monsters: - ability_mods: cha_mod: -1 con_mod: 3 dex_mod: 2 int_mod: -3 str_mod: 4 wis_mod: 1 ac: 18 ac_special: null alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'Aapophs possess greater strength and stronger venom than their zyss kin, but they lack zyss'' intelligence and innate magic. Unlike their selfish superiors, aapophs are communal and group together to hunt, wrestle, and sleep curled together in pits. Though they''re looked down upon and insulted by zyss, most aapophs lack the higher brain functions to recognize when they''re being insulted, much less plan or execute a rebellion. Aapophs often have unusual physical mutations—horns, vestigial tails, or spines protruding from their scales—yet these variations have little impact on their overall combat prowess— and combat prowess is the measure by which zyss judge them. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 20' hp: 60 hp_misc: null immunities: null items: - scimitar knowledge_checks: dc: 20 skills: - Society languages: - Aklo - Undercommon - telepathy 100 feet level: 3 melee: - action_cost: One Action damage: formula: 1d6+6 type: slashing name: scimitar plus_damage: null to_hit: 11 traits: - forceful - sweep - action_cost: One Action damage: formula: 1d8+6 type: piercing name: fangs plus_damage: - formula: null type: serpentfolk venom to_hit: 11 traits: null - action_cost: One Action damage: formula: 1d6+6 type: bludgeoning name: tail plus_damage: - formula: null type: Knockdown to_hit: 11 traits: - agile name: Aapoph Serpentfolk perception: 8 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 20 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage and __enfeebled 1__ (1 round); **Stage 2** 2d4 poison damage and enfeebled 1 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Serpentfolk Venom range: null raw_description: '**Serpentfolk Venom** (__poison__) **Saving Throw** DC 20 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage and __enfeebled 1__ (1 round); **Stage 2** 2d4 poison damage and enfeebled 1 (1 round)' requirements: null success: null traits: - poison trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The aapoph serpentfolk makes one scimitar or fangs Strike and one tail Strike, each targeting a different creature. These attacks both count toward the aapoph's multiple attack penalty, but the penalty doesn't increase until after the aapoph makes both attacks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Slithering Attack range: null raw_description: '**Slithering Attack** The aapoph serpentfolk makes one scimitar or fangs Strike and one tail Strike, each targeting a different creature. These attacks both count toward the aapoph''s multiple attack penalty, but the penalty doesn''t increase until after the aapoph makes both attacks.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: 5 type: poison ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 7 ref_misc: null will: 6 will_misc: +2 status vs. mental sense_abilities: null senses: - Perception +8 - darkvision - scent (imprecise) 30 feet size: Medium skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 11 misc: null name: 'Athletics ' - bonus: 6 misc: null name: 'Intimidation ' source: - abbr: Bestiary 2 page_start: 238 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - Uncommon - CE - Medium - Humanoid - Mutant - Serpentfolk type: Creature weaknesses: null - 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 alignment: NG automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The scion gains a +2 circumstance bonus to the saving throw. effects: null failure: null frequency: null full_description: null generic_description: null name: Divine Grace range: null raw_description: '**Divine Grace** [Reaction] **Trigger** The angelkin is targeted by a spell that allows a saving throw. **Effect** The scion gains a +2 circumstance bonus to the saving throw.' requirements: null success: null traits: null trigger: The angelkin is targeted by a spell that allows a saving throw. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: "The angelkin causes its foe to hesitate under the weight of its sins\ \ as visions of possible redemption play out in its mind's eye. The foe chooses\ \ one of two options: \n\n * The ally is completely unharmed by the triggering\ \ damage. \n\n * The ally gains resistance 7 to all damage against the triggering\ \ damage. After the damaging effect resolves, the enemy becomes enfeebled 2\ \ until the end of its next turn." effects: null failure: null frequency: null full_description: null generic_description: null name: Glimpse of Redemption range: null raw_description: "**Glimpse of Redemption** [Reaction] **Trigger** An enemy damages\ \ one of the angelkin's allies. Both the enemy and ally must be within 15 feet\ \ of the angelkin. **Effect** The angelkin causes its foe to hesitate under\ \ the weight of its sins as visions of possible redemption play out in its mind's\ \ eye. The foe chooses one of two options: \n\n * The ally is completely unharmed\ \ by the triggering damage. \n\n * The ally gains resistance 7 to all damage\ \ against the triggering damage. After the damaging effect resolves, the enemy\ \ becomes enfeebled 2 until the end of its next turn." requirements: null success: null traits: null trigger: An enemy damages one of the angelkin's allies. Both the enemy and ally must be within 15 feet of the angelkin. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. effects: null failure: null frequency: null full_description: null generic_description: null name: Shield Block range: null raw_description: '**Shield Block** [Reaction] **Trigger** While you have your shield raised, you would take damage from a physical attack. **Effect** You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield''s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.' requirements: null success: null traits: null trigger: While you have your shield raised, you would take damage from a physical attack. 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 20' hp: 73 hp_misc: null immunities: null items: - crossbow (10 bolts) - half plate - longsword - steel shield (Hardness 5, HP 20, BT 10) knowledge_checks: dc: 20 skills: - Society languages: - Celestial - Common level: 5 melee: - action_cost: One Action damage: formula: 1d8+7 type: slashing name: longsword plus_damage: null to_hit: 15 traits: - versatile P name: Aasimar Redeemer perception: 11 proactive_abilities: null ranged: - action_cost: One Action damage: formula: 1d8+3 type: piercing name: crossbow plus_damage: - formula: null type: Knockdown to_hit: 12 traits: - range increment 120 feet - reload 1 rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 12 fort_misc: null misc: +1 status to all saves vs. disease (against diseases, critical failures become failures) ref: 8 ref_misc: null will: 11 will_misc: against diseases, critical failures become failures sense_abilities: null senses: - Perception +11 - darkvision size: Medium skills: - bonus: 11 misc: null name: 'Athletics ' - bonus: 12 misc: null name: 'Diplomacy ' - bonus: 9 misc: null name: 'Medicine ' - bonus: 11 misc: null name: 'Religion ' - bonus: 7 misc: null name: 'Society ' source: - abbr: Bestiary page_start: 263 page_stop: null speed: - amount: 20 type: Land spell_lists: - dc: 20 misc: null name: Divine Innate Spells spell_groups: - heightened_level: 3 level: 0 spells: - frequency: null name: light requirement: null to_hit: null - dc: 20 misc: null name: Champion Devotion Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: null name: lay on hands requirement: 1 Focus Point to_hit: null traits: - NG - Medium - Aasimar - Human - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 1 int_mod: -2 str_mod: 4 wis_mod: 2 ac: 19 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A wrecker demon loathes the sight of its own reflection. When a creature Interacts with a mirror within sight of the wrecker demon, the demon takes a -2 penalty to Will saves against __Intimidation__ checks. A wrecker demon that ends its turn adjacent to a mirror or that is attacked by a creature holding a mirror takes 1d6 mental damage (this usually leads wrecker demons to focus their efforts on destroying nearby mirrors using Wreck). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Hatred of Mirrors range: null raw_description: '**Hatred of Mirrors** A wrecker demon loathes the sight of its own reflection. When a creature Interacts with a mirror within sight of the wrecker demon, the demon takes a -2 penalty to Will saves against __Intimidation__ checks. A wrecker demon that ends its turn adjacent to a mirror or that is attacked by a creature holding a mirror takes 1d6 mental damage (this usually leads wrecker demons to focus their efforts on destroying nearby mirrors using Wreck).' requirements: null success: null traits: null trigger: null description: 'Wrecker demons, also known as abrikandilus, despise beautiful things and do everything in their power to destroy both people and objects that might be regarded as such. An abrikandilu forms from the soul of a mortal who in life was a vandal or defacer of artworks, particularly if those acts of destruction stemmed from feelings of powerful envy. The only thing an abrikandilu loathes more than beauty is its own visage. The mere sight of its own face—reflected in a mirror, a shield, or even a pool of water—is enough to send a wrecker demon into a rage. Many demon slayers use this tactic to their advantage, venturing into battle with polished steel shields and cold iron blades at the ready. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 19' hp: 70 hp_misc: null immunities: null items: null knowledge_checks: dc: 19 skills: - Religion languages: - Abyssal - Celestial - Draconic - telepathy 100 feet level: 4 melee: - action_cost: One Action damage: formula: 2d6+4 type: slashing name: claw plus_damage: null to_hit: 14 traits: - agile - action_cost: One Action damage: formula: 3d6+4 type: piercing name: jaws plus_damage: - formula: null type: mutilating bite to_hit: 14 traits: null name: Abrikandilu perception: 10 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: When the wrecker demon hits a creature with a jaws Strike, the creature must succeed at a DC 21 Fortitude save or become physically mutilated. The creature then takes a -1 status penalty to Charisma-based checks. This penalty is cumulative up to -3, and remains even if the wounds are healed. The penalty is reduced by 1 every 24 hours until it reaches 0. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mutilating Bite range: null raw_description: '**Mutilating Bite** (__curse__, __divine__, __necromancy__) When the wrecker demon hits a creature with a jaws Strike, the creature must succeed at a DC 21 Fortitude save or become physically mutilated. The creature then takes a -1 status penalty to Charisma-based checks. This penalty is cumulative up to -3, and remains even if the wounds are healed. The penalty is reduced by 1 every 24 hours until it reaches 0.' requirements: null success: null traits: - curse - divine - necromancy trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The wrecker demon makes two claw Strikes against an object (if the object is worn or held by a creature, this action gains the __manipulate__ trait). If both Strikes hit, combine their damage for the purpose of overcoming its Hardness. These Strikes do not count toward the wrecker demon's multiple attack penalty, nor does that penalty apply to these Strikes. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wreck range: null raw_description: '**Wreck** The wrecker demon makes two claw Strikes against an object (if the object is worn or held by a creature, this action gains the __manipulate__ trait). If both Strikes hit, combine their damage for the purpose of overcoming its Hardness. These Strikes do not count toward the wrecker demon''s multiple attack penalty, nor does that penalty apply to these Strikes.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d6+4 type: bludgeoning name: hurled debris plus_damage: null to_hit: 11 traits: - range increment 20 feet rarity: Common resistances: null ritual_lists: - dc: null misc: null name: Divine Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: abyssal pact requirement: null to_hit: null saves: fort: 15 fort_misc: null misc: null ref: 9 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +10 - darkvision size: Medium skills: - bonus: 12 misc: null name: 'Athletics ' - bonus: 8 misc: null name: 'Intimidation ' source: - abbr: 'Pathfinder #151: The Show Must Go On' page_start: 81 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 20 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: x2 name: fear requirement: null to_hit: null traits: - CE - Medium - Demon - Fiend type: Creature weaknesses: - amount: 5 type: cold iron - amount: 5 type: good - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: harmed by acid (9d10, 2d10 from areas or persistent damage); healed by fire (area 2d10 HP); slowed by electricity effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Golem Antimagic range: null raw_description: '**Golem Antimagic** harmed by acid (9d10, 2d10 from areas or persistent damage); healed by fire (area 2d10 HP); slowed by electricity' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the adamantine golem is at 0 HP, it isn't destroyed. Instead, it enters repair mode, during which it is slowed 1, can't take reactions, and can take only the Self-Repair action. Once it has more than 30 HP, it can use any type of action and can use reactions, though it remains slowed 1 and can't take any reactions until the start of its next turn. If a critical hit with an adamantine vorpal weapon reduces the golem to 0 HP, or if such a weapon hits it while it's already at 0 HP, then the golem is destroyed. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Repair Mode range: null raw_description: '**Repair Mode** When the adamantine golem is at 0 HP, it isn''t destroyed. Instead, it enters repair mode, during which it is slowed 1, can''t take reactions, and can take only the Self-Repair action. Once it has more than 30 HP, it can use any type of action and can use reactions, though it remains slowed 1 and can''t take any reactions until the start of its next turn. If a critical hit with an adamantine vorpal weapon reduces the golem to 0 HP, or if such a weapon hits it while it''s already at 0 HP, then the golem is destroyed.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The golem can be targeted by __disjunction__ and __dispel magic__. If targeted by such a spell of 9th level or higher, the golem has its resistance to physical damage lowered to 15 and is slowed 1 (or slowed 2 if in repair mode) for 1d4 rounds. During this time, if the golem is reduced to 0 HP while already in repair mode, it is destroyed. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vulnerable to Dispelling range: null raw_description: '**Vulnerable to Dispelling** The golem can be targeted by __disjunction__ and __dispel magic__. If targeted by such a spell of 9th level or higher, the golem has its resistance to physical damage lowered to 15 and is slowed 1 (or slowed 2 if in repair mode) for 1d4 rounds. During this time, if the golem is reduced to 0 HP while already in repair mode, it is destroyed.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 43' hp: 255 hp_misc: repair mode immunities: - bleed - death effects - disease - doomed - drained - fatigued - fire - healing - magic (see below) - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 43 skills: - Arcana - Crafting languages: null level: 18 melee: - action_cost: One Action damage: formula: 3d10+17 type: bludgeoning name: fist plus_damage: - formula: null type: destructive strike to_hit: 35 traits: - deadly 3d12 - magical - reach 15 feet name: Adamantine Golem perception: 26 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Destructive Strike range: null raw_description: '**Destructive Strike** 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: The creature takes no damage and its armor takes no damage. description: 'The adamantine 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 try to bar the way by attempting a DC 45 Fortitude save. ' effect: null effects: null failure: The resisting creature is damaged and its armor takes damage as if hit by the adamantine golem's fist. frequency: null full_description: null generic_description: null name: Inexorable March range: null raw_description: '**Inexorable March** The adamantine 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 try to bar the way by attempting a DC 45 Fortitude save. **Critical Success** The creature takes no damage and its armor takes no damage. **Success** The golem halts its movement and cannot enter the creature''s square. **Failure** The resisting creature is damaged and its armor takes damage as if hit by the adamantine golem''s fist.' requirements: null success: The golem halts its movement and cannot enter the creature's square. traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The golem repairs itself, regaining 30 Hit Points. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Self-Repair range: null raw_description: '**Self-Repair** (__manipulate__) The golem repairs itself, regaining 30 Hit Points.' requirements: null success: null traits: - manipulate trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vent range: null raw_description: '**Vent** (__fire__) 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.' requirements: null success: null traits: - fire trigger: null ranged: null rarity: Rare resistances: - amount: 20 type: physical (except vorpal adamantine) ritual_lists: null saves: fort: 33 fort_misc: null misc: null ref: 27 ref_misc: null will: 29 will_misc: null sense_abilities: null senses: - Perception +26 - darkvision size: Huge skills: - bonus: 38 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 189 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - Rare - N - Huge - Construct - Golem - Mindless type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 28 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 28 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon Strikes with its tail at the triggering creature at a -2 penalty. If it hits, the creature takes a -2 circumstance penalty to the triggering roll. effects: null failure: null frequency: null full_description: null generic_description: null name: Tail Lash range: null raw_description: '**Tail Lash** [Reaction] **Trigger** A creature within reach of the dragon''s tail takes an action to Strike or attempt a skill check; **Effect** The dragon Strikes with its tail at the triggering creature at a -2 penalty. If it hits, the creature takes a -2 circumstance penalty to the triggering roll.' requirements: null success: null traits: null trigger: A creature within reach of the dragon's tail takes an action to Strike or attempt a skill check 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. Black dragons are amphibious—although they breathe air, their gills also allow them to breathe water. Their frills and fins make them accomplished swimmers, well suited to their wetland environments and submerged lairs. They''re immune to the fetid water that comes as a result of their magical ability to corrupt water. Black dragon lairs are as foul as their souls. The floors are littered with rotting meat, and plundered treasures line the muck and slime of their dank caves amid twisted roots and creepers. Such places are often crawling with pests, snakes, and slimes. Though they claim natural caverns when they can, they make do with areas of dense, twisted vegetation within a swamp. Black dragon treasure hoards primarily consist of gems and expensive glass work, as valuables of softer substance can''t survive the dragon''s acidic presence. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 28' hp: 215 hp_misc: null immunities: - acid - paralyzed - sleep items: null knowledge_checks: dc: 28 skills: - Arcana languages: - Common - Draconic - Jotun level: 11 melee: - action_cost: One Action damage: formula: 2d12+13 type: piercing name: jaws plus_damage: - formula: 2d6 type: acid to_hit: 25 traits: - acid - magical - reach 10 feet - action_cost: One Action damage: formula: 2d10+13 type: slashing name: claw plus_damage: null to_hit: 25 traits: - agile - magical - action_cost: One Action damage: formula: 2d12+11 type: bludgeoning name: tail plus_damage: null to_hit: 23 traits: - magical - reach 15 feet - action_cost: One Action damage: formula: 1d10+11 type: piercing name: horns plus_damage: null to_hit: 23 traits: - magical - reach 10 feet name: Adult Black Dragon perception: 22 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon ** [Two Actions] (__acid__, __arcane__, __evocation__) 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.' requirements: null success: null traits: - acid - arcane - evocation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null 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. effects: null failure: null frequency: Once per day full_description: null generic_description: null name: Corrupt Water range: null raw_description: '**Corrupt Water** (__arcane__, __concentrate__, __necromancy__) **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.' requirements: null success: null traits: - arcane - concentrate - necromancy trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one horns Strike in any order in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horns Strike in any order in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 23 fort_misc: null misc: +1 status to all saves vs. magic ref: 18 ref_misc: null will: 21 will_misc: null sense_abilities: null senses: - Perception +22 - darkvision - scent (imprecise) 60 feet size: Large skills: - bonus: 18 misc: null name: 'Acrobatics ' - bonus: 19 misc: null name: 'Arcana ' - bonus: 24 misc: null name: 'Athletics ' - bonus: 20 misc: null name: 'Deception ' - bonus: 20 misc: null name: 'Intimidation ' - bonus: 20 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 105 page_stop: null speed: - amount: 50 type: Land - amount: 120 type: fly - amount: 50 type: swim spell_lists: - dc: 30 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: at will name: darkness requirement: null to_hit: null traits: - CE - Large - Acid - Amphibious - Dragon type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 32 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 32 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete. effects: null failure: null frequency: null full_description: null generic_description: null name: Wing Deflection range: null raw_description: '**Wing Deflection** [Reaction] **Trigger** The dragon is targeted with an attack. **Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete.' requirements: null success: null traits: null trigger: The dragon is targeted with an attack. 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. Not all blue dragons work clandestinely. Some lord over desert tribes and hill people like vengeful gods, demanding both tribute and worship. No matter how blue dragons manage their underlings, their bearing is regal and their lairs palatial; they''re universally intolerant of insubordination, incompetence, and embezzlement, and punish perpetrators with murderous efficiency. Blue dragons are also known for their use and mastery of illusion magic. They make use of illusions to augment their manipulations and bewilder their foes in battle. Blue dragons also have some control over water, but use this ability to destroy water, something quite dangerous for those who encounter them in their desert lairs. The ideal lair for a blue dragon contains multiple passages, rooms, and secret chambers. As social creatures, blue dragons prefer to host guests in comfort—but their dwellings should not be so public that just anyone can come calling. A force of guards keeps out intruders, and clever illusions conceal the edifice from prying eyes. Rather than a pile of coins or gems, a blue dragon''s true hoard is the rich furnishings in its citadel— expensive art, ornate furniture, and architectural marvels. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 31' hp: 260 hp_misc: null immunities: - electricity - paralyzed - sleep items: null knowledge_checks: dc: 31 skills: - Arcana languages: - Auran - Common - Draconic - Jotun level: 13 melee: - action_cost: One Action damage: formula: 3d8+12 type: piercing name: jaws plus_damage: - formula: 1d12 type: electricity to_hit: 27 traits: - electricity - magical - reach 15 feet - action_cost: One Action damage: formula: 3d8+12 type: slashing name: claw plus_damage: null to_hit: 27 traits: - magical - agile - reach 10 feet - action_cost: One Action damage: formula: 3d8+10 type: bludgeoning name: tail plus_damage: null to_hit: 25 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 2d8+10 type: piercing name: horns plus_damage: null to_hit: 25 traits: - magical - reach 15 feet name: Adult Blue Dragon perception: 24 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon breathes lightning that deals 9d12 electricity damage in a 100-foot line (DC 33 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon ** [Two Actions] (__arcane__, __electricity__, __evocation__) The dragon breathes lightning that deals 9d12 electricity damage in a 100-foot line (DC 33 basic Reflex save). It can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - arcane - electricity - evocation trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Desert Thirst range: null raw_description: '**Desert Thirst** (__arcane__, __transmutation__) 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.' requirements: null success: null traits: - arcane - transmutation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one horns Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horns Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 24 fort_misc: null misc: +1 status to all saves vs. magic ref: 23 ref_misc: null will: 23 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sound Imitation range: null raw_description: '**Sound Imitation** The dragon can mimic any sound it has heard. It must succeed at a Deception check with a +4 circumstance bonus to do so.' requirements: null success: null traits: null trigger: null senses: - Perception +24 - darkvision - scent (imprecise) 60 feet size: Huge skills: - bonus: 22 misc: null name: 'Acrobatics ' - bonus: 25 misc: null name: 'Arcana ' - bonus: 26 misc: null name: 'Deception ' - bonus: 26 misc: null name: 'Diplomacy ' - bonus: 24 misc: null name: 'Intimidation ' - bonus: 23 misc: null name: 'Society ' - bonus: 20 misc: null name: 'Stealth ' - bonus: 22 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 108 page_stop: null speed: - amount: 40 type: Land - amount: 20 type: burrow - amount: 150 type: fly spell_lists: - dc: 33 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: null name: illusory creature requirement: null - frequency: null name: illusory object requirement: null - frequency: at will name: ventriloquism requirement: null - heightened_level: null level: 1 spells: - frequency: at will, see desert thirst name: create water requirement: null - heightened_level: 6 level: 0 spells: - frequency: null name: ghost sound requirement: null to_hit: null traits: - LE - Huge - Dragon - Electricity type: Creature weaknesses: null - 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 alignment: CG automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 28 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 28 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete. effects: null failure: null frequency: null full_description: null generic_description: null name: Wing Deflection range: null raw_description: '**Wing Deflection** [Reaction] **Trigger** The dragon is targeted with an attack. **Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete.' requirements: null success: null traits: null trigger: The dragon is targeted with an attack. 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. These carefree dragons value independence and feel that all creatures deserve to live as they please, provided they don''t harm others. They are emotional creatures and tend to have short attention spans, sometimes falling victim to depression in their twilight years. To combat this, some brass dragons keep pets and houseplants that they can care for. Though they may seem childlike in their curiosity concerning mortal affairs, a brass dragon''s prowess in battle is no laughing matter. A brass dragon whose territory or allies are threatened is a terrifying foe indeed, quick to shed their innocent guise and unleash their terrifying might upon evildoers. Most brass dragons live in desert climates, and while they keep their lairs hidden, they often build near humanoid settlements. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 28' hp: 215 hp_misc: null immunities: - fire - paralyzed - sleep items: null knowledge_checks: dc: 28 skills: - Arcana languages: - Auran - Common - Draconic - Gnomish - Halfling - Sylvan - speak with animals level: 11 melee: - action_cost: One Action damage: formula: 2d10+12 type: piercing name: jaws plus_damage: - formula: 2d6 type: fire to_hit: 24 traits: - fire - magical - reach 10 feet - action_cost: One Action damage: formula: 2d10+12 type: slashing name: claw plus_damage: null to_hit: 24 traits: - agile - magical - action_cost: One Action damage: formula: 1d12+10 type: slashing name: wing plus_damage: null to_hit: 22 traits: - magical - reach 10 feet name: Adult Brass Dragon perception: 21 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon ** [Two Actions] (__arcane__, __evocation__, __fire__) 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.' requirements: null success: null traits: - arcane - evocation - fire trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null 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). effects: null failure: null frequency: three times per day. full_description: null generic_description: null name: Desert Wind range: null raw_description: '**Desert Wind** [Two Actions] (__air__, __arcane__, __concentrate__, __evocation__) **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).' requirements: null success: null traits: - air - arcane - concentrate - evocation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one jaws Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one jaws Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the dragon scores a critical hit with a strike, it recharges Breath Weapon. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** When the dragon scores a critical hit with a strike, it recharges Breath Weapon.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 22 fort_misc: null misc: +1 status to all saves vs. magic ref: 20 ref_misc: null will: 21 will_misc: null sense_abilities: null senses: - Perception +21 - darkvision - scent (imprecise) 60 feet - tremorsense (imprecise) 30 feet size: Large skills: - bonus: 20 misc: null name: 'Acrobatics ' - bonus: 23 misc: null name: 'Athletics ' - bonus: 20 misc: null name: 'Deception ' - bonus: 20 misc: null name: 'Diplomacy ' - bonus: 19 misc: null name: 'Society ' source: - abbr: Bestiary page_start: 118 page_stop: null speed: - amount: 50 type: Land - amount: 30 type: burrow - amount: 120 type: fly spell_lists: - dc: 30 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: 2 level: -1 spells: - frequency: null name: speak with animals requirement: null to_hit: null traits: - CG - Large - Dragon - Fire type: Creature weaknesses: null - ability_mods: cha_mod: 6 con_mod: 5 dex_mod: 2 int_mod: 3 str_mod: 7 wis_mod: 5 ac: 33 ac_special: null alignment: LN automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 30 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 30 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon spits a glob of caustic salt water at the creature. The creature takes 5d6 acid damage (DC 30 basic Reflex save). On a failure, the concentrate action is disrupted. effects: null failure: null frequency: null full_description: null generic_description: null name: Brine Spit range: null raw_description: '**Brine Spit [Reaction]** **Trigger **A creature the brine dragon observes within 30 feet uses a __concentrate__ action; **Effect **The dragon spits a glob of caustic salt water at the creature. The creature takes 5d6 acid damage (DC 30 basic Reflex save). On a failure, the concentrate action is disrupted.' requirements: null success: null traits: null trigger: A creature the brine dragon observes within 30 feet uses a __concentrate__ action description: 'Brine dragons are usually blue-green in color, with shiny scales, crests that help them glide through the water, and sweeping neck frills. They care little for either good or evil. As they are both opinionated and willing to impose their sense of order on others, many brine dragons eventually seek to rule over a meticulously crafted community. These communities are orderly and well-planned, with rigid standards of courtesy and unchanging laws set down by the dragon themself. A settlement seeded by a brine dragon can be made of members of almost any ancestry, but the most common inhabitants are humans, merfolk, tengus, or sahuagin. Depending on the dragon''s personality, their community members might view their brine dragon ruler as anything from a benevolent force of order to a fearful tyrant. Regardless, the typical brine dragon has little patience for kindness or philanthropy, and the strength and health of their settlement as a whole are of greater concern than individuals'' well-being. A notable exception to this dispassion rises when an outside force encroaches on their lands. In these cases, the brine dragon is quick to step in and aid in the defense of their community. Although brine dragons enjoy cultivating settlements, they rarely make their lairs within the city limits, instead preferring to dwell in sea caves or cliffside grottoes overlooking the coastline. Here they can retreat for privacy as needed, or can accumulate and display their gathered wealth in a place where they feel safe spreading out their treasures. Brine dragon hoards often consist of a mix of offerings and taxes paid by those they rule over and strange discoveries salvaged from sunken ships. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 32 **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 32' hp: 222 hp_misc: null immunities: - acid - paralyzed - sleep items: null knowledge_checks: dc: 32 skills: - Arcana - Nature languages: - Aquan - Common - Draconic - Sylvan level: 12 melee: - action_cost: One Action damage: formula: 3d10+12 type: piercing name: jaws plus_damage: - formula: 3d4 type: acid to_hit: 26 traits: - acid - magical - reach 15 feet - action_cost: One Action damage: formula: 3d8+12 type: slashing name: claw plus_damage: null to_hit: 26 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 3d12+12 type: bludgeoning name: tail plus_damage: null to_hit: 24 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 1d12+12 type: piercing name: wing plus_damage: null to_hit: 24 traits: - magical - reach 15 feet name: Adult Brine Dragon perception: 23 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon breathes a spray of acidic salt water that deals 13d6 acid damage in a 100-foot line (DC 32 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__acid__, __evocation__, __primal__) The dragon breathes a spray of acidic salt water that deals 13d6 acid damage in a 100-foot line (DC 32 basic Reflex save). They can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - acid - evocation - primal trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one wing Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one wing Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes a jaws Strike. On a hit, the target takes 4d6 __persistent acid damage__, and is __sickened 2__ from the pain of salt and brine in its wounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Desiccating Bite range: null raw_description: '**Desiccating Bite** [Two Actions] The dragon makes a jaws Strike. On a hit, the target takes 4d6 __persistent acid damage__, and is __sickened 2__ from the pain of salt and brine in its wounds.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 25 fort_misc: null misc: +1 status to all saves vs. magic ref: 20 ref_misc: null will: 21 will_misc: null sense_abilities: null senses: - Perception +23 - darkvision - scent (imprecise) 60 feet size: Huge skills: - bonus: 20 misc: null name: 'Acrobatics ' - bonus: 25 misc: null name: 'Athletics ' - bonus: 24 misc: null name: 'Deception ' - bonus: 24 misc: null name: 'Intimidation ' - bonus: 21 misc: null name: 'Nature ' - bonus: 21 misc: null name: 'Society ' - bonus: 21 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 87 page_stop: null speed: - amount: 40 type: Land - amount: 120 type: fly - amount: 60 type: swim spell_lists: - dc: 32 misc: '' name: Primal Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: hydraulic torrent requirement: null - heightened_level: null level: 3 spells: - frequency: ×3 name: hydraulic push requirement: null - heightened_level: null level: 2 spells: - frequency: null name: obscuring mist requirement: null to_hit: 24 traits: - Uncommon - LN - Huge - Amphibious - Dragon - Elemental - Water type: Creature weaknesses: null - 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 alignment: LG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 10 feet, 1d12 electricity damage. The bronze dragon can turn this aura on or off using a single action, which has the concentrate trait, and it can choose to not affect allies with the aura. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Electricity Aura range: null raw_description: '**Electricity Aura** (__aura__, __electricity__) 10 feet, 1d12 electricity damage. The bronze dragon can turn this aura on or off using a single action, which has the concentrate trait, and it can choose to not affect allies with the aura.' requirements: null success: null traits: - aura - electricity trigger: null - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 31 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 31 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: Jaws only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. Bronze dragons'' mastery over water and affinity for electricity means they are a boon to sailors caught in thunderstorms. A bronze dragon''s enemies quickly discover neither cloudy sky nor turbulent sea provides shelter from their wrath. Bronze dragons lair along shorelines, often in partially submerged sea caves. While all dragons keep hoards of treasure, the hoard of a bronze dragon more resembles a vast library—with the shelves kept carefully above the waterline, of course. In addition to their collections of esoteric lore, bronze dragons keep treasures associated with the sea, such as beautiful scrimshaw, flawless pearls, and equipment inlaid with mother-of-pearl and abalone shell. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 31' hp: 260 hp_misc: null immunities: - electricity - paralyzed - sleep items: null knowledge_checks: dc: 31 skills: - Arcana languages: - Aquan - Common - Draconic - Dwarven - Elven - Gnomish - speak with animals level: 13 melee: - action_cost: One Action damage: formula: 2d12+15 type: piercing name: jaws plus_damage: - formula: 1d12 type: electricity to_hit: 28 traits: - electricity - magical - reach 15 feet - action_cost: One Action damage: formula: 2d10+15 type: slashing name: claw plus_damage: null to_hit: 28 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 1d10+13 type: bludgeoning name: tail plus_damage: null to_hit: 26 traits: - magical - reach 15 feet name: Adult Bronze Dragon perception: 23 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The bronze dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: The dragon breathes lightning in a 80-foot line that deals 8d12 electricity damage (DC 33 basic Reflex save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Lightning range: null raw_description: '**Lightning** (__arcane__, __electricity__, __evocation__); The dragon breathes lightning in a 80-foot line that deals 8d12 electricity damage (DC 33 basic Reflex save).' requirements: null success: null traits: - arcane - electricity - evocation trigger: null - action_cost: None critical_failure: null critical_success: null description: 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Repulsion Gas range: null raw_description: '**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).' requirements: null success: null traits: - abjuration - arcane - incapacitation - mental trigger: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: "**Breath Weapon ** [Two Actions] The bronze dragon breathes\ \ in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.\n\ \n * **Lightning** (__arcane__, __electricity__, __evocation__); The dragon\ \ breathes lightning in a 80-foot line that deals 8d12 electricity damage (DC\ \ 33 basic Reflex save).\n\n * **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)." requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one tail Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one tail Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Water Mastery range: null raw_description: '**Water Mastery** (__arcane__, __transmutation__, __water__) 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.' requirements: null success: null traits: - arcane - transmutation - water trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 24 fort_misc: null misc: +1 status to all saves vs. magic ref: 23 ref_misc: null will: 26 will_misc: null sense_abilities: null senses: - Perception +23 - darkvision - scent (imprecise) 60 feet size: Huge skills: - bonus: 22 misc: null name: 'Acrobatics ' - bonus: 28 misc: null name: 'Arcana ' - bonus: 24 misc: null name: 'Athletics ' - bonus: 23 misc: null name: 'Diplomacy ' - bonus: 23 misc: null name: 'Intimidation ' - bonus: 24 misc: null name: 'Occultism ' - bonus: 22 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 120 page_stop: null speed: - amount: 40 type: Land - amount: 140 type: fly - amount: 50 type: swim spell_lists: - dc: 33 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: at will name: obscuring mist requirement: null - heightened_level: 2 level: -1 spells: - frequency: null name: speak with animals requirement: null to_hit: null traits: - LG - Huge - Amphibious - Dragon - Water type: Creature weaknesses: null - ability_mods: cha_mod: 6 con_mod: 5 dex_mod: 3 int_mod: 4 str_mod: 7 wis_mod: 6 ac: 36 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 32 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 32 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon is aware of the attack and has a free wing effects: null failure: null frequency: null full_description: null generic_description: null name: Deflecting Cloud range: null raw_description: '**Deflecting Cloud [Reaction]** **Trigger **The dragon is the target of a ranged attack; **Requirements **The dragon is aware of the attack and has a free wing; **Effect **The cloud dragon flexes a wing and creates a billowing cloud of mist. The dragon is treated as if they were __hidden__ for the purposes of resolving the triggering attack, so normally the attacker must succeed at a DC 11 flat check to target them. The dragon also gains a +4 circumstance bonus to AC against the triggering attack.' requirements: null success: null traits: null trigger: The dragon is the target of a ranged attack description: 'At heart, cloud dragons are wanderers, explorers, and travelers who enjoy nothing more than seeing new lands and meeting unusual creatures. Cloud dragons range in color from light blue to a pale, milky white and have thick, curling horns and rather short snouts. They keep lairs among the extreme altitudes of the highest mountain peaks but are away on their many journeys as often as they''re at home. Cloud dragons spend long hours surveying the lands they fly over from great heights, but they are creatures of whim, making it hard to predict what will pique their curiosity and bring them winging down to converse or investigate something on the ground. Cloud dragons seldom perform acts of outright malice, but they are not often charitable either. A cloud dragon is as likely to simply pluck something they desire off the ground and fly away with it as they are to bargain fairly. A cloud dragon''s ever-changing interests never seem to stray toward the complicated schemes and long-term plans of other dragons. These rovers are creatures of the moment, and although they are as mentally gifted as other true dragons, their interests remain in the here and now. Yet the cloud dragon''s penchant for living in the moment is not a personality flaw—they''re more than capable of anticipating long-term results of their actions and won''t make foolish choices simply to pursue a current interest. At the same time, cloud dragons have little interest in worrying about the future and are as confident in their ability to handle tomorrow''s problems as they are today''s. Cloud dragon hoards tend to be well-guarded or well-hidden, as a natural result of their roving habits often taking them away from their lairs for extended periods. Their treasuries include a wide variety of items—they are driven to gather a broad range of prizes rather than collecting one type of item intensively. To a cloud dragon, a diversified hoard is a perfect hoard. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 34 **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 34' hp: 254 hp_misc: null immunities: - electricity - paralyzed - sleep items: null knowledge_checks: dc: 34 skills: - Arcana - Nature languages: - Auran - Common - Draconic - Jotun level: 14 melee: - action_cost: One Action damage: formula: 3d10+15 type: piercing name: jaws plus_damage: - formula: 2d12 type: electricity to_hit: 29 traits: - electricity - magical - reach 15 feet - action_cost: One Action damage: formula: 3d10+15 type: slashing name: claw plus_damage: null to_hit: 29 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 3d12+15 type: bludgeoning name: tail plus_damage: null to_hit: 27 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 2d12+13 type: piercing name: horn plus_damage: null to_hit: 27 traits: - deadly d10 - magical - reach 15 feet name: Adult Cloud Dragon perception: 28 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon breathes a thundercloud that deals 15d6 electricity damage in a 50-foot cone (DC 35 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__electricity__, __evocation__, __primal__) The dragon breathes a thundercloud that deals 15d6 electricity damage in a 50-foot cone (DC 35 basic Reflex save). They can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - electricity - evocation - primal trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The cloud dragon's body becomes vaporous and misty. They gain the effects of __gaseous form__, except their fly Speed remains unchanged. The cloud dragon can use this action again to return to physical form. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cloud Form range: null raw_description: '**Cloud Form** (__polymorph__, __primal__, __transmutation__) The cloud dragon''s body becomes vaporous and misty. They gain the effects of __gaseous form__, except their fly Speed remains unchanged. The cloud dragon can use this action again to return to physical form.' requirements: null success: null traits: - polymorph - primal - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: The cloud dragon can tread on clouds or fog as though on solid ground. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cloud Walk range: null raw_description: '**Cloud Walk** The cloud dragon can tread on clouds or fog as though on solid ground.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one horn Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horn Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 26 fort_misc: null misc: +1 status to all saves vs. magic ref: 23 ref_misc: null will: 26 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: Fog and mist don't impair a cloud dragon's vision; they ignore the __concealed__ condition from fog and mist. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mist Vision range: null raw_description: '**Mist Vision** Fog and mist don''t impair a cloud dragon''s vision; they ignore the __concealed__ condition from fog and mist.' requirements: null success: null traits: null trigger: null senses: - Perception +28 - darkvision - mist vision - scent (imprecise) 60 feet size: Huge skills: - bonus: 23 misc: null name: 'Acrobatics ' - bonus: 28 misc: null name: 'Athletics ' - bonus: 26 misc: null name: 'Deception ' - bonus: 26 misc: null name: 'Diplomacy ' - bonus: 28 misc: null name: 'Intimidation ' - bonus: 24 misc: null name: 'Nature ' - bonus: 23 misc: null name: 'Stealth ' - bonus: 26 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 90 page_stop: null speed: - amount: 50 type: Land - amount: 160 type: fly - amount: null type: cloud walk spell_lists: - dc: 36 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: null name: wall of wind requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: gust of wind requirement: null - frequency: null name: obscuring mist requirement: null to_hit: null traits: - Uncommon - N - Huge - Air - Dragon - Elemental type: Creature weaknesses: null - 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 alignment: CG automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 29 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 29 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the triggering action. effects: null failure: null frequency: null full_description: null generic_description: null name: Twisting Tail range: null raw_description: '**Twisting Tail** [Reaction] **Trigger** A creature within reach of the copper dragon''s tail uses a move action or leaves a square during a move action it''s using. **Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the triggering action.' requirements: null success: null traits: null trigger: A creature within reach of the copper dragon's tail uses a move action or leaves a square during a move action it's using. 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. Copper dragons tend to lair in warm or temperate hills, but due to their nature, they move their lairs every few years. They sometimes live among other people, especially any dwarves who reside nearby. Some copper dragons even worship gods typically worshipped only by humanoids. Among these dragons, worship of Cayden Cailean is most popular, as they see his love of freedom and penchant for alcohol aligning with the typical copper dragon mindset. A copper dragon''s combat tactics are as unorthodox as its sense of humor, as it is more likely to use mockery and tricks than outright strength to win its battles. As a copper dragon ages, it perfects jokes capable of rendering its foes helpless with laughter. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 30' hp: 235 hp_misc: null immunities: - acid - paralyzed - sleep items: null knowledge_checks: dc: 30 skills: - Arcana languages: - Common - Draconic - Elven - Gnomish level: 12 melee: - action_cost: One Action damage: formula: 3d8+12 type: piercing name: jaws plus_damage: - formula: 2d8 type: acid to_hit: 26 traits: - acid - magical - reach 10 feet - action_cost: One Action damage: formula: 3d8+12 type: slashing name: claw plus_damage: null to_hit: 26 traits: - agile - magical - action_cost: One Action damage: formula: 2d8+10 type: bludgeoning name: tail plus_damage: null to_hit: 24 traits: - magical - reach 15 feet name: Adult Copper Dragon perception: 23 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The copper dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: The dragon breathes acid in a 80-foot line that deals 13d6 acid damage (DC 32 basic Fortitude save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Acid range: null raw_description: '**Acid** (__acid__, __arcane__, __evocation__); The dragon breathes acid in a 80-foot line that deals 13d6 acid damage (DC 32 basic Fortitude save).' requirements: null success: null traits: - acid - arcane - evocation trigger: null - action_cost: None critical_failure: null critical_success: null description: 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Slowing Gas range: null raw_description: '**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).' requirements: null success: null traits: - arcane - transmutation trigger: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: "**Breath Weapon ** [Two Actions] The copper dragon breathes\ \ in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.\n\ \n * **Acid** (__acid__, __arcane__, __evocation__); The dragon breathes acid\ \ in a 80-foot line that deals 13d6 acid damage (DC 32 basic Fortitude save).\n\ \n * **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)." requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon's climb speed functions only when climbing stone surfaces effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Climb Stone range: null raw_description: '**Climb Stone** The dragon''s climb speed functions only when climbing stone surfaces' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one tail Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one tail Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the dragon scores a critical hit with a Strike, it recharges Breath Weapon. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** When the dragon scores a critical hit with a Strike, it recharges Breath Weapon.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 23 fort_misc: null misc: +1 status to all saves vs. magic ref: 22 ref_misc: null will: 22 will_misc: null sense_abilities: null senses: - Perception +23 - darkvision - scent (imprecise) 60 feet size: Large skills: - bonus: 21 misc: null name: 'Acrobatics ' - bonus: 24 misc: null name: 'Athletics ' - bonus: 22 misc: null name: 'Crafting ' - bonus: 21 misc: null name: 'Deception ' - bonus: 23 misc: null name: 'Performance ' - bonus: 22 misc: null name: 'Society ' - bonus: 21 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 122 page_stop: null speed: - amount: 40 type: Land - amount: 140 type: fly - amount: 40 type: climb stone spell_lists: - dc: 33 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: at will name: hideous laughter requirement: null - frequency: null name: shape stone requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: grease requirement: null to_hit: null traits: - CG - Large - Dragon - Earth type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 5 dex_mod: 2 int_mod: 2 str_mod: 7 wis_mod: 3 ac: 33 ac_special: null alignment: NG automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 30 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 30 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action. effects: null failure: null frequency: null full_description: null generic_description: null name: Twisting Tail range: null raw_description: '**Twisting Tail [Reaction]** **Trigger **A creature within reach of the dragon''s tail uses a __move__ action or leaves a square during a move action it''s using; **Effect **The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature''s action.' requirements: null success: null traits: null trigger: A creature within reach of the dragon's tail uses a __move__ action or leaves a square during a move action it's using description: 'Good-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a source of great pride but is also something of a weakness, as crystal dragons are easily angered by insults about their appearance. Despite their relatively benign natures when compared to other true dragons, crystal dragons can be short tempered and prone to finding insults where none were intended. Although their opinions are changeable, crystal dragons prefer orderly environments and are not fond of sudden interruptions or distractions. Crystal dragons build their lairs in underground grottoes, where they cultivate environments of great beauty. Their exacting standards and vivid imaginations mean that they are always working to improve the appearance or layout of some part of their lair. These lairs are unique to each individual crystal dragon, but there are always plenty of reflective surfaces that allow the dragon to observe their own appearance. These range from crystals to reflecting pools to finely crafted mirrors, which are arranged throughout the lair in a pleasing array. Gifts of well-crafted or magical mirrors are an excellent way to curry favor with a crystal dragon. Although crystal dragons are easily distracted by their sparkling collections or their vanity, they remain good-hearted creatures at the core and make friends quickly. While a crystal dragon tends to find evil creatures uncouth and unpleasant, any other nearby denizen or inhabitant of their home could become fast friends or beloved pets, depending upon the creature''s capacity for conversation (and for providing the frequent praise and compliments that crystal dragons hunger for). **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 30 **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 30' hp: 185 hp_misc: null immunities: - paralyzed - sleep items: null knowledge_checks: dc: 30 skills: - Arcana - Nature languages: - Common - Draconic - Terran - Undercommon level: 11 melee: - action_cost: One Action damage: formula: 2d8+13 type: slashing name: jaws plus_damage: - formula: 3d6 type: piercing to_hit: 24 traits: - sonic - reach 15 feet - action_cost: One Action damage: formula: 2d8+13 type: slashing name: claw plus_damage: null to_hit: 24 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 1d10+13 type: slashing name: tail plus_damage: null to_hit: 22 traits: - magical - reach 20 feet name: Adult Crystal Dragon perception: 20 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon breathes a flurry of piercing crystals that deal 12d6 piercing damage in a 40-foot cone (DC 30 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__evocation__, __primal__) The dragon breathes a flurry of piercing crystals that deal 12d6 piercing damage in a 40-foot cone (DC 30 basic Reflex save). They can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - evocation - primal trigger: null - action_cost: Free Action critical_failure: null critical_success: null description: null effect: "The dragon embeds transformative crystals in the creature's flesh. The\ \ creature must attempt a DC 30 Fortitude save. \n\n" effects: null failure: null frequency: The crystal dragon damages a creature made of flesh with a jaws Strike full_description: null generic_description: null name: Crystallize Flesh range: null raw_description: "**Crystallize Flesh** [Free Action] (__primal__, __transmutation__)\ \ **Trigger **The crystal dragon damages a creature made of flesh with a jaws\ \ Strike; **Frequency **once per day; **Effect **The dragon embeds transformative\ \ crystals in the creature's flesh. The creature must attempt a DC 30 Fortitude\ \ save. \n\n**Critical Success **The target is unaffected. \n\n**Success **The\ \ target is __slowed 1__ for 1 round as portions of its flesh turn crystalline.\ \ \n\n**Failure **The target is slowed 1 and must attempt a Fortitude save at\ \ the end of each of its turns; this ongoing save has the __incapacitation__\ \ trait. On a failed save, the slowed condition value increases by 1 (or by\ \ 2 on a critical failure). A successful save reduces the slowed condition value\ \ by 1. A creature unable to act due to the slowed condition from Crystallize\ \ Flesh is __petrified__ permanently, transforming into a crystalline statue.\ \ The effect ends if the creature is petrified or the slowed condition is removed.\ \ \n\n**Critical Failure **As failure, but the target is initially slowed 2." requirements: null success: null traits: - primal - transmutation trigger: once per day - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one tail Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one tail Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges their Breath Weapon whenever they critically hit with a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they critically hit with a Strike.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: sonic ritual_lists: null saves: fort: 24 fort_misc: null misc: +1 status to all saves vs. magic ref: 19 ref_misc: null will: 20 will_misc: null sense_abilities: null senses: - Perception +20 - darkvision - scent (imprecise) 60 feet - tremorsense (imprecise) 30 feet size: Huge skills: - bonus: 19 misc: null name: 'Acrobatics ' - bonus: 24 misc: null name: 'Athletics ' - bonus: 22 misc: null name: 'Deception ' - bonus: 22 misc: null name: 'Intimidation ' - bonus: 19 misc: null name: 'Nature ' - bonus: 21 misc: null name: 'Stealth ' - bonus: 20 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 92 page_stop: null speed: - amount: 50 type: Land - amount: 35 type: burrow - amount: 120 type: fly spell_lists: - dc: 30 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: ×3 name: color spray requirement: null - frequency: null name: glitterdust requirement: null - frequency: null name: hypnotic pattern requirement: null - heightened_level: 5 level: 0 spells: - frequency: null name: dancing lights requirement: null to_hit: null traits: - Uncommon - NG - Huge - Dragon - Earth - Elemental type: Creature weaknesses: null - 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 alignment: LG automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 33 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 33 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: Jaws only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon improves its result by one degree of success, turning a failure into a success or a critical failure into a normal failure. The dragon can't use this ability again for 1d4 rounds. effects: null failure: null frequency: null full_description: null generic_description: null name: Golden Luck range: null raw_description: '**Golden Luck** [Reaction] **Trigger** The gold dragon fails a saving throw. **Effect** The dragon improves its result by one degree of success, turning a failure into a success or a critical failure into a normal failure. The dragon can''t use this ability again for 1d4 rounds.' requirements: null success: null traits: null trigger: The gold dragon fails a saving throw. 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. When another metallic dragon faces a quandary or a foe beyond its own ability to overcome, its best option is often to seek the counsel of the eternally wise and gloriously righteous gold dragons. Locating these legendary beings is no easy task, however, for gold dragons are notoriously reclusive. Their intellect and wisdom is such that they prefer to ponder the great questions of life in seclusion, where they strive to formulate solutions to the world''s most pressing problems. As a result, gold dragons are sometimes absent when metallic dragons gather together, or are missing from tribunals where their counsel would be beneficial. Impatient dragons sometimes begrudge gold dragons for this apparent unreliability, but such aspersions are usually a result of jealousy rather than any true criticism; in their hearts, other dragons know that few gold dragons purposefully exclude themselves from truly important matters. A gold dragon''s incredible foresight and unparalleled enlightenment means they are unlikely to interfere in the business of individual mortals, though the rare person who captures the attention of a gold dragon is fortunate indeed, for there are few beings in the cosmos who can offer such prudent and considerate advice. Rulers and individuals in stations of high power have an easier time of garnering the aid of a gold dragon; entire wars have been avoided thanks to a gold dragon''s last-minute intermediation. Gold dragons are often found in warm grasslands and savannas, lands where they can enjoy long, meditative flights without attracting the attention of potential enemies. They tend to sleep either out in the open in a barren, remote place, or within a heavily secreted or fortified lair, such as a forgotten sink hole or in the labyrinthine caverns of a terrestrial chasm. Gold dragons may enlist trusted servants and allies to guard their lairs, though many live truly solitary lives, preferring to protect their hoards with nonlethal traps and magical wards. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 34' hp: 330 hp_misc: null immunities: - fire - paralyzed - sleep items: null knowledge_checks: dc: 34 skills: - Arcana languages: - Common - Draconic - Dwarven - Elven - Sylvan level: 15 melee: - action_cost: One Action damage: formula: 3d12+15 type: piercing name: jaws plus_damage: - formula: 3d6 type: fire to_hit: 30 traits: - fire - magical - reach 15 feet - action_cost: One Action damage: formula: 3d10+15 type: slashing name: claw plus_damage: null to_hit: 30 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 3d10+13 type: slashing name: tail plus_damage: null to_hit: 28 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 2d12+13 type: piercing name: horns plus_damage: null to_hit: 28 traits: - agile - magical - reach 15 feet name: Adult Gold Dragon perception: 29 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The gold dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: The dragon breathes a blast of flame in a 40-foot cone that deals 15d6 fire damage (DC 37 basic Reflex save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flame range: null raw_description: '**Flame** (__arcane__, __evocation__,__fire__); The dragon breathes a blast of flame in a 40-foot cone that deals 15d6 fire damage (DC 37 basic Reflex save).' requirements: null success: null traits: - arcane - evocation - fire trigger: null - action_cost: None critical_failure: null critical_success: null description: 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 minute (or enfeebled 3 on a critical failure). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Weakening Gas range: null raw_description: '**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 minute (or enfeebled 3 on a critical failure).' requirements: null success: null traits: - arcane - necromancy trigger: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: "**Breath Weapon ** [Two Actions] The gold dragon breathes in\ \ one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.\n\ \n * **Flame** (__arcane__, __evocation__,__fire__); The dragon breathes a\ \ blast of flame in a 40-foot cone that deals 15d6 fire damage (DC 37 basic\ \ Reflex save).\n\n * **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 minute (or\ \ enfeebled 3 on a critical failure)." requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The gold dragon makes two claw Strikes and one horns Strike in any order effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The gold dragon makes two claw Strikes and one horns Strike in any order' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the gold dragon scores a critical hit with a strike, it recharges Breath Weapon. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** When the gold dragon scores a critical hit with a strike, it recharges Breath Weapon.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 15 type: cold ritual_lists: null saves: fort: 28 fort_misc: null misc: +1 status to all saves vs. magic ref: 25 ref_misc: null will: 28 will_misc: null sense_abilities: null senses: - Perception +29 - darkvision - scent (imprecise) 60 feet size: Huge skills: - bonus: 22 misc: null name: 'Acrobatics ' - bonus: 24 misc: null name: 'Arcana ' - bonus: 28 misc: null name: 'Athletics ' - bonus: 29 misc: null name: 'Diplomacy ' - bonus: 27 misc: null name: 'Medicine ' - bonus: 29 misc: null name: 'Religion ' - bonus: 26 misc: null name: 'Society ' source: - abbr: Bestiary page_start: 124 page_stop: null speed: - amount: 50 type: Land - amount: 180 type: fly - amount: 50 type: swim spell_lists: - dc: 35 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: null name: sunburst requirement: null - heightened_level: null level: 3 spells: - frequency: gems only name: locate requirement: null - heightened_level: null level: 1 spells: - frequency: evil only name: detect alignment requirement: null to_hit: null traits: - LG - Huge - Dragon - Fire type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 31 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 31 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action. effects: null failure: null frequency: null full_description: null generic_description: null name: Twisting Tail range: null raw_description: '**Twisting Tail** [Reaction] **Trigger** A creature within reach of the dragon''s tail uses a move action or leaves a square during a move action it''s using. **Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature''s action.' requirements: null success: null traits: null trigger: A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using. 