphous masses of sewage and other detritus make their way through filthy culverts beneath cities large and small. hp: 40 immunities: - acid - critical hits - mental - precision - unconscious - visual innate_spells: null languages: '' level: 1 melee: - action_cost: One Action damage: formula: 1d6+1 plus 1d4 acid type: bludgeoning name: pseudopod to_hit: 9 traits: null name: Sewer Ooze perception: 3 proactive_abilities: - action_cost: One Action description: . A creature can spend and Interact action to clean someone off, decreasing the Speed penalty by 5 feet with each action. name: Filth Wave traits: - on a critical failure - the creature also falls prone ranged: null resistances: null saves: fort: 9 ref: 1 will: 3 saves_special: fort: null ref: null will: null senses: - motion sense 60 feet - no vision skills: Stealth: 1 speed: - amount: 10 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Mindless - Ooze type: Creature - ability_mods: cha_mod: -5 con_mod: 5 dex_mod: -5 int_mod: -5 str_mod: 4 wis_mod: 0 ac: 10 ac_special: null automatic_abilities: - description: A gelatinous cube can sense nearby motion through vibration and air movement. **Transparent** A gelatinous cube is so clear that it's difficult to spot. A successful DC 23 Perception check is required to notice a stationary cube, and a creature must be Searching to attempt this check. A creature that walks into the cube is automatically Engulfed (this usually causes the GM to call for initiative). name: Motion Sense traits: null - description: A gelatinous cube is so clear that it's difficult to spot. A successful DC 23 Perception check is required to notice a stationary cube, and a creature must be Searching to attempt this check. A creature that walks into the cube is automatically Engulfed (this usually causes the GM to call for initiative). name: Transparent traits: null description: Found underground or in dungeons, these quivering cubes of slime continuously scour their domain for food. The acid in their bodies is weak enough that many gelatinous cubes still contain the gear of their victims, as they're unable to break them down. hp: 90 immunities: - acid - critical hits - mental - precision - unconscious - visual innate_spells: null languages: '' level: 3 melee: - action_cost: One Action damage: formula: 1d6 plus paralysis type: acid name: cube face to_hit: 11 traits: null name: Gelatinous Cube perception: 5 proactive_abilities: - action_cost: Two Actions description: DC 19, 2d6 acid, Escape DC 19, Rupture 7. A creature Engulfed by the gelatinous cube must also attempt a saving throw against paralysis. name: Engulf traits: null - description: A creature Engulfed by the cube or hit by its attack is paralyzed unless it succeeds at a DC 20 Fortitude save. A victim can attempt a new save to recover at the end of each of its turns. name: Paralysis traits: - incapacitation - description: A gelatinous cube's acid damages only organic material—not metal, stone, or other inorganic substances. name: Weak Acid traits: null ranged: null resistances: - amount: 5 type: electricity saves: fort: 12 ref: 0 will: 5 saves_special: fort: null ref: null will: null senses: - motion sense 60 feet - no vision skills: Athletics: 11 speed: - amount: 15 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Large - Mindless - Ooze type: Creature - ability_mods: cha_mod: -5 con_mod: 6 dex_mod: -5 int_mod: -5 str_mod: 4 wis_mod: 0 ac: 12 ac_special: null automatic_abilities: - description: A ochre jelly can sense nearby motion through vibration and air movement. name: Motion Sense traits: null description: Ochre jellies are animate masses of protoplasm with a sickly combination of yellow, orange, and brown hues. Their acidic bodies dissolve flesh but leave other materials, including a victim's gear and bones, intact. Some ancient cultures would entomb bodies in stone sarcophaguses with ochre jellies to allow the ooze to break down the flesh and clean and polish the bones. hp: 150 immunities: - acid - critical hits - electricity - mental - piercing - precision - slashing - unconscious - visual innate_spells: null languages: '' level: 5 melee: - action_cost: One Action damage: formula: 1d8+7 plus 2d4 acid and Grab type: bludgeoning name: pseudopod to_hit: 15 traits: null name: Ochre Jelly perception: 7 proactive_abilities: - action_cost: One Action description: 1d8+3 bludgeoning plus 1d4 acid, DC 23 name: Constrict traits: null - description: An ochre jelly's acid damages only flesh—not bone, stone, wood, or other materials. name: Ochre Acid traits: null ranged: null resistances: null saves: fort: 15 ref: 4 will: 7 saves_special: fort: null ref: null will: null senses: - motion sense 60 feet - no vision skills: Athletics: 13 speed: - amount: 15 type: Land - amount: 10 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Large - Mindless - Ooze type: Creature - ability_mods: cha_mod: -5 con_mod: 7 dex_mod: -5 int_mod: -5 str_mod: 7 wis_mod: 0 ac: 14 ac_special: null automatic_abilities: - description: A black pudding can sense nearby motion through vibration and air movement. name: Motion Sense traits: null description: Most often found below ground, these oozes scour caves for objects to dissolve with their corrosive secretions. This caustic acid is particularly dangerous to creatures that attack a pudding, as it can quickly damage and destroy gear. hp: 165 immunities: - acid - critical hits - mental - piercing - precision - slashing - unconscious - visual innate_spells: null languages: '' level: 7 melee: - action_cost: One Action damage: formula: 2d8+7 plus 2d6 acid, corrosive touch, and Grab type: bludgeoning name: pseudopod to_hit: 18 traits: - reach 10 feet name: Black Pudding perception: 9 proactive_abilities: - action_cost: One Action description: 1d8+7 bludgeoning plus 1d6 acid, DC 26 name: Constrict traits: null - description: When the pudding hits a creature with its pseudopod, any acid damage is dealt to the creature's armor or clothing as well as the creature. name: Corrosive Touch traits: null - description: The pudding can climb on ceilings and other inverted surfaces, though such surfaces are difficult terrain for it. name: Suction traits: null ranged: null resistances: null saves: fort: 18 ref: 6 will: 11 saves_special: fort: null ref: null will: null senses: - motion sense 60 feet - no vision skills: Athletics: 18 speed: - amount: 20 type: Land - amount: 20 type: Climb - amount: null type: Suction spell_attack_to_hit: null spell_dc: null traits: - N - Huge - Mindless - Ooze type: Creature - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 2 int_mod: -1 str_mod: 3 wis_mod: 1 ac: 15 ac_special: null automatic_abilities: null description: If orc armies are rarely well organized, this shortcoming can likely be traced to the furious and undisciplined rank-and-file brutes who make up the bulk of an orc warband. hp: 15 immunities: null innate_spells: null languages: - Orcish level: 0 melee: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: orc knuckle dagger to_hit: 7 traits: - agile - disarm - action_cost: One Action damage: formula: 1d4+3 type: bludgeoning name: fist to_hit: 7 traits: - agile - nonlethal name: Orc Brute perception: 5 proactive_abilities: [] ranged: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: javelin to_hit: 4 traits: - thrown 30 feet resistances: null saves: fort: 6 ref: 4 will: 2 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 5 Intimidation: 2 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Humanoid - Orc type: Creature - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 2 int_mod: -1 str_mod: 4 wis_mod: 1 ac: 18 ac_special: null automatic_abilities: null description: The typical orc warrior is a violent combatant familiar to many adventurers. Orc warriors fight for their clan, for riches, and— perhaps most of all—for personal glory. hp: 23 immunities: null innate_spells: null languages: - Orcish level: 1 melee: - action_cost: One Action damage: formula: 1d8+4 type: slashing name: orc necksplitter to_hit: 7 traits: - forceful - sweep - action_cost: One Action damage: formula: 1d6+4 type: slashing name: shortsword to_hit: 7 traits: - agile - versatile P - action_cost: One Action damage: formula: 1d4+4 type: bludgeoning name: fist to_hit: 7 traits: - agile - nonlethal name: Orc Warrior perception: 6 proactive_abilities: [] ranged: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: javelin to_hit: 5 traits: - thrown 30 feet resistances: null saves: fort: 8 ref: 7 will: 4 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 7 Intimidation: 4 Survival: 4 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Humanoid - Orc type: Creature - ability_mods: cha_mod: 2 con_mod: 1 dex_mod: 2 int_mod: -1 str_mod: 4 wis_mod: 1 ac: 19 ac_special: null automatic_abilities: null description: When orcs raid, the strongest is chosen as the leader, backed up by brothers, sisters, and other immediate family. hp: 32 immunities: null innate_spells: null languages: - Common - Orcish level: 2 melee: - action_cost: One Action damage: formula: 1d10+4 type: bludgeoning name: greatclub to_hit: 10 traits: - backswing - shove - action_cost: One Action damage: formula: 1d4+4 type: bludgeoning name: fist to_hit: 10 traits: - agile - nonlethal name: Orc Warchief perception: 11 proactive_abilities: - action_cost: One Action description: Bellowing mightily, the warchief gives themself and all orc allies within 60 feet a +1 status bonus to attack and damage rolls until the start of the orc warchief's next turn. name: Battle Cry traits: - auditory - concentrate - emotion - mental ranged: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: javelin to_hit: 8 traits: - thrown 30 feet resistances: null saves: fort: 7 ref: 6 will: 7 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 8 Intimidation: 6 Survival: 5 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Humanoid - Orc type: Creature - ability_mods: cha_mod: -2 con_mod: 4 dex_mod: 2 int_mod: -2 str_mod: 6 wis_mod: 2 ac: 20 ac_special: null automatic_abilities: null description: Lords of sewers, ditches, and landfllls, otyughs are lthy monstrosities that stomp about on three massive legs in search of tasty garbage and refuse. Using two barbed tentacles to grasp and tear, guided by a third with a proliferation of eyes at the end, the otyugh has perfectly adapted to life in its cramped, disgusting environment, where it uses its appendages to see into tight spaces and grasp hidden prey. hp: 70 immunities: - disease innate_spells: null languages: - Common level: 4 melee: - action_cost: One Action damage: formula: 2d6+6 plus filth fever type: piercing name: jaws to_hit: 14 traits: null - action_cost: One Action damage: formula: 1d6+6 plus Grab type: bludgeoning name: tentacle to_hit: 14 traits: - agile - reach 10 feet name: Otyugh perception: 10 proactive_abilities: - action_cost: One Action description: 1d6+6 bludgeoning, DC 22 name: Constrict traits: null - description: The sickened and unconscious conditions from filth fever don't improve on their own until the disease is cured. **Saving Throw** DC 20 Fortitude; **Stage 1** carrier with no ill effect (1d4 hours); **Stage 2** sickened 1 (1 day); **Stage 3** sickened 1 and slowed 1 as long as it remains sickened (1 day); **Stage 4** unconscious (1 day); **Stage 5** dead name: Filth Fever traits: - disease - action_cost: One Action description: check and comparing the result against each creature's Fortitude DC. On a failure, the creature remains in place, and on a critical failure, the creature is no longer grabbed. name: Reposition traits: null ranged: null resistances: null saves: fort: 12 ref: 8 will: 10 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 30 feet skills: Acrobatics: 8 Athletics: 14 Stealth: 8 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Large - Aberration type: Creature - ability_mods: cha_mod: 0 con_mod: 5 dex_mod: 1 int_mod: -4 str_mod: 6 wis_mod: 3 ac: 21 ac_special: null automatic_abilities: null description: With the body of a powerful brown bear and the keen senses of an owl, the owlbear is a dangerous territorial predator, fearlessly attacking any creature that strays into its domain. Those who run afoul of an owlbear hear its terrifying screech only seconds before the massive creature is upon them, ripping them apart with deadly talons and a powerful beak. hp: 70 immunities: null innate_spells: null languages: '' level: 4 melee: - action_cost: One Action damage: formula: 1d10+6 plus Grab type: piercing name: talon to_hit: 14 traits: - agile - action_cost: One Action damage: formula: 1d12+6 type: piercing name: beak to_hit: 14 traits: null name: Owlbear perception: 13 proactive_abilities: - action_cost: One Action description: The owlbear unleashes a loud screech that terrifies its prey. Each creature in an 80-foot emanation must attempt a DC 20 Will save. Regardless of the result, creatures are temporarily immune for 1 minute. **Critical Success** The creature is unaffected. **Success** The creature is frightened 1. **Failure** The creature is frightened 2. **Critical Failure** The creature is fleeing for 1 round and frightened 3. name: Bloodcurdling Screech traits: - auditory - emotion - fear - mental - action_cost: One Action description: . name: Gnaw traits: null - action_cost: Two Actions description: The owlbear makes a Bloodcurdling Screech and Strides twice. All creatures within 80 feet of the owlbear at any point during this movement are subjected to the effects of Bloodcurdling Screech. name: Screeching Advance traits: - auditory - emotion - fear - mental ranged: null resistances: null saves: fort: 13 ref: 7 will: 11 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 7 Athletics: 14 Intimidation: 10 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal type: Creature - ability_mods: cha_mod: 3 con_mod: 2 dex_mod: 4 int_mod: 0 str_mod: 3 wis_mod: 2 ac: 19 ac_special: null automatic_abilities: null description: The pegasus is a winged horse prized for its capacity to serve as an aerial mount. Unfortunately for those who desire a saddle-trained pegasus, pegasi are wild creatures and do not readily accept even well-intentioned riders. Pegasi actively resist being mounted or controlled by evil creatures, attempting to buck an unwanted rider at every opportunity. A typical pegasus stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet. hp: 55 immunities: null innate_spells: null languages: - Common level: 3 melee: - action_cost: One Action damage: formula: 1d8+5 type: bludgeoning name: hoof to_hit: 10 traits: null - action_cost: One Action damage: formula: 1d6+5 type: bludgeoning name: wing to_hit: 10 traits: - agile name: Pegasus perception: 12 proactive_abilities: - action_cost: One Action description: The pegasus Flies. At any point during the movement, it can allow a willing adjacent creature to Mount it. That creature must use a reaction to do so. name: Assisted Mount traits: null - action_cost: Two Actions description: The pegasus uses 2 move actions, each of which can be either Stride or Fly. It gains a +20-foot circumstance bonus to its Speeds during a Gallop. name: Gallop traits: null ranged: null resistances: null saves: fort: 9 ref: 11 will: 7 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 30 feet skills: Acrobatics: 11 Athletics: 10 speed: - amount: 40 type: Land - amount: 80 type: Fly spell_attack_to_hit: null spell_dc: null traits: - NG - Large - Beast type: Creature - ability_mods: cha_mod: 6 con_mod: 5 dex_mod: 7 int_mod: 7 str_mod: 6 wis_mod: 6 ac: 36 ac_special: null automatic_abilities: null description: The phoenix is a primordial bird made of heat and flame that dwells in the most inhospitable regions of the desert. Though highly intelligent and brimming with compassion, the phoenix is best-known for its iconic ability to resurrect itself when slain, emerging reborn from the ashes of its own corpse. Phoenixes are often sought out for their knowledge or healing abilities, as they cannot abide the sight of suffering and deny their succor only to the most foul and irredeemable of creatures. hp: 300 immunities: - fire innate_spells: - frequency: at will level: 8 name: continual flame - frequency: at will level: 8 name: dispel magic - frequency: at will level: 8 name: flame strike - frequency: at will level: 8 name: heal - frequency: at will level: 8 name: remove curse - frequency: at will level: 8 name: wall of fire - frequency: at will level: 7 name: dispel magic - frequency: x3 level: 6 name: restoration - frequency: constant level: 8 name: detect magic - frequency: constant level: 8 name: see invisibility - frequency: constant level: 6 name: see invisibility languages: - Auran - Celestial - Common - Ignan level: 15 melee: - action_cost: One Action damage: formula: 1d12+9 plus 3d8 fire and 2d10 persistent fire type: piercing name: beak to_hit: 30 traits: - finesse - fire - magical - reach 20 feet - action_cost: One Action damage: formula: 1d6+6 plus 3d8 fire and 2d10 persistent fire type: piercing name: talon to_hit: 30 traits: - agile - finesse - fire - magical - reach 20 feet name: Phoenix perception: 27 proactive_abilities: - action_cost: One Action description: The phoenix blazes with superheated flame and Flies up to its Speed. It deals 6d6 fire damage to each creature within 20 feet of each square it moves through (DC 37 basic Reflex save). name: Flaming Strafe traits: - evocation - fire - primal ranged: - action_cost: One Action damage: formula: 6d6 plus 2d10 persistent fire type: fire name: flame jet to_hit: 30 traits: - fire - range increment 40 feet resistances: null saves: fort: 27 ref: 31 will: 28 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - '*detect magic*' - '*see invisibility*' skills: Acrobatics: 30 Athletics: 27 Diplomacy: 31 Intimidation: 27 Nature: 25 speed: - amount: 25 type: Land - amount: 70 type: Fly spell_attack_to_hit: null spell_dc: null traits: - Rare - NG - Gargantuan - Beast - Fire type: Creature - ability_mods: cha_mod: 2 con_mod: 0 dex_mod: 2 int_mod: 4 str_mod: 0 wis_mod: 1 ac: 17 ac_special: null automatic_abilities: null description: Tieflings are planar scions with fiendish blood. One of the most common types is pitborn, who bear a demonic corruption infesting their mortal bloodline. Some strive to live above their forebear's fiendish reputation, but many, such as this tiefling adept, simply accept their label and delve fully into evil. hp: 29 immunities: null innate_spells: [] languages: - Abyssal - Common level: 3 melee: - action_cost: One Action damage: formula: 1d6 type: bludgeoning name: staff to_hit: 6 traits: - two-handed 1d8 - action_cost: One Action damage: formula: 1d4 type: piercing name: dagger to_hit: 7 traits: - agile - finesse - versatile S name: Tiefling perception: 6 proactive_abilities: - action_cost: Free Action description: ', without spending a spell slot. The adept must still Cast the Spell and meet the spell''s other requirements.' name: Drain Bonded Item traits: - choosing a different spell level each time ranged: - action_cost: One Action damage: formula: 1d4+1 type: piercing name: dagger to_hit: 7 traits: - agile - thrown 10 feet - versatile S resistances: null saves: fort: 5 ref: 7 will: 8 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 7 Arcana: 9 Deception: 9 Intimidation: 7 Occultism: 9 Religion: 6 Society: 9 Stealth: 7 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Human - Humanoid - Tiefling type: Creature - ability_mods: cha_mod: 0 con_mod: 1 dex_mod: 4 int_mod: 0 str_mod: 2 wis_mod: 2 ac: 21 ac_special: null automatic_abilities: null description: Duskwalkers are infused with the same energies as psychopomps. These ashen scions are reborn on the Material Plane to serve as guardians of the cycle of life and death. hp: 56 immunities: - effects that would transform their body or soul to an undead innate_spells: null languages: - Common - Necril level: 4 melee: - action_cost: One Action damage: formula: 1d6+5 type: slashing name: hatchet to_hit: 12 traits: - agile - sweep name: Duskwalker perception: 10 proactive_abilities: - description: property rune on attacks against incorporeal undead. name: Ghost Hunter traits: null - action_cost: One Action description: checks against its prey and to any check to Recall Knowledge about its prey, as well as a +1 circumstance bonus to AC against its prey's attacks. The duskwalker can have only one prey designated at a time. name: Hunt Prey traits: null - action_cost: One Action description: The duskwalker makes two longbow Strikes against its hunted prey. If both Strikes hit, combine their damage for the purpose of resistances and weaknesses. name: Hunted Shot traits: null ranged: - action_cost: One Action damage: formula: 1d8+4 type: piercing name: composite longbow to_hit: 14 traits: - deadly 1d10 - propulsive - range increment 100 feet - reload 0 - volley 30 feet - action_cost: One Action damage: formula: 1d6+5 type: slashing name: hatchet to_hit: 14 traits: - agile - sweep - thrown 10 feet resistances: - amount: 2 type: negative energy saves: fort: 9 ref: 12 will: 10 saves_special: fort: null ref: null will: +1 status to all saves vs. death effects senses: - darkvision skills: Acrobatics: 10 Athletics: 8 Deception: 6 Intimidation: 6 Nature: 8 Stealth: 12 Survival: 8 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Duskwalker - Human - Humanoid type: Creature - ability_mods: cha_mod: 3 con_mod: 3 dex_mod: 1 int_mod: 0 str_mod: 4 wis_mod: 2 ac: 23 ac_special: - descr: 25 with shield raised automatic_abilities: null description: Mortals whose ancestry has been influenced by celestials are known as aasimars, and angelkin, who have blood of angels coursing through their veins, are among the most common type of them. Many angelkin seek adventure as a means of doing good in the world. hp: 73 immunities: null innate_spells: [] languages: - Celestial - Common level: 5 melee: - action_cost: One Action damage: formula: 1d8+7 type: slashing name: longsword to_hit: 15 traits: - versatile P name: Aasimar Redeemer perception: 11 proactive_abilities: - description: '*lay on hands*' name: Champion Devotion Spells traits: - 1 Focus Point ranged: - action_cost: One Action damage: formula: 1d8+3 plus Knockdown type: piercing name: crossbow to_hit: 12 traits: - range increment 120 feet - reload 1 resistances: null saves: fort: 12 ref: 8 will: 11 saves_special: fort: null ref: null will: +1 status to all saves vs. disease (against diseases, critical failures become failures) senses: - darkvision skills: Athletics: 11 Diplomacy: 12 Medicine: 9 Religion: 11 Society: 7 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: null traits: - NG - Medium - Aasimar - Human - Humanoid type: Creature - ability_mods: cha_mod: 4 con_mod: 0 dex_mod: 5 int_mod: -1 str_mod: -5 wis_mod: 2 ac: 22 ac_special: null automatic_abilities: - description: A poltergeist is tied to a location and can't travel more than from the place where it was created or formed. Some poltergeists are instead bound to a specific room, building, or similar area name: Site Bound range: 120 feet traits: null description: 'When a creature dies, and for whatever reason its spirit is unable or unwilling to leave the site of its death, that spirit may manifest as a poltergeist: a restless invisible spirit that is still able to manipulate physical objects. Many poltergeists perished in a way that resulted from or has led to extreme emotional trauma.' hp: 55 immunities: - death effects - disease - paralyzed - poison - precision - unconscious innate_spells: - frequency: at will level: 3 name: telekinetic maneuver languages: - Common level: 5 melee: null name: Poltergeist perception: 11 proactive_abilities: - action_cost: One Action description: '**Requirement** The poltergeist must be invisible. **Effect** The poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Each creature within 30 feet must attempt a DC 21 Will save, becoming frightened 2 on a failure. On a critical failure, it''s also fleeing for as long as it''s frightened. On a success, the creature is temporarily immune for 1 minute. At the start of its next turn, the poltergeist becomes invisible again.' name: Frighten traits: - concentrate - emotion - fear - incapacitation - mental - action_cost: Two Actions description: The poltergeist telekinetically throws numerous small objects, such as dozens of pieces of silverware or books, either spreading them out among multiple foes or directing them at one target. name: Telekinetic Storm traits: - concentrate - evocation - occult ranged: - action_cost: One Action damage: formula: 2d12 piercing, or slashing (depending on object) type: bludgeoning, name: telekinetic object to_hit: 13 traits: - evocation - magical - occult - range increment 60 feet resistances: - amount: 5 type: all damage (except force, ghost touch, or positive; double resistance against non-magical) saves: fort: 9 ref: 14 will: 13 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 14 Intimidation: 15 Stealth: 14 speed: - amount: 20 type: Fly spell_attack_to_hit: 13 spell_dc: 23 traits: - LE - Medium - Incorporeal - Spirit - Undead type: Creature - ability_mods: cha_mod: 3 con_mod: 3 dex_mod: 5 int_mod: 0 str_mod: 3 wis_mod: 2 ac: 23 ac_special: null automatic_abilities: null description: Porachas are feline beasts native to the mystical Forest of Spirits in Tian Xia. In their natural form, these graceful eight-legged creatures sport a gray tabby coat of fur streaked with lines of olive green, but they are rarely seen this way. Even the youngest porachas are capable of hiding within objects, making them incredibly elusive and rarely seen except on their own terms. Because porachas can so effortlessly blend in with the forest and emerge from its dark corners in an instant, superstitious locals believe these beasts are related to kami—nature spirits who embody individual trees, stones, or other elements of nature in the Forest of Spirits. The truth is that while porachas frequently associate with kami, they are their own breed of mysterious monster with powers over time and space that set them apart from nature spirits. hp: 50 immunities: null innate_spells: null languages: - Common - Sylvan level: 4 melee: - action_cost: One Action damage: formula: 2d6+7 type: piercing name: jaws to_hit: 13 traits: - finesse - magical - action_cost: One Action damage: formula: 2d4+7 type: slashing name: claw to_hit: 13 traits: - agile - finesse - magical name: Poracha perception: 10 proactive_abilities: - action_cost: One Action description: The poracha teleports up to 40 feet. It must have line of sight to the space it teleports to. It can't use Jaunt again for 1d4 rounds. name: Jaunt traits: - conjuration - move - primal - teleportation - action_cost: Two Actions description: The poracha touches an adjacent object of enough volume to contain it. It merges into the object indefinitely, and while it's inside, time moves exceptionally slowly for it and it has only limited perception of the outside world. The poracha can sense what's going on outside the object only using tremorsense. The poracha can use only mental actions or Jaunt; if it Jaunts, it leaves the object and appears where it chooses. If a creature Strikes the object, the poracha is expelled unharmed. name: Object Meld traits: - primal - transmutation ranged: null resistances: null saves: fort: 9 ref: 13 will: 10 saves_special: fort: null ref: null will: null senses: - tremorsense (imprecise) 10 feet - darkvision skills: Acrobatics: 13 Athletics: 9 Deception: 11 Diplomacy: 11 Stealth: 13 Survival: 10 speed: - amount: 40 type: Land spell_attack_to_hit: null spell_dc: null traits: - Uncommon - N - Medium - Beast type: Creature - ability_mods: cha_mod: 1 con_mod: 0 dex_mod: 4 int_mod: -1 str_mod: -1 wis_mod: -1 ac: 17 ac_special: null automatic_abilities: - description: voidworm can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it the ability to sense creatures within the listed range. A creature under the effects of *nondetection* or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense. name: Entropy Sense traits: - divination - divine - prediction description: Other proteans don't consider the flying, iridescent beings known as voidworms to be part of a protean caste at all, but instead merely a shameful side effect of the Maelstrom's constantly churning energy. To call a voidworm a protean in the presence of a more powerful protean is as sure a way to instigate combat as any. hp: 16 immunities: null innate_spells: - level: 4 name: read omens - frequency: self only level: 2 name: blur - frequency: self only level: 2 name: obscuring mist - frequency: at will; lawful only level: 1 name: detect alignment - frequency: constant level: 4 name: freedom of movement languages: - Abyssal - Protean level: 1 melee: - action_cost: One Action damage: formula: 1d8–1 plus 1d4 chaotic type: piercing name: jaws to_hit: 9 traits: - chaotic - finesse - magical - action_cost: One Action damage: formula: 1d4–1 plus 1d4 chaotic and confounding lash type: slashing name: tail to_hit: 9 traits: - chaotic - finesse - magical name: Voidworm perception: 4 proactive_abilities: - action_cost: One Action description: The voidworm takes on the appearance of a Tiny animal. This doesn't change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal. name: Change Shape traits: - concentrate - divine - polymorph - transmutation - description: A creature hit by the voidworm's tail Strike is stupefied 1 for 1 round (stupefied 2 on a critical hit). A successful DC 16 Will save negates this effect and grants temporary immunity to confounding lash for 1 minute. name: Confounding Lash traits: - divine - emotion - enchantment - mental ranged: null resistances: - amount: 3 type: precision - amount: 5 type: protean anatomy saves: fort: 5 ref: 9 will: 6 saves_special: fort: null ref: null will: null senses: - entropy sense (imprecise) 30 feet - darkvision skills: Acrobatics: 7 Deception: 6 Religion: 4 Stealth: 7 speed: - amount: 20 type: Land - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: null traits: - CN - Tiny - Monitor - Protean type: Creature - ability_mods: cha_mod: 3 con_mod: 5 dex_mod: 3 int_mod: 0 str_mod: 5 wis_mod: 3 ac: 24 ac_special: null automatic_abilities: - description: naunet can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it the ability to sense creatures within the listed range. A creature under the effects of *nondetection* or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense. name: Entropy Sense traits: - divination - divine - prediction description: Pugnacious and powerfully muscled, naunets serve as scouts and rank-and-file troops of protean armies. Resembling a thick salamander with a wide head, a powerful tail, and tentacles tipped with snapping jaws in place of rear legs, naunets are the most bestial of the proteans and occupy one of their lowest castes. Naunets are 12 feet long and weigh 900 pounds. hp: 120 immunities: null innate_spells: - level: 5 name: dimension door - level: 4 name: acid arrow - level: 4 name: solid fog - frequency: at will level: 3 name: shatter - frequency: at will level: 2 name: obscuring mist - frequency: at will; lawful only level: 1 name: detect alignment - frequency: constant level: 4 name: freedom of movement languages: - Abyssal - Celestial - Protean level: 7 melee: - action_cost: One Action damage: formula: 2d10+8 plus 1d6 chaotic type: piercing name: jaws to_hit: 18 traits: - chaotic - magical - reach 10 feet - action_cost: One Action damage: formula: 2d8+8 plus 1d6 chaotic and Grab type: bludgeoning name: tail to_hit: 18 traits: - chaotic - magical - reach 15 feet - action_cost: One Action damage: formula: 2d8+6 plus 1d6 chaotic and confounding slam type: piercing name: tentacle to_hit: 18 traits: - agile - chaotic - magical - reach 10 feet name: Naunet perception: 14 proactive_abilities: - action_cost: Free Action description: The naunet chooses adamantine, cold iron, or silver; its melee Strikes count as that type for 1 minute or until it uses Adaptive Strike again. name: Adaptive Strike traits: - divine - polymorph - transmutation - action_cost: One Action description: The naunet can take the appearance of any Small, Medium, or Large animal, beast, or humanoid. This doesn't change its Speed or its attack and damage bonuses with its Strikes but might change the damage type its Strikes deal. name: Change Shape traits: - concentrate - divine - polymorph - transmutation - description: A creature hit by the naunet's tentacle Strike is stupefied 2 for 1d4 rounds (DC 24 Will negates). If the creature was already stupefied in this way, the duration extends by 1 round instead. A chaotic creature is only stupefied 1 instead. name: Confounding Slam traits: - divine - emotion - enchantment - mental - action_cost: One Action description: 1d8+8 bludgeoning, DC 26 name: Constrict traits: null ranged: null resistances: - amount: 5 type: precision - amount: 10 type: protean anatomy saves: fort: 18 ref: 14 will: 12 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - entropy sense (imprecise) 30 feet - darkvision skills: Acrobatics: 14 Athletics: 16 Intimidation: 16 Stealth: 14 Survival: 12 speed: - amount: 25 type: Land - amount: 30 type: Fly - amount: 25 type: Swim - amount: null type: Freedom of Movement (constant) spell_attack_to_hit: 16 spell_dc: null traits: - CN - Large - Monitor - Protean type: Creature - ability_mods: cha_mod: 7 con_mod: 7 dex_mod: 5 int_mod: 5 str_mod: 9 wis_mod: 7 ac: 40 ac_special: null automatic_abilities: - description: keketar can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it the ability to sense creatures within the listed range. A creature under the effects of *nondetection* or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense. name: Entropy Sense traits: - divination - divine - prediction description: 'The ruling caste of the proteans, keketars orchestrate attacks against the bastions of law and adjudicate protean disputes confidently and capriciously. A keketar resembles a shimmering, serpentine creature with spines, claws, and a dragon-like head. A keketar''s actual appearance is in constant flux, but they generally stay about 18 feet long with a weight of around 1,500 pounds. While their physical forms can vary, two things remain constant: First, a keketar''s eyes are always a piercing shade of amber or violet. Second, the keketar''s mark of office—a crown of shifting symbols that hovers above its head—never changes. A keketar cannot remove its crown but can suppress it, although most are loath to do so and consider such an act one of cowardice or shame.' hp: 290 immunities: null innate_spells: - frequency: chaotic only level: 9 name: divine wrath - frequency: chaotic only level: 9 name: prismatic sphere - level: 8 name: baleful polymorph - level: 8 name: confusion - frequency: at will level: 7 name: disintegrate - frequency: at will level: 7 name: dispel magic - frequency: at will level: 7 name: shatter - frequency: at will level: 7 name: warp mind - frequency: at will; self only level: 6 name: teleport - frequency: at will level: 5 name: creation - frequency: at will level: 5 name: dimension door - frequency: at will level: 5 name: hallucinatory terrain - frequency: at will level: 4 name: confusion - frequency: at will level: 4 name: dimension door - frequency: at will; lawful only level: 2 name: detect alignment - frequency: constant level: 5 name: tongues - frequency: constant level: 5 name: freedom of movement - frequency: constant level: 4 name: freedom of movement languages: - Abyssal - Celestial - Protean level: 17 melee: - action_cost: One Action damage: formula: 3d10+15 plus 1d6 chaotic and warpwave strike type: piercing name: jaws to_hit: 33 traits: - chaotic - magical - reach 10 feet - action_cost: One Action damage: formula: 2d10+15 plus 1d6 chaotic and warpwave strike type: slashing name: claw to_hit: 33 traits: - agile - chaotic - magical - reach 10 feet - action_cost: One Action damage: formula: 2d10+15 plus Grab type: bludgeoning name: tail to_hit: 33 traits: - reach 15 feet name: Keketar perception: 30 proactive_abilities: - action_cost: One Action description: The keketar can take the appearance of any Huge or smaller creature. This doesn't change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal. name: Change Shape traits: - concentrate - divine - polymorph - transmutation - action_cost: One Action description: 1d10+15 bludgeoning, DC 42 name: Constrict traits: null - description: When the keketar casts *hallucinatory terrain*, it infuses the illusion with quasi-real substance. Creatures that do not disbelieve the illusion treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on. name: Reshape Reality traits: - concentrate - divine - polymorph - transmutation - description: A creature struck by a keketar's jaws or claw Strike must succeed at a DC 36 Fortitude save or be subject to a warpwave. name: Warpwave Strike traits: - divine - polymorph - transmutation ranged: null resistances: - amount: 10 type: precision - amount: 25 type: protean anatomy saves: fort: 30 ref: 28 will: 34 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - entropy sense (imprecise) 60 feet - darkvision skills: Acrobatics: 26 Athletics: 30 Deception: 33 Diplomacy: 35 Intimidation: 35 Religion: 30 Stealth: 28 speed: - amount: 40 type: Land - amount: 50 type: Fly - amount: 40 type: Swim - amount: null type: Freedom of Movement (constant) spell_attack_to_hit: 32 spell_dc: null traits: - CN - Large - Monitor - Protean type: Creature - ability_mods: cha_mod: 3 con_mod: 1 dex_mod: 3 int_mod: 1 str_mod: -1 wis_mod: 1 ac: 16 ac_special: null automatic_abilities: - description: psychopomp senses the vital essence of living and undead creatures within the listed range. name: Lifesense traits: - divination - divine description: A nosoi resembles a whippoorwill, sparrow, or other small bird wearing a heavy leather plague doctor's mask. They are the clerks, messengers, and scribes of the Boneyard, witnessing judgments, directing souls, and generally performing the administrative grunt work that keeps the Boneyard functioning. Most nosois are particularly chatty and eager to discuss how important they consider their individual assignments to be. hp: 18 immunities: - death effects - disease innate_spells: - level: 4 name: read omens - level: 4 name: talking corpse languages: - Abyssal - Celestial - Infernal - Requian level: 1 melee: - action_cost: One Action damage: formula: 1d4-1 plus spirit touch type: piercing name: beak to_hit: 6 traits: - finesse - magical name: Nosoi perception: 6 proactive_abilities: - action_cost: One Action description: The nosoi takes the appearance of a raven or songbird. This doesn't change its Speed or its attack and damage modifiers with its Strikes. name: Change Shape traits: - concentrate - divine - polymorph - transmutation - action_cost: One Action description: The nosoi croons an entrancing song. Each living or undead creature within a 60-foot emanation must attempt a DC 18 Will save. The effect lasts for 1 round, but a nosoi can use this ability again on subsequent rounds to extend the duration by 1 round for all affected creatures. A creature that succeeds at any save is temporarily immune for 24 hours. Despite being a mental effect, this ability affects mindless undead. Psychopomps are immune to this ability. **Failure** The creature is fascinated. **Critical Failure** As failure, and the creature must spend each of its actions on its turn to move closer to the nosoi as expediently as possible while avoiding obvious dangers. If a fascinated creature is adjacent to the nosoi, it stays still and doesn't act. If the creature is attacked, the fascination ends. name: Haunting Melody traits: - auditory - concentrate - divine - enchantment - incapacitation - mental - description: property rune and deal 1d6 negative damage to living creatures or 1d6 positive damage to undead. name: Spirit Touch traits: null ranged: null resistances: - amount: 3 type: negative - amount: 3 type: poison saves: fort: 4 ref: 8 will: 6 saves_special: fort: null ref: null will: null senses: - darkvision - lifesense 60 feet skills: Acrobatics: 6 Performance: 6 Religion: 6 Society: 2 Stealth: 6 speed: - amount: 15 type: Land - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: null traits: - N - Tiny - Monitor - Psychopomp type: Creature - ability_mods: cha_mod: 4 con_mod: 4 dex_mod: 4 int_mod: 3 str_mod: 8 wis_mod: 6 ac: 38 ac_special: null automatic_abilities: - description: psychopomp senses the vital essence of living and undead creatures within the listed range. name: Lifesense traits: - divination - divine description: Bounty hunters and investigators, morrignas seek out creatures that thwart death or interfere with the natural flow of souls. Morrignas dress in flowing spider silk and wear masks reminiscent of webs, as they consider patient and watchful spiders to be their spiritual kin. hp: 240 immunities: - death effects - disease innate_spells: - level: 4 name: talking corpse - frequency: constant level: 5 name: tongues - frequency: constant level: 5 name: speak with animals - frequency: constant level: 5 name: spider climb - frequency: constant level: 2 name: speak with animals - frequency: constant level: 2 name: spider climb items: - +2 striking bo staff languages: - Abyssal - Celestial - Infernal - Necril - Requian level: 15 melee: - action_cost: One Action damage: formula: 2d8+14 plus spirit touch type: bludgeoning name: bo staff to_hit: 31 traits: - magical - parry - reach 10 feet - trip - action_cost: One Action damage: formula: 3d12+14 plus Grab and spirit touch type: bludgeoning name: web wrappings to_hit: 29 traits: - magical - reach 10 feet name: Morrigna perception: 28 proactive_abilities: - action_cost: One Action description: A morrigna can take the appearance of any Small or Medium animal or humanoid. This doesn't change their Speed or their attack and damage modifiers with their Strikes, but it might change the damage type their Strikes deal. Unless they choose to manifest their web wrappings in their new form, they cannot make web wrappings Strikes. name: Change Shape traits: - concentrate - divine - polymorph - transmutation - description: The morrigna summons a giant tarantula or spider swarm. These spiders have the summoned trait and remain for 10 minutes or until reduced to 0 Hit Points, whichever comes first. The morrigna does not need to Sustain the Spell to direct these summoned creatures, and the morrigna can have any number of summoned spiders in existence at once. The morrigna can see through the eyes of any of their summoned spiders at any time. name: Spider Minions traits: - conjuration - divine - description: property rune and deal 4d6 negative damage to living creatures or 4d6 positive damage to undead. name: Spirit Touch traits: null ranged: null resistances: - amount: 15 type: negative - amount: 15 type: poison saves: fort: 25 ref: 27 will: 29 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - lifesense 60 feet skills: Athletics: 27 Diplomacy: 27 Intimidation: 29 Religion: 29 Society: 24 Stealth: 27 speed: - amount: 30 type: Land - amount: 30 type: Climb - amount: null type: Spider Climb (constant) spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Monitor - Psychopomp type: Creature - ability_mods: cha_mod: -1 con_mod: 1 dex_mod: 4 int_mod: -4 str_mod: 3 wis_mod: 2 ac: 18 ac_special: null automatic_abilities: null description: Pteranodons are quick and agile reptiles with 20-foot wingspans that enable them to hover on wind currents for hours. These creatures have long beaks and equally long crests that protrude from the backs of their heads. hp: 35 immunities: null innate_spells: null languages: '' level: 2 melee: - action_cost: One Action damage: formula: 1d10+3 type: piercing name: beak to_hit: 10 traits: null name: Pteranodon perception: 8 proactive_abilities: - action_cost: Two Actions description: The pteranodon Flies up to its Speed and makes one beak Strike at any point during that movement. name: Swoop traits: null ranged: null resistances: null saves: fort: 7 ref: 10 will: 6 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 10 Athletics: 7 speed: - amount: 10 type: Land - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal type: Creature - ability_mods: cha_mod: -1 con_mod: 3 dex_mod: 4 int_mod: -4 str_mod: 6 wis_mod: 2 ac: 25 ac_special: null automatic_abilities: null description: Quetzalcoatlus are the largest flying members of the pterosaur family and are often mistaken for dragons due to their immense size and 40-foot wingspans. Quetzalcoatlus are carnivorous, feeding on a variety of reptiles, mammals, large fish, amphibians, and other invertebrates. They are not inherently aggressive creatures and are happy to scavenge for food, but when presented with live prey they readily attack almost any creature smaller than themselves. hp: 110 immunities: null innate_spells: null languages: '' level: 7 melee: - action_cost: One Action damage: formula: 2d10+10 plus 1d8 persistent bleed type: piercing name: beak to_hit: 17 traits: - deadly 1d10 - reach 10 feet - action_cost: One Action damage: formula: 2d8+10 plus Grab type: piercing name: talon to_hit: 17 traits: null name: Quetzalcoatlus perception: 15 proactive_abilities: - description: A quetzalcoatlus can move at half Speed while it has a single creature grabbed or restrained. Both its talons are occupied while it does this. name: Snatch traits: null - action_cost: Two Actions description: The quetzacoaltus Flies up to its Speed and makes one beak or talon Strike at any point during that movement. name: Swoop traits: null ranged: null resistances: null saves: fort: 16 ref: 17 will: 12 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 14 Athletics: 17 speed: - amount: 15 type: Land - amount: 50 type: Fly spell_attack_to_hit: null spell_dc: null traits: - N - Huge - Animal type: Creature - ability_mods: cha_mod: 8 con_mod: 4 dex_mod: 5 int_mod: 5 str_mod: 6 wis_mod: 6 ac: 36 ac_special: null automatic_abilities: null description: This three-armed, three-legged monster has no discernible eyes, nose, ears, or mouth or no visible means of ingesting food. Its limbs are distributed so evenly across its body that it is all but impossible to tell which way the creature is oriented at any given time. Few who witness the quelaunt linger on its alien looks for long though, as the most pressing concern quickly becomes the invasion of their minds, as the quelaunt sows doubt, sorrow, and rage. This monstrosity not only delights in the negative emotions of its prey, but feeds on them, gaining strength and sustenance from their dismay. For the quelaunt, no act is too terrible or cruel to inflict on its victims, since the more a creature suffers, the more the quelaunt feasts. hp: 305 immunities: null innate_spells: - frequency: x3 level: 7 name: crushing despair - frequency: at will level: 3 name: fear - level: 2 name: hideous laughter - frequency: constant level: 4 name: air walk languages: - Aklo level: 15 melee: - action_cost: One Action damage: formula: 3d8+12 type: slashing name: claw to_hit: 30 traits: - agile - magical - reach 10 feet name: Quelaunt perception: 29 proactive_abilities: - description: . name: Emotional Focus traits: null - description: The quelaunt casts up to three spells chosen from its at-will innate spells and its emotional focus spells. name: Emotional Frenzy traits: null - action_cost: One Action description: '**Frequency** once per round; **Effect** The quelaunt feeds on the emotional unrest of a single creature within 30 feet that''s under a harmful emotion effect. The target must succeed at a DC 37 Will save or take 4d10 mental damage and be stunned for 1 round. If the target fails its saving throw, the quelaunt regains the same number of Hit Points and Feed on Emotion does not cost the quelaunt an action, allowing it to use another action this turn.' name: Feed on Emotion traits: - attack - emotion - incapacitation - mental - action_cost: Two Actions description: The quelaunt makes three melee Strikes, each against a different target within reach. The multiple attack penalty applies to each attack, but increases only after all the attacks have been made. name: Rapid Strikes traits: - attack - action_cost: Free Action description: '**Trigger** A creature fails a saving throw to resist one of the quelaunt''s innate spells or emotional focus spells. **Effect** As the quelaunt invades the triggering creature''s mind and plants the seeds of negative emotions, it also strips away the target''s feelings of hope or positivity. The quelaunt can immediately end a single emotion effect from which the triggering creature is benefiting.' name: Spiral of Despair traits: - emotion - mental ranged: null resistances: - amount: 15 type: mental saves: fort: 27 ref: 26 will: 31 saves_special: fort: null ref: null will: +33 vs. emotion) senses: - tremorsense (imprecise) 60 feet skills: Deception: 30 Intimidation: 30 Occultism: 27 speed: - amount: 40 type: Land spell_attack_to_hit: null spell_dc: 39 traits: - CE - Large - Aberration type: Creature - ability_mods: cha_mod: 3 con_mod: 3 dex_mod: 4 int_mod: 1 str_mod: 1 wis_mod: 1 ac: 23 ac_special: null automatic_abilities: null description: Known as "biters" among the more powerful rakshasa castes, dandasukas serve as spies and assassins for rakshasa clans or powerful spellcasters who have found methods to bind one of these fiends to their will. Born to manipulate and murder, these half-sized terrors revel in their work and delight in the sight of blood. They often dress in extravagant clothes dyed with ostentatious colors and wear numerous elaborate accessories, whether in their true form or in disguise as human children, halfling merchants, or anything else that helps them blend into their targeted society. hp: 60 immunities: null innate_spells: - level: 4 name: clairvoyance languages: - Common - Infernal - Undercommon level: 5 melee: - action_cost: One Action damage: formula: 2d6+4 plus 1d6 persistent bleed type: piercing name: fangs to_hit: 15 traits: - finesse - magical - action_cost: One Action damage: formula: 2d4+4 type: slashing name: claw to_hit: 15 traits: - agile - finesse - magical name: Dandasuka perception: 12 proactive_abilities: - action_cost: One Action description: The dandasuka takes on the appearance of any Small humanoid. This doesn't change the dandasuka's Speed or its attack and damage modifiers with its Strikes, but it might change the damage type its Strikes deal (typically to bludgeoning). It typically loses its fangs Strike unless the humanoid form has fangs or a similar unarmed attack. name: Change Shape traits: - concentrate - occult - polymorph - transmutation - description: creatures. name: Sneak Attack traits: null ranged: null resistances: - amount: 5 type: physical (except piercing) saves: fort: 12 ref: 13 will: 10 saves_special: fort: null ref: null will: +2 status to all saves vs. magic, +3 status to all saves vs. divine magic senses: - darkvision skills: Acrobatics: 13 Deception: 14 Stealth: 13 Thievery: 13 speed: - amount: 25 type: Land - amount: 20 type: Climb spell_attack_to_hit: null spell_dc: 19 traits: - LE - Small - Fiend - Rakshasa type: Creature - ability_mods: cha_mod: 5 con_mod: 4 dex_mod: 6 int_mod: 2 str_mod: 4 wis_mod: 1 ac: 30 ac_special: null automatic_abilities: null description: When not disguised as a humanoid, the raja rakshasa has the head of an animal. The hands of a raja rakshasa are more subtly unsettling, for the fingers of these fiends bend outward, away from the palms. hp: 155 immunities: null innate_spells: [] languages: - Common - Infernal - Undercommon level: 10 melee: - action_cost: One Action damage: formula: 2d6+10 type: slashing name: kukri to_hit: 23 traits: - agile - finesse - magical - trip - action_cost: One Action damage: formula: 2d12+10 type: piercing name: fangs to_hit: 20 traits: - agile - magical - action_cost: One Action damage: formula: 2d8+10 type: slashing name: claw to_hit: 22 traits: - agile - finesse - magical name: Raja Rakshasa perception: 19 proactive_abilities: - action_cost: One Action description: The raja rakshasa takes on the appearance of any Medium humanoid. This doesn't change the raja rakshasa's Speed or its attack and damage modifiers with its Strikes but might change the damage type its Strikes deal (typically to bludgeoning). It typically loses its fangs Strike unless the humanoid form has fangs or a similar unarmed attack. name: Change Shape traits: - concentrate - occult - polymorph - transmutation - action_cost: One Action description: The raja rakshasa's eyes flash green as it projects a telepathic wave in a 30-foot emanation. All creatures in the area are assailed by a vision of evil decadence from one of the rakshasa's past lives. Each non-evil creature in the area must succeed at a DC 29 Will save or become sickened 1 (and stunned 1 on a critical failure). The visions last 1d4 rounds, and while they do, the raja rakshasa and all evil creatures in the area gain a +1 status bonus to all checks. The raja rakshasa can use this ability again only once the previous visions end. name: Disturbing Vision traits: - concentrate - enchantment - mental - occult ranged: null resistances: - amount: 10 type: physical (except piercing) saves: fort: 19 ref: 21 will: 18 saves_special: fort: null ref: null will: +2 status to all saves vs. magic, +3 status to all saves vs. divine magic senses: - darkvision skills: Deception: 23 Diplomacy: 21 Intimidation: 21 Occultism: 18 Performance: 19 Stealth: 20 speed: - amount: 35 type: Land spell_attack_to_hit: null spell_dc: 31 traits: - LE - Medium - Fiend - Rakshasa type: Creature - ability_mods: cha_mod: -3 con_mod: 2 dex_mod: 3 int_mod: -4 str_mod: 1 wis_mod: 1 ac: 15 ac_special: null automatic_abilities: null description: Giant rats are enormous versions of the common vermin. They are typically found in abundant numbers, but since they cannot flt in the nooks where mundane rats typically hide, they are much easier to locate and exterminate. They mostly live in sewers where they can scavenge from the streets above, but some families of giant rats live in more remote locations, such as dank caves or forests and hills. Rats are incredibly adept survivors and can be found nearly anywhere in the world, though they tend to favor temperate or warm climates as opposed to cold regions. hp: 8 immunities: null innate_spells: null languages: '' level: -1 melee: - action_cost: One Action damage: formula: 1d6+1 plus filth fever type: piercing name: jaws to_hit: 7 traits: - agile - finesse name: Giant Rat perception: 5 proactive_abilities: - description: The sickened and unconscious conditions from filth fever don't improve on their own until the disease is cured. **Saving Throw** DC 14 Fortitude; **Stage 1** carrier with no ill effect (1d4 hours), **Stage 2** sickened 1 (1 day), **Stage 3** sickened 1 and slowed 1 (1 day), **Stage 4** unconscious (1 day), **Stage 5** dead name: Filth Fever traits: - disease ranged: null resistances: null saves: fort: 6 ref: 7 will: 3 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 5 Athletics: 2 Stealth: 5 speed: - amount: 30 type: Land - amount: 10 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Small - Animal type: Creature - ability_mods: cha_mod: -3 con_mod: 1 dex_mod: 3 int_mod: -4 str_mod: -2 wis_mod: 1 ac: 14 ac_special: null automatic_abilities: null description: A swarm of rats can cause total chaos within a household or business. Contracting filth fever is all the easier when dozens of these agitated or hungry vermin gather to bite victims en masse, making rat-hunting a viable career in many parts of the world as desperate townspeople seek relief from the disease's spread. hp: 14 immunities: - precision - swarm mind innate_spells: null languages: '' level: 1 melee: null name: Rat Swarm perception: 5 proactive_abilities: - description: The sickened and unconscious conditions from filth fever don't improve on their own until the disease is cured. **Saving Throw** DC 14 Fortitude; **Stage 1** carrier with no ill effect (1d4 hours), **Stage 2** sickened 1 (1 day), **Stage 3** sickened 1 and slowed 1 (1 day), **Stage 4** unconscious (1 day), **Stage 5** dead name: Filth Fever traits: - disease - action_cost: One Action description: Each enemy in the swarm's space takes 1d6 piercing damage and must attempt a DC 17 basic Reflex save. A creature that fails its save is exposed to filth fever. name: Swarming Bites traits: null ranged: null resistances: - amount: 6 type: physical (except bludgeoning) saves: fort: 2 ref: 7 will: 4 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 8 Athletics: 4 Stealth: 6 speed: - amount: 30 type: Land - amount: 10 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal - Swarm type: Creature - ability_mods: cha_mod: 1 con_mod: 2 dex_mod: 4 int_mod: 4 str_mod: 0 wis_mod: 2 ac: 21 ac_special: null automatic_abilities: - description: A ratfolk grenadier carries 2 infused moderate acid flasks, 2 infused moderate alchemist's fires, and 2 infused moderate frost vials. These items last for 24 hours, or until the next time they make their daily preparations. name: Infused Items traits: null description: Ratfolk grenadiers use alchemy and stealth to defend their communities. hp: 60 immunities: null innate_spells: null items: - alchemist's tools - hand crossbow (20 bolts) - studded leather armor languages: - Common level: 4 melee: - action_cost: One Action damage: formula: 1d4 type: piercing name: fangs to_hit: 12 traits: - agile - finesse name: Ratfolk Grenadier perception: 10 proactive_abilities: - description: . The ratfolk can remove or store an item using the Interact action. As long as the ratfolk has at least one object in its cheek pouches, its speech is noticeably difficult to understand. name: Cheek Pouches traits: - though no more than 4 light items - action_cost: One Action description: The ratfolk grenadier draws an alchemical bomb with an Interact action and throws it as a ranged Strike. name: Quick Bomber traits: null - action_cost: Free Action description: The ratfolk grenadier stores one held item of light or negligible Bulk in its cheek pouches. name: Quick Stow traits: null - description: A ratfolk grenadier can end its movement in the same square as an ally that also has this ability. Only two such creatures can share the same space. name: Swarming traits: null ranged: - action_cost: One Action damage: formula: 1d6 type: piercing name: hand crossbow to_hit: 12 traits: - range increment 60 feet - reload 1 - action_cost: One Action name: alchemical bomb to_hit: 13 traits: - range increment 20 feet - splash resistances: null saves: fort: 11 ref: 13 will: 9 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 9 Crafting: 12 Deception: 7 Society: 10 Stealth: 12 Thievery: 9 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - LN - Small - Humanoid - Ratfolk type: Creature - ability_mods: cha_mod: 2 con_mod: 2 dex_mod: 4 int_mod: 1 str_mod: 4 wis_mod: 1 ac: 21 ac_special: null automatic_abilities: - description: redcap's woolen hat is dyed with the blood of its victims. If the redcap loses its cap, it no longer benefits from fast healing and takes a –4 status penalty to its damage rolls. It can create a new cap in 10 minutes, but that cap doesn't grant its powers until the redcap has turned it red with Blood Soak. A cap has no benefit for creatures other than the redcap who made it. name: Red Cap traits: - necromancy - primal description: Redcaps are sadistic and capricious fey who thrill in bloodletting and murder. While they are most famous for appearing as wizened, bearded men, redcap women are no less fearsome or cruel. Redcaps are ultimately craven bullies, cowed by anything more powerful than themselves, a trait that leads them to fear and despise the symbols of good deities. Many fairy tales explain how the redcaps draw power from dipping the hats for which they are named in fresh blood. Just as iconic to these cruel little fey are their iron-clad boots, and the clanging sound of their metal soles clanking on stone floors is both discordant and disconcerting— especially to those who recognize the sound for what it is. Redcaps typically stand only 3 feet tall, with hunched frames, pointed ears, crooked teeth, and long, white, tangled hair. hp: 60 immunities: null innate_spells: null items: - scythe - iron boots - red cap languages: - Common - Sylvan level: 5 melee: - action_cost: One Action damage: formula: 1d10+10 type: slashing name: scythe to_hit: 15 traits: - deadly 1d10 - trip - action_cost: One Action damage: formula: 1d6+8 type: piercing name: boot to_hit: 13 traits: - agile - versatile B name: Redcap perception: 12 proactive_abilities: - action_cost: One Action description: The redcap dips its cap in the blood of a slain foe. The foe must have died in the last minute, and the redcap must have helped kill it. The redcap gains a +4 status bonus to damage rolls for 1 minute. name: Blood Soak traits: - manipulate - description: The redcap makes another scythe Strike against a different creature, using the same multiple attack penalty as the scythe Strike that triggered this reaction. This counts toward its multiple attack penalty. name: Deadly Cleave traits: null - action_cost: One Action description: creature, it deals an extra 2d6 persistent bleed damage. name: Stomp traits: null ranged: null resistances: null saves: fort: 11 ref: 15 will: 10 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Acrobatics: 13 Athletics: 15 Deception: 11 Intimidation: 13 Nature: 10 Stealth: 13 speed: - amount: 50 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Small - Fey type: Creature - ability_mods: cha_mod: 1 con_mod: 2 dex_mod: 4 int_mod: -3 str_mod: 1 wis_mod: 1 ac: 20 ac_special: null automatic_abilities: null description: Reefclaws are aquatic monsters that resemble huge shrimp or lobsters. As one might expect from its name, a reefclaw's oversized claws are powerful weapons with their vicelike grip and the ability to inject potent venom into unfortunate prey. hp: 17 immunities: null innate_spells: null languages: - Common level: 1 melee: - action_cost: One Action damage: formula: 1d6+1 plus reefclaw venom and Grab type: slashing name: claw to_hit: 9 traits: - finesse name: Reefclaw perception: 8 proactive_abilities: - action_cost: One Action description: 1d6 bludgeoning, DC 17 name: Constrict traits: null - description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d6 poison damage and enfeebled 1 (1 round), **Stage 2** 1d6 poison damage and enfeebled 2 (1 round).' name: Reefclaw Venom traits: - poison ranged: null resistances: null saves: fort: 7 ref: 9 will: 4 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 7 Athletics: 4 speed: - amount: 5 type: Land - amount: 30 type: Swim spell_attack_to_hit: null spell_dc: null traits: - CN - Small - Aberration - Aquatic type: Creature - ability_mods: cha_mod: -2 con_mod: 5 dex_mod: 2 int_mod: -3 str_mod: 7 wis_mod: 1 ac: 25 ac_special: null automatic_abilities: null description: A remorhaz is an enormous arctic predator that resembles a multilegged insect with draconic features. This monster has chitinous plates and more than a score segmented legs, a multipartite maw, and winglike growths fianking its head. The most unusual aspect of the creature, however, is its internal heat, which burns with such intensity that it causes the armored plates on the creature's back to become superheated whenever the beast is agitated. hp: 120 immunities: - cold - fire innate_spells: null languages: - Jotun level: 7 melee: - action_cost: One Action damage: formula: 2d10+9 plus Grab type: piercing name: jaws to_hit: 18 traits: - reach 15 feet - action_cost: One Action damage: formula: 1d10+3 plus 2d6 fire type: bludgeoning name: tail to_hit: 18 traits: - fire - reach 15 feet name: Remorhaz perception: 14 proactive_abilities: - action_cost: Two Actions description: The remorhaz unleashes a gout of flame that deals 8d6 fire damage in a 30-foot cone (DC 26 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - evocation - fire - primal - description: A remorhaz can leave a tunnel when it burrows through ice or snow, and it usually does. name: Ice Tunneler traits: null - action_cost: One Action description: Large, 2d8+5 bludgeoning plus 2d6 fire, Rupture 12 name: Swallow Whole traits: null - action_cost: Two Actions description: The remorhaz Strikes once with its jaws and once with its tail, each targeting a different creature. Each attack counts toward the remorhaz's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks have been made. name: Thrash traits: null ranged: null resistances: null saves: fort: 18 ref: 15 will: 10 saves_special: fort: null ref: null will: null senses: - darkvision - tremorsense (imprecise) 60 feet skills: Athletics: 18 Stealth: 13 speed: - amount: 35 type: Land - amount: 30 type: Burrow spell_attack_to_hit: null spell_dc: null traits: - Uncommon - N - Huge - Beast type: Creature - ability_mods: cha_mod: 0 con_mod: 5 dex_mod: 2 int_mod: -4 str_mod: 8 wis_mod: 1 ac: 27 ac_special: null automatic_abilities: null description: Legendarily massive raptors capable of carrying off elephants as prey, rocs are typically about 30 feet long from beak to tail and have a wingspan of 80 feet or more. While their beaks are hooked to rip flesh from bone, their hunting strategy involves grabbing their prey in their powerful talons and then dropping it from great heights before feeding. This method creates a massive amount of carrion, which guarantees that rocs are followed by flocks of opportunistic scavengers, such as ravens and buzzards, who find it easy to steal bits of the larger birds' meals. Rocs, for the most part, don't mind these creatures, which sometimes get gobbled up along with the rest of the roc's food. hp: 180 immunities: null innate_spells: null languages: '' level: 9 melee: - action_cost: One Action damage: formula: 2d10+12 type: piercing name: beak to_hit: 21 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d8+12 plus Improved Grab type: slashing name: talon to_hit: 21 traits: - agile - reach 15 feet - action_cost: One Action damage: formula: 2d6+10 plus Improved Push 10 feet type: bludgeoning name: wing to_hit: 21 traits: - agile - reach 30 feet name: Roc perception: 18 proactive_abilities: - action_cost: Two Actions description: The roc Flies up to its Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. Each attack takes the normal multiple attack penalty. name: Flying Strafe traits: null - description: A roc gains a +2 circumstance bonus to hit with its beak Strike if the target is grabbed or restrained in its talon. name: Snack traits: null - description: in either or both of its talons, carrying that creature along with it. name: Snatch traits: null ranged: null resistances: null saves: fort: 20 ref: 17 will: 16 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Acrobatics: 15 Athletics: 21 speed: - amount: 20 type: Land - amount: 60 type: Fly spell_attack_to_hit: null spell_dc: null traits: - N - Gargantuan - Animal type: Creature - ability_mods: cha_mod: 1 con_mod: 6 dex_mod: 1 int_mod: 1 str_mod: 6 wis_mod: 3 ac: 29 ac_special: null automatic_abilities: null description: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice. Cunning and patient ambush predators, ropers use this to their advantage. hp: 215 immunities: null innate_spells: null languages: - Aklo - Undercommon level: 10 melee: - action_cost: One Action damage: formula: 2d12+12 type: piercing name: jaws to_hit: 21 traits: null - action_cost: One Action name: strand to_hit: 23 traits: - reach 50 feet name: Roper perception: 21 proactive_abilities: - action_cost: One Action description: checks, and while they're retracted, it can't use its strand Strikes. name: Extend Strands traits: null - action_cost: One Action description: . Each attack must be against a different target. These attacks count toward the roper's multiple attack penalty, but its multiple attack penalty doesn't increase until after all the attacks. name: Flurry of Strands traits: - except those that are immobilizing creatures - action_cost: Two Actions description: check and compares the result to each immobilized creature's Fortitude DC. The roper pulls each creature it succeeds against up to 25 feet closer and each creature it critically succeeds against up to 50 feet closer. name: Pull the Strands traits: null - description: . This enfeebled value decreases by 1 every 8 hours. The roper can move while it has a creature grabbed with a strand, but it automatically releases the creature if it moves beyond the strand's reach. The roper can release an grabbed creature as a free action. A creature can sever a strand with a target attack that hits AC 27 and deals at least 18 slashing damage. This doesn't deal any damage to the roper itself, though it can no longer attack with a severed strand. name: Sticky Strand traits: - to a maximum of enfeebled 4 ranged: null resistances: - amount: 10 type: electricity saves: fort: 20 ref: 15 will: 21 saves_special: fort: null ref: null will: +2 status to all saves vs. magic senses: - darkvision skills: Athletics: 22 Nature: 17 Religion: 19 Stealth: 17 speed: - amount: 10 type: Land - amount: 10 type: Climb spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CE - Large - Aberration type: Creature - ability_mods: cha_mod: 0 con_mod: 1 dex_mod: 3 int_mod: -4 str_mod: 0 wis_mod: 1 ac: 19 ac_special: null automatic_abilities: - description: A rust monster can smell metal as a precise sense. name: Metal Scent traits: null description: Found in lost dungeons, deep caves, and abandoned mines, rust monsters are a bane to any adventurers who rely on armor, weapons, or other metal items. These strange-looking creatures grow to about 5 feet long, with four insectile legs and a long tail ending in a four-pronged appendage resembling a tiny windmill. However, it is the rust monster's feathery antennae that strike fear in the hearts of battle-hardened warriors, for a single touch from even just one antenna can reduce an adventurer's most valuable tools to a useless pile of rust. hp: 40 immunities: null innate_spells: null languages: '' level: 3 melee: - action_cost: One Action name: antenna to_hit: 10 traits: - finesse - action_cost: One Action damage: formula: 1d10+4 type: piercing name: mandibles to_hit: 8 traits: - finesse - action_cost: One Action damage: formula: 1d4+2 plus Improved Knockdown type: bludgeoning name: tail to_hit: 8 traits: - finesse name: Rust Monster perception: 8 proactive_abilities: - action_cost: One Action description: . On a success, the item is subject to the rust monster's rust ability (see below) in addition to the effects of the Disarm, and if the check to Disarm is a critical success, the rust monster drops the item on the ground in its own space. name: Antenna Disarm traits: - with the same modifier as an antenna Strike - description: to a metal item the target is wearing or holding, ignoring its Hardness. If the rust monster hits an unattended metal item, the item takes this damage automatically. If a creature uses the Shield Block reaction with a metal shield against an antenna attack, the shield is automatically broken, but no other item is rusted on that attack. name: Rust traits: - doubled on a critical hit ranged: null resistances: null saves: fort: 8 ref: 10 will: 6 saves_special: fort: null ref: null will: null senses: - darkvision - metal scent 30 feet skills: Athletics: 7 speed: - amount: 35 type: Land - amount: 10 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Aberration type: Creature - ability_mods: cha_mod: 5 con_mod: 1 dex_mod: 4 int_mod: 1 str_mod: 3 wis_mod: 2 ac: 19 ac_special: null automatic_abilities: - description: satyr's wineskin magically enchants any alcohol inside. With an Interact action, a living creature can imbibe the alcohol and gain a +1 item bonus to Will saves and a +3 item bonus to Will saves against fear effects for the following hour. When the wineskin is removed from a satyr's person, the magic remains only until the wine spoils. The wineskin holds up to eight drafts of wine. name: Sylvan Wine traits: - enchantment - mental - primal description: To a satyr, life is a party and everyone is invited. Notorious for their hedonism, these fey believe there's no greater beauty than can be found in song, drink, indulgent meals, and carnal pleasures. Satyrs use their enchanting songs and natural charm to encourage all manner of people to follow their true desires and free themselves from society's rules. This usually involves enticing mortals to join raucous parties or engage in trysts in moonlit glades. If a potential companion rejects a satyr's advances, however, the satyr has little interest in continuing a conversation and goes off to find more amenable revelers. hp: 80 immunities: null innate_spells: - level: 4 name: charm - level: 4 name: fear - level: 4 name: sleep - level: 4 name: suggestion items: - dagger - panpipes - shortbow (20 arrows) - wineskin languages: - Common - Sylvan level: 4 melee: - action_cost: One Action damage: formula: 1d4+6 type: piercing name: dagger to_hit: 14 traits: - agile - finesse - versatile S name: Satyr perception: 10 proactive_abilities: - description: When the satyr Plays the Pipes to cast a spell, he can Step or Stride as part of the activity. name: Fleet Performer traits: null - description: '**Requirements** The satyr is holding a musical instrument. **Effect** The satyr plays a melody on his instrument to cast *charm*, *fear*, *sleep*, or *suggestion* without expending the spell slot and using his music in place of providing the spell''s component actions. The spell gains the auditory trait and targets all creatures in a 60-foot emanation instead of its usual targets. A creature that succeeds at its Will save against any spell is then temporarily immune from spells played from that satyr''s pipes for 1 minute. Satyrs are immune to this music.' name: Play the Pipes traits: - auditory - primal ranged: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: shortbow to_hit: 14 traits: - deadly 1d10 - range increment 60 feet - reload 0 - action_cost: One Action damage: formula: 1d4+6 type: piercing name: dagger to_hit: 14 traits: - agile - thrown 10 feet - versatile S resistances: null saves: fort: 9 ref: 11 will: 12 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Athletics: 8 Deception: 13 Diplomacy: 13 Intimidation: 11 Nature: 9 Performance: 13 Stealth: 11 Survival: 8 speed: - amount: 35 type: Land spell_attack_to_hit: null spell_dc: null traits: - CN - Medium - Fey type: Creature - ability_mods: cha_mod: -4 con_mod: 3 dex_mod: 2 int_mod: -5 str_mod: 4 wis_mod: 2 ac: 19 ac_special: null automatic_abilities: null description: These massive, terrifying arachnids are typically 8 feet long from head to the base of the tail. Giant scorpions are the favored pack animals and war beasts of various desert-dwelling monsters, particularly gnolls. They are most commonly encountered in the wild, however. There they lair in mountainside caves or burrow beneath shallow layers of sand where they lie in wait for prey to wander near. Sleek, pallid subterranean scorpions also exist, as do still larger species. hp: 45 immunities: null innate_spells: null languages: '' level: 3 melee: - action_cost: One Action damage: formula: 1d8+6 plus Grab type: slashing name: pincer to_hit: 11 traits: - agile - reach 10 feet - action_cost: One Action damage: formula: 1d6+6 plus giant scorpion venom type: piercing name: stinger to_hit: 11 traits: - reach 10 feet name: Giant Scorpion perception: 9 proactive_abilities: - action_cost: One Action description: 1d6+4 bludgeoning, DC 20 name: Constrict traits: null - description: '**Saving Throw** DC 18 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d10 poison damage and enfeebled 1 (1 round); **Stage 2** 2d10 poison damage and enfeebled 1 (1 round); **Stage 3** 2d10 poison damage and enfeebled 2 (1 round)' name: Giant Scorpion Venom traits: - poison ranged: null resistances: null saves: fort: 12 ref: 9 will: 7 saves_special: fort: null ref: null will: null senses: - darkvision - tremorsense (imprecise) 60 feet skills: Athletics: 11 Stealth: 7 speed: - amount: 40 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal type: Creature - ability_mods: cha_mod: -4 con_mod: 2 dex_mod: 5 int_mod: -5 str_mod: 0 wis_mod: 0 ac: 21 ac_special: null automatic_abilities: null description: While a single scorpion is itself a menace, swarms of these vermin can be outright devastating. These skittering droves of death swiftly bring down their prey before devouring everything short of the victim's bones. hp: 55 immunities: - precision - swarm mind innate_spells: null languages: '' level: 4 melee: null name: Scorpion Swarm perception: 11 proactive_abilities: - description: '**Saving Throw** DC 18 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d6 poison damage and enfeebled 1 (1 round)' name: Scorpion Venom traits: - poison - action_cost: One Action description: and is exposed to scorpion venom. name: Swarming Stings traits: - DC 21 basic Reflex save ranged: null resistances: - amount: 3 type: bludgeoning - amount: 7 type: piercing - amount: 7 type: slashing saves: fort: 10 ref: 13 will: 8 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 11 Athletics: 6 Stealth: 11 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal - Swarm type: Creature - ability_mods: cha_mod: -1 con_mod: 1 dex_mod: 4 int_mod: 0 str_mod: 3 wis_mod: 3 ac: 18 ac_special: null automatic_abilities: - description: he sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like "come," "guard," or "attack." name: Shark Commune traits: - mental - telepathy description: Scouts, among the lowliest (and most disposable) of sea devils, ply the inky waters of the ocean in search of aquatic prey, tread ashore to gauge landborne threats, or charge into battle with the advance forces of a greater sea devil war party. hp: 30 immunities: null innate_spells: null items: - longspear - spear languages: - Aquan level: 2 melee: - action_cost: One Action damage: formula: 1d8+3 type: piercing name: longspear to_hit: 11 traits: - reach 10 feet - action_cost: One Action damage: formula: 1d6+3 type: slashing name: claw to_hit: 11 traits: - agile - action_cost: One Action damage: formula: 1d8+3 type: piercing name: jaws to_hit: 11 traits: null name: Sea Devil Scout perception: 9 proactive_abilities: - action_cost: Free Action description: '**Requirements** The sea devil is not fatigued or already in a frenzy. **Trigger** The sea devil deals bleed damage to a living creature. **Effect** The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea devil gains a +1 status bonus to attack rolls with its claws and jaws, gains a +4 status bonus to damage rolls with its claws and jaws, gains 7 temporary HP until the end of the frenzy, and takes a –2 status penalty to AC. The sea devil can''t voluntarily stop its frenzy. After its frenzy, the sea devil is fatigued.' name: Blood Frenzy traits: - rage - description: or if the attack was a critical hit. name: Bloodletting traits: null ranged: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: spear to_hit: 12 traits: - thrown 20 feet resistances: null saves: fort: 7 ref: 10 will: 7 saves_special: fort: null ref: null will: null senses: - darkvision - wavesense 30 feet skills: Athletics: 9 Intimidation: 5 Stealth: 8 Survival: 7 speed: - amount: 25 type: Land - amount: 35 type: Swim spell_attack_to_hit: null spell_dc: null traits: - LE - Medium - Amphibious - Humanoid - Sea Devil type: Creature - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 1 int_mod: 0 str_mod: 4 wis_mod: 1 ac: 21 ac_special: null automatic_abilities: - description: he sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like "come," "guard," or "attack." name: Shark Commune traits: - mental - telepathy description: Physically imposing sea devils are equipped with some of the best weaponry the community can find, though most are happy to rend their foes using tooth and nail. hp: 60 immunities: null innate_spells: null items: - trident languages: - Aquan level: 4 melee: - action_cost: One Action damage: formula: 1d8+8 type: piercing name: trident to_hit: 14 traits: null - action_cost: One Action damage: formula: 1d6+6 type: slashing name: claw to_hit: 14 traits: - agile - action_cost: One Action damage: formula: 1d8+6 type: piercing name: jaws to_hit: 14 traits: null name: Sea Devil Brute perception: 7 proactive_abilities: - action_cost: Free Action description: '**Requirements** The sea devil is not fatigued or already in a frenzy. **Trigger** The sea devil deals bleed damage to a living creature. **Effect** The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea devil gains a +1 status bonus to attack rolls with its claws and jaws, gains a +4 status bonus to damage rolls with its claws and jaws, gains 11 temporary HP until the end of the frenzy, and takes a -2 status penalty to AC. The sea devil can''t voluntarily stop its frenzy. After its frenzy, the sea devil is fatigued.' name: Blood Frenzy traits: - rage - description: or if the attack was a critical hit. name: Bloodletting traits: null - description: A sea devil brute can use thrown ranged weapons underwater with no penalty due to range increment. name: Unimpeded Throw traits: null ranged: - action_cost: One Action damage: formula: 1d8+8 type: piercing name: trident to_hit: 11 traits: - thrown 20 feet resistances: null saves: fort: 13 ref: 11 will: 9 saves_special: fort: null ref: null will: null senses: - darkvision - wavesense 30 feet skills: Athletics: 12 Intimidation: 9 Survival: 9 speed: - amount: 25 type: Land - amount: 35 type: Swim spell_attack_to_hit: null spell_dc: null traits: - LE - Medium - Amphibious - Humanoid - Sea Devil type: Creature - ability_mods: cha_mod: 2 con_mod: 4 dex_mod: 2 int_mod: 0 str_mod: 5 wis_mod: 3 ac: 24 ac_special: null automatic_abilities: - description: he sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like "come," "guard," or "attack." name: Shark Commune traits: - mental - telepathy description: Unlike in many cultures, the highest-ranking sea devils are expected not just to wade into battle alongside their brethren, but to actively lead the campaign. hp: 95 immunities: null innate_spells: null items: - longspear - spear (2) languages: - Aquan level: 6 melee: - action_cost: One Action damage: formula: 1d8+11 type: piercing name: longspear to_hit: 17 traits: - reach 10 feet - action_cost: One Action damage: formula: 1d6+8 type: slashing name: claw to_hit: 17 traits: - agile - action_cost: One Action damage: formula: 1d6+8 type: piercing name: jaws to_hit: 17 traits: null name: Sea Devil Baron perception: 13 proactive_abilities: - action_cost: Free Action description: '**Requirements** The sea devil is not fatigued or already in a frenzy. **Trigger** The sea devil deals bleed damage to a living creature. **Effect** The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea devil gains a +1 status bonus to attack rolls with its claws and jaws, gains a +4 status bonus to damage rolls with its claws and jaws, gains 15 temporary HP until the end of the frenzy, and takes a -2 status penalty to AC. The sea devil can''t voluntarily stop its frenzy. After its frenzy, the sea devil is fatigued.' name: Blood Frenzy traits: - rage - description: or if the attack was a critical hit. name: Bloodletting traits: null - action_cost: Two Actions description: '**Requirement** The sea devil baron is in a blood frenzy. **Effect** The sea devil baron unleashes a whirlwind of attacks against its foes, making a single melee Strike with its claws or jaws against each opponent within reach.' name: Hateful Tide traits: - rage ranged: - action_cost: One Action damage: formula: 1d8+11 type: piercing name: spear to_hit: 17 traits: - thrown 20 feet resistances: null saves: fort: 16 ref: 14 will: 13 saves_special: fort: null ref: null will: null senses: - darkvision - wavesense 30 feet skills: Athletics: 15 Intimidation: 12 Stealth: 12 Survival: 11 speed: - amount: 25 type: Land - amount: 35 type: Swim spell_attack_to_hit: null spell_dc: null traits: - LE - Medium - Amphibious - Humanoid - Mutant - Sea Devil type: Creature - ability_mods: cha_mod: 0 con_mod: 6 dex_mod: 4 int_mod: -4 str_mod: 8 wis_mod: 2 ac: 35 ac_special: null automatic_abilities: - description: sea serpent automatically tries to counteract any detection, revelation, or scrying divination attempted against it, using its Stealth modifler for its counteract modifier. name: Undetectable traits: - abjuration - primal description: These fabled beasts resemble massive snakes with long rows of finned spines down their back. Temperamental and territorial, sea serpents can capsize a boat with ease, and most won't hesitate to do so when hungry or threatened. Stories abound of aggrieved captains who spend their entire lives hunting down the elusive monster that sunk their ships and took their livelihoods. These hunts rely on rumors and glimpses of the beasts, as few survive the catastrophes wrought by sea serpents. hp: 210 immunities: null innate_spells: null languages: '' level: 12 melee: - action_cost: One Action damage: formula: 3d10+14 plus Grab type: piercing name: jaws to_hit: 27 traits: - reach 20 feet - action_cost: One Action damage: formula: 2d10+14 plus Grab type: bludgeoning name: tail to_hit: 27 traits: - agile - reach 30 feet name: Sea Serpent perception: 22 proactive_abilities: - action_cost: One Action description: The sea serpent attempts to capsize an aquatic vessel of its size or smaller that it's adjacent to. It must succeed at an Athletics check with a DC of 35 or the pilot's Sailing Lore DC, whichever is higher. name: Capsize traits: - attack - action_cost: One Action description: 1d10+14 bludgeoning name: Constrict traits: null - description: The water in the ballast organs around the sea serpent's neck is full of psychotropic algae. **Saving Throw** DC 34 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** confused and, if flying, spends its first action each turn to descend 20 feet (1 round); **Stage 2** confused and, if flying, descends until reaching the ground or water below (1 round). name: Sea Serpent Algae traits: - incapacitation - poison - action_cost: Two Actions description: The sea serpent extends the spines along its back and Swims or Strides. Each creature the serpent is adjacent to at any point during its movement takes 4d6+8 slashing damage (DC 32 basic Reflex save). name: Spine Rake traits: - attack - move - action_cost: One Action description: Huge, 2d10+6 bludgeoning, Rupture 20 name: Swallow Whole traits: - attack ranged: - action_cost: One Action damage: formula: 2d6+12 plus sea serpent algae type: bludgeoning name: water spout to_hit: 25 traits: - brutal - range increment 100 feet - water resistances: null saves: fort: 25 ref: 21 will: 21 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 18 Athletics: 26 Stealth: 28 speed: - amount: 20 type: Land - amount: 60 type: Swim spell_attack_to_hit: null spell_dc: null traits: - Uncommon - N - Gargantuan - Animal type: Creature - ability_mods: cha_mod: 3 con_mod: 0 dex_mod: 4 int_mod: -2 str_mod: -5 wis_mod: 2 ac: 20 ac_special: null automatic_abilities: null description: The mysterious undead known as shadows lurk in dark places and feed on those who stray too far from the light. Those who parley with shadows, typically by keeping them at bay with a glowing weapon, may learn great secrets, for they are ideal spies. hp: 40 immunities: - death effects - disease - paralyzed - poison - precision - unconscious innate_spells: null languages: - Necril level: 4 melee: - action_cost: One Action damage: formula: 2d6+3 type: negative name: shadow hand to_hit: 15 traits: - finesse - magical name: Shadow perception: 10 proactive_abilities: - description: . If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished. name: Shadow Spawn traits: null - description: The shadow can Hide or end its Sneak in a creature's or object's shadow. name: Slink in Shadows traits: null - description: '**Requirement** The shadow hit a living creature with a shadow hand Strike on its previous action. **Effect** The shadow pulls at the target''s shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature''s enfeebled value 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.' name: Steal Shadow traits: - divine - necromancy ranged: null resistances: - amount: 5 type: all (except force, ghost touch, or positive; double resistance against non-magical) saves: fort: 8 ref: 14 will: 12 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 10 Stealth: 14 speed: - amount: 30 type: Fly spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Incorporeal - Undead type: Creature - ability_mods: cha_mod: 4 con_mod: 0 dex_mod: 5 int_mod: 0 str_mod: -5 wis_mod: 2 ac: 24 ac_special: null automatic_abilities: null description: Shadows that spend long amounts of time on the Shadow Plane and absorb its magic become greater shadows. hp: 75 immunities: - death effects - disease - paralyzed - poison - precision - unconscious innate_spells: [] languages: - Necril level: 7 melee: - action_cost: One Action damage: formula: 2d10+6 type: negative name: shadow hand to_hit: 18 traits: - finesse - magical name: Greater Shadow perception: 14 proactive_abilities: - description: When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the greater shadow that created it. This shadow spawn doesn't have Steal Shadow. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished. name: Shadow Spawn traits: null - description: The greater shadow can Hide or end its Sneak in a creature's or object's shadow. name: Slink in Shadows traits: null - action_cost: One Action description: '**Requirement** The greater shadow hit a living creature with a shadow hand Strike on its previous action. **Effect** The greater shadow pulls at the target''s shadow, making the creature enfeebled 2 (or enfeebled 3 on a critical hit). This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature''s enfeebled value 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.' name: Steal Shadow traits: - divine - necromancy ranged: null resistances: - amount: 10 type: all (except force, ghost touch, or positive; double resistance against non-magical) saves: fort: 11 ref: 18 will: 15 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 16 Stealth: 20 speed: - amount: 30 type: Fly spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Incorporeal - Undead type: Creature - ability_mods: cha_mod: -1 con_mod: 5 dex_mod: 1 int_mod: -2 str_mod: 6 wis_mod: 2 ac: 22 ac_special: null automatic_abilities: - description: When it's not in danger, the shambler spends 1 minute settling into a pile that looks like a lump of loose vegetation. While it is in this form, creatures must actively Seek and succeed at a DC 22 Perception check (DC 28 in forests or swamps) to detect the shambler's true nature. name: Mound traits: null description: Shamblers are cunning carnivorous plants that resemble heaps of wet, rotting vegetation. Even when standing erect on their stumpy legs, shamblers don't have much in the way of identifiable anatomy; they are tangles of parasitic vines that lash out at prey with their longest creepers, entwined together to deliver powerful blows. Sometimes called "shambling mounds," these ambush predators have a particular fondness for flesh, and are most well known for their ability to hunker down and hide in plain sight. A shambler can draw nutrients from plant matter or soil, but won't do so if it suspects meat might soon wander near, and indeed may lie in wait for days in anticipation of such a meal. hp: 120 immunities: - electricity innate_spells: null languages: - Common - Elven - Sylvan level: 6 melee: - action_cost: One Action damage: formula: 2d8+8 plus Grab type: bludgeoning name: vine to_hit: 17 traits: - reach 10 feet name: Shambler perception: 12 proactive_abilities: - action_cost: Two Actions description: The shambler makes a vine Strike against each creature within reach. Its multiple attack penalty increases only after all the attacks. name: Vine Lash traits: null ranged: null resistances: - amount: 5 type: fire saves: fort: 17 ref: 11 will: 14 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 16 Stealth: 12 speed: - amount: 20 type: Land - amount: 20 type: Swim spell_attack_to_hit: null spell_dc: null traits: - N - Large - Plant type: Creature - ability_mods: cha_mod: -4 con_mod: 4 dex_mod: 2 int_mod: -4 str_mod: 6 wis_mod: 1 ac: 21 ac_special: null automatic_abilities: - description: The shark can smell blood in the water from up to 1 mile away. name: Blood Scent traits: null description: An apex predator among the coastal surface waters where it hunts, the great white shark is one of the largest shark species. These silent killers glide gracefully through the ocean, always in search of their next meal. hp: 60 immunities: null innate_spells: null languages: '' level: 4 melee: - action_cost: One Action damage: formula: 1d12+8 type: piercing name: jaws to_hit: 14 traits: null name: Great White Shark perception: 11 proactive_abilities: - action_cost: Two Actions description: . After the Strike, the shark splashes back down into the water. name: Breach traits: - this lets it attack a creature within 30 feet of the water's surface - action_cost: One Action description: The creature the shark hit takes 1d12 slashing damage. name: Savage traits: null - action_cost: One Action description: The shark Swims up to half its swim Speed, makes a jaws Strike, and then Swims up to half its Speed further. The Strike deals half damage. name: Strafing Chomp traits: null ranged: null resistances: null saves: fort: 12 ref: 10 will: 9 saves_special: fort: null ref: null will: null senses: - blood scent - scent (imprecise) 100 feet skills: Athletics: 14 Stealth: 12 Survival: 9 speed: - amount: 40 type: Swim spell_attack_to_hit: null spell_dc: null traits: - N - Huge - Animal - Aquatic type: Creature - ability_mods: cha_mod: -2 con_mod: 5 dex_mod: 2 int_mod: -4 str_mod: 8 wis_mod: 3 ac: 27 ac_special: null automatic_abilities: - description: The shark can smell blood in the water from up to 1 mile away. name: Blood Scent traits: null description: Prehistoric sharks of incredible size, strength, and ferocity, megalodons scour waters deep and shallow to sate their considerable hunger. The presence of a megalodon undeniably affects the local aquatic ecosystem. hp: 180 immunities: null innate_spells: null languages: '' level: 9 melee: - action_cost: One Action damage: formula: 2d12+10 plus Improved Grab type: piercing name: jaws to_hit: 22 traits: - reach 10 feet - action_cost: One Action damage: formula: 2d8+10 plus Push 15 feet type: piercing name: tail to_hit: 22 traits: - agile - reach 15 feet name: Megalodon perception: 20 proactive_abilities: - action_cost: One Action description: The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 35 feet of the water's surface or 40 feet with its tail). After the Strike, the shark splashes back down into the water. name: Breach traits: - attack - move - action_cost: One Action description: The creature the shark hit takes 2d12 slashing damage. name: Savage traits: null - action_cost: One Action description: Huge, 2d8+5 bludgeoning, Rupture 20 name: Swallow Whole traits: - attack ranged: null resistances: null saves: fort: 21 ref: 16 will: 17 saves_special: fort: null ref: null will: null senses: - blood scent - scent (imprecise) 100 feet skills: Athletics: 21 Stealth: 19 Survival: 16 speed: - amount: 80 type: Swim spell_attack_to_hit: null spell_dc: null traits: - Uncommon - N - Gargantuan - Animal - Aquatic type: Creature - ability_mods: cha_mod: 7 con_mod: 6 dex_mod: 5 int_mod: 2 str_mod: 2 wis_mod: 5 ac: 33 ac_special: null automatic_abilities: - description: The shining child is flat-footed while in areas of darkness. name: Radiance Dependence traits: null description: Shining children are wicked, enigmatic monsters that roam remote planes and untraveled corners of the universe in search of esoteric lore. With their abnormally gaunt frames, long white hair, and unnerving, four-fingered hands, shining children are both strangely familiar and otherworldly in appearance, though they are barely visible within the shroud of blinding light they continually emit. Their faces are truly horrible, however, as their overlarge eyes and distended, gaping mouths reveal their heads to be voids filled with unnatural light. Shining children use this light as a weapon, weaving illusions and focusing beams of fiery brilliance. hp: 215 immunities: - blinded - dazzled - fire innate_spells: - level: 7 name: spell turning - level: 7 name: sunburst - level: 6 name: dispel magic - level: 6 name: vibrant pattern - level: 6 name: wall of force - level: 5 name: dimension door - level: 5 name: false vision - level: 5 name: hallucinatory terrain - frequency: at will; self only level: 4 name: dimension door - frequency: at will level: 2 name: illusory object languages: - Aklo level: 12 melee: - action_cost: One Action damage: formula: 3d4+5 plus 4d6 fire and 2d4 persistent fire type: bludgeoning name: fist to_hit: 25 traits: - agile - finesse - magical - action_cost: One Action damage: formula: 3d10+3 plus 2d10 positive damage if the target is undead type: fire, name: fire ray to_hit: 25 traits: - arcane - evocation - magical - range 100 feet name: Shining Child perception: 23 proactive_abilities: [] ranged: null resistances: null saves: fort: 22 ref: 19 will: 19 saves_special: fort: null ref: null will: null senses: - darkvision skills: Arcana: 18 Deception: 23 Diplomacy: 21 Intimidation: 21 Occultism: 18 speed: - amount: 30 type: Land - amount: 50 type: Fly spell_attack_to_hit: null spell_dc: 33 traits: - CE - Medium - Astral type: Creature - ability_mods: cha_mod: 1 con_mod: 9 dex_mod: 6 int_mod: -3 str_mod: 10 wis_mod: 6 ac: 39 ac_special: null automatic_abilities: null description: Although even raving fanatics and doom-saying prophets desperately claim the monstrous shoggoth is nothing more than a drug-induced vision or a thankfully unreal nightmare, the truth is altogether more dire. Shoggoths exist, yet they tend keep to the deepest of ocean trenches or the most remote of caverns and ruins, emerging to spread chaos and destruction in their slimy wakes. hp: 275 immunities: - blinded - controlled - critical hits - deafened - precision - sleep innate_spells: null languages: - Aklo level: 18 melee: - action_cost: One Action damage: formula: 4d10+18 plus Grab type: bludgeoning name: pseudopod to_hit: 35 traits: - magical - reach 30 feet name: Shoggoth perception: 34 proactive_abilities: - action_cost: One Action description: 2d10+15 bludgeoning name: Constrict traits: null - description: A creature that begins its turn inside the shoggoth takes 9d6 acid damage. name: Eat Away traits: null - action_cost: Two Actions description: DC 40, 6d6 acid, Escape DC 40, Rupture 40 name: Engulf traits: null ranged: null resistances: - amount: 20 type: acid - amount: 20 type: cold - amount: 20 type: sonic saves: fort: 33 ref: 30 will: 30 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet - tremorsense (imprecise) 60 feet skills: Athletics: 36 Intimidation: 29 speed: - amount: 40 type: Land - amount: 50 type: Swim - amount: 25 type: Climb spell_attack_to_hit: null spell_dc: null traits: - Rare - CE - Huge - Aberration - Amphibious type: Creature - ability_mods: cha_mod: 1 con_mod: 6 dex_mod: 4 int_mod: -3 str_mod: 7 wis_mod: 4 ac: 33 ac_special: null automatic_abilities: null description: Scourges of the upper Darklands, these enormous, mole-like monstrosities slice and burrow through solid stone with massive forearms and adamantine-strong claws. Shulns grow to about 20 feet long and have four tiny, nearly imperceptible eyes; a long, pale snout; four thick-muscled legs that end in long, serrated claws; and a stubby pink tail. As a young shuln matures, its unique metabolism produces adamantine that becomes infused throughout its skeletal system. In addition to making their claws and fangs nearly unbreakable, this unique physiological trait makes shulns unparalleled burrowers and highly sought by monster hunters who hope to harvest the precious material from their corpses. hp: 195 immunities: null innate_spells: null languages: '' level: 12 melee: - action_cost: One Action damage: formula: 3d8+10 type: slashing name: adamantine claw to_hit: 25 traits: - agile - reach 15 feet - action_cost: One Action damage: formula: 3d10+10 plus shuln saliva type: piercing name: adamantine fangs to_hit: 25 traits: - reach 15 feet name: Shuln perception: 20 proactive_abilities: - description: . name: Armor-Rending traits: null - description: '**Saving Throw** DC 32 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison damage and slowed 1 (1 round); **Stage 2** 3d6 poison damage, and slowed 1 (1 round); **Stage 3** 4d6 poison damage and paralyzed for 2d6 hours. Shuln saliva overcomes the inexorable ability.' name: Shuln Saliva traits: - incapacitation - poison - description: Shulns can burrow into solid rock and any metal with a hardness less that that of adamantine like it is soil or loose rubble, leaving a tunnel 10 feet in diameter. name: Unstoppable Burrow traits: null ranged: null resistances: - amount: 10 type: physical (except adamantine or bludgeoning) - amount: 15 type: 'poison ' saves: fort: 25 ref: 19 will: 21 saves_special: fort: null ref: null will: null senses: - scent 30 feet - tremorsense (imprecise) 60 feet skills: Athletics: 25 Survival: 22 speed: - amount: 40 type: Land - amount: 20 type: Burrow - amount: null type: Unstoppable Burrow spell_attack_to_hit: null spell_dc: null traits: - Rare - N - Huge - Beast type: Creature - ability_mods: cha_mod: 5 con_mod: 6 dex_mod: 3 int_mod: 3 str_mod: 8 wis_mod: 6 ac: 41 ac_special: null automatic_abilities: null description: Desert-dwelling people consider the sight of a simurgh a herald to a lifetime's worth of luck, and those who are unfamiliar with the majestic beast might mistake it for the avatar of a deity. Beautiful, graceful, and truly gargantuan, the simurgh resembles nothing so much as a massive multicolored bird with the head of an equally enormous and regal lupine. Simurghs act as intermediaries in world-threatening conflicts, serving as agents of good deities or vigilantes who spread their own brand of justice, typically by obliterating or banishing evil extraplanar beings. hp: 350 immunities: - disease - fire - negative energy - sleep innate_spells: - level: 9 name: flame strike - level: 9 name: heal - frequency: at will level: 3 name: zone of truth - frequency: evil only; at will level: 2 name: detect alignment - level: 1 name: dazzling flash - frequency: constant level: 5 name: tongues languages: - Celestial - Common - Draconic level: 18 melee: - action_cost: One Action damage: formula: 4d12+12 type: piercing name: jaws to_hit: 34 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 4d8+12 type: slashing name: claw to_hit: 34 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 4d8+10 plus banishing swipe type: slashing name: tail to_hit: 34 traits: - magical - reach 20 feet name: Simurgh perception: 32 proactive_abilities: - description: ', except that if the creature critically succeeds its save the simurgh is not stunned.' name: Banishing Swipe traits: null - action_cost: Two Actions description: '**Frequency** Once per day. **Effect** The simurgh fans out its glimmering tail feathers and blasts its foes with a 100-foot cone of radiant light. Aside from the size of the cone, this effect is identical to *prismatic spray* (DC 42).' name: Radiant Feathers traits: - attack ranged: - action_cost: One Action name: glaring ray to_hit: 34 traits: - magical - range 100 feet resistances: null saves: fort: 30 ref: 29 will: 32 saves_special: fort: null ref: null will: +1 status bonus to all saves vs. magic senses: - darkvision skills: Acrobatics: 27 Arcana: 28 Athletics: 32 Diplomacy: 34 Medicine: 35 Performance: 28 Religion: 35 Survival: 32 speed: - amount: 40 type: Land - amount: 90 type: Fly spell_attack_to_hit: null spell_dc: null traits: - Rare - NG - Gargantuan - Beast type: Creature - ability_mods: cha_mod: 1 con_mod: 4 dex_mod: 3 int_mod: 0 str_mod: 4 wis_mod: 2 ac: 18 ac_special: null automatic_abilities: - description: A sinspawn can smell creatures that reflect its sin, as the scent ability. The GM determines which creatures are appropriately sinful. name: Sin Scent traits: null description: 'Sinspawn were created by one of seven ancient wizards known collectively as runelords—each of whom embraced and embodied one of seven sins. The first sinspawn was created by the Runelord of Wrath, utilizing techniques that have since gone on to influence fleshwarping practices. It wasn''t long before the technique used to create sinspawn fell into the hands of the other runelords, and while each tried their own hand at crafting variants of their own design, today sinspawn of wrath remain the most numerous and notorious of their kind. Bearing only a vague resemblance to the humanoids from whose flesh they were formed, sinspawn generally appear horrifically emaciated and have unnaturally long arms and digitigrade legs, each with a trio of stubby, taloned digits. Veins bulge across sinspawn''s bodies in sanguine patterns that suspiciously resemble twisted runes, and their flesh is pale and hairless. Their heads are elongated, bearing only slits for a nose, red eyes, and disturbing lower jaws that split in half at the chin, revealing pedipalps that end in tiny, three-fingered hands and framing a long, lolling tongue. Sinspawn stand 6-1/2 feet tall and typically weigh as much as an emaciated human of their size. They behave in a manner consistent with their associated sin and have physical characteristics that hint at these qualities. For example, greedspawn''s veins appear to run with gold while envyspawn appear even more wasted than the rest of their kin.