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. Though more open than their chromatic cousins to dealing with other creatures and dragons, green dragons prefer an isolated and quiet life. They tend to lair in the most forbidding parts of a forest, surrounded by tangled thickets, or else at the heart of some dismal gulch. If the terrain is suitable, some green dragons make their home in natural caves, which they expand to suit their needs. Green dragons'' pride leads them to see to the preservation of their forest homes. They feel that a verdant and lush forest is something that they alone have cultivated. This leads some green dragons to follow the path of druidism, though most prefer to study the arcane arts and occult lore. Most of them delve deeply into one particular field of study, and correspond with other scholars in the field by adopting a pen name that hides their true nature. Regardless of their chosen focus, green dragons seek to improve themselves, and their desire for knowledge makes them more likely to deal diplomatically with other creatures in order to obtain new information. Their hoards are typically well kept, organized, and filled with tomes of lore and scrolls of magic along with antiquities they collect for their own inscrutable reasons. Many of these treasures come from across the globe, and many an adventurer has survived an encounter with a green dragon by stroking its ego and plying it with rare artifacts or lost lore from ancient cultures. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 30' hp: 215 hp_misc: null immunities: - paralyzed - poison - sleep items: null knowledge_checks: dc: 30 skills: - Arcana languages: - Common - Draconic - Elven - Sylvan level: 12 melee: - action_cost: One Action damage: formula: 3d10+12 type: piercing name: jaws plus_damage: - formula: 3d4 type: poison to_hit: 26 traits: - magical - poison - reach 15 feet - action_cost: One Action damage: formula: 3d8+12 type: slashing name: claw plus_damage: null to_hit: 26 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 3d8+10 type: bludgeoning name: tail plus_damage: null to_hit: 24 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 2d8+10 type: piercing name: horn plus_damage: null to_hit: 24 traits: - magical - reach 15 feet name: Adult Green Dragon perception: 22 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon ** [Two Actions] (__arcane__, __evocation__, __poison__) 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.' requirements: null success: null traits: - arcane - evocation - poison trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one horn Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horn Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The green dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trackless Step range: null raw_description: '**Trackless Step** The green dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Woodland Stride range: null raw_description: '**Woodland Stride** The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 20 fort_misc: null misc: +1 status to all saves vs. magic ref: 22 ref_misc: null will: 23 will_misc: null sense_abilities: null senses: - Perception +22 - darkvision - scent (imprecise) 60 feet size: Huge skills: - bonus: 19 misc: null name: 'Acrobatics ' - bonus: 22 misc: null name: 'Arcana ' - bonus: 24 misc: null name: 'Athletics ' - bonus: 19 misc: null name: 'Deception ' - bonus: 23 misc: null name: 'Diplomacy ' - bonus: 23 misc: null name: 'Intimidation ' - bonus: 20 misc: null name: 'Nature ' - bonus: 24 misc: null name: 'Occultism ' - bonus: 22 misc: null name: 'Society ' - bonus: 21 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 110 page_stop: null speed: - amount: 40 type: Land - amount: 160 type: fly - amount: 40 type: swim - amount: null type: trackless step - amount: null type: woodland stride spell_lists: - dc: 32 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: suggestion requirement: null - heightened_level: null level: 2 spells: - frequency: x2 name: entangle requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: charm requirement: null to_hit: null traits: - LE - Huge - Amphibious - Dragon type: Creature weaknesses: null - 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 alignment: CN automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 30 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 30 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack. effects: null failure: null frequency: null full_description: null generic_description: null name: Wing Deflection range: null raw_description: '**Wing Deflection [Reaction]** **Trigger **The dragon is targeted with an attack; **Effect **The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack.' requirements: null success: null traits: null trigger: The dragon is targeted with an attack description: 'Magma dragons have a reputation among other dragons for being unpredictable and brash. Their temperament and tendency for violent outbursts ensure that the typical magma dragon lives a solitary life, with hatchlings often bickering or fighting to establish dominance among themselves before they leave the nest. A magma dragon always has a reason for their outbursts and can always justify their sudden turns in mood, yet they rarely feel the need to do so. Magma dragons build lairs within volcanically active mountains or deep underground amid vast lakes of bubbling magma. As with all true dragons, magma dragons keep hoards of treasure, but the nature of their searing lairs limits the type of valuables they collect to metals, gems, and items capable of resisting the heat of a volcano''s core. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 33 **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 33' hp: 270 hp_misc: null immunities: - fire - paralyzed - sleep items: null knowledge_checks: dc: 33 skills: - Arcana - Nature languages: - Common - Draconic - Ignan - Terran level: 13 melee: - action_cost: One Action damage: formula: 3d10+12 type: piercing name: jaws plus_damage: - formula: 3d6 type: fire to_hit: 27 traits: - fire - magical - reach 15 feet - action_cost: One Action damage: formula: 3d10+12 type: slashing name: claw plus_damage: null to_hit: 27 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 3d12+12 type: bludgeoning name: tail plus_damage: null to_hit: 25 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 2d10+12 type: piercing name: horns plus_damage: null to_hit: 25 traits: - magical - reach 15 feet name: Adult Magma Dragon perception: 23 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon breathes a blast of magma that deals 9d6 fire damage and 4d12 bludgeoning damage in a 40-foot cone (DC 33 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__evocation__, __fire__, __primal__) The dragon breathes a blast of magma that deals 9d6 fire damage and 4d12 bludgeoning damage in a 40-foot cone (DC 33 basic Reflex save). They can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - evocation - fire - primal trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one horn Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horn Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A magma dragon's swim Speed functions only when the dragon is Swimming through magma or molten lava. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Magma Swim range: null raw_description: '**Magma Swim** A magma dragon''s swim Speed functions only when the dragon is Swimming through magma or molten lava.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Volcanic Purge range: null raw_description: '**Volcanic Purge** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: 15 type: cold ritual_lists: null saves: fort: 26 fort_misc: null misc: +1 status to all saves vs. magic ref: 21 ref_misc: null will: 23 will_misc: null sense_abilities: null senses: - Perception +23 - darkvision - scent (imprecise) 60 feet size: Huge skills: - bonus: 21 misc: null name: 'Acrobatics ' - bonus: 27 misc: null name: 'Athletics ' - bonus: 19 misc: null name: 'Deception ' - bonus: 25 misc: null name: 'Intimidation ' - bonus: 21 misc: null name: 'Nature ' - bonus: 21 misc: null name: 'Stealth ' - bonus: 23 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 94 page_stop: null speed: - amount: 40 type: Land - amount: 140 type: fly - amount: 40 type: magma swim spell_lists: - dc: 31 misc: '' name: Primal Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: at will name: burning hands requirement: null - frequency: at will name: wall of fire requirement: null - heightened_level: 6 level: 0 spells: - frequency: null name: produce flame requirement: null to_hit: 23 traits: - Uncommon - CN - Huge - Dragon - Elemental - Fire type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 5 feet, 3d6 fire damage (DC 30 basic Reflex) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dragon Heat range: null raw_description: '**Dragon Heat** (__arcane__, __aura__, __evocation__, __fire__); 5 feet, 3d6 fire damage (DC 30 basic Reflex)' requirements: null success: null traits: - arcane - aura - evocation - fire trigger: null - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 33 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 33 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: Jaws only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. Red dragons don''t deign to speak with lesser creatures; they simply dominate and burn, enslaving weaker creatures to act as servants and to look after their lairs while the dragons slumber away. They take pleasure in dominating these creatures, and they demand tribute from their supplicants. Those who anger or disappoint end up eaten or reduced to ash. They command their enslaved minions to constantly build onto their lairs, carving out new tunnels and designing cunning traps that ensure the dragon''s security. Driven by their arrogance, red dragons are the most likely of the chromatic dragons to ravage settlements. They want the world to see them in their rightful place as powerful tyrants, and they delight in threatening all other creatures. They have no qualms about bullying, manipulating, or killing to complete their goals—or simply intimidating others through a public display of brutality and dominance. As legendary as the brutishness of red dragons is the magnificence of their hoards of gold. Their lairs are often situated in dangerous places, with volcanoes being a favorite spot, as they find them foreboding and the constant warmth is comfortable. No matter the locale, red dragons sleep on a litter of coins and other treasures, which they zealously guard. Sometimes, the dragon''s internal heat causes these precious metals to fuse together. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 32' hp: 305 hp_misc: null immunities: - fire - paralyzed - sleep items: null knowledge_checks: dc: 32 skills: - Arcana languages: - Common - Draconic - Dwarven - Orcish level: 14 melee: - action_cost: One Action damage: formula: 3d12+15 type: piercing name: jaws plus_damage: - formula: 2d6 type: fire to_hit: 29 traits: - fire - magical - reach 15 feet - action_cost: One Action damage: formula: 3d10+15 type: slashing name: claw plus_damage: null to_hit: 29 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 3d12+13 type: slashing name: tail plus_damage: null to_hit: 27 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 2d10+13 type: slashing name: wing plus_damage: null to_hit: 27 traits: - agile - magical - reach 15 feet name: Adult Red Dragon perception: 26 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon ** [Two Actions] (__arcane__, __evocation__, __fire__) 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.' requirements: null success: null traits: - arcane - evocation - fire trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one wing Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one wing Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 15 type: cold ritual_lists: null saves: fort: 28 fort_misc: null misc: +1 status to all saves vs. magic ref: 25 ref_misc: null will: 26 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: Smoke doesn't impair a red dragon's vision; it ignores the concealed condition from smoke. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Smoke Vision range: null raw_description: '**Smoke Vision** Smoke doesn''t impair a red dragon''s vision; it ignores the concealed condition from smoke.' requirements: null success: null traits: null trigger: null senses: - Perception +26 - darkvision - scent (imprecise) 60 feet - smoke vision size: Huge skills: - bonus: 23 misc: null name: 'Acrobatics ' - bonus: 25 misc: null name: 'Arcana ' - bonus: 29 misc: null name: 'Athletics ' - bonus: 25 misc: null name: 'Deception ' - bonus: 25 misc: null name: 'Diplomacy ' - bonus: 27 misc: null name: 'Intimidation ' - bonus: 23 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 112 page_stop: null speed: - amount: 50 type: Land - amount: 150 type: fly spell_lists: - dc: 35 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: suggestion requirement: null - heightened_level: 6 level: 0 spells: - frequency: null name: detect magic requirement: null - frequency: null name: read aura requirement: null to_hit: null traits: - CE - Huge - Dragon - Fire type: Creature weaknesses: null - 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 alignment: LG automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 33 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 33 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete. effects: null failure: null frequency: null full_description: null generic_description: null name: Wing Deflection range: null raw_description: '**Wing Deflection** [Reaction] **Trigger** The silver dragon is targeted with an attack. **Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete.' requirements: null success: null traits: null trigger: The silver dragon is targeted with an attack. 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. Silver dragons are sleek and sinuous. Their hides resemble nothing so much as a suit of gleaming armor, lending further credence to the popular myth that silver dragons are the paladins of dragonkind. The zeal with which they seek out, confront, and defeat evil is unsurpassed even among their metallic cousins, and they adhere to strict codes of honor usually passed down from parent to hatchling. On occasion, they instead learn these codes from trusted mentors, usually other silver dragons or gold dragons. As they age, they become even more dedicated to their codes, often adding new and even more restrictive clauses to the systems that guide their behavior. Silver dragons are incredibly altruistic and regularly consort with the citizens of goodly societies, of which they consider themselves protectors and guides. In addition to responding to evil threats, silver dragons work to prevent evil from taking root in the first place, and they ensure mortals under their care are well fed, educated, and treated with dignity. Although silver dragons can seem overzealous or even eager to join the fight against evil, they know that the best way to rid the world of corruption is to stamp out strife and disillusionment at their source, not to passively sit back and watch it grow into an unsolvable problem. Silver dragons can be vindictive, but they can also be forgiving; for evildoers who seek to atone for their sins and turn over a new leaf, the support of a silver dragon is both unwavering and invaluable. Many silver dragons are also drawn to religious endeavors, venerating deities such as Iomedae, Sarenrae, and other deities concerned with justice, virtue, and redemption. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 32' hp: 295 hp_misc: null immunities: - cold - paralyzed - sleep items: null knowledge_checks: dc: 32 skills: - Arcana languages: - Aquan - Common - Draconic - Dwarven level: 14 melee: - action_cost: One Action damage: formula: 3d10+13 type: piercing name: jaws plus_damage: - formula: 3d6 type: cold to_hit: 29 traits: - cold - magical - reach 15 feet - action_cost: One Action damage: formula: 3d8+13 type: slashing name: claw plus_damage: null to_hit: 29 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 2d10+11 type: bludgeoning name: tail plus_damage: null to_hit: 27 traits: - magical - reach 20 feet name: Adult Silver Dragon perception: 26 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The silver dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: The dragon breathes a cloud of frost in a 40-foot cone that deals 15d6 cold damage (DC 35 basic Reflex save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Frost range: null raw_description: '**Frost** (__arcane__,__cold__,__evocation__); The dragon breathes a cloud of frost in a 40-foot cone that deals 15d6 cold damage (DC 35 basic Reflex save).' requirements: null success: null traits: - arcane - cold - evocation trigger: null - action_cost: None critical_failure: null critical_success: null description: 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Paralyzing Gas range: null raw_description: '**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).' requirements: null success: null traits: - arcane - enchantment - incapacitation trigger: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: "**Breath Weapon ** [Two Actions] The silver dragon breathes\ \ in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.\n\ \n * **Frost** (__arcane__,__cold__,__evocation__); The dragon breathes a cloud\ \ of frost in a 40-foot cone that deals 15d6 cold damage (DC 35 basic Reflex\ \ save).\n\n * **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)." requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The silver dragon can tread on clouds or fog as though on solid ground. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cloud Walk range: null raw_description: '**Cloud Walk** The silver dragon can tread on clouds or fog as though on solid ground.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The silver dragon makes two claw Strikes and one tail Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The silver dragon makes two claw Strikes and one tail Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the silver dragon scores a critical hit with a Strike, it recharges its Breath Weapon. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** When the silver dragon scores a critical hit with a Strike, it recharges its Breath Weapon.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 10 type: fire ritual_lists: null saves: fort: 26 fort_misc: null misc: +1 status to all saves vs. magic ref: 23 ref_misc: null will: 28 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The silver dragon ignores the concealed condition from fog and clouds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fog Vision range: null raw_description: '**Fog Vision** The silver dragon ignores the concealed condition from fog and clouds.' requirements: null success: null traits: null trigger: null senses: - Perception +26 - darkvision - fog vision - scent (imprecise) 60 feet size: Huge skills: - bonus: 21 misc: null name: 'Acrobatics ' - bonus: 27 misc: null name: 'Athletics ' - bonus: 25 misc: null name: 'Diplomacy ' - bonus: 27 misc: null name: 'Intimidation ' - bonus: 24 misc: null name: 'Medicine ' - bonus: 24 misc: null name: 'Religion ' - bonus: 20 misc: null name: 'Society ' source: - abbr: Bestiary page_start: 126 page_stop: null speed: - amount: 50 type: Land - amount: 140 type: fly - amount: null type: cloud walk spell_lists: - dc: 33 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: evil only name: detect alignment requirement: null to_hit: null traits: - LG - Huge - Cold - Dragon type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 6 dex_mod: 4 int_mod: 4 str_mod: 8 wis_mod: 6 ac: 37 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 34 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 34 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: Jaws only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'While the other primal dragons hail from the Elemental Planes, the cruel and unceasingly malicious umbral dragons originate in the depths of the Shadow Plane. Their sleek black scales and serpentine grace allow them to strike from hiding, and they are known for playing with their prey before finally finishing it. These creatures of shadowy energy and unwholesome appetites prefer the necrotic flesh of undead creatures to any other meal. This strange hunger can be of accidental benefit to nearby humanoid societies, but ultimately they hunt and kill undead creatures for the taste, rather than out of any desire to protect others from the undead. The benefit is always short-lived, however. When umbral dragons exhaust their preferred prey, they turn on whatever living creatures happen to be nearby. Umbral dragons sometimes go to great lengths to obtain their favorite meals, even creating undead creatures that they then feast upon. For all their power, umbral dragons are uninterested in fair battles. When faced with foes that pose any kind of actual danger to them, umbral dragons flee into the shadows and seek to strike back through pawns or minions rather than risk their own lives. Their treasure hoards are varied and diverse, often augmented by loot stolen from crypts the dragons have turned into feeding grounds. They have a strong respect for and interest in traditions and heirlooms, and they often seek to augment their hoards with items of great value that have been handed down through the generations of those whose corpses and ghosts they''ve fed upon. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 36' hp: 275 hp_misc: null immunities: - negative - paralyzed - sleep items: null knowledge_checks: dc: 36 skills: - Arcana languages: - Common - Draconic - Necril - Shadowtongue level: 15 melee: - action_cost: One Action damage: formula: 3d10+14 type: piercing name: jaws plus_damage: - formula: 3d6 type: negative to_hit: 30 traits: - negative - reach 15 feet - action_cost: One Action damage: formula: 3d10+14 type: slashing name: claw plus_damage: null to_hit: 30 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 3d12+14 type: slashing name: tail plus_damage: null to_hit: 28 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 2d10+14 type: slashing name: wing plus_damage: null to_hit: 28 traits: - agile - magical - reach 15 feet name: Adult Umbral Dragon perception: 29 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The umbral dragon breathes in one of two ways. They can't use Breath Weapon again for 1d4 rounds. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: The dragon breathes a blast of darkness in a 40-foot cone that deals 16d6 negative damage (DC 36 basic Reflex save). Undead creatures take 19d6 force damage instead of the negative damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Negative range: null raw_description: '**Negative **(__necromancy__, __negative__, __primal__) The dragon breathes a blast of darkness in a 40-foot cone that deals 16d6 negative damage (DC 36 basic Reflex save). Undead creatures take 19d6 force damage instead of the negative damage.' requirements: null success: null traits: - necromancy - negative - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: "The dragon breathes a blast of shadows in a 40-foot cone. Each\ \ creature within the cone must attempt a DC 36 Fortitude save. \n\n**Critical\ \ Success **The creature is unaffected. \n\n**Success **The creature is __enfeebled\ \ 2__ for 1 round. \n\n**Failure **The creature is enfeebled 2 for 1 minute.\ \ \n\n**Critical Failure **The creature is enfeebled 2 for 1 minute and __blinded__\ \ for 1 round." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shadows range: null raw_description: "**Shadows **(__necromancy__, __primal__, __shadow__) The dragon\ \ breathes a blast of shadows in a 40-foot cone. Each creature within the\ \ cone must attempt a DC 36 Fortitude save. \n\n**Critical Success **The creature\ \ is unaffected. \n\n**Success **The creature is __enfeebled 2__ for 1 round.\ \ \n\n**Failure **The creature is enfeebled 2 for 1 minute. \n\n**Critical\ \ Failure **The creature is enfeebled 2 for 1 minute and __blinded__ for 1\ \ round." requirements: null success: null traits: - necromancy - primal - shadow trigger: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: "**Breath Weapon** [Two Actions] The umbral dragon breathes\ \ in one of two ways. They can't use Breath Weapon again for 1d4 rounds.\n\n\ \ * **Negative **(__necromancy__, __negative__, __primal__) The dragon breathes\ \ a blast of darkness in a 40-foot cone that deals 16d6 negative damage (DC\ \ 36 basic Reflex save). Undead creatures take 19d6 force damage instead of\ \ the negative damage.\n\n * **Shadows **(__necromancy__, __primal__, __shadow__)\ \ The dragon breathes a blast of shadows in a 40-foot cone. Each creature within\ \ the cone must attempt a DC 36 Fortitude save. \n\n**Critical Success **The\ \ creature is unaffected. \n\n**Success **The creature is __enfeebled 2__ for\ \ 1 round. \n\n**Failure **The creature is enfeebled 2 for 1 minute. \n\n**Critical\ \ Failure **The creature is enfeebled 2 for 1 minute and __blinded__ for 1 round." requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one wing Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one wing Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: An umbral dragon's Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune, and an umbral dragon's jaws deal an additional 6d6 force damage to __undead__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ghost Bane range: null raw_description: '**Ghost Bane** An umbral dragon''s Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune, and an umbral dragon''s jaws deal an additional 6d6 force damage to __undead__.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 27 fort_misc: null misc: +1 status to all saves vs. magic ref: 25 ref_misc: null will: 27 will_misc: null sense_abilities: null senses: - Perception +29 - greater darkvision - scent (imprecise) 60 feet size: Huge skills: - bonus: 25 misc: null name: 'Acrobatics ' - bonus: 31 misc: null name: 'Athletics ' - bonus: 28 misc: null name: 'Deception ' - bonus: 28 misc: null name: 'Intimidation ' - bonus: 25 misc: null name: 'Nature ' - bonus: 27 misc: null name: 'Stealth ' - bonus: 28 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 96 page_stop: null speed: - amount: 50 type: Land - amount: 180 type: fly spell_lists: - dc: 36 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: at will name: darkness requirement: null - frequency: null name: shadow walk requirement: null - frequency: null name: vampiric exsanguination requirement: null - heightened_level: 7 level: 0 spells: - frequency: null name: detect magic requirement: null to_hit: null traits: - Uncommon - NE - Huge - Dragon - Shadow type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 5 feet, 2d6 cold damage (DC 27 basic Reflex) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dragon Chill range: null raw_description: '**Dragon Chill** (__arcane__, __aura__, __cold__, __evocation__); 5 feet, 2d6 cold damage (DC 27 basic Reflex)' requirements: null success: null traits: - arcane - aura - cold - evocation trigger: null - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 27 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 27 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon's blood sprays on the creature, dealing 2d6 cold damage. A creature that takes cold damage in this way is slowed 1 for 1 round. effects: null failure: null frequency: null full_description: null generic_description: null name: Freezing Blood range: null raw_description: '**Freezing Blood** [Reaction] (__arcane__, __cold__); **Trigger** An adjacent creature deals piercing or slashing damage to the dragon. **Effect** The dragon''s blood sprays on the creature, dealing 2d6 cold damage. A creature that takes cold damage in this way is slowed 1 for 1 round.' requirements: null success: null traits: - arcane - cold trigger: An adjacent creature deals piercing or slashing damage to the dragon. 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. Thankfully, white dragons prefer very cold, remote locations that are far from people. Dwelling on glacial mountaintops or in ice caverns beneath forbidding tundra, they treat the lands around them as their own personal hunting grounds. They fly out to feed or terrorize other creatures, especially those who trespass near the dragon''s territory, then bring any treasure back to be displayed in icy niches in their lairs. They collect all kinds of valuables, with a slight preference for items with high utility—such as tools, trade goods, and fine food—over coins or jewels. The ability to shape ice lets white dragons rearrange their lairs exactly to their specifications, and they take great pride in how they''ve decorated their homes over the years. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 27' hp: 215 hp_misc: null immunities: - cold - paralyzed - sleep items: null knowledge_checks: dc: 27 skills: - Arcana languages: - Common - Draconic level: 10 melee: - action_cost: One Action damage: formula: 2d10+13 type: piercing name: jaws plus_damage: - formula: 2d6 type: cold to_hit: 23 traits: - cold - magical - reach 10 feet - action_cost: One Action damage: formula: 2d8+13 type: slashing name: claw plus_damage: null to_hit: 23 traits: - agile - magical - action_cost: One Action damage: formula: 2d6+11 type: bludgeoning name: tail plus_damage: null to_hit: 22 traits: - magical - reach 15 feet name: Adult White Dragon perception: 20 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon ** [Two Actions] (__arcane__, __cold__, __evocation__) 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.' requirements: null success: null traits: - arcane - cold - evocation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one tail Strike in any order effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one tail Strike in any order' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ground Slam range: null raw_description: '**Ground Slam** 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ice Climb range: null raw_description: '**Ice Climb** 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shape Ice range: null raw_description: '**Shape Ice** [Two Actions] (__arcane__, __transmutation__, __water__) 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.' requirements: null success: null traits: - arcane - transmutation - water trigger: null ranged: null rarity: Common resistances: - amount: 10 type: fire ritual_lists: null saves: fort: 22 fort_misc: null misc: +1 status to all saves vs. magic ref: 19 ref_misc: null will: 17 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: Snow doesn't impair a white dragon's vision; it ignores concealment from snowfall. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Snow Vision range: null raw_description: '**Snow Vision** Snow doesn''t impair a white dragon''s vision; it ignores concealment from snowfall.' requirements: null success: null traits: null trigger: null senses: - Perception +20 - darkvision - scent (imprecise) 60 feet - snow vision size: Large skills: - bonus: 16 misc: null name: 'Acrobatics ' - bonus: 15 misc: null name: 'Arcana ' - bonus: 23 misc: null name: 'Athletics ' - bonus: 19 misc: null name: 'Intimidation ' - bonus: 18 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 114 page_stop: null speed: - amount: 30 type: Land - amount: 120 type: fly - amount: 30 type: ice climb spell_lists: - dc: 27 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: at will name: obscuring mist requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: gust of wind requirement: null to_hit: null traits: - CE - Large - Cold - Dragon type: Creature weaknesses: null - ability_mods: cha_mod: 3 con_mod: 5 dex_mod: 3 int_mod: -1 str_mod: 5 wis_mod: 3 ac: 23 ac_special: null alignment: NE automatic_abilities: null description: 'The ahuizotl is a vicious, semi-aquatic predator that resembles a hideous cross between a badger and an otter, with disturbingly web-fingered paws supplemented by a fifth hand at the end of a long, serpentine tail. A clever and stealthy hunter, the ahuizotl lures unwary prey to their doom by mimicking the cries of people in distress. The ahuizotl''s macabre habit of feeding on a victim''s eyes, fingernails, and teeth leaves the corpses of its kills uniquely mutilated. Some say the creatures consider these body parts delicacies, while others insist ahuizotls collect them as tribute to a powerful but unknown entity. The fact that an ahuizotl does not eat the actual flesh of its victims, instead depositing their savaged and waterlogged corpses in locations where the remains are sure to be found by friends or family, points to a third and perhaps more likely possibility—the ahuizotl simply enjoys using its violent dietary quirks to spread fear and despair. An ahuizotl walks on all fours, but its hands are capable of manipulating simple tools and other objects. Ahuizotls have roughly mustelid features and an extra membrane covering their eyes, giving their eyes a dull color suggestive of cataracts and somewhat blunting the creature''s vision. Yet despite their bestial appearance, ahuizotls are nearly as intelligent as the average human, and wiser than most. Although they don''t form societies of their own, they have been known to ally with violent cults or conclaves of monsters, and even to found small shrines and temples to sinister deities. The cult of Charon, the horseman of Death, is particularly popular among certain ahuizotls, who look forward to an afterlife spent wallowing in the waters of the River Styx. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 24' hp: 105 hp_misc: null immunities: null items: null knowledge_checks: dc: 24 skills: - Arcana - Nature languages: - Aklo - Common level: 6 melee: - action_cost: One Action damage: formula: 2d8+8 type: piercing name: jaws plus_damage: null to_hit: 17 traits: null - action_cost: One Action damage: formula: 2d6+8 type: slashing name: claw plus_damage: null to_hit: 17 traits: - agile - action_cost: One Action damage: formula: 2d4+8 type: slashing name: tail claw plus_damage: - formula: null type: Improved Grab to_hit: 17 traits: - agile - reach 10 feet name: Ahuizotl perception: 13 proactive_abilities: - action_cost: One Action critical_failure: The creature is not dragged and the ahuizotl no longer has the creature grabbed. critical_success: null description: null effect: The ahuizotl has a Medium or smaller creature grabbed with its tail claw effects: null failure: null frequency: null full_description: null generic_description: null name: Tail Drag range: null raw_description: "**Tail Drag** **Requirements **The ahuizotl has a Medium or\ \ smaller creature grabbed with its tail claw; **Effect **The ahuizotl attempts\ \ an __Athletics__ check against the creature's Fortitude DC. \n\n**Critical\ \ Success **If the creature is 10 feet away from the ahuizotl, it is dragged\ \ into a square adjacent to the ahuizotl. The ahuizotl can make a jaws Strike\ \ against the creature. \n\n**Success **If the creature is 10 feet away from\ \ the ahuizotl, it is dragged into a square adjacent to the ahuizotl. \n\n**Failure\ \ **The creature is not dragged. \n\n**Critical Failure** The creature is not\ \ dragged and the ahuizotl no longer has the creature grabbed." requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 13 ref_misc: null will: 13 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: An ahuizotl can mimic the sounds of a person in distress by attempting a __Deception__ check to __Lie__. The ahuizotl has a +4 circumstance bonus to this check. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Voice Imitation range: null raw_description: '**Voice Imitation** An ahuizotl can mimic the sounds of a person in distress by attempting a __Deception__ check to __Lie__. The ahuizotl has a +4 circumstance bonus to this check.' requirements: null success: null traits: null trigger: null senses: - Perception +13 - darkvision size: Large skills: - bonus: 15 misc: null name: 'Athletics ' - bonus: 15 misc: +19 when using Voice Imitation name: 'Deception ' - bonus: 15 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 12 page_stop: null speed: - amount: 25 type: Land - amount: 35 type: swim spell_lists: null traits: - Uncommon - NE - Large - Amphibious - Beast type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 15' hp: 12 hp_misc: fast healing 2 (in open air) immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 15 skills: - Arcana - Nature languages: - Auran level: 1 melee: - action_cost: One Action damage: formula: 1d6+1 type: slashing name: claw plus_damage: null to_hit: 9 traits: - agile - finesse name: Air Mephit perception: 3 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__air__, __arcane__) 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.' requirements: null success: null traits: - air - arcane trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 3 fort_misc: null misc: null ref: 19 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +3 - darkvision size: Small skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 150 page_stop: null speed: - amount: 20 type: Land - amount: 40 type: fly spell_lists: - dc: 17 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: blur requirement: null - heightened_level: null level: 1 spells: - frequency: null name: gust of wind requirement: null to_hit: null traits: - N - Small - Air - Elemental type: Creature weaknesses: null - ability_mods: cha_mod: 8 con_mod: 5 dex_mod: 9 int_mod: 0 str_mod: -5 wis_mod: 7 ac: 45 ac_special: null alignment: NE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The aiudara wraith teleports with the creature, arriving in an empty space of its choice adjacent to the triggering creature's destination. If the triggering effect targets multiple creatures, the aiudara wraith chooses which creature it arrives beside. effects: null failure: null frequency: null full_description: null generic_description: null name: Teleportation Attachment range: null raw_description: '**Teleportation Attachment** [Reaction] (__conjuration__, __teleportation__) **Trigger** A creature within 60 feet uses a teleportation effect; **Effect** The aiudara wraith teleports with the creature, arriving in an empty space of its choice adjacent to the triggering creature''s destination. If the triggering effect targets multiple creatures, the aiudara wraith chooses which creature it arrives beside.' requirements: null success: null traits: - conjuration - teleportation trigger: A creature within 60 feet uses a teleportation effect description: 'Dahak''s influence in Alseta''s Landing created a soul-draining effect that slays unprotected creatures within, transforming them into ghostly creatures known as aiudara wraiths, but these rare undead can rise within modern aiudara portals as well. Each time an individual travels through an aiudara, there''s a chance their passage could leave a faint imprint of their subconscious in the network. Normally this imprint simply fades away, but when an aiudara is damaged or the individual is suffering from necromantic contagions, these imprints can accumulate and, in time, coalesce on the Astral Plane or within Alseta''s Landing as a full-fledged aiudara wraith. The wraith is forced to live with an incomplete sense of self, always seeking its own memories and swiftly growing violent and vengeful as its quest to reclaim these ephemeral notions constantly meets with failure. **__Recall Knowledge - Astral__ (__Occultism__)**: DC 43 **__Recall Knowledge - Undead__ (__Religion__)**: DC 43' hp: 300 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison - precision - unconscious items: null knowledge_checks: dc: 43 skills: - Occultism - Religion languages: - Common - Elven - Necril level: 18 melee: - action_cost: One Action damage: formula: 4d10+16 type: force name: spectral hand plus_damage: - formula: null type: dimensional shunt and drain life to_hit: 35 traits: - agile - finesse - magical name: Aiudara Wraith perception: 33 proactive_abilities: - action_cost: None critical_failure: As failure, but the creature is also stunned 2. critical_success: The creature is unaffected and becomes temporarily immune to dimensional shunt for 1 minute. description: 'The aiudara wraith''s touch displaces creatures and flings them through space. The creature must attempt a DC 40 Fortitude save. ' effect: null effects: null failure: The creature is teleported 20 feet in a direction of the aiudara wraith's choice. frequency: null full_description: null generic_description: null name: Dimensional Shunt range: null raw_description: '**Dimensional Shunt** (__arcane__, __conjuration__, __teleportation__) The aiudara wraith''s touch displaces creatures and flings them through space. The creature must attempt a DC 40 Fortitude save. **Critical Success** The creature is unaffected and becomes temporarily immune to dimensional shunt for 1 minute. **Success** The creature is pushed 5 feet in a random direction. **Failure** The creature is teleported 20 feet in a direction of the aiudara wraith''s choice. **Critical Failure** As failure, but the creature is also __stunned 2__.' requirements: null success: The creature is pushed 5 feet in a random direction. traits: - arcane - conjuration - teleportation trigger: null - action_cost: None critical_failure: null critical_success: null description: When an aiudara wraith damages a living creature with its spectral hand Strike, the aiudara wraith gains 18 temporary Hit Points and the target must succeed at a DC 40 Fortitude save or become __drained 1__ and __stupefied 1__ as long as it is drained. Further damage dealt by the aiudara wraith's spectral hand Strikes increases the value of the __drained__ and __stupefied__ conditions by 1 each on a failed save, to a maximum of 10 for both. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drain Life range: null raw_description: '**Drain Life** (__arcane__, __necromancy__) When an aiudara wraith damages a living creature with its spectral hand Strike, the aiudara wraith gains 18 temporary Hit Points and the target must succeed at a DC 40 Fortitude save or become __drained 1__ and __stupefied 1__ as long as it is drained. Further damage dealt by the aiudara wraith''s spectral hand Strikes increases the value of the __drained__ and __stupefied__ conditions by 1 each on a failed save, to a maximum of 10 for both.' requirements: null success: null traits: - arcane - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null description: An aiudara wraith moves by means of localized teleportation. An aiudara wraith's Stride does not have the move trait. When an aiudara wraith Strides, it reaches its destination within the range of its Speed immediately. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Instantaneous Movement range: null raw_description: '**Instantaneous Movement** (__arcane__, __conjuration__, __teleportation__) An aiudara wraith moves by means of localized teleportation. An aiudara wraith''s Stride does not have the move trait. When an aiudara wraith Strides, it reaches its destination within the range of its Speed immediately.' requirements: null success: null traits: - arcane - conjuration - teleportation trigger: null ranged: null rarity: Rare resistances: - amount: 15 type: all damage (except force - amount: null type: ghost touch - amount: null type: or positive - amount: null type: double resistance vs. non-magical) ritual_lists: null saves: fort: 33 fort_misc: null misc: null ref: 37 ref_misc: null will: 33 will_misc: null sense_abilities: null senses: - Perception +33 - darkvision - lifesense 60 feet size: Medium skills: - bonus: 35 misc: null name: 'Acrobatics ' - bonus: 31 misc: null name: 'Arcana ' - bonus: 35 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #150: Broken Promises' page_start: 78 page_stop: null speed: - amount: 60 type: fly - amount: null type: instantaneous movement spell_lists: null traits: - Rare - NE - Medium - Astral - Incorporeal - Undead - Wraith type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 2 int_mod: -4 str_mod: 4 wis_mod: 3 ac: 16 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: An akata doesn't breathe and is immune to effects that require breathing (such as an __inhaled__ poison). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: No Breath range: null raw_description: '**No Breath** An akata doesn''t breathe and is immune to effects that require breathing (such as an __inhaled__ poison).' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Salt water acts as an extremely strong acid to an akata. Full immersion in salt water deals 4d6 acid damage per round. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Salt Water Vulnerability range: null raw_description: '**Salt Water Vulnerability** Salt water acts as an extremely strong acid to an akata. Full immersion in salt water deals 4d6 acid damage per round.' requirements: null success: null traits: null trigger: null description: 'An akata is a hairless, blue-skinned quadruped with fearsome jaws, glowing eyes, a pair of thin tails, and a mane of writhing tentacles. It is a strangely silent beast, as it lacks the lungs and vocal chords necessary to vocalize. It also lacks ears, but it has heightened visual and olfactory senses. When food is scarce, an akata secretes a resin from its pores that forms into a sturdy cocoon of pale green crystal—the skymetal noqual. An akata can hibernate in this cocoon without needing to eat or drink for centuries, though it retains a rudimentary sense of its surroundings and can break out in only a few minutes'' time. These cocoons allow the creatures to travel through the void of space, seeking new worlds where they can infect suitable humanoid hosts with their larval young. Once a victim succumbs to this infection, the offspring fight among themselves until one proves the strongest. The surviving akata then animates the corpse—now a __void zombie__—which shambles about of its own accord. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 20' hp: 15 hp_misc: null immunities: - disease items: null knowledge_checks: dc: 20 skills: - Occultism languages: null level: 1 melee: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: jaws plus_damage: - formula: null type: void death to_hit: 9 traits: - agile name: Akata perception: 6 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: An akata implants its parasitic larval young into any creature it bites, but only Medium or Small humanoids make suitable hosts; all other creatures are immune to this disease; **Saving Throw** DC 17 Fortitude; **Stage 1** carrier with no ill effect 1 (1 day); **Stage 2** __drained 1__ (1 day); **Stage 3** as stage 2 (1 day); **Stage 4** drained 2 and __fatigued__ (1 day); **Stage 5** as stage 4 (1 day); **Stage 6** dead and corpse rises as a void zombie in 2d4 hours effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Void Death range: null raw_description: '**Void Death** (__disease__) An akata implants its parasitic larval young into any creature it bites, but only Medium or Small humanoids make suitable hosts; all other creatures are immune to this disease; **Saving Throw** DC 17 Fortitude; **Stage 1** carrier with no ill effect 1 (1 day); **Stage 2** __drained 1__ (1 day); **Stage 3** as stage 2 (1 day); **Stage 4** drained 2 and __fatigued__ (1 day); **Stage 5** as stage 4 (1 day); **Stage 6** dead and corpse rises as a void zombie in 2d4 hours' requirements: null success: null traits: - disease trigger: null ranged: null rarity: Rare resistances: - amount: 5 type: fire - amount: 5 type: poison ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 5 ref_misc: null will: 6 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: After 3 or more days without eating, an akata can secrete resin that encases it in a noqual cocoon. The cocoon has Hardness 9, 40 HP, and a Broken Threshold of 18. It has resistance 5 to damage from magical sources. As long as the cocoon remains intact, the akata can't be harmed, and it doesn't need to eat or drink. While inside the cocoon, the akata gains __lifesense 30 feet__. The akata remains in a state of hibernation until it is exposed to extreme heat or senses a living creature, at which point it can burst free of its cocoon in 1d4 minutes. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Hibernation range: null raw_description: '**Hibernation** After 3 or more days without eating, an akata can secrete resin that encases it in a noqual cocoon. The cocoon has Hardness 9, 40 HP, and a Broken Threshold of 18. It has resistance 5 to damage from magical sources. As long as the cocoon remains intact, the akata can''t be harmed, and it doesn''t need to eat or drink. While inside the cocoon, the akata gains __lifesense 30 feet__. The akata remains in a state of hibernation until it is exposed to extreme heat or senses a living creature, at which point it can burst free of its cocoon in 1d4 minutes.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: An akata has no auditory senses. It is immune to __auditory__ effects, automatically critically fails Perception checks that require it to hear, and takes a -2 status penalty to Perception checks (but not initiative rolls) that involve sound but also rely on other senses. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: No Hearing range: null raw_description: '**No Hearing** An akata has no auditory senses. It is immune to __auditory__ effects, automatically critically fails Perception checks that require it to hear, and takes a -2 status penalty to Perception checks (but not initiative rolls) that involve sound but also rely on other senses.' requirements: null success: null traits: null trigger: null senses: - Perception +6 - darkvision - no hearing - scent (imprecise) 30 feet size: Medium skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 7 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 13 page_stop: null speed: - amount: 30 type: Land - amount: 15 type: climb spell_lists: null traits: - Rare - N - Medium - Aberration type: Creature weaknesses: - amount: 5 type: salt water - ability_mods: cha_mod: 1 con_mod: 1 dex_mod: 4 int_mod: 4 str_mod: 3 wis_mod: 3 ac: 19 ac_special: null alignment: CN automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 'An akizendri''s vital organs shift and change shape and position constantly. Immediately after the akizendri takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The akizendri is immune to __polymorph__ effects unless it is a willing target. If __blinded__ or __deafened__, the akizendri automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Protean Anatomy range: null raw_description: '**Protean Anatomy** (__divine__, __transmutation__) An akizendri''s vital organs shift and change shape and position constantly. Immediately after the akizendri takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The akizendri is immune to __polymorph__ effects unless it is a willing target. If __blinded__ or __deafened__, the akizendri automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.' requirements: null success: null traits: - divine - transmutation trigger: null description: 'Akizendris gnaw at sources of knowledge and lore, gleefully corrupting and altering them to vex scholars and sages across the planes with contradictions and untruths. These proteans appear as cackling, serpentine creatures with elongated crocodilian faces, luminous eyes, and arms that vanish at the elbows into swirling clouds of runes before reforming into solid talons. Akizendris amuse themselves by rearranging or deleting texts, placing insulting acrostics in poetic verses, and penning crude insults upon title pages. Libraries in such places as __Heaven__, __Axis__, and __Hell__ are especially keen to avoid such contamination, knowing that their records are choice targets for every akizendri in existence. **__Recall Knowledge - Monitor__ (__Religion__)**: DC 18' hp: 42 hp_misc: fast healing 1 immunities: null items: null knowledge_checks: dc: 18 skills: - Religion languages: - Abyssal - Celestial - Protean - telepathy (touch) level: 3 melee: - action_cost: One Action damage: formula: 2d8+3 type: piercing name: jaws plus_damage: - formula: 1d4 type: chaotic and garbled thoughts to_hit: 12 traits: - chaotic - finesse - magical - action_cost: One Action damage: formula: 2d6+3 type: bludgeoning name: tail plus_damage: - formula: 1d4 type: chaotic and Grab to_hit: 12 traits: - chaotic - finesse - magical name: Akizendri perception: 8 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The akizendri takes on the appearance of any Small 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**__Change Shape__** (__concentrate__, __divine__, __polymorph__, __transmutation__) The akizendri takes on the appearance of any Small 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.' requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 1d8+3 bludgeoning, DC 20 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 1d8+3 bludgeoning, DC 20' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: As failure, but the creature is also confused for 1 round. critical_success: null description: "A creature hit by the akizendri's bite Strike must attempt a DC\ \ 20 Will save. \n\n" effect: null effects: null failure: The creature is stupefied 1 for 1d4 rounds. frequency: null full_description: null generic_description: null name: Garbled Thoughts range: null raw_description: "**Garbled Thoughts** (__divine__, __emotion__, __enchantment__,\ \ __mental__) A creature hit by the akizendri's bite Strike must attempt a DC\ \ 20 Will save. \n\n**Success** The creature is unaffected. \n\n**Failure**\ \ The creature is __stupefied 1__ for 1d4 rounds. \n\n**Critical Failure** As\ \ failure, but the creature is also __confused__ for 1 round." requirements: null success: The creature is unaffected. traits: - divine - emotion - enchantment - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: When the akizendri casts __secret page__, it can physically immerse itself in the text, changing the message of the text in the process. It can exit the book at any point by Dismissing secret page, at which point it appears in a space adjacent to the text. If it does so to begin combat, it rolls a __Deception__ check for initiative. As long as it remains immersed in the text, the akizendri has no body. It can communicate telepathically with a creature as long as the creature touches the book or scroll that contains the secret page. It can sense nearby creatures using its entropy sense, but not in any other way, nor can it use any attack, manipulate, or move actions or speak aloud. If the object it is immersed in is destroyed, the akizendri reappears in an adjacent square and is __stunned 1__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Text Immersion range: null raw_description: '**Text Immersion** (__divine__, __transmutation__) When the akizendri casts __secret page__, it can physically immerse itself in the text, changing the message of the text in the process. It can exit the book at any point by Dismissing secret page, at which point it appears in a space adjacent to the text. If it does so to begin combat, it rolls a __Deception__ check for initiative. As long as it remains immersed in the text, the akizendri has no body. It can communicate telepathically with a creature as long as the creature touches the book or scroll that contains the secret page. It can sense nearby creatures using its entropy sense, but not in any other way, nor can it use any attack, manipulate, or move actions or speak aloud. If the object it is immersed in is destroyed, the akizendri reappears in an adjacent square and is __stunned 1__.' requirements: null success: null traits: - divine - transmutation trigger: null ranged: null rarity: Common resistances: - amount: 3 type: precision - amount: 6 type: protean anatomy ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 11 ref_misc: null will: 10 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: An akizendri can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the akizendri 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Entropy Sense range: null raw_description: '**Entropy Sense** (__divination__, __divine__, __prediction__) An akizendri can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the akizendri 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.' requirements: null success: null traits: - divination - divine - prediction trigger: null senses: - Perception +8 - darkvision - entropy sense (imprecise) 30 feet size: Small skills: - bonus: 9 misc: null name: 'Acrobatics ' - bonus: 10 misc: null name: 'Deception ' - bonus: 11 misc: null name: 'Occultism ' - bonus: 10 misc: null name: 'Society ' - bonus: 9 misc: null name: 'Stealth ' - bonus: 9 misc: null name: 'Thievery ' source: - abbr: Bestiary 2 page_start: 204 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: fly - amount: 25 type: swim - amount: 128 type: freedom of movement spell_lists: - dc: 20 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: null name: glyph of warding requirement: null - frequency: null name: secret page requirement: null - heightened_level: null level: 1 spells: - frequency: at will, lawful only name: detect alignment requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: acid splash requirement: null - frequency: null name: daze requirement: null - frequency: null name: ghost sound requirement: null - frequency: null name: mage hand requirement: null - frequency: null name: sigil requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: freedom of movement requirement: null to_hit: 12 traits: - CN - Small - Monitor - Protean type: Creature weaknesses: - amount: 3 type: lawful - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 'An alchemical golem''s body contains six alchemical chambers filled with different substances. When an alchemical golem ability calls upon a randomly determined alchemical effect, roll 1d6 and consult the following (if you roll the result of a chamber that was shattered, there is no alchemical effect): **1** acid damage; **2** cold damage; **3** electricity damage; **4** fire damage; **5** poison damage; **6** sickness: DC 26 Fortitude save or sickened 1 (sickened 2 on a critical failure)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Alchemical Chambers range: null raw_description: '**Alchemical Chambers** An alchemical golem''s body contains six alchemical chambers filled with different substances. When an alchemical golem ability calls upon a randomly determined alchemical effect, roll 1d6 and consult the following (if you roll the result of a chamber that was shattered, there is no alchemical effect): **1** acid damage; **2** cold damage; **3** electricity damage; **4** fire damage; **5** poison damage; **6** sickness: DC 26 Fortitude save or sickened 1 (sickened 2 on a critical failure)' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When an alchemical golem takes physical damage from a critical hit or is affected by a shatter spell, one glass chamber within its body shatters, spewing alchemical liquid in a 5-foot emanation. Roll on the alchemical chambers list (see above) to determine which one shatters—on a roll of 1-5, creatures in the area take 10d6 damage of the appropriate type (DC 28 basic Reflex). On a roll of 6, creatures must instead save against the sickness effect. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Alchemical Rupture range: null raw_description: '**Alchemical Rupture** When an alchemical golem takes physical damage from a critical hit or is affected by a shatter spell, one glass chamber within its body shatters, spewing alchemical liquid in a 5-foot emanation. Roll on the alchemical chambers list (see above) to determine which one shatters—on a roll of 1-5, creatures in the area take 10d6 damage of the appropriate type (DC 28 basic Reflex). On a roll of 6, creatures must instead save against the sickness effect.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: harmed by sonic (5d8, 2d6 from areas or persistent damage); healed by acid (area 2d4 HP); slowed by cold effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Golem Antimagic range: null raw_description: '**Golem Antimagic** harmed by sonic (5d8, 2d6 from areas or persistent damage); healed by acid (area 2d4 HP); slowed by cold' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Casting a shatter spell on an alchemical golem affects the golem normally, but also causes an alchemical rupture (see above). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vulnerable to Shatter range: null raw_description: '**Vulnerable to Shatter** Casting a shatter spell on an alchemical golem affects the golem normally, but also causes an alchemical rupture (see above).' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 28' hp: 150 hp_misc: null immunities: - acid - bleed - death effects - disease - doomed - drained - fatigued - healing - magic (see below) - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 28 skills: - Arcana - Crafting languages: null level: 9 melee: - action_cost: One Action damage: formula: 2d10+6 type: piercing name: syringe plus_damage: - formula: null type: alchemical injection to_hit: 22 traits: - magical - reach 10 feet name: Alchemical Golem perception: 15 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: When an alchemical golem hits a creature with a syringe Strike, roll 1d6 on the alchemical chambers list to determine the additional effect of the attack. The syringe deals an additional 2d6 damage of the appropriate type (or exposes the target to the sickness effect, as appropriate). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Alchemical Injection range: null raw_description: '**Alchemical Injection** When an alchemical golem hits a creature with a syringe Strike, roll 1d6 on the alchemical chambers list to determine the additional effect of the attack. The syringe deals an additional 2d6 damage of the appropriate type (or exposes the target to the sickness effect, as appropriate).' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Generate Bomb range: null raw_description: '**Generate Bomb** (__manipulate__) 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.' requirements: null success: null traits: - manipulate trigger: null ranged: - action_cost: One Action damage: null name: bomb plus_damage: null to_hit: 20 traits: - magical - thrown 20 feet rarity: Uncommon resistances: - amount: 12 type: physical (except adamantine or bludgeoning) ritual_lists: null saves: fort: 20 fort_misc: null misc: null ref: 19 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +15 - darkvision size: Large skills: - bonus: 22 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 185 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - Uncommon - N - Large - Alchemical - Construct - Golem - Mindless type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: null 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. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 25' hp: 135 hp_misc: null immunities: null items: null knowledge_checks: dc: 25 skills: - Occultism languages: - Aklo - Alghollthu - Aquan - Common - Undercommon level: 7 melee: - action_cost: One Action damage: formula: 2d8+10 type: bludgeoning name: tentacle plus_damage: - formula: null type: slime to_hit: 16 traits: - agile - magical - reach 15 feet name: Alghollthu Master perception: 17 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Slime range: null raw_description: '**Slime** (__curse__, __occult__, __virulent__) **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.' requirements: null success: null traits: - curse - occult - virulent trigger: null ranged: null rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 10 ref_misc: null will: 16 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 5 feet. 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mucus Cloud range: null raw_description: '**Mucus Cloud** (__aura__, __disease__) 5 feet. 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.' requirements: null success: null traits: - aura - disease trigger: null senses: - Perception +17 - darkvision size: Huge skills: - bonus: 16 misc: null name: 'Athletics ' - bonus: 15 misc: null name: 'Deception ' - bonus: 15 misc: null name: 'Intimidation ' - bonus: 14 misc: any one subcategory name: 'Lore ' - bonus: 16 misc: null name: 'Occultism ' source: - abbr: Bestiary page_start: 14 page_stop: null speed: - amount: 10 type: Land - amount: 60 type: swim spell_lists: - dc: 25 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: at will name: project image requirement: null - frequency: at will name: veil requirement: null - heightened_level: null level: 6 spells: - frequency: x3 name: dominate requirement: null - frequency: at will name: illusory scene requirement: null - heightened_level: null level: 5 spells: - frequency: at will name: illusory object requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: hallucinatory terrain requirement: null - heightened_level: null level: 3 spells: - frequency: at will name: hypnotic pattern requirement: null to_hit: null traits: - Uncommon - LE - Huge - Aberration - Aquatic type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 29' hp: 145 hp_misc: null immunities: - bleed - disease - death effects - doomed - drained - fatigued - magic (see below) - mental - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 29 skills: - Arcana - Crafting languages: null level: 10 melee: - action_cost: One Action damage: formula: 2d10+13 type: bludgeoning name: fist plus_damage: - formula: null type: paralyzing force to_hit: 23 traits: - magical name: Aluum Enforcer perception: 17 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: Aluum enforcers are immune to spells and magical abilities, with two exceptions. A __negative__ spell or magical ability grants an aluum enforcer the __quickened__ condition until the end of its next turn instead of its normal effects. A __positive__ spell or ability makes an aluum enforcer __slowed 1__ until the end of its next turn instead of its normal effects. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aluum Antimagic range: null raw_description: '**Aluum Antimagic** Aluum enforcers are immune to spells and magical abilities, with two exceptions. A __negative__ spell or magical ability grants an aluum enforcer the __quickened__ condition until the end of its next turn instead of its normal effects. A __positive__ spell or ability makes an aluum enforcer __slowed 1__ until the end of its next turn instead of its normal effects.