    Sinspawn Sins

    When a sinspawn is created, it becomes associated with one of the seven sins: envoy, gluttony, greed, lust, pride, sloth, or wrath. A sinspawn''s sin is determined by the *runewell* that spawned it or by its creator''s preferred sin, and cannot be changed. Each sin grants sinspawn associated with it additional benefits and abilities beyond those described by the sinspawn stat block, as detailed below.

    Envyspawn

    An envyspawn has Deception +7 and typically carries a halberd. They tend to be shorter and thinner than other sinspawn. **Melee** |1| halberd +10 (reach 10 feet, versatile S), **Damage** 1d10+4 piercing **Sinful Bite** Creatures that critically fail their saves against an envyspawn''s sinful bite are enfeebled 2 for 1 minute.

    Gluttonyspawn

    A gluttonyspawn has Survival +10 and usually carries a scythe. They are obese, but hardy and strong. **Melee** |1| scythe +10 (deadly d10, trip), **Damage** 1d10+4 slashing **Sinful Bite** Creatures that critically fail their saves against a gluttonyspawn''s sinful bite are drained 1.

    Greedspawn

    A greedspawn has Thievery +9 and typically wields a glaive. They are the tallest of sinspawn, often 7 feet in height, and with gold-tinged veins. **Melee** |1| glaive +10 (deadly d8, forceful, reach 10 feet), **Damage** 1d8+4 slashing **Sinful Bite** Creatures that critically fail their saves against a greedspawn''s sinful bite are clumsy 2 for 1 minute.

    Lustspawn

    A lustspawn has Diplomacy +7 and usually carries a guisarme. They have attractive bodies, but hideous faces. **Melee** |1| guisarme +10 (reach 10 feet, trip), **Damage** 1d10+4 slashing **Sinful Bite** Creatures that critically fail their saves against a lustspawn''s sinful bite are stupefied 2 for 1 minute.

    Pridespawn

    A pridespawn has Intimidation +7 and often wields a maul. They are nearly skeletal in their gauntness, and often seek out fine clothes or jewelry to wear, taking strange pleasure in appearing elegant and regal. **Melee** |1| maul +10 (shove), **Damage** 1d12+4 bludgeoning **Sinful Bite** Creatures that critically fail their saves against a pridespawn''s sinful bite are clumsy 1 and enfeebled 1 for 1 minute.

    Slothspawn

    A slothspawn has Society +6 and usually carries a longspear. Thick rolls of excess skin drape the slothspawn''s hunched frame. **Melee** |1| longspear +10 (reach 10 feet), **Damage** 1d8+4 piercing **Sinful Bite** Creatures that critically fail their saves against a slothspawn''s sinful bite take a –10-foot status penalty to their Speeds for 1 minute.