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Paralyzing Force range: null raw_description: '**Paralyzing Force** (__arcane__, __incapacitation__, __necromancy__) 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__.' requirements: null success: null traits: - arcane - incapacitation - necromancy trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Soul Shriek range: null raw_description: '**Soul Shriek** [Two Actions] (__arcane__, __auditory__, __evocation__, __mental__, __sonic__) 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.' requirements: null success: null traits: - arcane - auditory - evocation - mental - sonic trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: physical (except adamantine) ritual_lists: null saves: fort: 21 fort_misc: null misc: null ref: 18 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +17 - darkvision size: Large skills: - bonus: 23 misc: null name: 'Athletics ' source: - abbr: 'Pathfinder #149: Against the Scarlet Triad' page_start: 82 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - Uncommon - N - Large - Construct - Mindless type: Creature weaknesses: null - ability_mods: cha_mod: 7 con_mod: 9 dex_mod: 7 int_mod: 3 str_mod: 8 wis_mod: 6 ac: 41 ac_special: null alignment: NE automatic_abilities: null description: "These chimeric, desert-dwelling fiends have massive bodies that are\ \ part hippopotamus, part large cat, and part crocodile. Though they devour souls\ \ for sustenance, ammuts are infamously picky eaters; most will only eat experienced\ \ adventurers or, for a special treat, particularly evil creatures, passing over\ \ common folk or those whose mettle has never been tested. \n\n\n\nOnly a few\ \ ammuts are known to exist, and most dwell in Osirion. However, recent expeditions\ \ into Orv's Vault of the Black Desert have uncovered the existence of ammuts\ \ in this region, as well.\n\n\n\n**__Recall Knowledge - Fiend__ (__Religion__)**:\ \ DC 43" hp: 350 hp_misc: null immunities: - evil items: null knowledge_checks: dc: 43 skills: - Religion languages: - Celestial - Infernal - telepathy 100 feet level: 18 melee: - action_cost: One Action damage: formula: 3d8+16 type: slashing name: claw plus_damage: - formula: null type: wasting wound to_hit: 32 traits: - agile - reach 10 feet - action_cost: One Action damage: formula: 4d8+12 type: null name: foot plus_damage: - formula: null type: stunned 1 (DC 38 Fortitude negates) to_hit: 30 traits: - deadly d10 - action_cost: One Action damage: formula: 3d12+16 type: piercing name: jaws plus_damage: - formula: null type: Improved Grab to_hit: 32 traits: - reach 15 feet name: Ammut perception: 33 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The ammut exhales a blast of flame that deals 18d6 fire damage to all creatures in a 30- foot cone (DC 37 basic Reflex save). The ammut can't use their Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__curse__, __divine__, __evocation__, __fire__) The ammut exhales a blast of flame that deals 18d6 fire damage to all creatures in a 30- foot cone (DC 37 basic Reflex save). The ammut can''t use their Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - curse - divine - evocation - fire trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature whose HP drops to 0 while swallowed by an ammut has its soul consumed, as well as its body. The creature dies instantly and cannot be brought back to life except by __miracle__, __wish__, or similar magic. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Devour Soul range: null raw_description: '**Devour Soul** (__curse__, __death__, __divine__, __necromancy__) A creature whose HP drops to 0 while swallowed by an ammut has its soul consumed, as well as its body. The creature dies instantly and cannot be brought back to life except by __miracle__, __wish__, or similar magic.' requirements: null success: null traits: - curse - death - divine - necromancy trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The ammut uses Swallow Whole. effects: null failure: null frequency: null full_description: null generic_description: null name: Fast Swallow range: null raw_description: '**Fast Swallow** [Reaction] **Trigger** The ammut __Grabs__ a creature; **Effect** The ammut uses Swallow Whole.' requirements: null success: null traits: null trigger: The ammut __Grabs__ a creature - action_cost: One Action critical_failure: null critical_success: null description: Large, 3d12+8 bludgeoning, Rupture 32 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**__Swallow Whole__** Large, 3d12+8 bludgeoning, Rupture 32' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature dealt damage by an ammut's claw Strike must succeed at a DC 37 Will save or become __enfeebled 1__ and __drained 1__ (or enfeebled 2 and drained 2 on a critical failed save). The conditions cannot be mitigated until the curse is removed, and the curse cannot be removed until all damage dealt by the claw Strike is healed. Each day, a creature afflicted with wasting wound must attempt another saving throw; on a failed save, the values of its enfeebled and drained conditions each increase by 1. If the victim dies while cursed, its soul is destroyed, as per the ammut's devour soul ability. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wasting Wound range: null raw_description: '**Wasting Wound** (__curse__, __divine__, __necromancy__) A creature dealt damage by an ammut''s claw Strike must succeed at a DC 37 Will save or become __enfeebled 1__ and __drained 1__ (or enfeebled 2 and drained 2 on a critical failed save). The conditions cannot be mitigated until the curse is removed, and the curse cannot be removed until all damage dealt by the claw Strike is healed. Each day, a creature afflicted with wasting wound must attempt another saving throw; on a failed save, the values of its enfeebled and drained conditions each increase by 1. If the victim dies while cursed, its soul is destroyed, as per the ammut''s devour soul ability.' requirements: null success: null traits: - curse - divine - necromancy trigger: null ranged: null rarity: Rare resistances: - amount: 20 type: fire - amount: 20 type: poison ritual_lists: null saves: fort: 35 fort_misc: null misc: null ref: 27 ref_misc: null will: 28 will_misc: null sense_abilities: null senses: - Perception +33 - darkvision - scent (imprecise) 30 feet - true seeing size: Huge skills: - bonus: 34 misc: null name: 'Athletics ' - bonus: 33 misc: null name: 'Intimidation ' - bonus: 29 misc: null name: 'Occultism ' - bonus: 32 misc: null name: 'Religion ' - bonus: 35 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #155: Lord of the Black Sands' page_start: 77 page_stop: null speed: - amount: 50 type: Land - amount: 30 type: burrow spell_lists: - dc: 37 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: null name: dominate requirement: null - heightened_level: 6 level: -1 spells: - frequency: evil only name: detect alignment requirement: null - frequency: null name: true seeing requirement: null to_hit: null traits: - Rare - NE - Huge - Fiend type: Creature weaknesses: - amount: 20 type: good - ability_mods: cha_mod: -5 con_mod: 3 dex_mod: -2 int_mod: -5 str_mod: 0 wis_mod: 0 ac: 9 ac_special: null alignment: N automatic_abilities: null description: 'An amoeba swarm consists of thousands of individual single-celled organisms held together by acrid-smelling slime. As ravenous as they are mindless, amoeba swarms use no tactics. **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 15' hp: 35 hp_misc: null immunities: - acid - critical hits - mental - precision - unconscious - visual items: null knowledge_checks: dc: 15 skills: - Occultism languages: null level: 1 melee: null name: Amoeba Swarm perception: 3 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The amoeba swarm slithers over each creature in its space, dealing 1d6 acid damage (DC 14 basic Reflex save). A creature that critically fails is __sickened 1__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swarming Slither range: null raw_description: '**Swarming Slither** The amoeba swarm slithers over each creature in its space, dealing 1d6 acid damage (DC 14 basic Reflex save). A creature that critically fails is __sickened 1__.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: An amoeba's acid damages only organic material—not metal, stone, or other inorganic substances. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Weak Acid range: null raw_description: '**Weak Acid** An amoeba''s acid damages only organic material—not metal, stone, or other inorganic substances.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 4 type: slashing - amount: 4 type: piercing ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 1 ref_misc: null will: 3 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: An amoeba swarm can sense nearby creatures through vibration and air or water movement. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Motion Sense range: null raw_description: '**Motion Sense** An amoeba swarm can sense nearby creatures through vibration and air or water movement.' requirements: null success: null traits: null trigger: null senses: - Perception +3 - motion sense 60 feet - no vision size: Large skills: - bonus: 1 misc: +3 in water name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 192 page_stop: null speed: - amount: 5 type: Land - amount: 5 type: climb - amount: 10 type: swim spell_lists: null traits: - N - Large - Amphibious - Mindless - Ooze - Swarm type: Creature weaknesses: - amount: 3 type: area - amount: 3 type: fire - amount: 3 type: splash damage - 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 alignment: CG automatic_abilities: null description: 'Anadi elders must make the difficult decision of whether to continue negotiations or to escalate a disagreement to outright conflict. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 24' hp: 95 hp_misc: null immunities: null items: - composite longbow (20 arrows) - hide armor - shortsword knowledge_checks: dc: 24 skills: - Society languages: - Anadi - Common level: 6 melee: - action_cost: One Action damage: formula: 1d6+5 type: piercing name: shortsword plus_damage: null to_hit: 16 traits: - agile - finesse - versatile S - action_cost: One Action damage: formula: 2d6+5 type: piercing name: fangs plus_damage: - formula: null type: anadi venom to_hit: 16 traits: - finesse name: Anadi Elder perception: 15 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Anadi Venom range: null raw_description: '**Anadi Venom** (__poison__) **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)' requirements: null success: null traits: - poison trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__arcane__, __concentrate__, __polymorph__, __transmutation__) 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.' requirements: null success: null traits: - arcane - concentrate - polymorph - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spin Silk range: null raw_description: '**Spin Silk** (__concentrate__, __exploration__, __manipulate__) 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.' requirements: null success: null traits: - concentrate - exploration - manipulate trigger: null ranged: - action_cost: One Action damage: formula: 1d8+1 type: piercing name: composite longbow plus_damage: null to_hit: 16 traits: - deadly 1d10 - propulsive - range increment 100 feet - reload 0 - volley 30 feet rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 14 ref_misc: null will: 16 will_misc: null sense_abilities: null senses: - Perception +15 size: Medium skills: - bonus: 12 misc: +14 to Climb in true or spider form name: 'Athletics ' - bonus: 13 misc: +17 weaving name: 'Crafting ' - bonus: 12 misc: null name: 'Deception ' - bonus: 10 misc: null name: 'Diplomacy ' - bonus: 14 misc: null name: 'Nature ' - bonus: 9 misc: null name: 'Society ' - bonus: 12 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #145: Hellknight Hill' page_start: 85 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: climb spell_lists: - dc: 25 misc: '' name: Arcane Innate Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: null name: hypnotic pattern requirement: null - frequency: null name: invisibility sphere requirement: null - heightened_level: null level: 2 spells: - frequency: null name: blur requirement: null - frequency: null name: invisibility requirement: null - frequency: null name: mirror image requirement: null - heightened_level: null level: 1 spells: - frequency: null name: color spray requirement: null - frequency: null name: illusory disguise requirement: null - frequency: null name: illusory object requirement: null - heightened_level: 3 level: 0 spells: - frequency: null name: detect magic requirement: null - frequency: null name: electric arc requirement: null - frequency: null name: ghost sound requirement: null - frequency: null name: mage hand requirement: null - frequency: null name: message requirement: null to_hit: 17 traits: - Uncommon - CG - Medium - Anadi - Humanoid type: Creature weaknesses: null - 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 alignment: CG automatic_abilities: null description: 'Anadi hunters act as the eyes and ears of their clans, scouting the surrounding area for potential invaders. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18' hp: 27 hp_misc: null immunities: null items: - composite shortbow (20 arrows) - leather armor - shortsword knowledge_checks: dc: 18 skills: - Society languages: - Anadi - Common level: 2 melee: - action_cost: One Action damage: formula: 1d6+2 type: piercing name: shortsword plus_damage: null to_hit: 10 traits: - agile - finesse - versatile S - action_cost: One Action damage: formula: 1d8+2 type: piercing name: fangs plus_damage: - formula: null type: anadi venom to_hit: 10 traits: - finesse name: Anadi Hunter perception: 7 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Anadi Venom range: null raw_description: '**Anadi Venom** (__poison__) **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)' requirements: null success: null traits: - poison trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__arcane__, __concentrate__, __polymorph__, __transmutation__) 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.' requirements: null success: null traits: - arcane - concentrate - polymorph - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spin Silk range: null raw_description: '**Spin Silk** (__concentrate__, __exploration__, __manipulate__) 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.' requirements: null success: null traits: - concentrate - exploration - manipulate trigger: null ranged: - action_cost: One Action damage: formula: 1d6+1 type: piercing name: composite shortbow plus_damage: null to_hit: 10 traits: - deadly 1d10 - propulsive - range increment 60 feet - reload 0 rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 10 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +7 size: Medium skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 6 misc: +8 to Climb in true or spider form name: 'Athletics ' - bonus: 6 misc: +10 weaving name: 'Crafting ' - bonus: 5 misc: null name: 'Nature ' - bonus: 8 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #145: Hellknight Hill' page_start: 84 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: climb spell_lists: null traits: - Uncommon - CG - Medium - Anadi - Humanoid type: Creature weaknesses: null - 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 alignment: CG automatic_abilities: null description: 'Anadi sages commune with nature and hone their magic through practice. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 21' hp: 58 hp_misc: null immunities: null items: - hide armor - shortsword knowledge_checks: dc: 21 skills: - Society languages: - Anadi - Common level: 4 melee: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: shortsword plus_damage: null to_hit: 12 traits: - agile - finesse - versatile S - action_cost: One Action damage: formula: 2d6+3 type: piercing name: fangs plus_damage: - formula: null type: anadi venom to_hit: 12 traits: - finesse name: Anadi Sage perception: 12 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Anadi Venom range: null raw_description: '**Anadi Venom** (__poison__) **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)' requirements: null success: null traits: - poison trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__arcane__, __concentrate__, __polymorph__, __transmutation__) 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.' requirements: null success: null traits: - arcane - concentrate - polymorph - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spin Silk range: null raw_description: '**Spin Silk** (__concentrate__, __exploration__, __manipulate__) 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.' requirements: null success: null traits: - concentrate - exploration - manipulate trigger: null ranged: null rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 10 ref_misc: null will: 12 will_misc: null sense_abilities: null senses: - Perception +12 size: Medium skills: - bonus: 6 misc: +8 to Climb in true or spider form name: 'Athletics ' - bonus: 9 misc: +13 weaving name: 'Crafting ' - bonus: 8 misc: null name: 'Deception ' - bonus: 10 misc: null name: 'Diplomacy ' - bonus: 12 misc: null name: 'Nature ' - bonus: 10 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #145: Hellknight Hill' page_start: 85 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: climb spell_lists: - dc: 22 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: blur requirement: null - frequency: null name: illusory creature requirement: null - heightened_level: null level: 1 spells: - frequency: null name: color spray requirement: null - frequency: null name: illusory disguise requirement: null - frequency: null name: illusory object requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: detect magic requirement: null - frequency: null name: ghost sound requirement: null - frequency: null name: mage hand requirement: null - frequency: null name: message requirement: null to_hit: null traits: - Uncommon - CG - Medium - Anadi - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: -2 con_mod: 5 dex_mod: 0 int_mod: -4 str_mod: 7 wis_mod: 2 ac: 25 ac_special: null alignment: N automatic_abilities: null description: 'The anancus is an ancient species of elephant with unusually long tusks and a trunk shorter than its more modern cousins. **__Recall Knowledge - Animal__ (__Nature__)**: DC 24' hp: 170 hp_misc: null immunities: null items: null knowledge_checks: dc: 24 skills: - Nature languages: null level: 8 melee: - action_cost: One Action damage: formula: 2d12+11 type: piercing name: tusk plus_damage: null to_hit: 19 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d10+9 type: bludgeoning name: foot plus_damage: null to_hit: 17 traits: - reach 10 feet name: Anancus perception: 16 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null description: Large or smaller, foot, DC 25 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**__Trample__** [Three Actions] Large or smaller, foot, DC 25' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: The target takes double damage, is knocked prone, and is pushed 5 feet away from the anancus. critical_success: null description: "The anancus sweeps its long tusks back and forth, dealing 4d6 bludgeoning\ \ damage to all creatures in a 15-foot cone, who must make a DC 27 basic Reflex\ \ save. \n\n**Critical Success **The target is unaffected. \n\n" effect: null effects: null failure: The target takes full damage and is knocked prone. frequency: null full_description: null generic_description: null name: Tusk Sweep range: null raw_description: "**Tusk Sweep** [Two Actions] The anancus sweeps its long tusks\ \ back and forth, dealing 4d6 bludgeoning damage to all creatures in a 15-foot\ \ cone, who must make a DC 27 basic Reflex save. \n\n**Critical Success **The\ \ target is unaffected. \n\n**Success** The target takes half damage. \n\n**Failure**\ \ The target takes full damage and is knocked __prone__. \n\n**Critical Failure**\ \ The target takes double damage, is knocked prone, and is pushed 5 feet away\ \ from the anancus." requirements: null success: The target takes half damage. traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 19 fort_misc: null misc: null ref: 14 ref_misc: null will: 16 will_misc: null sense_abilities: null senses: - Perception +16 - low-light vision - scent (imprecise) 30 feet size: Huge skills: - bonus: 19 misc: null name: 'Athletics ' - bonus: 16 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 116 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - N - Huge - Animal type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 35 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 35 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon Strikes with its tail at the triggering creature at a -2 penalty. If it hits, the creature takes a -2 circumstance penalty to the triggering roll. effects: null failure: null frequency: null full_description: null generic_description: null name: Tail Lash range: null raw_description: '**Tail Lash** [Reaction] **Trigger** A creature within reach of the dragon''s tail takes an action to Strike or attempt a skill check; **Effect** The dragon Strikes with its tail at the triggering creature at a -2 penalty. If it hits, the creature takes a -2 circumstance penalty to the triggering roll.' requirements: null success: null traits: null trigger: A creature within reach of the dragon's tail takes an action to Strike or attempt a skill check 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. Black dragons are amphibious—although they breathe air, their gills also allow them to breathe water. Their frills and fins make them accomplished swimmers, well suited to their wetland environments and submerged lairs. They''re immune to the fetid water that comes as a result of their magical ability to corrupt water. Black dragon lairs are as foul as their souls. The floors are littered with rotting meat, and plundered treasures line the muck and slime of their dank caves amid twisted roots and creepers. Such places are often crawling with pests, snakes, and slimes. Though they claim natural caverns when they can, they make do with areas of dense, twisted vegetation within a swamp. Black dragon treasure hoards primarily consist of gems and expensive glass work, as valuables of softer substance can''t survive the dragon''s acidic presence. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 37' hp: 325 hp_misc: null immunities: - acid - paralyzed - sleep items: null knowledge_checks: dc: 37 skills: - Arcana languages: - Common - Draconic - Goblin - Jotun - Orcish level: 16 melee: - action_cost: One Action damage: formula: 3d10+14 type: piercing name: jaws plus_damage: - formula: 2d6 type: acid and 2d6 persistent acid to_hit: 33 traits: - acid - magical - reach 15 feet - action_cost: One Action damage: formula: 3d8+14 type: slashing name: claw plus_damage: null to_hit: 33 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 3d10+12 type: bludgeoning name: tail plus_damage: null to_hit: 31 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 2d10+12 type: piercing name: horns plus_damage: null to_hit: 31 traits: - magical - reach 15 feet name: Ancient Black Dragon perception: 30 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__acid__, __arcane__, __evocation__) 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.' requirements: null success: null traits: - acid - arcane - evocation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null 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. effects: null failure: null frequency: Once per day full_description: null generic_description: null name: Corrupt Water range: null raw_description: '**Corrupt Water** (__arcane__, __concentrate__, __necromancy__) **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.' requirements: null success: null traits: - arcane - concentrate - necromancy trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one horns Strike in any order in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horns Strike in any order in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 30 fort_misc: null misc: +1 status to all saves vs. magic ref: 27 ref_misc: null will: 29 will_misc: null sense_abilities: null senses: - Perception +30 - darkvision - scent (imprecise) 60 feet size: Huge skills: - bonus: 25 misc: null name: 'Acrobatics ' - bonus: 26 misc: null name: 'Arcana ' - bonus: 32 misc: null name: 'Athletics ' - bonus: 29 misc: null name: 'Deception ' - bonus: 29 misc: null name: 'Intimidation ' - bonus: 27 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 106 page_stop: null speed: - amount: 60 type: Land - amount: 150 type: fly - amount: 60 type: swim spell_lists: - dc: 37 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: at will name: darkness requirement: null to_hit: null traits: - Uncommon - CE - Huge - Acid - Amphibious - Dragon type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 39 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 39 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete. effects: null failure: null frequency: null full_description: null generic_description: null name: Wing Deflection range: null raw_description: '**Wing Deflection** [Reaction] **Trigger** The dragon is targeted with an attack. **Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete.' requirements: null success: null traits: null trigger: The dragon is targeted with an attack. 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. Not all blue dragons work clandestinely. Some lord over desert tribes and hill people like vengeful gods, demanding both tribute and worship. No matter how blue dragons manage their underlings, their bearing is regal and their lairs palatial; they''re universally intolerant of insubordination, incompetence, and embezzlement, and punish perpetrators with murderous efficiency. Blue dragons are also known for their use and mastery of illusion magic. They make use of illusions to augment their manipulations and bewilder their foes in battle. Blue dragons also have some control over water, but use this ability to destroy water, something quite dangerous for those who encounter them in their desert lairs. The ideal lair for a blue dragon contains multiple passages, rooms, and secret chambers. As social creatures, blue dragons prefer to host guests in comfort—but their dwellings should not be so public that just anyone can come calling. A force of guards keeps out intruders, and clever illusions conceal the edifice from prying eyes. Rather than a pile of coins or gems, a blue dragon''s true hoard is the rich furnishings in its citadel— expensive art, ornate furniture, and architectural marvels. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 40' hp: 370 hp_misc: null immunities: - electricity - paralyzed - sleep items: null knowledge_checks: dc: 40 skills: - Arcana languages: - Auran - Common - Draconic - Ignan - Infernal - Jotun level: 18 melee: - action_cost: One Action damage: formula: 3d10+15 type: piercing name: jaws plus_damage: - formula: 2d12 type: electricity to_hit: 35 traits: - electricity - magical - reach 20 feet - action_cost: One Action damage: formula: 3d10+15 type: slashing name: claw plus_damage: null to_hit: 35 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 3d10+13 type: bludgeoning name: tail plus_damage: null to_hit: 33 traits: - magical - reach 25 feet - action_cost: One Action damage: formula: 2d10+13 type: piercing name: horns plus_damage: null to_hit: 33 traits: - magical - reach 20 feet name: Ancient Blue Dragon perception: 31 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__arcane__, __electricity__, __evocation__) 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.' requirements: null success: null traits: - arcane - electricity - evocation trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Desert Thirst range: null raw_description: '**Desert Thirst** (__arcane__, __transmutation__) 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.' requirements: null success: null traits: - arcane - transmutation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one horns Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horns Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Whenever the dragon uses Breath Weapon while the illusory image from its innate __project image__ spell persists, it can cause the Breath Weapon to originate from itself or the image. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mirage range: null raw_description: '**Mirage** Whenever the dragon uses Breath Weapon while the illusory image from its innate __project image__ spell persists, it can cause the Breath Weapon to originate from itself or the image.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: A storm cloud created by Breath Weapon is within 500 feet, and the dragon can see the cloud. effects: null failure: null frequency: Once per round full_description: null generic_description: null name: Storm Breath range: null raw_description: '**Storm Breath** (__arcane__, __concentrate__, __electricity__, __evocation__) **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 deals 6d12 electricity damage to all enemies in its path (DC 40 basic Reflex save).' requirements: null success: null traits: - arcane - concentrate - electricity - evocation trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 32 fort_misc: null misc: +1 status to all saves vs. magic ref: 30 ref_misc: null will: 33 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sound Imitation range: null raw_description: '**Sound Imitation** The dragon can mimic any sound it has heard. To do so, it must succeed at a Deception check with a +4 circumstance bonus.' requirements: null success: null traits: null trigger: null senses: - Perception +31 - darkvision - scent (imprecise) 60 feet size: Huge skills: - bonus: 28 misc: null name: 'Acrobatics ' - bonus: 33 misc: null name: 'Arcana ' - bonus: 35 misc: null name: 'Deception ' - bonus: 35 misc: null name: 'Diplomacy ' - bonus: 33 misc: null name: 'Intimidation ' - bonus: 35 misc: null name: 'Society ' - bonus: 28 misc: null name: 'Stealth ' - bonus: 29 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 108 page_stop: null speed: - amount: 50 type: Land - amount: 30 type: burrow - amount: 200 type: fly spell_lists: - dc: 43 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 8 spells: - frequency: at will name: hallucinatory terrain requirement: null - frequency: at will name: illusory creature requirement: null - frequency: at will name: illusory object requirement: null - frequency: at will name: ventriloquism requirement: null - heightened_level: null level: 7 spells: - frequency: see mirage name: project image requirement: null - heightened_level: null level: 1 spells: - frequency: at will, see desert thirst name: create water requirement: null - heightened_level: 8 level: 0 spells: - frequency: null name: ghost sound requirement: null to_hit: null traits: - Uncommon - LE - Huge - Dragon - Electricity type: Creature weaknesses: null - 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 alignment: CG automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 35 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 35 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete. effects: null failure: null frequency: null full_description: null generic_description: null name: Wing Deflection range: null raw_description: '**Wing Deflection** [Reaction] **Trigger** The dragon is targeted with an attack. **Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete.' requirements: null success: null traits: null trigger: The dragon is targeted with an attack. 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. These carefree dragons value independence and feel that all creatures deserve to live as they please, provided they don''t harm others. They are emotional creatures and tend to have short attention spans, sometimes falling victim to depression in their twilight years. To combat this, some brass dragons keep pets and houseplants that they can care for. Though they may seem childlike in their curiosity concerning mortal affairs, a brass dragon''s prowess in battle is no laughing matter. A brass dragon whose territory or allies are threatened is a terrifying foe indeed, quick to shed their innocent guise and unleash their terrifying might upon evildoers. Most brass dragons live in desert climates, and while they keep their lairs hidden, they often build near humanoid settlements. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 37' hp: 325 hp_misc: null immunities: - fire - paralyzed - sleep items: null knowledge_checks: dc: 37 skills: - Arcana languages: - Auran - Common - Draconic - Gnomish - Halfling - Sphinx - Sylvan - speak with animals level: 16 melee: - action_cost: One Action damage: formula: 3d10+15 type: piercing name: jaws plus_damage: - formula: 3d6 type: fire and 2d6 persistent fire to_hit: 32 traits: - fire - magical - reach 15 feet - action_cost: One Action damage: formula: 3d10+15 type: slashing name: claw plus_damage: null to_hit: 32 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 2d12+13 type: slashing name: wing plus_damage: null to_hit: 30 traits: - magical - reach 15 feet name: Ancient Brass Dragon perception: 30 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The brass dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: The dragon breathes fire in a 100-foot line that deals 16d6 fire damage (DC 39 basic Reflex save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flame range: null raw_description: '**Flame** (__arcane__, __evocation__, __fire__); The dragon breathes fire in a 100-foot line that deals 16d6 fire damage (DC 39 basic Reflex save).' requirements: null success: null traits: - arcane - evocation - fire trigger: null - action_cost: None critical_failure: null critical_success: null description: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sleep Gas range: null raw_description: '**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.' requirements: null success: null traits: - arcane - enchantment - incapacitation - sleep trigger: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: "**Breath Weapon** [Two Actions] The brass dragon breathes in\ \ one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.\n\ \n * **Flame** (__arcane__, __evocation__, __fire__); The dragon breathes fire\ \ in a 100-foot line that deals 16d6 fire damage (DC 39 basic Reflex save).\n\ \n * **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." requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null 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). effects: null failure: null frequency: three times per day. full_description: null generic_description: null name: Desert Wind range: null raw_description: '**Desert Wind** [Two Actions] (__air__, __arcane__, __concentrate__, __evocation__) **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).' requirements: null success: null traits: - air - arcane - concentrate - evocation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one jaws Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one jaws Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the dragon scores a critical hit with a strike, it recharges Breath Weapon. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** When the dragon scores a critical hit with a strike, it recharges Breath Weapon.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 30 fort_misc: null misc: +1 status to all saves vs. magic ref: 29 ref_misc: null will: 30 will_misc: null sense_abilities: null senses: - Perception +30 - darkvision - scent (imprecise) 60 feet - tremorsense (imprecise) 60 feet size: Huge skills: - bonus: 27 misc: null name: 'Acrobatics ' - bonus: 31 misc: null name: 'Athletics ' - bonus: 27 misc: null name: 'Deception ' - bonus: 29 misc: null name: 'Diplomacy ' - bonus: 28 misc: null name: 'Society ' source: - abbr: Bestiary page_start: 118 page_stop: null speed: - amount: 50 type: Land - amount: 40 type: burrow - amount: 150 type: fly spell_lists: - dc: 37 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: 2 level: -1 spells: - frequency: null name: speak with animals requirement: null to_hit: null traits: - Uncommon - CG - Huge - Dragon - Fire type: Creature weaknesses: null - ability_mods: cha_mod: 6 con_mod: 6 dex_mod: 5 int_mod: 5 str_mod: 9 wis_mod: 5 ac: 40 ac_special: null alignment: LN automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 36 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 36 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon spits a glob of caustic salt water at the creature. The creature takes 7d6 acid damage (DC 36 basic Reflex save). On a failure, the concentrate action is disrupted. effects: null failure: null frequency: null full_description: null generic_description: null name: Brine Spit range: null raw_description: '**Brine Spit [Reaction]** **Trigger **A creature the brine dragon observes within 30 feet uses a __concentrate__ action; **Effect **The dragon spits a glob of caustic salt water at the creature. The creature takes 7d6 acid damage (DC 36 basic Reflex save). On a failure, the concentrate action is disrupted.' requirements: null success: null traits: null trigger: A creature the brine dragon observes within 30 feet uses a __concentrate__ action description: 'Brine dragons are usually blue-green in color, with shiny scales, crests that help them glide through the water, and sweeping neck frills. They care little for either good or evil. As they are both opinionated and willing to impose their sense of order on others, many brine dragons eventually seek to rule over a meticulously crafted community. These communities are orderly and well-planned, with rigid standards of courtesy and unchanging laws set down by the dragon themself. A settlement seeded by a brine dragon can be made of members of almost any ancestry, but the most common inhabitants are humans, merfolk, tengus, or sahuagin. Depending on the dragon''s personality, their community members might view their brine dragon ruler as anything from a benevolent force of order to a fearful tyrant. Regardless, the typical brine dragon has little patience for kindness or philanthropy, and the strength and health of their settlement as a whole are of greater concern than individuals'' well-being. A notable exception to this dispassion rises when an outside force encroaches on their lands. In these cases, the brine dragon is quick to step in and aid in the defense of their community. Although brine dragons enjoy cultivating settlements, they rarely make their lairs within the city limits, instead preferring to dwell in sea caves or cliffside grottoes overlooking the coastline. Here they can retreat for privacy as needed, or can accumulate and display their gathered wealth in a place where they feel safe spreading out their treasures. Brine dragon hoards often consist of a mix of offerings and taxes paid by those they rule over and strange discoveries salvaged from sunken ships. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 41 **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 41' hp: 330 hp_misc: null immunities: - acid - paralyzed - sleep items: null knowledge_checks: dc: 41 skills: - Arcana - Nature languages: - Aquan - Common - Draconic - Sylvan - Utopian level: 17 melee: - action_cost: One Action damage: formula: 3d10+17 type: piercing name: jaws plus_damage: - formula: 5d4 type: acid to_hit: 34 traits: - acid - magical - reach 20 feet - action_cost: One Action damage: formula: 3d10+17 type: slashing name: claw plus_damage: null to_hit: 34 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 3d12+17 type: bludgeoning name: tail plus_damage: null to_hit: 32 traits: - magical - reach 25 feet - action_cost: One Action damage: formula: 2d12+17 type: piercing name: wing plus_damage: null to_hit: 32 traits: - magical - reach 20 feet name: Ancient Brine Dragon perception: 32 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon breathes a spray of acidic salt water that deals 18d6 acid damage in a 120-foot line (DC 38 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__acid__, __evocation__, __primal__) The dragon breathes a spray of acidic salt water that deals 18d6 acid damage in a 120-foot line (DC 38 basic Reflex save). They can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - acid - evocation - primal trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The dragon tries to capsize an adjacent aquatic vessel of their size or smaller. They must succeed at an __Athletics__ check with a DC of 35 (reduced by 5 for each size smaller the vessel is than the dragon) or the pilot's __Sailing Lore__ DC, whichever is higher. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Capsize range: null raw_description: '**Capsize** (__attack__) The dragon tries to capsize an adjacent aquatic vessel of their size or smaller. They must succeed at an __Athletics__ check with a DC of 35 (reduced by 5 for each size smaller the vessel is than the dragon) or the pilot''s __Sailing Lore__ DC, whichever is higher.' requirements: null success: null traits: - attack trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes a jaws Strike. On a hit, the target takes 6d6 __persistent acid damage__, and is __sickened 3__ from the pain of salt and brine in its wounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Desiccating Bite range: null raw_description: '**Desiccating Bite** [Two Actions] The dragon makes a jaws Strike. On a hit, the target takes 6d6 __persistent acid damage__, and is __sickened 3__ from the pain of salt and brine in its wounds.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one wing Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one wing Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The brine dragon's body is encrusted with salty, acidic crystals. When a target takes damage from one of the dragon's melee Strikes, it must succeed at a DC 38 Fortitude Save or be __stunned 1__ (stunned 3 on a critical failure). The target then becomes temporarily immune for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Painful Strikes range: null raw_description: '**Painful Strikes** (__acid__) The brine dragon''s body is encrusted with salty, acidic crystals. When a target takes damage from one of the dragon''s melee Strikes, it must succeed at a DC 38 Fortitude Save or be __stunned 1__ (stunned 3 on a critical failure). The target then becomes temporarily immune for 1 minute.' requirements: null success: null traits: - acid trigger: null ranged: null rarity: Rare resistances: null ritual_lists: null saves: fort: 31 fort_misc: null misc: +1 status to all saves vs. magic ref: 30 ref_misc: null will: 30 will_misc: null sense_abilities: null senses: - Perception +32 - darkvision - scent (imprecise) 60 feet size: Gargantuan skills: - bonus: 28 misc: null name: 'Acrobatics ' - bonus: 32 misc: null name: 'Athletics ' - bonus: 32 misc: null name: 'Deception ' - bonus: 34 misc: null name: 'Intimidation ' - bonus: 30 misc: null name: 'Nature ' - bonus: 30 misc: null name: 'Society ' - bonus: 29 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 88 page_stop: null speed: - amount: 50 type: Land - amount: 140 type: fly - amount: 70 type: swim spell_lists: - dc: 38 misc: '' name: Primal Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: null name: hydraulic torrent requirement: null - heightened_level: null level: 5 spells: - frequency: ×3 name: control water requirement: null - frequency: null name: mariner's curse requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: hydraulic push requirement: null - frequency: at will name: obscuring mist requirement: null to_hit: 30 traits: - Rare - LN - Gargantuan - Amphibious - Dragon - Elemental - Water type: Creature weaknesses: null - 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 alignment: LG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 15 feet, 2d12 electricity damage. The bronze dragon can turn this aura on or off using a single action, which has the concentrate trait, and it can choose to not affect allies with the aura. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Electricity Aura range: null raw_description: '**Electricity Aura** (__aura__, __electricity__) 15 feet, 2d12 electricity damage. The bronze dragon can turn this aura on or off using a single action, which has the concentrate trait, and it can choose to not affect allies with the aura.' requirements: null success: null traits: - aura - electricity trigger: null - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 38 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 38 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: 40 feet. Water in the aura that is also in the same body of water as the dragon is difficult terrain for Swimming creatures that don't have the water trait. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vortex range: null raw_description: '**Vortex** (__aura__, __water__); 40 feet. Water in the aura that is also in the same body of water as the dragon is difficult terrain for Swimming creatures that don''t have the water trait.' requirements: null success: null traits: - aura - water trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: Jaws only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon creates a current of water, forcing the triggering creature to attempt a DC 40 Athletics check to Swim. If the creature fails, it's pulled 30 feet toward the dragon and the triggering action is lost. If it succeeds, it can Swim normally (using the result of that roll if it doesn't have a Swim speed). effects: null failure: null frequency: null full_description: null generic_description: null name: Vortex Pull range: null raw_description: '**Vortex Pull** [Reaction] (__water__); **Trigger** A creature in the dragon''s vortex uses a Swim action. **Effect** The dragon creates a current of water, forcing the triggering creature to attempt a DC 40 Athletics check to Swim. If the creature fails, it''s pulled 30 feet toward the dragon and the triggering action is lost. If it succeeds, it can Swim normally (using the result of that roll if it doesn''t have a Swim speed).' requirements: null success: null traits: - water trigger: A creature in the dragon's vortex uses a Swim action. 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.\n\n\n\nBronze dragons' mastery over water and affinity for electricity\ \ means they are a boon to sailors caught in thunderstorms. A bronze dragon's\ \ enemies quickly discover neither cloudy sky nor turbulent sea provides shelter\ \ from their wrath. \n\n\n\nBronze dragons lair along shorelines, often in partially\ \ submerged sea caves. While all dragons keep hoards of treasure, the hoard of\ \ a bronze dragon more resembles a vast library—with the shelves kept carefully\ \ above the waterline, of course. In addition to their collections of esoteric\ \ lore, bronze dragons keep treasures associated with the sea, such as beautiful\ \ scrimshaw, flawless pearls, and equipment inlaid with mother-of-pearl and abalone\ \ shell.\n\n\n\n**__Recall Knowledge - Dragon__ (__Arcana__)**: DC 40" hp: 360 hp_misc: null immunities: - electricity - paralyzed - sleep items: null knowledge_checks: dc: 40 skills: - Arcana languages: - Aquan - Common - Draconic - Dwarven - Elven - Gnomish - speak with animals level: 18 melee: - action_cost: One Action damage: formula: 3d12+16 type: piercing name: jaws plus_damage: - formula: 2d12 type: electricity to_hit: 35 traits: - electricity - magical - reach 20 feet - action_cost: One Action damage: formula: 3d10+16 type: slashing name: claw plus_damage: null to_hit: 35 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 2d10+14 type: bludgeoning name: tail plus_damage: null to_hit: 33 traits: - magical - reach 20 feet name: Ancient Bronze Dragon perception: 32 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The bronze dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: The dragon breathes lightning in a 100-foot line that deals 12d12 electricity damage (DC 40 basic Reflex save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Lightning range: null raw_description: '**Lightning** (__arcane__, __electricity__, __evocation__); The dragon breathes lightning in a 100-foot line that deals 12d12 electricity damage (DC 40 basic Reflex save).' requirements: null success: null traits: - arcane - electricity - evocation trigger: null - action_cost: None critical_failure: null critical_success: null description: 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Repulsion Gas range: null raw_description: '**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).' requirements: null success: null traits: - abjuration - arcane - incapacitation - mental trigger: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: "**Breath Weapon** [Two Actions] The bronze dragon breathes\ \ in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.\n\ \n * **Lightning** (__arcane__, __electricity__, __evocation__); The dragon\ \ breathes lightning in a 100-foot line that deals 12d12 electricity damage\ \ (DC 40 basic Reflex save).\n\n * **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)." requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one tail Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one tail Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Water Mastery range: null raw_description: '**Water Mastery** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 32 fort_misc: null misc: +1 status to all saves vs. magic ref: 30 ref_misc: null will: 34 will_misc: null sense_abilities: null senses: - Perception +32 - darkvision - scent (imprecise) 100 feet size: Gargantuan skills: - bonus: 28 misc: null name: 'Acrobatics ' - bonus: 35 misc: null name: 'Arcana ' - bonus: 34 misc: null name: 'Athletics ' - bonus: 32 misc: null name: 'Diplomacy ' - bonus: 32 misc: null name: 'Intimidation ' - bonus: 33 misc: null name: 'Occultism ' - bonus: 33 misc: null name: 'Society ' - bonus: 28 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 120 page_stop: null speed: - amount: 60 type: Land - amount: 200 type: fly - amount: 60 type: swim spell_lists: - dc: 40 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: at will name: control water requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: obscuring mist requirement: null - heightened_level: 2 level: -1 spells: - frequency: null name: speak with animals requirement: null to_hit: null traits: - Uncommon - LG - Gargantuan - Amphibious - Dragon - Water type: Creature weaknesses: null - ability_mods: cha_mod: 7 con_mod: 7 dex_mod: 5 int_mod: 5 str_mod: 9 wis_mod: 7 ac: 44 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 40 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 40 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon is aware of the attack and has a free wing effects: null failure: null frequency: null full_description: null generic_description: null name: Deflecting Cloud range: null raw_description: '**Deflecting Cloud [Reaction]** **Trigger **The dragon is the target of a ranged attack; **Requirements **The dragon is aware of the attack and has a free wing; **Effect **The cloud dragon flexes a wing and creates a billowing cloud of mist. The dragon is treated as if they were __hidden__ for the purposes of resolving the triggering attack, so normally the attacker must succeed at a DC 11 flat check to target them. The dragon also gains a +4 circumstance bonus to AC against the triggering attack.' requirements: null success: null traits: null trigger: The dragon is the target of a ranged attack description: 'At heart, cloud dragons are wanderers, explorers, and travelers who enjoy nothing more than seeing new lands and meeting unusual creatures. Cloud dragons range in color from light blue to a pale, milky white and have thick, curling horns and rather short snouts. They keep lairs among the extreme altitudes of the highest mountain peaks but are away on their many journeys as often as they''re at home. Cloud dragons spend long hours surveying the lands they fly over from great heights, but they are creatures of whim, making it hard to predict what will pique their curiosity and bring them winging down to converse or investigate something on the ground. Cloud dragons seldom perform acts of outright malice, but they are not often charitable either. A cloud dragon is as likely to simply pluck something they desire off the ground and fly away with it as they are to bargain fairly. A cloud dragon''s ever-changing interests never seem to stray toward the complicated schemes and long-term plans of other dragons. These rovers are creatures of the moment, and although they are as mentally gifted as other true dragons, their interests remain in the here and now. Yet the cloud dragon''s penchant for living in the moment is not a personality flaw—they''re more than capable of anticipating long-term results of their actions and won''t make foolish choices simply to pursue a current interest. At the same time, cloud dragons have little interest in worrying about the future and are as confident in their ability to handle tomorrow''s problems as they are today''s. Cloud dragon hoards tend to be well-guarded or well-hidden, as a natural result of their roving habits often taking them away from their lairs for extended periods. Their treasuries include a wide variety of items—they are driven to gather a broad range of prizes rather than collecting one type of item intensively. To a cloud dragon, a diversified hoard is a perfect hoard. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 44 **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 44' hp: 355 hp_misc: null immunities: - electricity - paralyzed - sleep items: null knowledge_checks: dc: 44 skills: - Arcana - Nature languages: - Auran - Common - Draconic - Jotun - Sylvan level: 19 melee: - action_cost: One Action damage: formula: 3d10+17 type: piercing name: jaws plus_damage: - formula: 2d12 type: electricity - formula: 4d6 type: sonic - formula: null type: thundering bite to_hit: 36 traits: - electricity - magical - reach 20 feet - sonic - action_cost: One Action damage: formula: 4d10+17 type: slashing name: claw plus_damage: null to_hit: 36 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 4d12+17 type: bludgeoning name: tail plus_damage: null to_hit: 34 traits: - magical - reach 25 feet - action_cost: One Action damage: formula: 3d12+17 type: piercing name: horn plus_damage: null to_hit: 34 traits: - deadly d12 - magical - reach 20 feet name: Ancient Cloud Dragon perception: 34 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon breathes a thundercloud that deals 20d6 electricity damage in a 60-foot cone (DC 41 basic Reflex save). This cloud remains in the area for 1d4 rounds, with the effects of __obscuring mist__. A creature that ends its turn inside of the cloud takes 10d6 electricity damage (DC 41 basic Reflex save). The cloud dragon can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__electricity__, __evocation__, __primal__) The dragon breathes a thundercloud that deals 20d6 electricity damage in a 60-foot cone (DC 41 basic Reflex save). This cloud remains in the area for 1d4 rounds, with the effects of __obscuring mist__. A creature that ends its turn inside of the cloud takes 10d6 electricity damage (DC 41 basic Reflex save). The cloud dragon can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - electricity - evocation - primal trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The cloud dragon's body becomes vaporous and misty. They gain the effects of __gaseous form__, except their fly Speed remains unchanged. The cloud dragon can use this action again to return to physical form. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cloud Form range: null raw_description: '**Cloud Form** (__polymorph__, __primal__, __transmutation__) The cloud dragon''s body becomes vaporous and misty. They gain the effects of __gaseous form__, except their fly Speed remains unchanged. The cloud dragon can use this action again to return to physical form.' requirements: null success: null traits: - polymorph - primal - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: The cloud dragon can tread on clouds or fog as though on solid ground. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cloud Walk range: null raw_description: '**Cloud Walk** The cloud dragon can tread on clouds or fog as though on solid ground.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one horn Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horn Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: An ancient cloud dragon's jaws Strike creates a deafening clap of thunder when it damages a foe. A creature that takes damage from the dragon's jaws Strike must succeed at a DC 41 Fortitude save or be __deafened__ for 1 minute (or permanently on a critical failure). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Thundering Bite range: null raw_description: '**Thundering Bite** An ancient cloud dragon''s jaws Strike creates a deafening clap of thunder when it damages a foe. A creature that takes damage from the dragon''s jaws Strike must succeed at a DC 41 Fortitude save or be __deafened__ for 1 minute (or permanently on a critical failure).' requirements: null success: null traits: null trigger: null ranged: null rarity: Rare resistances: null ritual_lists: null saves: fort: 36 fort_misc: null misc: +1 status to all saves vs. magic ref: 32 ref_misc: null will: 34 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: Fog and mist don't impair a cloud dragon's vision; they ignore the __concealed__ condition from fog and mist. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mist Vision range: null raw_description: '**Mist Vision** Fog and mist don''t impair a cloud dragon''s vision; they ignore the __concealed__ condition from fog and mist.' requirements: null success: null traits: null trigger: null senses: - Perception +34 - darkvision - mist vision - scent (imprecise) 60 feet size: Gargantuan skills: - bonus: 35 misc: null name: 'Acrobatics ' - bonus: 38 misc: null name: 'Athletics ' - bonus: 34 misc: null name: 'Deception ' - bonus: 34 misc: null name: 'Diplomacy ' - bonus: 36 misc: null name: 'Intimidation ' - bonus: 32 misc: null name: 'Nature ' - bonus: 35 misc: null name: 'Stealth ' - bonus: 36 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 90 page_stop: null speed: - amount: 60 type: Land - amount: 160 type: fly - amount: null type: cloud walk spell_lists: - dc: 42 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 8 spells: - frequency: null name: wind walk requirement: null - heightened_level: null level: 5 spells: - frequency: null name: cloudkill requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: gust of wind requirement: null - frequency: null name: solid fog requirement: null - frequency: at will name: wall of wind requirement: null to_hit: null traits: - Rare - N - Gargantuan - Air - Dragon - Elemental type: Creature weaknesses: null - 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 alignment: CG automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 35 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 35 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: 10 feet. Each creature that ends its turn in the aura must succeed at a DC 37 Will saving throw or be slowed 1 for 1 round (or slowed 2 on a critical failure). The copper dragon can turn this aura on or off with a single action, which has the concentrate trait, and can choose not to affect allies within the aura. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Slow Aura range: null raw_description: '**Slow Aura** (__arcane__, __aura__, __enchantment__) 10 feet. Each creature that ends its turn in the aura must succeed at a DC 37 Will saving throw or be slowed 1 for 1 round (or slowed 2 on a critical failure). The copper dragon can turn this aura on or off with a single action, which has the concentrate trait, and can choose not to affect allies within the aura.' requirements: null success: null traits: - arcane - aura - enchantment trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the triggering action. effects: null failure: null frequency: null full_description: null generic_description: null name: Twisting Tail range: null raw_description: '**Twisting Tail** [Reaction] **Trigger** A creature within reach of the copper dragon''s tail uses a move action or leaves a square during a move action it''s using. **Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the triggering action.' requirements: null success: null traits: null trigger: A creature within reach of the copper dragon's tail uses a move action or leaves a square during a move action it's using. 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. Copper dragons tend to lair in warm or temperate hills, but due to their nature, they move their lairs every few years. They sometimes live among other people, especially any dwarves who reside nearby. Some copper dragons even worship gods typically worshipped only by humanoids. Among these dragons, worship of Cayden Cailean is most popular, as they see his love of freedom and penchant for alcohol aligning with the typical copper dragon mindset. A copper dragon''s combat tactics are as unorthodox as its sense of humor, as it is more likely to use mockery and tricks than outright strength to win its battles. As a copper dragon ages, it perfects jokes capable of rendering its foes helpless with laughter. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 38' hp: 345 hp_misc: null immunities: - acid - paralyzed - sleep items: null knowledge_checks: dc: 38 skills: - Arcana languages: - Common - Draconic - Dwarven - Elven - Gnomish level: 17 melee: - action_cost: One Action damage: formula: 3d10+16 type: piercing name: jaws plus_damage: - formula: 3d8 type: acid to_hit: 33 traits: - acid - magical - reach 15 feet - action_cost: One Action damage: formula: 3d10+16 type: slashing name: claw plus_damage: null to_hit: 33 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 2d10+14 type: bludgeoning name: tail plus_damage: null to_hit: 31 traits: - magical - reach 20 feet name: Ancient Copper Dragon perception: 30 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The copper dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: The dragon breathes acid in a 100-foot line that deals 18d6 acid damage (DC 38 basic Fortitude save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Acid range: null raw_description: '**Acid** (__acid__, __arcane__, __evocation__); The dragon breathes acid in a 100-foot line that deals 18d6 acid damage (DC 38 basic Fortitude save).' requirements: null success: null traits: - acid - arcane - evocation trigger: null - action_cost: None critical_failure: null critical_success: null description: 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Slowing Gas range: null raw_description: '**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).' requirements: null success: null traits: - arcane - transmutation trigger: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: "**Breath Weapon** [Two Actions] The copper dragon breathes\ \ in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.\n\ \n * **Acid** (__acid__, __arcane__, __evocation__); The dragon breathes acid\ \ in a 100-foot line that deals 18d6 acid damage (DC 38 basic Fortitude save).\n\ \n * **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)." requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon's climb speed functions only when climbing stone surfaces. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Climb Stone range: null raw_description: '**Climb Stone** The dragon''s climb speed functions only when climbing stone surfaces.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one tail Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one tail Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the dragon scores a critical hit with a Strike, it recharges Breath Weapon. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** When the dragon scores a critical hit with a Strike, it recharges Breath Weapon.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null 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. effects: null failure: null frequency: once per day. full_description: null generic_description: null name: Mass Laughter range: null raw_description: '**Mass Laughter** [Two Actions] (__arcane__, __emotion__, __enchantment__, __mental__) **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.' requirements: null success: null traits: - arcane - emotion - enchantment - mental trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 30 fort_misc: null misc: +1 status to all saves vs. magic ref: 32 ref_misc: null will: 32 will_misc: null sense_abilities: null senses: - Perception +30 - darkvision - scent (imprecise) 60 feet size: Huge skills: - bonus: 30 misc: null name: 'Acrobatics ' - bonus: 31 misc: null name: 'Athletics ' - bonus: 31 misc: null name: 'Crafting ' - bonus: 29 misc: null name: 'Deception ' - bonus: 31 misc: null name: 'Performance ' - bonus: 29 misc: null name: 'Society ' - bonus: 30 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 122 page_stop: null speed: - amount: 50 type: Land - amount: 200 type: fly - amount: 50 type: climb stone spell_lists: - dc: 39 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: at will name: hideous laughter requirement: null - frequency: null name: wall of stone requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: shape stone requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: grease requirement: null to_hit: null traits: - Uncommon - CG - Huge - Dragon - Earth type: Creature weaknesses: null - ability_mods: cha_mod: 7 con_mod: 6 dex_mod: 5 int_mod: 5 str_mod: 9 wis_mod: 5 ac: 42 ac_special: null alignment: NG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: The dragon gains 2 reactions at the start of each of their turns. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Extra Reaction range: null raw_description: '**Extra Reaction** The dragon gains 2 reactions at the start of each of their turns.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 37 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 37 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: 30 feet. A swirling vortex of reflected color and light shimmers around the crystal dragon. Creatures in this aura's emanation are __dazzled__. Each creature that ends its turn in the emanation must succeed at a DC 34 Will saving throw or be __stunned 1__ (or stunned 3 on a critical failure). Once a creature succeeds at this save, it is temporarily immune to the stunning effect for 1 minute. The crystal dragon can turn this aura on or off using a single action, which has the __concentrate__ trait, and it can choose not to affect allies. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Scintillating Aura range: null raw_description: '**Scintillating Aura** (__aura__, __evocation__, __incapacitation__, __primal__, __visual__) 30 feet. A swirling vortex of reflected color and light shimmers around the crystal dragon. Creatures in this aura''s emanation are __dazzled__. Each creature that ends its turn in the emanation must succeed at a DC 34 Will saving throw or be __stunned 1__ (or stunned 3 on a critical failure). Once a creature succeeds at this save, it is temporarily immune to the stunning effect for 1 minute. The crystal dragon can turn this aura on or off using a single action, which has the __concentrate__ trait, and it can choose not to affect allies.' requirements: null success: null traits: - aura - evocation - incapacitation - primal - visual trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The crystal dragon adjusts a wing to try to reflect the spell and gains a +4 circumstance bonus to AC against the triggering attack. If the attack misses, the spell is reflected back at the caster, who must roll a second ranged spell attack roll against their own AC to determine if the spell hits them instead. effects: null failure: null frequency: null full_description: null generic_description: null name: Reflect Spell range: null raw_description: '**Reflect Spell [Reaction]** **Trigger **The crystal dragon is targeted by a ranged spell attack roll; **Effect **The crystal dragon adjusts a wing to try to reflect the spell and gains a +4 circumstance bonus to AC against the triggering attack. If the attack misses, the spell is reflected back at the caster, who must roll a second ranged spell attack roll against their own AC to determine if the spell hits them instead.' requirements: null success: null traits: null trigger: The crystal dragon is targeted by a ranged spell attack roll - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action. effects: null failure: null frequency: null full_description: null generic_description: null name: Twisting Tail range: null raw_description: '**Twisting Tail [Reaction]** **Trigger **A creature within reach of the dragon''s tail uses a __move__ action or leaves a square during a move action it''s using; **Effect **The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature''s action.' requirements: null success: null traits: null trigger: A creature within reach of the dragon's tail uses a __move__ action or leaves a square during a move action it's using description: 'Good-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a source of great pride but is also something of a weakness, as crystal dragons are easily angered by insults about their appearance. Despite their relatively benign natures when compared to other true dragons, crystal dragons can be short tempered and prone to finding insults where none were intended. Although their opinions are changeable, crystal dragons prefer orderly environments and are not fond of sudden interruptions or distractions. Crystal dragons build their lairs in underground grottoes, where they cultivate environments of great beauty. Their exacting standards and vivid imaginations mean that they are always working to improve the appearance or layout of some part of their lair. These lairs are unique to each individual crystal dragon, but there are always plenty of reflective surfaces that allow the dragon to observe their own appearance. These range from crystals to reflecting pools to finely crafted mirrors, which are arranged throughout the lair in a pleasing array. Gifts of well-crafted or magical mirrors are an excellent way to curry favor with a crystal dragon. Although crystal dragons are easily distracted by their sparkling collections or their vanity, they remain good-hearted creatures at the core and make friends quickly. While a crystal dragon tends to find evil creatures uncouth and unpleasant, any other nearby denizen or inhabitant of their home could become fast friends or beloved pets, depending upon the creature''s capacity for conversation (and for providing the frequent praise and compliments that crystal dragons hunger for). **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 40 **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 40' hp: 275 hp_misc: null immunities: - paralyzed - sleep items: null knowledge_checks: dc: 40 skills: - Arcana - Nature languages: - Celestial - Common - Draconic - Terran - Undercommon level: 16 melee: - action_cost: One Action damage: formula: 3d8+17 type: slashing name: jaws plus_damage: - formula: 4d6 type: piercing to_hit: 33 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 3d8+17 type: slashing name: claw plus_damage: null to_hit: 33 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 2d10+17 type: slashing name: tail plus_damage: null to_hit: 31 traits: - magical - reach 25 feet name: Ancient Crystal Dragon perception: 28 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon breathes a flurry of piercing crystals that deals 17d6 piercing damage in a 50-foot cone (DC 38 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__sonic__, __evocation__, __primal__) The dragon breathes a flurry of piercing crystals that deals 17d6 piercing damage in a 50-foot cone (DC 38 basic Reflex save). They can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - sonic - evocation - primal trigger: null - action_cost: Free Action critical_failure: null critical_success: null description: null effect: "The dragon embeds transformative crystals in the creature's flesh. The\ \ creature must attempt a DC 37 Fortitude save. \n\n" effects: null failure: null frequency: The crystal dragon damages a creature made of flesh with a jaws Strike full_description: null generic_description: null name: Crystallize Flesh range: null raw_description: "**Crystallize Flesh** [Free Action] (__primal__, __transmutation__)\ \ **Trigger **The crystal dragon damages a creature made of flesh with a jaws\ \ Strike; **Frequency **three times per day; **Effect **The dragon embeds transformative\ \ crystals in the creature's flesh. The creature must attempt a DC 37 Fortitude\ \ save. \n\n**Critical Success **The target is unaffected. \n\n**Success **The\ \ target is __slowed 1__ for 1 round as portions of its flesh turn crystalline.\ \ \n\n**Failure **The target is slowed 1 and must attempt a Fortitude save at\ \ the end of each of its turns; this ongoing save has the __incapacitation__\ \ trait. On a failed save, the slowed condition value increases by 1 (or by\ \ 2 on a critical failure). A successful save reduces the slowed condition value\ \ by 1. A creature unable to act due to the slowed condition from Crystallize\ \ Flesh is __petrified__ permanently, transforming into a crystalline statue.\ \ The effect ends if the creature is petrified or the slowed condition is removed.\ \ \n\n**Critical Failure **As failure, but the target is initially slowed 2." requirements: null success: null traits: - primal - transmutation trigger: three times per day - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one tail Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one tail Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges their Breath Weapon whenever they critically hit with a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they critically hit with a Strike.' requirements: null success: null traits: null trigger: null ranged: null rarity: Rare resistances: - amount: 15 type: sonic ritual_lists: null saves: fort: 30 fort_misc: null misc: +1 status to all saves vs. magic ref: 27 ref_misc: null will: 29 will_misc: null sense_abilities: null senses: - Perception +28 - darkvision - scent (imprecise) 60 feet - tremorsense (imprecise) 60 feet size: Gargantuan skills: - bonus: 22 misc: null name: 'Acrobatics ' - bonus: 33 misc: null name: 'Athletics ' - bonus: 29 misc: null name: 'Deception ' - bonus: 29 misc: null name: 'Intimidation ' - bonus: 27 misc: null name: 'Nature ' - bonus: 28 misc: null name: 'Stealth ' - bonus: 26 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 92 page_stop: null speed: - amount: 60 type: Land - amount: 40 type: burrow - amount: 140 type: fly spell_lists: - dc: 37 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: null name: prismatic spray requirement: null - heightened_level: null level: 5 spells: - frequency: at will name: color spray requirement: null - frequency: at will name: glitterdust requirement: null - frequency: at will name: hypnotic pattern requirement: null - heightened_level: 7 level: 0 spells: - frequency: null name: dancing lights requirement: null to_hit: null traits: - Rare - NG - Gargantuan - Dragon - Earth - Elemental type: Creature weaknesses: null - 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 alignment: LG automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 39 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 39 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: Jaws only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: None critical_failure: null critical_success: null description: The dragon gains 2 reactions at the start of its turn each round. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Extra Reaction range: null raw_description: '**Extra Reaction** The dragon gains 2 reactions at the start of its turn each round.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon improves its result by one degree of success, turning a failure into a success or a critical failure into a normal failure. The dragon can't use this ability again for 1d4 rounds. effects: null failure: null frequency: null full_description: null generic_description: null name: Golden Luck range: null raw_description: '**Golden Luck** [Reaction] **Trigger** The gold dragon fails a saving throw. **Effect** The dragon improves its result by one degree of success, turning a failure into a success or a critical failure into a normal failure. The dragon can''t use this ability again for 1d4 rounds.' requirements: null success: null traits: null trigger: The gold dragon fails a saving throw. 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. When another metallic dragon faces a quandary or a foe beyond its own ability to overcome, its best option is often to seek the counsel of the eternally wise and gloriously righteous gold dragons. Locating these legendary beings is no easy task, however, for gold dragons are notoriously reclusive. Their intellect and wisdom is such that they prefer to ponder the great questions of life in seclusion, where they strive to formulate solutions to the world''s most pressing problems. As a result, gold dragons are sometimes absent when metallic dragons gather together, or are missing from tribunals where their counsel would be beneficial. Impatient dragons sometimes begrudge gold dragons for this apparent unreliability, but such aspersions are usually a result of jealousy rather than any true criticism; in their hearts, other dragons know that few gold dragons purposefully exclude themselves from truly important matters. A gold dragon''s incredible foresight and unparalleled enlightenment means they are unlikely to interfere in the business of individual mortals, though the rare person who captures the attention of a gold dragon is fortunate indeed, for there are few beings in the cosmos who can offer such prudent and considerate advice. Rulers and individuals in stations of high power have an easier time of garnering the aid of a gold dragon; entire wars have been avoided thanks to a gold dragon''s last-minute intermediation. Gold dragons are often found in warm grasslands and savannas, lands where they can enjoy long, meditative flights without attracting the attention of potential enemies. They tend to sleep either out in the open in a barren, remote place, or within a heavily secreted or fortified lair, such as a forgotten sink hole or in the labyrinthine caverns of a terrestrial chasm. Gold dragons may enlist trusted servants and allies to guard their lairs, though many live truly solitary lives, preferring to protect their hoards with nonlethal traps and magical wards. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 42' hp: 450 hp_misc: null immunities: - fire - paralyzed - sleep items: null knowledge_checks: dc: 42 skills: - Arcana languages: - Common - Draconic - Dwarven - Elven - Gnomish - Jotun - Sylvan level: 20 melee: - action_cost: One Action damage: formula: 4d12+17 type: piercing name: jaws plus_damage: - formula: 4d6 type: fire to_hit: 38 traits: - fire - magical - reach 20 feet - action_cost: One Action damage: formula: 4d10+17 type: slashing name: claw plus_damage: null to_hit: 38 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 4d10+15 type: slashing name: tail plus_damage: null to_hit: 36 traits: - magical - reach 25 feet - action_cost: One Action damage: formula: 2d12+15 type: piercing name: horns plus_damage: null to_hit: 36 traits: - agile - magical - reach 20 feet name: Ancient Gold Dragon perception: 36 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The gold dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: The dragon breathes a blast of flame in a 50-foot cone that deals 20d6 fire damage (DC 44 basic Reflex save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flame range: null raw_description: '**Flame** (__arcane__, __evocation__, __fire__); The dragon breathes a blast of flame in a 50-foot cone that deals 20d6 fire damage (DC 44 basic Reflex save).' requirements: null success: null traits: - arcane - evocation - fire trigger: null - action_cost: None critical_failure: null critical_success: null description: 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Weakening Gas range: null raw_description: '**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).' requirements: null success: null traits: - arcane - necromancy trigger: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: "**Breath Weapon ** [Two Actions] The gold dragon breathes in\ \ one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.\n\ \n * **Flame** (__arcane__, __evocation__, __fire__); The dragon breathes a\ \ blast of flame in a 50-foot cone that deals 20d6 fire damage (DC 44 basic\ \ Reflex save).\n\n * **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)." requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The gold dragon makes two claw Strikes and one horns Strike in any order effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The gold dragon makes two claw Strikes and one horns Strike in any order' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the gold dragon scores a critical hit with a strike, it recharges Breath Weapon. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** When the gold dragon scores a critical hit with a strike, it recharges Breath Weapon.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: 20 type: cold ritual_lists: null saves: fort: 37 fort_misc: null misc: +1 status to all saves vs. magic ref: 34 ref_misc: null will: 39 will_misc: null sense_abilities: null senses: - Perception +36 - darkvision - scent (imprecise) 80 feet size: Gargantuan skills: - bonus: 29 misc: null name: 'Acrobatics ' - bonus: 31 misc: null name: 'Arcana ' - bonus: 35 misc: null name: 'Athletics ' - bonus: 35 misc: null name: 'Diplomacy ' - bonus: 36 misc: null name: 'Medicine ' - bonus: 36 misc: null name: 'Religion ' - bonus: 35 misc: null name: 'Society ' source: - abbr: Bestiary page_start: 125 page_stop: null speed: - amount: 60 type: Land - amount: 200 type: fly - amount: 60 type: swim spell_lists: - dc: 41 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 10 spells: - frequency: null name: sunburst requirement: null - heightened_level: null level: 3 spells: - frequency: gems only name: locate requirement: null - heightened_level: null level: 1 spells: - frequency: evil only name: detect alignment requirement: null to_hit: null traits: - Uncommon - LG - Gargantuan - Dragon - Fire type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 37 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 37 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: 20 feet. After the dragon uses its Breath Weapon, a cloud of poison gas continues to emanate from its body for 1 round. Any creature that ends its turn in the miasma takes 4d6 poison damage (DC 37 basic Fortitude save). Any creature in the miasma is concealed and treats other creatures as concealed. The dragon can see through this concealment. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Miasma range: null raw_description: '**Miasma** (__aura__, __poison__); 20 feet. After the dragon uses its Breath Weapon, a cloud of poison gas continues to emanate from its body for 1 round. Any creature that ends its turn in the miasma takes 4d6 poison damage (DC 37 basic Fortitude save). Any creature in the miasma is concealed and treats other creatures as concealed. The dragon can see through this concealment.' requirements: null success: null traits: - aura - poison trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action. effects: null failure: null frequency: null full_description: null generic_description: null name: Twisting Tail range: null raw_description: '**Twisting Tail** [Reaction] **Trigger** A creature within reach of the dragon''s tail uses a move action or leaves a square during a move action it''s using. **Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature''s action.' requirements: null success: null traits: null trigger: A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using. 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. Though more open than their chromatic cousins to dealing with other creatures and dragons, green dragons prefer an isolated and quiet life. They tend to lair in the most forbidding parts of a forest, surrounded by tangled thickets, or else at the heart of some dismal gulch. If the terrain is suitable, some green dragons make their home in natural caves, which they expand to suit their needs. Green dragons'' pride leads them to see to the preservation of their forest homes. They feel that a verdant and lush forest is something that they alone have cultivated. This leads some green dragons to follow the path of druidism, though most prefer to study the arcane arts and occult lore. Most of them delve deeply into one particular field of study, and correspond with other scholars in the field by adopting a pen name that hides their true nature. Regardless of their chosen focus, green dragons seek to improve themselves, and their desire for knowledge makes them more likely to deal diplomatically with other creatures in order to obtain new information. Their hoards are typically well kept, organized, and filled with tomes of lore and scrolls of magic along with antiquities they collect for their own inscrutable reasons. Many of these treasures come from across the globe, and many an adventurer has survived an encounter with a green dragon by stroking its ego and plying it with rare artifacts or lost lore from ancient cultures. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 38' hp: 315 hp_misc: null immunities: - paralyzed - poison - sleep items: null knowledge_checks: dc: 38 skills: - Arcana languages: - Abyssal - Common - Draconic - Elven - Jotun - Sylvan level: 17 melee: - action_cost: One Action damage: formula: 3d12+15 type: piercing name: jaws plus_damage: - formula: 4d4 type: poison to_hit: 33 traits: - magical - poison - reach 20 feet - action_cost: One Action damage: formula: 3d10+15 type: slashing name: claw plus_damage: null to_hit: 33 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 3d10+13 type: bludgeoning name: tail plus_damage: null to_hit: 31 traits: - magical - reach 25 feet - action_cost: One Action damage: formula: 2d10+13 type: piercing name: horn plus_damage: null to_hit: 31 traits: - magical - reach 20 feet name: Ancient Green Dragon perception: 30 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon ** [Two Actions] (__arcane__, __evocation__, __poison__) 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.' requirements: null success: null traits: - arcane - evocation - poison trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one horn Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horn Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The green dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trackless Step range: null raw_description: '**Trackless Step** The green dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Woodland Stride range: null raw_description: '**Woodland Stride** The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 30 fort_misc: null misc: +1 status to all saves vs. magic ref: 29 ref_misc: null will: 32 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The dragon can Hide in natural environments even if it doesn't have cover. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Camouflage range: null raw_description: '**Camouflage** The dragon can Hide in natural environments even if it doesn''t have cover.' requirements: null success: null traits: null trigger: null senses: - Perception +30 - darkvision - scent (imprecise) 60 feet size: Gargantuan skills: - bonus: 25 misc: null name: 'Acrobatics ' - bonus: 32 misc: null name: 'Arcana ' - bonus: 30 misc: null name: 'Athletics ' - bonus: 27 misc: null name: 'Deception ' - bonus: 31 misc: null name: 'Diplomacy ' - bonus: 31 misc: null name: 'Intimidation ' - bonus: 28 misc: null name: 'Nature ' - bonus: 34 misc: null name: 'Occultism ' - bonus: 31 misc: null name: 'Society ' - bonus: 29 misc: camouflage name: 'Stealth ' source: - abbr: Bestiary page_start: 110 page_stop: null speed: - amount: 50 type: Land - amount: 200 type: fly - amount: 50 type: swim - amount: null type: trackless step - amount: null type: woodland stride spell_lists: - dc: 39 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: null name: dominate requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: charm requirement: null - frequency: null name: suggestion requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: entangle requirement: null to_hit: null traits: - Uncommon - LE - Gargantuan - Amphibious - Dragon type: Creature weaknesses: null - 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 alignment: CN automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 37 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 37 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack. effects: null failure: null frequency: null full_description: null generic_description: null name: Wing Deflection range: null raw_description: '**Wing Deflection [Reaction]** **Trigger **The dragon is targeted with an attack; **Effect **The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack.' requirements: null success: null traits: null trigger: The dragon is targeted with an attack description: 'Magma dragons have a reputation among other dragons for being unpredictable and brash. Their temperament and tendency for violent outbursts ensure that the typical magma dragon lives a solitary life, with hatchlings often bickering or fighting to establish dominance among themselves before they leave the nest. A magma dragon always has a reason for their outbursts and can always justify their sudden turns in mood, yet they rarely feel the need to do so. Magma dragons build lairs within volcanically active mountains or deep underground amid vast lakes of bubbling magma. As with all true dragons, magma dragons keep hoards of treasure, but the nature of their searing lairs limits the type of valuables they collect to metals, gems, and items capable of resisting the heat of a volcano''s core. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 43 **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 43' hp: 390 hp_misc: null immunities: - fire - paralyzed - sleep items: null knowledge_checks: dc: 43 skills: - Arcana - Nature languages: - Common - Draconic - Ignan - Terran - Undercommon level: 18 melee: - action_cost: One Action damage: formula: 3d10+16 type: piercing name: jaws plus_damage: - formula: 4d6 type: fire to_hit: 36 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 3d10+16 type: slashing name: claw plus_damage: null to_hit: 36 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 3d12+16 type: bludgeoning name: tail plus_damage: null to_hit: 34 traits: - magical - reach 25 feet - action_cost: One Action damage: formula: 3d10+16 type: piercing name: horns plus_damage: null to_hit: 34 traits: - magical - reach 20 feet name: Ancient Magma Dragon perception: 33 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon breathes a blast of magma that deals 10d6 fire damage and 5d12 bludgeoning damage in a 60-foot cone (DC 40 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__evocation__, __fire__, __primal__) The dragon breathes a blast of magma that deals 10d6 fire damage and 5d12 bludgeoning damage in a 60-foot cone (DC 40 basic Reflex save). They can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - evocation - fire - primal trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one horn Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horn Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A magma dragon's swim Speed functions only when the dragon is Swimming through magma or molten lava. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Magma Swim range: null raw_description: '**Magma Swim** A magma dragon''s swim Speed functions only when the dragon is Swimming through magma or molten lava.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: Once per day, the dragon can spit a molten boulder at a target within 120 feet. This deals 12d6 fire damage and 5d12 bludgeoning damage, with a DC 42 basic Reflex save. If the creature fails its save, it's encased in magma that instantly cools and has Hardness 10, HP 40, and BT 20. The encased creature can't breathe and is __restrained__ (__Escape__ DC 42). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Magma Tomb range: null raw_description: '**Magma Tomb** [Two Actions] Once per day, the dragon can spit a molten boulder at a target within 120 feet. This deals 12d6 fire damage and 5d12 bludgeoning damage, with a DC 42 basic Reflex save. If the creature fails its save, it''s encased in magma that instantly cools and has Hardness 10, HP 40, and BT 20. The encased creature can''t breathe and is __restrained__ (__Escape__ DC 42).' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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 5d6 __persistent fire damage__, and as long as it has this persistent fire damage, it also takes a -10-foot status penalty to its Speeds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Volcanic Purge range: null raw_description: '**Volcanic Purge** 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 5d6 __persistent fire damage__, and as long as it has this persistent fire damage, it also takes a -10-foot status penalty to its Speeds.' requirements: null success: null traits: null trigger: null ranged: null rarity: Rare resistances: - amount: 15 type: cold ritual_lists: null saves: fort: 34 fort_misc: null misc: +1 status to all saves vs. magic ref: 30 ref_misc: null will: 31 will_misc: null sense_abilities: null senses: - Perception +33 - darkvision - scent (imprecise) 60 feet size: Gargantuan skills: - bonus: 28 misc: null name: 'Acrobatics ' - bonus: 36 misc: null name: 'Athletics ' - bonus: 28 misc: null name: 'Deception ' - bonus: 34 misc: null name: 'Intimidation ' - bonus: 28 misc: null name: 'Nature ' - bonus: 28 misc: null name: 'Stealth ' - bonus: 29 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 95 page_stop: null speed: - amount: 50 type: Land - amount: 200 type: fly - amount: 50 type: magma swim spell_lists: - dc: 40 misc: '' name: Primal Innate Spells spell_groups: - heightened_level: null level: 8 spells: - frequency: at will name: burning hands requirement: null - frequency: null name: fireball requirement: null - frequency: at will name: wall of fire requirement: null - heightened_level: 8 level: 0 spells: - frequency: null name: produce flame requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: fire shield requirement: null to_hit: 32 traits: - Rare - CN - Gargantuan - Dragon - Elemental - Fire type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 10 feet, 4d6 fire damage (DC 39 basic Reflex) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dragon Heat range: null raw_description: '**Dragon Heat** (__arcane__, __aura__, __evocation__, __fire__); 10 feet, 4d6 fire damage (DC 39 basic Reflex)' requirements: null success: null traits: - arcane - aura - evocation - fire trigger: null - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 40 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 40 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: Jaws only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon makes all the choices to determine the targets, destination, or other effects of the spell, as though it were the caster. effects: null failure: null frequency: null full_description: null generic_description: null name: Redirect Fire range: null raw_description: '**Redirect Fire** [Reaction] (__abjuration__, __arcane__); Trigger A creature within 100 feet casts a fire spell, or a fire spell otherwise comes into effect from a source within 100 feet. **Effect** The dragon makes all the choices to determine the targets, destination, or other effects of the spell, as though it were the caster.' requirements: null success: null traits: - abjuration - arcane trigger: 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. Red dragons don''t deign to speak with lesser creatures; they simply dominate and burn, enslaving weaker creatures to act as servants and to look after their lairs while the dragons slumber away. They take pleasure in dominating these creatures, and they demand tribute from their supplicants. Those who anger or disappoint end up eaten or reduced to ash. They command their enslaved minions to constantly build onto their lairs, carving out new tunnels and designing cunning traps that ensure the dragon''s security. Driven by their arrogance, red dragons are the most likely of the chromatic dragons to ravage settlements. They want the world to see them in their rightful place as powerful tyrants, and they delight in threatening all other creatures. They have no qualms about bullying, manipulating, or killing to complete their goals—or simply intimidating others through a public display of brutality and dominance. As legendary as the brutishness of red dragons is the magnificence of their hoards of gold. Their lairs are often situated in dangerous places, with volcanoes being a favorite spot, as they find them foreboding and the constant warmth is comfortable. No matter the locale, red dragons sleep on a litter of coins and other treasures, which they zealously guard. Sometimes, the dragon''s internal heat causes these precious metals to fuse together. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 41' hp: 425 hp_misc: null immunities: - fire - paralyzed - sleep items: null knowledge_checks: dc: 41 skills: - Arcana languages: - Abyssal - Common - Draconic - Dwarven - Jotun - Orcish level: 19 melee: - action_cost: One Action damage: formula: 4d10+17 type: piercing name: jaws plus_damage: - formula: 3d6 type: fire to_hit: 37 traits: - fire - magical - reach 20 feet - action_cost: One Action damage: formula: 4d8+17 type: slashing name: claw plus_damage: null to_hit: 37 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 4d10+15 type: slashing name: tail plus_damage: null to_hit: 35 traits: - magical - reach 25 feet - action_cost: One Action damage: formula: 3d8+15 type: slashing name: wing plus_damage: null to_hit: 35 traits: - agile - magical - reach 20 feet name: Ancient Red Dragon perception: 35 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__arcane__, __evocation__, __fire__) 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.' requirements: null success: null traits: - arcane - evocation - fire trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one wing Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one wing Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Manipulate Flames range: null raw_description: '**Manipulate Flames** (__arcane__, __concentrate__, __transmutation__) 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.' requirements: null success: null traits: - arcane - concentrate - transmutation trigger: null ranged: null rarity: Uncommon resistances: - amount: 20 type: cold ritual_lists: null saves: fort: 35 fort_misc: null misc: +1 status to all saves vs. magic ref: 32 ref_misc: null will: 35 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: Smoke doesn't impair a red dragon's vision; it ignores the concealed condition from smoke. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Smoke Vision range: null raw_description: '**Smoke Vision** Smoke doesn''t impair a red dragon''s vision; it ignores the concealed condition from smoke.' requirements: null success: null traits: null trigger: null senses: - Perception +35 - darkvision - scent (imprecise) 60 feet - smoke vision size: Huge skills: - bonus: 30 misc: null name: 'Acrobatics ' - bonus: 35 misc: null name: 'Arcana ' - bonus: 37 misc: null name: 'Athletics ' - bonus: 35 misc: null name: 'Deception ' - bonus: 35 misc: null name: 'Diplomacy ' - bonus: 37 misc: null name: 'Intimidation ' - bonus: 33 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 112 page_stop: null speed: - amount: 60 type: Land - amount: 180 type: fly spell_lists: - dc: 42 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 8 spells: - frequency: at will name: wall of fire requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: suggestion requirement: null - heightened_level: 9 level: 0 spells: - frequency: null name: detect magic requirement: null - frequency: null name: read aura requirement: null to_hit: null traits: - Uncommon - CE - Huge - Dragon - Fire type: Creature weaknesses: null - 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 alignment: LG automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 40 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 40 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: 15 feet, 3d6 cold damage. The silver dragon can turn this aura on or off as a single action, which has the concentrate trait, and can choose not to affect allies within the aura. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cold Aura range: null raw_description: '**Cold Aura** (__cold__, __aura__) 15 feet, 3d6 cold damage. The silver dragon can turn this aura on or off as a single action, which has the concentrate trait, and can choose not to affect allies within the aura.' requirements: null success: null traits: - cold - aura trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The spell is reflected back upon the caster, with the effect of __spell turning__. effects: null failure: null frequency: null full_description: null generic_description: null name: Reflect Spell range: null raw_description: '**Reflect Spell** [Reaction] **Trigger** The silver dragon critically succeeds at a saving throw against a spell, or a caster trying to target the dragon critically fails their attack roll. **Effect** The spell is reflected back upon the caster, with the effect of __spell turning__.' requirements: null success: null traits: null trigger: The silver dragon critically succeeds at a saving throw against a spell, or a caster trying to target the dragon critically fails their attack roll. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete. effects: null failure: null frequency: null full_description: null generic_description: null name: Wing Deflection range: null raw_description: '**Wing Deflection** [Reaction] **Trigger** The silver dragon is targeted with an attack. **Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete.' requirements: null success: null traits: null trigger: The silver dragon is targeted with an attack. 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. Silver dragons are sleek and sinuous. Their hides resemble nothing so much as a suit of gleaming armor, lending further credence to the popular myth that silver dragons are the paladins of dragonkind. The zeal with which they seek out, confront, and defeat evil is unsurpassed even among their metallic cousins, and they adhere to strict codes of honor usually passed down from parent to hatchling. On occasion, they instead learn these codes from trusted mentors, usually other silver dragons or gold dragons. As they age, they become even more dedicated to their codes, often adding new and even more restrictive clauses to the systems that guide their behavior. Silver dragons are incredibly altruistic and regularly consort with the citizens of goodly societies, of which they consider themselves protectors and guides. In addition to responding to evil threats, silver dragons work to prevent evil from taking root in the first place, and they ensure mortals under their care are well fed, educated, and treated with dignity. Although silver dragons can seem overzealous or even eager to join the fight against evil, they know that the best way to rid the world of corruption is to stamp out strife and disillusionment at their source, not to passively sit back and watch it grow into an unsolvable problem. Silver dragons can be vindictive, but they can also be forgiving; for evildoers who seek to atone for their sins and turn over a new leaf, the support of a silver dragon is both unwavering and invaluable. Many silver dragons are also drawn to religious endeavors, venerating deities such as Iomedae, Sarenrae, and other deities concerned with justice, virtue, and redemption. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 41' hp: 410 hp_misc: null immunities: - cold - paralyzed - sleep items: null knowledge_checks: dc: 41 skills: - Arcana languages: - Aquan - Common - Draconic - Dwarven - Sylvan level: 19 melee: - action_cost: One Action damage: formula: 4d10+17 type: piercing name: jaws plus_damage: - formula: 4d6 type: cold to_hit: 37 traits: - cold - magical - reach 20 feet - action_cost: One Action damage: formula: 4d8+17 type: slashing name: claw plus_damage: null to_hit: 37 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 3d10+15 type: bludgeoning name: tail plus_damage: null to_hit: 35 traits: - magical - reach 25 feet name: Ancient Silver Dragon perception: 32 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The silver dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: The dragon breathes a cloud of frost in a 50-foot cone that deals 20d6 cold damage (DC 42 basic Reflex save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Frost range: null raw_description: '**Frost** (__arcane__, __cold__, __evocation__); The dragon breathes a cloud of frost in a 50-foot cone that deals 20d6 cold damage (DC 42 basic Reflex save).' requirements: null success: null traits: - arcane - cold - evocation trigger: null - action_cost: None critical_failure: null critical_success: null description: 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Paralyzing Gas range: null raw_description: '**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).' requirements: null success: null traits: - arcane - enchantment - incapacitation trigger: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: "**Breath Weapon** [Two Actions] The silver dragon breathes\ \ in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.\ \ \n\n * **Frost** (__arcane__, __cold__, __evocation__); The dragon breathes\ \ a cloud of frost in a 50-foot cone that deals 20d6 cold damage (DC 42 basic\ \ Reflex save).\n\n * **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)." requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The silver dragon can tread on clouds or fog as though on solid ground. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cloud Walk range: null raw_description: '**Cloud Walk** The silver dragon can tread on clouds or fog as though on solid ground.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The silver dragon makes two claw Strikes and one tail Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The silver dragon makes two claw Strikes and one tail Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the silver dragon scores a critical hit with a Strike, it recharges its Breath Weapon. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** When the silver dragon scores a critical hit with a Strike, it recharges its Breath Weapon.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: 15 type: fire ritual_lists: null saves: fort: 34 fort_misc: null misc: +1 status to all saves vs. magic ref: 31 ref_misc: null will: 34 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The silver dragon ignores the concealed condition from fog and clouds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fog Vision range: null raw_description: '**Fog Vision** The silver dragon ignores the concealed condition from fog and clouds.' requirements: null success: null traits: null trigger: null senses: - Perception +32 - darkvision - fog vision - scent (imprecise) 60 feet size: Gargantuan skills: - bonus: 27 misc: null name: 'Acrobatics ' - bonus: 38 misc: null name: 'Athletics ' - bonus: 34 misc: null name: 'Diplomacy ' - bonus: 37 misc: null name: 'Intimidation ' - bonus: 33 misc: null name: 'Medicine ' - bonus: 32 misc: null name: 'Religion ' - bonus: 30 misc: null name: 'Society ' source: - abbr: Bestiary page_start: 127 page_stop: null speed: - amount: 60 type: Land - amount: 180 type: fly - amount: null type: cloud walk spell_lists: - dc: 40 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: evil only name: detect alignment requirement: null to_hit: null traits: - Uncommon - LG - Gargantuan - Cold - Dragon type: Creature weaknesses: null - ability_mods: cha_mod: 6 con_mod: 7 dex_mod: 5 int_mod: 6 str_mod: 10 wis_mod: 8 ac: 45 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 40 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 40 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: Jaws only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'While the other primal dragons hail from the Elemental Planes, the cruel and unceasingly malicious umbral dragons originate in the depths of the Shadow Plane. Their sleek black scales and serpentine grace allow them to strike from hiding, and they are known for playing with their prey before finally finishing it. These creatures of shadowy energy and unwholesome appetites prefer the necrotic flesh of undead creatures to any other meal. This strange hunger can be of accidental benefit to nearby humanoid societies, but ultimately they hunt and kill undead creatures for the taste, rather than out of any desire to protect others from the undead. The benefit is always short-lived, however. When umbral dragons exhaust their preferred prey, they turn on whatever living creatures happen to be nearby. Umbral dragons sometimes go to great lengths to obtain their favorite meals, even creating undead creatures that they then feast upon. For all their power, umbral dragons are uninterested in fair battles. When faced with foes that pose any kind of actual danger to them, umbral dragons flee into the shadows and seek to strike back through pawns or minions rather than risk their own lives. Their treasure hoards are varied and diverse, often augmented by loot stolen from crypts the dragons have turned into feeding grounds. They have a strong respect for and interest in traditions and heirlooms, and they often seek to augment their hoards with items of great value that have been handed down through the generations of those whose corpses and ghosts they''ve fed upon. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 45' hp: 375 hp_misc: null immunities: - negative - paralyzed - sleep items: null knowledge_checks: dc: 45 skills: - Arcana languages: - Common - Daemonic - Draconic - Necril - Shadowtongue level: 20 melee: - action_cost: One Action damage: formula: 4d10+18 type: piercing name: jaws plus_damage: - formula: 4d6 type: negative and drain vigor to_hit: 38 traits: - negative - magical - reach 20 feet - action_cost: One Action damage: formula: 4d10+18 type: slashing name: claw plus_damage: null to_hit: 38 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 4d12+18 type: slashing name: tail plus_damage: null to_hit: 36 traits: - magical - reach 25 feet - action_cost: One Action damage: formula: 3d10+18 type: slashing name: wing plus_damage: null to_hit: 36 traits: - agile - magical - reach 20 feet name: Ancient Umbral Dragon perception: 36 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The umbral dragon breathes in one of two ways. They can't use Breath Weapon again for 1d4 rounds. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: The dragon breathes a blast of darkness in a 50-foot cone that deals 21d6 negative damage (DC 42 basic Reflex save). Undead creatures take 25d6 force damage instead of the negative damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Negative range: null raw_description: '**Negative **(__necromancy__, __negative__, __primal__) The dragon breathes a blast of darkness in a 50-foot cone that deals 21d6 negative damage (DC 42 basic Reflex save). Undead creatures take 25d6 force damage instead of the negative damage.' requirements: null success: null traits: - necromancy - negative - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: "The dragon breathes a blast of shadows in a 50-foot cone. Each\ \ creature within the cone must attempt a DC 42 Fortitude save. \n\n**Critical\ \ Success **The creature is unaffected. \n\n**Success **The creature is __enfeebled\ \ 3__ for 1 round. \n\n**Failure **The creature is enfeebled 3 for 1 minute.\ \ \n\n**Critical Failure **The creature is enfeebled 3 for 1 minute and __blinded__\ \ for 1 round." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shadows range: null raw_description: "**Shadows **(__necromancy__, __primal__, __shadow__) The dragon\ \ breathes a blast of shadows in a 50-foot cone. Each creature within the\ \ cone must attempt a DC 42 Fortitude save. \n\n**Critical Success **The creature\ \ is unaffected. \n\n**Success **The creature is __enfeebled 3__ for 1 round.\ \ \n\n**Failure **The creature is enfeebled 3 for 1 minute. \n\n**Critical\ \ Failure **The creature is enfeebled 3 for 1 minute and __blinded__ for 1\ \ round." requirements: null success: null traits: - necromancy - primal - shadow trigger: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: "**Breath Weapon** [Two Actions] The umbral dragon breathes\ \ in one of two ways. They can't use Breath Weapon again for 1d4 rounds.\n\n\ \ * **Negative **(__necromancy__, __negative__, __primal__) The dragon breathes\ \ a blast of darkness in a 50-foot cone that deals 21d6 negative damage (DC\ \ 42 basic Reflex save). Undead creatures take 25d6 force damage instead of\ \ the negative damage.\n\n * **Shadows **(__necromancy__, __primal__, __shadow__)\ \ The dragon breathes a blast of shadows in a 50-foot cone. Each creature within\ \ the cone must attempt a DC 42 Fortitude save. \n\n**Critical Success **The\ \ creature is unaffected. \n\n**Success **The creature is __enfeebled 3__ for\ \ 1 round. \n\n**Failure **The creature is enfeebled 3 for 1 minute. \n\n**Critical\ \ Failure **The creature is enfeebled 3 for 1 minute and __blinded__ for 1 round." requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one wing Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one wing Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the dragon deals negative damage to a living creature with its jaws Strike, the umbral dragon gains 20 temporary Hit Points and the creature must succeed at a DC 41 Fortitude save or become __enfeebled 2__. Further damage dealt by the dragon's jaws Strike increases the enfeebled condition value by 2 on a failed save, to a maximum of enfeebled 4. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drain Vigor range: null raw_description: '**Drain Vigor** (__primal__, __necromancy__) When the dragon deals negative damage to a living creature with its jaws Strike, the umbral dragon gains 20 temporary Hit Points and the creature must succeed at a DC 41 Fortitude save or become __enfeebled 2__. Further damage dealt by the dragon''s jaws Strike increases the enfeebled condition value by 2 on a failed save, to a maximum of enfeebled 4.' requirements: null success: null traits: - primal - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null description: An umbral dragon's Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune, and an umbral dragon's jaws deal an additional 8d6 force damage to __undead__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ghost Bane range: null raw_description: '**Ghost Bane** An umbral dragon''s Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune, and an umbral dragon''s jaws deal an additional 8d6 force damage to __undead__.' requirements: null success: null traits: null trigger: null ranged: null rarity: Rare resistances: null ritual_lists: - dc: 42 misc: null name: Rituals spell_groups: - heightened_level: null level: 2 spells: - frequency: shadows only name: create undead requirement: null to_hit: null saves: fort: 35 fort_misc: null misc: +1 status to all saves vs. magic ref: 33 ref_misc: null will: 38 will_misc: null sense_abilities: null senses: - Perception +36 - greater darkvision - scent (imprecise) 60 feet - tremorsense (imprecise) 60 feet size: Gargantuan skills: - bonus: 33 misc: null name: 'Acrobatics ' - bonus: 38 misc: null name: 'Athletics ' - bonus: 34 misc: null name: 'Deception ' - bonus: 36 misc: null name: 'Intimidation ' - bonus: 34 misc: null name: 'Nature ' - bonus: 35 misc: null name: 'Stealth ' - bonus: 34 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 97 page_stop: null speed: - amount: 60 type: Land - amount: 200 type: fly spell_lists: - dc: 42 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 10 spells: - frequency: null name: massacre requirement: null - heightened_level: null level: 9 spells: - frequency: at will name: darkness requirement: null - frequency: null name: finger of death requirement: null - heightened_level: null level: 8 spells: - frequency: at will name: vampiric exsanguination requirement: null - heightened_level: 10 level: 0 spells: - frequency: null name: detect magic requirement: null to_hit: null traits: - Rare - NE - Gargantuan - Dragon - Shadow type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 50 feet. After the dragon uses its Breath Weapon, a fierce blizzard of blinding snow surrounds its body for 1 round. Everything in the aura is diffcult terrain for other creatures that are on the ground, climbing, or flying. The blowing snow also makes all creatures in the area concealed. While the blizzard rages, the dragon's dragon chill extends to the full area of the blizzard. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Blizzard range: null raw_description: '**Blizzard** (__arcane__, __aura__, __cold__); 50 feet. After the dragon uses its Breath Weapon, a fierce blizzard of blinding snow surrounds its body for 1 round. Everything in the aura is diffcult terrain for other creatures that are on the ground, climbing, or flying. The blowing snow also makes all creatures in the area concealed. While the blizzard rages, the dragon''s dragon chill extends to the full area of the blizzard.' requirements: null success: null traits: - arcane - aura - cold trigger: null - action_cost: None critical_failure: null critical_success: null description: 10 feet, 3d6 cold damage (DC 34 basic Reflex) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dragon Chill range: null raw_description: '**Dragon Chill** (__arcane__, __aura__, __cold__, __evocation__); 10 feet, 3d6 cold damage (DC 34 basic Reflex)' requirements: null success: null traits: - arcane - aura - cold - evocation trigger: null - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 34 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 34 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon's blood sprays on the creature, dealing 3d6 cold damage. A creature that takes cold damage in this way is slowed 1 for 1 round. effects: null failure: null frequency: null full_description: null generic_description: null name: Freezing Blood range: null raw_description: '**Freezing Blood** [Reaction] (__arcane__, __cold__); **Trigger** An adjacent creature deals piercing or slashing damage to the dragon. **Effect** The dragon''s blood sprays on the creature, dealing 3d6 cold damage. A creature that takes cold damage in this way is slowed 1 for 1 round.' requirements: null success: null traits: - arcane - cold trigger: An adjacent creature deals piercing or slashing damage to the dragon. 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. Thankfully, white dragons prefer very cold, remote locations that are far from people. Dwelling on glacial mountaintops or in ice caverns beneath forbidding tundra, they treat the lands around them as their own personal hunting grounds. They fly out to feed or terrorize other creatures, especially those who trespass near the dragon''s territory, then bring any treasure back to be displayed in icy niches in their lairs. They collect all kinds of valuables, with a slight preference for items with high utility—such as tools, trade goods, and fine food—over coins or jewels. The ability to shape ice lets white dragons rearrange their lairs exactly to their specifications, and they take great pride in how they''ve decorated their homes over the years. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 36' hp: 330 hp_misc: null immunities: - cold - paralyzed - sleep items: null knowledge_checks: dc: 36 skills: - Arcana languages: - Common - Draconic - Jotun level: 15 melee: - action_cost: One Action damage: formula: 3d12+16 type: piercing name: jaws plus_damage: - formula: 3d6 type: cold to_hit: 31 traits: - cold - magical - reach 15 feet - action_cost: One Action damage: formula: 3d10+16 type: slashing name: claw plus_damage: null to_hit: 31 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 2d10+14 type: bludgeoning name: tail plus_damage: null to_hit: 29 traits: - magical - reach 20 feet name: Ancient White Dragon perception: 30 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon ** [Two Actions] (__arcane__, __cold__, __evocation__) 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.' requirements: null success: null traits: - arcane - cold - evocation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one tail Strike in any order effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one tail Strike in any order' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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 37 Reflex save or fall prone and take 5d6 bludgeoning damage. The dragon can then Step. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ground Slam range: null raw_description: '**Ground Slam** 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 37 Reflex save or fall prone and take 5d6 bludgeoning damage. The dragon can then Step.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ice Climb range: null raw_description: '**Ice Climb** 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shape Ice range: null raw_description: '**Shape Ice** [Two Actions] (__arcane__, __transmutation__, __water__) 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.' requirements: null success: null traits: - arcane - transmutation - water trigger: null ranged: null rarity: Uncommon resistances: - amount: 15 type: fire ritual_lists: null saves: fort: 30 fort_misc: null misc: +1 status to all saves vs. magic ref: 26 ref_misc: null will: 24 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: Snow doesn't impair a white dragon's vision; it ignores concealment from snowfall. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Snow Vision range: null raw_description: '**Snow Vision** Snow doesn''t impair a white dragon''s vision; it ignores concealment from snowfall.' requirements: null success: null traits: null trigger: null senses: - Perception +30 - darkvision - scent (imprecise) 60 feet - snow vision size: Huge skills: - bonus: 24 misc: null name: 'Acrobatics ' - bonus: 23 misc: null name: 'Arcana ' - bonus: 31 misc: null name: 'Athletics ' - bonus: 28 misc: null name: 'Intimidation ' - bonus: 26 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 115 page_stop: null speed: - amount: 40 type: Land - amount: 160 type: fly - amount: 40 type: ice climb spell_lists: - dc: 36 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: at will name: wall of ice requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: obscuring mist requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: gust of wind requirement: null to_hit: null traits: - Uncommon - CE - Huge - Cold - Dragon type: Creature weaknesses: null - ability_mods: cha_mod: 6 con_mod: 3 dex_mod: 4 int_mod: 0 str_mod: -5 wis_mod: 2 ac: 24 ac_special: null alignment: NE automatic_abilities: null description: 'An animate dream coalesces from centuries of stray fragments of reverie and dream left behind as slumbering minds drift through the __Dimension of Dreams__. In most cases, these fragments simply disperse on their own, but when dreamers flee from nightmares back to the waking world, these fragments can take on a supernatural life of their own. They have little reasoning and intent except to seek similar fragments, absorb them, and grow. When enough of them gather together, they merge into a horrific form as an animate dream. Individually, animate dreams can hold a wide range of appearances, but most take on rudimentary shapes akin to the living forms of the minds that spawned them. Animate dreams that rise from slumbering humanoids, the most commonly encountered, thus appear humanoid, but with distorted, nightmarish shapes that incorporate additional twisted limbs and frightening features. In these forms, animate dreams find their way out of the Dreamlands and into the waking world, only to discover they have no way of returning and suffer a relentless hunger that only new nightmares can sate. An animate dream thrives on the terror fueled by nightmares and fear and uses its supernatural abilities to invoke such feelings in the minds of its victims, cursing its prey by creating a permanent link to that individual''s dreams. Thereafter, the victim is subjected to all manner of reoccurring nightmares. As the nightmares continue, the victim finds it more and more difficult to remain awake. In the end, the victim plunges into an accursed slumber from which it cannot return. These victims provide the animate dream with the purest form of fear and are its preferred sustenance. An animate dream can subsist on the ambient fear generated by regular nightmares, but these lesser fears aren''t as satisfying, often driving the animate dream to seek out new victims. Left without a source of fear, an animate dream won''t starve to death, but it will grow increasingly violent and desperate. Famished animate dreams are the ones most often encountered, as they have been forced to abandon subtlety to pursue more blatant methods of harvesting fear. Yet such animate dreams also tend to be the least powerful of their kind. Those who have grown metaphysically fat on fear have generally done so by adopting a specific nightmare theme, such as being buried alive, being swept away by ocean waves, or being consumed by wild beasts. Such animate dreams often have similarly themed innate spells to augment their powers.' hp: 110 hp_misc: null immunities: - disease - paralyzed - poison - precision - sleep items: null languages: null level: 8 melee: - action_cost: One Action damage: formula: 4d8 type: negative name: nightmare tendril plus_damage: - formula: null type: endless nightmare to_hit: 20 traits: - agile - finesse name: Animate Dream perception: 14 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: An animate dream's touch fills the victim's mind with terrifying visions; **Saving Throw **DC 26 Fortitude; **Stage 1 **__fatigued__ (1 day); **Stage 2 **fatigued and __stupefied 1__ (1 day); **Stage 3** The victim falls __asleep__ and can't be awakened as long as they remain at this stage (1 day). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Endless Nightmare range: null raw_description: '**Endless Nightmare** (__curse__, __emotion__, __enchantment__, __fear__, __mental__, __occult__) An animate dream''s touch fills the victim''s mind with terrifying visions; **Saving Throw **DC 26 Fortitude; **Stage 1 **__fatigued__ (1 day); **Stage 2 **fatigued and __stupefied 1__ (1 day); **Stage 3** The victim falls __asleep__ and can''t be awakened as long as they remain at this stage (1 day).' requirements: null success: null traits: - curse - emotion - enchantment - fear - mental - occult trigger: null ranged: null rarity: Uncommon resistances: - amount: 5 type: all (except force - amount: null type: ghost touch - amount: null type: or negative - amount: null type: double resistance vs. non-magical) ritual_lists: null saves: fort: 15 fort_misc: null misc: +1 status to all saves vs. magic ref: 18 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +14 - darkvision size: Medium skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 18 misc: null name: 'Deception ' - bonus: 18 misc: null name: 'Intimidation ' - bonus: 12 misc: null name: 'Occultism ' - bonus: 18 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 18 page_stop: null speed: - amount: 40 type: fly spell_lists: - dc: 26 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: confusion requirement: null - frequency: at will name: dimension door requirement: null - frequency: null name: nightmare requirement: null - frequency: null name: phantasmal killer requirement: null - frequency: null name: sleep requirement: null - heightened_level: null level: 3 spells: - frequency: null name: fear requirement: null to_hit: null traits: - Uncommon - NE - Medium - Dream - Incorporeal type: Creature weaknesses: null - ability_mods: cha_mod: -5 con_mod: 4 dex_mod: -3 int_mod: -5 str_mod: 3 wis_mod: 0 ac: 17 ac_special: - descr: 13 when broken alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Like normal objects, an animated armor has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated armor is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 13. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Construct Armor range: null raw_description: '**Construct Armor** Like normal objects, an animated armor has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated armor is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 13.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 16' hp: 20 hp_misc: null immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 16 skills: - Arcana - Crafting languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d8+4 type: slashing name: glaive plus_damage: null to_hit: 11 traits: - deadly 1d8 - forceful - magical - reach 10 feet - action_cost: One Action damage: formula: 1d6+4 type: bludgeoning name: gauntlet plus_damage: null to_hit: 9 traits: - agile - free-hand - magical name: Animated Armor perception: 6 proactive_abilities: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 3 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +6 - darkvision size: Medium skills: - bonus: 9 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 20 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - N - Medium - Construct - Mindless type: Creature weaknesses: null - ability_mods: cha_mod: -5 con_mod: 0 dex_mod: 1 int_mod: -5 str_mod: 0 wis_mod: 0 ac: 16 ac_special: - descr: 14 when broken alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Like normal objects, an animated broom has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated broom is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 14. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Construct Armor range: null raw_description: '**Construct Armor** Like normal objects, an animated broom has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated broom is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 14.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 13' hp: 6 hp_misc: null immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 13 skills: - Arcana - Crafting languages: null level: -1 melee: - action_cost: One Action damage: formula: 1d4 type: bludgeoning name: bristles plus_damage: - formula: null type: dust to_hit: 6 traits: - agile - magical - finesse name: Animated Broom perception: 3 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dust range: null raw_description: '**Dust** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 3 fort_misc: null misc: null ref: 6 ref_misc: null will: 3 will_misc: null sense_abilities: null senses: - Perception +3 - darkvision size: Small skills: - bonus: 5 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 20 page_stop: null speed: - amount: 15 type: Land spell_lists: null traits: - N - Small - Construct - Mindless type: Creature weaknesses: null - ability_mods: cha_mod: -5 con_mod: 5 dex_mod: -2 int_mod: -5 str_mod: 4 wis_mod: 0 ac: 19 ac_special: - descr: 15 when broken alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Like normal objects, an animated statue has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated statue is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 15. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Construct Armor range: null raw_description: '**Construct Armor** Like normal objects, an animated statue has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated statue is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 15.