    Wrathspawn

    The most commonly encountered of the sinspawn, a wrathspawn has Athletics +12 and typically wields a ranseur. These sinspawn are the bulkiest looking of their kind. **Melee** |1| ranseur + 10 (disarm, reach 10 feet), **Damage** 1d10+4 piercing **Sinful Bite** Creatures that critically fail their saves against a wrathspawn''s sinful bite are drained 1 as well as enfeebled 1 for 1 minute.' hp: 30 immunities: - controlled innate_spells: null items: - one weapon determined by its sin languages: - Aklo level: 2 melee: - action_cost: One Action damage: formula: 1d8+4 plus sinful bite type: piercing name: jaws to_hit: 10 traits: - agile - action_cost: One Action damage: formula: 1d6+4 type: slashing name: claw to_hit: 10 traits: null name: Sinspawn perception: 10 proactive_abilities: - description: A sinspawn gains an additional skill based on its sin, as well as a weapon that reflects the preferences of its kinds' ancient creators. The seven sins and the benefits they confer upon a sinspawn are noted in the Sinspawn Sins section. name: Sin traits: null - description: A creature hit by the jaws of a sinspawn must attempt a DC 18 Will save as it is assailed by sinful thoughts. **Critical Success** Unaffected. **Success** Sickened 1. **Failure** Sickened 2. **Critical Failure** Sickened 2 plus an additional penalty, determined by the sinspawn's sin, while it remains sickened. name: Sinful Bite traits: - arcane - emotion - mental ranged: null resistances: - amount: 5 type: mental saves: fort: 10 ref: 9 will: 6 saves_special: fort: null ref: null will: +1 status to saves vs. magic, +4 status to saves vs. mental senses: - darkvision - sin scent (imprecise) 30 feet skills: Acrobatics: 9 Athletics: 8 Stealth: 9 Survival: 6 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - NE - Medium - Aberration type: Creature - ability_mods: cha_mod: 0 con_mod: 0 dex_mod: 4 int_mod: -5 str_mod: 2 wis_mod: 0 ac: 16 ac_special: null automatic_abilities: null description: The most common skeletal minions are mere guardians. hp: 4 immunities: - death effects - disease - mental - paralyzed - poison - unconscious innate_spells: null languages: '' level: -1 melee: - action_cost: One Action damage: formula: 1d6+2 type: slashing name: scimitar to_hit: 6 traits: - forceful - sweep - action_cost: One Action damage: formula: 1d4+2 type: slashing name: claw to_hit: 6 traits: - agile - finesse name: Skeleton Guard perception: 2 proactive_abilities: [] ranged: - action_cost: One Action damage: formula: 1d6 piercing type: '' name: shortbow to_hit: 6 traits: - deadly 1d10 - range increment 60 feet - reload 0 resistances: - amount: 5 type: cold - amount: 5 type: electricity - amount: 5 type: fire - amount: 5 type: piercing - amount: 5 type: slashing saves: fort: 2 ref: 8 will: 2 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 6 Athletics: 3 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - NE - Medium - Mindless - Skeleton - Undead type: Creature - ability_mods: cha_mod: 1 con_mod: 1 dex_mod: 4 int_mod: -1 str_mod: 4 wis_mod: 2 ac: 19 ac_special: null automatic_abilities: null description: These skeletons retain the cunning they possessed in life. hp: 25 immunities: - death effects - disease - paralyzed - poison - unconscious innate_spells: null languages: - Common - Necril level: 2 melee: - action_cost: One Action damage: formula: 1d8+4 type: slashing name: longsword to_hit: 10 traits: - versatile P - action_cost: One Action damage: formula: 1d6+4 type: slashing name: claw to_hit: 10 traits: - agile - action_cost: One Action damage: formula: 1d8+4 type: piercing name: lance to_hit: 10 traits: - deadly d8 - jousting d6 - reach 10 feet name: Skeletal Champion perception: 8 proactive_abilities: [] ranged: null resistances: - amount: 5 type: cold - amount: 5 type: electricity - amount: 5 type: fire - amount: 5 type: piercing - amount: 5 type: slashing saves: fort: 7 ref: 10 will: 6 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 8 Athletics: 8 Intimidation: 7 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - NE - Medium - Skeleton - Undead type: Creature - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 3 int_mod: -5 str_mod: 5 wis_mod: 2 ac: 16 ac_special: null automatic_abilities: null description: Skeletal horses are sometimes used as mounts by other undead or monsters. hp: 33 immunities: - death effects - disease - mental - paralyzed - poison - unconscious innate_spells: null languages: '' level: 2 melee: - action_cost: One Action damage: formula: 1d8+5 type: bludgeoning name: hoof to_hit: 9 traits: null name: Skeletal Horse perception: 8 proactive_abilities: - action_cost: Two Actions description: The horse Strides twice, with its Speed increased by 10 feet. name: Gallop traits: null - description: Undead and creatures allied with them can Command a skeletal steed without needing to attempt a skill check. name: Undead Steed traits: null ranged: null resistances: - amount: 5 type: cold - amount: 5 type: electricity - amount: 5 type: fire - amount: 5 type: piercing - amount: 5 type: slashing saves: fort: 6 ref: 9 will: 8 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 7 Athletics: 9 speed: - amount: 40 type: Land spell_attack_to_hit: null spell_dc: null traits: - NE - Large - Mindless - Skeleton - Undead type: Creature - ability_mods: cha_mod: 2 con_mod: 3 dex_mod: 1 int_mod: -5 str_mod: 5 wis_mod: 0 ac: 17 ac_special: null automatic_abilities: null description: The reanimated bones of giants make excellent necromantic thralls. hp: 50 immunities: - death effects - disease - mental - paralyzed - poison - unconscious innate_spells: null languages: '' level: 3 melee: - action_cost: One Action damage: formula: 1d8+7 type: slashing name: glaive to_hit: 12 traits: - deadly d8 - forceful - reach 15 feet - action_cost: One Action damage: formula: 1d10+5 type: piercing name: horns to_hit: 12 traits: - agile name: Skeletal Giant perception: 7 proactive_abilities: - action_cost: Two Actions description: The giant makes two Strikes with its glaive against two adjacent foes, both of whom are within its reach. The multiple attack penalty does not increase until after both attacks are resolved. name: Broad Swipe traits: null - action_cost: Two Actions description: The giant Strides and makes a horns Strike with a +4 circumstance bonus to damage. If the strike hits, the giant attempts to Demoralize the target. name: Terrifying Charge traits: null ranged: null resistances: - amount: 5 type: cold - amount: 5 type: electricity - amount: 5 type: fire - amount: 5 type: piercing - amount: 5 type: slashing saves: fort: 10 ref: 8 will: 7 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 12 Intimidation: 9 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - NE - Large - Mindless - Skeleton - Undead type: Creature - ability_mods: cha_mod: 2 con_mod: 4 dex_mod: 2 int_mod: -5 str_mod: 7 wis_mod: 2 ac: 25 ac_special: null automatic_abilities: null description: Huge giants and other enormous creatures make powerful skeletons. hp: 105 immunities: - death effects - disease - mental - paralyzed - poison - unconscious innate_spells: null languages: '' level: 7 melee: - action_cost: One Action damage: formula: 2d6+11 type: slashing name: claw to_hit: 18 traits: - agile - reach 10 feet name: Skeletal Hulk perception: 16 proactive_abilities: - action_cost: Two Actions description: The hulk makes two Strikes with its claw against two adjacent foes, both of whom are within its reach. The multiple attack penalty does not increase until after both attacks are resolved. name: Broad Swipe traits: null - action_cost: Two Actions description: The hulk Strides and makes a claw Strike with a +4 circumstance bonus to damage. If the strike hits, the hulk automatically Shoves the target 10 feet. name: Massive Rush traits: null ranged: null resistances: - amount: 5 type: cold - amount: 5 type: electricity - amount: 5 type: fire - amount: 5 type: piercing - amount: 5 type: slashing saves: fort: 15 ref: 15 will: 13 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 20 Intimidation: 15 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - NE - Huge - Mindless - Skeleton - Undead type: Creature - ability_mods: cha_mod: 7 con_mod: 6 dex_mod: 6 int_mod: 2 str_mod: 8 wis_mod: 8 ac: 42 ac_special: null automatic_abilities: - description: skulltaker taps into the memories of the creatures whose bones make up its body. This gives it the Skeletal Lore skill, which it can use to Recall Knowledge of any kind. In addition, it can speak and understand all the languages known by the creatures whose bones make up its body (typically including Common and the regional language of the skulltaker's home region). The skulltaker can use Skeletal Lore as the primary skill check for the legend lore ritual, and it can cast legend lore without secondary casters. name: Skeletal Lore traits: - divination - divine description: Swirling down from misty peaks and through howling mountain passes like an evil wind, the vortex of bones known as a skulltaker is a terrible manifestation of the delirium and agony experienced by doomed climbers and lost trailblazers just before they met their end. In some places, a skulltaker is also known as a saxra. hp: 300 immunities: - cold - death effects - disease - paralyzed - poison - unconscious innate_spells: - frequency: x2 level: 8 name: finger of death - frequency: x2 level: 8 name: horrid wilting - frequency: x2 level: 8 name: punishing winds - frequency: constant level: 6 name: true seeing languages: - Necril level: 18 melee: - action_cost: One Action damage: formula: 3d10+14 plus 3d6 negative and energy drain type: piercing name: jaws to_hit: 35 traits: - deadly 2d12 - magical - reach 10 feet - action_cost: One Action damage: formula: 3d6+14 plus 3d6 negative and energy drain type: slashing name: claw to_hit: 35 traits: - agile - deadly 2d12 - magical - reach 15 feet name: Skulltaker perception: 33 proactive_abilities: - description: Whenever a creature dies within 60 feet of a skulltaker, the skulltaker draws a portion of the creature's bones into its shard storm. The creature must succeed at a DC 40 Will save or rise as a *skeletal champion* in 1d4 rounds. These skeletal champions are controlled by the skulltaker. name: Bonetaker traits: - divine - necromancy - description: When a skulltaker hits with a melee Strike, the target must succeed at a DC 40 Fortitude save or become drained 2 and doomed 1. name: Energy Drain traits: - divine - necromancy - action_cost: One Action description: The skulltaker causes splintered bones to erupt from all solid surfaces in a 100-foot emanation, except for surfaces of worked stone. A creature moving through the bones takes 10 piercing damage and 10 negative damage for every 5 feet of movement. The first time each round a creature takes piercing damage from these splintered bones, it must succeed at a Reflex save or take a –10-foot circumstance penalty to all Speeds for 10 minutes, or a –15-foot circumstance penalty for 24 hours on a critical failure. The bones remain in place until the skulltaker uses this action again or the bones are manually removed, which takes 10 minutes for each 5-foot square. name: Splintered Ground traits: null ranged: - action_cost: One Action damage: formula: 3d8+6 plus 3d6 negative type: piercing name: bone javelin to_hit: 33 traits: - magical - thrown 100 feet resistances: - amount: 15 type: piercing - amount: 15 type: slashing saves: fort: 31 ref: 33 will: 35 saves_special: fort: null ref: null will: +1 status to all saves vs. positive senses: - darkvision - '*true seeing*' skills: Acrobatics: 34 Intimidation: 35 Religion: 30 Stealth: 32 speed: - amount: 30 type: Land - amount: 60 type: Fly spell_attack_to_hit: null spell_dc: null traits: - Uncommon - NE - Huge - Undead type: Creature - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 2 int_mod: -4 str_mod: 4 wis_mod: 0 ac: 17 ac_special: null automatic_abilities: null description: The slurk is a sticky, tusked frog-beast found in underground lairs and caves. It has two massive tusks, which it uses to gore prey and tangle with rival slurks. With the slurk's natural ability to climb walls and cling effortlessly to ceilings, it can be easy for unwary cave explorers to end up on the wrong end of the beast's formidable ivory tusks. hp: 35 immunities: null innate_spells: null languages: - Draconic level: 2 melee: - action_cost: One Action damage: formula: 1d8+4 type: piercing name: tusks to_hit: 11 traits: - deadly 1d10 name: Slurk perception: 6 proactive_abilities: - description: The slurk extrudes a slippery grease from its ventral glands to coat the floor under it and in a 5-foot emanation, turning the affected area into uneven ground for 10 minutes, after which it dries to a putrid crust. The DC to Balance across the slime is 18. name: Belly Grease traits: null - description: A creature struck by a slurk's slime squirt becomes clumsy 1 and takes a –5-foot penalty to Speed for 1 hour or until the slime is removed. The slime can be removed with a total of three Interact actions by the entangled creature or creatures adjacent to the creature. These actions don't need to be consecutive or made by the same creature. name: Entangling Slime traits: null ranged: - action_cost: One Action name: slime squirt to_hit: 9 traits: - range increment 30 feet resistances: null saves: fort: 10 ref: 6 will: 4 saves_special: fort: +12 vs. Grapple or Shove), ref: null will: null senses: - darkvision skills: Acrobatics: 6 Athletics: 8 Intimidation: 24 Stealth: 5 speed: - amount: 30 type: Land - amount: 30 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Animal type: Creature - ability_mods: cha_mod: -2 con_mod: 0 dex_mod: 4 int_mod: -4 str_mod: -3 wis_mod: 1 ac: 15 ac_special: null automatic_abilities: null description: Each member of this family of venomous snakes has long, hinged fangs that inject potent venom in their prey. Different vipers inject different types of venom, which might result in paralysis, extreme pain and swelling, blood clotting, or even the sudden stopping of the victim's heart. hp: 8 immunities: null innate_spells: null languages: '' level: -1 melee: - action_cost: One Action damage: formula: 1d8–3 plus viper venom type: piercing name: fangs to_hit: 8 traits: - agile - finesse name: Viper perception: 5 proactive_abilities: - description: '**Saving Throw** DC 16 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d8 poison (1 round).' name: Viper Venom traits: - poison ranged: null resistances: null saves: fort: 2 ref: 7 will: 5 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 5 Athletics: 1 Stealth: 5 Survival: 3 speed: - amount: 20 type: Land - amount: 20 type: Swim - amount: 20 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Tiny - Animal type: Creature - ability_mods: cha_mod: -2 con_mod: 3 dex_mod: 3 int_mod: -4 str_mod: 3 wis_mod: 1 ac: 16 ac_special: null automatic_abilities: null description: This nonvenomous snake's name comes from its tendency to curl into a ball when frightened, though most people know it for its hunting tactic of coiling around prey and crushing victims with its powerful muscles. Nonetheless, brave herpetologists sometimes keep ball pythons as pets. hp: 20 immunities: null innate_spells: null languages: '' level: 1 melee: - action_cost: One Action damage: formula: 1d8+3 plus Grab type: piercing name: jaws to_hit: 8 traits: null name: Ball Python perception: 6 proactive_abilities: - action_cost: One Action description: 1d8 bludgeoning, DC 17 name: Constrict traits: null - action_cost: One Action description: The ball python moves the creature into its coils, freeing its jaws to make attacks, then uses Constrict against the creature. The ball python's coils can hold one creature. name: Wrap in Coils traits: null ranged: null resistances: null saves: fort: 8 ref: 10 will: 4 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 6 Athletics: 6 Stealth: 6 Survival: 4 speed: - amount: 20 type: Land - amount: 20 type: Swim - amount: 20 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Animal type: Creature - ability_mods: cha_mod: -2 con_mod: 3 dex_mod: 4 int_mod: -4 str_mod: 3 wis_mod: 1 ac: 19 ac_special: null automatic_abilities: null description: The giant viper's fangs are a frightening sight, with injection tubes as long as daggers. The sheer amount of venom injected by a giant viper can cause severe blood clotting and leave a victim utterly drained of vitality. hp: 26 immunities: null innate_spells: null languages: '' level: 2 melee: - action_cost: One Action damage: formula: 1d8+3 plus giant viper venom type: piercing name: fangs to_hit: 11 traits: - finesse name: Giant Viper perception: 7 proactive_abilities: - action_cost: One Action description: The giant viper uses an action to coil itself, increasing its reach with its fangs from 5 to 10 feet. After the giant viper Strikes with its fangs, it becomes uncoiled. name: Coil traits: null - description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison (1 round); **Stage 2** 1d6 poison and drained 1.' name: Giant Viper Venom traits: - poison ranged: null resistances: null saves: fort: 8 ref: 11 will: 6 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 9 Athletics: 8 Stealth: 8 Survival: 6 speed: - amount: 20 type: Land - amount: 20 type: Swim - amount: 20 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Animal type: Creature - ability_mods: cha_mod: -2 con_mod: 6 dex_mod: 3 int_mod: -4 str_mod: 7 wis_mod: 3 ac: 25 ac_special: null automatic_abilities: null description: The monstrous giant anaconda is capable of swallowing whole creatures as big as horses—to say nothing of their riders. Although novice bushwhackers watch out for snakes that might drop on them from the jungle canopy above, giant anacondas are most commonly encountered in ponds and rivers, where they feed on prey including manatees and capybaras. hp: 175 immunities: null innate_spells: null languages: '' level: 8 melee: - action_cost: One Action damage: formula: 2d10+7 plus Grab type: piercing name: jaws to_hit: 21 traits: - reach 10 feet - action_cost: One Action damage: formula: 2d8+7 plus Push 10 feet type: bludgeoning name: tail to_hit: 21 traits: - agile - reach 15 feet name: Giant Anaconda perception: 17 proactive_abilities: - action_cost: One Action description: 1d10+7 bludgeoning, DC 26 name: Greater Constrict traits: null - action_cost: One Action description: The giant anaconda Strides, Climbs, or Swims up to half its Speed, pulling any creatures it has grabbed with it. name: Slither traits: null - action_cost: One Action description: Large, 1d10+7 bludgeoning, Rupture 21 name: Swallow Whole traits: - attack - action_cost: One Action description: '**Requirement** A Large or smaller creature is grabbed or restrained in the giant anaconda''s jaws. **Effect** The giant anaconda moves the creature into its coils, freeing its jaws to make attacks, then uses Greater Constrict against the creature. The giant anaconda''s coils can hold as many creatures as will fit in its space.' name: Wrap in Coils traits: - attack ranged: null resistances: null saves: fort: 20 ref: 17 will: 15 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 60 feet skills: Acrobatics: 15 Athletics: 21 Stealth: 15 Survival: 15 speed: - amount: 30 type: Land - amount: 30 type: Swim - amount: 30 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Huge - Animal type: Creature - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 4 int_mod: 0 str_mod: -2 wis_mod: 2 ac: 20 ac_special: null automatic_abilities: - description: A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match the donor soul's alignment and gain the corresponding alignment traits. name: Personality Fragments traits: null description: Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal's soul. These little constructs are created for a variety of reasons—such as to serve as companions or servants—but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct's alignment, as an important service to the Great Beyond. Soulbound dolls are the simplest in a series of soulbound constructs including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is evil, and an unwilling donor can resist the process with a successful Will save against the creator's Craft DC, ruining the doll if not preventing the donor's death. A non-evil doll can only be crafted from the soul of a person who has given consent to such use before their death occurred hp: 23 immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious innate_spells: - frequency: if alignment is Lawful Evil level: 3 name: chilling darkness - frequency: if alignment is Lawful Evil level: 3 name: grease - frequency: if alignment is Lawful Evil level: 3 name: harm - frequency: if alignment is Lawful Evil level: 3 name: heal - frequency: if alignment is Lawful Evil level: 3 name: heroism - frequency: if alignment is Lawful Evil level: 3 name: levitate - frequency: if alignment is Lawful Evil level: 3 name: nondetection - frequency: if alignment is Lawful Evil level: 3 name: vampiric touch - frequency: if alignment is Lawful Evil level: 3 name: wall of thorns - frequency: if alignment is Lawful Evil level: 3 name: zone of truth languages: ' one spoken by its creator (typically Common)' level: 2 melee: - action_cost: One Action damage: formula: 1d6+2 type: bludgeoning name: fist to_hit: 10 traits: - agile - finesse - magical name: Soulbound Doll perception: 8 proactive_abilities: [] ranged: null resistances: null saves: fort: 7 ref: 10 will: 6 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 8 Occultism: 4 Stealth: 8 speed: - amount: 20 type: Land spell_attack_to_hit: 8 spell_dc: 18 traits: - Any - Tiny - Construct - Soulbound type: Creature - ability_mods: cha_mod: 4 con_mod: 3 dex_mod: 1 int_mod: 5 str_mod: 6 wis_mod: 4 ac: 27 ac_special: null automatic_abilities: - description: +19, Deception +16, Diplomacy +16, Intimidation +18, Occultism +17 **Str** +6, **Dex** +1, **Con** +3, **Int** +5, **Wis** +4, **Cha** +4 **Bardic Lore** Sphinxes are naturally curious, and their love of puzzles and mysteries leads them to gather information on a broad range of topics. Sphinxes have the Bardic Lore bard feat, allowing them to Recall Knowledge on any topic. name: Bardic Lore traits: null description: Sphinxes are mystical beings with the body of a lion, the wings of a great bird, and the upper torso and head of a human. They are often maligned in legends as nothing more than monsters, and though they are quick to anger and are capable of exacting deadly retribution for perceived slights, they are also very intelligent. hp: 135 immunities: null innate_spells: - frequency: at will level: 4 name: clairaudience - frequency: at will level: 4 name: clairvoyance - frequency: at will level: 4 name: read omens - frequency: at will level: 4 name: remove curse - level: 3 name: dispel magic - level: 3 name: locate - frequency: constant level: 5 name: tongues - frequency: constant level: 5 name: see invisibility - frequency: constant level: 2 name: see invisibility languages: - Common - Draconic - Sphinx level: 8 melee: - action_cost: Two Actions damage: formula: 2d6+9 type: slashing name: claw to_hit: 20 traits: - agile name: Sphinx perception: 18 proactive_abilities: - description: The sphinx rears back on their hind legs and makes two claw Strikes at the same target, using the same attack bonus as their highest melee attack. If both attacks deal damage, the target takes extra damage equal to one claw Strike. name: Claw Rake traits: null - action_cost: One Action description: The sphinx Strides and makes a Strike at the end of that movement. If the sphinx began this action hidden, they remain hidden until after the attack. name: Pounce traits: null - description: ', charm (4th), fear (3rd), phantom pain (3rd), sleep (3rd). The sphinx learns the identity of any creature that answers the riddle and tends to be friendly to them.' name: Warding Glyph traits: - 5th ranged: null resistances: null saves: fort: 16 ref: 14 will: 19 saves_special: fort: null ref: null will: null senses: - darkvision skills: Arcana: 17 Athletics: 18 Deception: 16 Diplomacy: 16 Intimidation: 18 Occultism: 17 speed: - amount: 35 type: Land - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: 27 traits: - N - Large - Beast type: Creature - ability_mods: cha_mod: -4 con_mod: 0 dex_mod: 3 int_mod: -5 str_mod: -2 wis_mod: 0 ac: 15 ac_special: null automatic_abilities: - description: The spider swarm has imprecise tremorsense to detect the vibrations of creatures touching its web. name: Web Sense traits: null description: An abundance of food, the sudden hatching of a clutch of eggs, or magical influence can cause smaller spiders to gather in terrifying, deadly masses. hp: 12 immunities: - precision - swarm mind innate_spells: null languages: '' level: 0 melee: null name: Spider Swarm perception: 4 proactive_abilities: - description: '**Saving Throw** Fortitude DC 14; **Maximum Duration** 4 rounds; **Stage 1** 1 poison and enfeebled 1 (1 round); **Stage 2** 1d4 poison and enfeebled 1 (1 round).' name: Spider Swarm Venom traits: - poison - action_cost: One Action description: Each enemy in the spider swarm's space takes 1d4 piercing damage with a DC 14 basic Reflex save. A creature that fails its save is exposed to spider swarm venom. name: Swarming Bites traits: null ranged: null resistances: - amount: 2 type: bludgeoning - amount: 5 type: piercing - amount: 5 type: slashing saves: fort: 4 ref: 7 will: 2 saves_special: fort: null ref: null will: null senses: - darkvision - web sense skills: Acrobatics: 5 Athletics: 2 Stealth: 5 speed: - amount: 20 type: Land - amount: 20 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal - Swarm type: Creature - ability_mods: cha_mod: -4 con_mod: 1 dex_mod: 4 int_mod: -5 str_mod: 2 wis_mod: 2 ac: 17 ac_special: null automatic_abilities: - description: The hunting spider has imprecise tremorsense to detect the vibrations of creatures touching its web. name: Web Sense traits: null description: Hunting spiders are the most common type of giant spider, though not the largest. hp: 16 immunities: null innate_spells: null languages: '' level: 1 melee: - action_cost: One Action damage: formula: 1d6+2 plus hunting spider venom type: piercing name: fangs to_hit: 9 traits: - finesse name: Hunting Spider perception: 7 proactive_abilities: - action_cost: One Action description: The hunting spider moves straight down up to 40 feet, suspended by a web line. It can hang from the web or drop off. The distance it Descends on a Web doesn't count for falling damage. A creature that successfully Strikes the web (AC 20, Hardness 3, 5 HP) severs it, causing the spider to fall. name: Descend on a Web traits: - move - description: '**Saving Throw** Fortitude DC 16; **Maximum Duration** 6 rounds; **Stage 1** 1d10 poison and flat-footed (1 round); **Stage 2** 1d12 poison, clumsy 1, and flat-footed (1 round); **Stage 3** 2d6 poison, clumsy 2, and flat-footed (1 round).' name: Hunting Spider Venom traits: - poison - description: . name: Web Trap traits: - DC 17 ranged: - action_cost: One Action name: web to_hit: 7 traits: - range increment 30 feet resistances: null saves: fort: 6 ref: 9 will: 5 saves_special: fort: null ref: null will: null senses: - darkvision - web sense skills: Acrobatics: 7 Athletics: 5 Stealth: 7 speed: - amount: 25 type: Land - amount: 25 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Animal type: Creature - ability_mods: cha_mod: -4 con_mod: 5 dex_mod: 1 int_mod: -5 str_mod: 6 wis_mod: 2 ac: 21 ac_special: null automatic_abilities: null description: Tarantulas are ambush predators, but will attack prey in the open. hp: 135 immunities: null innate_spells: null languages: '' level: 6 melee: - action_cost: One Action damage: formula: 2d8+8 plus giant tarantula venom type: piercing name: fangs to_hit: 17 traits: null - action_cost: One Action damage: formula: 1d12+8 plus Knockdown type: bludgeoning name: leg to_hit: 17 traits: - reach 10 feet name: Giant Tarantula perception: 14 proactive_abilities: - description: '**Saving Throw** Fortitude DC 23; **Maximum Duration** 8 rounds; **Stage 1** 1d6 poison (1 round); **Stage 2** 1d6 poison, flat-footed, and clumsy 1 (1 round); **Stage 3** 1d6 poison, flat-footed, and clumsy 2; **Stage 4** 1d6 poison and paralyzed (1 round).' name: Giant Tarantula Venom traits: - poison - action_cost: Two Actions description: The tarantula flicks its legs, flinging spiky hairs in a 15-foot cone. This deals 4d6 piercing damage with a DC 25 basic Reflex save. name: Hair Barrage traits: null ranged: null resistances: null saves: fort: 15 ref: 13 will: 10 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 9 Athletics: 16 Stealth: 11 speed: - amount: 30 type: Land - amount: 30 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal type: Creature - ability_mods: cha_mod: -4 con_mod: 7 dex_mod: 5 int_mod: -5 str_mod: 8 wis_mod: 3 ac: 30 ac_special: null automatic_abilities: - description: The goliath spider has imprecise tremorsense to detect the vibrations of creatures touching its web. name: Web Sense traits: null description: Goliath spiders dwell in the deepest jungles, where they build webs as big as temples and feast on prey as large as hippopotami. hp: 220 immunities: null innate_spells: null languages: '' level: 11 melee: - action_cost: One Action damage: formula: 2d12+12 plus goliath spider venom type: piercing name: fangs to_hit: 24 traits: - reach 10 feet name: Goliath Spider perception: 22 proactive_abilities: - action_cost: One Action description: The goliath spider moves straight down up to 120 feet, suspended by a web line. It can hang from the web or drop off. The distance it Descends on a Web doesn't count for falling damage. A creature that successfully Strikes the web (AC 20, Hardness 5, 20 HP) severs it, causing the spider to fall. name: Descend on a Web traits: - move - description: '**Saving Throw** Fortitude DC 30; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison and slowed 1 (1 round); **Stage 2** 2d6 poison and slowed 2 (1 round); **Stage 3** paralyzed for 2d4 hours.' name: Goliath Spider Venom traits: - incapacitation - poison - description: ', but this doesn''t free the restrained creature.' name: Web Tether traits: - AC 20 - Hardness 5 - HP 20 ranged: - action_cost: One Action name: web to_hit: 22 traits: - range increment 60 feet resistances: null saves: fort: 25 ref: 21 will: 17 saves_special: fort: null ref: null will: null senses: - darkvision - web sense skills: Acrobatics: 18 Athletics: 23 Stealth: 22 speed: - amount: 45 type: Land - amount: 30 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Gargantuan - Animal type: Creature - ability_mods: cha_mod: 2 con_mod: 0 dex_mod: 4 int_mod: -2 str_mod: -3 wis_mod: 0 ac: 15 ac_special: null automatic_abilities: - description: sprite naturally sheds light like a torch. The sprite can extinguish, rekindle, or change the color of this light using a single action, which has the concentrate trait. While this light is extinguished, the sprite's Strikes don't deal fire damage and they can't use their luminous spark Strike. name: Luminous Fire traits: - evocation - light - primal description: Common sprites are primeval guardians that latch onto a person, place, or object and defend it for their own inscrutable reasons. Their dispositions vary from kind to spiteful, but all sprites have a capricious streak. Being only about 9 inches tall, they are wary of animals that might hunt them, particularly house cats, and prefer flight to a fight. On the other hand, sprites are incredibly curious about all forms of magic and heedlessly gather around ley line nexuses or other places of power. hp: 11 immunities: null innate_spells: - level: 1 name: color spray items: - rapier languages: - Common - Sylvan level: -1 melee: - action_cost: One Action damage: formula: 1d6–3 plus 1 fire type: piercing name: rapier to_hit: 8 traits: - deadly 1d8 - disarm - finesse - fire - magical name: Sprite perception: 4 proactive_abilities: [] ranged: - action_cost: One Action damage: formula: 1d4 type: fire name: luminous spark to_hit: 8 traits: - fire - light - range 20 feet resistances: null saves: fort: 2 ref: 8 will: 4 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Acrobatics: 6 Stealth: 6 speed: - amount: 10 type: Land - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: null traits: - CN - Tiny - Fey - Sprite type: Creature - ability_mods: cha_mod: 4 con_mod: 1 dex_mod: 4 int_mod: 0 str_mod: -2 wis_mod: 2 ac: 17 ac_special: null automatic_abilities: null description: Grigs are kindly musicians of the fey, often getting themselves into trouble due to their penchant for confronting evil well beyond their ability to vanquish. Even so, they fight bravely and with great cunning, using their magic and ranged sonic attacks while flying and leaping using their wings and powerful cricket-like lower torsos to stay out of reach. hp: 20 immunities: null innate_spells: - frequency: self only level: 2 name: glitterdust - frequency: self only level: 2 name: invisibility - level: 1 name: illusory disguise languages: - Common - Sylvan level: 1 melee: - action_cost: One Action damage: formula: 1d4–2 type: bludgeoning name: fist to_hit: 9 traits: - agile - finesse - magical name: Grig perception: 7 proactive_abilities: - action_cost: One Action description: A grig can rub its legs together to create a catchy fiddling tune that compels others within 30 feet to dance about, with varying effects depending on a DC 18 Will save. A listener is temporarily immune for 10 minutes on a success, but otherwise, if the grig continues to Fiddle each round, the creature receives no additional saves. **Success** No effect. **Failure** Flat-footed and –10-foot status penalty to Speeds. **Critical Failure** As failure, and also slowed 1. name: Fiddle traits: - auditory - emotion - enchantment - mental - primal ranged: - action_cost: One Action damage: formula: 1d8 type: sonic name: dissonant note to_hit: 9 traits: - evocation - magical - range 30 feet - sonic resistances: null saves: fort: 6 ref: 9 will: 9 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Acrobatics: 7 Athletics: 2 Performance: 7 Stealth: 7 speed: - amount: 25 type: Land - amount: 30 type: Fly spell_attack_to_hit: null spell_dc: null traits: - CN - Tiny - Fey - Sprite type: Creature - ability_mods: cha_mod: 3 con_mod: 1 dex_mod: 5 int_mod: 3 str_mod: -1 wis_mod: 2 ac: 23 ac_special: null automatic_abilities: null description: Insatiably curious, overly excitable, and just a bit puckish, pixies are wanderers and tricksters who use their pixie dust to create all sorts of whimsical situations, as well as to defend themselves. Other creatures often have trouble understanding a pixie's rapid, rambling way of speaking. hp: 40 immunities: null innate_spells: - frequency: at will; self only level: 4 name: invisibility - level: 3 name: dispel magic - level: 2 name: entangle - level: 2 name: faerie fire - level: 1 name: illusory disguise languages: - Common - Sylvan level: 4 melee: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: shartsword to_hit: 13 traits: - agile - finesse - magical - versatile S name: Pixie perception: 12 proactive_abilities: - action_cost: One Action description: The pixie sprinkles pixie dust onto one of its arrows. If the pixie hits a creature with that arrow before the pixie's next turn, the arrow inflicts one of the following special effects instead of dealing damage. Each effect depends on the target's DC 21 Will save. On a critical hit, the target treats its save result as one degree worse. name: Sprinkle Pixie Dust traits: - manipulate ranged: - action_cost: One Action damage: formula: 1d8+4 type: piercing name: longbow to_hit: 13 traits: - deadly 1d10 - magical - range increment 100 feet - reload 0 - volley 20 feet resistances: null saves: fort: 8 ref: 14 will: 12 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - low-light vision skills: Acrobatics: 13 Deception: 11 Nature: 10 Stealth: 11 speed: - amount: 15 type: Land - amount: 45 type: Fly spell_attack_to_hit: null spell_dc: null traits: - CN - Small - Fey - Sprite type: Creature - ability_mods: cha_mod: 1 con_mod: 1 dex_mod: 4 int_mod: 1 str_mod: 2 wis_mod: 0 ac: 19 ac_special: null automatic_abilities: null description: Crow-like humanoids, tengus are a canny and clever people who can be found across all of Golarion. Tengus are used to being minorities and facing suspicion wherever they travel, so by necessity many possess a knack for languages as well as for blades. They live on the fringes of society and tend to flock toward less-than-legal occupations, earning them their reputation for being streetwise and unscrupulous—a label that, in turn, perpetuates the tengus' oppressive cycle of discrimination and illegitimate work. hp: 27 immunities: null innate_spells: null languages: - Common - Tengu level: 2 melee: - action_cost: One Action damage: formula: 1d6+2 type: piercing name: rapier to_hit: 10 traits: - deadly 1d8 - disarm - finesse - action_cost: One Action damage: formula: 1d4+2 type: piercing name: beak to_hit: 10 traits: - finesse name: Tengu perception: 6 proactive_abilities: - description: '**Trigger** The tengu critically hits with a beak Strike. **Effect** The tengu attempts to peck out its victim''s eyes. The target must attempt a DC 17 Fortitude save. **Success** Unaffected. **Failure** Blinded for 1 round. **Critical Failure** Blinded until healed to maximum HP.' name: Go for the Eyes traits: - incapacitation - description: The tengu deals 1d6 extra precision damage to flat-footed creatures. name: Sneak Attack traits: null - description: On the first round of combat, creatures that haven't acted yet are flat-footed to the tengu. name: Surprise Attacker traits: null ranged: - action_cost: One Action damage: formula: 1d6 type: piercing name: shortbow to_hit: 10 traits: - deadly 1d10 - range increment 60 feet - reload 0 resistances: null saves: fort: 7 ref: 10 will: 4 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Acrobatics: 8 Athletics: 6 Deception: 7 Diplomacy: 5 Society: 5 Stealth: 8 Thievery: 8 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - CN - Medium - Humanoid - Tengu type: Creature - ability_mods: cha_mod: 5 con_mod: 9 dex_mod: 5 int_mod: -1 str_mod: 10 wis_mod: 6 ac: 42 ac_special: null automatic_abilities: null description: The legendary terotricus is a massive slime-mold that hails from the Abyss. Its collective consciousness encapsulates entire regions, spreading as far as its ever-growing cloud of spores will take it. Once it has seeped onto the Material Plane from the Abyssal realm, a terotricus's agenda is to feed on all living creatures, infecting them with its spores, and its presence can spell doom for any in its way. hp: 370 immunities: - controlled - disease - paralyzed - sleep innate_spells: null languages: - Abyssal - Elven - Sylvan level: 19 melee: - action_cost: One Action damage: formula: 4d10+16 plus 2d6 chaotic, 2d6 evil, and Improved Grab or Improved Push 20 feet (40 feet on a critical hit) type: bludgeoning name: tentacle to_hit: 37 traits: - chaotic - evil - magical - reach 20 feet name: Terotricus perception: 31 proactive_abilities: - action_cost: Two Actions description: '**Frequency** once per day. **Requirement** The terotricus is in a swamp or forested area. **Effect** The terotricus drains nutrients from nearby trees and undergrowth while simultaneously infesting them with fungal growth. All non-magical plant life (though not plant creatures) within a 60-foot emanation withers and sprouts foul mold and slimy mushrooms, removing any cover and concealment provided by trees and undergrowth. The terotricus is healed 200 Hit Points.' name: Infest Environs traits: - healing - necromancy - primal - description: Plants and fungi are immune. **Saving Throw** Fortitude DC 40; **Stage 1** enfeebled 2 (1 day); **Stage 2** enfeebled 4 and slowed 1 (1 day); **Stage 3** controlled by the terotricus (as dominate; 5d8 days); **Stage 4** dead. name: Spore Blight traits: - disease - description: . name: Sticky Spores traits: - DC 40 ranged: - action_cost: One Action damage: formula: 4d8+6 plus 2d6 chaotic, 2d6 evil, spore blight, and sticky spores type: poison name: spores to_hit: 37 traits: - chaotic - evil - magical - range increment 80 feet resistances: - amount: 15 type: fire saves: fort: 34 ref: 28 will: 33 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - tremorsense (imprecise) 120 feet skills: Athletics: 37 Deception: 32 Intimidation: 35 Nature: 31 Survival: 31 speed: - amount: 35 type: Land - amount: 35 type: Swim - amount: 25 type: Burrow - amount: 25 type: Climb spell_attack_to_hit: null spell_dc: null traits: - Rare - CE - Gargantuan - Fungus type: Creature - ability_mods: cha_mod: 8 con_mod: 11 dex_mod: 9 int_mod: 7 str_mod: 12 wis_mod: 8 ac: 54 ac_special: null automatic_abilities: null description: Treerazer, the self-styled Lord of the Blasted Tarn, is a powerful demon on the cusp of ascending to the true power of one of the rulers of the Abyss itself—a demon lord. For now, even as a nascent demon lord, Treerazer is a dangerous foe. hp: 550 immunities: - death effects - disease - mental - poison innate_spells: - level: 10 name: horrid wilting - level: 10 name: time stop - level: 10 name: wall of thorns - frequency: at will level: 9 name: abyssal wrath - frequency: at will level: 9 name: dispel magic - frequency: at will level: 6 name: tangling creepers - frequency: at will level: 5 name: abyssal plague - frequency: at will level: 3 name: earthbind - frequency: at will level: 2 name: telekinetic maneuver - frequency: constant level: 8 name: true seeing - frequency: constant level: 8 name: freedom of movement - frequency: constant level: 4 name: freedom of movement languages: - Abyssal - Common - Elven - Sylvan level: 25 melee: - action_cost: One Action damage: formula: 4d12+15 plus 1d6 acid, 1d6 chaotic, and 1d6 evil, and 2d6 slashing vs. plants type: slashing name: Blackaxe to_hit: 47 traits: - acid - chaotic - evil - magical - reach 15 feet - sweep - action_cost: One Action damage: formula: 4d10+18 plus 2d6 chaotic and 2d6 evil type: slashing name: jaws to_hit: 45 traits: - agile - chaotic - evil - magical - reach 15 feet name: Treerazer perception: 46 proactive_abilities: - action_cost: Two Actions description: Treerazer exudes a pulse of sickly green light in a 30-foot-radius emanation. All plants in the area (including creatures under the effect of his aura of corruption) blacken and wither. Non-creature plants immediately wither and die. Plant creatures take 20d8 negative damage with a DC 49 basic Fortitude save. A creature that fails its save is doomed 1 for 1 minute and sickened 3. Treerazer can choose to exclude any number of plants in the area from this effect, and generally does so to preserve twisted and corrupted plants or fungi, or plant creatures that are allied to his cause. Treerazer can't use Defoliation for 1d4 rounds. name: Defoliation traits: - primal - necromancy - plant - action_cost: Free Action description: '**Frequency** once per round; **Trigger** Treerazer hits a creature, object, or spell effect with a weapon Strike or a defoliation attack. **Effect** Treerazer casts his innate dispel magic, targeting the creature he hit with his Strike or one spell affecting that creature.' name: Dispelling Strike traits: - abjuration - primal - description: When Treerazer scores a critical hit with a melee attack, the target is stunned 2. name: Staggering Strike traits: null ranged: null resistances: - amount: 20 type: 'acid ' - amount: 15 type: 'cold ' - amount: 15 type: 'fire ' - amount: 20 type: physical (except cold iron) saves: fort: 42 ref: 40 will: 43 saves_special: fort: null ref: null will: +2 status to all saves vs. magic senses: - darkvision - '*true seeing*' skills: Acrobatics: 40 Arcana: 38 Athletics: 45 Intimidation: 46 Nature: 49 Occultism: 38 Religion: 45 Stealth: 40 speed: - amount: 60 type: Land - amount: 60 type: Fly - amount: 40 type: Swim - amount: null type: Freedom of Movement (constant) spell_attack_to_hit: 43 spell_dc: null traits: - Unique - CE - Huge - Amphibious - Demon - Fiend type: Creature - ability_mods: cha_mod: -2 con_mod: 6 dex_mod: 2 int_mod: -2 str_mod: 5 wis_mod: 0 ac: 20 ac_special: null automatic_abilities: null description: Common trolls are dim-witted, gangly giants who stalk the fringes of civilization. They rely on their incredible strength to overpower foes with their vicious claws and toothy maws. A troll's endless hunger drives it to consume all variety of living creatures, and it is their ravenous eating habits that fuel trolls' legendary regenerative abilities. Trolls stand anywhere from 12 to 16 feet tall, though they prefer to hunch for comfort and to lull foes into a false sense of security. hp: 115 immunities: null innate_spells: null languages: - Jotun level: 5 melee: - action_cost: One Action damage: formula: 2d10+5 type: piercing name: jaws to_hit: 14 traits: - reach 10 feet - action_cost: One Action damage: formula: 2d8+5 type: slashing name: claw to_hit: 14 traits: - agile - reach 10 feet name: Troll perception: 11 proactive_abilities: - action_cost: One Action description: claw name: Rend traits: null ranged: null resistances: null saves: fort: 17 ref: 11 will: 7 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 12 Intimidation: 12 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Giant - Troll type: Creature - ability_mods: cha_mod: 4 con_mod: 7 dex_mod: 3 int_mod: -1 str_mod: 7 wis_mod: 1 ac: 28 ac_special: null automatic_abilities: null description: Some trolls have learned the skills necessary to survive well beyond the typical life expectancy for their kind and rally others to follow their lead. These champions develop a number of talents that make them worthy leaders and potent hunters—namely their abilities to willingly boost the rate of their regeneration and to shake off the acid and fire that would hinder it, not to mention a bestial roar that can send would-be predators scurrying off. Troll kings possess a cunning far beyond their younger kin— they know to keep their allies close, and their enemies even closer. If a troll king so much as suspects that one of its followers is plotting to usurp it, retribution is swift and fatal. hp: 220 immunities: null innate_spells: null languages: - Jotun level: 10 melee: - action_cost: One Action damage: formula: 2d12+13 type: piercing name: jaws to_hit: 23 traits: - reach 10 feet - action_cost: One Action damage: formula: 2d8+13 type: slashing name: claw to_hit: 23 traits: - agile - reach 10 feet name: Troll King perception: 19 proactive_abilities: - action_cost: One Action description: '**Requirements** The troll king''s regeneration is not currently deactivated. **Effect** The troll king regains 15 HP.' name: Forced Regeneration traits: - concentrate - action_cost: One Action description: The troll king unleashes a bestial roar. Each non-troll creature within 100 feet must attempt a DC 29 Will save. The creature is then temporarily immune for 10 minutes. **Critical Success** The creature is unaffected. **Success** The creature is frightened 1. **Failure** The creature is frightened 2. **Critical Failure** The creature is frightened 3. name: Primordial Roar traits: - auditory - emotion - fear - mental - action_cost: One Action description: claw name: Rend traits: null - description: The troll king Strides twice in a straight line. It can make up to two claw Strikes during this movement and one jaws Strike at the end of its movement. It can't Strike the same creature more than once. name: Unstoppable Charge traits: null ranged: null resistances: null saves: fort: 23 ref: 17 will: 15 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 21 Intimidation: 22 Survival: 17 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Giant - Troll type: Creature - ability_mods: cha_mod: 4 con_mod: 3 dex_mod: 3 int_mod: 0 str_mod: 4 wis_mod: 4 ac: 20 ac_special: null automatic_abilities: - description: The unicorn has a connection to the creatures of the natural world that allows it to communicate with them. The unicorn can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. name: Wild Empathy traits: null description: Symbols of grace and purity, unicorns resemble proud and noble horses. They are typically pure white of coat, but they are best known for the single, delicate horn that extends from the center of their forehead. While unicorns often serve as protectors of unspoiled wilderness and sacred places, they are themselves highly sought after for their horns, which are said to possess potent magical properties. To many, the mere idea of hunting such a magnificent creature in the hopes of severing its horn is utterly reprehensible. Indeed, a de-horned unicorn is a sorry sight, and few such unicorns survive much longer in the wild. hp: 45 immunities: - poison innate_spells: - level: 5 name: tree stride - frequency: x2 level: 3 name: heal - frequency: x2 level: 3 name: neutralize poison - frequency: at will, good only level: 1 name: detect alignment languages: - Common - Sylvan level: 3 melee: - action_cost: One Action damage: formula: 1d10+4 plus 1d6 good and ghost touch type: piercing name: horn to_hit: 12 traits: - good - magical - action_cost: One Action damage: formula: 1d8+4 and ghost touch type: bludgeoning name: hoof to_hit: 12 traits: - agile - magical name: Unicorn perception: 13 proactive_abilities: - description: A unicorn's Strikes have the effects of a ghost touch property rune. name: Ghost Touch traits: null - action_cost: Two Actions description: The unicorn Strides up to double its Speed in a straight line and then makes a horn Strike. If the unicorn moved at least 20 feet, it deals an additional 2d6 damage on a hit. name: Powerful Charge traits: null ranged: null resistances: null saves: fort: 10 ref: 8 will: 11 saves_special: fort: null ref: null will: +2 vs. mental) senses: - darkvision - scent (imprecise) 30 feet skills: Acrobatics: 10 Diplomacy: 11 Stealth: 8 Survival: 9 speed: - amount: 45 type: Land spell_attack_to_hit: null spell_dc: null traits: - CG - Large - Beast - Fey type: Creature - ability_mods: cha_mod: 3 con_mod: 4 dex_mod: 7 int_mod: -1 str_mod: 7 wis_mod: -2 ac: 36 ac_special: null automatic_abilities: null description: An uthul most often appears to be a dark, swirling cloud filled with flying debris and streaked with sudden flashes of lightning. Although they are clearly elemental in nature, uthuls are nearly always found on the Material Plane, where they hide among natural cloud formations, especially thunderstorms. hp: 250 immunities: - electricity - paralyze - poison - sleep innate_spells: null languages: - Aquan level: 14 melee: - action_cost: One Action damage: formula: 3d12+11 type: slashing name: claw to_hit: 29 traits: - agile name: Uthul perception: 20 proactive_abilities: - action_cost: One Action description: The uthul unleashes a powerful bolt of lightning and a stunning thunderclap. The bolt deals 6d12 electricity damage to all creatures in a 30-foot line, with a DC 34 basic Reflex save, and every creature in a 20-foot emanation must attempt a DC 34 Fortitude save. The uthul can't use Lightning Crash again for 1d4 rounds. **Critical Success** The creature is unaffected. **Success** The creature is stunned 1. **Failure** The creature is stunned for 1 round. **Critical Failure** The creature is stunned for 1d4 rounds. name: Lightning Crash traits: - electricity - incapacitation - sonic - description: An uthul's movement doesn't trigger reactions. name: Swiftness traits: null - action_cost: Two Actions description: The uthul transforms itself into a swirling vortex of storm and fury 10 feet wide and up to 40 feet tall. It stays in this form for 3 rounds or until it Dismisses the effect. While in this form, the uthul gains resistance 10 to physical damage and can move through other creatures. Its aura remains active, but it can't make debris Strikes nor use Lightning Crash. Instead, any creature the uthul moves through takes 4d6 bludgeoning damage and 2d12 electricity damage. A creature can take this damage only once per round. A Large or smaller creature must also succeed at a DC 32 Reflex save or be picked up and held suspended within the vortex. Suspended creatures move with the uthul. A creature can attempt to escape by spending an action to attempt a DC 32 Reflex save (or a DC 32 Acrobatics check to maneuver in flight if it has a fly Speed). Upon escaping, or when the uthul transforms back into its storm cloud form, a suspended creature is hurled 1d4 × 10 feet in a random direction, then falls unless it can fly or otherwise remain aloft. After returning to its normal form, the uthul must wait 1 minute before it can use Whirlwind Form again. name: Whirlwind Form traits: - concentrate ranged: - action_cost: One Action damage: formula: 5d8+15 type: bludgeoning name: debris to_hit: 29 traits: - range increment 60 feet resistances: null saves: fort: 28 ref: 29 will: 22 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 29 Athletics: 27 Intimidation: 23 Stealth: 25 speed: - amount: 100 type: Fly - amount: null type: Swiftness spell_attack_to_hit: null spell_dc: null traits: - CE - Huge - Air - Elemental type: Creature - ability_mods: cha_mod: 2 con_mod: 1 dex_mod: 5 int_mod: -1 str_mod: 3 wis_mod: 3 ac: 22 ac_special: null automatic_abilities: null description: Vampires use their spawn for infiltration and reconnaissance. hp: 40 immunities: - death effects - disease - paralyze - poison - sleep innate_spells: null languages: - Common level: 4 melee: - action_cost: One Action damage: formula: 1d8+6 plus Grab type: slashing name: claw to_hit: 14 traits: - agile name: Vampire Spawn Rogue perception: 12 proactive_abilities: - action_cost: One Action description: When Drinking Blood, the spawn regains 5 HP. name: Drink Blood traits: - divine - necromancy - description: The vampire spawn deals 1d6 extra precision damage to flat-footed creatures. name: Sneak Attack traits: null ranged: null resistances: - amount: 5 type: physical (except silver) saves: fort: 9 ref: 13 will: 11 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 11 Athletics: 9 Intimidation: 8 Society: 5 Stealth: 12 speed: - amount: 25 type: Land - amount: 25 type: Climb spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Undead - Vampire type: Creature - ability_mods: cha_mod: 4 con_mod: 2 dex_mod: 3 int_mod: 2 str_mod: 5 wis_mod: 4 ac: 24 ac_special: null automatic_abilities: - description: '' name: Children of the Night traits: - divine - enchantment - mental description: Vampire counts rule their demesnes through a mix of fear and cruelty. hp: 65 immunities: - death effects - disease - paralyze - poison - sleep innate_spells: null items: - +1 rapier - leather armor languages: - Common - Necril level: 6 melee: - action_cost: One Action damage: formula: 1d6+11 type: piercing name: rapier to_hit: 17 traits: - deadly 1d8 - disarm +1 - action_cost: One Action damage: formula: 1d8+8 plus Grab type: slashing name: claw to_hit: 17 traits: - agile name: Vampire Count perception: 17 proactive_abilities: - action_cost: One Action description: Giant bat with fangs +15 for 1d8+9 piercing. name: Change Shape traits: - concentrate - divine - polymorph - transmutation - description: If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire by donating some of its own blood to the victim and burying the victim in earth for 3 nights. If the new vampire is lower level than its creator, it is under the creator's control. If a vampire controls too many spawn at once (as determined by the GM), strong-willed spawn can free themselves by succeeding at a Will saving throw against the vampire's Will DC. name: Create Spawn traits: - divine - downtime - necromancy - action_cost: Two Actions description: DC 22 name: Dominate traits: - divine - enchantment - incapacitation - action_cost: One Action description: When Drinking Blood, the vampire regains 10 HP. name: Drink Blood traits: - divine - necromancy - action_cost: One Action description: The vampire turns into a cloud of vapor, as the gaseous form spell, or back to its normal form. The vampire loses fast healing while in gaseous form. The vampire can remain in this form indefinitely. name: Turn to Mist traits: - concentrate - divine - transmutation ranged: null resistances: - amount: 7 type: physical (except magical silver) saves: fort: 11 ref: 14 will: 17 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 13 Athletics: 15 Deception: 14 Diplomacy: 14 Intimidation: 16 Society: 14 Stealth: 13 speed: - amount: 25 type: Land - amount: 25 type: Climb spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Undead - Vampire type: Creature - ability_mods: cha_mod: 5 con_mod: 1 dex_mod: 4 int_mod: 6 str_mod: 3 wis_mod: 4 ac: 27 ac_special: null automatic_abilities: - description: '' name: Children of the Night traits: - divine - enchantment - mental description: Vampire masterminds are evil wizards who control entire cabals of the undead and instill fear in the hearts of mortals far and wide. hp: 115 immunities: - death effects - disease - paralyze - poison - sleep innate_spells: null items: - signet ring languages: - Common - Necril level: 9 melee: - action_cost: One Action damage: formula: 2d8+9 plus Grab type: slashing name: claw to_hit: 18 traits: - agile name: Vampire Mastermind perception: 20 proactive_abilities: - action_cost: One Action description: Giant bat with fangs +19 for 2d8+9 piercing. name: Change Shape traits: - concentrate - divine - polymorph - transmutation - description: If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire by donating some of its own blood to the victim and burying the victim in earth for 3 nights. If the new vampire is lower level than its creator, it is under the creator's control. If a vampire controls too many spawn at once (as determined by the GM), strong-willed spawn can free themselves by succeeding at a Will saving throw against the vampire's Will DC. name: Create Spawn traits: - divine - downtime - necromancy - action_cost: Two Actions description: DC 26 name: Dominate traits: - divine - enchantment - incapacitation - mental - visual - action_cost: Free Action description: '**Frequency** Once per day. **Requirements** The vampire hasn''t acted yet on this turn. **Effect** The vampire expends the power stored in its signet ring. This gives the vampire the ability to cast one prepared spell it had already previously cast today, without spending a spell slot. The vampire must still Cast the Spell and meet the spell''s other requirements.' name: Drain Bonded Item traits: - arcane - wizard - action_cost: One Action description: When Drinking Blood, the vampire regains 10 HP. name: Drink Blood traits: - divine - necromancy - description: If another creature's reaction would disrupt the vampire mastermind's spellcasting action, the vampire attempts a DC 15 flat check. If the vampire succeeds, its action isn't disrupted. name: Steady Spellcasting traits: null - action_cost: One Action description: The vampire turns into a cloud of vapor, as the gaseous form spell, or back to its normal form. The vampire loses fast healing while in gaseous form. The vampire can remain in this form indefinitely. name: Turn to Mist traits: - concentrate - divine - transmutation ranged: null resistances: - amount: 10 type: physical (except magical silver) saves: fort: 15 ref: 18 will: 20 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 17 Arcana: 21 Athletics: 16 Deception: 20 Diplomacy: 20 Intimidation: 22 Society: 19 Stealth: 19 speed: - amount: 25 type: Land - amount: 25 type: Climb spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CE - Medium - Undead - Vampire type: Creature - ability_mods: cha_mod: 2 con_mod: 3 dex_mod: 3 int_mod: -1 str_mod: 4 wis_mod: 2 ac: 17 ac_special: null automatic_abilities: null description: Wargs hunt in packs and surround their prey like common wolves, but their cunning and penchant for taunting victims makes them easy to distinguish from their less-intelligent cousins. But despite their intelligence, wargs have simple desires for food and shelter, making them easy for evil humanoids such as orcs and hobgoblins to recruit to protect their camps or join them in battle. Most wargs are amenable to this arrangement, but if food should run out, wargs are more than willing to integrate goblinoid flesh into their diet. hp: 36 immunities: null innate_spells: null languages: - Common - Goblin - Orcish level: 2 melee: - action_cost: One Action damage: formula: 1d8+4 plus Grab type: piercing name: jaws to_hit: 11 traits: null name: Warg perception: 8 proactive_abilities: - description: The warg's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the warg's allies. name: Pack Attack traits: null - action_cost: One Action description: Small, 1d6+2 bludgeoning, Rupture 9 name: Swallow Whole traits: - attack ranged: null resistances: null saves: fort: 11 ref: 9 will: 6 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 30 feet skills: Acrobatics: 7 Athletics: 8 Deception: 6 Intimidation: 6 Stealth: 7 Survival: 8 speed: - amount: 40 type: Land spell_attack_to_hit: null spell_dc: null traits: - NE - Medium - Beast type: Creature - ability_mods: cha_mod: 2 con_mod: 4 dex_mod: 4 int_mod: 2 str_mod: 6 wis_mod: 3 ac: 23 ac_special: null automatic_abilities: null description: Winter wolves are related to wargs, but are larger, smarter, and far more dangerous. They are capable of exhaling plumes of freezing breath and are big enough to easily serve as mounts for orcs and hobgoblins—provided the winter wolf is willing, of course. Like wargs, winter wolves hunt in packs, but unlike their smaller cousins, they have a notable proud streak. When they deign to serve others, they reserve this privilege for larger and more dangerous creatures such as frost giants, renegade yetis, or even white dragons. hp: 70 immunities: - cold innate_spells: null languages: - Common - Jotun level: 5 melee: - action_cost: One Action damage: formula: 1d10+6 plus 1d6 cold and Knockdown type: piercing name: jaws to_hit: 15 traits: - cold name: Winter Wolf perception: 14 proactive_abilities: - action_cost: Two Actions description: The winter wolf breathes a cloud of frost in a 15-foot cone that deals 5d8 cold damage (DC 23 basic Reflex save). The winter wolf can't use Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - cold - evocation - primal - description: The winter wolf's Strikes deal 1d6 extra damage to creatures within the reach of at least two of the winter wolf's allies. name: Pack Attack traits: null ranged: null resistances: null saves: fort: 13 ref: 15 will: 10 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 30 feet skills: Acrobatics: 13 Athletics: 13 Deception: 11 Intimidation: 11 Stealth: 13 Survival: 12 speed: - amount: 40 type: Land spell_attack_to_hit: null spell_dc: null traits: - NE - Large - Beast type: Creature - ability_mods: cha_mod: 5 con_mod: 7 dex_mod: 5 int_mod: -1 str_mod: 9 wis_mod: 5 ac: 37 ac_special: null automatic_abilities: null description: A warsworn is an animate mass of corpses composed of dozens, sometimes even hundreds, of victims of battle. They are formed by deities of undeath or war or, rarely, spontaneously manifest from the devastation of an especially horrendous battle. hp: 350 immunities: - death effects - disease - paralyze - poison - unconscious innate_spells: null languages: - Common level: 16 melee: - action_cost: One Action damage: formula: 4d12+9 plus energy drain type: bludgeoning name: corpse wave to_hit: 32 traits: - magical - action_cost: One Action name: animated weapon to_hit: 30 traits: - agile - magical - reach 100 feet - versatile B - versatile P name: Warsworn perception: 27 proactive_abilities: - action_cost: Free Action description: '**Trigger** The warsworn moves into a dying creature''s space. **Effect** The warsworn absorbs the dying creature into itself, instantly killing the creature and healing the warsworn for a number of Hit Points equal to the creature''s level. As long as the warsworn still exists, absorbed creatures can''t be resurrected except by wish or a similarly powerful effect.' name: Absorb traits: - death - divine - necromancy - description: The warsworn assumes control of unattended weapons within 100 feet, forcing them to levitate around it. The warsworn can telekinetically wield these weapons to make melee Strikes with a reach of 100 feet. name: Animated Weapons traits: - divine - evocation - description: When a warsworn hits with a corpse wave Strike or damages a creature with Trample, the target must succeed at a DC 35 Fortitude save or become drained 2 and doomed 1. On a critical success, the target becomes temporarily immune to the warsworn's energy drain for 24 hours. name: Energy Drain traits: - divine - necromancy - description: . name: Plummet traits: - DC 37 to Escape - description: Huge or smaller, corpse wave, DC 37 name: Trample traits: null ranged: - action_cost: One Action damage: formula: 4d12+9 plus plummet type: bludgeoning name: scrap ball to_hit: 28 traits: - magical - range increment 100 feet resistances: null saves: fort: 29 ref: 25 will: 27 saves_special: fort: null ref: null will: +1 status to all saves vs. positive senses: - darkvision skills: Athletics: 33 speed: - amount: 30 type: Land spell_attack_to_hit: null spell_dc: null traits: - Uncommon - NE - Gargantuan - Undead type: Creature - ability_mods: cha_mod: 1 con_mod: 4 dex_mod: 4 int_mod: -5 str_mod: 4 wis_mod: 1 ac: 19 ac_special: null automatic_abilities: null description: Giant wasps are much more dangerous but less common than their smaller kin, and—to the relief of those who encounter them—they tend to be solitary. hp: 45 immunities: null innate_spells: null languages: '' level: 3 melee: - action_cost: One Action damage: formula: 1d12+4 plus giant wasp venom type: piercing name: stinger to_hit: 12 traits: - poison name: Giant Wasp perception: 8 proactive_abilities: - description: '**Saving Throw** Fortitude DC 19; **Maximum Duration** 6 rounds; **Stage 1** no effect (1 round); **Stage 2** clumsy 2 (1 round); **Stage 3** paralyzed (1 round)' name: Giant Wasp Venom traits: - incapacitation - poison - action_cost: One Action description: The giant wasp lays eggs in an adjacent creature that is paralyzed or unconscious, exposing it to the wasp larva disease. name: Implant Eggs traits: null - description: '**Saving Throw** Fortitude DC 21; **Stage 1** carrier with no ill effect (1d6 days); **Stage 2** drained 1 (1d3 days); **Stage 3** 5d6 damage, larva emerges (disease ends)' name: Wasp Larva traits: - disease ranged: null resistances: null saves: fort: 9 ref: 11 will: 6 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 11 Athletics: 9 speed: - amount: 20 type: Land - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal type: Creature - ability_mods: cha_mod: -1 con_mod: 2 dex_mod: 4 int_mod: -5 str_mod: -4 wis_mod: 2 ac: 18 ac_special: null automatic_abilities: null description: Wasp nests are made of chewed wood fibers foraged from the surrounding flora, which the wasps make into a material similar to paper. A single wasp nest can house thousands of individuals that emerge as a massive swarm. Most swarms attack only to protect their nest or if otherwise agitated, though druids and other primal enchanters can bend these venomous vermin to their will—to deadly effect. hp: 45 immunities: - precision - swarm mind innate_spells: null languages: '' level: 4 melee: null name: Wasp Swarm perception: 10 proactive_abilities: - action_cost: One Action description: and is exposed to wasp venom. A successful save negates the poison exposure. name: Swarming Stings traits: - DC 21 basic Reflex save - description: '**Saving Throw** Fortitude DC 21; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison (1 round); **Stage 2** 2d6 poison and clumsy 2 (2 rounds)' name: Wasp Venom traits: - poison ranged: null resistances: - amount: 7 type: bludgeoning - amount: 7 type: piercing - amount: 3 type: slashing saves: fort: 10 ref: 12 will: 8 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 12 speed: - amount: 20 type: Land - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal - Swarm type: Creature - ability_mods: cha_mod: -1 con_mod: 3 dex_mod: 4 int_mod: 1 str_mod: 4 wis_mod: 3 ac: 19 ac_special: null automatic_abilities: - description: The web lurker can speak with spiders, with the same effects and limitations as *speak with animals*. name: Spider Speak traits: null description: Web lurkers, known also as ettercaps, are ugly monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin. hp: 45 immunities: null innate_spells: null languages: - Aklo level: 3 melee: - action_cost: One Action damage: formula: 1d8+6 plus web lurker venom type: piercing name: fangs to_hit: 11 traits: - poison - action_cost: One Action damage: formula: 1d8+6 type: slashing name: claw to_hit: 11 traits: - agile - action_cost: One Action name: web to_hit: 11 traits: null name: Web Lurker perception: 10 proactive_abilities: - description: '**Saving Throw** Fortitude DC 19; **Maximum Duration** 10 rounds; **Stage 1** 1d6 poison and flat-footed (1 round); **Stage 2** 1d6 poison, flat-footed, and slowed 1 (1 round)' name: Web Lurker Venom traits: - poison - description: A creature hit by the web lurker's web attack is immobilized and stuck to the nearest surface until it succeeds at DC 20 Acrobatics check to Escape. name: Web Trap traits: null ranged: null resistances: null saves: fort: 10 ref: 11 will: 8 saves_special: fort: null ref: null will: null senses: - darkvision - tremorsense (imprecise) 30 feet (creatures touching its web) skills: Acrobatics: 9 Athletics: 9 Crafting: 8 Stealth: 11 speed: - amount: 25 type: Land - amount: 25 type: Climb spell_attack_to_hit: null spell_dc: null traits: - NE - Medium - Aberration type: Creature - ability_mods: cha_mod: 2 con_mod: 6 dex_mod: 6 int_mod: -2 str_mod: 8 wis_mod: 4 ac: 37 ac_special: null automatic_abilities: null description: Fertilized by large quantities of spilled blood, such as that found on bloodstained battlefields or in the war-torn regions surrounding besieged cities, wemmuths are vile swaths of vines that draw sustenance from mortal suffering, lapping up blood like water. Possessing a rudimentary intelligence and an unquenchable thirst for blood, wemmuths lie in wait for most of their lives, growing to incredible size in the bloody soil of their grisly homes. Though the vines that comprise a wemmuth's body are scarcely thicker than rope, a single adult wemmuth system consists of 6 tons of vines, enough to stretch for 6,000 feet if stretched from end to end in a single straight line. Wemmuths never orient themselves this way, however, instead preferring to wrap themselves into massive mounds approximately 15 feet across and equally thick. Although wemmuths are often spotted lazing about, the scent of blood is enough to whip one into a violent frenzy. The creature condenses its entire mass into a sphere of sharp thorns and lashing vines, resembling a hateful tumbleweed the size of an elephant. Wemmuths commonly dig up massive boulders or entire trees from the ground and incorporate them into their rolling mass, using these objects to bolster their defense against many forms of attack or hurling them at faraway foes with terrifying precision. hp: 335 immunities: null innate_spells: null languages: - Aklo - Sylvan level: 15 melee: - action_cost: One Action damage: formula: 4d12+10 plus Improved Grab type: bludgeoning name: pummel to_hit: 29 traits: - fatal d12 - reach 15 feet - sweep name: Wemmuth perception: 25 proactive_abilities: - description: The wemmuth heals a number of Hit Points equal to half the total damage dealt by Constrict. name: Blood Leech traits: null - action_cost: One Action description: 2d12+10, DC 37 name: Constrict traits: null - action_cost: Two Actions description: DC 37, 4d8 bludgeoning, Escape DC 35, Rupture 36 name: Engulf traits: null - description: Whenever a creature within 10 feet attempts a melee attack against a wemmuth or uses Acrobatics to Tumble Through its space, that creature takes 1d12+10 piercing damage. name: Thorny Mass traits: null ranged: - action_cost: One Action damage: formula: 4d10+10 type: bludgeoning name: boulder to_hit: 27 traits: - fatal d12 - range increment 60 feet resistances: null saves: fort: 27 ref: 27 will: 24 saves_special: fort: null ref: null will: null senses: - darkvision - tremorsense (imprecise) 60 feet skills: Athletics: 30 Deception: 28 Stealth: 30 Survival: 27 speed: - amount: 25 type: Land - amount: 25 type: Burrow - amount: 25 type: Climb spell_attack_to_hit: null spell_dc: null traits: - NE - Huge - Plant type: Creature - ability_mods: cha_mod: 6 con_mod: 9 dex_mod: 7 int_mod: 6 str_mod: 8 wis_mod: 5 ac: 40 ac_special: null automatic_abilities: - description: Heatsight is a precise sense that sees heat signatures. name: Heatsight traits: - divination - primal description: Wendigos are incarnations of the fears of starvation, loneliness, and fatal exposure to cold weather. They haunt the frozen expanses of the world. hp: 315 immunities: - cold - fear innate_spells: - frequency: at will level: 8 name: wind walk languages: - Aklo - Common - Jotun level: 17 melee: - action_cost: One Action damage: formula: 3d10+12 plus 2d6 cold type: piercing name: jaws to_hit: 33 traits: - cold - magical - reach 10 feet - action_cost: One Action damage: formula: 3d8+12 plus 2d6 cold and Grab type: slashing name: claw to_hit: 33 traits: - cold - magical - agile - reach 10 feet name: Wendigo perception: 32 proactive_abilities: - description: '' name: Dream Haunting traits: null - description: '**Frequency** Three times per day; **Effect** The wendigo unleashes a forlorn howl that can be heard up to 1 mile away. Any creature that hears the howl must succeed at a DC 38 Will save or be frightened 1. Any creature that critically fails and is within 120 feet of the wendigo is instead frightened 3, and is also fleeing for 1d4 rounds (or until it''s no longer frightened, whichever comes first). A creature frightened by a wendigo''s howl still naturally recovers from its fright but can''t reduce it below frightened 1 in this way until 1 hour has passed or magic is used. Whether it succeeds or fails its save, a creature is then temporarily immune to that wendigo''s Howl for 24 hours.' name: Howl traits: - auditory - concentrate - enchantment - fear - incapacitation - mental - primal - description: '**Trigger** The wendigo casts *wind walk* while it has Grabbed a foe. **Effect** The wendigo attempts to turn the grabbed creature into wind and carry it along as part of the action. If the target succeeds at a DC 38 Will save, it prevents itself from being transformed; in this case, the wendigo still transforms, automatically releasing the victim. A creature forced to Ride the Wind along with the wendigo is exposed to wendigo torment. The target can attempt a new Will save each round to return to normal, though it immediately becomes corporeal and begins falling if it succeeds.' name: Ride the Wind traits: - air - concentrate - primal - transmutation - description: A creature affected by wendigo torment can't recover beyond stage 1 until it has been restored to full HP. **Saving Throw** Will DC 38; **Stage 1** Stupefied 4 (1 day); **Stage 2** As stage 1 (1 day); **Stage 3** The creature searches for an individual of its own ancestry to kill and devour. It then becomes affected by *wind walk* and sprints into the sky so fast that its feet burn away into jagged stumps. As the creature wind walks into the sky, it is replaced by a new wendigo over 2d6 minutes. Wish, similar magic, or a 9th-level resurrect ritual can return the victim to life. The new wendigo remains even if the victim is resurrected. name: Wendigo Torment traits: - curse - enchantment - mental - primal ranged: null resistances: null saves: fort: 32 ref: 30 will: 26 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - heatsight 60 feet skills: Acrobatics: 32 Athletics: 33 Deception: 29 Intimidation: 33 Nature: 28 Occultism: 29 Religion: 28 Stealth: 30 Survival: 30 speed: - amount: 100 type: Fly spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CE - Large - Beast - Cold type: Creature - ability_mods: cha_mod: 1 con_mod: 2 dex_mod: 4 int_mod: 0 str_mod: 2 wis_mod: 2 ac: 19 ac_special: null automatic_abilities: - description: he wererat can communicate with rodents. name: Rat Empathy traits: - divination - primal description: Wererats tend to be selfishly opportunistic, avaricious, and paranoid as a result of their curse. Because wererats typically dwell in metropolitan areas where they can hide in plain sight, practically any city-goer could be a wererat in disguise—from the quiet shopkeep to the city's criminal mastermind. The bustle of crowds and countless rat-holes make ghettos and shantytowns favored homes for wererats, especially since in these poorer districts the wererat can kill out of greed or fear with little chance of the authorities noticing. In some cities, wererats operate entire thieves' guilds or organized crime rings, and membership requires willfully submitting to the wererat's cursed bite. Wererats look very similar to ratfolk when in hybrid form, apart from potential differences in size, but ratfolk have no love for these monsters. hp: 45 immunities: null innate_spells: null items: - hand crossbow (20 bolts) - leather armor - shortsword languages: - Common level: 2 melee: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: shortsword to_hit: 10 traits: - agile - finesse - versatile S - action_cost: One Action damage: formula: 1d6+2 type: slashing name: claw to_hit: 10 traits: - agile - finesse - action_cost: One Action damage: formula: 1d8+2 plus curse of the wererat type: piercing name: jaws to_hit: 10 traits: - finesse name: Wererat perception: 8 proactive_abilities: - action_cost: One Action description: Human with fist +10 for 1d4+2 bludgeoning, or Small rat with Speed 30 feet, climb 10 feet. name: Charge Shape traits: - concentrate - polymorph - primal - transmutation - description: This curse affects only humanoids. **Saving Throw** DC 18 Fortitude save. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a wererat until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn. name: Curse of the Wererat traits: - curse - necromancy - primal - description: When a full moon appears in the night sky, the wererat must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the wererat returns to humanoid form and is fatigued for 2d4 hours. name: Moon Frenzy traits: - polymorph - primal - transmutation - description: The wererat deals 1d6 extra precision damage to flat-footed creatures. name: Sneak Attack traits: null ranged: - action_cost: One Action damage: formula: 1d6 type: piercing name: hand crossbow to_hit: 10 traits: - range increment 60 feet - reload 1 resistances: null saves: fort: 6 ref: 10 will: 8 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 8 Athletics: 6 Deception: 5 Society: 4 Stealth: 8 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - LE - Medium - Beast - Human - Humanoid - Werecreature type: Creature - ability_mods: cha_mod: 1 con_mod: 2 dex_mod: 2 int_mod: -1 str_mod: 4 wis_mod: 2 ac: 19 ac_special: null automatic_abilities: - description: he werewolf can communicate with lupines. name: Wolf Empathy traits: - divination - primal description: The curse of the werewolf—known as lycanthropy to many—instills in its carriers the hungry bloodlust and predatory instincts of the wolf. Werewolves tend to dwell on the fringes of society or in small settlements where, in their humanoid forms, they work as laborers, hunters, farmers, or trappers. At night, however, these same villagers transform into violent killers and sadistic stalkers who prey on their neighbors. Werewolves are the quintessential werecreature, and the first that comes to mind when most people speak of such beings. hp: 63 immunities: null innate_spells: null items: - battle axe - composite shortbow (20 arrows) - studded leather armor languages: - Common level: 3 melee: - action_cost: One Action damage: formula: 1d8+8 type: slashing name: battle axe to_hit: 11 traits: - sweep - action_cost: One Action damage: formula: 1d6+8 type: slashing name: claw to_hit: 11 traits: - agile - action_cost: One Action damage: formula: 1d8+8 plus curse of the werewolf type: piercing name: jaws to_hit: 11 traits: null name: Werewolf perception: 9 proactive_abilities: - action_cost: One Action description: Human with fist +11 for 1d4+8 bludgeoning, or wolf with Speed 40 feet and jaws with Knockdown. name: Change Shape traits: - concentrate - polymorph - primal - transmutation - description: This curse affects only humanoids. **Saving Throw** DC 19 Fortitude save. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a werewolf until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn. name: Curse of the Werewolf traits: - curse - necromancy - primal - description: When a full moon appears in the night sky, the werewolf must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the werewolf returns to humanoid form and is fatigued for 2d4 hours. name: Moon Frenzy traits: - polymorph - primal - transmutation - description: The werewolf's Strikes deal 1d6 extra damage to creatures within reach of at least two of the werewolf's allies. name: Pack Attack traits: null ranged: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: composite shortbow to_hit: 9 traits: - deadly 1d10 - range increment 60 feet - reload 0 resistances: null saves: fort: 11 ref: 9 will: 7 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 7 Athletics: 9 Survival: 10 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Beast - Human - Humanoid - Werecreature type: Creature - ability_mods: cha_mod: -1 con_mod: 4 dex_mod: 2 int_mod: 1 str_mod: 5 wis_mod: 3 ac: 23 ac_special: null automatic_abilities: - description: he werebear can communicate with ursines. name: Bear Empathy traits: - divination - primal description: Unlike many other types of werecreature, a werebear does not become malevolent during its involuntary transformations, but is instead filled with righteous conviction. This indignation can still manifest in violent ways, though, as a transformed werebear becomes temporarily blind to its alliances and has little control over its bestial temper. As a result, werebears are loners, rarely even living together as families longer than necessary. Werebears know that as long as they live solitary lives, they can serve as protectors and guardians in wilderness regions without the overwhelming fear that, when the moon is full and the curse takes hold, they will rage against an innocent bystander or loved one. As long as there is nothing around to threaten it or the natural area it protects (typically a forest), a werebear in its animal form is generally content to forage and sleep away the night. hp: 75 immunities: null innate_spells: null items: - chain shirt - greataxe - hatchet (8) languages: - Common level: 4 melee: - action_cost: One Action damage: formula: 1d10+7 plus Grab type: slashing name: claw to_hit: 13 traits: - agile - reach 10 feet - action_cost: One Action damage: formula: 1d12+7 type: slashing name: greataxe to_hit: 13 traits: - reach 10 feet - sweep - action_cost: One Action damage: formula: 1d6+7 type: slashing name: hatchet to_hit: 13 traits: - agile - sweep - action_cost: One Action damage: formula: 1d12+7 plus curse of the werebear type: piercing name: jaws to_hit: 13 traits: - reach 10 feet name: Werebear perception: 11 proactive_abilities: - action_cost: One Action description: Medium human with fist +13 for 1d4+7 bludgeoning, or grizzly bear with Speed 35 feet. name: Change Shape traits: - concentrate - polymorph - primal - transmutation - description: This curse affects only humanoids. **Saving Throw** DC 22 Fortitude save. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a werebear until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn. name: Curse of the Werebear traits: - curse - necromancy - primal - action_cost: One Action description: '**Requirements** The werebear can see or hear the target or is Tracking it in exploration mode. **Effect** The werebear gains a +2 circumstance bonus to Perception checks when it Seeks its prey and a +2 circumstance bonus to Survival checks when it Tracks its prey. The werebear also ignores the penalty for making ranged attacks within its second range increment against the prey it''s hunting. The werebear can designate only one creature as its hunted prey at a time. If it uses Hunt Prey against a different creature, the prior creature loses the designation and the new prey gains the designation. In any case, this designation lasts until the werebear''s next daily preparation.' name: Hunt Prey traits: - concentrate - description: The werebear gains a +2 circumstance bonus to damage rolls against creatures it has grabbed. name: Mauler traits: null - description: When a full moon appears in the night sky, the werebear must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the werebear returns to humanoid form and is fatigued for 2d4 hours. name: Moon Frenzy traits: - polymorph - primal - transmutation - description: The werebear deals 1d8 additional precision damage on its first successful Strike against its hunted target on each of its turns. name: Precision Edge traits: null ranged: - action_cost: One Action damage: formula: 1d6+7 type: slashing name: hatchet to_hit: 10 traits: - agile - sweep - thrown 10 feet resistances: null saves: fort: 12 ref: 10 will: 10 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Athletics: 12 Medicine: 9 Nature: 11 Stealth: 11 Survival: 11 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - Uncommon - LG - Large - Beast - Human - Humanoid - Werecreature type: Creature - ability_mods: cha_mod: 2 con_mod: 4 dex_mod: 1 int_mod: 0 str_mod: 4 wis_mod: 3 ac: 18 ac_special: null automatic_abilities: null description: Wights are undead humanoids that, much like wraiths, can drain the life from living creatures with but a touch. They arise as a result of necromantic rituals, especially violent deaths, or the sheer malevolent will of the deceased. hp: 50 immunities: - death effects - disease - paralyze - poison - unconscious innate_spells: null languages: - Common - Necril level: 3 melee: - action_cost: One Action damage: formula: 1d6+4 plus drain life type: slashing name: claw to_hit: 12 traits: null name: Wight perception: 10 proactive_abilities: - description: When the wight damages a living creature with its claw Strike, the wight gains 3 temporary Hit Points and the creature must succeed at a DC 17 Fortitude save or become drained 1. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of drained 4 name: Drain Life traits: - divine - necromancy - description: A living humanoid slain by a wight's claw Strike rises as a wight after 1d4 rounds. This wight spawn is under the command of the wight that killed it. It doesn't have Drain Life or Wight Spawn and becomes clumsy 2 for as long as it is a wight spawn. If the creator of the wight spawn dies, the wight spawn becomes a full-fledged, autonomous wight; it regains its free will, gains Drain Life and Wight Spawn, and is no longer clumsy. name: Wight Spawn traits: - divine - necromancy ranged: null resistances: null saves: fort: 11 ref: 6 will: 10 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 11 Intimidation: 9 Stealth: 6 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - LE - Medium - Undead - Wight type: Creature - ability_mods: cha_mod: 2 con_mod: 0 dex_mod: 6 int_mod: 2 str_mod: -5 wis_mod: 4 ac: 27 ac_special: null automatic_abilities: null description: Malevolent balls of colored light, will-o'-wisps haunt lonely marshes and forests where they lure unsuspecting travelers into danger. Will-o'-wisps can vary the color and illumination they shed, and delight in mimicking bobbing lanterns or distant fires to draw lost or disoriented travelers off of safe trails. They can extinguish their illumination entirely to become invisible, and they enjoy doing so once their victims are wholly lost and have realized that the bobbing light in the distance isn't, in fact, leading them to safety. Even invisible, however, a will-o'-wisp rarely ventures far from its target, as it feasts upon the panic and dread felt by its victims. hp: 50 immunities: - magic innate_spells: null languages: - Aklo - Common level: 6 melee: - action_cost: One Action damage: formula: 2d8+4 type: electricity name: shock to_hit: 17 traits: - electricity - magical name: Will-o'-Wisp perception: 16 proactive_abilities: - action_cost: One Action description: '**Requirement** An enemy is under a fear effect or dying within 15 feet of the will-o''-wisp. **Effect** The will-o''wisp feeds on the creature''s terror. It regains 2d4 Hit Points, and if it has Gone Dark, its glow reignites. A will-o''-wisp can take this action only once per round.' name: Feed on Fear traits: - concentrate - action_cost: One Action description: The will-o'-wisp extinguishes its glow, becoming invisible. It can end this effect with another use of this action. If it uses its shock attack while invisible, the arc of electricity lets any observer determine its location, making the will-o'-wisp only hidden to all observers until it moves. name: Go Dark traits: - concentrate ranged: null resistances: null saves: fort: 10 ref: 16 will: 14 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 18 Deception: 12 Intimidation: 12 Stealth: 16 speed: - amount: 50 type: Fly spell_attack_to_hit: null spell_dc: null traits: - CE - Small - Aberration - Air type: Creature - ability_mods: cha_mod: -2 con_mod: 1 dex_mod: 4 int_mod: -4 str_mod: 2 wis_mod: 2 ac: 15 ac_special: null automatic_abilities: null description: Wolves live and hunt in packs, which, contrary to popular belief, are not led by the strongest in the group, but typically consist of a mated pair, their pups, and juvenile offspring from previous mating seasons. Offspring generally leave their parents' pack upon reaching maturity, at which point they seek out mates of their own to go form their own packs elsewhere. hp: 24 immunities: null innate_spells: null languages: '' level: 1 melee: - action_cost: One Action damage: formula: 1d6+2 plus Knockdown type: piercing name: jaws to_hit: 9 traits: null name: Wolf perception: 7 proactive_abilities: - description: The wolf's Strikes deal 1d4 extra damage to creatures within reach of at least two of the wolf's allies. name: Pack Attack traits: null ranged: null resistances: null saves: fort: 6 ref: 9 will: 5 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 7 Athletics: 5 Stealth: 7 Survival: 7 speed: - amount: 35 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Animal type: Creature - ability_mods: cha_mod: -2 con_mod: 4 dex_mod: 3 int_mod: -4 str_mod: 5 wis_mod: 3 ac: 18 ac_special: null automatic_abilities: null description: Much larger and more foul-tempered than their common cousins, dire wolves haunt primeval lands that accommodate their massive size and proportionately large hunting grounds and appetites. Orcs are fond of using dire wolves as mounts, finding their vicious tempers perfect for hunting and warfare. hp: 50 immunities: null innate_spells: null languages: '' level: 3 melee: - action_cost: One Action damage: formula: 1d10+5 plus Knockdown or Grab type: piercing name: jaws to_hit: 12 traits: - reach 10 feet name: Dire Wolf perception: 10 proactive_abilities: - description: The dire wolf's Strikes deal 1d6 extra damage to creatures within reach of at least two of the wolf's allies. name: Pack Attack traits: null - action_cost: One Action description: '**Requirements** The dire wolf has a creature grabbed with its jaws. **Effect** The dire wolf fiercely shakes the grabbed creature with its teeth, dealing 1d10+2 damage (DC 20 basic Fortitude save).' name: Worry traits: - attack ranged: null resistances: null saves: fort: 11 ref: 8 will: 8 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 8 Athletics: 12 Stealth: 8 Survival: 10 speed: - amount: 35 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Large - Animal type: Creature - ability_mods: cha_mod: 5 con_mod: 0 dex_mod: 4 int_mod: 2 str_mod: -5 wis_mod: 2 ac: 24 ac_special: null automatic_abilities: - description: raiths sense the vital essence of living and undead creatures within the listed range. name: Lifesense traits: - divination - divine description: Wraiths are malevolent undead who drain life and shun light. Their shadowy, incorporeal forms are dotted with burning eyes that reffect their hatred for the living, and shadowy claws are weapon enough to steal the vitality from their enemies. A wraith may be created by foul necromancy, but more often they are the result of a hermitic murderer or mutilator who even in death could not give up their wicked ways. Further complicating the matter is the fact that wraiths multiply by consuming and transforming the living into more of their foul kind—meaning a handful of wraiths left unchecked can easily turn into a horde of darkness. hp: 80 immunities: - death effects - disease - paralyzed - poison - precision - unconscious innate_spells: null languages: - Common - Necril level: 6 melee: - action_cost: One Action damage: formula: 2d8+5 plus drain life type: negative name: spectral hand to_hit: 17 traits: - finesse name: Wraith perception: 14 proactive_abilities: - description: When the wraith damages a living creature with its spectral hand Strike, the wraith gains 5 temporary Hit Points and the creature must succeed at a DC 23 Fortitude save or become drained 1. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of drained 4. name: Drain Life traits: - divine - necromancy - description: A living humanoid slain by a wraith's spectral hand Strike rises as a wraith spawn after 1d4 rounds. This wraith spawn is under the command of the wraith that killed it. It doesn't have drain life or wraith spawn and becomes clumsy 2 for as long as it is a wraith spawn. If the creator of the wraith spawn dies, the wraith spawn becomes a full-fledged, autonomous wraith; it regains its free will, gains Wraith Spawn, and is no longer clumsy. name: Wraith Spawn traits: - divine - necromancy ranged: null resistances: - amount: 5 type: all (except force, ghost touch, or positive; double resistance against non-magical) saves: fort: 8 ref: 14 will: 14 saves_special: fort: null ref: null will: +1 status to all saves vs. positive senses: - darkvision - lifesense 60 feet skills: Acrobatics: 14 Intimidation: 15 Stealth: 14 speed: - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: null traits: - LE - Medium - Incorporeal - Undead - Wraith type: Creature - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 2 int_mod: -1 str_mod: 4 wis_mod: 1 ac: 16 ac_special: null automatic_abilities: null description: Xulgath warriors strike with fury and eager cruelty, always ready for the next fight. The taking of prizes from battle—including weapons and items stolen from defeated foes along with grislier trophies harvested from fallen victims' flesh—is a popular pursuit among these vicious reptiles, and those whose armor and scales are most adorned are awarded the greatest respect (and perhaps fear) from their kin. hp: 21 immunities: null innate_spells: null languages: - Draconic - Undercommon level: 1 melee: - action_cost: One Action damage: formula: 1d6+4 type: bludgeoning name: club to_hit: 9 traits: null - action_cost: One Action damage: formula: 1d6+4 type: piercing name: jaws to_hit: 9 traits: null - action_cost: One Action damage: formula: 1d4+4 type: slashing name: claw to_hit: 9 traits: - agile name: Xulgath Warrior perception: 6 proactive_abilities: [] ranged: - action_cost: One Action damage: formula: 1d6+4 type: bludgeoning name: club to_hit: 7 traits: - thrown 10 feet - action_cost: One Action damage: formula: 1d6+4 type: piercing name: javelin to_hit: 7 traits: - thrown 30 feet resistances: null saves: fort: 8 ref: 7 will: 4 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 7 Stealth: 5 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Humanoid - Xulgath type: Creature - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 4 int_mod: -1 str_mod: 3 wis_mod: 1 ac: 19 ac_special: null automatic_abilities: null description: Xulgath warrens are patrolled—some might say "haunted"—by the community's skulkers. These xulgaths specialize in stealth, striking swiftly from the shadows and otherwise ambushing foes. hp: 28 immunities: null innate_spells: null languages: - Draconic - Undercommon level: 2 melee: - action_cost: One Action damage: formula: 1d4+3 type: piercing name: dagger to_hit: 10 traits: - agile - finesse - versatile S - action_cost: One Action damage: formula: 1d6+3 type: piercing name: jaws to_hit: 9 traits: null - action_cost: One Action damage: formula: 1d4+3 type: slashing name: claw to_hit: 10 traits: - agile - finesse name: Xulgath Skulker perception: 7 proactive_abilities: - description: against the skulker's attacks until the end of the skulker's turn. name: Hidden Movement traits: null - description: A xulgath skulker deals an additional 1d6 precision damage to flat-footed creatures. name: Sneak Attack traits: null ranged: - action_cost: One Action damage: formula: 1d4+3 type: piercing name: dagger to_hit: 10 traits: - agile - thrown 10 feet - versatile S resistances: null saves: fort: 8 ref: 10 will: 5 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 8 Stealth: 8 Thievery: 8 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Humanoid - Xulgath type: Creature - ability_mods: cha_mod: 1 con_mod: 2 dex_mod: 1 int_mod: -1 str_mod: 4 wis_mod: 2 ac: 20 ac_special: null automatic_abilities: null description: Xulgath leaders are usually the strongest, most violent members of a community—although in some cases, particularly in larger groups, xulgath tribes are led by powerful demon cultists or other monsters who seek to use the xulgaths as servants or slaves. hp: 44 immunities: null innate_spells: null languages: - Draconic - Undercommon level: 3 melee: - action_cost: One Action damage: formula: 1d10+6 plus Weakening Strike type: slashing name: greataxe to_hit: 11 traits: - sweep - action_cost: One Action damage: formula: 1d6+6 plus Weakening Strike type: piercing name: jaws to_hit: 11 traits: null - action_cost: One Action damage: formula: 1d4+6 type: slashing name: claw to_hit: 11 traits: - agile name: Xulgath Leader perception: 9 proactive_abilities: - action_cost: One Action description: for 1 round. name: Weakening Strike traits: - or enfeebled 2 on a critical hit ranged: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: javelin to_hit: 8 traits: - thrown 30 feet resistances: null saves: fort: 9 ref: 6 will: 9 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 11 Intimidation: 6 Stealth: 6 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Humanoid - Xulgath type: Creature - ability_mods: cha_mod: -1 con_mod: 4 dex_mod: 2 int_mod: -1 str_mod: 5 wis_mod: 4 ac: 21 ac_special: null automatic_abilities: - description: When Hiding, the yeti is concealed by any snowfall, even if it's not thick enough to make other creatures concealed. name: Snowblind traits: null description: 'Nearly a myth, the yeti is rarely seen—and even when it is, it is often too late. Yetis dwell amid the highest, most remote peaks of the world, coming down from their snowy mountain holds to raid, steal livestock, and sometimes feed their insatiable urges for slaughter and destruction. Those folks who live at the foot of a yeti-ruled mountain warn of the "abominable snowmen": monstrous, fur-covered humanoids who leave strange and bloody tracks in the snow.' hp: 115 immunities: - cold innate_spells: null languages: - Aklo level: 5 melee: - action_cost: One Action damage: formula: 2d10+5 type: slashing name: claw to_hit: 15 traits: null name: Yeti perception: 15 proactive_abilities: - action_cost: Free Action description: '**Trigger** The yeti hits a creature in the first round of combat and the yeti was hidden from that creature at the start of combat. **Effect** Each enemy within 30 feet that witnesses the attack (including the target of the attack) must attempt a DC 23 Will save. On a failure, the creature is frightened 2; on a critical failure, it''s frightened 4.' name: Grizzly Arrival traits: - emotion - fear - mental - action_cost: One Action description: claw name: Rend traits: null ranged: null resistances: null saves: fort: 15 ref: 11 will: 13 saves_special: fort: null ref: null will: +4 status to all saves vs. fear and dreams senses: - darkvision - scent (imprecise) 30 feet skills: Athletics: 14 Stealth: 12 Survival: 11 speed: - amount: 35 type: Land - amount: 20 type: Climb spell_attack_to_hit: null spell_dc: null traits: - Uncommon - N - Large - Humanoid type: Creature - ability_mods: cha_mod: -1 con_mod: 6 dex_mod: 5 int_mod: 0 str_mod: 9 wis_mod: 5 ac: 39 ac_special: null automatic_abilities: null description: Zaramuuns are beings of elemental sand that hide in deserts and wastelands. They disguise themselves as massive dunes before rising up to attack living creatures. The most infamous zaramuuns kill any living creatures they find, but others simply rob their victims of all metal and stone possessions before fleeing. Although zaramuuns insist they are only reclaiming what was taken from their ancestral earth, this is simple self-delusion; most zaramuuns use their stolen goods as payment and material components to conjure fiends, for Zaramuuns were exiled from the Plane of Earth after worshipping fiends who promised to give them power over other elementals. This worship gradually transformed into servitude, and now many zaramuuns believe that if they send enough souls to their masters, they will be set free. hp: 291 immunities: - paralyzed - poison - sleep innate_spells: - frequency: at will level: 8 name: dimensional anchor - level: 6 name: disintegrate - level: 6 name: spirit blast - frequency: at will level: 4 name: suggestion - frequency: constant level: 8 name: dimensional anchor languages: - Abyssal - Terran level: 16 melee: - action_cost: One Action damage: formula: 4d12+13 type: bludgeoning name: fist to_hit: 33 traits: null name: Zaramuun perception: 30 proactive_abilities: - action_cost: One Action description: Until the next time it acts, the zaramuun appears to be a sand dune. It has an automatic result of 47 (50 in sandy terrain) on Deception and Stealth checks and DCs to pass as a sand dune. Any creature that walks onto the zaramuun moves into its body and is Engulfed. name: Dune traits: - concentrate - action_cost: Two Actions description: ', Escape DC 32, Rupture 28' name: Engulf traits: null - action_cost: One Action description: The zaramuun attempts to Disarm one primarily metal or stone object from the Struck or Engulfed creature and casts its innate dimensional anchor on the target creature. name: Raking Sand traits: null - description: at its full burrow Speed, leaving no tunnel or sign of its passing. Any Engulfed creatures are left behind when it Burrows. Loose sand and scree are not difficult terrain for a zaramuun. name: Sand Glide traits: - but not stone - action_cost: Two Actions description: The zaramuun sprays a blast of sand that deals 11d10 slashing damage to all creatures in a 60-foot line (Reflex DC 38). It can't Sandblast again for 1d4 rounds. **Critical Success** No effect. **Success** Half damage. **Failure** Full damage. **Critical Failure** Full damage and blinded for 1 round. name: Sandblast traits: - earth ranged: - action_cost: One Action damage: formula: 4d8+13 type: bludgeoning name: rock or metal debris to_hit: 29 traits: - range increment 120 feet resistances: null saves: fort: 34 ref: 30 will: 25 saves_special: fort: null ref: null will: null senses: - darkvision - tremorsense 60 feet skills: Athletics: 31 Religion: 26 Stealth: 27 skills_special: - +35 Athletics to disarm stone or metal objects - +30 Stealth in sandy terrain speed: - amount: 35 type: Land - amount: 35 type: Burrow - amount: null type: Sand Glide spell_attack_to_hit: 31 spell_dc: null traits: - CE - Large - Earth - Elemental type: Creature - ability_mods: cha_mod: -2 con_mod: 2 dex_mod: -2 int_mod: -5 str_mod: 3 wis_mod: 0 ac: 12 ac_special: null automatic_abilities: - description: A zombie is permanently slowed 1 and can't use reactions. name: Slow traits: null description: A zombie shambler is a slow-moving horror dangerous in larger groups. hp: 20 immunities: - death effects - disease - mental - paralyzed - poison - unconscious innate_spells: null languages: '' level: -1 melee: - action_cost: One Action damage: formula: 1d6+3 plus Grab type: bludgeoning name: fist to_hit: 7 traits: null name: Zombie Shambler perception: 0 proactive_abilities: - action_cost: One Action description: '**Requirement** The zombie has a creature grabbed or restrained. **Effect** The zombie makes a jaws unarmed melee Strike against the grabbed or restrained creature with an attack modifier of +7 that deals 1d8+3 piercing damage.' name: Jaws traits: - attack ranged: null resistances: null saves: fort: 6 ref: 0 will: 2 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 5 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - NE - Medium - Mindless - Undead - Zombie type: Creature - ability_mods: cha_mod: -2 con_mod: 3 dex_mod: -2 int_mod: -5 str_mod: 4 wis_mod: 0 ac: 13 ac_special: null automatic_abilities: - description: A zombie is permanently slowed 1 and can't use reactions. name: Slow traits: null description: Plague zombies are infested with hideous contagions. hp: 50 immunities: - death effects - disease - mental - paralyzed - poison - unconscious innate_spells: null languages: '' level: 1 melee: - action_cost: One Action damage: formula: 1d8+4 plus Grab and zombie rot type: bludgeoning name: fist to_hit: 9 traits: null name: Plague Zombie perception: 3 proactive_abilities: - action_cost: One Action description: '**Requirement** The plague zombie has a creature grabbed or restrained. **Effect** The plague zombie makes a jaws unarmed melee Strike against the grabbed or restrained creature with an attack modifier of +9 that deals 1d12+4 piercing damage. A creature damaged by the jaws is exposed to zombie rot.' name: Jaws traits: - attack - description: An infected creature can't heal damage it takes from zombie rot until it has been cured of the disease. **Saving Throw** DC 18 Fortitude; **Stage 1** carrier with no ill effect (1 day); **Stage 2** 1d6 negative damage (1 day); **Stage 3** 1d6 negative damage (1 day); **Stage 4** 1d6 negative damage (1 day); **Stage 5** dead, rising as a plague zombie immediately name: Zombie Rot traits: - disease - necromancy ranged: null resistances: null saves: fort: 6 ref: 3 will: 4 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 7 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - NE - Medium - Mindless - Undead - Zombie type: Creature - ability_mods: cha_mod: -2 con_mod: 4 dex_mod: -3 int_mod: -5 str_mod: 5 wis_mod: 0 ac: 15 ac_special: null automatic_abilities: - description: A zombie is permanently slowed 1 and can't use reactions. name: Slow traits: null description: Necromantic augmentations have granted this zombie increased size and power. hp: 70 immunities: - death effects - disease - mental - paralyzed - poison - unconscious innate_spells: null languages: '' level: 2 melee: - action_cost: One Action damage: formula: 1d12+5 plus Improved Push 5 feet type: bludgeoning name: fist to_hit: 11 traits: - reach 10 feet name: Zombie Brute perception: 4 proactive_abilities: [] ranged: null resistances: null saves: fort: 10 ref: 3 will: 6 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 9 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - NE - Large - Mindless - Undead - Zombie type: Creature - ability_mods: cha_mod: -2 con_mod: 4 dex_mod: -1 int_mod: -5 str_mod: 7 wis_mod: 0 ac: 21 ac_special: null automatic_abilities: - description: A zombie is permanently slowed 1 and can't use reactions. name: Slow traits: null description: These towering horrors are animated from the corpses of monstrosities. hp: 160 immunities: - death effects - disease - mental - paralyzed - poison - unconscious innate_spells: null languages: '' level: 6 melee: - action_cost: One Action damage: formula: 2d10+9 type: bludgeoning name: hunk of meat to_hit: 17 traits: - reach 15 feet name: Zombie Hulk perception: 8 proactive_abilities: - description: A zombie hulk can throw corpses at foes. While any Medium dead body will do, they sometimes throw zombie shamblers, who take just as much damage from being thrown as the target they hit. A thrown shambler lands prone, but if it's not destroyed, it can rise and use other actions normally. name: Corpse Throwing traits: null - action_cost: One Action description: The zombie hulk makes a hunk of meat Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within the Strike's reach. This attack counts as two attacks for the zombie hulk's multiple attack penalty. name: Wide Swing traits: null ranged: - action_cost: One Action damage: formula: 2d10+9 type: bludgeoning name: hunk of meat to_hit: 9 traits: - thrown 10 feet - action_cost: One Action damage: formula: 2d6+9 type: bludgeoning name: corpse to_hit: 17 traits: - brutal - range increment 30 feet resistances: null saves: fort: 16 ref: 9 will: 12 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 18 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - NE - Huge - Mindless - Undead - Zombie type: Creature - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 2 int_mod: -4 str_mod: 4 wis_mod: 0 ac: 16 ac_special: null automatic_abilities: null description: What first appears to be a simple shrub suddenly stirs to life. hp: 35 immunities: null innate_spells: null languages: '' level: 2 melee: - action_cost: One Action damage: formula: 1d8+4 plus weeping wounds type: slashing name: vine to_hit: 11 traits: - agile - reach 10 feet name: Bloodlash Bush perception: 6 proactive_abilities: - action_cost: Two Actions description: . The bush regains an amount of Hit Points equal to double the damage dealt. name: Blood Siphon traits: - basic Reflex DC 17 - description: The bush spins in a circle, lashing out in all directions at once. It makes one attack roll and compares the result to the AC of each creature within its melee reach, rolling damage only once and applying it to each creature hit. name: Spinning Strike traits: null - description: . Unlike other forms of persistent damage, this damage is cumulative, to a maximum of 5 persistent bleed damage but it can be stopped like any other persistent bleed damage. name: Weeping Wounds traits: - 2 on a critical hit ranged: null resistances: - amount: 5 type: bludgeoning - amount: 5 type: piercing saves: fort: 10 ref: 8 will: 6 saves_special: fort: null ref: null will: null senses: - tremorsense (imprecise) 30 feet skills: Athletics: 8 Stealth: 6 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Small - Plant type: Creature - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 3 int_mod: -4 str_mod: 2 wis_mod: 0 ac: 16 ac_special: null automatic_abilities: null description: What first appears to be a simple shrub suddenly stirs to life. hp: 15 immunities: null innate_spells: null languages: '' level: 0 melee: - action_cost: One Action damage: formula: 1d8+2 Grab type: plus name: vine to_hit: 7 traits: - agile - finesse - reach 10 feet name: Vine Lasher perception: 4 proactive_abilities: - description: A creature grabbed by a vine lasher is not immobilized, but the grabbed creature's space and every adjacent square use the rules for difficult terrain. If the creature moves, the vine lasher moves with it, always keeping the grabbed creature within 10 feet of itself. If two or more vine lashers have a creature grabbed in this way, then the target's space and adjacent square instead use the rules for greater difficult terrain. name: Light Hold traits: null ranged: null resistances: null saves: fort: 6 ref: 7 will: 4 saves_special: fort: null ref: null will: null senses: - tremorsense (imprecise) 30 feet skills: Athletics: 6 Stealth: 5 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - N - Small - Plant type: Creature - ability_mods: cha_mod: -5 con_mod: 5 dex_mod: -4 int_mod: -5 str_mod: 5 wis_mod: 0 ac: 12 ac_special: null automatic_abilities: - description: '|1| A blood ooze can seep into a corpse''s wounds, displacing its natural blood. It can burst out of the corpse as a free action.' name: Infuse Corpse traits: null description: Swelling like a bubble about to burst, this oozing thing looks like it is made entirely from blood. Its slick, crimson skin is marred only by spots that look like clots formed on the surface. hp: 90 immunities: - critical hits - mental - precision - unconscious - visual innate_spells: null languages: '' level: 4 melee: - action_cost: One Action damage: formula: 1d12+8 plus 1d6 persistent bleed type: bludgeoning name: pseudopod to_hit: 15 traits: - reach 10 feet name: Blood Ooze perception: 8 proactive_abilities: - action_cost: Two Actions description: . The blood ooze regains an amount of Hit Points equal to half the damage Siphon Vitality dealt to the single creature that took the most damage. name: Siphon Vitality traits: - DC 21 basic Fortitude save ranged: null resistances: null saves: fort: 15 ref: 6 will: 6 saves_special: fort: null ref: null will: null senses: - motion sense 60 feet - no vision skills: Athletics: 13 Stealth: 4 speed: - amount: 10 type: Land - amount: 10 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Large - Mindless - Ooze type: Creature - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 4 int_mod: 0 str_mod: 2 wis_mod: 1 ac: 19 ac_special: null automatic_abilities: null description: Anadi hunters act as the eyes and ears of their clans, scouting the surrounding area for potential invaders. hp: 27 immunities: null innate_spells: null languages: - Anadi - Common level: 2 melee: - action_cost: One Action damage: formula: 1d6+2 type: piercing name: shortsword to_hit: 10 traits: - agile - finesse - versatile S - action_cost: One Action damage: formula: 1d8+2 plus anadi venom type: piercing name: fangs to_hit: 10 traits: - finesse name: Anadi Hunter perception: 7 proactive_abilities: - description: '**Saving Throw** DC 16 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d6 poison damage and flat-footed (1 round); **Stage 2** 1d6 poison damage, flat-footed, and clumsy 1 (1 round)' name: Anadi Venom traits: - poison - action_cost: One Action description: The anadi changes into their true form, spider form, or human form. The above statistics assume the anadi is in their true form. While in their human form, the anadi hunter can't use their fangs attack and loses their climb Speed. When in spider form, they can't use weapons. name: Change Shape traits: - arcane - concentrate - polymorph - transmutation - description: By spending several minutes, an anadi can produce silk to craft items made of cloth. A single anadi can produce enough silk in a day to craft a single garment. name: Spin Silk traits: - concentrate - exploration - manipulate ranged: - action_cost: One Action damage: formula: 1d6+1 type: piercing name: composite shortbow to_hit: 10 traits: - deadly 1d10 - propulsive - range increment 60 feet - reload 0 resistances: null saves: fort: 6 ref: 10 will: 7 saves_special: fort: null ref: null will: null senses: null skills: Acrobatics: 8 Athletics: 6 Crafting: 6 Nature: 5 Stealth: 8 speed: - amount: 25 type: Land - amount: 25 type: Climb spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CG - Medium - Anadi - Humanoid type: Creature - ability_mods: cha_mod: 2 con_mod: 0 dex_mod: 2 int_mod: 1 str_mod: 0 wis_mod: 4 ac: 21 ac_special: null automatic_abilities: null description: Anadi sages commune with nature and hone their magic through practice. hp: 58 immunities: null innate_spells: - level: 2 name: blur - level: 2 name: illusory creature - level: 1 name: color spray - level: 1 name: illusory disguise - level: 1 name: illusory object languages: - Anadi - Common level: 4 melee: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: shortsword to_hit: 12 traits: - agile - finesse - versatile S - action_cost: One Action damage: formula: 2d6+3 plus anadi venom type: piercing name: fangs to_hit: 12 traits: - finesse name: Anadi Sage perception: 12 proactive_abilities: - description: '**Saving Throw** DC 20 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d6 poison damage and flat-footed (1 round); **Stage 2** 1d6 poison damage, flat-footed, and clumsy 1 (1 round)' name: Anadi Venom traits: - poison - action_cost: One Action description: The anadi changes into their true form, spider form, or human form. The above statistics assume the anadi is in their true form. While in their human form, the anadi sage can't use their fangs attack and loses their climb Speed. When in spider form, they can't use weapons. name: Change Shape traits: - arcane - concentrate - polymorph - transmutation - description: By spending several minutes, an anadi can produce silk to craft items made of cloth. A single anadi can produce enough silk in a day to craft a single garment. name: Spin Silk traits: - concentrate - exploration - manipulate ranged: null resistances: null saves: fort: 8 ref: 10 will: 12 saves_special: fort: null ref: null will: null senses: null skills: Athletics: 6 Crafting: 9 Deception: 8 Diplomacy: 10 Nature: 12 Survival: 10 speed: - amount: 25 type: Land - amount: 25 type: Climb spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CG - Medium - Anadi - Humanoid type: Creature - ability_mods: cha_mod: 2 con_mod: 0 dex_mod: 4 int_mod: 1 str_mod: 2 wis_mod: 4 ac: 23 ac_special: null automatic_abilities: null description: Anadi elders must make the difficult decision of whether to continue negotiations or to escalate a disagreement to outright conflict. hp: 95 immunities: null innate_spells: - level: 3 name: hypnotic pattern - level: 3 name: invisibility sphere - level: 2 name: blur - level: 2 name: invisibility - level: 2 name: mirror image - level: 1 name: color spray - level: 1 name: illusory disguise - level: 1 name: illusory object languages: - Anadi - Common level: 6 melee: - action_cost: One Action damage: formula: 1d6+5 type: piercing name: shortsword to_hit: 16 traits: - agile - finesse - versatile S - action_cost: One Action damage: formula: 2d6+5 plus anadi venom type: piercing name: fangs to_hit: 16 traits: - finesse name: Anadi Elder perception: 15 proactive_abilities: - description: '**Saving Throw** DC 22 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison damage and flat-footed (1 round); **Stage 2** 2d6 poison damage, flat-footed, and clumsy 1 (1 round)' name: Anadi Venom traits: - poison - action_cost: One Action description: The anadi changes into their true form, spider form, or human form. The above statistics assume the anadi is in their true form. While in their human form, the anadi elder can't use their fangs attack and loses their climb Speed. When in spider form, they can't use weapons. name: Change Shape traits: - arcane - concentrate - polymorph - transmutation - description: By spending several minutes, an anadi can produce silk to craft items made of cloth. A single anadi can produce enough silk in a day to craft a single garment. name: Spin Silk traits: - concentrate - exploration - manipulate ranged: - action_cost: One Action damage: formula: 1d8+1 type: piercing name: composite longbow to_hit: 16 traits: - deadly 1d10 - propulsive - range increment 100 feet - reload 0 - volley 30 feet resistances: null saves: fort: 10 ref: 14 will: 16 saves_special: fort: null ref: null will: null senses: null skills: Athletics: 12 Crafting: 13 Deception: 12 Diplomacy: 10 Nature: 14 Society: 9 Survival: 12 speed: - amount: 25 type: Land - amount: 25 type: Climb spell_attack_to_hit: 17 spell_dc: null traits: - Uncommon - CG - Medium - Anadi - Humanoid type: Creature - ability_mods: cha_mod: 2 con_mod: 3 dex_mod: 0 int_mod: -1 str_mod: 6 wis_mod: 1 ac: 22 ac_special: null automatic_abilities: null description: Doorwardens are constructs originally invented by elves. Upon first glance, these guardians resemble ornate doors made entirely of steel or even mithral, but when trespassers try to force their way past, the doorwarden transforms into a skilled and sturdy soldier bearing its "door" like a towering shield. hp: 60 immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious innate_spells: [] languages: - Common level: 5 melee: - action_cost: One Action damage: formula: 1d8+9 type: slashing name: longsword to_hit: 15 traits: - reach 10 feet - versatile P - action_cost: One Action damage: formula: 1d6+9 type: bludgeoning name: shield boss to_hit: 15 traits: null - action_cost: One Action damage: formula: 1d4+8 type: bludgeoning name: door to_hit: 13 traits: null name: Doorwarden perception: 13 proactive_abilities: - action_cost: One Action description: Until the next time it acts, the doorwarden appears to be a door. It has an automatic result of 31 on Deception checks and DCs to pass as a door. name: Imitate Door traits: - concentrate - action_cost: Two Actions description: The door opens and slams its doors, making two door Strikes against one creature. If both hit, the creature is grabbed—stuck between the doors. The doorwarden's multiple attack penalty doesn't increase until it has finished both attacks. name: Slam Doors traits: - concentrate ranged: null resistances: - amount: 5 type: physical (except bludgeoning) saves: fort: 12 ref: 7 will: 10 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Athletics: 13 Intimidation: 11 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: null traits: - Uncommon - LN - Large - Construct type: Creature - ability_mods: cha_mod: 3 con_mod: 0 dex_mod: 3 int_mod: -4 str_mod: 2 wis_mod: 1 ac: 18 ac_special: null automatic_abilities: null description: The emperor bird is native to the jungles of the Mwangi Expanse and known for its brilliant plumage and innate magic. While it usually feeds on lizards, big insects, and other small creatures, the emperor bird is highly territorial and not afraid to attack larger prey. Its beak, resembling that of the much smaller peafowl, is exceptionally sharp, but its deadliest weapon is its tail—the long, whiplike blades of bone hidden among its tail feathers are a nasty surprise for any predator trying to sneak up on the bird. hp: 27 immunities: null innate_spells: null languages: '' level: 2 melee: - action_cost: One Action damage: formula: 1d10+2 type: piercing name: beak to_hit: 11 traits: null - action_cost: One Action damage: formula: 1d8+3 type: slashing name: tail to_hit: 11 traits: - agile - reach 10 feet name: Emperor Bird perception: 8 proactive_abilities: - action_cost: Two Actions description: The emperor bird flaps its mesmerizing wings. Each creature within 15 feet that can see the emperor bird must attempt a DC 19 Will save. **Critical Success** The creature is unaffected. **Success** The creature is dazzled for 1 round. **Failure** The creature is dazzled for 1d4 rounds. **Critical Failure** The creature is confused for 1d4 rounds. name: Dazzling Display traits: - enchantment - mental - primal - visual - action_cost: Two Actions description: The emperor bird makes tail Strikes against two different creatures within reach. The emperor bird's multiple attack penalty does not increase until it has finished both attacks. name: Tail Lash traits: null ranged: null resistances: null saves: fort: 6 ref: 9 will: 7 saves_special: fort: null ref: null will: null senses: null skills: Acrobatics: 9 Intimidation: 7 Survival: 7 speed: - amount: 15 type: Land - amount: 20 type: Fly spell_attack_to_hit: null spell_dc: null traits: - Uncommon - N - Medium - Animal type: Creature - ability_mods: cha_mod: -2 con_mod: 4 dex_mod: 0 int_mod: -3 str_mod: 4 wis_mod: 1 ac: 17 ac_special: null automatic_abilities: null description: Grauladons are vicious predators that appear crocodilian in form, but are in fact distant offshoots of dragonkind. They make their dens in the shallows of fetid ponds or isolated corners of larger bodies of water, usually in rural swamps or woodlands. Driven almost entirely by their base desire to feed, grauladons spend most of their time swimming leisurely underwater looking for prey such as fish or waterfowl. Possessed of a greed befitting their more majestic dragon cousins, grauladons often take down prey larger than they need, jealously guarding the corpses to keep scavengers away even as the meat rots. A typical grauladon is 16 feet long from its snout to the tip of its tail and weighs 1,500 pounds. hp: 35 immunities: - paralyzed - sleep innate_spells: null languages: - Draconic level: 2 melee: - action_cost: One Action damage: formula: 1d12+4 type: piercing name: jaws to_hit: 10 traits: null - action_cost: One Action damage: formula: 1d8+4 type: bludgeoning name: tail to_hit: 10 traits: - agile name: Grauladon perception: 7 proactive_abilities: - action_cost: One Action description: check and compares the result to the Fortitude DC of each target. name: Body Slam traits: null - description: . name: Deep Breath traits: - 22-1/2 minutes - action_cost: One Action description: . The grauladon can't use Noxious Breath or Reactive Breath again for 1d4 rounds. name: Noxious Breath traits: - sickened 2 on a critical failure ranged: null resistances: null saves: fort: 12 ref: 6 will: 7 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 30 feet skills: Athletics: 10 Stealth: 6 Survival: 5 speed: - amount: 20 type: Land - amount: 30 type: Swim spell_attack_to_hit: null spell_dc: null traits: - Uncommon - N - Large - Dragon type: Creature - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: -1 int_mod: -3 str_mod: 3 wis_mod: 1 ac: 17 ac_special: null automatic_abilities: - description: he graveshell conceals its true nature over the course of a few minutes by impaling a corpse (typically humanoid) on its spiky shell before partially submerging itself in water. It has an automatic result of 22 on Deception checks and DCs to pass as a corpse floating in the water. name: Corpse Disguise traits: - exploration description: 'The graveshell is a dangerous predator that draws scavengers and explorers into its grasp using a morbid lure: the corpse of a former victim impaled upon the spikes that protrude from its large, turtle-like shell. Aside from its shell, the monster resembles no known animal. Small but bright yellow eyes watch from the sagging flesh of its head, the most prominent feature of which is a curiously shaped, toothy maw twisted into a perpetual grin. Its stubby arms and legs are impractical for both walking and swimming, though the algae-caked claws tipping each limb are deadly weapons.' hp: 20 immunities: null innate_spells: null languages: - Common - Undercommon level: 1 melee: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: jaws to_hit: 8 traits: null - action_cost: One Action damage: formula: 1d4+3 type: slashing name: claw to_hit: 8 traits: - agile - action_cost: One Action damage: formula: 1d4+3 type: piercing name: shell spikes to_hit: 8 traits: null name: Graveshell perception: 4 proactive_abilities: - description: . name: Deep Breath traits: - 20 minutes - action_cost: One Action description: The graveshell withdraws into its shell, gaining a +2 circumstance bonus to AC and allowing it to use Shell Block. This lasts until the graveshell moves or attacks with any attack other than its shell spikes. The graveshell can't take this action or get any benefit from it if its shell is broken. name: Shell Game traits: null ranged: null resistances: null saves: fort: 8 ref: 2 will: 4 saves_special: fort: null ref: null will: null senses: - darkvision - wavesense (imprecise) 30 feet skills: Athletics: 6 Stealth: 4 speed: - amount: 20 type: Land - amount: 20 type: Swim spell_attack_to_hit: null spell_dc: null traits: - Uncommon - N - Large - Beast type: Creature - ability_mods: cha_mod: 1 con_mod: 3 dex_mod: 4 int_mod: -1 str_mod: -2 wis_mod: 1 ac: 16 ac_special: null automatic_abilities: null description: The life of a Hellknight is bloody, brutal, and often short. Many who perish in service to a Hellknight order are glad to rest after having served their masters so faithfully, but others seek to continue their work even in death. When a Hellknight is decapitated, the ghostly undead known as a hellcrown is an occasional result. Consumed by the desire to bring about order by inflicting cruelty, hellcrowns haunt battlefields and abandoned castles, slaying all they encounter. A strange fusion of spirit and steel, a hellcrown has no corporeal form by itself, but instead inhabits the helmet it so proudly wore in life. Dangling from the helmet like a shroud is a shadow of the former Hellknight's spine, adding to the creature's terrifyingly gruesome appearance. Hellknights regard hellcrowns with a mixture of disgust and respect, considering the individuals who transform into these floating undead to have been resolute in purpose but weak in body. hp: 20 immunities: - death effects - disease - paralyzed - poison - unconscious innate_spells: null languages: - Common level: 1 melee: null name: Hellcrown perception: 10 proactive_abilities: - description: . Each additional embedded nail increases the enfeebled value by 1 (to a maximum of enfeebled 4) and the bleed damage by 1. A creature can remove a nail with an Interact action to reduce the enfeeblement and amount of bleed damage. Pulling out the last nail removes both conditions. name: Bleeding Nail traits: - enfeebled 2 and 1d4 persistent bleed damage on a critical failure - action_cost: One Action description: All creatures that can see the hellcrown and are suffering from its bleeding nail must attempt a DC 16 Will saving throw. A creature that fails is frightened 1, and on a critical failure becomes fleeing for as long as it's frightened. Any creature that attempts a save is then temporarily immune for 10 minutes. name: Terrifying Stare traits: - fear - mental - visual ranged: - action_cost: One Action damage: formula: 1d4+2 plus bleeding nail type: piercing name: nail to_hit: 9 traits: - range increment 20 feet resistances: null saves: fort: 4 ref: 6 will: 10 saves_special: fort: null ref: null will: null senses: - darkvision skills: Intimidation: 8 Stealth: 7 speed: - amount: 25 type: Fly spell_attack_to_hit: null spell_dc: null traits: - Uncommon - LE - Tiny - Undead type: Creature - ability_mods: cha_mod: -1 con_mod: 2 dex_mod: 3 int_mod: 0 str_mod: 3 wis_mod: 2 ac: 19 ac_special: null automatic_abilities: - description: The tixitog can detect the vibrations of creatures touching a web that the tixitog is also touching. name: Web Sense traits: null description: Tixitogs are a species of bizarre aberrations that make their homes in the dens of giant spiders. Immune to poison and able to traverse sticky webs thanks to the thick slime that covers their bodies, tixitogs steal food cocooned in spider lairs and prey on spiders themselves, but they are careful never to kill so many that their food supply runs out. Their favorite meal, however, is the odd adventurer or spelunker who stumbles into their nest. hp: 40 immunities: - poison innate_spells: null languages: - Aklo - Common level: 3 melee: - action_cost: One Action damage: formula: 1d12+5 type: piercing name: jaws to_hit: 10 traits: null - action_cost: One Action name: tongue to_hit: 12 traits: - reach 20 feet - action_cost: One Action damage: formula: 1d10+5 type: bludgeoning name: leg to_hit: 10 traits: - agile name: Tixitog perception: 9 proactive_abilities: - action_cost: One Action description: Small, 1d12+3 bludgeoning, Rupture 10 name: Swallow Whole traits: null - description: When a tixitog hits a Small or smaller creature with its tongue Strike, the target is pulled into the tixitog's mouth. The tixitog can then attempt to Swallow it Whole. name: Tongue Pull traits: null ranged: null resistances: null saves: fort: 9 ref: 10 will: 7 saves_special: fort: null ref: null will: null senses: - darkvision - web sense (imprecise) 60 feet skills: Acrobatics: 8 Athletics: 10 Occultism: 7 Stealth: 10 speed: - amount: 25 type: Land - amount: 25 type: Climb spell_attack_to_hit: null spell_dc: null traits: - Uncommon - NE - Medium - Aberration type: Creature - ability_mods: cha_mod: -2 con_mod: 2 dex_mod: 4 int_mod: -3 str_mod: 5 wis_mod: 1 ac: 24 ac_special: null automatic_abilities: null description: Asanbosams are monstrous, hairy humanoids with cold iron fangs and muscular limbs that end in powerful, hooked claws. They hide in treetops and grab prey from above, latching onto their unfortunate victims' necks to drain their blood. Locals in nearby communities tell horror stories of these "bloodsucking tree-folk," and experienced jungle explorers keep a close watch on the treetops in asanbosam territory. hp: 95 immunities: null innate_spells: null languages: - Mwangi level: 6 melee: - action_cost: One Action damage: formula: 2d8+7 type: piercing name: cold iron jaws to_hit: 17 traits: - deadly 1d8 - action_cost: One Action damage: formula: 2d6+7 plus Grab type: slashing name: claw to_hit: 17 traits: - agile - reach 10 feet name: Asanbosam perception: 17 proactive_abilities: - action_cost: Two Actions description: ', it can make a claw Strike with its reach increased to 15 feet. This Strike deals an additional 1d6 slashing damage, and if it hits, the asanbosam Grabs the target and pulls it to a space adjacent to the asanbosam. This counts as two attacks when calculating the asanbosam''s multiple attack penalty.' name: Attack from Above traits: - usually by using its Climb speed - action_cost: One Action description: A victim's drained condition decreases by 1 each week. A blood transfusion, which requires a successful DC 20 Medicine check and a blood donor or sufficient blood, reduces the drained value by 1 after 10 minutes. name: Drink Blood traits: null ranged: null resistances: null saves: fort: 15 ref: 17 will: 10 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 14 Athletics: 16 Intimidation: 15 Stealth: 16 Survival: 14 speed: - amount: 35 type: Land - amount: 20 type: Climb spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Humanoid type: Creature - ability_mods: cha_mod: 6 con_mod: 3 dex_mod: 2 int_mod: 4 str_mod: 6 wis_mod: 3 ac: 27 ac_special: null automatic_abilities: null description: Bidas are black-scaled dragons with long, serpentine bodies and bat-like wings. Their legs and claws are smaller than those of most dragons, but their powerful undulating coils, like those of a boa constrictor, are potent weapons capable of squeezing the life from several unfortunate victims at a time. hp: 135 immunities: - paralyzed - sleep innate_spells: - level: 3 name: nondetection languages: - Common - Draconic - Mwangi level: 8 melee: - action_cost: One Action damage: formula: 2d12+9 type: piercing name: jaws to_hit: 20 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d6+9 plus Improved Grab type: bludgeoning name: tail to_hit: 20 traits: - reach 15 feet name: Bida perception: 15 proactive_abilities: - action_cost: One Action description: 1d6+6 bludgeoning, DC 26 name: Constrict traits: null - description: A bida can Strike with its tail even while Grabbing creatures with it. The bida can have up to eight Medium or smaller creatures grabbed with its tail at a time; it can also grab Large creatures, but they count as four Medium creatures for this purpose. name: Eight Coils traits: null - description: By concentrating for 4 hours, the bida hides a small settlement. This is a 5th-level *hallucinatory terrain* spell, except the area is a 500-foot burst and creatures are invisible while inside structures in the area. The bida can conceal only one settlement at a time, and must concentrate on the effect for 10 minutes at the beginning of each day to maintain the illusion. name: Mask Settlement traits: - arcane - illusion ranged: null resistances: - amount: 10 type: acid - amount: 10 type: poison saves: fort: 18 ref: 15 will: 18 saves_special: fort: null ref: null will: +2 circumstance to all saves to disbelieve illusions senses: - darkvision - scent (imprecise) 30 feet skills: Deception: 20 Diplomacy: 18 Intimidation: 18 Society: 16 Stealth: 16 speed: - amount: 40 type: Land - amount: 60 type: Fly - amount: 20 type: Climb spell_attack_to_hit: null spell_dc: 26 traits: - Uncommon - LE - Huge - Dragon type: Creature - ability_mods: cha_mod: 1 con_mod: -1 dex_mod: 2 int_mod: 0 str_mod: 3 wis_mod: 2 ac: 16 ac_special: null automatic_abilities: null description: Rank-and-file bilokos stalk the jungles in small hunting bands. hp: 19 immunities: null innate_spells: [] languages: - Mwangi - Sylvan level: 1 melee: - action_cost: One Action damage: formula: 1d8+3 type: piercing name: jaws to_hit: 8 traits: null - action_cost: One Action damage: formula: 1d6+3 type: piercing name: spear to_hit: 8 traits: null name: Biloko Warrior perception: 7 proactive_abilities: - description: If a biloko feasts on a human corpse for 1 minute or more, they gain a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for 1 hour. name: Inspired Feast traits: - emotion - mental ranged: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: spear to_hit: 7 traits: - thrown 20 feet resistances: null saves: fort: 4 ref: 7 will: 7 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Athletics: 7 Crafting: 7 Nature: 5 Stealth: 6 Survival: 6 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: null traits: - NE - Small - Fey type: Creature - ability_mods: cha_mod: 2 con_mod: 0 dex_mod: 4 int_mod: 0 str_mod: 4 wis_mod: 3 ac: 21 ac_special: null automatic_abilities: null description: A biloko who has led a sufficient number of successful hunts garners the respect (and fear) of their companions. hp: 58 immunities: null innate_spells: [] languages: - Mwangi - Sylvan level: 4 melee: - action_cost: One Action damage: formula: 2d8+5 type: piercing name: jaws to_hit: 14 traits: null - action_cost: One Action damage: formula: 1d8+5 type: piercing name: longspear to_hit: 14 traits: - reach 10 feet name: Biloko Veteran perception: 11 proactive_abilities: - description: If a biloko feasts on a human corpse for 1 minute or more, they gain a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for 1 hour. name: Inspired Feast traits: - emotion - mental - action_cost: Two Actions description: The veteran makes a melee Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within their melee reach and adjacent to each other. Roll damage only once and apply it to each creature hit. A Swipe counts as two attacks for the veteran's multiple attack penalty. name: Swipe traits: null ranged: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: shortbow to_hit: 14 traits: - deadly d10 - range increment 60 feet - reload 0 resistances: null saves: fort: 8 ref: 13 will: 11 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Athletics: 10 Crafting: 10 Intimidation: 12 Nature: 9 Stealth: 13 Survival: 11 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: null traits: - NE - Small - Fey type: Creature - ability_mods: cha_mod: 1 con_mod: 1 dex_mod: 5 int_mod: 0 str_mod: 6 wis_mod: 4 ac: 25 ac_special: null automatic_abilities: null description: If a biloko is lucky enough to consume several spellcasters or other creatures with innate magical abilities, it undergoes a subtle transformation over the course of 1 week. Such a fey is known as an eloko, and in addition to their incredible appetite (even by biloko standards), they have the supernatural ability to grow to immense size. hp: 115 immunities: null innate_spells: [] languages: - Aklo - Mwangi - Sylvan level: 7 melee: - action_cost: One Action damage: formula: 2d8+8 type: piercing name: jaws to_hit: 17 traits: null - action_cost: One Action damage: formula: 1d4+8 type: piercing name: dagger to_hit: 18 traits: - agile - magical - versatile S name: Eloko perception: 15 proactive_abilities: - description: If a biloko feasts on a human corpse for 1 minute or more, they gain a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for 1 hour. name: Inspired Feast traits: - emotion - mental - action_cost: Two Actions description: The eloko is affected by a 4th-level *enlarge* spell. This lasts for 1 minute, and the eloko can Dismiss the Spell. name: Size Alteration traits: - polymorph - primal - transmutation - description: creatures. name: Sneak Attack traits: null ranged: - action_cost: One Action name: blowgun to_hit: 17 traits: - agile - nonlethal - range increment 20 feet - reload 1 - action_cost: One Action damage: formula: 1d4+8 type: piercing name: dagger to_hit: 18 traits: - agile - magical - thrown 10 feet - versatile S resistances: null saves: fort: 12 ref: 18 will: 15 saves_special: fort: null ref: null will: null senses: - low-light vision - scent (imprecise) 30 feet skills: Athletics: 18 Crafting: 