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 18' hp: 35 hp_misc: null immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 18 skills: - Arcana - Crafting languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d8+6 type: bludgeoning name: fist plus_damage: - formula: null type: Grab to_hit: 11 traits: - magical name: Animated Statue perception: 9 proactive_abilities: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 5 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +9 - darkvision size: Medium skills: - bonus: 11 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 21 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - N - Medium - Construct - Earth - Mindless type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 18' hp: 40 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Nature languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d8+4 type: piercing name: mandibles plus_damage: - formula: 1d6 type: acid to_hit: 13 traits: - acid name: Ankhrav perception: 7 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Armor-Rending Bite range: null raw_description: '**Armor-Rending Bite** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The ankhrav spews acid in a 30-foot cone, dealing 3d6 acid damage and 1d6 persistent acid damage (DC 20 basic Reflex save). effects: null failure: null frequency: once per hour full_description: null generic_description: null name: Spray Acid range: null raw_description: '**Spray Acid** [Two Actions] (__acid__) **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).' requirements: null success: null traits: - acid trigger: null ranged: - action_cost: One Action damage: formula: 3d6 type: acid name: acid spit plus_damage: null to_hit: 10 traits: - acid - range 30 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 8 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +7 - darkvision - tremorsense (imprecise) 60 feet size: Large skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 11 misc: null name: 'Athletics ' - bonus: 8 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 22 page_stop: null speed: - amount: 25 type: Land - amount: 20 type: burrow spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 4 dex_mod: 8 int_mod: 2 str_mod: 7 wis_mod: 2 ac: 36 ac_special: null alignment: LE automatic_abilities: null description: 'Ankous are shadowy killers who serve powerful fey creatures, or even the Eldest— the demigods of the First World. Amid the courts of the Eldest or of powerful fey rulers, these sinister assassins lurk overhead as they await the call to action—implied threats akin to deadly weapons hung as decor in a royal hall. Ankous never speak aloud; when they feel the need to communicate at all, they do so in a telepathic whisper directly into a victim''s mind. While an ankou''s body is made of strange, fleshy material, their claws and the cruel hooks on their wings are made of razor-sharp cold iron, a quality that makes them much feared among other fey. A typical ankou is 10 feet tall and has an 8-foot wingspan but weighs less than 80 pounds. While most ankous serve powerful masters, some of these murderous fey are left to their own devices and serve none but their own capricious, cruel whims. In some cases, their master may have been slain, while in others the ankou may have been released from service for any number of reasons. An ankou left to indulge their own whims unrestrained is often the most dangerous ankou of them all! **__Recall Knowledge - Fey__ (__Nature__)**: DC 32' hp: 280 hp_misc: null immunities: null items: null knowledge_checks: dc: 32 skills: - Nature languages: - Aklo - Common - Sylvan - (can't speak any languages) - telepathy 100 feet level: 14 melee: - action_cost: One Action damage: formula: 3d6+15 type: slashing name: claw plus_damage: null to_hit: 29 traits: - agile - cold iron - action_cost: One Action damage: formula: 2d6+15 type: piercing name: wing plus_damage: - formula: 2d6 type: persistent bleed to_hit: 29 traits: - cold iron - reach 10 feet name: Ankou perception: 25 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: For each action spent to use this ability, the ankou creates one shadowy duplicate of themself anywhere within 60 feet of themself. Shadow doubles have the same statistics as an ankou, but they have the __summoned__ trait, have 84 Hit Points, can't use Shadow Doubles or innate spells, and have an attack bonus of +25 for their Strikes. A shadow double that attempts a saving throw against a __light__ effect can't get a result better than failure. Each double remains for 1 round, until it's reduced to 0 Hit Points, or until it moves further than 120 feet from the ankou, whichever comes first. Each round thereafter, the ankou can spend a single action that has the __concentrate__ trait to extend the duration of surviving duplicates by 1 round, to a maximum duration of 1 minute. The ankou can see through the eyes of all of the shadow doubles at once. A character who __Seeks__ can identify an ankou as real or a shadow double with a successful DC 39 Perception check. effects: null failure: null frequency: once per day full_description: null generic_description: null name: Shadow Doubles range: null raw_description: '**Shadow Doubles** to (__illusion__, __occult__, __shadow__) **Frequency **once per day; **Effect **For each action spent to use this ability, the ankou creates one shadowy duplicate of themself anywhere within 60 feet of themself. Shadow doubles have the same statistics as an ankou, but they have the __summoned__ trait, have 84 Hit Points, can''t use Shadow Doubles or innate spells, and have an attack bonus of +25 for their Strikes. A shadow double that attempts a saving throw against a __light__ effect can''t get a result better than failure. Each double remains for 1 round, until it''s reduced to 0 Hit Points, or until it moves further than 120 feet from the ankou, whichever comes first. Each round thereafter, the ankou can spend a single action that has the __concentrate__ trait to extend the duration of surviving duplicates by 1 round, to a maximum duration of 1 minute. The ankou can see through the eyes of all of the shadow doubles at once. A character who __Seeks__ can identify an ankou as real or a shadow double with a successful DC 39 Perception check. ' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: An ankou's Strikes deal an additional 2d6 precision damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** An ankou''s Strikes deal an additional 2d6 precision damage to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 23 fort_misc: null misc: null ref: 28 ref_misc: null will: 24 will_misc: null sense_abilities: null senses: - Perception +25 - lifesense 120 feet - low-light vision size: Large skills: - bonus: 28 misc: null name: 'Acrobatics ' - bonus: 25 misc: null name: 'Deception ' - bonus: 27 misc: null name: 'Intimidation ' - bonus: 22 misc: null name: 'Nature ' - bonus: 28 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 19 page_stop: null speed: - amount: 75 type: fly spell_lists: - dc: 34 misc: '' name: Primal Innate Spells spell_groups: - heightened_level: null level: 8 spells: - frequency: null name: discern location requirement: null - heightened_level: null level: 7 spells: - frequency: null name: prismatic spray requirement: null - frequency: null name: teleport requirement: null - heightened_level: null level: 6 spells: - frequency: null name: true seeing requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: darkness requirement: null - frequency: null name: dimensional anchor requirement: null - heightened_level: null level: 2 spells: - frequency: null name: silence requirement: null - heightened_level: null level: 1 spells: - frequency: null name: ray of enfeeblement requirement: null to_hit: 26 traits: - LE - Large - Fey type: Creature weaknesses: - amount: 10 type: cold iron - 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 alignment: N 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. Ankylosauruses have few natural predators, as their bony hides are covered in spiked nubs that jut in many different directions to discourage larger creatures from biting them. They have mighty tails ending in an immense knot of bone, which they use to whip at threats with incredible speed and power. While these low-to-the-ground dinosaurs can trample human-sized or smaller foes, their relatively squat stance prevents them from doing so against larger targets. An ankylosaurus is about 30 feet long, 10 feet tall at the shoulder, and weighs over 3 tons. The ankylosaurus is the largest of the heavily armored dinosaurs called ankylosaurids, but smaller versions exist as well. Still Large in size, these smaller dinosaurs, such as the 16-foot long pinacosaurus, lack the trample ability and are rarely above 4th level. Regardless of size, ankylosaurids tend to be relatively muted in coloration, with mixes of black, brown, and gray. When captive, an ankylosaurus''s keeper might paint its scales bright colors to signify to others that is not a wild creature. **__Recall Knowledge - Animal__ (__Nature__)**: DC 22' hp: 90 hp_misc: null immunities: null items: null knowledge_checks: dc: 22 skills: - Nature languages: null level: 6 melee: - action_cost: One Action damage: formula: 2d8+7 type: bludgeoning name: tail plus_damage: - formula: null type: punishing tail to_hit: 17 traits: - backswing - reach 15 feet - action_cost: One Action damage: formula: 2d6+7 type: bludgeoning name: foot plus_damage: null to_hit: 17 traits: - reach 10 feet name: Ankylosaurus perception: 12 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Punishing Tail range: null raw_description: '**Punishing Tail** 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. ' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Medium or smaller, foot, DC 24 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**Trample** [Three Actions] Medium or smaller, foot, DC 24' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 10 ref_misc: null will: 12 will_misc: null sense_abilities: null senses: - Perception +12 - low-light vision - scent (imprecise) 30 feet size: Huge skills: - bonus: 17 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 97 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - N - Huge - Animal - Dinosaur type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 22' hp: 85 hp_misc: null immunities: null items: null knowledge_checks: dc: 22 skills: - Society languages: - Aklo - Common - Jotun level: 6 melee: - action_cost: One Action damage: formula: 2d8+6 type: cold iron slashing name: claw plus_damage: - formula: null type: Grab to_hit: 16 traits: - agile - magical - reach 10 feet name: Annis Hag perception: 15 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bonds of Iron range: null raw_description: '**Bonds of Iron** [Two Actions] (__attack__, __conjuration__, __occult__) 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.' requirements: null success: null traits: - attack - conjuration - occult trigger: null - action_cost: One Action critical_failure: null critical_success: null 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __occult__, __polymorph__, __transmutation__) 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).' requirements: null success: null traits: - concentrate - occult - polymorph - transmutation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: claw effect: The monster automatically deals that Strike's damage again to the enemy. effects: null failure: null frequency: null full_description: null generic_description: null name: Rend range: null raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy. requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: physical (except bludgeoning) ritual_lists: null saves: fort: 16 fort_misc: null misc: +1 status to all saves vs. magic ref: 12 ref_misc: null will: 14 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: An annis hag adds __earthbind__, __passwall__, and __spellwrack__ to her coven's spells. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Coven range: null raw_description: '**Coven** An annis hag adds __earthbind__, __passwall__, and __spellwrack__ to her coven''s spells.' requirements: null success: null traits: null trigger: null senses: - Perception +15 - darkvision size: Large skills: - bonus: 10 misc: null name: 'Acrobatics ' - bonus: 14 misc: +16 to Grapple name: 'Athletics ' - bonus: 11 misc: null name: 'Deception ' - bonus: 9 misc: null name: 'Diplomacy ' - bonus: 11 misc: null name: 'Intimidation ' - bonus: 14 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 202 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - CE - Large - Hag - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: 3 con_mod: 8 dex_mod: 4 int_mod: -4 str_mod: 9 wis_mod: 6 ac: 42 ac_special: null alignment: N automatic_abilities: null description: 'Aolazes are great beasts carved from stone and metal and magically imbued with the essence of life. The exact means of their creation is a long-lost secret, and they are so rare that scholars have little opportunity to study active specimens. The best-known aolazes are museum pieces or battlefield relics destroyed or deactivated centuries ago, though fragmented records suggest that many more were made and might remain, yet to be unearthed. Most aolazes are built in the shape of great land-bound beasts, such as elephants, rhinoceroses, or dinosaurs. Regardless of the specific creature an aolaz has been constructed to resemble, it is not bound to walk the earth like its inspirations are—it''s imbued with the magical ability to pursue across water and even through the air. Few can escape an aolaz''s wrath once it is earned. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 43' hp: 255 hp_misc: null immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - necromancy - nonlethal attacks - paralyzed - poison - sickened - sonic - unconscious items: null knowledge_checks: dc: 43 skills: - Arcana - Crafting languages: null level: 18 melee: - action_cost: One Action damage: formula: 5d10+17 type: bludgeoning name: trunk plus_damage: - formula: null type: Grab to_hit: 35 traits: - magical - reach 20 feet - sweep - trip - action_cost: One Action damage: formula: 5d8+15 type: bludgeoning name: foot plus_damage: null to_hit: 33 traits: - magical - reach 10 feet name: Aolaz perception: 33 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The aolaz tucks its head down and rolls up into an armored sphere. While Rolling, an aolaz has AC 44, Fort +37, Ref +29, Will +33, and Speed 100 feet, but it can't use its trunk Strikes or its Ultrasonic Blast. It can make foot Strikes while rolling, but only as part of a __Trample__. The aolaz can use this action again to unroll and resume its standing form. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Roll range: null raw_description: '**Roll** The aolaz tucks its head down and rolls up into an armored sphere. While Rolling, an aolaz has AC 44, Fort +37, Ref +29, Will +33, and Speed 100 feet, but it can''t use its trunk Strikes or its Ultrasonic Blast. It can make foot Strikes while rolling, but only as part of a __Trample__. The aolaz can use this action again to unroll and resume its standing form.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: Huge or smaller, foot, DC 40 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**__Trample__** [Two Actions] Huge or smaller, foot, DC 40' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: The creature takes double damage and is stunned 3. critical_success: The creature is unaffected. description: "The aolaz releases a tremendous blast of sonic energy from its trunk\ \ in a 150-foot line, dealing 12d10 sonic damage. The frequency of this sound\ \ is such that it is completely imperceptible to __humanoids__, but the damage\ \ it wreaks is all too evident. Each creature in the area must attempt a DC\ \ 40 Fortitude save. The aolaz can't use Ultrasonic Blast again for 1d4 rounds.\ \ \n\n" effect: null effects: null failure: The creature takes full damage and is stunned 2. frequency: null full_description: null generic_description: null name: Ultrasonic Blast range: null raw_description: "**Ultrasonic Blast** (__arcane__, __evocation__, __sonic__)\ \ The aolaz releases a tremendous blast of sonic energy from its trunk in a\ \ 150-foot line, dealing 12d10 sonic damage. The frequency of this sound is\ \ such that it is completely imperceptible to __humanoids__, but the damage\ \ it wreaks is all too evident. Each creature in the area must attempt a DC\ \ 40 Fortitude save. The aolaz can't use Ultrasonic Blast again for 1d4 rounds.\ \ \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature\ \ takes half damage and is __stunned 1__. \n\n**Failure** The creature takes\ \ full damage and is stunned 2. \n\n**Critical Failure** The creature takes\ \ double damage and is stunned 3." requirements: null success: The creature takes half damage and is stunned 1. traits: - arcane - evocation - sonic trigger: null ranged: null rarity: Rare resistances: - amount: 15 type: physical (except adamantine) ritual_lists: null saves: fort: 35 fort_misc: null misc: null ref: 27 ref_misc: null will: 31 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: An aolaz has an incredible sense of hearing. It can hear any sound made within 1,000 feet as though it were only 5 feet away from the source of the sound, and any sound within 1 mile as though it were only 30 feet away from the source of the sound. An aolaz's hearing is a __precise sense__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flawless Hearing range: null raw_description: '**Flawless Hearing** An aolaz has an incredible sense of hearing. It can hear any sound made within 1,000 feet as though it were only 5 feet away from the source of the sound, and any sound within 1 mile as though it were only 30 feet away from the source of the sound. An aolaz''s hearing is a __precise sense__.' requirements: null success: null traits: null trigger: null senses: - Perception +33 - low-light vision - flawless hearing size: Gargantuan skills: - bonus: 35 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 21 page_stop: null speed: - amount: 50 type: Land - amount: 6 type: air walk - amount: 371 type: water walk spell_lists: - dc: 40 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: 9 level: -1 spells: - frequency: null name: air walk requirement: null - frequency: null name: water walk requirement: null to_hit: null traits: - Rare - N - Gargantuan - Construct type: Creature weaknesses: null - ability_mods: cha_mod: 6 con_mod: 7 dex_mod: 6 int_mod: 3 str_mod: 9 wis_mod: 7 ac: 43 ac_special: null alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 60 feet. Blightburn crystals infused into an ararda's body attempt to __counteract__ any __teleportation__ spell moving into or out of the aura's emanation (counteract check +31; 7th level). In addition, any creature that starts its turn within the emanation is exposed to __blightburn sickness__. The aura is blocked by lead sheeting, 1 foot of stone, or large force effects (such as a __wall of force__, but not a __shield__ spell). An ararda can suppress their aura with an action that has the __concentrate__ trait. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Blightburn Radiation range: null raw_description: '**Blightburn Radiation** (__abjuration__, __arcane__, __aura__, __disease__) 60 feet. Blightburn crystals infused into an ararda''s body attempt to __counteract__ any __teleportation__ spell moving into or out of the aura''s emanation (counteract check +31; 7th level). In addition, any creature that starts its turn within the emanation is exposed to __blightburn sickness__. The aura is blocked by lead sheeting, 1 foot of stone, or large force effects (such as a __wall of force__, but not a __shield__ spell). An ararda can suppress their aura with an action that has the __concentrate__ trait.' requirements: null success: null traits: - abjuration - arcane - aura - disease trigger: null - action_cost: None critical_failure: null critical_success: null description: Any creature that hits an ararda with an unarmed attack or touches the ararda takes 2d8 electricity damage. Weapons that hit an ararda also take 2d8 electricity damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Charged Earth range: null raw_description: '**Charged Earth** (__electricity__) Any creature that hits an ararda with an unarmed attack or touches the ararda takes 2d8 electricity damage. Weapons that hit an ararda also take 2d8 electricity damage.' requirements: null success: null traits: - electricity trigger: null description: '__Shaitans__ corrupted by the Black Desert''s blightburn become scorpion-like arardas. While other earth genies sparkle with the iridescence of gemstones and evoke the power of the earth itself, arardas use their connection to the ground to harness the might of electricity. Arardas are so infused with this radioactive crystal that their mere presence is toxic to most living creatures. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 43' hp: 280 hp_misc: null immunities: - disease items: - +2 greater striking maul knowledge_checks: dc: 43 skills: - Arcana - Nature languages: - Terran - Undercommon level: 18 melee: - action_cost: One Action damage: formula: 3d12+17 type: bludgeoning name: maul plus_damage: null to_hit: 35 traits: - magical - reach 10 feet - shove - action_cost: One Action damage: formula: 2d8+17 type: bludgeoning name: sand fist plus_damage: - formula: 2d8 type: electricity and blightburn sickness to_hit: 35 traits: - agile - earth - electricity - magical - nonlethal - reach 10 feet name: Ararda perception: 31 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The ararda can take on the form of an scorpion. The scorpion form always looks the same, but the ararda can choose to become either Tiny or Small in this form. This transformation doesn't change their Speed or the attack and damage bonuses of their Strikes, but might change the damage type their Strikes deal (typically to piercing). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**__Change Shape__** (__arcane__, __concentrate__, __polymorph__, __transmutation__) The ararda can take on the form of an scorpion. The scorpion form always looks the same, but the ararda can choose to become either Tiny or Small in this form. This transformation doesn''t change their Speed or the attack and damage bonuses of their Strikes, but might change the damage type their Strikes deal (typically to piercing).' requirements: null success: null traits: - arcane - concentrate - polymorph - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: The ararda can __Burrow__ through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Earth Glide range: null raw_description: '**Earth Glide** The ararda can __Burrow__ through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 4d8 type: piercing name: sand spear plus_damage: - formula: 2d8 type: electricity and blightburn sickness to_hit: 32 traits: - earth - electricity - magical - range increment 30 feet rarity: Rare resistances: - amount: 20 type: electricity ritual_lists: null saves: fort: 33 fort_misc: null misc: null ref: 30 ref_misc: null will: 31 will_misc: null sense_abilities: null senses: - Perception +31 - darkvision - detect magic - tremorsense (imprecise) 60 feet size: Large skills: - bonus: 35 misc: null name: 'Athletics ' - bonus: 27 misc: null name: 'Black Desert Lore ' - bonus: 30 misc: null name: 'Deception ' - bonus: 30 misc: null name: 'Intimidation ' - bonus: 33 misc: null name: 'Nature ' - bonus: 33 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #155: Lord of the Black Sands' page_start: 79 page_stop: null speed: - amount: 30 type: Land - amount: 45 type: burrow - amount: 20 type: fly - amount: null type: earth glide spell_lists: - dc: 37 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: null name: chain lightning requirement: null - frequency: null name: flesh to stone requirement: null - heightened_level: null level: 6 spells: - frequency: self only name: veil requirement: null - frequency: null name: wall of stone requirement: null - heightened_level: null level: 5 spells: - frequency: at will name: shape stone requirement: null - heightened_level: null level: 4 spells: - frequency: self only name: gaseous form requirement: null - frequency: ×3 name: glitterdust requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: detect magic requirement: null to_hit: null traits: - Rare - LE - Large - Earth - Elemental - Genie type: Creature weaknesses: - amount: 20 type: sonic - 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 alignment: LN automatic_abilities: 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. **__Recall Knowledge - Monitor__ (__Religion__)**: DC 15' hp: 22 hp_misc: null immunities: - death effects - disease - emotion - poison - unconscious items: - shortsword knowledge_checks: dc: 15 skills: - Religion languages: - Celestial - Common - Infernal - Utopian level: 1 melee: - action_cost: One Action damage: formula: 1d6+1 type: piercing name: shortsword plus_damage: - formula: 1d4 type: lawful to_hit: 9 traits: - agile - finesse - lawful - magical - versatile S name: Arbiter perception: 7 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Electrical Burst range: null raw_description: '**Electrical Burst** [Two Actions] (__divine__, __electricity__, __evocation__) 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.' requirements: null success: null traits: - divine - electricity - evocation trigger: null ranged: null rarity: Common resistances: - amount: 3 type: electricity ritual_lists: null saves: fort: 5 fort_misc: null misc: +1 status to all saves vs. magic ref: 7 ref_misc: null will: 7 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null 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. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Locate Inevitable range: null raw_description: '**Locate Inevitable** 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. ' requirements: null success: null traits: null trigger: null senses: - Perception +7 - darkvision - detect alignment (chaotic only) - locate inevitable size: Tiny skills: - bonus: 9 misc: null name: 'Acrobatics ' - bonus: 5 misc: null name: 'Axis Lore ' - bonus: 6 misc: null name: 'Diplomacy ' - bonus: 9 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 8 page_stop: null speed: - amount: 20 type: Land - amount: 40 type: fly spell_lists: - dc: 17 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: read omens requirement: null - heightened_level: null level: 1 spells: - frequency: null name: command requirement: null - frequency: at will, chaotic only name: detect alignment requirement: null - frequency: x3 name: mending requirement: null to_hit: null traits: - LN - Tiny - Aeon - Inevitable - Monitor type: Creature weaknesses: - amount: 3 type: chaotic - 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 alignment: NG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: The arboreal regent takes 5 additional damage from axes. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Axe Vulnerability range: null raw_description: '**Axe Vulnerability** The arboreal regent takes 5 additional damage from axes.' requirements: null success: null traits: null trigger: 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. The typical arboreal regent is 30 feet tall, has a trunk 2 feet in diameter, and weighs 4,500 pounds. **__Recall Knowledge - Plant__ (__Nature__)**: DC 24' hp: 150 hp_misc: null immunities: null items: null knowledge_checks: dc: 24 skills: - Nature languages: - Arboreal - Common - Sylvan - speak with plants level: 8 melee: - action_cost: One Action damage: formula: 2d12+7 type: bludgeoning name: branch plus_damage: null to_hit: 19 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d8+7 type: bludgeoning name: root plus_damage: null to_hit: 19 traits: - trip name: Arboreal Regent perception: 18 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Awaken Tree range: null raw_description: '**Awaken Tree** [Two Actions] (__concentrate__, __primal__) 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.' requirements: null success: null traits: - concentrate - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: When an arboreal regent damages an item or structure, it deals an additional 2d10 damage to that item or structure. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sunder Objects range: null raw_description: '**Sunder Objects** When an arboreal regent damages an item or structure, it deals an additional 2d10 damage to that item or structure.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: '' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Throw Rock range: null raw_description: '**Throw Rock** ' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d10+7 type: bludgeoning name: rock plus_damage: null to_hit: 19 traits: - brutal - range increment 120 feet rarity: Common resistances: - amount: 5 type: bludgeoning - amount: 5 type: piercing ritual_lists: null saves: fort: 20 fort_misc: null misc: null ref: 11 ref_misc: null will: 16 will_misc: null sense_abilities: null senses: - Perception +18 - low-light vision size: Huge skills: - bonus: 19 misc: null name: 'Athletics ' - bonus: 16 misc: null name: 'Diplomacy ' - bonus: 16 misc: null name: 'Intimidation ' - bonus: 18 misc: null name: 'Nature ' - bonus: 11 misc: +21 in forests name: 'Stealth ' source: - abbr: Bestiary page_start: 25 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 26 misc: null name: Primal Innate Spells spell_groups: - heightened_level: 4 level: -1 spells: - frequency: null name: speak with plants requirement: null to_hit: null traits: - NG - Huge - Plant type: Creature weaknesses: - amount: null type: axe vulnerability - amount: 10 type: fire - ability_mods: cha_mod: 1 con_mod: 3 dex_mod: 1 int_mod: 1 str_mod: 5 wis_mod: 3 ac: 20 ac_special: - descr: 22 with shield raised alignment: NG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: An arboreal warden takes 5 additional damage from axes. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Axe Vulnerability range: null raw_description: '**Axe Vulnerability** An arboreal warden takes 5 additional damage from axes.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. effects: null failure: null frequency: null full_description: null generic_description: null name: Shield Block range: null raw_description: '**Shield Block** [Reaction] **Trigger** While you have your shield raised, you would take damage from a physical attack. **Effect** You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield''s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.' requirements: null success: null traits: null trigger: While you have your shield raised, you would take damage from a physical attack. 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. **__Recall Knowledge - Plant__ (__Nature__)**: DC 19' hp: 75 hp_misc: null immunities: null items: - large bark shield (Hardness 3, Hit Points 20, BT 10) - stone longsword knowledge_checks: dc: 19 skills: - Nature languages: - Arboreal - Common - Sylvan level: 4 melee: - action_cost: One Action damage: formula: 1d8+10 type: bludgeoning name: stone longsword plus_damage: null to_hit: 13 traits: - reach 10 feet - action_cost: One Action damage: formula: 1d6+10 type: bludgeoning name: shield bash plus_damage: null to_hit: 13 traits: null name: Arboreal Warden perception: 11 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The arboreal warden Strides and then makes a shield bash Strike. If the attack hits, the target is pushed 10 feet. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shield Push range: null raw_description: '**Shield Push** [Two Actions] The arboreal warden Strides and then makes a shield bash Strike. If the attack hits, the target is pushed 10 feet.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: bludgeoning - amount: 5 type: piercing ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 9 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +11 - low-light vision size: Large skills: - bonus: 13 misc: null name: 'Athletics ' - bonus: 9 misc: +14 in forests name: 'Stealth ' source: - abbr: Bestiary page_start: 24 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - NG - Large - Plant type: Creature weaknesses: - amount: null type: axe vulnerability - amount: 10 type: fire - ability_mods: cha_mod: -4 con_mod: 4 dex_mod: 4 int_mod: -5 str_mod: -2 wis_mod: 2 ac: 21 ac_special: null alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The swarm takes 1d6 damage as ants cling to the creature and continue biting, dealing 3d6 __persistent piercing damage__. High winds or immersion in water reduces the DC of the flat check to end this persistent damage to 5. Any area damage dealt to the creature destroys these clinging ants. effects: null failure: null frequency: null full_description: null generic_description: null name: Cling range: null raw_description: '**Cling [Reaction]** **Trigger** A creature leaves the swarm''s space; **Effect** The swarm takes 1d6 damage as ants cling to the creature and continue biting, dealing 3d6 __persistent piercing damage__. High winds or immersion in water reduces the DC of the flat check to end this persistent damage to 5. Any area damage dealt to the creature destroys these clinging ants.' requirements: null success: null traits: null trigger: A creature leaves the swarm's space description: 'An army ant swarm is a terrifying carpet of stinging insects that devours all in its path. **__Recall Knowledge - Animal__ (__Nature__)**: DC 20' hp: 55 hp_misc: null immunities: - precision - swarm mind items: null knowledge_checks: dc: 20 skills: - Nature languages: null level: 5 melee: null name: Army Ant Swarm perception: 11 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: Each enemy in the swarm's space takes 3d6 piercing damage (DC 21 basic Fortitude save). A creature that fails its save against Swarming Bites becomes __clumsy 1__ for 1 round. If the creature attempts a __concentrate__ or __manipulate__ action while affected, it must succeed at a DC 5 flat check or the action is lost; roll the check after spending the action, but before any effects are applied. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swarming Bites range: null raw_description: '**Swarming Bites** Each enemy in the swarm''s space takes 3d6 piercing damage (DC 21 basic Fortitude save). A creature that fails its save against Swarming Bites becomes __clumsy 1__ for 1 round. If the creature attempts a __concentrate__ or __manipulate__ action while affected, it must succeed at a DC 5 flat check or the action is lost; roll the check after spending the action, but before any effects are applied.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 2 type: bludgeoning - amount: 5 type: piercing - amount: 5 type: slashing ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 11 ref_misc: null will: 9 will_misc: null sense_abilities: null senses: - Perception +11 - darkvision - scent (imprecise) 30 feet size: Large skills: - bonus: 7 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 20 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: climb spell_lists: null traits: - N - Large - Animal - Swarm type: Creature weaknesses: - amount: 5 type: area damage - amount: 5 type: splash damage - 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 alignment: CE 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. An asanbosam''s diet calls for a large amount of iron (typically in the form of blood) to maintain the integrity of its oversized cold iron teeth. When not hunting or mating, an asanbosam spends its waking hours chewing on certain types of rocks to sharpen its teeth. Some folk tales claim that asanbosams are as old as time and are the original source of cold iron, and that veins of the metal found in the ground are the buried graveyards of ancient asanbosams. Brave (or foolish) poachers often infiltrate asanbosam territory to hunt these monsters in the hope of collecting sacks of their valuable teeth. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 22' hp: 95 hp_misc: null immunities: null items: null knowledge_checks: dc: 22 skills: - Society languages: - Mwangi level: 6 melee: - action_cost: One Action damage: formula: 2d8+7 type: piercing name: cold iron jaws plus_damage: null to_hit: 17 traits: - deadly 1d8 - action_cost: One Action damage: formula: 2d6+7 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 17 traits: - agile - reach 10 feet name: Asanbosam perception: 17 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: If an asanbosam is positioned above a target (usually by using its Climb speed), 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Attack from Above range: null raw_description: '**Attack from Above** [Two Actions] If an asanbosam is positioned above a target (usually by using its Climb speed), 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: A __grabbed__, __paralyzed__, __restrained__, __unconscious__, or willing creature is within reach of the asanbosam's jaws. effects: null failure: null frequency: null full_description: null generic_description: null name: Drink Blood range: null raw_description: '**Drink Blood** **Requirements** A __grabbed__, __paralyzed__, __restrained__, __unconscious__, or willing creature is within reach of the asanbosam''s jaws. **Effect** The asanbosam sinks its teeth into the creature to drink its blood. If the victim is grabbed, this is automatic; otherwise, the asanbosam must succeed at an __Athletics__ check against the victim''s Fortitude DC. The victim becomes __drained 1__ and the asanbosam regains 10 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that''s already drained increases the victim''s drained value by 1, but doesn''t restore any HP to the asanbosam. 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 17 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +17 - darkvision size: Large skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 16 misc: null name: 'Athletics ' - bonus: 15 misc: null name: 'Intimidation ' - bonus: 16 misc: null name: 'Stealth ' - bonus: 14 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #146: Cult of Cinders' page_start: 80 page_stop: null speed: - amount: 35 type: Land - amount: 20 type: climb spell_lists: null traits: - CE - Large - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 0 int_mod: -5 str_mod: 4 wis_mod: 3 ac: 18 ac_special: null alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The assassin vine causes vegetation within a 20-foot emanation to writhe for 1 round, turning this area into difficult terrain. When a creature starts its turn in this area, it must attempt a DC 20 Reflex save. On a failure, it takes a -10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure it is also __immobilized__ for 1 round. A creature can attempt to __Escape__ to remove these effects. Assassin vines are immune to Grasping Foliage. effects: null failure: null frequency: null full_description: null generic_description: null name: Grasping Foliage range: null raw_description: '**Grasping Foliage [Reaction]** (__primal__, __transmutation__) **Trigger **The assassin vine detects a creature within 20 feet via __tremorsense__; **Effect **The assassin vine causes vegetation within a 20-foot emanation to writhe for 1 round, turning this area into difficult terrain. When a creature starts its turn in this area, it must attempt a DC 20 Reflex save. On a failure, it takes a -10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure it is also __immobilized__ for 1 round. A creature can attempt to __Escape__ to remove these effects. Assassin vines are immune to Grasping Foliage.' requirements: null success: null traits: - primal - transmutation trigger: The assassin vine detects a creature within 20 feet via __tremorsense__ description: 'The assassin vine is a carnivorous plant with a voracious appetite. Rather than consuming creatures directly, it creates its own fertilizer by entangling prey and squeezing the life from it. Once the plant has killed a creature, it pulls the carcass over to its roots to feed from the decaying flesh. Although an assassin vine lacks eyes, it can detect and track prey through a combination of using its root systems to detect vibrations through topsoil and its leaves to detect heat changes in the vicinity. Although the assassin vine has no real intelligence, its learned behaviors mimic those of cunning ambush hunters. As it is slow moving, the assassin vine typically remains rooted in a single area for as long as it has sufficient prey. Though most often found along woodland trails or swamps, these plants can also be encountered in more rural settlements, poorly tended fields, and vineyards. While assassin vines can''t be trained in the classical sense, they can be used as defenses, and woodland-dwelling creatures like goblins and fey have been known to cultivate assassin vines as guardians for less-used routes into their lairs. In such cases, the tenders often seek to make the path more obvious than its disuse would otherwise suggest, while simultaneously working to ensure the bones of the vines'' victims are removed to keep their presence a secret, resulting in what appears to be an easy approach to the den but is actually an organic ambush. Mature assassin vines grow to 20 feet long and have smaller vines extending off the main trunk that reach from to 5 to 10 feet in length. The smallest of these vines sprout every 6 inches or so; they tend to grow clusters of full leaves and occasionally bear small berries. A recently fed assassin vine can have bunches of plump, blood-red berries that are juicy and tart but leave a slightly unpleasant iron aftertaste, as if from the faint taste of blood from a bitten lip. **__Recall Knowledge - Plant__ (__Nature__)**: DC 18' hp: 68 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Nature languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d8+6 type: bludgeoning name: vine plus_damage: - formula: null type: Grab to_hit: 12 traits: - reach 10 feet name: Assassin Vine perception: 10 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 1d8+4 bludgeoning, DC 20 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 1d8+4 bludgeoning, DC 20' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 7 ref_misc: null will: 8 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The assassin vine can __Hide__ in natural environments even if it doesn't have cover. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Camouflage range: null raw_description: '**Camouflage** The assassin vine can __Hide__ in natural environments even if it doesn''t have cover.' requirements: null success: null traits: null trigger: null senses: - Perception +10 - tremorsense 30 feet - low-light vision size: Large skills: - bonus: 9 misc: null name: 'Athletics ' - bonus: 9 misc: +11 in forests or grasslands name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 26 page_stop: null speed: - amount: 5 type: Land spell_lists: null traits: - N - Large - Mindless - Plant type: Creature weaknesses: - amount: 5 type: fire - amount: 5 type: slashing - 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 alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. An astradaemon draws power from the souls of the recently slain. If a Small or larger living creature dies within its aura, the astradaemon gains 5 temporary Hit Points and a +1 status bonus to attack and damage rolls for 1 round, unless the creature was slain by an astradaemon's Devour Soul ability. Incorporeal undead and living spirits traveling outside the body take 1d8 force damage each round within the daemon's aura from the spiritual pressure as the astradaemon pulls in fragments of their soul. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Soul Siphon range: null raw_description: '**Soul Siphon** (__aura__, __divine__, __force__, __necromancy__) 30 feet. An astradaemon draws power from the souls of the recently slain. If a Small or larger living creature dies within its aura, the astradaemon gains 5 temporary Hit Points and a +1 status bonus to attack and damage rolls for 1 round, unless the creature was slain by an astradaemon''s Devour Soul ability. Incorporeal undead and living spirits traveling outside the body take 1d8 force damage each round within the daemon''s aura from the spiritual pressure as the astradaemon pulls in fragments of their soul.' requirements: null success: null traits: - aura - divine - force - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null description: An astradaemon bends light, appearing shifted from its true position, though still in the same space. Creatures targeting the astradaemon must attempt a DC 11 flat check, as if the astradaemon were hidden, even though it remains observed. Effects such as the Blind-Fight feat and halfling's keen eyes that apply on the flat check against hidden creatures also apply against a displaced astradaemon. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Displacement range: null raw_description: '**Displacement** (__divine__, __illusion__, __visual__) An astradaemon bends light, appearing shifted from its true position, though still in the same space. Creatures targeting the astradaemon must attempt a DC 11 flat check, as if the astradaemon were hidden, even though it remains observed. Effects such as the Blind-Fight feat and halfling''s keen eyes that apply on the flat check against hidden creatures also apply against a displaced astradaemon.' requirements: null success: null traits: - divine - illusion - visual trigger: 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. Not all astradaemons limit their hunt to souls. The most notorious of their kind serve the Horsemen themselves as assassins. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 35' hp: 240 hp_misc: null immunities: - death effects - negative items: null knowledge_checks: dc: 35 skills: - Religion languages: - Common - Daemonic - telepathy 100 feet level: 16 melee: - action_cost: One Action damage: formula: 3d8+9 type: piercing name: jaws plus_damage: - formula: 1d6 type: evil - formula: null type: essence drain - formula: null type: Grab to_hit: 32 traits: - evil - magical - reach 10 feet - action_cost: One Action damage: formula: 3d6+9 type: slashing name: claw plus_damage: - formula: 1d6 type: evil and Essence Drain to_hit: 32 traits: - agile - evil - magical - reach 10 feet - action_cost: One Action damage: formula: 3d10+9 type: bludgeoning name: tail plus_damage: - formula: 1d6 type: evil and Essence Drain to_hit: 32 traits: - evil - magical - reach 15 feet name: Astradaemon perception: 28 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The astradaemon hasn't used an action with the attack trait yet this turn. effects: null failure: null frequency: null full_description: null generic_description: null name: Devour Soul range: null raw_description: '**Devour Soul** (__divine__, __incapacitation__, __necromancy__) **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.' requirements: null success: null traits: - divine - incapacitation - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Essence Drain range: null raw_description: '**Essence Drain** (__divine__, __necromancy__, __negative__) 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.' requirements: null success: null traits: - divine - necromancy - negative trigger: null ranged: null rarity: Common resistances: - amount: 15 type: good ritual_lists: null saves: fort: 27 fort_misc: null misc: +1 status to all saves vs. magic ref: 30 ref_misc: null will: 26 will_misc: null sense_abilities: null senses: - Perception +28 - darkvision - lifesense 30 feet - true seeing size: Large skills: - bonus: 28 misc: null name: 'Acrobatics ' - bonus: 33 misc: null name: 'Intimidation ' - bonus: 26 misc: null name: 'Religion ' - bonus: 28 misc: null name: 'Stealth ' - bonus: 26 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 73 page_stop: null speed: - amount: 60 type: Land - amount: 60 type: fly spell_lists: - dc: 37 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 8 spells: - frequency: null name: discern location requirement: null - frequency: null name: finger of death requirement: null - heightened_level: null level: 7 spells: - frequency: x2 name: plane shift requirement: null - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - heightened_level: null level: 1 spells: - frequency: at will, good only name: detect alignment requirement: null - heightened_level: 6 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: null traits: - NE - Large - Daemon - Fiend type: Creature weaknesses: null - 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 alignment: NG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 20 feet. Creatures in the astral deva's aura are protected from ambient environmental damage from any plane, including severe and extreme heat and cold as well as more exotic dangers. The astral deva is never flat-footed to creatures within its aura. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Traveler's Aura range: null raw_description: '**Traveler''s Aura** (__abjuration__, __aura__, __divine__) 20 feet. Creatures in the astral deva''s aura are protected from ambient environmental damage from any plane, including severe and extreme heat and cold as well as more exotic dangers. The astral deva is never flat-footed to creatures within its aura.' requirements: null success: null traits: - abjuration - aura - divine trigger: null - action_cost: None critical_failure: null critical_success: null description: An astral deva with a message to deliver is continually protected by the effect of __sanctuary__ (DC 32). If the deva breaks the __sanctuary__, the effect returns if the deva ceases hostility for 10 minutes. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Messenger's Amnesty range: null raw_description: '**Messenger''s Amnesty** (__abjuration__, __divine__) An astral deva with a message to deliver is continually protected by the effect of __sanctuary__ (DC 32). If the deva breaks the __sanctuary__, the effect returns if the deva ceases hostility for 10 minutes.' requirements: null success: null traits: - abjuration - divine trigger: 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. Astral devas can form spontaneously from the souls of exceptional good-aligned mortals, but are also sometimes created from such souls intentionally by deities or demigods. In the later cases, astral devas often bear physical features that mark them as closely affiliated with that deity. An astral deva created by Sarenrae, for example, might have hair made of fire, while one created by Torag might look more dwarven, and one created by Desna could have butterfly wings instead of feathered wings. It''s not unusual for astral devas created by lawful good or chaotic good deities to share their creators'' alignment. **__Recall Knowledge - Celestial__ (__Religion__)**: DC 32' hp: 285 hp_misc: null immunities: null items: - +2 striking warhammer knowledge_checks: dc: 32 skills: - Religion languages: - Celestial - Draconic - Infernal - tongues level: 14 melee: - action_cost: One Action damage: formula: 2d8+22 type: bludgeoning name: holy warhammer plus_damage: - formula: 1d6 type: good to_hit: 30 traits: - good - magical - shove name: Astral Deva perception: 26 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: Any weapon gains the effect of a __holy__ property rune while an astral deva wields it. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Divine Armament range: null raw_description: '**Divine Armament** (__divine__, __evocation__) Any weapon gains the effect of a __holy__ property rune while an astral deva wields it.' requirements: null success: null traits: - divine - evocation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The astral deva hit a foe earlier this turn with a weapon Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Stunning Strike range: null raw_description: '**Stunning Strike** **Requirements** The astral deva hit a foe earlier this turn with a weapon Strike. **Effect** The astral deva makes a weapon Strike against the foe. On a success, the foe must succeed at a DC 34 Fortitude save or become __stunned 1__. On a critical failure, the foe is __stunned 2__ instead.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: - dc: 36 misc: null name: Divine Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: angelic messenger requirement: null to_hit: null saves: fort: 27 fort_misc: null misc: +1 status to all saves vs. magic ref: 26 ref_misc: null will: 22 will_misc: null sense_abilities: null senses: - Perception +26 - darkvision size: Medium skills: - bonus: 24 misc: null name: 'Acrobatics ' - bonus: 26 misc: null name: 'Diplomacy ' - bonus: 28 misc: null name: 'Intimidation ' - bonus: 24 misc: null name: 'Religion ' source: - abbr: Bestiary page_start: 19 page_stop: null speed: - amount: 40 type: Land - amount: 75 type: fly spell_lists: - dc: 36 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: null name: blade barrier requirement: null - frequency: null name: divine decree requirement: null - frequency: null name: divine wrath requirement: null - frequency: null name: heal requirement: null - frequency: null name: remove curse requirement: null - frequency: null name: remove disease requirement: null - frequency: null name: remove fear requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: discern lies requirement: null - heightened_level: null level: 2 spells: - frequency: at will, self only name: invisibility requirement: null - heightened_level: null level: 1 spells: - frequency: at will, evil only name: detect alignment requirement: null - heightened_level: 7 level: 0 spells: - frequency: null name: light requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null to_hit: 28 traits: - NG - Medium - Angel - Celestial type: Creature weaknesses: - amount: 15 type: evil - ability_mods: cha_mod: 3 con_mod: 7 dex_mod: 3 int_mod: -1 str_mod: 7 wis_mod: 4 ac: 33 ac_special: null alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: An athach gains an extra reaction at the start of each of its turns that it can use only to make an Attack of Opportunity with its claw. It can't use more than one Attack of Opportunity triggered by the same action. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Catch Rock range: null raw_description: '**__Catch Rock__ [Reaction]**' requirements: null success: null traits: null trigger: null description: 'The towering and brutish giants known as athaches are reviled for both their monstrosity and their cruelty. Beyond an athach''s filthy habits, this giant is made stranger by the gangly third arm that protrudes from their torso and ends in a twitching, long-fingered claw. Huge, tusk-like fangs descend from an athach''s upper jaw and prop their mouth open, leaking long strands of viscous drool that is itself is a toxic venom and coats the athach''s fangs. Athachs despise civilization almost as much as they despise their own kind, and they delight in committing sadistic acts and terrorizing victims. An athach does not keep a traditional territory of their own, but rather wanders the hinterlands of settled territories until they find a suitably easy settlement of smaller humanoids to target. Once the athach has chosen their target, the giant establishes a hidden lair in a location like an abandoned farmhouse or cave, and from there they launch their reign of torment. After a few weeks of harassing, capturing, and torturing victims, the athach bores of their games. The giant then goes on a final rampage, destroying every dwelling and eating every creature they can find. Sometimes, the giant allows a survivor or two to escape, forcing these terrified victims to spend the rest of their lives spreading word of the athach''s fearsomeness. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 30' hp: 250 hp_misc: null immunities: null items: null knowledge_checks: dc: 30 skills: - Society languages: - Jotun level: 12 melee: - action_cost: One Action damage: formula: 3d12+13 type: bludgeoning name: fist plus_damage: null to_hit: 25 traits: - reach 10 feet - action_cost: One Action damage: formula: 3d8+13 type: piercing name: jaws plus_damage: - formula: null type: athach venom to_hit: 25 traits: null - action_cost: One Action damage: formula: 3d8+13 type: slashing name: claw plus_damage: null to_hit: 25 traits: - agile name: Athach perception: 22 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 32 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison damage and __enfeebled 1__; **Stage 2** 2d6 poison damage and enfeebled 2; **Stage 3** 2d6 poison damage and enfeebled 3' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Athach Venom range: null raw_description: '**Athach Venom** (__poison__) **Saving Throw** DC 32 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison damage and __enfeebled 1__; **Stage 2** 2d6 poison damage and enfeebled 2; **Stage 3** 2d6 poison damage and enfeebled 3' requirements: null success: null traits: - poison trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The athach makes a claw Strike with no multiple attack penalty against the creature it hit with its fist Strikes. This claw attack does not increase the athach's multiple attack penalty. effects: null failure: null frequency: null full_description: null generic_description: null name: Swift Claw range: null raw_description: '**Swift Claw** [Reaction] **Trigger **The athach hits a creature with two fist Strikes; **Effect **The athach makes a claw Strike with no multiple attack penalty against the creature it hit with its fist Strikes. This claw attack does not increase the athach''s multiple attack penalty.' requirements: null success: null traits: null trigger: The athach hits a creature with two fist Strikes - action_cost: One Action critical_failure: null critical_success: null description: '' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Throw Rock range: null raw_description: '**__Throw Rock__** ' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 3d8+13 type: bludgeoning name: rock plus_damage: null to_hit: 25 traits: - brutal - range increment 120 feet rarity: Common resistances: null ritual_lists: null saves: fort: 25 fort_misc: null misc: null ref: 20 ref_misc: null will: 21 will_misc: null sense_abilities: null senses: - Perception +22 - darkvision size: Huge skills: - bonus: 25 misc: null name: 'Athletics ' - bonus: 21 misc: null name: 'Intimidation ' source: - abbr: Bestiary 2 page_start: 27 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - CE - Huge - Giant - Humanoid type: Creature weaknesses: - amount: 10 type: cold iron - ability_mods: cha_mod: 3 con_mod: 0 dex_mod: 5 int_mod: 2 str_mod: 0 wis_mod: 4 ac: 21 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 10 feet. An attic whisperer enshrouds itself in a tapestry of stolen voices. Each living creature that enters or starts their turn in the aura must succeed at a DC 19 Will save or the unnerving, bitter sobs render them distraught and they become __stupefied 1__ for as long as they remain within the aura. A creature that succeeds is temporarily immune for 1 hour. The attic whisperer can activate or deactivate the aura with a single free action, which has the __concentrate__ trait. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aura of Sobs range: null raw_description: '**Aura of Sobs** (__auditory__, __aura__, __emotion__, __enchantment__, __mental__, __occult__) 10 feet. An attic whisperer enshrouds itself in a tapestry of stolen voices. Each living creature that enters or starts their turn in the aura must succeed at a DC 19 Will save or the unnerving, bitter sobs render them distraught and they become __stupefied 1__ for as long as they remain within the aura. A creature that succeeds is temporarily immune for 1 hour. The attic whisperer can activate or deactivate the aura with a single free action, which has the __concentrate__ trait.' requirements: null success: null traits: - auditory - aura - emotion - enchantment - mental - occult trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The attic whisperer attempts to counteract the __emotion__ effect, with a counteract modifier of +13. effects: null failure: null frequency: null full_description: null generic_description: null name: Whispered Despair range: null raw_description: '**Whispered Despair [Reaction]** **Trigger **A creature with an active __emotion__ effect enters an attic whisperer''s aura of sobs** **Effect **The attic whisperer attempts to counteract the __emotion__ effect, with a counteract modifier of +13.' requirements: null success: null traits: null trigger: A creature with an active __emotion__ effect enters an attic whisperer's aura of sobs** description: 'Beware the haunting sobs of the attic whisperer, for they carry the pained wrath of an abandoned child who perished due to the neglect or absence of their caretakers. Animated by loneliness, the embittered spirit binds itself to the material world in a body made of bits and oddments of a lost childhood—wooden blocks, scraps of blankets, ratty dolls, buttons, carved trinkets, and glass marbles. To give themselves the semblance of a head, they top their patchwork bodies with a small animal''s skull. Attic whisperers most frequently lurk in old infirmaries, orphanages, and other such institutions where children were forgotten, and they lay dormant for decades in hopes that they might one day find a playmate to ease their eternal loneliness. When they sense the living, attic whisperers attempt to lure them into their clutches by calling out to them using the voice of a small child. Though attic whisperers intend only to play with those they encounter, they drain the breath and voice from living creatures as their dark impulses take over. **__Recall Knowledge - Undead__ (__Religion__)**: DC 19' hp: 60 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison - unconscious items: null knowledge_checks: dc: 19 skills: - Religion languages: - Common - Necril level: 4 melee: - action_cost: One Action damage: formula: 2d8 type: piercing name: jaws plus_damage: - formula: null type: steal breath to_hit: 15 traits: - agile - finesse - action_cost: One Action damage: null name: bony hand (agile plus_damage: null to_hit: 13< traits: null name: Attic Whisperer perception: 10 proactive_abilities: - action_cost: None critical_failure: null critical_success: The target is unaffected. description: "The attic whisperer siphons the breath from living creatures, sapping\ \ their strength. A living creature hit by a jaws Strike must attempt a DC 21\ \ Fortitude save. \n\n" effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Steal Breath range: null raw_description: "**Steal Breath** (__curse__, __incapacitation__, __necromancy__,\ \ __occult__) The attic whisperer siphons the breath from living creatures,\ \ sapping their strength. A living creature hit by a jaws Strike must attempt\ \ a DC 21 Fortitude save. \n\n**Critical Success** The target is unaffected.\ \ \n\n**Success **The target is __enfeebled 1__ for 1 round. \n\n**Failure **The\ \ target is enfeebled 1 for 24 hours and __fatigued__. \n\n**Critical Failure\ \ **The target is enfeebled 1 for 24 hours, is fatigued, and falls __unconscious__." requirements: null success: null traits: - curse - incapacitation - necromancy - occult trigger: null - action_cost: None critical_failure: As failure, but the effects lasts until the attic whisperer is destroyed or the curse is removed. critical_success: The target is unaffected. description: "When an attic whisperer hits a living creature with a bony hand\ \ Strike, it tries to pull the victim's voice into its aura. The victim must\ \ attempt a DC 21 Will save. \n\n" effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Steal Voice range: null raw_description: "**Steal Voice** (__curse__, __necromancy__, __occult__) When\ \ an attic whisperer hits a living creature with a bony hand Strike, it tries\ \ to pull the victim's voice into its aura. The victim must attempt a DC 21\ \ Will save. \n\n**Critical Success** The target is unaffected. \n\n**Success\ \ **The target's voice is weak for 1 minute. Anytime it attempts an action with\ \ the __auditory__ trait, it must succeed at a DC 5 flat check or the action\ \ is lost. \n\n**Failure **The target loses the ability to speak for 1 hour,\ \ until the curse is removed, or until the attic whisperer is destroyed, whichever\ \ comes first. During this time, the attic whisperer can perfectly mimic the\ \ target's voice, and the target takes a -2 circumstance penalty to saving throws\ \ against that attic whisperer's aura of sobs. \n\n**Critical Failure** As failure,\ \ but the effects lasts until the attic whisperer is destroyed or the curse\ \ is removed." requirements: null success: null traits: - curse - necromancy - occult trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 13 ref_misc: null will: 12 will_misc: null sense_abilities: null senses: - Perception +10 - darkvision size: Small skills: - bonus: 11 misc: null name: 'Deception ' - bonus: 10 misc: null name: 'Society ' - bonus: 13 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 28 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - NE - Small - Undead type: Creature weaknesses: null - ability_mods: cha_mod: 4 con_mod: 8 dex_mod: 5 int_mod: -2 str_mod: 8 wis_mod: 5 ac: 36 ac_special: null alignment: CE automatic_abilities: null description: 'The brutish and gluttonous augnagar live to feast— preferably on rotten flesh, and when possible, demon flesh. But to them, the greatest delicacy is the flesh of other augnagars. Augnagars have spiderlike legs with leathery membranes like a bat''s wings, and three tails ending in hooked claws perfect for slicing flesh. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 34' hp: 225 hp_misc: null immunities: - controlled - fear items: null knowledge_checks: dc: 34 skills: - Religion languages: - Abyssal - telepathy 100 feet level: 14 melee: - action_cost: One Action damage: formula: 3d12+14 type: piercing name: bite plus_damage: - formula: 4d6 type: persistent bleed - formula: 1d6 type: chaotic - formula: null type: rotting curse to_hit: 28 traits: - chaotic - magical - reach 10 feet - action_cost: One Action damage: formula: 3d8+14 type: slashing name: sting plus_damage: - formula: 4d6 type: persistent bleed and 1d6 chaotic to_hit: 28 traits: - agile - chaotic - magical - finesse - reach 15 feet name: Augnagar perception: 27 proactive_abilities: - action_cost: Two Actions critical_failure: As failure, but the creature can't attempt a flat check to recover from confusion whenever it takes damage from an attack or spell. critical_success: The creature is unaffected. description: "The augnagar's writhing limbs and flesh seethe and squirm in a disorienting\ \ and unsettling manner. Creatures in a 30-foot emanation must attempt a DC\ \ 34 Will save, after which they are temporarily immune to further Confusing\ \ Displays for 1 minute. \n\n" effect: null effects: null failure: The creature is stupefied 1 and confused for 1 minute. frequency: null full_description: null generic_description: null name: Confusing Display range: null raw_description: "**Confusing Display** [Two Actions] (__concentrate__, __emotion__,\ \ __enchantment__, __fear__, __incapacitation__, __mental__, __occult__, __visual__)\ \ The augnagar's writhing limbs and flesh seethe and squirm in a disorienting\ \ and unsettling manner. Creatures in a 30-foot emanation must attempt a DC\ \ 34 Will save, after which they are temporarily immune to further Confusing\ \ Displays for 1 minute. \n\n**Critical Success** The creature is unaffected.\ \ \n\n**Success** The creature is __stupefied 1__ for 1 round. \n\n**Failure**\ \ The creature is stupefied 1 and __confused__ for 1 minute. \n\n**Critical\ \ Failure** As failure, but the creature can't attempt a flat check to recover\ \ from confusion whenever it takes damage from an attack or spell." requirements: null success: The creature is stupefied 1 for 1 round. traits: - concentrate - emotion - enchantment - fear - incapacitation - mental - occult - visual trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The augnagar inhales sharply, drawing life force out of creatures in a 50-foot cone. Creatures in the area take 14d6 negative damage (DC 34 basic Fortitude save, and the creature is __fatigued__ on a failure). The augnagar becomes __quickened__ for 1 round on its next turn, and it can use the extra action only to Stride or Strike. effects: null failure: null frequency: once per day full_description: null generic_description: null name: Inhale Vitality range: null raw_description: '**Inhale Vitality** [Two Actions] (__necromancy__, __occult__) **Frequency** once per day; **Effect** The augnagar inhales sharply, drawing life force out of creatures in a 50-foot cone. Creatures in the area take 14d6 negative damage (DC 34 basic Fortitude save, and the creature is __fatigued__ on a failure). The augnagar becomes __quickened__ for 1 round on its next turn, and it can use the extra action only to Stride or Strike.' requirements: null success: null traits: - necromancy - occult trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 34 Fortitude; **Stage 1** __drained 1__ (1 day); **Stage 2** drained 2 and the creature displays hideous, festering wounds exuding a horrific stench. Any creature within 30 feet of the victim must succeed at a DC 34 Fortitude save or become __sickened 1__ (plus __slowed 1__ on a critical failure, for as long as it''s sickened). While within the aura, affected creatures take a -2 circumstance penalty to saves against __disease__ and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. The victim of the disease doesn''t roll a save, but takes the failure effects automatically and can''t reduce its sickened value below 1 (1 day).' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rotting Curse range: null raw_description: '**Rotting Curse** (__curse__, __disease__, __necromancy__, __occult__) **Saving Throw** DC 34 Fortitude; **Stage 1** __drained 1__ (1 day); **Stage 2** drained 2 and the creature displays hideous, festering wounds exuding a horrific stench. Any creature within 30 feet of the victim must succeed at a DC 34 Fortitude save or become __sickened 1__ (plus __slowed 1__ on a critical failure, for as long as it''s sickened). While within the aura, affected creatures take a -2 circumstance penalty to saves against __disease__ and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. The victim of the disease doesn''t roll a save, but takes the failure effects automatically and can''t reduce its sickened value below 1 (1 day).' requirements: null success: null traits: - curse - disease - necromancy - occult trigger: null ranged: null rarity: Uncommon resistances: - amount: 15 type: mental - amount: 15 type: physical (except cold iron) ritual_lists: null saves: fort: 28 fort_misc: null misc: null ref: 23 ref_misc: null will: 25 will_misc: null sense_abilities: null senses: - Perception +27 - greater darkvision - scent (imprecise) 30 feet - true seeing size: Huge skills: - bonus: 27 misc: null name: 'Acrobatics ' - bonus: 28 misc: null name: 'Athletics ' - bonus: 26 misc: null name: 'Intimidation ' source: - abbr: Bestiary 2 page_start: 216 page_stop: null speed: - amount: 40 type: Land - amount: 40 type: climb - amount: 40 type: fly spell_lists: - dc: 31 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: ×3 name: dimension door requirement: null - heightened_level: 7 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: null traits: - Uncommon - CE - Huge - Fiend - Qlippoth type: Creature weaknesses: - amount: 15 type: lawful - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. When a creature ends its turn in the aura, it feels the sharp barbs of the augur's blades on its skin. The creature must succeed at a DC 17 Will save or become __frightened 1__ (frightened 2 on a critical failure). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Feel the Blades range: null raw_description: '**Feel the Blades** (__aura__, __divine__, __enchantment__, __fear__, __mental__, __visual__) 30 feet. When a creature ends its turn in the aura, it feels the sharp barbs of the augur''s blades on its skin. The creature must succeed at a DC 17 Will save or become __frightened 1__ (frightened 2 on a critical failure).' requirements: null success: null traits: - aura - divine - enchantment - fear - mental - visual trigger: null description: 'These spherical knots 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 they can see the horrors inflicted by other velstracs, who train the augur to expect and appreciate pain. Augurs are 1 foot in diameter and weigh 30 pounds. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 15' hp: 14 hp_misc: regeneration 2 (deactivated by good or silver immunities: - cold items: null knowledge_checks: dc: 15 skills: - Religion languages: - Common - Infernal - Shadowtongue - (can't speak any language) level: 1 melee: - action_cost: One Action damage: formula: 1d4-1 type: slashing name: blade plus_damage: - formula: 1d4 type: persistent bleed to_hit: 8 traits: - agile - evil - finesse - magical - versatile P name: Augur perception: 8 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The augur stares at a creature they can see within 30 feet. The target must immediately attempt a Will save against Feel the Blades. After attempting this save, the creature is then temporarily immune until the start of the augur's next turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Focus Gaze range: null raw_description: '**Focus Gaze** (__concentrate__, __divine__, __enchantment__, __fear__, __mental__, __visual__) The augur stares at a creature they can see within 30 feet. The target must immediately attempt a Will save against Feel the Blades. After attempting this save, the creature is then temporarily immune until the start of the augur''s next turn.' requirements: null success: null traits: - concentrate - divine - enchantment - fear - mental - visual trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The augur Flies or Strides, whirling as they move. The augur deals the damage of their blade Strike to each creature whose space they enter (DC 16 basic Reflex save). Each creature is affected only once, even if the augur moves through its space multiple times. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Whirling Slice range: null raw_description: '**Whirling Slice** [Two Actions] The augur Flies or Strides, whirling as they move. The augur deals the damage of their blade Strike to each creature whose space they enter (DC 16 basic Reflex save). Each creature is affected only once, even if the augur moves through its space multiple times.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: good - amount: 5 type: silver ritual_lists: null saves: fort: 4 fort_misc: null misc: null ref: 10 ref_misc: null will: 7 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Painsight range: null raw_description: '**Painsight** (__divination__, __divine__) A 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.' requirements: null success: null traits: - divination - divine trigger: null senses: - Perception +8 - greater darkvision - painsight size: Tiny skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Deception ' - bonus: 7 misc: null name: 'Intimidation ' - bonus: 4 misc: null name: 'Religion ' - bonus: 8 misc: null name: 'Stealth ' - bonus: 7 misc: null name: 'Torture Lore ' source: - abbr: Bestiary 2 page_start: 280 page_stop: null speed: - amount: 20 type: Land - amount: 40 type: fly spell_lists: - dc: 17 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: once per week name: read omens requirement: null - heightened_level: null level: 2 spells: - frequency: ×2 name: augury requirement: null - heightened_level: null level: 1 spells: - frequency: ×3 name: harm requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: mage hand requirement: null to_hit: null traits: - LE - Tiny - Fiend - Velstrac type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 2 int_mod: -4 str_mod: 6 wis_mod: 3 ac: 28 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: An aurumvorax gains a +4 circumstance bonus to its Fortitude or Reflex DC against __Shove__ and __Trip__ attempts, and to its __Athletics__ DC against attempts to escape its __Grab__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tenacious Stance range: null raw_description: '**Tenacious Stance** An aurumvorax gains a +4 circumstance bonus to its Fortitude or Reflex DC against __Shove__ and __Trip__ attempts, and to its __Athletics__ DC against attempts to escape its __Grab__.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability. effects: null failure: null frequency: null full_description: null generic_description: null name: Ferocity range: null raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.' requirements: null success: null traits: null trigger: The monster is reduced to 0 HP. description: 'Aurumvoraxes are highly aggressive and territorial predators that sprint on eight legs, using their terrific strength and iron-hard claws to dig through solid stone. A typical aurumvorax is only 3 feet long but weighs more than 200 pounds, for its thick, sturdy bones are densely packed with muscle, making the creature very strong but a notoriously poor swimmer. Its fur is golden, sometimes with a silvery or russet tone depending on the metals it has ingested, and its claws are always the shiny black of seasoned iron. Aurumvorax adults claim hunting territories spanning a mile or more, driving out other predators and leading solitary lives except when they mate. They are irascible creatures, impossible to train as adults, but daring trainers can rear aurumvorax pups as deadly guard beasts, which they sell for hundreds of gold pieces to discriminating buyers. Aurumvorax pups are usually single births, and their mothers are fiercely protective, making their acquisition a dangerous proposition. Even when trained, the creatures are prone to dangerous bursts of rage. **__Recall Knowledge - Animal__ (__Nature__)**: DC 26' hp: 170 hp_misc: null immunities: null items: null knowledge_checks: dc: 26 skills: - Nature languages: null level: 9 melee: - action_cost: One Action damage: formula: 2d10+12 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 21 traits: null - action_cost: One Action damage: formula: 2d8+12 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 21 traits: - agile name: Aurumvorax perception: 18 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: When an aurumvorax scores a critical hit, the target takes 1d6 __persistent bleed damage__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bleeding Critical range: null raw_description: '**Bleeding Critical** When an aurumvorax scores a critical hit, the target takes 1d6 __persistent bleed damage__.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The aurumvorax makes a jaws Strike against a creature it has grabbed. If the attack hits, the target is knocked __prone__ if it is Medium or smaller. In addition, if the target is wearing armor with Hardness 10 or lower, the armor becomes __broken__. If this Strike breaks a creature's armor or damages a creature that is unarmored or wearing broken armor, the target also takes 1d6 __persistent bleed damage__. This Strike doesn't further damage armor that's already broken. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Gnaw Metal range: null raw_description: '**Gnaw Metal** The aurumvorax makes a jaws Strike against a creature it has grabbed. If the attack hits, the target is knocked __prone__ if it is Medium or smaller. In addition, if the target is wearing armor with Hardness 10 or lower, the armor becomes __broken__. If this Strike breaks a creature''s armor or damages a creature that is unarmored or wearing broken armor, the target also takes 1d6 __persistent bleed damage__. This Strike doesn''t further damage armor that''s already broken.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The aurumvorax makes four claw Strikes against a creature it has grabbed. Each attack counts toward the aurumvorax's multiple attack penalty, and the multiple attack penalty increases with each attack. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rapid Rake range: null raw_description: '**Rapid Rake** [Two Actions] The aurumvorax makes four claw Strikes against a creature it has grabbed. Each attack counts toward the aurumvorax''s multiple attack penalty, and the multiple attack penalty increases with each attack.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 19 fort_misc: null misc: null ref: 17 ref_misc: null will: 16 will_misc: null sense_abilities: null senses: - Perception +18 - darkvision - scent (imprecise) 30 feet size: Small skills: - bonus: 20 misc: +6 to Swim name: 'Athletics ' - bonus: 18 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 29 page_stop: null speed: - amount: 35 type: Land - amount: 10 type: burrow spell_lists: null traits: - N - Small - Animal type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: An awakened tree takes 5 additional damage from axes. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Axe Vulnerability range: null raw_description: '**Axe Vulnerability** An awakened tree takes 5 additional damage from axes.' requirements: null success: null traits: null trigger: 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 fight to protect their home. The statistics below work just as well for foliage that has become animate via other methods, such as a mystical influence from another dimension, a capricious fey spirit, or the like. **__Recall Knowledge - Plant__ (__Nature__)**: DC 22' hp: 100 hp_misc: null immunities: null items: null knowledge_checks: dc: 22 skills: - Nature languages: - Arboreal - (can't speak any language) level: 6 melee: - action_cost: One Action damage: formula: 2d8+6 type: bludgeoning name: branch plus_damage: null to_hit: 16 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d6+6 type: bludgeoning name: root plus_damage: null to_hit: 16 traits: - trip name: Awakened Tree perception: 13 proactive_abilities: null ranged: null rarity: Common resistances: - amount: 5 type: bludgeoning - amount: 5 type: piercing ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 9 ref_misc: null will: 13 will_misc: null sense_abilities: null senses: - Perception +13 - low-light vision size: Huge skills: - bonus: 14 misc: null name: 'Athletics ' - bonus: 9 misc: +14 in forests name: 'Stealth ' source: - abbr: Bestiary page_start: 25 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - N - Huge - Plant type: Creature weaknesses: - amount: null type: axe vulnerability - amount: 10 type: fire - 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 alignment: LN 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. A particular axiomite may look like any humanoid creature, though the particular form it takes on does not affect its abilities. Beneath this assumed form, all axiomites are the same—clouds of glowing, crystalline dust that constantly swirls and congeals into complex tangles of symbols and equations, evincing their existence as literal creatures of pure mathematical law. Axiomites arise from the souls of lawful neutral mortals, particularly those who were, in life, mathematicians, architects, crafters, or philosophers. While these souls do not retain any memories of their lives in the transition into axiomites, their life skills and experiences nevertheless serve a valuable metaphysical resource during formation. **__Recall Knowledge - Monitor__ (__Religion__)**: DC 24' hp: 155 hp_misc: null immunities: - disease - emotion - fear items: - +1 striking warhammer - sterling artisan's tools knowledge_checks: dc: 24 skills: - Religion languages: - Abyssal - Celestial - Common - Draconic - Infernal - Utopian level: 8 melee: - action_cost: One Action damage: formula: 2d8+11 type: bludgeoning name: warhammer plus_damage: - formula: 1d6 type: lawful to_hit: 20 traits: - lawful - magical - shove - action_cost: One Action damage: formula: 1d8+5 type: bludgeoning name: fist plus_damage: - formula: 1d6 type: lawful to_hit: 17 traits: - agile - lawful - magical name: Axiomite perception: 19 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Crystalline Dust Form range: null raw_description: '**Crystalline Dust Form** (__polymorph__) 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.' requirements: null success: null traits: - polymorph trigger: null ranged: null rarity: Common resistances: - amount: 10 type: electricity - amount: 10 type: mental ritual_lists: null saves: fort: 13 fort_misc: null misc: +1 status to all saves vs. magic ref: 16 ref_misc: null will: 18 will_misc: null sense_abilities: null senses: - Perception +19 - darkvision size: Medium skills: - bonus: 16 misc: null name: 'Acrobatics ' - bonus: 17 misc: null name: 'Axis Lore ' - bonus: 21 misc: null name: 'Crafting ' - bonus: 15 misc: null name: 'Diplomacy ' - bonus: 17 misc: null name: 'Occultism ' - bonus: 17 misc: null name: 'Religion ' source: - abbr: Bestiary page_start: 9 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 27 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: telekinetic haul requirement: null - heightened_level: null level: 4 spells: - frequency: null name: dispel magic requirement: null - frequency: lawful name: divine wrath requirement: null - frequency: x3 name: lightning bolt requirement: null - heightened_level: null level: 3 spells: - frequency: x3 name: haste requirement: null - frequency: null name: paralyze requirement: null - heightened_level: null level: 2 spells: - frequency: null name: telekinetic maneuver requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: true strike requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: telekinetic projectile requirement: null to_hit: 17 traits: - LN - Medium - Aeon - Monitor type: Creature weaknesses: - amount: 10 type: chaotic - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: The azure worm recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It's also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Inexorable range: null raw_description: '**Inexorable** The azure worm recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It''s also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The azure worm negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can't be avoided in this way. effects: null failure: null frequency: once per day full_description: null generic_description: null name: Shake It Off range: null raw_description: '**Shake It Off** [Reaction] **Frequency** once per day; **Trigger** The azure worm would be affected by a condition or adverse effect (such as __baleful polymorph__). **Effect** The azure worm negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can''t be avoided in this way.' requirements: null success: null traits: null trigger: The azure worm would be affected by a condition or adverse effect (such as __baleful polymorph__). 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 36' hp: 320 hp_misc: null immunities: null items: null knowledge_checks: dc: 36 skills: - Nature languages: null level: 15 melee: - action_cost: One Action damage: formula: 3d12+16 type: piercing name: jaw plus_damage: - formula: null type: Improved Grab to_hit: 31 traits: - deadly 2d10 - reach 15 feet - action_cost: One Action damage: formula: 4d6+16 type: piercing name: stinger plus_damage: - formula: null type: azure worm venom to_hit: 31 traits: - agile - poison - reach 15 feet - action_cost: One Action damage: formula: 2d8+14 type: bludgeoning name: body plus_damage: null to_hit: 29 traits: - reach 15 feet name: Azure Worm perception: 22 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Azure Worm Venom range: null raw_description: '**Azure Worm Venom** (__poison__) **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)' requirements: null success: null traits: - poison trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The azure worm Swims up to its swim Speed, then Leaps vertically out of the water up to 30 feet, making a Strike against a creature at the apex of the jump (this lets it attack a creature within 45 feet of the water's surface). After the Strike, the worm splashes back down. It can use Improved Grab on this Strike and follow it up with Fast Swallow. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breach range: null raw_description: '**Breach** [Two Actions] The azure worm Swims up to its swim Speed, then Leaps vertically out of the water up to 30 feet, making a Strike against a creature at the apex of the jump (this lets it attack a creature within 45 feet of the water''s surface). After the Strike, the worm splashes back down. It can use Improved Grab on this Strike and follow it up with Fast Swallow.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The worm uses Swallow Whole. effects: null failure: null frequency: null full_description: null generic_description: null name: Fast Swallow range: null raw_description: '**Fast Swallow** [Reaction] **Trigger** The worm Grabs a creature. **Effect** The worm uses Swallow Whole.' requirements: null success: null traits: null trigger: The worm Grabs a creature. - action_cost: One Action critical_failure: null critical_success: null description: Huge, 3d8+10 bludgeoning, Rupture 27 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**Swallow Whole** Huge, 3d8+10 bludgeoning, Rupture 27' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Thrash range: null raw_description: '**Thrash** [Two Actions] 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 32 fort_misc: null misc: null ref: 20 ref_misc: null will: 23 will_misc: null sense_abilities: null senses: - Perception +22 - darkvision - tremorsense (imprecise) 100 feet size: Gargantuan skills: - bonus: 33 misc: null name: 'Athletics ' - bonus: 20 misc: +25 in water name: 'Stealth ' source: - abbr: Bestiary page_start: 57 page_stop: null speed: - amount: 40 type: Land - amount: 40 type: burrow - amount: 60 type: swim spell_lists: null traits: - Uncommon - N - Gargantuan - Amphibious - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 4 con_mod: 4 dex_mod: 4 int_mod: 4 str_mod: 2 wis_mod: 2 ac: 22 ac_special: null alignment: CN automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 'An azuretzi''s vital organs shift and change shape and position constantly. Immediately after the azuretzi takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The azuretzi is immune to __polymorph__ effects unless it is a willing target. If __blinded__ or __deafened__, the azuretzi automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones..' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Protean Anatomy range: null raw_description: '**Protean Anatomy** (__divine__, __transmutation__) An azuretzi''s vital organs shift and change shape and position constantly. Immediately after the azuretzi takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The azuretzi is immune to __polymorph__ effects unless it is a willing target. If __blinded__ or __deafened__, the azuretzi automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones..' requirements: null success: null traits: - divine - transmutation trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The azuretzi attempts to __counteract__ one ongoing spell effect on the target creature with a __Thievery__ check. If it is successful, it transfers the ongoing spell effect to itself. The creature then becomes temporarily immune to Spell Pilfer for 24 hours. effects: null failure: null frequency: null full_description: null generic_description: null name: Spell Pilfer range: null raw_description: '**Spell Pilfer [Reaction]** **Trigger** A creature with an active spell effect within 30 feet of the azuretzi fails to resist another azuretzi''s Mocking Touch; **Effect** The azuretzi attempts to __counteract__ one ongoing spell effect on the target creature with a __Thievery__ check. If it is successful, it transfers the ongoing spell effect to itself. The creature then becomes temporarily immune to Spell Pilfer for 24 hours.' requirements: null success: null traits: null trigger: A creature with an active spell effect within 30 feet of the azuretzi fails to resist another azuretzi's Mocking Touch description: 'Azuretzis are sinuous, serpentine creatures with dagger-sharp teeth, covered in brilliant blue scales with mottled purple and pink highlights that shimmer in a pareidolic approximation of leering, laughing faces. The __Maelstrom''s__ chaotic forces spawn these small proteans from a variety of sources: physical mating between older azuretzis, the paradoxical promotion of bestial __naunets__, and possibly from mortal __petitioners__, though azuretzis may just be confusing putative mortal memories with experiences gained from games of mimicry. Never expect azuretzis to operate by any rational, self-consistent rules. Azuretzis represent the humor of chaos, particularly in the form of mockery and parody via exaggerated mimicry, twisting a target''s features into a laughingstock. **__Recall Knowledge - Monitor__ (__Religion__)**: DC 20' hp: 75 hp_misc: fast healing 2 immunities: null items: null knowledge_checks: dc: 20 skills: - Religion languages: - Abyssal - Celestial - Protean level: 5 melee: - action_cost: One Action damage: formula: 2d10+4 type: piercing name: jaws plus_damage: - formula: 1d6 type: chaotic to_hit: 15 traits: - chaotic - finesse - magical - action_cost: One Action damage: formula: 2d8+4 type: slashing name: claw plus_damage: - formula: 1d6 type: chaotic to_hit: 15 traits: - agile - chaotic - finesse - magical - action_cost: One Action damage: formula: 2d12+4 type: bludgeoning name: tail plus_damage: - formula: 1d6 type: chaotic and Grab to_hit: 13 traits: - chaotic - magical - reach 15 feet name: Azuretzi perception: 11 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 1d12+4 bludgeoning, DC 22 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 1d12+4 bludgeoning, DC 22' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: As __Change Shape__ but an azuretzi can assume the specific form of a Medium or smaller creature it Seeks with a successful DC 25 Perception check. It can return to its true form as a free action. It can retain access to only one exact appearance at a time. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mimic Form range: null raw_description: '**Mimic Form** [Two Actions] (__concentrate__, __divine__, __polymorph__, __transmutation__) As __Change Shape__ but an azuretzi can assume the specific form of a Medium or smaller creature it Seeks with a successful DC 25 Perception check. It can return to its true form as a free action. It can retain access to only one exact appearance at a time.' requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: Two Actions critical_failure: Mocking Touch has no effect. critical_success: The azuretzi chooses one spell of up to 3rd level that the target creature has available to cast. The azuretzi gains that spell as a mock divine innate spell, and it can cast that spell once as an innate divine spell using its own DC and spell attack. It must do so before 24 hours pass or the mock spell is lost. The creature touched cannot cast the mock spell until the azuretzi casts it first or the 24 hour period passes, whichever comes first. description: null effect: The azuretzi is not currently using Mocking Touch on a spell effects: null failure: As critical success, but the azuretzi must cast the mock spell before the end of its next turn or it is lost, and the creature touched can cast the spell normally. frequency: null full_description: null generic_description: null name: Mocking Touch range: null raw_description: "**Mocking Touch** [Two Actions] (__abjuration__, __divine__)\ \ **Requirement** The azuretzi is not currently using Mocking Touch on a spell;\ \ **Effect** The azuretzi mocks a creature's magical ability with a touch. The\ \ azuretzi must attempt a __Thievery__ check against the target's Will DC. \n\ \n**Critical Success** The azuretzi chooses one spell of up to 3rd level that\ \ the target creature has available to cast. The azuretzi gains that spell as\ \ a mock divine innate spell, and it can cast that spell once as an innate divine\ \ spell using its own DC and spell attack. It must do so before 24 hours pass\ \ or the mock spell is lost. The creature touched cannot cast the mock spell\ \ until the azuretzi casts it first or the 24 hour period passes, whichever\ \ comes first. \n\n**Success** As critical success, but the azuretzi has 1 hour\ \ to cast the mock spell before it is lost, and the creature touched can cast\ \ the spell normally. \n\n**Failure** As critical success, but the azuretzi\ \ must cast the mock spell before the end of its next turn or it is lost, and\ \ the creature touched can cast the spell normally. \n\n**Critical Failure**\ \ Mocking Touch has no effect." requirements: null success: As critical success, but the azuretzi has 1 hour to cast the mock spell before it is lost, and the creature touched can cast the spell normally. traits: - abjuration - divine trigger: null ranged: null rarity: Common resistances: - amount: 5 type: precision - amount: 8 type: protean anatomy ritual_lists: null saves: fort: 11 fort_misc: null misc: +1 status to all saves vs. magic ref: 15 ref_misc: null will: 11 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: An azuretzi can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the azuretzi 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Entropy Sense range: null raw_description: '**Entropy Sense** (__divination__, __divine__, __prediction__) An azuretzi can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the azuretzi 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.' requirements: null success: null traits: - divination - divine - prediction trigger: null senses: - Perception +11 - darkvision - entropy sense (imprecise) 30 feet size: Small skills: - bonus: 11 misc: null name: 'Acrobatics ' - bonus: 11 misc: null name: 'Arcana ' - bonus: 9 misc: null name: 'Athletics ' - bonus: 13 misc: null name: 'Deception ' - bonus: 13 misc: null name: 'Performance ' - bonus: 13 misc: null name: 'Stealth ' - bonus: 11 misc: null name: 'Survival ' - bonus: 13 misc: null name: 'Thievery ' source: - abbr: Bestiary 2 page_start: 205 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: fly - amount: 25 type: swim - amount: 128 type: freedom of movement spell_lists: - dc: 22 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: dimension door requirement: null - heightened_level: null level: 3 spells: - frequency: null name: crisis of faith requirement: null - frequency: null name: dispel magic requirement: null - frequency: null name: shatter requirement: null - heightened_level: null level: 2 spells: - frequency: null name: hideous laughter requirement: null - heightened_level: null level: 1 spells: - frequency: at will, lawful only name: detect alignment requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: freedom of movement requirement: null to_hit: null traits: - CN - Small - Monitor - Protean type: Creature weaknesses: - amount: 5 type: lawful - ability_mods: cha_mod: 2 con_mod: 4 dex_mod: 4 int_mod: 2 str_mod: 4 wis_mod: 3 ac: 24 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Babaus revel in gore, and when wounds are healed, they recoil in pain. When a creature heals from damage that the babau dealt on their last turn with Grievous Strike, sneak attack, or a critical hit, the demon takes 4d6 __mental__ damage. The babau can take this mental damage only once per round. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mercy Vulnerability range: null raw_description: '**Mercy Vulnerability** Babaus revel in gore, and when wounds are healed, they recoil in pain. When a creature heals from damage that the babau dealt on their last turn with Grievous Strike, sneak attack, or a critical hit, the demon takes 4d6 __mental__ damage. The babau can take this mental damage only once per round.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The babau excretes a gout of acidic, bloodlike slime against the attacker and its weapon. The attacker must attempt a DC 24 Reflex save. effects: null failure: null frequency: null full_description: null generic_description: null name: Reactive Slime range: null raw_description: '**Reactive Slime [Reaction]** **Trigger **A creature within the babau''s reach successfully hits the babau with a Strike; **Effect **The babau excretes a gout of acidic, bloodlike slime against the attacker and its weapon. The attacker must attempt a DC 24 Reflex save.' requirements: null success: null traits: null trigger: A creature within the babau's reach successfully hits the babau with a Strike - action_cost: None critical_failure: null critical_success: null description: The attacker is unaffected. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Success range: null raw_description: '**Critical Success **The attacker is unaffected.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The attacker takes 1d6 acid damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Success range: null raw_description: '**Success **The attacker takes 1d6 acid damage.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The attacker takes 2d6 acid damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Failure range: null raw_description: '**Failure **The attacker takes 2d6 acid damage.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: As failure, except the weapon used to Strike the babau becomes __broken__, unless the weapon is made of a material that is immune to acid. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Failure range: null raw_description: '**Critical Failure **As failure, except the weapon used to Strike the babau becomes __broken__, unless the weapon is made of a material that is immune to acid.' requirements: null success: null traits: null trigger: null description: 'The babau is an assassin, a murderer, and a sadist—certainly not unusual traits, yet their penchant for stealth and surprise sets them apart from their kin. Babaus form from mortal souls of lone killers—those who took pleasure in more personal murders, and particularly those with grisly patterns to their killings. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 22' hp: 130 hp_misc: null immunities: null items: - +1 longspear knowledge_checks: dc: 22 skills: - Religion languages: - Abyssal - Celestial - Draconic - telepathy 100 feet level: 6 melee: - action_cost: One Action damage: formula: 1d8+7 type: piercing name: longspear plus_damage: - formula: 1d6 type: evil to_hit: 17 traits: - evil - magical - reach 10 feet - action_cost: One Action damage: formula: 1d10+7 type: piercing name: jaws plus_damage: - formula: 1d6 type: evil to_hit: 16 traits: - evil - magical - action_cost: One Action damage: formula: 1d4+7 type: slashing name: claw plus_damage: - formula: 1d6 type: evil to_hit: 16 traits: - agile - evil - magical name: Babau perception: 13 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The babau attacks with the intent of creating a particularly horrific and gory wound. The babau makes a melee Strike. This counts as two attacks when calculating the daemon's multiple attack penalty. If this Strike hits, the babau deals an additional 2d6 damage of the same damage type, and the creature struck is __frightened 2__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Grievous Strike range: null raw_description: '**Grievous Strike** [Two Actions] The babau attacks with the intent of creating a particularly horrific and gory wound. The babau makes a melee Strike. This counts as two attacks when calculating the daemon''s multiple attack penalty. If this Strike hits, the babau deals an additional 2d6 damage of the same damage type, and the creature struck is __frightened 2__.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The babau's Strikes deal an extra 2d6 precision damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The babau''s Strikes deal an extra 2d6 precision damage to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 10 type: acid ritual_lists: - dc: 24 misc: null name: Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: abyssal pact requirement: null to_hit: null saves: fort: 14 fort_misc: null misc: +1 to all saves vs. magic ref: 16 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +13 - darkvision - see invisibility size: Medium skills: - bonus: 12 misc: null name: 'Acrobatics ' - bonus: 13 misc: null name: 'Athletics ' - bonus: 14 misc: null name: 'Intimidation ' - bonus: 10 misc: null name: 'Religion ' - bonus: 16 misc: null name: 'Stealth ' - bonus: 14 misc: null name: 'Thievery ' source: - abbr: Bestiary 2 page_start: 64 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 24 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - heightened_level: null level: 2 spells: - frequency: null name: darkness requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: see invisibility requirement: null to_hit: null traits: - CE - Medium - Demon - Fiend type: Creature weaknesses: - amount: 5 type: cold iron - amount: 5 type: good - ability_mods: cha_mod: -2 con_mod: 2 dex_mod: 1 int_mod: -5 str_mod: 0 wis_mod: 2 ac: 16 ac_special: null alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability. effects: null failure: null frequency: null full_description: null generic_description: null name: Ferocity range: null raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.' requirements: null success: null traits: null trigger: The monster is reduced to 0 HP. description: 'The typical badger has dark, brownish-gray fur highlighted with white markings, particularly on the head, giving it a striped mask of fur around its eyes. A threatened badger can swiftly become a ferocious combatant that typically fights until slain. **__Recall Knowledge - Animal__ (__Nature__)**: DC 14' hp: 15 hp_misc: null immunities: null items: null knowledge_checks: dc: 14 skills: - Nature languages: null level: 0 melee: - action_cost: One Action damage: formula: 1d8 type: piercing name: jaws plus_damage: null to_hit: 8 traits: null - action_cost: One Action damage: formula: 1d6 type: slashing name: claw plus_damage: null to_hit: 8 traits: - agile name: Badger perception: 6 proactive_abilities: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 5 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +6 - low-light vision - scent (imprecise) 30 feet size: Small skills: - bonus: 4 misc: null name: 'Athletics ' - bonus: 6 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 32 page_stop: null speed: - amount: 25 type: Land - amount: 10 type: burrow spell_lists: null traits: - N - Small - Animal type: Creature weaknesses: null - 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 alignment: NG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 20 feet. Creatures in the balisse's aura are subject to __zone of truth__ (DC 23). Additionally, if these creatures choose to honestly express their own conflicted feelings, the aura makes it easier for them to put words to those feelings. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Confessor's Aura range: null raw_description: '**Confessor''s Aura** (__aura__, __divine__, __enchantment__, __mental__) 20 feet. Creatures in the balisse''s aura are subject to __zone of truth__ (DC 23). Additionally, if these creatures choose to honestly express their own conflicted feelings, the aura makes it easier for them to put words to those feelings.' requirements: null success: null traits: - aura - divine - enchantment - mental trigger: 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. **__Recall Knowledge - Celestial__ (__Religion__)**: DC 24' hp: 145 hp_misc: null immunities: null items: - +1 striking scimitar knowledge_checks: dc: 24 skills: - Religion languages: - Celestial - Draconic - Infernal - tongues level: 8 melee: - action_cost: One Action damage: formula: 2d6+8 type: slashing name: flaming scimitar plus_damage: - formula: 1d6 type: fire and 1d6 good to_hit: 20 traits: - fire - forceful - good - magical - sweep name: Balisse perception: 18 proactive_abilities: - action_cost: Two Actions critical_failure: The duration is permanent. critical_success: The creature is unaffected. description: null 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. ' effects: null failure: The duration is 1 day. frequency: once per day full_description: null generic_description: null name: Brand of the Impenitent range: null raw_description: '**Brand of the Impenitent** [Two Actions] (__curse__, __divine__, __evocation__) **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.' requirements: null success: The duration is 1 round. traits: - curse - divine - evocation trigger: null - action_cost: None critical_failure: null critical_success: null description: Any weapon gains the effect of a __flaming__ property rune while a balisse wields it. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flaming Armament range: null raw_description: '**Flaming Armament** (__divine__, __evocation__) Any weapon gains the effect of a __flaming__ property rune while a balisse wields it.' requirements: null success: null traits: - divine - evocation trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Guiding Angel range: null raw_description: '**Guiding Angel** (__divine__, __transmutation__) 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.' requirements: null success: null traits: - divine - transmutation trigger: null ranged: null rarity: Common resistances: - amount: 15 type: fire ritual_lists: - dc: 26 misc: null name: Divine Rituals spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: atone requirement: null - heightened_level: null level: 3 spells: - frequency: null name: geas requirement: null - heightened_level: null level: 1 spells: - frequency: null name: angelic messenger requirement: null to_hit: null saves: fort: 16 fort_misc: null misc: +1 status to all saves vs. magic ref: 12 ref_misc: null will: 18 will_misc: null sense_abilities: null senses: - Perception +18 - (+20 to detect lies and illusions) - darkvision size: Medium skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 17 misc: null name: 'Diplomacy ' - bonus: 18 misc: null name: 'Religion ' source: - abbr: Bestiary page_start: 18 page_stop: null speed: - amount: 30 type: Land - amount: 40 type: fly spell_lists: - dc: 26 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: divine wrath requirement: null - frequency: null name: heal requirement: null - frequency: null name: paralyze requirement: null - frequency: null name: remove curse requirement: null - frequency: null name: remove disease requirement: null - heightened_level: null level: 3 spells: - frequency: at will name: remove fear requirement: null - heightened_level: null level: 2 spells: - frequency: at will, self only name: invisibility requirement: null - heightened_level: null level: 1 spells: - frequency: at will, evil only name: detect alignment requirement: null to_hit: null traits: - NG - Medium - Angel - Celestial type: Creature weaknesses: - amount: 10 type: evil - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The DC of the Escape check is increased by 2. effects: null failure: null frequency: null full_description: null generic_description: null name: Tighten Coils range: null raw_description: '**Tighten Coils** [Reaction] **Trigger** A creature grabbed or restrained by the ball python attempts to Escape. **Effect** The DC of the Escape check is increased by 2.' requirements: null success: null traits: null trigger: A creature grabbed or restrained by the ball python attempts to Escape. 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 15' hp: 20 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Nature languages: null level: 1 melee: - action_cost: One Action damage: formula: 1d8+3 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 8 traits: null name: Ball Python perception: 6 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 1d8 bludgeoning, DC 17 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**Constrict** 1d8 bludgeoning, DC 17' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: A Medium or smaller creature is grabbed or restrained in the ball python's jaws. effects: null failure: null frequency: null full_description: null generic_description: null name: Wrap in Coils range: null raw_description: '**Wrap in Coils** **Requirement** A Medium or smaller creature is grabbed or restrained in the ball python''s jaws. **Effect** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 10 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +6 - low-light vision - scent (imprecise) 30 feet size: Medium skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Athletics ' - bonus: 6 misc: null name: 'Stealth ' - bonus: 4 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 302 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: climb - amount: 20 type: swim spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 20 feet. A foe that starts its turn in the aura takes 3d6+10 fire damage, or 6d6+20 fire damage if the balor has grabbed or restrained it. A creature that hits a balor with an unarmed Strike takes 3d6+10 fire damage, and weapons that hit a balor take 3d6+10 fire damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aura of Flame range: null raw_description: '**Aura of Flame** (__aura__, __divine__, __evocation__, __fire__) 20 feet. A foe that starts its turn in the aura takes 3d6+10 fire damage, or 6d6+20 fire damage if the balor has grabbed or restrained it. A creature that hits a balor with an unarmed Strike takes 3d6+10 fire damage, and weapons that hit a balor take 3d6+10 fire damage.' requirements: null success: null traits: - aura - divine - evocation - fire trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: The balor can use Attack of Opportunity when a creature within their reach uses a concentrate action, in addition to its normal trigger. They can disrupt triggering concentrate actions, and they disrupt actions on any hit, not just a critical hit. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: None critical_failure: null critical_success: null description: When a balor dies, their body explodes in a 100-foot aura of intense demonic flame. All creatures and objects in range take 16d10 fire damage (DC 45 basic Reflex save). Because the flame is infused with Abyssal energy, creatures in the area apply only half their usual fire resistance. Creatures with immunity to fire use an outcome one degree of success better than what they rolled, instead of gaining the usual benefit of immunity. The bodies of creatures reduced to 0 Hit Points by a balor's death throes are completely incinerated into fine ash. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Death Throes range: null raw_description: '**Death Throes** (__death__, __divine__, __evocation__, __fire__) When a balor dies, their body explodes in a 100-foot aura of intense demonic flame. All creatures and objects in range take 16d10 fire damage (DC 45 basic Reflex save). Because the flame is infused with Abyssal energy, creatures in the area apply only half their usual fire resistance. Creatures with immunity to fire use an outcome one degree of success better than what they rolled, instead of gaining the usual benefit of immunity. The bodies of creatures reduced to 0 Hit Points by a balor''s death throes are completely incinerated into fine ash.' requirements: null success: null traits: - death - divine - evocation - fire trigger: 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. \n\n##\ \ Balor Lords\n\n 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.\n\n\n\n**__Recall Knowledge\ \ - Fiend__ (__Religion__)**: DC 40" hp: 480 hp_misc: null immunities: - fire items: - longsword knowledge_checks: dc: 40 skills: - Religion languages: - Abyssal - Celestial - Draconic - telepathy 100 feet level: 20 melee: - action_cost: One Action damage: formula: 4d8+17 type: slashing name: vorpal cold iron silver longsword plus_damage: - formula: 1d6 type: evil to_hit: 40 traits: - evil - magical - reach 10 feet - versatile P - action_cost: One Action damage: formula: 4d6+17 type: fire name: cold iron silver flame whip plus_damage: - formula: 1d6 type: evil - formula: null type: Improved Grab - formula: null type: whip reposition to_hit: 40 traits: - disarm - evil - fire - magical - reach 20 feet - trip name: Balor perception: 36 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A balor can cast their 5th-level innate __dimension door__ with only a single action. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dimensional Dervish range: null raw_description: '**Dimensional Dervish** A balor can cast their 5th-level innate __dimension door__ with only a single action.' requirements: null success: null traits: null trigger: null - action_cost: Free Action critical_failure: null critical_success: null description: null effect: The balor casts an innate __dispel magic__ on the target of the triggering Strike. effects: null failure: null frequency: once per round. full_description: null generic_description: null name: Dispelling Strike range: null raw_description: '**Dispelling Strike** [Free Action] **Frequency** once per round. **Trigger** The balor hits a creature, object, or spell effect with a weapon Strike. **Effect** The balor casts an innate __dispel magic__ on the target of the triggering Strike.' requirements: null success: null traits: null trigger: The balor hits a creature, object, or spell effect with a weapon Strike. - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Infuse Weapons range: null raw_description: '**Infuse Weapons** (__divine__, __evocation__) 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.' requirements: null success: null traits: - divine - evocation trigger: null - action_cost: Free Action critical_failure: null critical_success: null description: null effect: The balor drinks the triggering creature's life force and regains 10d8+80 Hit Points. effects: null failure: null frequency: null full_description: null generic_description: null name: Lifedrinker range: null raw_description: '**Lifedrinker** [Free Action] (__divine__, __healing__, __necromancy__) **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.' requirements: null success: null traits: - divine - healing - necromancy trigger: The balor kills a living creature that is at least 15th level. - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Whip Reposition range: null raw_description: '**Whip Reposition** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 20 type: cold - amount: 20 type: cold iron - amount: 20 type: good ritual_lists: - dc: 44 misc: null name: Divine Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: abyssal pact requirement: null to_hit: null saves: fort: 39 fort_misc: null misc: +1 status to all saves vs. magic ref: 35 ref_misc: null will: 34 will_misc: null sense_abilities: null senses: - Perception +36 - darkvision - true seeing size: Large skills: - bonus: 35 misc: null name: 'Acrobatics ' - bonus: 37 misc: null name: 'Athletics ' - bonus: 36 misc: null name: 'Deception ' - bonus: 32 misc: null name: 'Diplomacy ' - bonus: 38 misc: null name: 'Intimidation ' - bonus: 32 misc: null name: 'Religion ' - bonus: 32 misc: null name: 'Society ' - bonus: 33 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 83 page_stop: null speed: - amount: 35 type: Land - amount: 70 type: fly spell_lists: - dc: 44 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 10 spells: - frequency: null name: dimension door requirement: null - frequency: x2 name: divine decree requirement: null - heightened_level: null level: 8 spells: - frequency: at will name: dispel magic requirement: null - heightened_level: null level: 6 spells: - frequency: at will name: dominate requirement: null - heightened_level: null level: 5 spells: - frequency: at will name: dimension door requirement: null - heightened_level: 10 level: 0 spells: - frequency: null name: telekinetic projectile requirement: null - heightened_level: 6 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: null traits: - CE - Large - Demon - Fiend type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The banshee lashes back at their tormentor, dealing 4d10+14 mental damage (DC 38 basic Will save) and applying the effects of terrifying touch based on the results of the same Will save. effects: null failure: null frequency: null full_description: null generic_description: null name: Vengeful Spite range: null raw_description: '**Vengeful Spite** [Reaction] (__evocation__, __occult__); **Trigger** A foe critically hits the banshee, or the banshee critically fails their save against a foe''s damaging effect. **Effect** The banshee lashes back at their tormentor, dealing 4d10+14 mental damage (DC 38 basic Will save) and applying the effects of terrifying touch based on the results of the same Will save.' requirements: null success: null traits: - evocation - occult trigger: A foe critically hits the banshee, or the banshee critically fails their save against a foe's damaging effect. 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. Banshees rarely stray far from where they perished and typically haunt thick forests and canopied swamps where little light graces the ground. Many banshees can be found in the elven nation of Kyonin, specifically in Tanglebriar, the sinister domain of the demon Treerazer. Similarly, a large number of banshees can be found lurking about the edges of drow settlements in the Darklands, as plenty of cruelty and betrayal exists in drow culture. Banshees'' mere touch inflicts pain and primal fear, and those exposed to their wails of grief rarely survive the experience. **__Recall Knowledge - Spirit__ (__Occultism__)**: DC 38 **__Recall Knowledge - Undead__ (__Religion__)**: DC 38' hp: 250 hp_misc: negative healing immunities: - disease - paralyzed - poison - precision - unconscious items: null knowledge_checks: dc: 38 skills: - Occultism - Religion languages: - Common - Elven level: 17 melee: - action_cost: One Action damage: formula: 4d10+14 type: negative name: hand plus_damage: - formula: null type: terrifying touch to_hit: 32 traits: - finesse - magical name: Banshee perception: 32 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: When a banshee Strides at least 10 feet, they're concealed until the start of their next turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spectral Ripple range: null raw_description: '**Spectral Ripple** When a banshee Strides at least 10 feet, they''re concealed until the start of their next turn.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Terrifying Touch range: null raw_description: '**Terrifying Touch** (__emotion__, __enchantment__, __fear__, __occult__) 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.' requirements: null success: null traits: - emotion - enchantment - fear - occult trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wail range: null raw_description: '**Wail** [Two Actions] (__auditory__, __concentrate__, __death__, __necromancy__, __occult__) 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.' requirements: null success: null traits: - auditory - concentrate - death - necromancy - occult trigger: null ranged: null rarity: Uncommon resistances: - amount: 12 type: all damage (except force - amount: null type: ghost touch - amount: null type: or positive - amount: null type: double resistance vs. non-magical) ritual_lists: null saves: fort: 25 fort_misc: null misc: null ref: 29 ref_misc: null will: 32 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The banshee can hear heartbeats within 60 feet (imprecise). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Hears Heartbeats range: null raw_description: '**Hears Heartbeats** The banshee can hear heartbeats within 60 feet (imprecise).' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: If in direct sunlight, the banshee is slowed 1 and can't use actions that have the attack trait. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sunlight Powerlessness range: null raw_description: '**Sunlight Powerlessness** If in direct sunlight, the banshee is slowed 1 and can''t use actions that have the attack trait.' requirements: null success: null traits: null trigger: null senses: - Perception +32 - hears heartbeats (imprecise) 60 feet - darkvision size: Medium skills: - bonus: 31 misc: null name: 'Acrobatics ' - bonus: 32 misc: null name: 'Intimidation ' - bonus: 25 misc: null name: 'Occultism ' source: - abbr: Bestiary page_start: 34 page_stop: null speed: - amount: 60 type: fly spell_lists: null traits: - Uncommon - CE - Medium - Incorporeal - Spirit - Undead type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 2 dex_mod: 5 int_mod: 2 str_mod: 3 wis_mod: 2 ac: 24 ac_special: null alignment: CE automatic_abilities: null description: 'Undeath is rare in the fey realm of the First World, for that plane''s infusion with the raw power of life makes undead uncomfortable at best. Yet a few fey have adopted the vile practices and habits of notorious undead while still being living themselves, as seen in the blood-drinking habits of the murderous baobhan sith. A baobhan sith avoids confrontations when outnumbered, and although territorial, they won''t reveal their true nature to larger groups. They prefer to drink blood from victims they find attractive, and they avoid drinking blood from animals and beasts entirely, as they consider such activities to be uncultured. **__Recall Knowledge - Fey__ (__Nature__)**: DC 24' hp: 105 hp_misc: null immunities: null items: null knowledge_checks: dc: 24 skills: - Nature languages: - Aklo - Common - Sylvan level: 6 melee: - action_cost: One Action damage: formula: 2d6+6 type: slashing and 1d6 persistent bleed name: claw plus_damage: null to_hit: 17 traits: - agile - finesse name: Baobhan Sith perception: 12 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: "The baobhan sith sways rhythmically and Strides up to their Speed.\ \ Each creature within 30 feet of the baobhan sith at the end of their movement\ \ must attempt a DC 25 Will save. \n\n**Critical Success **The creature is unaffected\ \ and is temporarily immune to Captivating Dance for 24 hours. \n\n**Success\ \ **The creature is __slowed 1__ for 1 round and is temporarily immune to Captivating\ \ Dance for 24 hours. \n\n**Failure **The creature is __fascinated__, and it\ \ must spend at least 1 of its actions on each of its turns to move closer to\ \ the baobhan sith as expediently as possible, while avoiding obvious dangers.\ \ If the creature ends its movement or turn adjacent to the fey, it is slowed\ \ 1 until the end of its next turn. \n\n**Critical Failure **As failure, but\ \ the creature must spend each of its actions moving closer to the baobhan sith,\ \ and if it ends its movement or turn adjacent to the fey, it is __paralyzed__\ \ until the end of its next turn." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Captivating Dance range: null raw_description: "**Captivating Dance** [Two Actions] (__enchantment__, __incapacitation__,\ \ __mental__, __primal__, __visual__) The baobhan sith sways rhythmically and\ \ Strides up to their Speed. Each creature within 30 feet of the baobhan sith\ \ at the end of their movement must attempt a DC 25 Will save. \n\n**Critical\ \ Success **The creature is unaffected and is temporarily immune to Captivating\ \ Dance for 24 hours. \n\n**Success **The creature is __slowed 1__ for 1 round\ \ and is temporarily immune to Captivating Dance for 24 hours. \n\n**Failure\ \ **The creature is __fascinated__, and it must spend at least 1 of its actions\ \ on each of its turns to move closer to the baobhan sith as expediently as\ \ possible, while avoiding obvious dangers. If the creature ends its movement\ \ or turn adjacent to the fey, it is slowed 1 until the end of its next turn.\ \ \n\n**Critical Failure **As failure, but the creature must spend each of its\ \ actions moving closer to the baobhan sith, and if it ends its movement or\ \ turn adjacent to the fey, it is __paralyzed__ until the end of its next turn." requirements: null success: null traits: - enchantment - incapacitation - mental - primal - visual trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The baobhan sith can transform into a large raven, with the effects from the bird option in the __aerial form__ spell. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __polymorph__, __primal__, __transmutation__) The baobhan sith can transform into a large raven, with the effects from the bird option in the __aerial form__ spell.' requirements: null success: null traits: - concentrate - polymorph - primal - transmutation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: A bleeding creature is within the baobhan sith's reach effects: null failure: null frequency: null full_description: null generic_description: null name: Drink Blood range: null raw_description: '**Drink Blood** **Requirements **A bleeding creature is within the baobhan sith''s reach; **Effect **The baobhan sith tries to Drink the Blood from the bleeding creature''s wounds. The baobhan sith attempts an __Athletics__ check against the victim''s Fortitude DC. On a success, the victim becomes __drained 1__ and the baobhan sith regains 10 HP, gaining any Hit Points in excess of their maximum Hit Points as temporary Hit Points. Drinking Blood from a victim that''s already drained doesn''t restore any Hit Points to the baobhan sith but increases the victim''s drained value by 1. A victim''s drained condition decreases by 1 per week. A blood transfusion, which requires 10 minutes, a successful DC 20 __Medicine__ check, and sufficient blood or a blood donor, reduces the drained value by 1.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 17 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +12 - low-light vision size: Medium skills: - bonus: 15 misc: null name: 'Acrobatics ' - bonus: 15 misc: null name: 'Deception ' - bonus: 12 misc: null name: 'Nature ' - bonus: 15 misc: +17 when dancing name: 'Performance ' - bonus: 15 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 33 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 24 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: at will name: mind reading requirement: null to_hit: null traits: - Uncommon - CE - Medium - Fey type: Creature weaknesses: - amount: 5 type: cold iron - 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 alignment: CN automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: All-Around Vision range: null raw_description: '**All-Around Vision**' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: None critical_failure: null critical_success: null description: A baomal gains an extra reaction each round that it can use only to make an Attack of Opportunity. It must use a different head for each one it attempts, and it can't make more than one Attack of Opportunity for the same triggering action. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Double Opportunity range: null raw_description: '**Double Opportunity** A baomal gains an extra reaction each round that it can use only to make an Attack of Opportunity. It must use a different head for each one it attempts, and it can''t make more than one Attack of Opportunity for the same triggering action.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: 120 feet. All creatures, except aberrations, that begin their turn in the area take 5d6 mental damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Psychic Static Aura range: null raw_description: '**Psychic Static Aura** (__aura__, __divination__, __mental__, __occult__) 120 feet. All creatures, except aberrations, that begin their turn in the area take 5d6 mental damage.' requirements: null success: null traits: - aura - divination - mental - occult trigger: null - action_cost: None critical_failure: null critical_success: null description: Any ability that would sever a baomal's head (such as a critical hit with a __vorpal__ weapon) severs one head at random. Losing one head doesn't kill a baomal, but it does prevent the baomal from making Strikes with the lost head and from using Double Opportunity or Two-Headed Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Two Heads range: null raw_description: '**Two Heads** Any ability that would sever a baomal''s head (such as a critical hit with a __vorpal__ weapon) severs one head at random. Losing one head doesn''t kill a baomal, but it does prevent the baomal from making Strikes with the lost head and from using Double Opportunity or Two-Headed Strike.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 40' hp: 315 hp_misc: null immunities: null items: null knowledge_checks: dc: 40 skills: - Occultism languages: - Aklo level: 20 melee: - action_cost: One Action damage: formula: 4d12+18 type: piercing name: jaws plus_damage: - formula: null type: Improved Grab to_hit: 38 traits: - reach 20 feet name: Baomal perception: 34 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath of the Sea range: null raw_description: '**Breath of the Sea** (__attack__) 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.' requirements: null success: null traits: - attack trigger: null - action_cost: One Action critical_failure: null critical_success: null 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shell Rake range: null raw_description: '**Shell Rake** (__move__) 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).' requirements: null success: null traits: - move trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Two-Headed Strike range: null raw_description: '**Two-Headed Strike** [Two Actions] 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.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 4d10+18 type: bludgeoning name: tsunami jet plus_damage: - formula: null type: Push 40 feet to_hit: 38 traits: - brutal - range 500 feet rarity: Common resistances: - amount: 10 type: physical ritual_lists: null saves: fort: 36 fort_misc: null misc: null ref: 30 ref_misc: null will: 34 will_misc: null sense_abilities: null senses: - Perception +34 - darkvision - scent (imprecise) 80 feet size: Gargantuan skills: - bonus: 41 misc: null name: 'Athletics ' - bonus: 31 misc: null name: 'Stealth ' - bonus: 37 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 35 page_stop: null speed: - amount: 50 type: Land - amount: 80 type: swim spell_lists: null traits: - CN - Gargantuan - Aberration - Aquatic type: Creature weaknesses: null - 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 alignment: CN automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: All-Around Vision range: null raw_description: '**All-Around Vision**' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: None critical_failure: null critical_success: null description: A baomal gains an extra reaction each round that it can use only to make an Attack of Opportunity. It must use a different head for each one it attempts, and it can't make more than one Attack of Opportunity for the same triggering action. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Double Opportunity range: null raw_description: '**Double Opportunity** A baomal gains an extra reaction each round that it can use only to make an Attack of Opportunity. It must use a different head for each one it attempts, and it can''t make more than one Attack of Opportunity for the same triggering action.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: 120 feet. All creatures, except aberrations, that begin their turn in the area take 5d6 mental damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Psychic Static Aura range: null raw_description: '**Psychic Static Aura** (__aura__, __divination__, __mental__, __occult__) 120 feet. All creatures, except aberrations, that begin their turn in the area take 5d6 mental damage.' requirements: null success: null traits: - aura - divination - mental - occult trigger: null - action_cost: None critical_failure: null critical_success: null description: Any ability that would sever a baomal's head (such as a critical hit with a __vorpal__ weapon) severs one head at random. Losing one head doesn't kill a baomal, but it does prevent the baomal from making Strikes with the lost head and from using Double Opportunity or Two-Headed Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Two Heads range: null raw_description: '**Two Heads** Any ability that would sever a baomal''s head (such as a critical hit with a __vorpal__ weapon) severs one head at random. Losing one head doesn''t kill a baomal, but it does prevent the baomal from making Strikes with the lost head and from using Double Opportunity or Two-Headed Strike.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 40' hp: 315 hp_misc: null immunities: null items: null knowledge_checks: dc: 40 skills: - Occultism languages: - Aklo level: 20 melee: - action_cost: One Action damage: null name: jaws plus_damage: null to_hit: 38 traits: - reach 20 feet name: Baomel perception: 34 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath of the Sea range: null raw_description: '**Breath of the Sea** (__attack__) 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.' requirements: null success: null traits: - attack trigger: null - action_cost: One Action critical_failure: null critical_success: null 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shell Rake range: null raw_description: '**Shell Rake** (__move__) 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).' requirements: null success: null traits: - move trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Two-Headed Strike range: null raw_description: '**Two-Headed Strike** [Two Actions] 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.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: null name: tsunami jet plus_damage: null to_hit: 38 traits: - brutal - range 500 feet rarity: Common resistances: - amount: 10 type: physical ritual_lists: null saves: fort: 36 fort_misc: null misc: null ref: 30 ref_misc: null will: 34 will_misc: null sense_abilities: null senses: - Perception +34 - darkvision - scent (imprecise) 80 feet size: Gargantuan skills: - bonus: 41 misc: null name: 'Athletics ' - bonus: 31 misc: null name: 'Stealth ' - bonus: 37 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 35 page_stop: null speed: - amount: 50 type: Land - amount: 80 type: swim spell_lists: null traits: - CN - Gargantuan - Aberration - Aquatic type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. Barbazus can be found savagely indulging the whims of evil infernal lords from all layers of Hell, rejoicing as they disseminate murder, misery, and anguish as they see fit. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 20' hp: 60 hp_misc: null immunities: - fire items: - glaive knowledge_checks: dc: 20 skills: - Religion languages: - Celestial - Common - Draconic - Infernal - telepathy 100 feet level: 5 melee: - action_cost: One Action damage: formula: 1d8+7 type: slashing name: glaive plus_damage: - formula: 2d6 type: evil and infernal wound to_hit: 15 traits: - deadly 1d8 - evil - forceful - magical - reach 10 feet - action_cost: One Action damage: formula: 2d6+7 type: slashing name: claw plus_damage: - formula: 1d6 type: evil to_hit: 15 traits: - agile - evil - magical - action_cost: One Action damage: formula: 1d6+7 type: piercing name: beard plus_damage: - formula: null type: Avernal fever to_hit: 15 traits: - magical name: Barbazu perception: 13 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Avernal Fever range: null raw_description: '**Avernal Fever** (__disease__) **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)' requirements: null success: null traits: - disease trigger: null - action_cost: None critical_failure: null critical_success: null 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.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Infernal Wound range: null raw_description: '**Infernal Wound** (__divine__, __necromancy__) 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.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: Free Action critical_failure: null critical_success: null description: null effect: 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. effects: null failure: null frequency: null full_description: null generic_description: null name: Reposition range: null raw_description: '**Reposition** [Free Action] **Trigger** The devil hits a creature with a glaive Strike. **Effect** 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.' requirements: null success: null traits: null trigger: The devil hits a creature with a glaive Strike. - action_cost: One Action critical_failure: null critical_success: null description: null effect: The barbazu makes a beard Strike. This Strike ignores their multiple attack penalty and doesn't count toward that penalty. effects: null failure: null frequency: once per round. full_description: null generic_description: null name: Wriggling Beard range: null raw_description: '**Wriggling Beard** **Frequency** once per round. **Effect** The barbazu makes a beard Strike. This Strike ignores their multiple attack penalty and doesn''t count toward that penalty.