13 Deception: 15 Nature: 13 Stealth: 16 Survival: 13 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: null traits: - NE - Small - Fey type: Creature - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 3 int_mod: -1 str_mod: 3 wis_mod: 1 ac: 18 ac_special: null automatic_abilities: null description: A charau-ka warrior carries hatchets, daggers, and similar weaponry on their person and usually doesn't worry about running out of thrown weapons when rocks plucked from the ground are just as deadly in their hands. hp: 18 immunities: null innate_spells: null languages: - Draconic - Mwangi level: 1 melee: - action_cost: One Action damage: formula: 1d6+3 type: slashing name: hatchet to_hit: 8 traits: - agile - sweep - action_cost: One Action damage: formula: 1d4+3 type: piercing name: dagger to_hit: 8 traits: - agile - finesse - versatile S - action_cost: One Action damage: formula: 1d4+3 type: bludgeoning name: fist to_hit: 8 traits: - agile - nonlethal name: Charau-ka Warrior perception: 6 proactive_abilities: - action_cost: Free Action description: '**Trigger** The charau-ka''s turn begins. **Frequency** once per hour; **Effect** The charau-ka is quickened until the end of its turn, and can use the extra action to Stride or Strike. While in the frenzy, the charau-ka can''t speak and automatically critically fails Stealth checks, due to its loud wailing.' name: Shrieking Frenzy traits: - primal - transmutation - description: trait to make a lethal attack. name: Thrown Weapon Mastery traits: null ranged: - action_cost: One Action damage: formula: 1d6+3 type: slashing name: hatchet to_hit: 8 traits: - agile - deadly d6 - sweep - thrown 10 feet - action_cost: One Action damage: formula: 1d4+3 type: piercing name: dagger to_hit: 8 traits: - agile - deadly d6 - thrown 10 feet - versatile S - action_cost: One Action damage: formula: 1d6+3 type: bludgeoning name: thrown debris to_hit: 8 traits: - deadly d6 - thrown 20 feet resistances: null saves: fort: 7 ref: 8 will: 4 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 30 feet skills: Athletics: 6 Religion: 4 Stealth: 6 speed: - amount: 25 type: Land - amount: 25 type: Climb spell_attack_to_hit: null spell_dc: null traits: - CE - Small - Charau-ka - Humanoid type: Creature - ability_mods: cha_mod: 2 con_mod: 1 dex_mod: 2 int_mod: 0 str_mod: 2 wis_mod: 4 ac: 19 ac_special: null automatic_abilities: null description: Even with the Gorilla King's fall, some charau-kas still worship Angazhan. hp: 45 immunities: null innate_spells: null languages: - Abyssal - Draconic - Mwangi level: 3 melee: - action_cost: One Action damage: formula: 1d6+5 type: piercing name: spear to_hit: 11 traits: - thrown 20 feet - action_cost: One Action damage: formula: 1d4+5 type: bludgeoning name: fist to_hit: 11 traits: - agile - nonlethal name: Charau-ka Acolyte of Angazhan perception: 9 proactive_abilities: - action_cost: Free Action description: '**Trigger** The charau-ka''s turn begins. **Frequency** once per hour; **Effect** The charau-ka is quickened until the end of its turn, and can use the extra action to Stride or Strike. While in the frenzy, the charau-ka can''t speak and automatically critically fails Stealth checks, due to its loud wailing.' name: Shrieking Frenzy traits: - primal - transmutation - description: trait to make a lethal attack. name: Thrown Weapon Mastery traits: null ranged: - action_cost: One Action damage: formula: 1d6+5 type: piercing name: spear to_hit: 11 traits: - deadly d6 - thrown 20 feet - action_cost: One Action damage: formula: 1d6+5 type: bludgeoning name: thrown debris to_hit: 11 traits: - deadly d6 - thrown 20 feet resistances: null saves: fort: 8 ref: 7 will: 11 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 30 feet skills: Athletics: 7 Intimidation: 7 Nature: 9 Religion: 11 Stealth: 7 speed: - amount: 25 type: Land - amount: 25 type: Climb spell_attack_to_hit: null spell_dc: null traits: - CE - Small - Charau-ka - Humanoid type: Creature - ability_mods: cha_mod: 2 con_mod: 3 dex_mod: 3 int_mod: 0 str_mod: 5 wis_mod: 1 ac: 23 ac_special: null automatic_abilities: null description: While charau-kas are well known for their brutality, some frighten even others of their kind with their obsession with violence. hp: 95 immunities: null innate_spells: null languages: - Draconic - Mwangi level: 6 melee: - action_cost: One Action damage: formula: 2d8+8 type: slashing name: trident to_hit: 20 traits: - magical - action_cost: One Action damage: formula: 1d4+8 type: bludgeoning name: fist to_hit: 19 traits: - agile - nonlethal name: Charau-ka Butcher perception: 11 proactive_abilities: - description: '**Trigger** The charau-ka butcher deals bleed damage to a creature. **Effect** The charau-ka licks blood from its weapon, becoming furious. It regains 5 HP and gains a +1 status bonus to attack rolls until the end of its turn.' name: Blood Fury traits: - manipulate - description: While the charau-ka butcher is raging, its melee Strikes deal 1d4 persistent bleed damage. name: Mauler traits: null - action_cost: One Action description: ; AC 22, +9 HP, +2 melee damage. name: Rage traits: null - action_cost: Free Action description: '**Trigger** The charau-ka''s turn begins. **Frequency** once per hour; **Effect** The charau-ka is quickened until the end of its turn, and can use the extra action to Stride or Strike. While in the frenzy, the charau-ka can''t speak and automatically critically fails Stealth checks, due to its loud wailing.' name: Shrieking Frenzy traits: - primal - transmutation - description: trait to make a lethal attack. name: Thrown Weapon Mastery traits: null ranged: - action_cost: One Action damage: formula: 2d8+8 type: piercing name: trident to_hit: 18 traits: - deadly d6 - magical - thrown 20 feet - action_cost: One Action damage: formula: 2d6+8 type: bludgeoning name: thrown debris to_hit: 17 traits: - deadly d6 - thrown 20 feet resistances: null saves: fort: 17 ref: 11 will: 13 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 30 feet skills: Acrobatics: 11 Athletics: 15 Intimidation: 14 Religion: 9 Stealth: 13 speed: - amount: 25 type: Land - amount: 25 type: Climb spell_attack_to_hit: null spell_dc: null traits: - CE - Small - Charau-ka - Humanoid type: Creature - ability_mods: cha_mod: -1 con_mod: 2 dex_mod: 4 int_mod: 0 str_mod: 1 wis_mod: 3 ac: 18 ac_special: null automatic_abilities: null description: The best grippli hunters are chosen for the honorable role of scouts. hp: 20 immunities: null innate_spells: null languages: - Common - Grippli level: 1 melee: - action_cost: One Action damage: formula: 1d4+1 type: slashing name: sickle to_hit: 9 traits: - agile - finesse - trip name: Grippli Scout perception: 8 proactive_abilities: - action_cost: One Action description: against a Medium or smaller creature within 20 feet. On a hit, the target is flat-footed and takes a –10-foot circumstance penalty to its Speeds. On a critical hit, the creature is restrained instead. The DC to Escape the net is 16. A creature adjacent to the target can Interact with the net to remove it. name: Hurl Net traits: - with a +9 modifier - description: A grippli ignores difficult terrain in forests and jungles. name: Jungle Stride traits: null ranged: - action_cost: One Action damage: formula: 1d4+1 type: piercing name: dart to_hit: 9 traits: - agile - thrown 20 feet resistances: null saves: fort: 7 ref: 9 will: 6 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 7 Athletics: 4 Nature: 6 Stealth: 7 Survival: 6 speed: - amount: 25 type: Land - amount: 20 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Small - Grippli - Humanoid type: Creature - ability_mods: cha_mod: -1 con_mod: 2 dex_mod: 4 int_mod: 0 str_mod: 1 wis_mod: 3 ac: 20 ac_special: null automatic_abilities: null description: These sharpshooters are renowned for their patience and their accuracy. hp: 44 immunities: null innate_spells: null languages: - Common - Grippli level: 3 melee: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: shortsword to_hit: 11 traits: - agile - finesse - versatile S name: Grippli Archer perception: 10 proactive_abilities: - action_cost: Two Actions description: The grippli archer makes three ranged Strikes with their shortbow, all against a single target. Combine the damage of any Strikes that hit for the purpose of resistances and weaknesses. name: Hail of Arrows traits: null - description: A grippli ignores difficult terrain in forests and jungles. name: Jungle Stride traits: null ranged: - action_cost: One Action damage: formula: 1d6+2 type: piercing name: shortbow to_hit: 11 traits: - deadly 1d10 - range increment 60 feet - reload 0 resistances: null saves: fort: 9 ref: 11 will: 10 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 9 Athletics: 6 Nature: 8 Stealth: 11 Survival: 8 speed: - amount: 25 type: Land - amount: 20 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Small - Grippli - Humanoid type: Creature - ability_mods: cha_mod: 0 con_mod: 1 dex_mod: 4 int_mod: 1 str_mod: 2 wis_mod: 4 ac: 21 ac_special: null automatic_abilities: - description: The greenspeaker can use Diplomacy to Make an Impression on and make very simple Requests of plants and fungi. name: Green Empathy traits: null description: The unofficial healers of gripplikind are known as greenspeakers. hp: 71 immunities: null innate_spells: null items: - dart (4) - staff languages: - Common - Grippli level: 5 melee: - action_cost: One Action damage: formula: 1d4+4 type: bludgeoning name: staff to_hit: 11 traits: - two-hand d8 name: Grippli Greenspeaker perception: 13 proactive_abilities: - description: A grippli ignores difficult terrain in forests and jungles. name: Jungle Stride traits: null ranged: - action_cost: One Action damage: formula: 1d4+4 type: piercing name: dart to_hit: 13 traits: - agile - thrown 20 feet resistances: null saves: fort: 10 ref: 13 will: 13 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 11 Athletics: 9 Diplomacy: 10 Medicine: 11 Nature: 14 Religion: 11 Stealth: 11 Survival: 11 speed: - amount: 25 type: Land - amount: 20 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Small - Grippli - Humanoid type: Creature - ability_mods: cha_mod: 5 con_mod: 1 dex_mod: 4 int_mod: 1 str_mod: 6 wis_mod: 2 ac: 25 ac_special: null automatic_abilities: null description: Kishi are duplicitous and murderous fey who dwell on the edges of Golarion's darkest jungles. At first glance, kishi appear to be attractive humans, usually of a local ethnicity, but their full heads of thick hair conceal a second face, that of a snarling hyena. When a kishi lures their prey into a vulnerable situation, their head swivels around, revealing this fearsome visage. In this form, a kishi's powerful jaws are almost impossible to pry loose and can crush a victim's bones in a matter of moments. Kishi are highly varied in their physical features, and their height and weight are as variable as the people whose communities they infiltrate. hp: 138 immunities: null innate_spells: [] languages: - Common - Sylvan level: 8 melee: - action_cost: One Action damage: formula: 2d10+9 plus Grab type: piercing name: jaws to_hit: 20 traits: null - action_cost: One Action damage: formula: 2d8+9 type: slashing name: claw to_hit: 20 traits: - agile name: Kishi perception: 14 proactive_abilities: - action_cost: One Action description: '' name: Constrict traits: - grabbed by jaws only - action_cost: Free Action description: skills only when its human face is showing, and it can use its jaws Strike only when its hyena face is showing. name: Head Spin traits: null - action_cost: Two Actions description: The kishi Strides twice. If it ends its movement within melee reach of at least one enemy, it can make a melee Strike against that enemy. name: Sudden Charge traits: null - description: A creature grabbed in the kishi's jaws can't speak, including providing verbal components for spells. In addition, the creature takes a –2 circumstance penalty to Escape. name: Vice-Like Jaws traits: null ranged: null resistances: - amount: 10 type: piercing saves: fort: 13 ref: 18 will: 17 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Athletics: 20 Deception: 20 Diplomacy: 19 Society: 15 Stealth: 18 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - NE - Medium - Fey type: Creature - ability_mods: cha_mod: -5 con_mod: 4 dex_mod: -3 int_mod: -5 str_mod: 5 wis_mod: -5 ac: 13 ac_special: null automatic_abilities: - description: Living sap can sense nearby motion through vibration and air movement. name: Motion Sense traits: null description: The tall sharinga trees of the Mwangi Expanse leak golden sap from their swollen, bulbous trunks, which coagulates when exposed to air. The toxic resin, which has a bitter taste, protects the tree from herbivorous insects and other animals, but in rare cases—usually in areas awash in positive energy or the influence of the First World—the sap gains a life of its own. Such "living sap" is a mindless ooze that attempts to smother and engulf just about anything that moves, from the bugs and small beasts that feed on its sharinga tree to larger creatures unlucky enough to stumble upon it. Due to its immunities to most forms of physical damage and its protectiveness of its mother tree, a living ooze is a nuisance to communities that rely on the sap of sharinga trees to make resin, rubber, and glue. hp: 175 immunities: - critical hits - mental - piercing - precision - slashing - unconscious - visual innate_spells: null languages: '' level: 6 melee: - action_cost: One Action damage: formula: 2d8+8 plus entangling residue type: bludgeoning name: pseudopod to_hit: 17 traits: null name: Living Sap perception: 7 proactive_abilities: - action_cost: Two Actions description: DC 22, 2d6 acid, Escape DC 24, Rupture 10 name: Engulf traits: null - description: until the end of the living sap's next turn. name: Entangling Residue traits: null ranged: null resistances: null saves: fort: 18 ref: 7 will: 5 saves_special: fort: null ref: null will: null senses: - motion sense 60 feet - no vision skills: Athletics: 17 Stealth: 10 speed: - amount: 10 type: Land - amount: 10 type: Climb spell_attack_to_hit: null spell_dc: null traits: - Uncommon - N - Medium - Mindless - Ooze type: Creature - ability_mods: cha_mod: 0 con_mod: 6 dex_mod: 4 int_mod: -4 str_mod: 7 wis_mod: 2 ac: 27 ac_special: null automatic_abilities: null description: Mokele-mbembes are large, reptilian predators found deep within Golarion's jungles. Mwangi view mokele-mbembes as embodiments of nature's strength and majesty, and they consider the sighting of this rare being a sign of favor from the gods and an omen of powerful natural forces. hp: 172 immunities: null innate_spells: null languages: '' level: 9 melee: - action_cost: One Action damage: formula: 2d12+10 type: piercing name: jaws to_hit: 22 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d6+10 type: bludgeoning name: tail to_hit: 22 traits: - reach 20 feet - action_cost: One Action damage: formula: 2d8+10 type: bludgeoning name: foot to_hit: 22 traits: - reach 10 feet name: Mokele-Mbembe perception: 15 proactive_abilities: - description: Large or smaller, foot, DC 28 name: Trample traits: null - action_cost: Two Actions description: 'The mokele-mbembe cracks its tail, creating a sonic boom in a 5-foot burst centered on a corner within reach of its tail Strike. Each creature in the burst''s area must attempt a DC 28 Fortitude save. Mokele-mbembes are immune. **Critical Success** The creature is unaffected. **Success** The creature is stunned 1. **Failure** The creature is stunned 2. **Critical Failure** The creature is stunned 3. ' name: Whip Tail traits: - sonic ranged: null resistances: null saves: fort: 21 ref: 15 will: 17 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 30 feet skills: Athletics: 20 Stealth: 19 Survival: 17 speed: - amount: 30 type: Land - amount: 30 type: Swim spell_attack_to_hit: null spell_dc: null traits: - Uncommon - N - Huge - Animal type: Creature - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 5 int_mod: -1 str_mod: 4 wis_mod: 1 ac: 22 ac_special: null automatic_abilities: null description: Sabosans are evil, intelligent, bat-like humanoids who live in warm forests and drink the blood of other creatures, particularly people. They have thin, emaciated torsos and broad, leathery wings that can reach a span of almost 20 feet. Sabosans' heads, necks, shoulders, and upper chests are covered with red or dark-brown fur that barely obscures their stretched.thin flesh. Their ears are large and pointed like a bat's, and indeed they can echolocate to locate prey much like bats can, though their eyes are also capable of seeing in low light. hp: 78 immunities: null innate_spells: null languages: - Abyssal - Mwangi level: 5 melee: - action_cost: One Action damage: formula: 2d8+4 plus 1 persistent bleed type: piercing name: jaws to_hit: 14 traits: null - action_cost: One Action damage: formula: 2d6+4 plus Grab type: slashing name: claw to_hit: 15 traits: - agile - finesse - action_cost: One Action damage: formula: 1d6+4 type: piercing name: spear to_hit: 13 traits: null name: Sabosan perception: 10 proactive_abilities: - action_cost: One Action description: . The sabosan gains a number of temporary Hit Points equal to the number of Hit Points lost by the creature. name: Drain Blood traits: null - action_cost: Two Actions description: The sabosan emits a deafening cry in a 30-foot cone. Non-sabosan creatures in this area must each succeed at a DC 23 Fortitude save or be deafened for 1 minute. name: Fell Shriek traits: - auditory - action_cost: Two Actions description: The sabosan Strides up to double its Speed and then makes a claw Strike. If the sabosan moved at least 20 feet, it deals an additional 1d6 damage on a hit. name: Powerful Charge traits: null ranged: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: spear to_hit: 14 traits: - thrown 20 feet resistances: null saves: fort: 11 ref: 14 will: 10 saves_special: fort: null ref: null will: null senses: - echolocation 20 feet - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 16 Athletics: 11 Stealth: 16 speed: - amount: 25 type: Land - amount: 25 type: Fly spell_attack_to_hit: null spell_dc: null traits: - NE - Medium - Humanoid type: Creature - ability_mods: cha_mod: -2 con_mod: 4 dex_mod: 2 int_mod: -4 str_mod: 5 wis_mod: 2 ac: 23 ac_special: null automatic_abilities: - description: The blood boar can precisely sense bleeding creatures within . **Blood Quarry** On smelling a creature's blood, the blood boar can designate that creature as its quarry. The blood boar can smell its quarry from up to a mile away. A blood boar can have only one quarry at a time. name: Bloodsense range: 60 feet traits: null - description: On smelling a creature's blood, the blood boar can designate that creature as its quarry. The blood boar can smell its quarry from up to a mile away. A blood boar can have only one quarry at a time. name: Blood Quarry traits: null description: Blood boars are fearsome swine bred in Cheliax for the singular purpose of hunting down escaped slaves. The species originated from a type of large feral boar native to Nidal's shadowy Uskwood, and blood boars retain their predecessors' gray fur, red eyes, and exceptional senses. The intensive breeding process to produce blood boars—augmented by the selective application of magic—grants the creatures an unparalleled awareness of blood, including the ability to precisely detect a bloodied creature's location and movements, allowing the boars to track their prey from up to a mile away. hp: 98 immunities: null innate_spells: null languages: '' level: 6 melee: - action_cost: One Action damage: formula: 2d8+8 type: piercing name: jaws to_hit: 17 traits: null name: Blood Boar perception: 15 proactive_abilities: - action_cost: One Action description: The blood boar Strides toward its quarry, ignoring difficult terrain and gaining a +10-foot circumstance bonus to its Speed during the movement. name: Chase Down traits: null - action_cost: One Action description: The blood boar lets forth a hair-raising squeal. Each creature within 30 feet must succeed at a DC 23 Will save or become frightened 1 (frightened 2 on a critical failure). If the blood boar uses Terrifying Squeal on the same turn after using Chase Down, the Will save DC is instead 25. name: Terrifying Squeal traits: - auditory - emotion - fear - mental ranged: null resistances: null saves: fort: 16 ref: 14 will: 10 saves_special: fort: null ref: null will: null senses: - bloodsense 60 feet - low-light vision - scent (imprecise) 30 feet skills: Acrobatics: 10 Athletics: 15 Survival: 15 speed: - amount: 40 type: Land spell_attack_to_hit: null spell_dc: null traits: - NE - Medium - Animal type: Creature - ability_mods: cha_mod: 3 con_mod: 5 dex_mod: 1 int_mod: 2 str_mod: 7 wis_mod: 3 ac: 30 ac_special: null automatic_abilities: null description: Kalavakuses work as slavers in the Abyss, earning them the alternate moniker of "slaver demons"; these fiends round up captured victims and sell them to other fiends or unscrupulous mortals. Pleas for freedom or clemency fall on deaf ears, as slaver demons consider anyone they can catch and hold to be their rightful property and theirs to sell. Kalavakuses know more than just physical means of restraining slaves; they also know how to fetter a victim's soul. The most successful slaver demons have vast slave-pits in the Abyss where they keep stables of imprisoned souls. hp: 200 immunities: null innate_spells: - level: 5 name: dimension door - frequency: x2 level: 4 name: air walk - frequency: x2 level: 4 name: dimension door - level: 3 name: haste languages: - Abyssal - Celestial - Draconic level: 10 melee: - action_cost: One Action damage: formula: 2d10+13 type: piercing name: horns to_hit: 23 traits: - deadly 1d8 - action_cost: One Action damage: formula: 2d8+13 type: slashing name: claw to_hit: 23 traits: - agile - action_cost: One Action damage: formula: 2d6+13 type: piercing name: jaws to_hit: 23 traits: null name: Kalavakus (Slaver Demon) perception: 19 proactive_abilities: - action_cost: Two Actions description: The demon enslaves the soul of a living creature within 60 feet. The target can attempt to resist this enslavement with a DC 29 Will save. A slaver demon can have only one living soul enslaved with this ability at a time, and no more than one slaver demon can enslave the same soul. If a slaver demon kills a creature whose soul it has enslaved, the demon regains 20 HP and the soul is consigned to an eternity of toil in the Abyss, adding to the slaver demon's tally of souls and allowing the demon to enslave another. **Success** The target avoids being enslaved and is temporarily immune for 24 hours. **Failure** The target is enslaved and is enfeebled 2 for 24 hours or until the slaver demon is slain, whichever comes first. **Critical Failure** As failure, and the target also suffers the effects of a failed saving throw against *dominate*. name: Enslave Soul traits: - arcane - enchantment - mental ranged: null resistances: null saves: fort: 21 ref: 17 will: 19 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision skills: Acrobatics: 15 Athletics: 23 Intimidation: 22 Religion: 17 Stealth: 19 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Medium - Demon - Fiend type: Creature - ability_mods: cha_mod: 4 con_mod: 4 dex_mod: 5 int_mod: 3 str_mod: 5 wis_mod: 2 ac: 28 ac_special: null automatic_abilities: null description: Perhaps more than any other devil, osyluths—also known as bone devils— embrace the torture and sadism for which Hell is so well known. They are exemplary inquisitors with an unwavering devotion to Hell's laws and hierarchy, and they seek out heresies among mortals and devilkind with equal vigor. These devils arise from the Styx-fed swamps of Stygia, Hell's fifth layer, from the stagnant energy of long-dead heresies. Left to their own devices, osyluths build massive, calcified hives in Stygia's remote corners and hunt the infernal swampland for lesser devils and petitioners. hp: 146 immunities: - fire innate_spells: - level: 5 name: dimension door - level: 5 name: phantom pain - frequency: at will level: 4 name: dimension door - frequency: at will level: 4 name: dimensional anchor - frequency: at will level: 4 name: discern lies languages: - Celestial - Draconic - Infernal level: 9 melee: - action_cost: One Action damage: formula: 2d10+11 type: piercing name: jaws to_hit: 20 traits: null - action_cost: One Action damage: formula: 2d6+11 type: slashing name: claw to_hit: 20 traits: - agile - reach 10 feet - action_cost: One Action damage: formula: 1d10+11 plus bone devil venom type: piercing name: stinger to_hit: 21 traits: - reach 15 feet name: Osyluth (Bone Devil) perception: 17 proactive_abilities: - description: '**Saving Throw** DC 25 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison damage, enfeebled 1 (1 round); **Stage 2** 3d6 poison damage and enfeebled 1 (1 round); **Stage 3** 3d6 poison damage, enfeebled 2, and the creature takes a –4 status penalty to Will saves against attempts to Coerce it (1 hour)' name: Bone Devil Venom traits: - poison - description: on itself using only 1 action. name: Quick Invisibility traits: null - description: condition with any of its Strikes. name: Sadistic Strike traits: null - action_cost: One Action description: . name: Tail Sweep traits: null ranged: - action_cost: One Action damage: formula: 2d6+8 type: piercing name: bone shard to_hit: 20 traits: - range increment 30 feet resistances: - amount: 10 type: physical (except silver) - amount: 10 type: 'poison ' saves: fort: 21 ref: 18 will: 15 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - greater darkvision skills: Arcana: 18 Deception: 19 Intimidation: 21 Religion: 15 Stealth: 20 speed: - amount: 35 type: Land - amount: 30 type: Fly spell_attack_to_hit: null spell_dc: null traits: - LE - Large - Devil - Fiend type: Creature - ability_mods: cha_mod: 3 con_mod: 5 dex_mod: 2 int_mod: 0 str_mod: 8 wis_mod: 1 ac: 33 ac_special: null automatic_abilities: null description: Shadow giants are natives of the Plane of Shadow, where they have dwelled in perpetual twilight for millennia. Their cultures vary greatly depending on whether the giants reside in their land of origin or have relocated to the Material Plane. On the Plane of Shadow, they live in familial groups and uphold a nomadic way of life as they roam across vast ancestral lands between forests of shadow and misty chasms. These hunter-gatherers pass their lore down through oral histories, conduct pilgrimages to unholy ziggurats of black stone, and bathe in the blood of their long-standing foes, including rival shadow giant tribes and velstracs intent on enslaving their kind. On the Material Plane, conversely, they are typically secretive and isolationist, keeping apart from other peoples. hp: 275 immunities: null innate_spells: null languages: - Jotun - Shadowtongue level: 13 melee: - action_cost: One Action damage: formula: 3d8+18 plus pall of shadow type: slashing name: spiked chain to_hit: 27 traits: - disarm - reach 10 feet - trip - action_cost: One Action damage: formula: 3d8+18 plus pall of shadow type: bludgeoning name: fist to_hit: 27 traits: - agile - nonlethal - reach 10 feet name: Shadow Giant perception: 20 proactive_abilities: - description: When a shadow giant hits with a melee attack, the target must succeed at a DC 30 Fortitude save or become drained 1 and take a –1 status penalty to Perception checks involving sight as long as they remain drained. On a critical failure, this condition doesn't heal naturally and can be removed only with magic. name: Pall of Shadow traits: - divine - necromancy - action_cost: One Action description: The shadow giant gains the effect of the *blur* spell for 1 minute or until it is exposed to direct sunlight, whichever comes first. name: Shadowcloak traits: - divine - illusion - action_cost: One Action description: '' name: Throw Rock traits: null ranged: - action_cost: One Action damage: formula: 2d8+18 type: bludgeoning name: rock to_hit: 27 traits: - brutal - range increment 120 feet resistances: null saves: fort: 25 ref: 20 will: 23 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 27 Intimidation: 24 Stealth: 21 speed: - amount: 35 type: Land spell_attack_to_hit: null spell_dc: null traits: - LE - Large - Giant - Humanoid type: Creature - ability_mods: cha_mod: 5 con_mod: 0 dex_mod: 3 int_mod: 3 str_mod: -5 wis_mod: 7 ac: 29 ac_special: null automatic_abilities: null description: Though the Silver Ravens defeated the evil tyrant Barzillai Thrune before he could fully realize his goal of becoming a genius loci, remnants of his spirit remain throughout the Ravounel region. On occasion, these scraps of sentience form a vague, Barzillai-shaped body from bits of the nearby terrain, but when near haunted locations, the spectral force can coalesce into a more precise body using ectoplasm siphoned from these haunts. In either form, the remnant carries a form of Barzillai's own burning mace, which dissolves into a thin mist 1 hour after the remnant is destroyed. hp: 135 immunities: - death effects - disease - paralyzed - poison - precision - unconscious innate_spells: null languages: - Aklo - Azlanti - Common - Draconic - Elven - Gnomish - Halfling - Infernal - Jotun - Shadowtongue - Strix - Varisian level: 10 melee: - action_cost: One Action damage: formula: 2d6+8 plus 2d6 fire type: bludgeoning name: burning mace to_hit: 22 traits: - magical - fire - shove name: Remnant of Barzillai perception: 22 proactive_abilities: - description: '**Frequency** three times per day; **Requirements** The remnant of Barzillai is within Ravounel. **Effect** The remnant of Barzillai stirs up and amplifies unsettled spirits in the area to create a single haunt of 6th level or lower at his present location. This haunt is permanent until it is disabled or the remnant of Barzillai is destroyed.' name: Create Haunt traits: - divine - necromancy ranged: null resistances: - amount: 8 type: all (except force, ghost touch, or positive; double resistance against non-magical) - amount: 12 type: haunted form saves: fort: 14 ref: 21 will: 23 saves_special: fort: null ref: null will: null senses: - darkvision skills: Arcana: 21 Deception: 23 Religion: 21 Society: 19 speed: - amount: 25 type: Fly spell_attack_to_hit: null spell_dc: null traits: - Rare - LE - Medium - Incorporeal - Undead type: Creature - ability_mods: cha_mod: 7 con_mod: 3 dex_mod: 5 int_mod: 1 str_mod: 4 wis_mod: 3 ac: 33 ac_special: null automatic_abilities: null description: Rusalkas are androgynous, river-dwelling fey who delight in manipulating the emotions of those unfortunate enough to fall into their grasp. hp: 180 immunities: null innate_spells: - frequency: at will level: 5 name: control water - frequency: at will level: 5 name: summon elemental - frequency: at will level: 3 name: charm - frequency: at will level: 2 name: invisibility - frequency: at will level: 2 name: obscuring mist - frequency: constant level: 6 name: water walk languages: - Common - Sylvan level: 12 melee: - action_cost: One Action damage: formula: 3d8+10 plus Improved Grab type: bludgeoning name: tresses to_hit: 24 traits: - agile - finesse - reach 15 feet name: Rusalka perception: 22 proactive_abilities: - action_cost: One Action description: The rusalka cries out a compelling invitation. Each non-fey creature within a 300-foot emanation must attempt a DC 27 Will save. The effect lasts for 1 round, but if the rusalka uses Beckoning Call again on subsequent rounds, the duration extends by 1 round for all affected creatures. Once a creature succeeds at any save against Beckoning Call, that creature is temporarily immune for 24 hours. **Success** The creature is unaffected. **Failure** The creature is fascinated and must spend each of its actions to move closer to the rusalka, while avoiding obvious dangers. If a beckoned creature is adjacent to the rusalka, it stays still and doesn't act. If attacked by the rusalka, the creature is freed from captivation at the end of the rusalka's turn. **Critical Failure** As failure, but if attacked by the rusalka, the creature can attempt a new save only at the start of its next turn, rather than being freed at the end of the rusalka's turn. name: Beckoning Call traits: - auditory - concentrate - enchantment - incapacitation - mental - primal - action_cost: One Action description: 2d8+10 bludgeoning, DC 32 name: Constrict traits: null - description: A rusalka can have up to eight creatures grabbed within their tresses at a time. name: Entangling Tresses traits: null - action_cost: Two Actions description: check and compares the result to each grabbed creature's Fortitude DC. The rusalka moves each creature they succeed against up to 10 feet and each creature they critically succeed against up to 20 feet. This movement must all be within reach of its tresses. name: Flowing Hair traits: null - action_cost: One Action description: The rusalka touches a creature within 5 feet using their hand, stirring up memories of regret and shame. The target must attempt a DC 35 Will save. **Critical Success** The target is unaffected. **Success** The target is sickened 1. **Failure** The creature is sickened 1 and stunned 1. **Critical Failure** The creature is sickened 1 and stunned 1, and it must use its first action on its next turn to Strike itself, automatically hitting. name: Shameful Touch traits: - emotion - enchantment - mental - primal ranged: null resistances: - amount: 10 type: fire saves: fort: 21 ref: 25 will: 21 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Acrobatics: 21 Athletics: 22 Deception: 25 Diplomacy: 21 Nature: 21 Performance: 23 Stealth: 25 speed: - amount: 25 type: Land - amount: 50 type: Swim spell_attack_to_hit: null spell_dc: null traits: - NE - Medium - Aquatic - Fey type: Creature - ability_mods: cha_mod: -1 con_mod: 1 dex_mod: 3 int_mod: 2 str_mod: -1 wis_mod: 1 ac: 17 ac_special: null automatic_abilities: - description: velstrac automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those conditions. name: Painsight traits: - divination - divine description: These spherical monsters made of sinewy muscle, serrated blades, and bloody metal are the most common velstracs on the Shadow Plane. Each augur has only a single eye, from which it can see the horrors inflicted upon it by other velstracs, who train the augur to expect and appreciate pain. Augurs are 1 foot in diameter and weigh 30 pounds. hp: 14 immunities: - cold innate_spells: - frequency: once per week level: 4 name: read omens - frequency: x2 level: 2 name: augury - frequency: x3 level: 1 name: harm languages: - Common - Infernal - Shadowtongue level: 1 melee: - action_cost: One Action damage: formula: 1d4-1 plus 1d4 persistent bleed type: slashing name: blade to_hit: 8 traits: - agile - finesse - versatile P name: Augur perception: 8 proactive_abilities: - action_cost: One Action description: The augur stares at a creature it can see within 30 feet. The target must immediately attempt a Will save against the augur's unnerving gaze. After attempting this save, the creature is then temporarily immune until the start of the augur's next turn. name: Focus Gaze traits: - concentrate - divine - enchantment - fear - mental - visual - action_cost: Two Actions description: . Each creature is affected only once, even if the augur moves through its space multiple times. name: Whirling Slice traits: - DC 16 basic Reflex save ranged: null resistances: null saves: fort: 4 ref: 10 will: 7 saves_special: fort: null ref: null will: null senses: - darkvision - painsight skills: Acrobatics: 8 Deception: 6 Intimidation: 7 Religion: 4 Stealth: 8 speed: - amount: 20 type: Land - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: null traits: - Uncommon - LE - Tiny - Fiend - Velstrac type: Creature - ability_mods: cha_mod: 1 con_mod: 2 dex_mod: 3 int_mod: 0 str_mod: 4 wis_mod: 1 ac: 24 ac_special: null automatic_abilities: - description: n evangelist automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those conditions. name: Painsight traits: - divination - divine description: The velstracs' unofficial ambassadors, evangelists roam the farthest reaches of the planes to spread the word of their kind's abhorrent belief in perfection through pain. They are therefore the most frequently encountered velstracs on the Material Plane, often leading covens of hedonistic mortal flesh-sculptors or serving as wardens of horrific dungeons. In regions ruled by infernal powers, evangelists may serve as lieutenants or advisors, whispering secret paths to power in exchange for mortals' souls or choice mortal flesh. hp: 90 immunities: - cold innate_spells: null languages: - Common - Infernal - Shadowtongue level: 6 melee: - action_cost: One Action damage: formula: 2d8+7 plus 1d6 persistent bleed and impaling chain type: piercing name: chain to_hit: 17 traits: - disarm - reach 10 feet - trip name: Evangelist perception: 13 proactive_abilities: - description: Chains in the evangelist's vicinity sprout barbs and writhe menacingly. The evangelist can make chain Strikes against any creature that is adjacent to an unattended chain within 20 feet, in addition to within the reach of its own chain Strike. name: Animate Chains traits: - divine - transmutation - action_cost: One Action description: The evangelist stares at a creature it can see within 30 feet. The target must immediately attempt a Will save against the evangelist's unnerving gaze. In addition, if the creature was already frightened, on a failed save, the evangelist is concealed from the creature for as long as the creature remains frightened. After attempting this save, the creature is then temporarily immune until the start of the evangelist's next turn. name: Focus Gaze traits: - concentrate - divine - enchantment - fear - mental - visual - description: . name: Impaling Chain traits: - Escape DC 25 ranged: null resistances: null saves: fort: 15 ref: 14 will: 11 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - painsight skills: Acrobatics: 13 Athletics: 15 Crafting: 10 Intimidation: 15 Religion: 11 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - Uncommon - LE - Medium - Fiend - Velstrac type: Creature - ability_mods: cha_mod: 5 con_mod: 5 dex_mod: 3 int_mod: 2 str_mod: 7 wis_mod: 6 ac: 33 ac_special: null automatic_abilities: - description: n interlocutor automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those conditions. name: Painsight traits: - divination - divine description: Interlocutors are the most talented surgeon-sculptors of the velstracs, carving away flesh and replacing it with new body parts of muscle, sinew, and metal. Few interlocutors resemble one another, but all are towering, multi-limbed amalgamations of the strongest limbs, densest bone, and sharpest metal they can find. They continually search for new material to graft to their forms, and their slain foes are rarely found intact, as little is more valuable to interlocutors than a powerful opponent's legs, eyes, or even brain. hp: 215 immunities: - cold innate_spells: - frequency: self only, to the Material or Shadow Plane only level: 7 name: plane shift - level: 5 name: breath of life - frequency: x2 level: 4 name: heal - frequency: x2 level: 4 name: restoration languages: - Common - Infernal - Shadowtongue level: 12 melee: - action_cost: One Action damage: formula: 3d10+13 plus 2d6 persistent bleed type: slashing name: claw to_hit: 25 traits: - deadly 2d10 - reach 10 feet name: Interlocutor perception: 24 proactive_abilities: - action_cost: One Action description: The interlocutor stares at a creature it can see within 30 feet. The target must immediately attempt a Will save against the interlocutor's unnerving gaze. In addition, if the creature was already stunned, on a failed save, it feels its muscles and organs twitch and writhe, causing it to be clumsy 2 for 1 minute. After attempting this save, the creature is then temporarily immune until the start of the interlocutor's next turn. name: Focus Gaze traits: - concentrate - divine - enchantment - mental - visual - action_cost: One Action description: This functions as the Rend ability, dealing claw damage. In addition, if the target is a living creature with organs and muscle, the interlocutor opens a precise wound. Until the creature is restored to its maximum Hit Points, closing the wound, Strikes against the creature deal 1d6 extra precision damage. name: Surgical Rend traits: null ranged: null resistances: null saves: fort: 23 ref: 21 will: 26 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - painsight skills: Athletics: 25 Crafting: 22 Intimidation: 25 Medicine: 26 Religion: 22 Stealth: 19 speed: - amount: 40 type: Land spell_attack_to_hit: null spell_dc: null traits: - Uncommon - LE - Large - Fiend - Velstrac type: Creature - ability_mods: cha_mod: 8 con_mod: 3 dex_mod: 7 int_mod: 6 str_mod: 6 wis_mod: 6 ac: 39 ac_special: null automatic_abilities: - description: precentor automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those conditions. name: Painsight traits: - divination - divine description: Velstrac storytellers and historians are known as precentors. Trailed by horrific choirs, precentors perform in the courts of the velstrac demagogues. hp: 295 immunities: - cold innate_spells: - level: 9 name: wail of the banshee - frequency: at will, self only, to the Material or Shadow Plane only level: 8 name: harm - frequency: at will, self only, to the Material or Shadow Plane only level: 8 name: plane shift - frequency: at will level: 5 name: sound burst - frequency: at will level: 5 name: synesthesia - frequency: constant level: 8 name: detect magic - frequency: constant level: 8 name: mind blank - frequency: constant level: 8 name: fly - frequency: constant level: 8 name: true seeing - frequency: constant level: 6 name: fly - frequency: constant level: 6 name: true seeing languages: - Common - Infernal - Shadowtongue level: 16 melee: - action_cost: One Action damage: formula: 4d10+6 plus 1d6 persistent bleed type: slashing name: claw to_hit: 31 traits: - agile - finesse - reach 10 feet name: Precentor perception: 32 proactive_abilities: - action_cost: Two Actions description: by each other and the precentor, and they can't use hostile actions toward each other or the precentor. When the precentor casts an innate divine spell, it can cause the effect to originate from any member of its choir instead of itself, using the precentor's saving throw DC and attack bonus. name: Assemble Choir traits: null - action_cost: One Action description: The precentor stares at a creature it can see within 30 feet. The target must immediately attempt a Will save against the precentor's unnerving gaze. In addition, if the creature was already doomed, on a failed save, it sees the skin of its own body peel back, making it confused for as long as it remains doomed. After attempting this save, the creature is then temporarily immune until the start of the precentor's next turn. name: Focus Gaze traits: - concentrate - divine - enchantment - mental - visual - action_cost: One Action description: The precentor touches a creature within 10 feet, causing it to constantly scream in agony. The target must attempt a DC 38 Will save. While the target is stupefied by this effect, its continual screams cause it to automatically fail Stealth checks. **Critical Success** The target is unaffected. **Success** The target is stupefied 1. **Failure** The target is stupefied 3. **Critical Failure** The target is stupefied 4. The target can attempt a new Will save at the start of each of its turns, reducing the stupefied condition by 1 on each successful save. If the target reduces its stupefied condition to 0 in this way, the target is no longer affected. name: Tormenting Touch traits: - divine - emotion - enchantment - mental ranged: null resistances: null saves: fort: 25 ref: 29 will: 30 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - '*detect magic*' - painsight - '*true seeing*' skills: Acrobatics: 27 Athletics: 28 Deception: 32 Diplomacy: 34 Intimidation: 32 Performance: 34 Religion: 30 Stealth: 29 speed: - amount: 30 type: Land - amount: 30 type: Fly (from Fly) spell_attack_to_hit: null spell_dc: null traits: - Uncommon - LE - Medium - Fiend - Velstrac type: Creature - ability_mods: cha_mod: -5 con_mod: 5 dex_mod: -5 int_mod: -5 str_mod: 7 wis_mod: 0 ac: 20 ac_special: null automatic_abilities: - description: A carnivorous crystal can sense nearby motion through vibration and air movement. name: Motion Sense traits: null description: Carnivorous crystals are strange ooze creatures native to the Plane of Earth. Unlike most oozes, their bodies are not homogeneously fluid; rather, interspersed within their glassy, viscous resin are thousands of sharp mineral formations that nevertheless possess some of the same flexibility and mobility as the rest of the creature's gooey body. hp: 300 immunities: - acid - critical hits (except bludgeoning or sonic) - mental - precision - unconscious - visual innate_spells: null languages: '' level: 11 melee: - action_cost: One Action damage: formula: 4d8+7 type: piercing name: pseudopod to_hit: 24 traits: - versatile S name: Carnivorous Crystal perception: 15 proactive_abilities: - action_cost: One Action description: '**Requirement** The crystal has a creature engulfed. **Effect** The engulfed creature must succeed at a DC 28 Fortitude save or become slowed 1 until it is no longer engulfed. If the creature is already slowed, it becomes petrified as it is turned into crystal and expelled by the carnivorous crystal onto the ground. In 1d4 hours, the petrified victim shatters and a new carnivorous crystal emerges from the remains.' name: Crystallize traits: - attack - action_cost: Two Actions description: . name: Engulf traits: - bludgeoning only - action_cost: Two Actions description: Until the next time it acts, the carnivorous crystal appears to be a mundane crystal formation. It has an automatic result of 40 on Deception and Stealth checks and DCs to pass as a crystal formation. name: Freeze traits: - concentrate - description: If a carnivorous crystal hits with an attack and rolls a natural 19 on the d20 roll, the attack is a critical hit. This has no effect if the 19 would be a failure. name: Razor Sharp traits: null ranged: null resistances: - amount: 10 type: piercing - amount: 10 type: slashing saves: fort: 20 ref: 10 will: 15 saves_special: fort: null ref: null will: null senses: - motion sense 60 feet - no vision skills: Athletics: 24 speed: - amount: 10 type: Land - amount: 10 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Earth - Mindless - Ooze type: Creature - ability_mods: cha_mod: 2 con_mod: 6 dex_mod: 4 int_mod: 2 str_mod: 8 wis_mod: 4 ac: 34 ac_special: null automatic_abilities: null description: Dalos are reclusive fey that dwell within or near remote volcanoes and volcanic vents and resemble the massive calderas they call home. They more often dwell within the superheated confines of these locales than in the "cold wastelands" beyond their warmth and are therefore rarely encountered outside such environments. Like most fey, dalos are capricious and vengeful. They hate being disturbed above all else and will often warn away intruders with only the throw of a red-hot boulder before attacking outright. hp: 240 immunities: - fire innate_spells: [] languages: - Ignan - Sylvan - Terran level: 13 melee: - action_cost: One Action damage: formula: 3d8+11 plus 2d6 fire type: bludgeoning name: fist to_hit: 27 traits: - reach 15 feet name: Dalos perception: 23 proactive_abilities: - description: . name: Belch Smoke traits: null - action_cost: One Action description: The dalos uses an Interact action to pluck a rock from its body or the nearby environment, then uses its internal fires to heat a rock it's holding until the rock is red hot. A heated rock that hits a target on a ranged Strike deals an additional 4d6 fire damage. Once the dalos heats a rock, that rock retains its heat for 2 rounds before cooling. name: Heat Rock traits: - fire - action_cost: Two Actions description: The dalos causes a volcanic explosion to erupt from its head, lobbing a mass of molten rock up to 100 feet. This lava bomb deals 6d8 fire damage and 6d8 bludgeoning damage to each creature in a 20-foot radius of its impact point, with a DC 33 basic Reflex save. The dalos can't use Lava Bomb again for 1d4 rounds. name: Lava Bomb traits: - earth - fire - action_cost: One Action description: '' name: Throw Rock traits: null ranged: - action_cost: One Action damage: formula: 2d10+11 type: bludgeoning name: rock to_hit: 25 traits: - range increment 150 feet resistances: - amount: 15 type: physical (except bludgeoning) saves: fort: 27 ref: 19 will: 23 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Athletics: 29 Nature: 23 Survival: 23 speed: - amount: 30 type: Land - amount: 20 type: Burrow - amount: 20 type: Climb spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CE - Huge - Earth - Fey - Fire type: Creature - ability_mods: cha_mod: 5 con_mod: 4 dex_mod: 7 int_mod: -3 str_mod: 5 wis_mod: 1 ac: 33 ac_special: null automatic_abilities: - description: A deculi can detect infrared radiation as a precise sense. name: ' Infrared Vision' traits: null description: These batlike monstrosities inhabit the nooks and crevices of the Darklands, where they hang from stalactites and swoop down on unsuspecting prey. Though they are completely sightless, deculis possess rudimentary nerves in their skulls that allow them to detect the presence of infrared light—information they use to locate potential food and threats. They are deadly hunters, thanks largely to their magical ability to manipulate the ebb and flow of shadows. Deculis prefer to feed upon the warm blood of freshly killed prey, but they can subsist on carrion if they have to. hp: 215 immunities: - visual innate_spells: [] languages: - Undercommon level: 12 melee: - action_cost: One Action damage: formula: 3d12+11 type: piercing name: fangs to_hit: 24 traits: null - action_cost: One Action damage: formula: 3d8+11 type: bludgeoning name: wing to_hit: 26 traits: - agile - finesse name: Deculi perception: 23 proactive_abilities: - action_cost: Two Actions description: '**Frequency** once per day; **Effect** The deculi creates an extradimensional space adjacent to itself in any 10-foot-by-10-foot area of darkness and enters it. To non-deculis, the extradimensional space looks like an ordinary area of darkness (though effects such as *true seeing* can see through this illusion). The deculi''s infrared vision functions normally between this extradimensional space and the area outside its confines, allowing the deculi to sense what is going on around it, and its innate *darkness* spell also extends to the area around the shadow sanctuary. Attacks cannot be made into or from the extradimensional space. The deculi can Dismiss this effect to emerge from its shadow sanctuary, but the space it emerges into must be in darkness and must be unobstructed. If the area is obstructed, the deculi is shunted to the nearest available space and takes 1d6 bludgeoning damage per 5 feet shunted. If the area overlaying the shadow sanctuary becomes illuminated by magical light, the extradimensional space can no longer be accessed and the deculi is trapped within until the area is once again in darkness. The deculi can try to extinguish a magical light effect obscuring its sanctuary once per day by attempting to counteract the light effect with its *darkness* innate spell. If a deculi dies (including from hunger, thirst, or asphyxiation) while within the extradimensional space, the shadow sanctuary immediately ends and the deculi''s corpse is expelled. If the area is illuminated, the corpse is not expelled until the sanctuary entrance is in darkness once again.' name: Create Shadow Sanctuary traits: - conjuration - darkness - extradimensional - occult - action_cost: Two Actions description: The deculi Dismisses its shadow sanctuary. It Strides, Climbs, or Flies up to its Speed, then makes a fangs Strike that deals an additional 4d6 precision damage. name: Shadow Strike traits: null - description: When the deculi is Hiding in darkness and Sneaks, it can move up to its full Speed instead of half its Speed. name: Walk in Shadow traits: null ranged: null resistances: null saves: fort: 21 ref: 26 will: 18 saves_special: fort: null ref: null will: null senses: - infrared vision 60 feet - no vision skills: Acrobatics: 24 Athletics: 24 Stealth: 26 speed: - amount: 30 type: Land - amount: 50 type: Fly - amount: 30 type: Climb - amount: null type: Walk in Shadow spell_attack_to_hit: null spell_dc: null traits: - NE - Large - Beast type: Creature - ability_mods: cha_mod: 5 con_mod: 5 dex_mod: 3 int_mod: 5 str_mod: 7 wis_mod: 4 ac: 31 ac_special: null automatic_abilities: null description: When fiends and powerful evil spellcasters are lost beyond the farthest reaches of the multiverse, they sometimes return as horrific undead called devourers that consume the souls of the living to fuel their arcane machinations. hp: 175 immunities: - death effects - disease - paralyzed - poison - spell deflection - unconscious innate_spells: - level: 6 name: feeblemind - level: 6 name: true seeing - level: 4 name: confusion - level: 4 name: suggestion - level: 3 name: bind undead - level: 3 name: paralyze - level: 2 name: death knell languages: - Abyssal - Celestial - Common - Infernal - Necril level: 11 melee: - action_cost: One Action damage: formula: 2d10+13 plus drain life type: slashing name: claw to_hit: 24 traits: - agile - reach 10 feet name: Devourer perception: 22 proactive_abilities: - action_cost: Two Actions description: The devourer touches a creature within reach, dealing 8d6 negative damage (DC 26 basic Fortitude save). If a creature is slain by this attack, its soul becomes trapped within the devourer. While trapped, a creature cannot be resurrected except by powerful magic such as a wish spell. Destroying the devourer or successfully counteracting Devour Soul (see spell deflection) releases the soul. The devourer can hold only one soul at a time. A soul has 5 soul charges per level. The devourer can expend charges to cast spells (see the soul spells ability below). If the soul is freed and the creature returns to life, the creature is drained 1 for every 5 soul charges expended. If reduced to 0 charges, the soul is consumed and can be restored to life only by powerful magic such as *wish*. name: Devour Soul traits: - death - divine - necromancy - description: When the devourer damages a living creature with its claw Strike, the devourer gains 10 temporary Hit Points and the creature must succeed at a DC 24 Fortitude save or become drained 1. Further damage dealt by the devourer increases the amount of drain by 1 on a failed save, to a maximum of drained 4. name: Drain Life traits: - divine - necromancy - description: . It can heighten any spell to a maximum of 6th level by expending more charges as it Casts the Spell. When encountered, a devourer typically has one trapped soul with 10 soul charges. name: Soul Spells traits: - similar to casting a spell using charges from a staff ranged: null resistances: null saves: fort: 20 ref: 18 will: 24 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision skills: Arcana: 21 Deception: 21 Intimidation: 23 Occultism: 23 Stealth: 20 speed: - amount: 30 type: Land - amount: 30 type: Fly spell_attack_to_hit: see the soul spells ability spell_dc: 31 traits: - Uncommon - NE - Large - Undead type: Creature - ability_mods: cha_mod: 3 con_mod: 4 dex_mod: 1 int_mod: 0 str_mod: 6 wis_mod: 3 ac: 28 ac_special: null automatic_abilities: null description: '*This entry did not have a separate description for the creature.*' hp: 175 immunities: - fire - paralyzed - sleep innate_spells: - frequency: at will level: 4 name: burning hands languages: - Common - Draconic - Ignan level: 9 melee: - action_cost: One Action damage: formula: 2d10+8 plus 2d6 fire type: piercing name: jaws to_hit: 21 traits: - fire - reach 10 feet - action_cost: One Action damage: formula: 2d10+8 type: slashing name: claw to_hit: 21 traits: - agile - action_cost: One Action damage: formula: 2d12+7 type: bludgeoning name: tail to_hit: 19 traits: - reach 15 feet - action_cost: One Action damage: formula: 1d12+7 type: piercing name: horns to_hit: 19 traits: - reach 10 feet name: Young Magma Dragon perception: 18 proactive_abilities: - action_cost: Two Actions description: The dragon breathes a blast of magma that deals 5d6 fire damage and 3d12 bludgeoning damage in a 30-foot cone (DC 28 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - evocation - fire - primal - action_cost: Two Actions description: The dragon makes two claw Strikes and one horns Strike in any order. name: Draconic Frenzy traits: null - description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. name: Draconic Momentum traits: null - description: A magma dragon's swim Speed functions only when the dragon is swimming through magma or molten lava. name: Magma Swim traits: null ranged: null resistances: null saves: fort: 19 ref: 16 will: 18 saves_special: fort: null ref: null will: null senses: - darkvision - scent (imprecise) 60 feet skills: Acrobatics: 16 Athletics: 18 Deception: 14 Intimidation: 18 Nature: 16 Stealth: 16 Survival: 16 speed: - amount: 30 type: Land - amount: 100 type: Fly - amount: 30 type: Swim - amount: null type: Magma Swim spell_attack_to_hit: 18 spell_dc: null traits: - Rare - CN - Large - Dragon - Fire type: Creature - ability_mods: cha_mod: 4 con_mod: 5 dex_mod: 2 int_mod: 2 str_mod: 8 wis_mod: 4 ac: 34 ac_special: null automatic_abilities: null description: '*This entry did not have a separate description for the creature.*' hp: 270 immunities: - fire - paralyzed - sleep innate_spells: - frequency: at will level: 6 name: burning hands - frequency: at will level: 6 name: wall of fire languages: - Common - Draconic - Ignan - Terran level: 13 melee: - action_cost: One Action damage: formula: 3d10+11 plus 3d6 fire type: piercing name: jaws to_hit: 27 traits: - fire - magical - reach 15 feet - action_cost: One Action damage: formula: 3d10+11 type: slashing name: claw to_hit: 27 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 2d12+10 type: bludgeoning name: tail to_hit: 25 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 2d10+10 type: piercing name: horns to_hit: 25 traits: - magical - reach 15 feet name: Adult Magma Dragon perception: 23 proactive_abilities: - action_cost: Two Actions description: The dragon breathes a blast of magma that deals 7d6 fire damage and 4d12 bludgeoning damage in a 40-foot cone (DC 33 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - evocation - fire - primal - action_cost: Two Actions description: The dragon makes two claw Strikes and one horns Strike in any order. name: Draconic Frenzy traits: null - description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. name: Draconic Momentum traits: null - description: A magma dragon's swim Speed functions only when the dragon is swimming through magma or molten lava. name: Magma Swim traits: null - action_cost: One Action description: If the next action the dragon uses is Breath Weapon, the magma clings to those it damages. Each creature that fails its save against the Breath Weapon takes 3d6 persistent fire damage, and as long as it has this persistent fire damage, it also takes a –10-foot status penalty to its Speeds. name: Volcanic Purge traits: null ranged: null resistances: null saves: fort: 26 ref: 21 will: 23 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - scent (imprecise) 60 feet skills: Acrobatics: 22 Athletics: 28 Deception: 19 Intimidation: 25 Nature: 21 Stealth: 22 Survival: 21 speed: - amount: 40 type: Land - amount: 140 type: Fly - amount: 40 type: Swim - amount: null type: Magma Swim spell_attack_to_hit: 23 spell_dc: null traits: - Rare - CN - Huge - Dragon - Fire type: Creature - ability_mods: cha_mod: 6 con_mod: 6 dex_mod: 4 int_mod: 4 str_mod: 8 wis_mod: 5 ac: 42 ac_special: null automatic_abilities: null description: '*This entry did not have a separate description for the creature.*' hp: 390 immunities: - fire - paralyzed - sleep innate_spells: - level: 9 name: fireball - frequency: at will level: 8 name: burning hands - frequency: at will level: 8 name: wall of fire - frequency: constant level: 4 name: fire shield languages: - Abyssal - Common - Draconic - Ignan - Terran - Undercommon level: 18 melee: - action_cost: One Action damage: formula: 3d12+20 plus 4d6 fire type: piercing name: jaws to_hit: 36 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 3d10+20 type: slashing name: claw to_hit: 36 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 3d12+18 type: bludgeoning name: tail to_hit: 34 traits: - magical - reach 25 feet - action_cost: One Action damage: formula: 2d12+18 type: piercing name: horns to_hit: 34 traits: - magical - reach 20 feet name: Ancient Magma Dragon perception: 33 proactive_abilities: - action_cost: Two Actions description: The dragon breathes a blast of magma that deals 10d6 fire damage and 4d12 bludgeoning damage in a 60-foot cone (DC 42 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - evocation - fire - primal - action_cost: Two Actions description: The dragon makes two claw Strikes and one horns Strike in any order. name: Draconic Frenzy traits: null - description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. name: Draconic Momentum traits: null - description: A magma dragon's swim Speed functions only when the dragon is swimming through magma or molten lava. name: Magma Swim traits: null - action_cost: Two Actions description: . name: Magma Tomb traits: null - action_cost: One Action description: If the next action the dragon uses is Breath Weapon, the magma clings to those it damages. Each creature that fails its save against the Breath Weapon takes 4d6 persistent fire damage, and as long as it has this persistent fire damage, it also takes a –10-foot status penalty to its Speeds. name: Volcanic Purge traits: null ranged: null resistances: null saves: fort: 33 ref: 31 will: 30 saves_special: fort: null ref: null will: '+1 status to all saves vs. magic' senses: - darkvision - scent (imprecise) 60 feet skills: Acrobatics: 28 Athletics: 35 Deception: 28 Intimidation: 32 Nature: 29 Stealth: 28 Survival: 29 speed: - amount: 50 type: Land - amount: 200 type: Fly - amount: 50 type: Swim - amount: null type: Magma Swim spell_attack_to_hit: 32 spell_dc: null traits: - Rare - CN - Gargantuan - Dragon - Fire type: Creature - ability_mods: cha_mod: 2 con_mod: 4 dex_mod: 5 int_mod: 1 str_mod: 6 wis_mod: 1 ac: 33 ac_special: null automatic_abilities: - description: he dragonscarred dead is immediately aware of any intruder that enters the lair of its creator dragon. It does not know the exact location of the intruder but remains aware of the intruder's presence until the intruder either leaves or is destroyed. name: Guardian Sense traits: - arcane - detection - divination description: Not all would-be dragonslayers who die a valiant death rest peacefully amid the annals of legend. Sometimes, a draconic necromancer is so impressed by its fallen foe that the dragon ritually raises the dead warrior to serve the dragon in undeath. These undead guardians are infused with a fraction of the power of the dragon who slew them, channeling the same energy as their draconic masters' breath. hp: 210 immunities: - death effects - disease - fire - paralyzed - poison - unconscious innate_spells: null items: - broken greatsword languages: - Common - Draconic - Necril level: 13 melee: - action_cost: One Action damage: formula: 1d12+9 plus 2d6 negative plus 3d6 fire type: slashing name: breath-seared greatsword to_hit: 27 traits: - magical - versatile P name: Dragonscarred Dead perception: 24 proactive_abilities: - description: The dragonscarred dead's weapon is magically scorched by a dragon's breath. When wielded by the dragonscarred dead who carried it in life, the sword deals an extra 2d6 negative damage and 3d6 fire damage. In the hands of any other creature, it is merely a broken greatsword. name: Breath-Seared Sword traits: null - action_cost: Two Actions description: The dragonscarred dead focuses its boundless frustration in a gaze targeting one creature it can see within 30 feet. That creature must attempt a DC 30 Will save. **Critical Success** The creature is unaffected. **Success** The creature is stunned 1. **Failure** The creature is stunned for 1 round. **Critical Failure** The creature is stunned for 1d4 rounds and is fatigued. name: Glare of Rage traits: - arcane - enchantment - mental - visual ranged: null resistances: null saves: fort: 25 ref: 20 will: 22 saves_special: fort: null ref: null will: '+1 status to all saves vs. magic' senses: - darkvision - guardian sense skills: Athletics: 25 Intimidation: 21 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - Uncommon - NE - Medium - Fire - Undead type: Creature - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 2 int_mod: 1 str_mod: 5 wis_mod: 2 ac: 22 ac_special: null automatic_abilities: null description: Evil dwarves who die having failed to live up to the exacting standards of the duergar god Droskar are sometimes forced to return to the material world as undead abominations known as forge-spurned. hp: 75 immunities: - death effects - disease - fire - paralyzed - poison - unconscious innate_spells: null languages: - Common - Dwarven - Undercommon level: 5 melee: - action_cost: One Action damage: formula: 2d8+5 plus 1d6 fire type: slashing name: soul chain to_hit: 15 traits: - disarm - trip - action_cost: One Action damage: formula: 1d8+7 type: bludgeoning name: warhammer to_hit: 14 traits: - shove name: Forge-Spurned perception: 11 proactive_abilities: - action_cost: Two Actions description: The forge-spurned breathes a cloud of stinging soot, ash, and glowing embers. This can affect either a 30-foot cone or a 20-foot burst centered on the forge-spurned and persists for 1d4 rounds. Each creature that moves into or starts their turn in the area takes 6d6 fire damage, with a DC 21 basic Reflex save. A creature that fails its save is also blinded for 1 minute. Creatures within the cloud are concealed, though not from the forge-spurned. The forge-spurned can't use Forge Breath again until it has used Inflate Bellows. name: Forge Breath traits: - divine - evocation - fire - action_cost: Two Actions description: The forge-spurned draws a massive breath to refill its emptied lungs, enabling it to use Forge Breath again. name: Inflate Bellows traits: null - description: If a creature is slain by an attack from the *soul chain* and the forge-spurned is able to retain the creature's corpse, it can bind the creature's soul into the *soul chain* (as *bind soul*) with a day of work at a forge and a successful DC 20 Crafting check. An individual whose soul is bound in this way can't be resurrected unless the soul chain is destroyed (Hardness 5, HP 20, BT 10). name: Soul Chain traits: - divine - fire - necromancy ranged: null resistances: null saves: fort: 15 ref: 9 will: 11 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 14 Crafting: 14 speed: - amount: 20 type: Land spell_attack_to_hit: null spell_dc: null traits: - Uncommon - NE - Medium - Fire - Undead type: Creature - ability_mods: cha_mod: 3 con_mod: 5 dex_mod: 4 int_mod: -3 str_mod: 8 wis_mod: 3 ac: 33 ac_special: null automatic_abilities: null description: The dreaded gashadokuro is an undead haunter of the night, a giant skeleton that rises from the earth in the aftermath of a mass starvation event and seeks to inflict its unending hunger on the living. hp: 230 immunities: - death effects - disease - paralyzed - poison - unconscious innate_spells: null languages: - Common level: 13 melee: - action_cost: One Action damage: formula: 3d12+14 plus Grab type: piercing name: jaws to_hit: 27 traits: - reach 10 feet - action_cost: One Action damage: formula: 3d8+14 type: slashing name: claw to_hit: 27 traits: - agile - reach 15 feet name: Gashadokuro perception: 24 proactive_abilities: - action_cost: Two Actions description: The gashadokuro breathes a spray of bone shards in a 30-foot cone. Each creature in the area takes 8d12 piercing damage (DC 34 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. name: Breath Weapon traits: - divine - necromancy - description: If the gashadokuro kills a creature with Swallow Whole, it immediately regains Hit Points equal to the swallowed creature's level. As long as the gashadokuro still exists, creatures consumed in this way can't be resurrected except by *wish* or a similarly powerful effect. name: Corpse Consumption traits: - divine - necromancy - action_cost: One Action description: Large, 3d6+8 bludgeoning, Rupture 24 name: Swallow Whole traits: - attack ranged: null resistances: - amount: 10 type: cold - amount: 10 type: electricity - amount: 10 type: fire - amount: 10 type: piercing - amount: 10 type: slashing saves: fort: 26 ref: 21 will: 24 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 27 Intimidation: 24 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - Uncommon - NE - Huge - Undead type: Creature - ability_mods: cha_mod: 3 con_mod: 6 dex_mod: 0 int_mod: 4 str_mod: 10 wis_mod: 4 ac: 37 ac_special: null automatic_abilities: null description: Those who tread in ruined places sometimes speak of a sense that a supernatural presence is there alongside them, as if the spirits of the dead were watching intently. Such presences can be very real, often taking the form of ghosts or other shades of undead that cannot let go of their attachment to the Material Plane. But sometimes, instead of manifesting as distinct spirits, the souls of the dead infuse the very stone and mortar around them. When enough souls attach themselves to a single place—be it a home, crypt, or castle—it can take on a life of its own, becoming a soulbound ruin. hp: 310 immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - necromancy - nonlethal - paralyzed - poison - sickened - unconscious innate_spells: null languages: - Common level: 15 melee: - action_cost: One Action damage: formula: 4d10+9 type: bludgeoning name: edifice to_hit: 30 traits: null name: Soulbound Ruin perception: 25 proactive_abilities: - description: . name: Collapse Ceiling traits: - DC 33 - description: A soulbound ruin's edifice Strikes can target any creature inside the ruin. name: Pervasive Attacks traits: null - description: . name: Self-Repair traits: null ranged: null resistances: - amount: 10 type: physical (except adamantine) saves: fort: 29 ref: 21 will: 27 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 30 Deception: 26 speed: - amount: null type: Can't Move spell_attack_to_hit: null spell_dc: null traits: - NE - Gargantuan - Construct - Undead type: Creature - ability_mods: cha_mod: -5 con_mod: 5 dex_mod: 2 int_mod: -5 str_mod: 7 wis_mod: 1 ac: 30 ac_special: null automatic_abilities: null description: The most common aluum is powered by the bound soul of a loyal city servant, but its creation is among the Pactmasters' most guarded secrets. There are dozens of dormant aluums spread throughout Katapesh, and only someone wearing an aluum charm can activate and command one of these 14-foot-tall soldiers. The Pactmasters entrust few beyond the Zephyr Guard to carry these charms, and stealing such a charm is one of the most severe crimes in the city. hp: 145 immunities: - bleed - disease - death effects - doomed - drained - fatigued - magic (see below) - mental - nonlethal attacks - paralyzed - poison - sickened - unconscious innate_spells: null languages: '' level: 10 melee: - action_cost: One Action damage: formula: 2d10+13 plus paralyzing force type: bludgeoning name: fist to_hit: 23 traits: - magical name: Aluum Enforcer perception: 17 proactive_abilities: - description: until the end of its next turn instead of its normal effects. name: Aluum Antimagic traits: null - description: A creature damaged by the aluum enforcer's fist Strike must succeed at a DC 27 Fortitude save or become paralyzed for 1 round. On a critical failure, the creature is paralyzed for 1d4 minutes and falls prone. name: Paralyzing Force traits: - arcane - incapacitation - necromancy - action_cost: Two Actions description: The aluum enforcer emits a keening wail in a 15-foot cone that deals 9d6 sonic damage (DC 27 basic Fortitude save). A creature that fails its save is stunned 1, or stunned 3 on a critical failure. The aluum can't use Soul Shriek again for 1d4 rounds. name: Soul Shriek traits: - arcane - auditory - evocation - mental - sonic ranged: null resistances: - amount: 10 type: ' physical (except adamantine)' saves: fort: 21 ref: 18 will: 15 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 23 speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - Uncommon - N - Large - Construct - Mindless type: Creature - ability_mods: cha_mod: -2 con_mod: 6 dex_mod: 3 int_mod: -5 str_mod: 9 wis_mod: 4 ac: 39 ac_special: null automatic_abilities: null description: Whereas most aluums are animated by the souls of volunteers loyal to Katapesh, the Pactmasters created a handful of more capable (and deadly) aluums powered by the souls of a dozen or more dangerous criminals. These spiritbound aluums are rarely used as peacekeepers, instead serving as assassins, elite bodyguards, or riot control during times of martial law. hp: 255 immunities: - bleed - disease - death effects - doomed - drained - fatigued - magic (see below) - mental - nonlethal attacks - paralyzed - poison - sickened - unconscious innate_spells: - frequency: x3 level: 9 name: bind soul languages: '' level: 16 melee: - action_cost: One Action damage: formula: 3d10+17 plus paralyzing force type: bludgeoning name: fist to_hit: 33 traits: - magical name: Spiritbound Aluum perception: 28 proactive_abilities: - description: until the end of its next turn instead of its normal effects. name: Aluum Antimagic traits: null - action_cost: Two Actions description: '**Requirements** The spiritbound aluum has bound a soul using its *bind soul* innate spell; **Effect** The spiritbound aluum transforms the captured soul''s essence into raw magical energy, channeling the spirit into a beam that deals 20d6 force damage in a 30-foot line (DC 38 basic Reflex save). The remaining fragments of the captured soul are released to the Great Beyond. The spiritbound aluum can''t use Obliteration Beam again for 1d4 rounds.' name: Obliteration Beam traits: - arcane - evocation - force - description: A creature damaged by the spiritbound aluum's fist Strike must succeed at a DC 35 Fortitude save or become paralyzed for 1 round. On a critical failure, the creature is paralyzed for 1d4 minutes and falls prone. name: Paralyzing Force traits: - arcane - incapacitation - necromancy - description: innate spell, it binds the soul into its central crystal instead of the normal material component. The crystal can hold up to 60 souls. When encountered, a spiritbound aluum's crystal typically contains 1d6 souls. name: Soul Binder traits: null - action_cost: Two Actions description: The spiritbound aluum emits a keening wail in a 15-foot cone that deals 16d6 sonic damage (DC 27 basic Fortitude save). A creature that fails its save is stunned 1, or stunned 3 on a critical failure. The aluum can't use Soul Shriek again for 1d4 rounds. name: Soul Shriek traits: - arcane - auditory - evocation - mental - sonic ranged: null resistances: - amount: 15 type: ' physical (except adamantine)' saves: fort: 30 ref: 25 will: 28 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 33 speed: - amount: 25 type: Land - amount: 25 type: Fly spell_attack_to_hit: null spell_dc: null traits: - Rare - N - Large - Construct - Mindless - Soulbound type: Creature - ability_mods: cha_mod: 4 con_mod: 5 dex_mod: 4 int_mod: -2 str_mod: 7 wis_mod: 2 ac: 35 ac_special: null automatic_abilities: - description: y spending 5 minutes concentrating, the calikang can enter a state of suspended animation, freezing in place and becoming motionless but remaining aware of its surroundings. While in this state, the calikang gains a +4 status bonus to all Fortitude saves, does not age, and is immune to disease, inhaled toxins, poison, starvation, and thirst. The calikang can exit suspended animation as a free action. If it exits this state to attack, the calikang gains a +4 circumstance bonus to its initiative roll. name: Suspended Animation traits: - concentrate description: The calikangs are giant blue-skinned, six-armed guardians of ancient tombs and treasuries. Their unique physiologies enable them to absorb and manipulate electrical magic, as well as other energies. A calikang can live for 200 years—though it may further extend its life via suspended animation. hp: 235 immunities: - electricity innate_spells: - level: 6 name: chain lightning - frequency: at will level: 1 name: magic weapon - frequency: constant level: 6 name: true seeing items: - +1 striking longsword (2) languages: - Common - Jotun level: 12 melee: - action_cost: One Action damage: formula: 2d8+15 type: slashing name: longsword to_hit: 28 traits: - magical - reach 10 feet - versatile P - action_cost: One Action damage: formula: 3d8+13 type: bludgeoning name: fist to_hit: 25 traits: - agile - reach 10 feet - nonlethal name: Calikang perception: 20 proactive_abilities: - action_cost: Two Actions description: '**Frequency** once per day; **Effect** The calikang breathes a blast of energy that deals 13d6 energy damage to all creatures in a 60-foot line (DC 28 basic Reflex save). The calikang can choose the damage type each time: acid, cold, electricity, fire, or sonic. Increase the die size to d8 if the calikang chooses electricity.' name: Breath Weapon traits: - acid - arcane - cold - electricity - evocation - fire - sonic - action_cost: Two Actions description: The calikang makes up to six fist Strikes. Each Strike can be against a different target. These attacks count toward its multiple attack penalty, which doesn't increase until after all the attacks are complete. name: Sixfold Flurry traits: null ranged: null resistances: null saves: fort: 23 ref: 22 will: 20 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - '*true seeing*' skills: Athletics: 25 Intimidation: 24 speed: - amount: 35 type: Land spell_attack_to_hit: null spell_dc: null traits: - Uncommon - LN - Large - Humanoid type: Creature - ability_mods: cha_mod: 5 con_mod: 7 dex_mod: 7 int_mod: 3 str_mod: 4 wis_mod: 7 ac: 38 ac_special: null automatic_abilities: null description: 'Of all the ways to die, crucidaemons represent perhaps one of the least desirable: death by torture. The fiend''s shapely body, which appears to be sculpted from iron or mithril, belies a sinister wrath and love of inflicting pain. Crucidaemons particularly enjoy inflicting pain with their curved, serrated daggers, which are attached to their bodies via a chain that pierces each wrist.' hp: 225 immunities: - death effects innate_spells: - frequency: x3 level: 7 name: glyph of warding - frequency: x3 level: 7 name: paralyze - frequency: at will level: 4 name: death knell - frequency: at will level: 4 name: fear - frequency: at will level: 4 name: invisibility - frequency: at will level: 4 name: phantom pain - frequency: constant level: 2 name: detect alignment languages: - Abyssal - Draconic - Infernal level: 15 melee: - action_cost: One Action damage: formula: 4d4+14 plus 2d6 persistent bleed type: piercing name: chained dagger to_hit: 30 traits: - agile - finesse - magical - reach 10 feet - versatile S name: Crucidaemon (Torture Daemon) perception: 26 proactive_abilities: - description: When the crucidaemon casts its innate *glyph of warding* spell, it can store any arcane or divine spell of an appropriate level in the glyph, even if it can't otherwise cast the spell. name: Daemonic Trap Making traits: - divine - action_cost: One Action description: The crucidaemon makes two chained dagger Strikes against a single target. These attacks count toward the crucidaemon's multiple attack penalty and its multiple attack penalty doesn't increase until after both attacks. name: Flurry of Daggers traits: null - action_cost: One Action description: The crucidaemon summons a new chained dagger to replace a destroyed one. A crucidaemon's daggers can't be disarmed, and they become non-magical when severed from the daemon or upon the daemon's death. name: Manifest Dagger traits: null ranged: null resistances: - amount: 10 type: physical (except adamantine) saves: fort: 26 ref: 30 will: 26 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - '*detect alignment* (good only)' - lifesense 30 feet skills: Acrobatics: 30 Arcana: 26 Crafting: 30 Deception: 26 Intimidation: 28 Stealth: 30 Thievery: 26 speed: - amount: 50 type: Land - amount: null type: Air Walk (constant) spell_attack_to_hit: 28 spell_dc: null traits: - NE - Medium - Daemon - Fiend type: Creature - ability_mods: cha_mod: 4 con_mod: 8 dex_mod: 2 int_mod: 5 str_mod: 8 wis_mod: 5 ac: 34 ac_special: null automatic_abilities: null description: Nalfeshnees are huge, corpulent, boar-headed demons that hoard treasures and knowledge alike and form from the souls of avaricious mortals. hp: 360 immunities: null innate_spells: - frequency: at will level: 6 name: dispel magic - frequency: at will level: 6 name: divine wrath - frequency: at will level: 5 name: dimension door - frequency: at will level: 5 name: illusory object - frequency: at will level: 4 name: circle of protection - frequency: at will level: 4 name: dimension door - frequency: constant level: 6 name: true seeing languages: - Abyssal - Celestial - Draconic level: 14 melee: - action_cost: One Action damage: formula: 3d12+14 type: piercing name: jaws to_hit: 28 traits: - magical - reach 15 feet - action_cost: One Action damage: formula: 3d8+14 type: slashing name: claw to_hit: 28 traits: - agile - magical - reach 15 feet name: Nalfeshnee (Boar Demon) perception: 25 proactive_abilities: - action_cost: One Action description: The nalfeshnee steals all unattended items glowing with its Light of Avarice into an extradimensional space. The demon can Interact to regurgitate any number of these items into its hand or onto the ground. If the demon dies, is affected by a teleportation effect, or consumes an extradimensional space (such as a *bag of holding*), it vomits up all the items. name: Claim Wealth traits: - conjuration - divine - extradimensional - action_cost: Two Actions description: '**Frequency** once per hour; **Effect** Beams of unholy light shoot out from the nalfeshnee toward four items within 60 feet. If someone is holding or wearing a targeted item, they can keep it from being affected with a DC 34 Reflex save. For 1 minute, all affected items glow in nauseating colors. Any non-demon is sickened 2 and slowed 1 as long as it holds, wears, or touches a glowing item. Recovering from this sickness requires a DC 29 Will save instead of a Fortitude save. Ending the sickness in this way ends the slowed condition and makes the creature temporarily immune to the Light of Avarice for 24 hours. If the creature removes or drops the item, both the conditions end immediately, but the creature doesn''t become immune.' name: Light of Avarice traits: - divine - enchantment - light - mental ranged: null resistances: null saves: fort: 26 ref: 22 will: 23 saves_special: fort: null ref: null will: +1 status to all saves vs. spells senses: - darkvision - '*true seeing*' skills: Arcana: 25 Athletics: 28 Deception: 26 Diplomacy: 24 Intimidation: 28 Religion: 25 speed: - amount: 30 type: Land - amount: 40 type: Fly spell_attack_to_hit: null spell_dc: null traits: - CE - Huge - Demon - Fiend type: Creature - ability_mods: cha_mod: 6 con_mod: 7 dex_mod: 6 int_mod: 2 str_mod: 8 wis_mod: 6 ac: 38 ac_special: null automatic_abilities: null description: The cornugon, or horned devil, is a hulking red fiend with a crown of deadly horns and a body bristling with spines. Cornugons serve as the commanders of Hell's infernal armies. hp: 300 immunities: - fire innate_spells: - frequency: x2 level: 7 name: dispel magic - frequency: x2 level: 7 name: fireball - frequency: x2 level: 7 name: lightning bolt - level: 5 name: dimension door languages: - Celestial - Common - Draconic - Infernal level: 16 melee: - action_cost: One Action damage: formula: 3d8+14 plus 1d6 evil and stunning chain type: slashing name: unholy spiked chain to_hit: 34 traits: - disarm - evil - finesse - magical - reach 10 feet - trip - action_cost: One Action damage: formula: 3d10+14 type: slashing name: claw to_hit: 32 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 2d10+14 plus infernal wound type: slashing name: tail to_hit: 32 traits: - magical - reach 10 feet name: Cornugon (Horned Devil) perception: 28 proactive_abilities: - action_cost: One Action description: . The creature is automatically freed if the devil makes another spiked chain attack or moves away. name: Chain of Malebolge traits: - Escape attempts use the cornugon's Athletics DC - description: A cornugon's tail Strike deals 4d6 persistent bleed damage. The flat check DC to stop the bleeding starts at 20, and is reduced to 15 only if someone successfully assists with the recovery. The DC to Administer First Aid to a creature with an infernal wound is increased by 10. A spellcaster or item using healing magic on an infernally wounded creature must succeed at a DC 34 counteract check or the magic fails to heal the creature. name: Infernal Wound traits: - divine - necromancy - description: . name: Stunning Chain traits: - 1d4 rounds on a critical failure ranged: null resistances: - amount: 15 type: physical (except silver) - amount: 15 type: 'poison ' saves: fort: 31 ref: 26 will: 26 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - greater darkvision skills: Acrobatics: 28 Athletics: 32 Intimidation: 30 Religion: 28 Stealth: 26 speed: - amount: 25 type: Land - amount: 50 type: Fly spell_attack_to_hit: null spell_dc: null traits: - LE - Large - Devil - Fiend type: Creature - ability_mods: cha_mod: 6 con_mod: 9 dex_mod: 3 int_mod: 7 str_mod: 6 wis_mod: 6 ac: 26 ac_special: null automatic_abilities: null description: An immortal ichor is an intelligent mass of blood from a dead evil deity. The cultists who perform the ritual to create immortal ichor typically seal up the sentient ooze in an underground or remote chamber that blocks its magical abilities, but over time these seals break or weaken, freeing the unholy monster. hp: 350 immunities: - acid - critical hits - mental - precision - unconscious - visual innate_spells: - frequency: x3 level: 7 name: charm - frequency: x3 level: 7 name: feeblemind - frequency: x3 level: 7 name: possession - frequency: x3 level: 7 name: suggestion - frequency: at will level: 6 name: crisis of faith - frequency: at will level: 6 name: telekinetic haul - frequency: at will level: 3 name: mind reading - frequency: at will level: 2 name: telekinetic maneuver - frequency: at will level: 1 name: charm - frequency: at will level: 1 name: command languages: - Abyssal - Aklo - Infernal - Undercommon level: 15 melee: - action_cost: One Action damage: formula: 3d8+12 plus mental erosion type: bludgeoning name: pseudopod to_hit: 27 traits: null name: Immortal Ichor perception: 20 proactive_abilities: - description: A creature that fails to save against an immortal ichor's *charm* spell becomes stupefied 1. The stupefied value reduces by 1 every 24 hours. The first time each day a creature stupefied by the ichor's *charm* fails to save against another casting of the ichor's *charm*, the value of the condition increases by 1d4. If the stupefied condition ever equals the creature's Wisdom score, it becomes controlled by the ichor permanently; if it dies, it rises the next round as a zombie (of the GM's choice) under the ichor's control. If the ichor is killed, these zombies are destroyed. name: Corrupt Ally traits: - divine - enchantment - mental - description: . name: Dead Spells traits: - the domain spells presented here are from the destruction domain - description: for 1 day unless it succeeds at a DC 35 Will save. name: Mental Erosion traits: null - description: The immortal ichor draws blood from the pores of living creatures around it. Any living creature within 30 feet that has blood takes 4d6 damage (DC 33 basic Fortitude save). The immortal ichor regains HP equal to the total damage dealt. A creature that fails its save is also drained 1 (or drained 2 on a critical failure). name: Resanguinate traits: - divine - healing - necromancy ranged: null resistances: - amount: 15 type: physical saves: fort: 30 ref: 20 will: 29 saves_special: fort: null ref: null will: null senses: - motion sense 60 feet - no vision skills: Arcana: 30 Religion: 29 speed: - amount: 20 type: Land - amount: 20 type: Fly spell_attack_to_hit: 31 spell_dc: null traits: - Rare - NE - Medium - Ooze type: Creature - ability_mods: cha_mod: -4 con_mod: 3 dex_mod: 3 int_mod: -5 str_mod: 1 wis_mod: 1 ac: 16 ac_special: null automatic_abilities: null description: The smallest of giant solifugids are still large enough to harry desert traders and their mounts. hp: 20 immunities: null innate_spells: null languages: '' level: 1 melee: - action_cost: One Action damage: formula: 1d10+1 type: piercing name: jaws to_hit: 8 traits: null - action_cost: One Action damage: formula: 1d8+1 type: slashing name: claw to_hit: 8 traits: - agile - reach 10 feet name: Giant Solifugid perception: 6 proactive_abilities: - action_cost: One Action description: ', it remains hidden until after this ability''s Strike.' name: Pounce traits: null - action_cost: One Action description: claw name: Rend traits: null ranged: null resistances: null saves: fort: 6 ref: 8 will: 4 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 8 Athletics: 6 Stealth: 6 speed: - amount: 35 type: Land - amount: 25 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Medium - Animal type: Creature - ability_mods: cha_mod: -4 con_mod: 7 dex_mod: 7 int_mod: -5 str_mod: 9 wis_mod: 4 ac: 42 ac_special: null automatic_abilities: null description: The largest solifugids, duneshakers, literally make the terrain around them tremble. hp: 340 immunities: null innate_spells: null languages: '' level: 18 melee: - action_cost: One Action damage: formula: 4d10+17 type: piercing name: jaws to_hit: 35 traits: - reach 10 feet - action_cost: One Action damage: formula: 3d10+17 type: slashing name: claw to_hit: 35 traits: - agile - reach 20 feet name: Duneshaker Solifugid perception: 30 proactive_abilities: - description: . name: Earth Shaker traits: null - action_cost: One Action description: ', it remains hidden until after this ability''s Strike.' name: Pounce traits: null - action_cost: One Action description: claw name: Rend traits: null - action_cost: Two Actions description: The duneshaker solifugid spews toxic barbs at all creatures in a 30-foot cone. Each creature within the cone takes 10d6 poison damage (DC 39 basic Fortitude save). A creature that fails is blinded for 1d6 rounds (or permanently on a critical failure). The duneshaker solifugid can't use Venom Spray again for 1d4 rounds. name: Venom Spray traits: - poison ranged: null resistances: null saves: fort: 31 ref: 33 will: 28 saves_special: fort: null ref: null will: null senses: - darkvision - tremorsense (imprecise) 30 feet skills: Acrobatics: 33 Athletics: 35 Stealth: 33 speed: - amount: 50 type: Land - amount: 25 type: Burrow - amount: 25 type: Climb spell_attack_to_hit: null spell_dc: null traits: - N - Gargantuan - Animal type: Creature - ability_mods: cha_mod: 5 con_mod: 1 dex_mod: 3 int_mod: 4 str_mod: 3 wis_mod: 3 ac: 22 ac_special: null automatic_abilities: null description: Witchwyrds are four-armed humanoid creatures with hairless blue-gray skin and glowing yellow eyes. They are typically 6-1/2 feet tall and weigh 300 pounds. Their hands possess three evenly sized and spaced digits in a tripod-like arrangement. Witchwyrds conceal most of their faces, leaving only their eyes unmasked. Their inscrutability is a boon to one of their most significant interests, mercantilism, and many haughty witchwyrds openly revel in the befuddlement inspired by their mysterious guises and mannerisms. Witchwyrds have a keen eye for new opportunities and markets, and a witchwyrd almost always knows when someone is trying to pull one over on them. hp: 110 immunities: null innate_spells: - level: 5 name: dimension door - frequency: x2 level: 4 name: resilient sphere - frequency: x2 level: 4 name: resist energy - frequency: x2 level: 4 name: suggestion - level: 3 name: dispel magic - level: 2 name: mirror image - frequency: at will level: 1 name: floating disk - frequency: at will level: 1 name: unseen servant - frequency: constant level: 5 name: tongues languages: - Common - Draconic level: 6 melee: - action_cost: One Action damage: formula: 1d10+6 type: piercing name: ranseur to_hit: 16 traits: - disarm - magical - reach 10 feet - action_cost: One Action damage: formula: 1d6+6 plus Grab type: bludgeoning name: fist to_hit: 15 traits: - agile - nonlethal name: Witchwyrd perception: 12 proactive_abilities: - action_cost: One Action description: The witchwyrd fires one *magic missile* per action spent (dealing 1d4+1 damage each). It can't spend more actions on this ability than it has free hands. If it uses a hand that has Absorbed Force, that hand hurls two missiles instead of one, expending the held energy. name: Force Bolt traits: - arcane - evocation - force ranged: null resistances: - amount: 5 type: force saves: fort: 13 ref: 13 will: 15 saves_special: fort: null ref: null will: null senses: - darkvision - '*detect magic*' skills: Arcana: 16 Deception: 15 Diplomacy: 15 Intimidation: 15 speed: - amount: 25 type: Land spell_attack_to_hit: 15 spell_dc: null traits: - Uncommon - LN - Medium - Humanoid type: Creature