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: physical (except silver) - amount: 10 type: poison ritual_lists: - dc: 19 misc: null name: Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: infernal pact requirement: null to_hit: null saves: fort: 15 fort_misc: null misc: +1 status to all saves vs. magic ref: 11 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +13 - greater darkvision size: Medium skills: - bonus: 11 misc: null name: 'Acrobatics ' - bonus: 13 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Intimidation ' - bonus: 11 misc: null name: 'Religion ' - bonus: 11 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 88 page_stop: null speed: - amount: 35 type: Land spell_lists: - dc: 19 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null to_hit: null traits: - LE - Medium - Devil - Fiend type: Creature weaknesses: - amount: 5 type: good - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 19' hp: 50 hp_misc: null immunities: null items: null knowledge_checks: dc: 19 skills: - Religion languages: - Abyssal - Common - Goblin level: 4 melee: - action_cost: One Action damage: formula: 2d8+5 type: piercing name: jaws plus_damage: null to_hit: 13 traits: null - action_cost: One Action damage: formula: 2d6+5 type: slashing name: claw plus_damage: null to_hit: 13 traits: - agile name: Barghest perception: 12 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) 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.' requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Feed range: null raw_description: '**Feed** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: fire - amount: 5 type: physical (except magical) ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 12 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +12 - darkvision - scent (imprecise) 30 feet size: Medium skills: - bonus: 10 misc: null name: 'Acrobatics ' - bonus: 12 misc: null name: 'Deception ' - bonus: 9 misc: null name: 'Diplomacy ' - bonus: 11 misc: null name: 'Intimidation ' - bonus: 10 misc: null name: 'Stealth ' - bonus: 8 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 36 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 21 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: at will name: blink requirement: null - frequency: null name: confusion requirement: null - frequency: self only name: dimension door requirement: null - heightened_level: null level: 3 spells: - frequency: at will name: levitate requirement: null - heightened_level: null level: 1 spells: - frequency: null name: charm requirement: null to_hit: null traits: - CE - Medium - Fiend type: Creature weaknesses: null - ability_mods: cha_mod: -3 con_mod: 4 dex_mod: 4 int_mod: 0 str_mod: 4 wis_mod: 1 ac: 22 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Although a basidirond is immune to cold damage, any effect that deals cold damage causes it to become __slowed 1__ for 1d4 rounds. During this time, it cannot use its Hallucinogenic Cloud or basidirond spores. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cold Lethargy range: null raw_description: '**Cold Lethargy** Although a basidirond is immune to cold damage, any effect that deals cold damage causes it to become __slowed 1__ for 1d4 rounds. During this time, it cannot use its Hallucinogenic Cloud or basidirond spores.' requirements: null success: null traits: null trigger: null description: 'The basidirond, also called a mindfrond, is a fungal creature that crawls about on woody tendrils. The large, bowl-shaped pod atop its body collects mineral-rich moisture—-whether runoff from cave walls or fresh blood—-for sustenance. It uses hallucinogenic spores to incapacitate prey long enough for it to beat its prey to a bloody pulp, then deposits the deliciously tenderized remains into this pod for consumption. A basidirond is over 6 feet tall and 3 to 4 feet wide, and weighs nearly 300 pounds when saturated. **__Recall Knowledge - Fungus__ (__Nature__)**: DC 20' hp: 80 hp_misc: null immunities: - cold - mental items: null knowledge_checks: dc: 20 skills: - Nature languages: null level: 5 melee: - action_cost: One Action damage: formula: 2d8+6 type: bludgeoning name: frond plus_damage: - formula: null type: basidirond spores to_hit: 15 traits: null name: Basidirond perception: 8 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw **DC 22 Fortitude; **Maximum Duration **6 rounds; **Stage 1** 1d8 poison damage and __enfeebled 1__ (1 round); **Stage 2** 1d10 poison damage and enfeebled 1 (1 round); **Stage 3** 1d12 poison damage and enfeebled 2 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Basidirond Spores range: null raw_description: '**Basidirond Spores** (__disease__) **Saving Throw **DC 22 Fortitude; **Maximum Duration **6 rounds; **Stage 1** 1d8 poison damage and __enfeebled 1__ (1 round); **Stage 2** 1d10 poison damage and enfeebled 1 (1 round); **Stage 3** 1d12 poison damage and enfeebled 2 (1 round)' requirements: null success: null traits: - disease trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: "The basidirond releases a cloud of invisible spores in a 20-foot\ \ emanation. Each creature in the area must succeed at a DC 22 Fortitude save\ \ or experience powerful hallucinations as long as it remains in the cloud,\ \ plus an additional 1d4 rounds after leaving the area. A creature must attempt\ \ a new save each round it remains within the area. The cloud persists for 5\ \ rounds unless dispersed before then by a strong wind. Each hallucinating creature\ \ rolls 1d6 each round to determine what it hallucinates that round. \n\n**1\ \ **The target is sinking in quicksand. It falls __prone__ and spends 1 action\ \ on its next turn flailing its limbs as if attempting to swim. \n\n**2 **The\ \ target is attacked by a swarm of spiders. It spends 2 actions on its next\ \ turn attacking the floor with a melee weapon (drawing a weapon if needed).\ \ It is __flat-footed__ against all attacks. \n\n**3 **An item the target is\ \ holding turns into a viper. The target __Releases__ the item and spends its\ \ next turn fleeing from it. \n\n**4 **The target is suffocating. It holds its\ \ breath and is __stunned 3__. \n\n**5** The target shrinks to 1/10 its normal\ \ size. For 1 round it is __slowed 2__ and __enfeebled 4__, and takes a -10-foot\ \ status penalty to its Speed. \n\n**6** The target is melting. It drops everything\ \ it\x81fs holding and becomes __slowed 2__ and __clumsy 4__ for 1 round." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Hallucinogenic Cloud range: null raw_description: "**Hallucinogenic Cloud** [Two Actions] The basidirond releases\ \ a cloud of invisible spores in a 20-foot emanation. Each creature in the area\ \ must succeed at a DC 22 Fortitude save or experience powerful hallucinations\ \ as long as it remains in the cloud, plus an additional 1d4 rounds after leaving\ \ the area. A creature must attempt a new save each round it remains within\ \ the area. The cloud persists for 5 rounds unless dispersed before then by\ \ a strong wind. Each hallucinating creature rolls 1d6 each round to determine\ \ what it hallucinates that round. \n\n**1 **The target is sinking in quicksand.\ \ It falls __prone__ and spends 1 action on its next turn flailing its limbs\ \ as if attempting to swim. \n\n**2 **The target is attacked by a swarm of spiders.\ \ It spends 2 actions on its next turn attacking the floor with a melee weapon\ \ (drawing a weapon if needed). It is __flat-footed__ against all attacks. \n\ \n**3 **An item the target is holding turns into a viper. The target __Releases__\ \ the item and spends its next turn fleeing from it. \n\n**4 **The target is\ \ suffocating. It holds its breath and is __stunned 3__. \n\n**5** The target\ \ shrinks to 1/10 its normal size. For 1 round it is __slowed 2__ and __enfeebled\ \ 4__, and takes a -10-foot status penalty to its Speed. \n\n**6** The target\ \ is melting. It drops everything it\x81fs holding and becomes __slowed 2__\ \ and __clumsy 4__ for 1 round." requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: slashing ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 11 ref_misc: null will: 12 will_misc: null sense_abilities: null senses: - Perception +8 - low-light vision - tremorsense (imprecise) 30 feet size: Medium skills: - bonus: 13 misc: null name: 'Athletics ' - bonus: 13 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 34 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - N - Medium - Fungus - Mindless type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The target must attempt a DC 20 Fortitude save. If it fails, it's slow 1 for 1 minute as its body slowly stiffens. effects: null failure: null frequency: null full_description: null generic_description: null name: Petrifying Glance range: null raw_description: '**Petrifying Glance** [Reaction] (__arcane__, __aura__, __transmutation__, __visual__); **Trigger** A creature within 30 feet that the basilisk can see starts its turn. **Effect** The target must attempt a DC 20 Fortitude save. If it fails, it''s slow 1 for 1 minute as its body slowly stiffens.' requirements: null success: null traits: - arcane - aura - transmutation - visual trigger: A creature within 30 feet that the basilisk can see starts its turn. 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. A basilisk prefers to eat petrified flesh. Once a victim has been turned to stone, the basilisk crunches the fossilized corpse with its powerful jaws and lets its potent stomach acids do the rest. This digestive process is extremely slow and inefficient, causing the basilisk to move so lethargically that it appears as if in mid-petrification itself. This has even led to the saying "as slow as a well-fed basilisk." Certainly basilisks are well-known for their slow gait and slothful nature, but a predator that can turn its prey to stone with a glance hardly has much need for speed. An adult basilisk is 13 feet long from head to tail and weighs roughly 300 pounds. These reptiles make hissing sounds when moving about that turns to a guttural gurgle when they''re agitated. Though they are normally solitary creatures that come together only to mate and lay eggs, there are periodic reports of regions being infested with unusual numbers of basilisks. What causes these unusual congregations of basilisk activity is unknown. For unknown reasons, weasels and ferrets are immune to the basilisk''s stare, and they sometimes sneak into basilisk lairs while a parent is hunting in order to consume eggs or freshly hatched young. Some legends suggest that a basilisk''s blood can transmute common stones into other material, but this is likely a case of witnesses misinterpreting the magical restoration of previously petrified creatures or body parts. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 20' hp: 75 hp_misc: null immunities: null items: null knowledge_checks: dc: 20 skills: - Arcana - Nature languages: null level: 5 melee: - action_cost: One Action damage: formula: 2d8+4 type: piercing name: jaws plus_damage: null to_hit: 15 traits: null name: Basilisk perception: 11 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Petrifying Gaze range: null raw_description: '**Petrifying Gaze** [Two Actions] (__arcane__, __concentrate__, __incapacitation__, __transmutation__, __visual__) 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.' requirements: null success: null traits: - arcane - concentrate - incapacitation - transmutation - visual trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 14 fort_misc: null misc: null ref: 8 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +11 - darkvision size: Medium skills: - bonus: 13 misc: null name: 'Athletics ' - bonus: 8 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 38 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - N - Medium - Beast type: Creature weaknesses: null - ability_mods: cha_mod: 6 con_mod: 10 dex_mod: 7 int_mod: 6 str_mod: 10 wis_mod: 8 ac: 47 ac_special: null alignment: LG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 50 feet. All good-aligned creatures in the aura have __fast healing 30__ for as long as they remain in range, and they gain a +2 status bonus to attack rolls and damage rolls. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bastion Aura range: null raw_description: '**Bastion Aura** (__aura__, __divine__, __good__, __healing__, __necromancy__) 50 feet. All good-aligned creatures in the aura have __fast healing 30__ for as long as they remain in range, and they gain a +2 status bonus to attack rolls and damage rolls.' requirements: null success: null traits: - aura - divine - good - healing - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null description: If the bastion archon is slain by an evil creature, it explodes in a geyser of holy light, restoring 140 HP to all good-aligned creatures in a 40-foot emanation. The ground in the affected area is also subjected to a level 10 __consecrate__ ritual, and the ground is consecrated for 10 years (or only 24 hours if the ultimate sacrifice took place in __Hell__, __Abaddon__, or the __Abyss__). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ultimate Sacrifice range: null raw_description: '**Ultimate Sacrifice** (__divine__, __good__, __healing__, __necromancy__) If the bastion archon is slain by an evil creature, it explodes in a geyser of holy light, restoring 140 HP to all good-aligned creatures in a 40-foot emanation. The ground in the affected area is also subjected to a level 10 __consecrate__ ritual, and the ground is consecrated for 10 years (or only 24 hours if the ultimate sacrifice took place in __Hell__, __Abaddon__, or the __Abyss__).' requirements: null success: null traits: - divine - good - healing - necromancy trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Retributive Strike range: null raw_description: '**__Retributive Strike__ [Reaction]**' requirements: null success: null traits: null trigger: null description: 'The mightiest of archon-kind form in the heat of battle from incredibly uncommon circumstances. When a gathering of __lantern archons__ converges into a gestalt in order to defend allies in a fight that seems all but lost, a fellow archon of significant strength—such as a __star archon__—can commit a brave act of self-sacrifice by dimensionally transposing itself with the gestalt. If the circumstances are just right and luck is with the archons, the result is not a glorious sacrifice, but instead the earth-rocking emergence of a bastion archon. In this way, the lowliest of archons—the lanterns—can, in an instant, become their kind''s greatest hope. Bastion archons are massive beings made of the very stone of Heaven''s Holy Mountain, with their visages obscured by a blinding light surrounding the gestalt that originally formed the bastion. Tireless in their embodiment of the virtue of sacrifice, a bastion archon almost always protects the area where they manifested, and even when they are destroyed they leave an indelible mark of righteousness upon the surrounding region. **__Recall Knowledge - Celestial__ (__Religion__)**: DC 45' hp: 280 hp_misc: fast healing 30 immunities: null items: null knowledge_checks: dc: 45 skills: - Religion languages: - Celestial - Draconic - Infernal - tongues level: 20 melee: - action_cost: One Action damage: formula: 4d8+20 type: bludgeoning name: fist plus_damage: - formula: 2d6 type: good to_hit: 40 traits: - good - lawful - magical - reach 15 feet name: Bastion Archon perception: 37 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: Once per day, if an archon sees another creature cast __dimension door__, the archon can use dimension door (heightened to 5th level) 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 creature used dimension door. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Archon's Door range: null raw_description: '**Archon''s Door** Once per day, if an archon sees another creature cast __dimension door__, the archon can use dimension door (heightened to 5th level) 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 creature used dimension door.' requirements: null success: null traits: null trigger: null - action_cost: Free Action critical_failure: null critical_success: null description: null effect: The bastion archon fires its Holy Beam at only the creature it hit twice. The creature's save result is one degree of success worse than the result it rolled. effects: null failure: null frequency: null full_description: null generic_description: null name: Blinding Beams range: null raw_description: '**Blinding Beams** [Free Action] **Trigger **The bastion archon hits a creature with two fist Strikes this turn and can use its Holy Beam; **Effect **The bastion archon fires its Holy Beam at only the creature it hit twice. The creature''s save result is one degree of success worse than the result it rolled.' requirements: null success: null traits: null trigger: The bastion archon hits a creature with two fist Strikes this turn and can use its Holy Beam - action_cost: One Action critical_failure: null critical_success: null description: The bastion archon locks itself in place, becoming voluntarily __immobilized__. While Entrenched, the archon can't be forcibly moved or tripped, and it gains a +2 circumstance bonus to AC and Reflex saves. Entrench ends automatically as soon as the bastion archon uses another __move__ action. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Entrench range: null raw_description: '**Entrench** The bastion archon locks itself in place, becoming voluntarily __immobilized__. While Entrenched, the archon can''t be forcibly moved or tripped, and it gains a +2 circumstance bonus to AC and Reflex saves. Entrench ends automatically as soon as the bastion archon uses another __move__ action.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: "The bastion archon releases a blinding beam of holy light in a 500-foot\ \ line that deals 20d6 good damage to non-archons in the area, with a DC 38\ \ Reflex save. The bastion archon can't use Holy Beam again for 1d4 rounds.\ \ \n\n**Critical Success **The creature is unaffected. \n\n**Success **The creature\ \ takes half damage. \n\n**Failure **The creature takes full damage and is __blinded__\ \ for 1d4 rounds. \n\n**Critical Failure **The creature takes double damage\ \ and is blinded permanently." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Holy Beam range: null raw_description: "**Holy Beam** [Two Actions] (__divine__, __good__, __incapacitation__,\ \ __light__) The bastion archon releases a blinding beam of holy light in a\ \ 500-foot line that deals 20d6 good damage to non-archons in the area, with\ \ a DC 38 Reflex save. The bastion archon can't use Holy Beam again for 1d4\ \ rounds. \n\n**Critical Success **The creature is unaffected. \n\n**Success\ \ **The creature takes half damage. \n\n**Failure **The creature takes full\ \ damage and is __blinded__ for 1d4 rounds. \n\n**Critical Failure **The creature\ \ takes double damage and is blinded permanently." requirements: null success: null traits: - divine - good - incapacitation - light trigger: null ranged: null rarity: Rare resistances: null ritual_lists: null saves: fort: 38 fort_misc: null misc: +1 status to all saves vs. magic ref: 31 ref_misc: null will: 34 will_misc: null sense_abilities: null senses: - Perception +37 - darkvision - true seeing size: Huge skills: - bonus: 38 misc: null name: 'Athletics ' - bonus: 34 misc: null name: 'Diplomacy ' - bonus: 34 misc: null name: 'Intimidation ' - bonus: 32 misc: null name: 'Religion ' source: - abbr: Bestiary 2 page_start: 24 page_stop: null speed: - amount: 70 type: Land - amount: 6 type: air walk spell_lists: - dc: 42 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 10 spells: - frequency: null name: meteor swarm requirement: null - frequency: null name: polar ray requirement: null - frequency: null name: sunburst requirement: null - heightened_level: null level: 7 spells: - frequency: null name: prismatic spray requirement: null - frequency: x3 name: true target requirement: null - frequency: null name: vibrant pattern requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - heightened_level: 10 level: -1 spells: - frequency: null name: air walk requirement: null - frequency: null name: tongues requirement: null - frequency: null name: true seeing requirement: null to_hit: 34 traits: - Rare - LG - Huge - Archon - Celestial type: Creature weaknesses: - amount: 15 type: evil - ability_mods: cha_mod: 5 con_mod: 6 dex_mod: 3 int_mod: 3 str_mod: 7 wis_mod: 5 ac: 30 ac_special: null alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'While __demons__ control much of the __Abyss__, even they are hunted in the wilder regions of this horrific plane. The most notorious of these predators—though not the deadliest—is the bebilith. These fiends resemble elephant-sized spiders with glowing eyes, barbed chitin, and a fanged maw dripping caustic fluid. Many demons and planar travelers have underestimated bebiliths'' devious intellects, believing them to be little more than oversized vermin. Bebiliths take advantage of this, ambushing foes with unexpected tactics. While they lash out at any creatures they encounter, they take great pleasure in chewing on demonic flesh. __Qlippoth__ are the only creatures bebiliths never consume. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 27 **__Recall Knowledge - Fiend__ (__Religion__)**: DC 27' hp: 200 hp_misc: null immunities: null items: null knowledge_checks: dc: 27 skills: - Arcana - Nature - Religion languages: - Abyssal - (can't speak any languages - telepathy 100 feet level: 10 melee: - action_cost: One Action damage: formula: 2d10+13 type: piercing name: jaws plus_damage: - formula: null type: Abyssal rot to_hit: 23 traits: - magical - reach 10 feet - action_cost: One Action damage: formula: 2d8+13 type: slashing name: claw plus_damage: null to_hit: 23 traits: - agile - magical - reach 15 feet name: Bebilith perception: 21 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The __drained__ condition from Abyssal rot is cumulative, to a maximum of drained 4; **Saving Throw **DC 29 Fortitude; **Maximum Duration **6 rounds; **Stage 1 **3d6 negative damage (1 round); **Stage 2 **3d6 negative damage and drained 1 (1 round); **Stage 3 **3d6 negative damage and drained 2 (1 round) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Abyssal Rot range: null raw_description: '**Abyssal Rot** (__disease__, __necromancy__) The __drained__ condition from Abyssal rot is cumulative, to a maximum of drained 4; **Saving Throw **DC 29 Fortitude; **Maximum Duration **6 rounds; **Stage 1 **3d6 negative damage (1 round); **Stage 2 **3d6 negative damage and drained 1 (1 round); **Stage 3 **3d6 negative damage and drained 2 (1 round)' requirements: null success: null traits: - disease - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature hit by the bebilith's web Strike is __restrained__ and tethered to the bebilith, preventing it from moving further away from the bebilith. The restrained creature is also under the effects of a __dimensional anchor__ spell (DC 29) with a duration that lasts as long as the creature remains tethered. The bebilith can have only one creature tethered at a time. The DC to __Escape__ or __Force Open__ the tether is 29. The tether can be severed with a Strike (AC 20, Hardness 2, HP 20); this ends the dimensional anchor effect but does not free the restrained creature. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dimensional Tether range: null raw_description: '**Dimensional Tether** A creature hit by the bebilith''s web Strike is __restrained__ and tethered to the bebilith, preventing it from moving further away from the bebilith. The restrained creature is also under the effects of a __dimensional anchor__ spell (DC 29) with a duration that lasts as long as the creature remains tethered. The bebilith can have only one creature tethered at a time. The DC to __Escape__ or __Force Open__ the tether is 29. The tether can be severed with a Strike (AC 20, Hardness 2, HP 20); this ends the dimensional anchor effect but does not free the restrained creature.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Against demons, a bebilith's Strikes count as __cold iron__ and good. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Penetrating Strike range: null raw_description: '**Penetrating Strike** Against demons, a bebilith''s Strikes count as __cold iron__ and good.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: null name: web plus_damage: null to_hit: 23 traits: - range increment 60 feet rarity: Common resistances: null ritual_lists: null saves: fort: 22 fort_misc: null misc: null ref: 19 ref_misc: null will: 19 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A bebilith can smell demons as a __precise sense__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Scent Demons range: null raw_description: '**Scent Demons** A bebilith can smell demons as a __precise sense__.' requirements: null success: null traits: null trigger: null senses: - Perception +21 - darkvision - scent demons 60 feet - scent (imprecise) 30 feet size: Huge skills: - bonus: 19 misc: null name: 'Acrobatics ' - bonus: 23 misc: null name: 'Athletics ' - bonus: 21 misc: null name: 'Intimidation ' - bonus: 19 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 37 page_stop: null speed: - amount: 35 type: Land - amount: 15 type: climb spell_lists: - dc: 29 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: self only name: plane shift requirement: null to_hit: null traits: - CE - Huge - Beast - Fiend type: Creature weaknesses: - amount: 10 type: good - ability_mods: cha_mod: -2 con_mod: 7 dex_mod: 4 int_mod: -4 str_mod: 7 wis_mod: 5 ac: 29 ac_special: null alignment: N automatic_abilities: null description: 'Behemoth hippopotamuses stand taller than elephants. They spend less time out of water than their smaller kin. Behemoth hippos are omnivorous, and many enjoy the taste of meat. **__Recall Knowledge - Animal__ (__Nature__)**: DC 27' hp: 190 hp_misc: null immunities: null items: null knowledge_checks: dc: 27 skills: - Nature languages: null level: 10 melee: - action_cost: One Action damage: formula: 2d12+10 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 23 traits: - deadly d12 - reach 10 feet - action_cost: One Action damage: formula: 2d8+9 type: bludgeoning name: foot plus_damage: null to_hit: 21 traits: null name: Behemoth Hippopotamus perception: 19 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 40 feet effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aquatic Ambush range: null raw_description: '**__Aquatic Ambush__** 40 feet' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The behemoth hippopotamus tries to capsize an adjacent aquatic vessel of its size or smaller. The behemoth hippopotamus must succeed at an __Athletics__ check with a DC of 30 (reduced by 5 for each size smaller the vessel is than the hippo) or the pilot's __Sailing Lore__ DC, whichever is higher. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Capsize range: null raw_description: '**Capsize** (__attack__) The behemoth hippopotamus tries to capsize an adjacent aquatic vessel of its size or smaller. The behemoth hippopotamus must succeed at an __Athletics__ check with a DC of 30 (reduced by 5 for each size smaller the vessel is than the hippo) or the pilot''s __Sailing Lore__ DC, whichever is higher.' requirements: null success: null traits: - attack trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The behemoth hippo makes a jaws Strike targeting two creatures adjacent to each other. Roll the attack and damage once, and apply it to each creature separately. An Engulfing Chomp counts as two attacks for the multiple attack penalty. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Double Chomp range: null raw_description: '**Double Chomp** The behemoth hippo makes a jaws Strike targeting two creatures adjacent to each other. Roll the attack and damage once, and apply it to each creature separately. An Engulfing Chomp counts as two attacks for the multiple attack penalty.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Medium, 2d12+10 bludgeoning, Rupture 26. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**__Swallow Whole__** Medium, 2d12+10 bludgeoning, Rupture 26.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Large or smaller, foot, DC 29 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**__Trample__** [Three Actions] Large or smaller, foot, DC 29' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 22 fort_misc: null misc: null ref: 17 ref_misc: null will: 19 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The behemoth hippopotamus can hold its breath for 1 hour. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Deep Breath range: null raw_description: '**Deep Breath** The behemoth hippopotamus can hold its breath for 1 hour.' requirements: null success: null traits: null trigger: null senses: - Perception +19 - low-light vision - scent (imprecise) 30 feet size: Huge skills: - bonus: 23 misc: null name: 'Athletics ' - bonus: 18 misc: +20 in water name: 'Stealth ' - bonus: 17 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 144 page_stop: null speed: - amount: 35 type: Land - amount: 35 type: swim spell_lists: null traits: - N - Huge - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 4 con_mod: 5 dex_mod: 4 int_mod: -2 str_mod: 7 wis_mod: 3 ac: 27 ac_special: null alignment: N automatic_abilities: null description: 'The behir is a massive, serpentine beast with never fewer than a dozen short legs, each ending in three hooked talons. A behir can live to 80 years, but most perish far younger to violence. Fully grown, a behir is 40 feet long and weighs 4,000 pounds. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 24' hp: 140 hp_misc: null immunities: - electricity items: null knowledge_checks: dc: 24 skills: - Arcana - Nature languages: - Draconic level: 8 melee: - action_cost: One Action damage: formula: 2d12+10 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 18 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d6+10 type: slashing name: claw plus_damage: null to_hit: 18 traits: - agile name: Behir perception: 17 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The behir breathes lightning that deals 9d6 electricity damage in an 60-foot line (DC 27 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__electricity__, __evocation__, __primal__) The behir breathes lightning that deals 9d6 electricity damage in an 60-foot line (DC 27 basic Reflex save). It can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - electricity - evocation - primal trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: The behir Strides up to its Speed, during which it can walk on air as if it were solid ground, ascending or descending at up to a 45-degree angle. It can make up to four claw Strikes at any point during this movement, each against a different target within reach, and it deals an extra 1d6 electricity damage with each Strike. These attacks count toward the behir's multiple attack penalty, but the multiple attack penalty doesn't increase until after the behir makes all of its attacks. If the behir moves half its Speed or less during a Claw Storm, that movement doesn't trigger reactions. The behir can't use Claw Storm if it has a creature wrapped in its coils. At the end of Claw Storm, it drifts downward up to 60 feet to the ground, landing softly and taking no damage from the fall. If it descends further than 60 feet, it takes damage normally from the remaining fall. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Claw Storm range: null raw_description: '**Claw Storm** [Three Actions] The behir Strides up to its Speed, during which it can walk on air as if it were solid ground, ascending or descending at up to a 45-degree angle. It can make up to four claw Strikes at any point during this movement, each against a different target within reach, and it deals an extra 1d6 electricity damage with each Strike. These attacks count toward the behir''s multiple attack penalty, but the multiple attack penalty doesn''t increase until after the behir makes all of its attacks. If the behir moves half its Speed or less during a Claw Storm, that movement doesn''t trigger reactions. The behir can''t use Claw Storm if it has a creature wrapped in its coils. At the end of Claw Storm, it drifts downward up to 60 feet to the ground, landing softly and taking no damage from the fall. If it descends further than 60 feet, it takes damage normally from the remaining fall.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 2d6+7 bludgeoning, DC 27 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 2d6+7 bludgeoning, DC 27' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Large, 2d12+7 bludgeoning, Rupture 21 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**__Swallow Whole__** (__attack__) Large, 2d12+7 bludgeoning, Rupture 21' requirements: null success: null traits: - attack trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The behir has a creature either __restrained__ or __grabbed__ in its jaws effects: null failure: null frequency: null full_description: null generic_description: null name: Wrap in Coils range: null raw_description: '**Wrap in Coils** **Requirements **The behir has a creature either __restrained__ or __grabbed__ in its jaws; **Effect **The behir moves the creature into its coils, freeing its jaws. The creature remains grabbed and takes 1d6+6 slashing damage. The behir''s coils can hold as many creatures as will fit in its space.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 19 fort_misc: null misc: null ref: 16 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +17 - darkvision size: Huge skills: - bonus: 16 misc: null name: 'Acrobatics ' - bonus: 19 misc: null name: 'Athletics ' - bonus: 18 misc: null name: 'Intimidation ' - bonus: 18 misc: null name: 'Stealth ' - bonus: 15 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 38 page_stop: null speed: - amount: 30 type: Land - amount: 15 type: climb spell_lists: null traits: - N - Huge - Beast - Electricity type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 5 int_mod: -2 str_mod: 2 wis_mod: 4 ac: 25 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: The belker can occupy the same space as other creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Smoke Form range: null raw_description: '**Smoke Form** The belker can occupy the same space as other creatures.' requirements: null success: null traits: null trigger: null description: 'These reclusive elementals have glowing red eyes, leathery wings, and long, sharp claws. While they always retain their shape, belkers can control the solidity of their forms at will, transforming into clouds of smoke, ash, and dust. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 22' hp: 78 hp_misc: null immunities: - bleed - paralyzed - poison - precision - sleep items: null knowledge_checks: dc: 22 skills: - Arcana - Nature languages: - Auran level: 6 melee: - action_cost: One Action damage: formula: 2d10+5 type: slashing name: claw plus_damage: null to_hit: 17 traits: - agile - finesse - action_cost: One Action damage: formula: 2d8+5 type: bludgeoning name: wing plus_damage: null to_hit: 17 traits: - agile - finesse - reach 10 feet name: Belker perception: 14 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The belker occupies the same space as a Medium or smaller creature effects: null failure: null frequency: null full_description: null generic_description: null name: Noxious Fumes range: null raw_description: '**Noxious Fumes** [Two Actions] **Requirement **The belker occupies the same space as a Medium or smaller creature; **Effect **The belker attempts to flow into the creature''s lungs; the creature must attempt a DC 23 Fortitude save. On a failure, the creature partially inhales the belker and is __immobilized__ by the pain of the smoke rasping in its throat and lungs. The creature can attempt to exhale the belker by spending an action coughing and succeeding at a DC 23 Fortitude save. Most of the belker remains outside the creature, so the belker can still act normally. If the belker moves out of the creature''s space or uses Noxious Fumes again, the creature automatically exhales it.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The belker is partially inhaled by a creature effects: null failure: null frequency: null full_description: null generic_description: null name: Smoke Slash range: null raw_description: '**Smoke Slash** **Requirement **The belker is partially inhaled by a creature; **Effect **The belker automatically deals its claw damage to the inhaling creature by forming a claw to slash and scrape the creature from within.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 17 ref_misc: null will: 12 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The belker ignores the __concealed__ condition from smoke. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Smoke Vision range: null raw_description: '**Smoke Vision** The belker ignores the __concealed__ condition from smoke.' requirements: null success: null traits: null trigger: null senses: - Perception +14 - darkvision - smoke vision size: Large skills: - bonus: 15 misc: null name: 'Acrobatics ' - bonus: 15 misc: +17 in smoke name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 106 page_stop: null speed: - amount: 25 type: Land - amount: 40 type: fly spell_lists: null traits: - NE - Large - Air - Elemental type: Creature weaknesses: null - 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 alignment: LE 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. A bida uses its impressive intellect and powerful magic to pose as a humanoid and infiltrate a settlement. Over the course of weeks or months, it establishes itself as a key member of the village, and only after it has become invaluable to the community does it reveal the terrible price of its assistance: regular offerings of flesh and gold. From this point on, the bida dwells almost exclusively within its smoggy lair, growing fat off the blood of its sacrificial offerings. To hide its presence from the outside world, a bida conceals its enslaved settlement in a large-scale illusion, leaving only a stand of jungle trees where once a thriving village may have been and ordering the townsfolk to destroy any roads in and out of town. Bidas begrudgingly tolerate others of their kind, instead preferring the company of their small, tasty thralls. In rare cases, a pair of bidas may join forces to conquer a particularly large settlement, extracting that much more wealth (and blood) from the populace as a result of their partnership. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 26' hp: 135 hp_misc: null immunities: - paralyzed - sleep items: null knowledge_checks: dc: 26 skills: - Arcana languages: - Common - Draconic - Mwangi level: 8 melee: - action_cost: One Action damage: formula: 2d12+9 type: piercing name: jaws plus_damage: null to_hit: 20 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d6+9 type: bludgeoning name: tail plus_damage: - formula: null type: Improved Grab to_hit: 20 traits: - reach 15 feet name: Bida perception: 15 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 1d6+6 bludgeoning, DC 26 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**Constrict** 1d6+6 bludgeoning, DC 26' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Eight Coils range: null raw_description: '**Eight Coils** 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mask Settlement range: null raw_description: '**Mask Settlement** (__arcane__, __illusion__) 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.' requirements: null success: null traits: - arcane - illusion trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: acid - amount: 10 type: poison ritual_lists: null saves: fort: 18 fort_misc: null misc: +2 circumstance to all saves to disbelieve illusions ref: 15 ref_misc: null will: 18 will_misc: null sense_abilities: null senses: - Perception +15 - darkvision - scent (imprecise) 30 feet size: Huge skills: - bonus: 20 misc: null name: 'Deception ' - bonus: 18 misc: null name: 'Diplomacy ' - bonus: 18 misc: null name: 'Intimidation ' - bonus: 16 misc: null name: 'Society ' - bonus: 16 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #146: Cult of Cinders' page_start: 81 page_stop: null speed: - amount: 40 type: Land - amount: 20 type: climb - amount: 60 type: fly spell_lists: - dc: 26 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: null name: nondetection requirement: null - heightened_level: null level: 2 spells: - frequency: null name: humanoid form requirement: null to_hit: null traits: - Uncommon - LE - Huge - Dragon type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'A biloko who has led a sufficient number of successful hunts garners the respect (and fear) of their companions. **__Recall Knowledge - Fey__ (__Nature__)**: DC 19' hp: 58 hp_misc: null immunities: null items: - longspear - shortbow (20 arrows) knowledge_checks: dc: 19 skills: - Nature languages: - Mwangi - Sylvan level: 4 melee: - action_cost: One Action damage: formula: 2d8+5 type: piercing name: jaws plus_damage: null to_hit: 14 traits: null - action_cost: One Action damage: formula: 1d8+5 type: piercing name: longspear plus_damage: null to_hit: 14 traits: - reach 10 feet name: Biloko Veteran perception: 11 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Inspired Feast range: null raw_description: '**Inspired Feast** (__emotion__, __mental__) 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.' requirements: null success: null traits: - emotion - mental trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swipe range: null raw_description: '**Swipe** [Two Actions] 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.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: shortbow plus_damage: null to_hit: 14 traits: - deadly d10 - range increment 60 feet - reload 0 rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 13 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +11 - low-light vision - scent (imprecise) 30 feet size: Small skills: - bonus: 10 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Crafting ' - bonus: 12 misc: null name: 'Intimidation ' - bonus: 9 misc: null name: 'Nature ' - bonus: 13 misc: null name: 'Stealth ' - bonus: 11 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #146: Cult of Cinders' page_start: 82 page_stop: null speed: - amount: 20 type: Land spell_lists: - dc: 21 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: charm requirement: null to_hit: null traits: - NE - Small - Fey type: Creature weaknesses: null - ability_mods: cha_mod: 1 con_mod: -1 dex_mod: 2 int_mod: 0 str_mod: 3 wis_mod: 2 ac: 16 ac_special: - descr: 18 with shield raised alignment: NE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. effects: null failure: null frequency: null full_description: null generic_description: null name: Shield Block range: null raw_description: '**Shield Block** [Reaction] **Trigger** While you have your shield raised, you would take damage from a physical attack. **Effect** You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield''s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.' requirements: null success: null traits: null trigger: While you have your shield raised, you would take damage from a physical attack. description: 'Rank-and-file bilokos stalk the jungles in small hunting bands. **__Recall Knowledge - Fey__ (__Nature__)**: DC 15' hp: 19 hp_misc: null immunities: null items: - spear - wooden shield (Hardness 3, 12 HP, BT 6) knowledge_checks: dc: 15 skills: - Nature languages: - Mwangi - Sylvan level: 1 melee: - action_cost: One Action damage: formula: 1d8+3 type: piercing name: jaws plus_damage: null to_hit: 8 traits: null - action_cost: One Action damage: formula: 1d6+3 type: piercing name: spear plus_damage: null to_hit: 8 traits: null name: Biloko Warrior perception: 7 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Inspired Feast range: null raw_description: '**Inspired Feast** (__emotion__, __mental__) 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.' requirements: null success: null traits: - emotion - mental trigger: null ranged: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: spear plus_damage: null to_hit: 7 traits: - thrown 20 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 4 fort_misc: null misc: null ref: 7 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +7 - low-light vision - scent (imprecise) 30 feet size: Small skills: - bonus: 7 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Crafting ' - bonus: 5 misc: null name: 'Nature ' - bonus: 6 misc: null name: 'Stealth ' - bonus: 6 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #146: Cult of Cinders' page_start: 82 page_stop: null speed: - amount: 20 type: Land spell_lists: - dc: 17 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: charm requirement: null to_hit: null traits: - NE - Small - Fey type: Creature weaknesses: null - 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 alignment: N automatic_abilities: null description: 'Contrary to the name, black bears can be cinnamon or even blond in coloration, depending on which hue is most beneficial for surviving in their local environment. Regardless of their coloration, they are opportunistic eaters who gain sustenance from berries and nuts just as often as from fish and smaller mammals. They steal food when they find it, including from humanoid camps. Although they are predators, black bears are more timid than other bears. Unless defending themselves or their young, black bears often avoid conflict or fight only until they can retreat. **__Recall Knowledge - Animal__ (__Nature__)**: DC 16' hp: 32 hp_misc: null immunities: null items: null knowledge_checks: dc: 16 skills: - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d8+5 type: piercing name: jaws plus_damage: null to_hit: 9 traits: null - action_cost: One Action damage: formula: 1d6+5 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 9 traits: - agile name: Black Bear perception: 8 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The black bear gains +1 circumstance bonus to damage rolls against creatures it has grabbed. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mauler range: null raw_description: '**Mauler** The black bear gains +1 circumstance bonus to damage rolls against creatures it has grabbed.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 8 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +8 - low-light vision - scent (imprecise) 30 feet size: Large skills: - bonus: 9 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 36 page_stop: null speed: - amount: 35 type: Land spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A creature that hits the pudding with a metal or wooden weapon must succeed at a DC 22 Reflex save or the weapon takes 2d6 acid damage (after dealing damage to the black pudding as normal). Thrown weapons and ammunition take this damage automatically with no save. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Corrosive Mass range: null raw_description: '**Corrosive Mass** A creature that hits the pudding with a metal or wooden weapon must succeed at a DC 22 Reflex save or the weapon takes 2d6 acid damage (after dealing damage to the black pudding as normal). Thrown weapons and ammunition take this damage automatically with no save.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the black pudding is hit by an attack that would deal slashing or piercing damage and has 10 or more HP, it splits into two identical puddings, each with half the original's HP. One pudding is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or sturdy to push). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Split range: null raw_description: '**Split** When the black pudding is hit by an attack that would deal slashing or piercing damage and has 10 or more HP, it splits into two identical puddings, each with half the original''s HP. One pudding is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or sturdy to push).' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 23' hp: 165 hp_misc: null immunities: - acid - critical hits - mental - piercing - precision - slashing - unconscious - visual items: null knowledge_checks: dc: 23 skills: - Occultism languages: null level: 7 melee: - action_cost: One Action damage: formula: 2d8+7 type: bludgeoning name: pseudopod plus_damage: - formula: 2d6 type: acid - formula: null type: corrosive touch - formula: null type: Grab to_hit: 18 traits: - reach 10 feet name: Black Pudding perception: 9 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 1d8+7 bludgeoning plus 1d6 acid, DC 26 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**Constrict** 1d8+7 bludgeoning plus 1d6 acid, DC 26' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Corrosive Touch range: null raw_description: '**Corrosive Touch** 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The pudding can climb on ceilings and other inverted surfaces, though such surfaces are difficult terrain for it. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Suction range: null raw_description: '**Suction** The pudding can climb on ceilings and other inverted surfaces, though such surfaces are difficult terrain for it.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 18 fort_misc: null misc: null ref: 6 ref_misc: null will: 11 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A black pudding can sense nearby motion through vibration and air movement. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Motion Sense range: null raw_description: '**Motion Sense** A black pudding can sense nearby motion through vibration and air movement.' requirements: null success: null traits: null trigger: null senses: - Perception +9 - motion sense 60 feet - no vision size: Huge skills: - bonus: 18 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 255 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: climb - amount: null type: suction spell_lists: null traits: - N - Huge - Mindless - Ooze type: Creature weaknesses: null - ability_mods: cha_mod: -4 con_mod: 6 dex_mod: 4 int_mod: -5 str_mod: 9 wis_mod: 6 ac: 38 ac_special: null alignment: N automatic_abilities: null description: 'With a carapace the color of polished obsidian and a penchant for attacking villages, this humongous scorpion is one of the desert''s most frightening predators. A black scorpion measures 60 feet from tip to the base of its stinger. **__Recall Knowledge - Animal__ (__Nature__)**: DC 34' hp: 275 hp_misc: null immunities: null items: null knowledge_checks: dc: 34 skills: - Nature languages: null level: 15 melee: - action_cost: One Action damage: formula: 3d12+15 type: slashing name: pincer plus_damage: - formula: null type: Grab to_hit: 30 traits: - agile - reach 30 feet - action_cost: One Action damage: formula: 3d8+15 type: piercing name: stinger plus_damage: - formula: null type: black scorpion venom to_hit: 30 traits: - reach 30 feet name: Black Scoprion perception: 27 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 36 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d12 poison damage and __clumsy 2__ (1 round); **Stage 2** 3d12 poison damage, clumsy 2, and __slowed 1__ (1 round); **Stage 3** 4d12 poison damage, clumsy 4, and slowed 2 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Black Scorpion Venom range: null raw_description: '**Black Scorpion Venom** (__poison__) **Saving Throw** DC 36 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d12 poison damage and __clumsy 2__ (1 round); **Stage 2** 3d12 poison damage, clumsy 2, and __slowed 1__ (1 round); **Stage 3** 4d12 poison damage, clumsy 4, and slowed 2 (1 round)' requirements: null success: null traits: - poison trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 2d12+12 bludgeoning, DC 36 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Greater Constrict range: null raw_description: '**__Greater Constrict__** 2d12+12 bludgeoning, DC 36' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The black scorpion makes three stinger Strikes, each against a different target. Its multiple attack penalty applies to each attack, but the penalty increases only after all the attacks have been made. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rapid Stinging range: null raw_description: '**Rapid Stinging** [Two Actions] The black scorpion makes three stinger Strikes, each against a different target. Its multiple attack penalty applies to each attack, but the penalty increases only after all the attacks have been made.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 29 fort_misc: null misc: null ref: 25 ref_misc: null will: 25 will_misc: null sense_abilities: null senses: - Perception +27 - darkvision - tremorsense (imprecise) 90 feet size: Gargantuan skills: - bonus: 30 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 234 page_stop: null speed: - amount: 50 type: Land spell_lists: null traits: - N - Gargantuan - Animal type: Creature weaknesses: null - ability_mods: cha_mod: -2 con_mod: 3 dex_mod: 3 int_mod: -4 str_mod: 2 wis_mod: 1 ac: 18 ac_special: null alignment: N automatic_abilities: null description: 'Inhabitants of damp, subterranean caves, blindheims resemble stubby humanoids with oversized, frog-like heads and bulbous eyes. Their eyes emit a soft glow at all times, but a blindheim can draw back the heavy membrane that normally covers them to emit an intense light as bright as day. These simple creatures use their lights to draw in or disorient prey, mostly small animals like lizards, rodents, or fish. However, they might go after larger prey if trying to feed their young. When they encounter creatures their own size or larger they retreat, flashing their eyes to facilitate their escape if necessary. They often hunt in pairs or small packs. Using their lights to coordinate from a distance, they slowly close in on the creatures they hunt. One common hunting pattern involves one blindheim diving deep and using its light to chase fish to the surface, while another up above snatches them up and tosses them onto the land to eat later. Blindheims make their nests in damp caverns, especially grottoes next to underground lakes or bogs. An ideal nest rests in a cozy cavern with plenty of fungus to eat, a few fish swimming in a lake, and the comforting drip of water from the ceiling. Blindheims prefer to lead quiet and serene lives, and even when first born they emit only the meekest of vocalizations. A blindheim is born shining, and its parents cuddle over it to dim the light so as to avoid attracting predators. It''s not just animals that endanger blindheims. Underground peoples find the creatures useful and attempt to capture them for specialized purposes. __Duergars__ use them as "raid frogs," placing heavy hoods over blindheims'' heads and revealing them suddenly during raids to blind their foes. They sometimes send the creatures along with their slaves that lack darkvision into the mines as a source of light. __Drow__ use them for some of these same purposes, and some nobles have been known to treat the creatures as mere lanterns, having them hoisted to the ceilings of their halls. Neither duergars nor drow take good care of the captive creatures, so blindheims rarely last long in captivity. **__Recall Knowledge - Animal__ (__Nature__)**: DC 16' hp: 27 hp_misc: null immunities: - blinded - light items: null knowledge_checks: dc: 16 skills: - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d12+2 type: piercing name: jaws plus_damage: null to_hit: 10 traits: null - action_cost: One Action damage: formula: 1d8+2 type: slashing name: claw plus_damage: null to_hit: 11 traits: - agile - finesse name: Blindheim perception: 9 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: "Bright light shines from the blindheim's eyes in a 30-foot emanation\ \ (also creating dim light to 60 feet). Each creature in the bright light when\ \ the blindheim uses this action, or who enters it while the light continues,\ \ must attempt a DC 18 Fortitude save. It is then temporarily immune for 1 hour.\ \ This light remains until the blindheim dims its eyes by using this action\ \ again. \n\n**Critical Success **The creature is unaffected. \n\n**Success\ \ **The creature is __dazzled__ for 1 round. \n\n**Failure **The creature is\ \ __blinded__ for 1d4 rounds. \n\n**Critical Failure **The creature is blinded\ \ for 1 hour." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spotlight range: null raw_description: "**Spotlight** (__concentrate__, __light__) Bright light shines\ \ from the blindheim's eyes in a 30-foot emanation (also creating dim light\ \ to 60 feet). Each creature in the bright light when the blindheim uses this\ \ action, or who enters it while the light continues, must attempt a DC 18 Fortitude\ \ save. It is then temporarily immune for 1 hour. This light remains until the\ \ blindheim dims its eyes by using this action again. \n\n**Critical Success\ \ **The creature is unaffected. \n\n**Success **The creature is __dazzled__\ \ for 1 round. \n\n**Failure **The creature is __blinded__ for 1d4 rounds. \n\ \n**Critical Failure **The creature is blinded for 1 hour." requirements: null success: null traits: - concentrate - light trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 9 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +9 - darkvision size: Small skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 6 misc: +9 to Leap or Swim name: 'Athletics ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 39 page_stop: null speed: - amount: 25 type: Land - amount: 15 type: climb - amount: 15 type: swim spell_lists: null traits: - N - Small - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 2 dex_mod: 3 int_mod: 1 str_mod: 1 wis_mod: 4 ac: 18 ac_special: null alignment: LG automatic_abilities: null description: 'At first glance, blink dogs seem to be little more than long-eared, bearded canines with tawny coats. Yet their intelligent eyes and the blue nimbus of energy that dances across their fur hint at not only the blink dog''s inherent intelligence, but also of their connection to the occult energies and mysteries that hide beyond the sight of the untrained eye. These honorable creatures are as intelligent as most humanoids. They live and hunt in large packs, roaming forests, plains, and the hidden places of the world in hunt for evil creatures—particularly those that dwell in the depths of the __Ethereal Plane__. Unless acting in concert with specific allies who have proven that their goals are shared, blink dogs tend to avoid other creatures if at all possible. Their packs are constantly on the move and hidden from those that would seek them out. But in times of need, they have been known to come to the rescue of villages and lost travelers. While they have no innate ability to travel to the Ethereal Plane for extended periods of time, all blink dogs constantly shimmer and ripple between the __Material Plane__ and the Ethereal. They do their best to use their ability to blink to snatch glimpses into the Ethereal Plane and keep track of potential threats that might be building there, but in practice this tactic yields more of a constant stream of hunches and estimations of Ethereal-based threats. Of course, to a blink dog, this constant state of flux is as natural as breathing. Pack leadership always falls to a pair—an elder blink dog (called an alpha) who relies upon the valued guidance of a trusted pack mate (the sage). Honor and tradition are keystones of blink dog society. They are fiercely loyal, defending the pack or creatures they befriend to the death and maintaining oaths handed down from litter to litter. Though different packs hold different traditions and oaths, their connection through the tales and stories told among their kind and the shared experience of the movement of stars above weave all blink dogs into an extended family, a great pack. Through their myths and folklore, blink dogs have names for celestial phenomena, note births under auspicious stars, and read omens from unusual stellar conjunctions. These celestial signs are woven into blink dogs'' lifeways; their names contain a reference to the specific constellation under which they were born, and a pack''s sage watches the heavens for signs to help them decide when a pup is old enough for their first hunt. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 18' hp: 30 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Arcana - Nature languages: - Sylvan level: 2 melee: - action_cost: One Action damage: null name: jaws (agile, finesse plus_damage: null to_hit: 11< traits: null name: Blink Dog perception: 8 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The blink dog's Strikes deal an additional 1d4 damage to creatures within the reach of at least two of the blink dog's allies. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pack Attack range: null raw_description: '**Pack Attack** The blink dog''s Strikes deal an additional 1d4 damage to creatures within the reach of at least two of the blink dog''s allies.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 10 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +8 - darkvision - scent (imprecise) 30 feet size: Medium skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Stealth ' - bonus: 8 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 40 page_stop: null speed: - amount: 35 type: Land spell_lists: - dc: 18 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: dimension door requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: blink requirement: null to_hit: null traits: - Uncommon - LG - Medium - Beast type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 2 int_mod: 0 str_mod: 5 wis_mod: 4 ac: 24 ac_special: null alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: A portion of the blizzardborn's body shatters into an explosion of razor sharp ice crystals and blinding snow that deals 2d6 piercing damage to opponents in a 5-foot emanation (DC 24 basic Reflex save). Anyone who fails is also __blinded__ for 1 round (or 3 rounds on a critical failure). effects: null failure: null frequency: null full_description: null generic_description: null name: Shattering Ice range: null raw_description: '**Shattering Ice [Reaction]** **Trigger** An enemy hits the blizzardborn with an attack that deals physical damage; **Effect** A portion of the blizzardborn''s body shatters into an explosion of razor sharp ice crystals and blinding snow that deals 2d6 piercing damage to opponents in a 5-foot emanation (DC 24 basic Reflex save). Anyone who fails is also __blinded__ for 1 round (or 3 rounds on a critical failure).' requirements: null success: null traits: null trigger: An enemy hits the blizzardborn with an attack that deals physical damage description: 'Freezing and thawing in a near-constant loop, blizzardborn resemble humanoid forms composed of a mixture of partially melted snow and sleet. These elementals move with crunching strides, their bodies constantly sloshing and sloughing off shards of ice. Because of their ability to refreeze, blizzardborn can travel into warmer environments safely, though they tend to look more like slush in these areas. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 22' hp: 105 hp_misc: null immunities: - bleed - cold - paralyzed - poison - sleep items: null knowledge_checks: dc: 22 skills: - Arcana - Nature languages: - Aquan level: 6 melee: - action_cost: One Action damage: formula: 2d6+8 type: slashing name: ice claw plus_damage: - formula: 1d6 type: persistent cold to_hit: 17 traits: - versatile bludgeoning name: Blizzardborn perception: 14 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The blizzardborn can __Burrow__ through ice or snow with a Speed of 20 feet. It moves at its full burrow Speed, leaving no tunnels or signs of its passing. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ice Burrow range: null raw_description: '**Ice Burrow** The blizzardborn can __Burrow__ through ice or snow with a Speed of 20 feet. It moves at its full burrow Speed, leaving no tunnels or signs of its passing.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: fire ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 12 ref_misc: null will: 14 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The blizzardborn ignores the __concealed__ condition from falling snow. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Snow Vision range: null raw_description: '**Snow Vision** The blizzardborn ignores the __concealed__ condition from falling snow.' requirements: null success: null traits: null trigger: null senses: - Perception +14 - darkvision - snow vision size: Medium skills: - bonus: 15 misc: null name: 'Athletics ' - bonus: 14 misc: +16 in ice or snow name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 115 page_stop: null speed: - amount: 25 type: Land - amount: 20 type: ice burrow spell_lists: null traits: - N - Medium - Cold - Elemental - Water type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 2 dex_mod: 5 int_mod: 3 str_mod: 4 wis_mod: 2 ac: 24 ac_special: null alignment: CN automatic_abilities: null description: 'The mysterious blodeuwedds dwell in those parts of the world where the boundaries between the __Material Plane__ and the __First World__ have worn thin, or around portals between the two planes. Their link with such regions of the natural world is so strong that it rivals the bond shared between __nymphs__ and places of great natural beauty, yet none would look upon a blodeuwedd and mistake them for something as elegant as a nymph. Although blodeuwedds share certain traits with nymphs, their role as guardians of the pathways between this world and the First World prevents them from forming as powerful a magical bond with the natural world. Never truly a part of either reality yet forced to keep watch over both, blodeuwedds tend to grow cynical and sharp-tongued toward any who would seek travel from one realm to the other, regardless of their actual goals. **__Recall Knowledge - Fey__ (__Nature__)**: DC 24 **__Recall Knowledge - Plant__ (__Nature__)**: DC 24' hp: 105 hp_misc: null immunities: null items: - +1 sling knowledge_checks: dc: 24 skills: - Nature languages: - Aklo - Common - Sylvan - speak with plants level: 6 melee: - action_cost: One Action damage: formula: 2d8+7 type: slashing name: claw plus_damage: null to_hit: 14 traits: - agile name: Blodeuwedd perception: 14 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 'A blodeuwedd can take on the appearance of a single unique humanoid or the form of a prairie owl. When in humanoid form, the blodeuwedd loses its claw attack. In owl form, its statistics change as follows: **Size **Small; **Speed **fly 60 feet; **Melee ** talons +15, **Damage **1d3+1. A blodeuwedd can return to their normal form as a free action.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __polymorph__, __primal__, __transmutation__) A blodeuwedd can take on the appearance of a single unique humanoid or the form of a prairie owl. When in humanoid form, the blodeuwedd loses its claw attack. In owl form, its statistics change as follows: **Size **Small; **Speed **fly 60 feet; **Melee ** talons +15, **Damage **1d3+1. A blodeuwedd can return to their normal form as a free action.' requirements: null success: null traits: - concentrate - polymorph - primal - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: Every Stride action taken by a blodeuwedd causes small plants, grasses, and wildflowers to sprout from the ground, though they can suppress this effect if they desire. In a region or terrain that wouldn't normally support plant life, these plants thrive for 1 minute before withering away. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Living Footsteps range: null raw_description: '**Living Footsteps** Every Stride action taken by a blodeuwedd causes small plants, grasses, and wildflowers to sprout from the ground, though they can suppress this effect if they desire. In a region or terrain that wouldn''t normally support plant life, these plants thrive for 1 minute before withering away.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: While surrounded by any field or fertile plain, a blodeuwedd can infuse themself with borrowed life energy from nearby plants and nutrients in the ground. The blodeuwedd gains 15 temporary Hit Points that last for 1 hour. effects: null failure: null frequency: once per day full_description: null generic_description: null name: Nature's Infusion range: null raw_description: '**Nature''s Infusion** [Two Actions] **Frequency **once per day; **Effect **While surrounded by any field or fertile plain, a blodeuwedd can infuse themself with borrowed life energy from nearby plants and nutrients in the ground. The blodeuwedd gains 15 temporary Hit Points that last for 1 hour.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d6+4 type: bludgeoning name: sling plus_damage: null to_hit: 17 traits: - propulsive - range increment 50 feet rarity: Uncommon resistances: null ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 17 ref_misc: null will: 14 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A blodeuwedd exudes a 30-foot aura of pollen and irritating allergens. A non-plant living creature that begins its turn in the aura must succeed at a DC 22 Fortitude save or become __sickened 2__. A creature that succeeds at its save is then temporarily immune to the allergen aura for 24 hours. A blodeuwedd can suppress this aura or activate it again as a free action. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Allergen Aura range: null raw_description: '**Allergen Aura** (__aura__, __primal__) A blodeuwedd exudes a 30-foot aura of pollen and irritating allergens. A non-plant living creature that begins its turn in the aura must succeed at a DC 22 Fortitude save or become __sickened 2__. A creature that succeeds at its save is then temporarily immune to the allergen aura for 24 hours. A blodeuwedd can suppress this aura or activate it again as a free action.' requirements: null success: null traits: - aura - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: 'The blodeuwedd can use __Diplomacy__ to __Make an Impression__ on and make very simple __Requests__ of __animals__. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wild Empathy range: null raw_description: '**Wild Empathy** The blodeuwedd can use __Diplomacy__ to __Make an Impression__ on and make very simple __Requests__ of __animals__. ' requirements: null success: null traits: null trigger: null senses: - Perception +14 - low-light vision size: Medium skills: - bonus: 15 misc: null name: 'Acrobatics ' - bonus: 15 misc: null name: 'Diplomacy ' - bonus: 13 misc: null name: 'Nature ' - bonus: 15 misc: null name: 'Performance ' - bonus: 13 misc: +17 in grasslands name: 'Stealth ' - bonus: 11 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 41 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 25 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: hallucinatory terrain requirement: null - frequency: null name: modify memory requirement: null - frequency: null name: sleep requirement: null - heightened_level: null level: 3 spells: - frequency: null name: wall of thorns requirement: null - heightened_level: null level: 2 spells: - frequency: ×3 name: entangle requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: dancing lights requirement: null - frequency: null name: tanglefoot requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: speak with plants requirement: null to_hit: null traits: - Uncommon - CN - Medium - Fey - Plant type: Creature weaknesses: - amount: 5 type: cold iron - 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 alignment: NE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability. effects: null failure: null frequency: null full_description: null generic_description: null name: Ferocity range: null raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.' requirements: null success: null traits: null trigger: The monster is reduced to 0 HP. 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. Blood boars'' keepers groom and mark the animals to enhance their already unsettling appearance. While from a distance, a blood boar might be mistaken for an ordinary pig, up close the differences are stark. Blood-red eyes, ashen fur, and unnaturally sharp tusks frame hundreds of pounds of raw muscle, the veins of which can be seen through the boar''s ghastly pale flesh. Chains, manacles, and spikes are typical blood boar accessories, ensuring the boars are as fearsome as possible. A blood boar''s ability to track its quarry using only the scent of the target''s blood has been the bane of many thieves, brigands, and the occasional illicit lover, but none have as much cause to fear the beasts as slaves in pursuit of freedom. Even washing off spilled blood does nothing to deter the blood boar''s pursuit if it already has the scent. As a result, many halflings in the Bellflower Network zealously practice disarming and nonlethal combat techniques specifically to avoid accidental bloodshed during an escape. **__Recall Knowledge - Animal__ (__Nature__)**: DC 22' hp: 98 hp_misc: null immunities: null items: null knowledge_checks: dc: 22 skills: - Nature languages: null level: 6 melee: - action_cost: One Action damage: formula: 2d8+8 type: piercing name: jaws plus_damage: null to_hit: 17 traits: null name: Blood Boar perception: 15 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The blood boar Strides toward its quarry, ignoring difficult terrain and gaining a +10-foot circumstance bonus to its Speed during the movement. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Chase Down range: null raw_description: '**Chase Down** The blood boar Strides toward its quarry, ignoring difficult terrain and gaining a +10-foot circumstance bonus to its Speed during the movement.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Terrifying Squeal range: null raw_description: '**Terrifying Squeal** (__auditory__, __emotion__, __fear__, __mental__) 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.' requirements: null success: null traits: - auditory - emotion - fear - mental trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 14 ref_misc: null will: 10 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The blood boar can precisely sense bleeding creatures within 60 feet. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bloodsense range: null raw_description: '**Bloodsense** The blood boar can precisely sense bleeding creatures within 60 feet.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Blood Quarry range: null raw_description: '**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.' requirements: null success: null traits: null trigger: null senses: - Perception +15 - bloodsense 60 feet - low-light vision - scent (imprecise) 30 feet size: Medium skills: - bonus: 10 misc: null name: 'Acrobatics ' - bonus: 15 misc: null name: 'Athletics ' - bonus: 15 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #147: Tomorrow Must Burn' page_start: 76 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - NE - Medium - Animal type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The blood ooze forms a clot around the wound, reducing the damage taken by 5 (to a minimum of 0). effects: null failure: null frequency: null full_description: null generic_description: null name: Clot range: null raw_description: '**Clot** [Reaction] **Trigger** The blood ooze is damaged by a piercing or slashing attack. **Effect** The blood ooze forms a clot around the wound, reducing the damage taken by 5 (to a minimum of 0).' requirements: null success: null traits: null trigger: The blood ooze is damaged by a piercing or slashing attack. - action_cost: None critical_failure: null critical_success: null description: Whenever a creature adjacent to a blood ooze takes bleed damage, the blood ooze regains an amount of Hit Points equal to the damage dealt. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Blood Pool range: null raw_description: '**Blood Pool** Whenever a creature adjacent to a blood ooze takes bleed damage, the blood ooze regains an amount of Hit Points equal to the damage dealt.' requirements: null success: null traits: null trigger: 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. Created through the foulest of alchemical rituals, the blood ooze seeks only one thing: to increase its mass by consuming blood from the living. The blood ooze hides within the body of its victims, only bursting out to attack when another meal draws near, leaving the body a husk of its former self. The process by which such an ooze is created involves draining the blood of at least four Medium creatures and feeding all of the collected blood to a fifth creature, along with deadly reagents designed to prevent the blood from coagulating. During this time, the host slowly dies while the blood ooze takes form, emerging 2 to 6 hours later. Blood oozes have no loyalty toward those who created them, but some creators have noted that newly formed blood oozes seem to avoid harming other members of the host creature''s family. It is not widely known that an existing blood ooze can reproduce by splitting itself in half. It undergoes this division only if it has grown so large that splitting in half would create a pair of normal-sized blood oozes, such as the one listed below. **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 19' hp: 90 hp_misc: null immunities: - critical hits - mental - precision - unconscious - visual items: null knowledge_checks: dc: 19 skills: - Occultism languages: null level: 4 melee: - action_cost: One Action damage: formula: 1d12+8 type: bludgeoning name: pseudopod plus_damage: - formula: 1d6 type: persistent bleed to_hit: 15 traits: - reach 10 feet name: Blood Ooze perception: 8 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The blood ooze draws forth blood from nearby creatures, causing their flesh to break open and blood to spill out which replenishes the blood ooze. Each living creature within 15 feet takes 3d6 slashing damage (DC 21 basic Fortitude save). 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Siphon Vitality range: null raw_description: '**Siphon Vitality** [Two Actions] The blood ooze draws forth blood from nearby creatures, causing their flesh to break open and blood to spill out which replenishes the blood ooze. Each living creature within 15 feet takes 3d6 slashing damage (DC 21 basic Fortitude save). 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 6 ref_misc: null will: 6 will_misc: null sense_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Infuse Corpse range: null raw_description: '**Infuse Corpse** 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.' requirements: null success: null traits: null trigger: null senses: - Perception +8 - motion sense 60 feet - no vision size: Large skills: - bonus: 13 misc: null name: 'Athletics ' - bonus: 4 misc: +12 if hiding inside a dead body name: 'Stealth ' source: - abbr: The Fall of Plaguestone page_start: 63 page_stop: null speed: - amount: 10 type: Land - amount: 10 type: climb spell_lists: null traits: - N - Large - Mindless - Ooze type: Creature weaknesses: null - 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 alignment: N automatic_abilities: null description: 'What first appears to be a simple shrub suddenly stirs to life. The bloodlash bush attempts to lacerate its foes, using its weeping wounds to irrigate the ground around itself. The seeds of a bloodlash bush can take root only in soil that has been soaked in blood. **__Recall Knowledge - Plant__ (__Nature__)**: DC 16' hp: 35 hp_misc: null immunities: null items: null knowledge_checks: dc: 16 skills: - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d8+4 type: slashing name: vine plus_damage: - formula: null type: weeping wounds to_hit: 11 traits: - agile - reach 10 feet name: Bloodlash Bush perception: 6 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The tendrils of the bush reach out to siphon the blood from a victim up to 20 feet away with persistent bleed damage, causing the victim to immediately take that amount of bleed damage (basic Reflex DC 17). The bush regains an amount of Hit Points equal to double the damage dealt. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Blood Siphon range: null raw_description: '**Blood Siphon** [Two Actions] The tendrils of the bush reach out to siphon the blood from a victim up to 20 feet away with persistent bleed damage, causing the victim to immediately take that amount of bleed damage (basic Reflex DC 17). The bush regains an amount of Hit Points equal to double the damage dealt.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spinning Strike range: null raw_description: '**Spinning Strike** [Three Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A bloodlash bush's vines cause terrible lacerations that continue to bleed. A creature hit with a vine attack takes 1 persistent bleed damage (2 on a critical hit). 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Weeping Wounds range: null raw_description: '**Weeping Wounds** A bloodlash bush''s vines cause terrible lacerations that continue to bleed. A creature hit with a vine attack takes 1 persistent bleed damage (2 on a critical hit). 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: bludgeoning - amount: 5 type: piercing ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 8 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +6 - tremorsense (imprecise) 30 feet size: Small skills: - bonus: 8 misc: null name: 'Athletics ' - bonus: 6 misc: null name: 'Stealth ' source: - abbr: The Fall of Plaguestone page_start: 62 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - N - Small - Plant type: Creature weaknesses: - amount: 5 type: fire - 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 alignment: N 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. Bloodseekers seem to be constantly hungry, but they are not inherently malevolent. They can be scared away fairly easily and prefer to swiftly retreat rather than risk death. Some adventurers report that these creatures can be scared away by waving torches at the flying pests. However, bloodseekers are much bolder when encountered in larger numbers, as bringing down one victim lets an entire colony feed. Bloodseeker colonies are called clots, for obvious and disgusting reasons. If a lone bloodseeker finds a likely victim while its clot is nearby, it emits a high-pitched, keening noise to summon reinforcements. Most humanoids avoid bloodseekers, but boggards sometimes cultivate bloodseeker nests around the perimeter of their territory. These colonies serve as a deterrent to intruders, and the boggards sometimes check for bloodseeker prey, collecting the hides or bodies of animals killed by the pests. Meals prepared from slain bloodseekers that have gorged on the blood of specific creatures are a staple among certain boggard communities. The boggards not only eat the actual bloodseekers, but they also make a gelled slurry from the drained blood. A typical bloodseeker is about a foot long, with mottled, reddish-brown skin and a yellow underbelly. Its four wings resemble bat wings. When gorged with blood, the creature becomes bloated and pink, and it tends to wobble unsteadily in the air as it ies off to digest its meal. **__Recall Knowledge - Animal__ (__Nature__)**: DC 13' hp: 6 hp_misc: null immunities: null items: null knowledge_checks: dc: 13 skills: - Nature languages: null level: -1 melee: - action_cost: One Action damage: null name: barbed leg plus_damage: null to_hit: 8 traits: - finesse name: Bloodseeker perception: 6 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: When a bloodseeker hits a target larger than itself, its barbed legs attach it to that creature. This is similar to grabbing the creature, but the bloodseeker moves with that creature rather than holding it in place. The bloodseeker is __flat-footed__ 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Attach range: null raw_description: '**Attach** When a bloodseeker hits a target larger than itself, its barbed legs attach it to that creature. This is similar to grabbing the creature, but the bloodseeker moves with that creature rather than holding it in place. The bloodseeker is __flat-footed__ 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The bloodseeker is attached to a creature. effects: null failure: null frequency: null full_description: null generic_description: null name: Blood Drain range: null raw_description: '**Blood Drain** **Requirements** The bloodseeker is attached to a creature. **Effect** The bloodseeker uses its proboscis to drain blood from the creature it''s attached to. This deals 1d4 damage, and the bloodseeker gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a bloodseeker is __drained 1__ until it receives healing (of any kind or amount).' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 5 fort_misc: null misc: null ref: 8 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +6 - darkvision - scent (imprecise) 60 feet size: Tiny skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 42 page_stop: null speed: - amount: 10 type: Land - amount: 30 type: fly spell_lists: null traits: - N - Tiny - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 1 dex_mod: 3 int_mod: -4 str_mod: 0 wis_mod: 3 ac: 16 ac_special: null alignment: N automatic_abilities: null description: 'While relatively small, the blue-ringed octopus is particularly venomous for its size. **__Recall Knowledge - Animal__ (__Nature__)**: DC 14' hp: 15 hp_misc: null immunities: null items: null knowledge_checks: dc: 14 skills: - Nature languages: null level: 0 melee: - action_cost: One Action damage: formula: 1d6 type: piercing name: beak plus_damage: - formula: null type: blue-ringed octopus venom to_hit: 7 traits: - finesse - action_cost: One Action damage: null name: arms plus_damage: null to_hit: 6 traits: null name: Blue-Ringed Octopus perception: 6 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage (1 round); **Stage 2** 1d6 poison damage (1 round); **Stage 3** 1d6 poison damage and __paralyzed__ (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Blue-Ringed Octopus Venom range: null raw_description: '**Blue-Ringed Octopus Venom** (__poison__) **Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage (1 round); **Stage 2** 1d6 poison damage (1 round); **Stage 3** 1d6 poison damage and __paralyzed__ (1 round)' requirements: null success: null traits: - poison trigger: null - action_cost: None critical_failure: null critical_success: null description: The blue-ringed octopus can change the color of its skin to __Hide__ even if it doesn't have cover. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Camouflage range: null raw_description: '**Camouflage** The blue-ringed octopus can change the color of its skin to __Hide__ even if it doesn''t have cover.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The blue-ringed octopus moves up to 60 feet in a straight line through the water without triggering reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Jet range: null raw_description: '**Jet** [Two Actions] The blue-ringed octopus moves up to 60 feet in a straight line through the water without triggering reactions.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The blue-ringed octopus has a creature __grabbed__ effects: null failure: null frequency: null full_description: null generic_description: null name: Toxic Bite range: null raw_description: '**Toxic Bite** **Requirements** The blue-ringed octopus has a creature __grabbed__; **Effect** The blue-ringed octopus makes a beak Strike against the grabbed creature. If it hits, it injects additional poison, causing its venom to gain the __virulent__ trait.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 2 type: cold ritual_lists: null saves: fort: 3 fort_misc: null misc: null ref: 9 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +6 - low-light vision size: Tiny skills: - bonus: 6 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 187 page_stop: null speed: - amount: 25 type: swim spell_lists: null traits: - N - Tiny - Animal - Aquatic type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability. effects: null failure: null frequency: null full_description: null generic_description: null name: Ferocity range: null raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.' requirements: null success: null traits: null trigger: The monster is reduced to 0 HP. 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 16' hp: 30 hp_misc: null immunities: null items: null knowledge_checks: dc: 16 skills: - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 2d6+4 type: piercing name: Tusk plus_damage: null to_hit: 10 traits: null name: Boar perception: 8 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The boar __Strides__ 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Boar Charge range: null raw_description: '**Boar Charge** [Two Actions] The boar __Strides__ 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 5 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +8 - low-light vision - scent (imprecise) 30 feet size: Medium skills: - bonus: 5 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Athletics ' - bonus: 8 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 43 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 1 dex_mod: 4 int_mod: -2 str_mod: 3 wis_mod: 5 ac: 27 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: If exposed to direct sunlight, the bodak can't use actions with the __death__ trait and it becomes __slowed 1__. The slowed value increases by 1 each time the bodak ends its turn in sunlight. If the bodak loses all its actions this way, it is destroyed. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sunlight Vulnerability range: null raw_description: '**Sunlight Vulnerability** If exposed to direct sunlight, the bodak can''t use actions with the __death__ trait and it becomes __slowed 1__. The slowed value increases by 1 each time the bodak ends its turn in sunlight. If the bodak loses all its actions this way, it is destroyed.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The target must attempt a DC 23 Fortitude save. If it fails, the bodak regains 5 Hit Points and the target becomes __drained 1__. effects: null failure: null frequency: null full_description: null generic_description: null name: Draining Glance range: null raw_description: '**Draining Glance [Reaction]** (__aura__, __death__, __necromancy__, __occult__, __visual__) **Trigger **A living creature within 30 feet that the bodak can perceive with its __lifesense__ starts its turn; **Effect **The target must attempt a DC 23 Fortitude save. If it fails, the bodak regains 5 Hit Points and the target becomes __drained 1__.' requirements: null success: null traits: - aura - death - necromancy - occult - visual trigger: A living creature within 30 feet that the bodak can perceive with its __lifesense__ starts its turn description: 'When a living, sentient humanoid is exposed to an extreme expression of supernatural evil, the experience can irrevocably damn the victim, crushing their mind and ripping out their soul in an appalling, unholy transformation that results in a creature that''s anathema to life—the bodak. The shreds of physicality that survive this absolute corruption serve only to enhance the humanoid''s profoundly disturbing appearance. The bodak''s body is horrifically twisted, as though it''s locked in a convulsion of agony and terror. Its desiccated and hairless flesh bears an otherworldly, pearlescent sheen, strung taut across a malformed skeleton that reduces its gait to a slow shamble. But most disturbing of all are its eyes, set in a drooping, melted visage with scant remains of its former facial structure. These eyes, sunken deep into their sockets, nevertheless glow with an unholy light, stare with unremitting malevolence, and constantly weep noxious vapor. Fragmented memories of a prior existence filtered through a vengeful hatred of the living lead the bodak to try to return to those places it once knew. If successful, it assaults former friends, acquaintances, and loved ones with its murderous gaze and an incomprehensible torrent of gibberish laced with vile curses, accusations, and threats—an assault that often leads to the victims rising as newly formed bodaks themselves. **__Recall Knowledge - Undead__ (__Religion__)**: DC 26' hp: 160 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison - unconscious items: null knowledge_checks: dc: 26 skills: - Religion languages: - Abyssal - Common level: 8 melee: - action_cost: One Action damage: formula: 2d6+6 type: bludgeoning name: fist plus_damage: - formula: 1d6 type: negative to_hit: 18 traits: - agile - finesse name: Bodak perception: 17 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: Any humanoid who dies while __drained__ or __doomed__ by a bodak rises as an autonomous bodak 24 hours after its death. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bodak Spawn range: null raw_description: '**Bodak Spawn** (__necromancy__, __occult__) Any humanoid who dies while __drained__ or __doomed__ by a bodak rises as an autonomous bodak 24 hours after its death.' requirements: null success: null traits: - necromancy - occult trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: "The bodak stares at a living creature within 30 feet that it can\ \ sense with its __lifesense__. That creature must attempt a DC 26 Fortitude\ \ save. If the target becomes __drained__, the bodak gains a number of temporary\ \ Hit Points equal to 5 times the value of the drained condition the target\ \ gained. Multiple exposures to this ability can increase a creature's drained\ \ condition to a maximum of 4. If the bodak is destroyed, any __doomed__ condition\ \ a creature has gained from Death Gaze are removed. \n\n**Critical Success\ \ **The creature is unaffected. \n\n**Success **The creature is drained 1. \n\ \n**Failure **The creature is doomed 1 and drained 2. \n\n**Critical Failure\ \ **The creature is doomed 1 and drained 4." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Death Gaze range: null raw_description: "**Death Gaze** [Two Actions] (__death__, __necromancy__, __occult__,\ \ __visual__) The bodak stares at a living creature within 30 feet that it can\ \ sense with its __lifesense__. That creature must attempt a DC 26 Fortitude\ \ save. If the target becomes __drained__, the bodak gains a number of temporary\ \ Hit Points equal to 5 times the value of the drained condition the target\ \ gained. Multiple exposures to this ability can increase a creature's drained\ \ condition to a maximum of 4. If the bodak is destroyed, any __doomed__ condition\ \ a creature has gained from Death Gaze are removed. \n\n**Critical Success\ \ **The creature is unaffected. \n\n**Success **The creature is drained 1. \n\ \n**Failure **The creature is doomed 1 and drained 2. \n\n**Critical Failure\ \ **The creature is doomed 1 and drained 4." requirements: null success: null traits: - death - necromancy - occult - visual trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: good ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 16 ref_misc: null will: 19 will_misc: null sense_abilities: null senses: - Perception +17 - darkvision - lifesense 60 feet size: Medium skills: - bonus: 18 misc: null name: 'Acrobatics ' - bonus: 15 misc: null name: 'Athletics ' - bonus: 19 misc: null name: 'Intimidation ' - bonus: 18 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 42 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - Uncommon - CE - Medium - Undead type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 0 dex_mod: 2 int_mod: 0 str_mod: 5 wis_mod: 1 ac: 21 ac_special: null alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. A creature that begins its turn within the area feels as if its lungs were filling with water and must succeed at a DC 19 Fortitude save or be unable to speak or breathe. The creature can still hold its breath and can attempt a new saving throw at the end of its turn. A creature that succeeds is temporarily immune to breath of the bog for 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath of the Bog range: null raw_description: '**Breath of the Bog** (__aura__, __divine__, __enchantment__, __mental__) 30 feet. A creature that begins its turn within the area feels as if its lungs were filling with water and must succeed at a DC 19 Fortitude save or be unable to speak or breathe. The creature can still hold its breath and can attempt a new saving throw at the end of its turn. A creature that succeeds is temporarily immune to breath of the bog for 24 hours.' requirements: null success: null traits: - aura - divine - enchantment - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: Initiative has not yet been rolled effects: null failure: null frequency: null full_description: null generic_description: null name: Rise Up range: null raw_description: '**Rise Up [Reaction]** **Trigger** A creature walks on top of a bog mummy that lies buried in the mud or peat below; **Requirements** Initiative has not yet been rolled; **Effect** The bog mummy automatically notices the creature and __Burrows__ before rolling initiative.' requirements: null success: null traits: null trigger: A creature walks on top of a bog mummy that lies buried in the mud or peat below description: 'The cultural practice of mummifying the dead is not the only way a body can become preserved, nor is it the only route that gives rise to these disease-spreading undead monstrosities. Bog mummies (also called peat mummies or mire mummies) rarely, if ever, leave their marshy realms. Less powerful than their more notorious artificially preserved kin, bog mummies are preserved not by agents introduced during rituals but by the natural elements present in the airless, acidic morass of a peat bog or muddy swamp. While corpses preserved in this manner can certainly rise from the mire as bog mummies as the result of a curse by fell powers or the directed influence of a necromancer, the vast majority of them animate from a seething need for vengeance or to pursue some dire agenda left unfinished at the time of death—often because the creature was slain or otherwise betrayed. The nature of this emotional tie to life and the emotional power of the deceased compel unlife beyond death, while the preservative qualities of the bog within which the body was disposed of does the rest. Although most bog mummies are motivated by vengeance, many fulfill their dark yearnings with general violence. Filled with wrath and hatred for the living, they mercilessly attack any living creatures that dare to venture into their dismal domains. Their agonized moans echo over their putrid homes, driving away most natural life dwelling therein and often alerting travelers to the potential danger that lies beneath the surface.' hp: 85 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison - unconscious items: null languages: - Common - Necril level: 5 melee: - action_cost: One Action damage: formula: 2d6+5 type: null name: fist plus_damage: - formula: null type: bog rot to_hit: 14 traits: null name: Bog Mummy perception: 12 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: "This affliction can't be reduced below stage 1, nor can the damage\ \ from it be healed, until it's successfully treated with __remove curse__ or\ \ a similar effect; the affliction can then be removed as normal for a disease.\ \ A creature killed by bog rot melts into a noxious sludge and can\x81ft be\ \ resurrected except by a 7th-level __resurrect__ ritual or similar magic; **Saving\ \ Throw** DC 21 Fortitude; **Stage 1** carrier with no ill effect (1 minute);\ \ **Stage 2** 3d6 negative damage and __clumsy 1__ (1 day)" effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bog Rot range: null raw_description: "**Bog Rot** (__curse__, __disease__, __divine__, __necromancy__,\ \ __negative__) This affliction can't be reduced below stage 1, nor can the\ \ damage from it be healed, until it's successfully treated with __remove curse__\ \ or a similar effect; the affliction can then be removed as normal for a disease.\ \ A creature killed by bog rot melts into a noxious sludge and can\x81ft be\ \ resurrected except by a 7th-level __resurrect__ ritual or similar magic; **Saving\ \ Throw** DC 21 Fortitude; **Stage 1** carrier with no ill effect (1 minute);\ \ **Stage 2** 3d6 negative damage and __clumsy 1__ (1 day)" requirements: null success: null traits: - curse - disease - divine - necromancy - negative trigger: null ranged: null rarity: Uncommon resistances: - amount: 5 type: fire ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 9 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +12 - darkvision - tremorsense (imprecise) 30 feet size: Medium skills: - bonus: 12 misc: null name: 'Athletics ' - bonus: 11 misc: +13 while buried in a bog name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 177 page_stop: null speed: - amount: 20 type: Land - amount: 15 type: burrow spell_lists: null traits: - Uncommon - LE - Medium - Mummy type: Creature weaknesses: - amount: 5 type: cold - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 4 int_mod: 0 str_mod: 2 wis_mod: 2 ac: 18 ac_special: null alignment: N automatic_abilities: null description: "The insectile bog striders call themselves seshes, but they take no\ \ offense at those who use the more common vernacular to refer to them. They resemble\ \ upright water striders with four legs, two arms, and powerful mandibles. Bog\ \ striders can move about on water like solid ground, chasing down prey or fleeing\ \ from predators across the water. They rarely leave the swampy rivers and lakes\ \ they call home. Bog striders stand 5 feet tall and weigh approximately 150 pounds.\ \ \n\n\n\nA bog strider's diet consists almost entirely of meat, but they prefer\ \ to feed only on animals, as they consider the consumption of the flesh of any\ \ sapient creature a taboo.\n\n\n\nIn sesh society, each individual is expected\ \ to serve equally in all efforts to ensure the society's survival against the\ \ more aggressive creatures often found in or near their swampland homes. In addition,\ \ each member of the community is expected to develop a skill that contributes\ \ to the community's prosperity, and by extension, the continued survival of the\ \ species. Traditionally, female bog striders are builders and artisans while\ \ males are hunters and gatherers, but often such roles aren't limited to a single\ \ gender, as every member of a small community pitches in to help as they can.\n\ \n\n\n**__Recall Knowledge - Aberration__ (__Occultism__)**: DC 18" hp: 30 hp_misc: null immunities: null items: - net - spear knowledge_checks: dc: 18 skills: - Occultism languages: - Aquan level: 2 melee: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: spear plus_damage: null to_hit: 8 traits: null - action_cost: One Action damage: formula: 1d6+4 type: piercing name: mandibles plus_damage: null to_hit: 8 traits: - agile name: Bog Strider perception: 8 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The bog strider is holding a net in two hands effects: null failure: null frequency: null full_description: null generic_description: null name: Hurl Net range: null raw_description: '**Hurl Net** **Requirements **The bog strider is holding a net in two hands; **Effect **The bog strider hurls their net to hamper a foe. They make a ranged Strike (with a +10 modifier) 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 instead __restrained__. The DC to __Escape__ the net is 16. A creature adjacent to the target can __Interact__ with the net to remove it from the target.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: The bog strider Strides up to three times in a straight line across smooth water. They can make a single Strike against a creature at the end of this movement. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Water Sprint range: null raw_description: '**Water Sprint** [Three Actions] The bog strider Strides up to three times in a straight line across smooth water. They can make a single Strike against a creature at the end of this movement.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The bog strider can stand and move on the surface of water or other liquids without falling through. The bog strider can go underwater if they wish, but they must __Swim__ to do so. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Water Stride range: null raw_description: '**Water Stride** The bog strider can stand and move on the surface of water or other liquids without falling through. The bog strider can go underwater if they wish, but they must __Swim__ to do so.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: spear plus_damage: null to_hit: 10 traits: - thrown 20 feet rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 10 ref_misc: null will: 8 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'A bog strider can hold their breath for 2 hours. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Deep Breath range: null raw_description: '**Deep Breath** A bog strider can hold their breath for 2 hours. ' requirements: null success: null traits: null trigger: null senses: - Perception +8 - darkvision - wavesense 120 feet size: Medium skills: - bonus: 8 misc: +10 to Leap while Water Striding or Swimming name: 'Athletics ' - bonus: 8 misc: null name: 'Stealth ' - bonus: 8 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 43 page_stop: null speed: - amount: 25 type: Land - amount: 20 type: swim spell_lists: null traits: - Uncommon - N - Medium - Aberration type: Creature weaknesses: null - ability_mods: cha_mod: 3 con_mod: 2 dex_mod: 3 int_mod: -2 str_mod: 2 wis_mod: 1 ac: 20 ac_special: null alignment: NE automatic_abilities: null description: 'A bogey typically hunts a single creature at a time, usually a small child or elderly person, methodically stalking and tormenting their prey. Often hiding under a bed, amid a dark attic space, or in a closet left slightly ajar, the bogey delights in the slow, methodical cultivation of fear in its victims. **__Recall Knowledge - Fey__ (__Nature__)**: DC 20' hp: 35 hp_misc: null immunities: - fear items: null knowledge_checks: dc: 20 skills: - Nature languages: - Aklo - Sylvan level: 3 melee: - action_cost: One Action damage: formula: 1d8+3 type: slashing name: claw plus_damage: null to_hit: 10 traits: - agile - finesse - magical name: Bogey perception: 9 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null description: null effect: The bogey has killed a creature within the last round and is adjacent to the creature effects: null failure: null frequency: null full_description: null generic_description: null name: Devour Soul range: null raw_description: '**Devour Soul** [Three Actions] (__necromancy__, __occult__) **Requirements** The bogey has killed a creature within the last round and is adjacent to the creature; **Effect** The bogey consumes the creature''s soul. The soul is utterly destroyed—nothing short of wish or a similar effect can restore it to life, and only after the bogey has been slain. The bogey regains Hit Points equal to double the level of the consumed creature. After devouring three souls within a year, the bogey transforms into a bugaboo.' requirements: null success: null traits: - necromancy - occult trigger: null - action_cost: None critical_failure: null critical_success: null description: On the first round of combat, creatures that haven't acted yet are __flat-footed__ to the bogey. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Surprise Attack range: null raw_description: '**Surprise Attack** On the first round of combat, creatures that haven''t acted yet are __flat-footed__ to the bogey.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: 4 type: cold iron ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 12 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +9 - low-light vision size: Small skills: - bonus: 10 misc: null name: 'Acrobatics ' - bonus: 10 misc: null name: 'Deception ' - bonus: 8 misc: null name: 'Intimidation ' - bonus: 10 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #152: Legacy of the Lost God' page_start: 78 page_stop: null speed: - amount: 30 type: Land spell_lists: - dc: 18 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: x2 name: fear requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: ghost sound requirement: null - frequency: null name: message requirement: null to_hit: null traits: - Uncommon - NE - Small - Fey type: Creature weaknesses: null - ability_mods: cha_mod: 6 con_mod: 4 dex_mod: 7 int_mod: 0 str_mod: 5 wis_mod: 3 ac: 30 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 60 feet. A bogeyman's aura of terror manifests as a shifting haze of images that reflect the viewers' deepest fears. Whenever a creature ends its turn within the aura, it must succeed at a DC 28 Will save or become __frightened 1__. A creature's frightened condition (including from striking fear) does not reduce as long as the creature remains in the aura. If the creature succeeds at its saving throw, it becomes temporarily immune to the aura for 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Deepest Fear range: null raw_description: '**Deepest Fear** (__aura__, __emotion__, __fear__, __illusion__, __mental__, __visual__) 60 feet. A bogeyman''s aura of terror manifests as a shifting haze of images that reflect the viewers'' deepest fears. Whenever a creature ends its turn within the aura, it must succeed at a DC 28 Will save or become __frightened 1__. A creature''s frightened condition (including from striking fear) does not reduce as long as the creature remains in the aura. If the creature succeeds at its saving throw, it becomes temporarily immune to the aura for 24 hours.' requirements: null success: null traits: - aura - emotion - fear - illusion - mental - visual trigger: null description: 'These nocturnal stalkers tail their chosen quarry for days, even weeks at a time, ominously showing up in back alleys, shadowy street corners, and even in victims'' own homes before going in for the kill. For unfathomable reasons, a bogeyman may spare a victim''s life and instead kidnap them, absconding to a far-off location before returning years later with a fresh bogey in tow. **__Recall Knowledge - Fey__ (__Nature__)**: DC 29' hp: 175 hp_misc: fast healing 10 immunities: - fear items: null knowledge_checks: dc: 29 skills: - Nature languages: - Aklo - Common - Sylvan - tongues level: 10 melee: - action_cost: One Action damage: formula: 2d12+9 type: slashing name: claw plus_damage: - formula: null type: striking fear to_hit: 21 traits: - agile - finesse - magical name: Bogeyman perception: 19 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null description: null effect: The bogeyman has killed a creature within the last round and is adjacent to the creature effects: null failure: null frequency: null full_description: null generic_description: null name: Devour Soul range: null raw_description: '**Devour Soul** [Three Actions] (__necromancy__, __occult__) **Requirements** The bogeyman has killed a creature within the last round and is adjacent to the creature; **Effect** The bogeyman consumes the creature''s soul. The soul is utterly destroyed—nothing short of wish or a similar effect can restore it to life, and only after the bogeyman has been slain. The bogeyman regains Hit Points equal to double the level of the consumed creature. Each time the bogeyman consumes 10 souls, it increases its level by 1, and its statistics improve accordingly.' requirements: null success: null traits: - necromancy - occult trigger: null - action_cost: None critical_failure: null critical_success: null description: When the bogeyman uses a Stride action to move half their Speed or less, that movement does not trigger reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mobility range: null raw_description: '**Mobility** When the bogeyman uses a Stride action to move half their Speed or less, that movement does not trigger reactions.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The bogeyman deals 1d6 extra precision damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The bogeyman deals 1d6 extra precision damage to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: The target is frightened 3 and fleeing for 1 round. critical_success: The target is unaffected. description: "If a bogeyman scores a critical hit with a claw Strike, the target\ \ must attempt a DC 29 Will save. \n\n" effect: null effects: null failure: The target is frightened 2. frequency: null full_description: null generic_description: null name: Striking Fear range: null raw_description: "**Striking Fear** (__emotion__, __fear__, __mental__) If a bogeyman\ \ scores a critical hit with a claw Strike, the target must attempt a DC 29\ \ Will save. \n\n**Critical Success** The target is unaffected.\n\n**Success**\ \ The target is __frightened 1__.\n\n**Failure** The target is frightened 2.\n\ \n**Critical Failure** The target is frightened 3 and __fleeing__ for 1 round." requirements: null success: The target is frightened 1. traits: - emotion - fear - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: On the first round of combat, creatures that haven't acted yet are flat-footed to the bogeyman. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Surprise Attack range: null raw_description: '**Surprise Attack** On the first round of combat, creatures that haven''t acted yet are flat-footed to the bogeyman.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: cold iron ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 23 ref_misc: null will: 19 will_misc: null sense_abilities: null senses: - Perception +19 - low-light vision size: Medium skills: - bonus: 23 misc: null name: 'Acrobatics ' - bonus: 19 misc: null name: 'Athletics ' - bonus: 22 misc: null name: 'Deception ' - bonus: 22 misc: null name: 'Intimidation ' - bonus: 16 misc: null name: 'Society ' - bonus: 23 misc: null name: 'Stealth ' - bonus: 21 misc: null name: 'Thievery ' source: - abbr: 'Pathfinder #152: Legacy of the Lost God' page_start: 79 page_stop: null speed: - amount: 30 type: Land - amount: null type: mobility spell_lists: - dc: 27 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: gaseous form requirement: null - frequency: null name: invisibility requirement: null - frequency: null name: nightmare requirement: null - frequency: null name: phantasmal killer requirement: null - heightened_level: null level: 3 spells: - frequency: null name: fear requirement: null - frequency: null name: mind reading requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: knock requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: ghost sound requirement: null - frequency: null name: message requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: tongues requirement: null to_hit: null traits: - Uncommon - NE - Medium - Fey type: Creature weaknesses: null - 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 alignment: CE 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15' hp: 24 hp_misc: null immunities: null items: - leather armor - morningstar - sling (10 bullets) knowledge_checks: dc: 15 skills: - Society languages: - Boggard - Common level: 1 melee: - action_cost: One Action damage: formula: 1d6+3 type: bludgeoning name: Morningstar plus_damage: null to_hit: 8 traits: - versatile P - action_cost: One Action damage: null name: Tongue plus_damage: null to_hit: 8 traits: - reach 10 feet name: Boggard Scout perception: 7 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A boggard scout ignores difficult terrain caused by swamp terrain features. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swamp Stride range: null raw_description: '**Swamp Stride** A boggard scout ignores difficult terrain caused by swamp terrain features.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Terrifying Croak range: null raw_description: '**Terrifying Croak** (__auditory__, __emotion__, __fear__, __mental__) 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.' requirements: null success: null traits: - auditory - emotion - fear - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: If the boggard scout hits a creature with its tongue, that creature becomes __grabbed__ by the boggard. Unlike with a normal grab, the creature isn't __immobilized__, 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tongue Grab range: null raw_description: '**Tongue Grab** If the boggard scout hits a creature with its tongue, that creature becomes __grabbed__ by the boggard. Unlike with a normal grab, the creature isn''t __immobilized__, 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.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+1 type: bludgeoning name: Sling plus_damage: null to_hit: 7 traits: - propulsive - reload 1 - range increment 50 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 5 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +7 - darkvision size: Medium skills: - bonus: 5 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Athletics ' - bonus: 7 misc: +9 in water name: 'Stealth ' source: - abbr: Bestiary page_start: 44 page_stop: null speed: - amount: 20 type: Land - amount: 25 type: swim - amount: null type: swamp stride spell_lists: null traits: - CE - Medium - Amphibious - Boggard - Humanoid type: Creature weaknesses: null - 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 alignment: CE 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18' hp: 40 hp_misc: null immunities: null items: - staff knowledge_checks: dc: 18 skills: - Society languages: - Abyssal - Boggard - Common level: 3 melee: - action_cost: One Action damage: formula: 1d4+6 type: bludgeoning name: staff plus_damage: null to_hit: 10 traits: - two-hand d8 - action_cost: One Action damage: null name: Tongue plus_damage: null to_hit: 10 traits: - reach 10 feet name: Boggard Swampseer perception: 11 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Destructive Croak range: null raw_description: '**Destructive Croak** [Two Actions] (__sonic__) 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' requirements: null success: null traits: - sonic trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null 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. effects: null failure: null frequency: null full_description: null generic_description: null name: Drowning Drone range: null raw_description: '**Drowning Drone** [Reaction] (__auditory__, __mental__) **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.' requirements: null success: null traits: - auditory - mental trigger: The boggard swampseer or one of its allies within 60 feet attempts a saving throw against an __auditory__ or __sonic__ effect. - action_cost: None critical_failure: null critical_success: null description: A boggard swampseer ignores difficult terrain caused by swamp terrain features. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swamp Stride range: null raw_description: '**Swamp Stride** A boggard swampseer ignores difficult terrain caused by swamp terrain features.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Terrifying Croak range: null raw_description: '**Terrifying Croak** (__auditory__, __emotion__, __fear__, __mental__) 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.' requirements: null success: null traits: - auditory - emotion - fear - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: If the boggard swampseer hits a creature with its tongue, that creature becomes __grabbed__ by the boggard. Unlike with a normal grab, the creature isn't __immobilized__, 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tongue Grab range: null raw_description: '**Tongue Grab** If the boggard swampseer hits a creature with its tongue, that creature becomes __grabbed__ by the boggard. Unlike with a normal grab, the creature isn''t __immobilized__, 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 7 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +11 - darkvision size: Medium skills: - bonus: 8 misc: null name: 'Athletics ' - bonus: 8 misc: null name: 'Intimidation ' - bonus: 9 misc: null name: 'Medicine ' - bonus: 11 misc: null name: 'Nature ' - bonus: 8 misc: null name: 'Performance ' - bonus: 9 misc: null name: 'Religion ' source: - abbr: Bestiary page_start: 45 page_stop: null speed: - amount: 20 type: Land - amount: 25 type: swim - amount: null type: swamp stride spell_lists: - dc: 21 misc: '' name: Primal Prepared Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: acid arrow requirement: null - frequency: null name: obscuring mist requirement: null - heightened_level: null level: 1 spells: - frequency: null name: fear requirement: null - frequency: null name: jump requirement: null - frequency: null name: shillelagh requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: acid splash requirement: null - frequency: null name: dancing lights requirement: null - frequency: null name: ray of frost requirement: null - frequency: null name: tanglefoot requirement: null to_hit: 11 traits: - CE - Medium - Amphibious - Boggard - Humanoid type: Creature weaknesses: null - 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 alignment: CE 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16' hp: 38 hp_misc: null immunities: null items: - club - javelin (3) - studded leather armor knowledge_checks: dc: 16 skills: - Society languages: - Boggard level: 2 melee: - action_cost: One Action damage: formula: 1d6+6 type: bludgeoning name: Club plus_damage: null to_hit: 10 traits: null - action_cost: One Action damage: null name: Tongue plus_damage: null to_hit: 10 traits: - reach 10 feet name: Boggard Warrior perception: 8 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A boggard warrior ignores difficult terrain caused by swamp terrain features. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swamp Stride range: null raw_description: '**Swamp Stride** A boggard warrior ignores difficult terrain caused by swamp terrain features.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Terrifying Croak range: null raw_description: '**Terrifying Croak** (__auditory__, __emotion__, __fear__, __mental__) 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.' requirements: null success: null traits: - auditory - emotion - fear - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: If the boggard warrior hits a creature with its tongue, that creature becomes __grabbed__ by the boggard. Unlike with a normal grab, the creature isn't __immobilized__, 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tongue Grab range: null raw_description: '**Tongue Grab** If the boggard warrior hits a creature with its tongue, that creature becomes __grabbed__ by the boggard. Unlike with a normal grab, the creature isn''t __immobilized__, 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.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: Javelin plus_damage: null to_hit: 6 traits: - thrown 30 feet - action_cost: One Action damage: formula: 1d6+6 type: bludgeoning name: Club plus_damage: null to_hit: 6 traits: - thrown 10 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 5 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +8 - darkvision size: Medium skills: - bonus: 8 misc: null name: 'Athletics ' - bonus: 5 misc: null name: 'Intimidation ' - bonus: 6 misc: +8 in water name: 'Stealth ' source: - abbr: Bestiary page_start: 44 page_stop: null speed: - amount: 20 type: Land - amount: 25 type: swim - amount: null type: swamp stride spell_lists: null traits: - CE - Medium - Amphibious - Boggard - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 2 dex_mod: 5 int_mod: 1 str_mod: 2 wis_mod: 2 ac: 22 ac_special: null alignment: NE automatic_abilities: null description: 'For many, gambling is just fun and games, but for some, it can become a bad habit or even a life-consuming addiction. Bone croupiers take the meaning of "life-consuming" to its literal extreme. Undead gamblers whose lust for cards and dice couldn''t be sated in life, they haunt the shadowy corners of gambling halls and continue their search for that next hit of adrenaline. In undeath, gaming takes on a different flavor; with nothing left to lose, bone croupiers turn their attentions toward others, cajoling and palavering normally casual gamers into committing themselves to ever higher stakes. Before they know it, these unsuspecting victims have called in decades-old favors and put liens on their homes in the hope of winning back just a fraction of the pot. But by then the bone croupier has already claimed its prize—for to this undead chiseler, any earnings are incidental, and the real prize is encouraging others to lose their own. Bone croupiers often enshroud themselves in thick layers of cigar smoke or voluminous robes to mask their undead nature, but they almost always wear wicked grins at the table. This smile is no ruse or part of its poker face, however—the truth is that bone croupiers truly delight in games, regardless of whether they are winning or losing, and despite their incredible skills of deception and trickery, most simply can''t disguise their unbridled mirth. **__Recall Knowledge - Undead__ (__Religion__)**: DC 20' hp: 50 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison - unconscious items: null knowledge_checks: dc: 20 skills: - Religion languages: - Common level: 5 melee: - action_cost: One Action damage: formula: 2d8+5 type: slashing name: claw plus_damage: null to_hit: 14 traits: - agile - finesse name: Bone Croupier perception: 11 proactive_abilities: - action_cost: Free Action critical_failure: null critical_success: null description: null effect: The bone croupier pulls on the threads of luck that bind all things. Instead of rolling its check, the target automatically gets a failure. effects: null failure: null frequency: once per day full_description: null generic_description: null name: Change of Luck range: null raw_description: '**Change of Luck** [Free Action] (__divination__, __misfortune__, __occult__) **Frequency** once per day; **Trigger** A creature within 30 feet of the bone croupier attempts a check that uses a d20, but hasn''t rolled yet; **Effect** The bone croupier pulls on the threads of luck that bind all things. Instead of rolling its check, the target automatically gets a failure.' requirements: null success: null traits: - divination - misfortune - occult trigger: A creature within 30 feet of the bone croupier attempts a check that uses a d20, but hasn't rolled yet - action_cost: Two Actions critical_failure: null critical_success: null description: The bone croupier targets an adjacent creature that is __dying__. That creature can either increase its dying value by 1 or roll a d4. On a 4, the creature is no longer dying and is __unconscious__ at 0 HP. On a 1, 2, or 3, however, the creature increases its dying value by that amount. Regardless, the creature is temporarily immune for the next 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Roll the Bones range: null raw_description: '**Roll the Bones** [Two Actions] (__death__, __occult__) The bone croupier targets an adjacent creature that is __dying__. That creature can either increase its dying value by 1 or roll a d4. On a 4, the creature is no longer dying and is __unconscious__ at 0 HP. On a 1, 2, or 3, however, the creature increases its dying value by that amount. Regardless, the creature is temporarily immune for the next 24 hours.' requirements: null success: null traits: - death - occult trigger: null ranged: null rarity: Common resistances: - amount: 5 type: cold - amount: 5 type: piercing - amount: 5 type: slashing ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 14 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +11 - darkvision size: Medium skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 14 misc: null name: 'Deception ' - bonus: 14 misc: null name: 'Diplomacy ' - bonus: 12 misc: null name: 'Gambling Lore ' - bonus: 14 misc: null name: 'Stealth ' - bonus: 14 misc: null name: 'Thievery ' source: - abbr: 'Pathfinder #151: The Show Must Go On' page_start: 80 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 22 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: discern lies requirement: null - heightened_level: null level: 3 spells: - frequency: null name: mind reading requirement: null - heightened_level: null level: 1 spells: - frequency: null name: illusory disguise requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: prestidigitation requirement: null to_hit: null traits: - NE - Medium - Undead type: Creature weaknesses: null - ability_mods: cha_mod: 6 con_mod: 2 dex_mod: 3 int_mod: 5 str_mod: 3 wis_mod: 5 ac: 27 ac_special: null alignment: NE automatic_abilities: null description: 'The speakers for the dead known as bone prophets hold an esteemed place as voices for their decapitated god. Burial rites, necromantic rituals, and the delivery of cryptic utterances supposedly whispered to them by __Ydersius__ all fall under the dominion of these priests. Bone prophets often raise fallen aapophs as skeletons. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 26' hp: 115 hp_misc: null immunities: null items: - +1 striking staff - religious symbol of Ydersius - invisibility potion knowledge_checks: dc: 26 skills: - Society languages: - Aklo - Common - Necril - Undercommon - telepathy 100 feet level: 8 melee: - action_cost: One Action damage: formula: 2d4+9 type: bludgeoning name: staff plus_damage: null to_hit: 18 traits: - magical - two-hand d8 - action_cost: One Action damage: formula: 2d6+9 type: piercing name: fangs plus_damage: - formula: null type: serpentfolk venom to_hit: 17 traits: - finesse name: Bone Prophet perception: 15 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null description: null effect: The bone prophet animates corpses of snakes, serpentfolk, or similar serpentine creatures within a 30-foot emanation. Any flesh on the bodies sloughs off, and they rise as skeletons. The bone prophet can raise one Large creature as a __skeletal giant__ or up to three Medium creatures as __skeletal champions__; the equipment and attacks might be different depending on the corpses' possessionsThese skeletons have the __minion__ trait and are under the bone prophet's control; the bone prophet can give all these minions the same command with a single action that has the __concentrate__ trait. Any skeletal minions that still remain after 10 minutes crumble to dust. effects: null failure: null frequency: once per day full_description: null generic_description: null name: Raise Serpent range: null raw_description: '**Raise Serpent** [Three Actions] (__divine__, __necromancy__) **Frequency** once per day; **Effect** The bone prophet animates corpses of snakes, serpentfolk, or similar serpentine creatures within a 30-foot emanation. Any flesh on the bodies sloughs off, and they rise as skeletons. The bone prophet can raise one Large creature as a __skeletal giant__ or up to three Medium creatures as __skeletal champions__; the equipment and attacks might be different depending on the corpses'' possessionsThese skeletons have the __minion__ trait and are under the bone prophet''s control; the bone prophet can give all these minions the same command with a single action that has the __concentrate__ trait. Any skeletal minions that still remain after 10 minutes crumble to dust.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 26 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage and __enfeebled 1__ (1 round); **Stage 2** 2d4 poison damage and enfeebled 1 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Serpentfolk Venom range: null raw_description: '**Serpentfolk Venom** (__poison__) **Saving Throw** DC 26 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage and __enfeebled 1__ (1 round); **Stage 2** 2d4 poison damage and enfeebled 1 (1 round)' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: poison ritual_lists: - dc: 28 misc: null name: Rituals spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: create undead requirement: null to_hit: null saves: fort: 14 fort_misc: null misc: +1 status to all saves vs. magic ref: 15 ref_misc: null will: 19 will_misc: +4 status vs. mental sense_abilities: null senses: - Perception +15 - darkvision - scent (imprecise) 30 feet size: Medium skills: - bonus: 15 misc: null name: 'Arcana ' - bonus: 18 misc: null name: 'Deception ' - bonus: 16 misc: null name: 'Intimidation ' - bonus: 17 misc: null name: 'Occultism ' - bonus: 19 misc: null name: 'Religion ' - bonus: 15 misc: null name: 'Society ' - bonus: 13 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 239 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 28 misc: '' name: Divine Spontaneous Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: air walk requirement: null - frequency: null name: harm requirement: null - frequency: null name: read omens requirement: null - frequency: 3 slots name: talking corpse requirement: null - heightened_level: null level: 3 spells: - frequency: null name: bind undead requirement: null - frequency: null name: blindness requirement: null - frequency: null name: chilling darkness requirement: null - frequency: 4 slots name: vampiric touch requirement: null - heightened_level: null level: 2 spells: - frequency: null name: darkness requirement: null - frequency: null name: death knell requirement: null - frequency: null name: resist energy requirement: null - frequency: 4 slots name: see invisibility requirement: null - heightened_level: null level: 1 spells: - frequency: null name: bane requirement: null - frequency: null name: command requirement: null - frequency: null name: fear requirement: null - frequency: 4 slots name: ventriloquism requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: chill touch requirement: null - frequency: null name: detect magic requirement: null - frequency: null name: guidance requirement: null - frequency: null name: light requirement: null - frequency: null name: read aura requirement: null to_hit: 20 - dc: 28 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: null name: dominate requirement: null - heightened_level: null level: 5 spells: - frequency: null name: illusory scene requirement: null - frequency: null name: suggestion requirement: null - heightened_level: null level: 3 spells: - frequency: at will name: illusory disguise requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: mirror image requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: ventriloquism requirement: null to_hit: null traits: - Uncommon - NE - Medium - Humanoid - Serpentfolk type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 3 int_mod: -4 str_mod: 2 wis_mod: 3 ac: 15 ac_special: null alignment: N automatic_abilities: null description: "The bottlenose dolphin is the most common and widespread species of\ \ dolphin. They are social predators who hunt shallow seas and rivers in large\ \ family groups called pods. Sailors are fond of bottlenose dolphins and frequently\ \ tell tales of how they save drowning fishers or kill sharks with blows from\ \ their powerful snouts. \n\n\n\n**__Recall Knowledge - Animal__ (__Nature__)**:\ \ DC 14" hp: 16 hp_misc: null immunities: null items: null knowledge_checks: dc: 14 skills: - Nature languages: null level: 0 melee: - action_cost: One Action damage: formula: 1d6+2 type: bludgeoning name: snout plus_damage: null to_hit: 6 traits: null - action_cost: One Action damage: formula: 1d6+2 type: piercing name: jaws plus_damage: null to_hit: 6 traits: null name: Bottlenose Dolphin perception: 7 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The bottlenose dolphin __Swims__ twice and then makes a snout Strike. As long as it moved at least 20 feet, it gains a +1 circumstance bonus to its attack roll. A Large or smaller creature hit by this attack must succeed at a DC 16 Fortitude save or be __slowed 1__ for 1 round. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ramming Speed range: null raw_description: '**Ramming Speed** [Two Actions] The bottlenose dolphin __Swims__ twice and then makes a snout Strike. As long as it moved at least 20 feet, it gains a +1 circumstance bonus to its attack roll. A Large or smaller creature hit by this attack must succeed at a DC 16 Fortitude save or be __slowed 1__ for 1 round.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 7 ref_misc: null will: 5 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A bottlenose dolphin can use its hearing as a __precise sense__ at the listed range, but only underwater. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aquatic Echolocation range: null raw_description: '**Aquatic Echolocation** A bottlenose dolphin can use its hearing as a __precise sense__ at the listed range, but only underwater.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A bottlenose dolphin can hold its breath for 2 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Deep Breath range: null raw_description: '**Deep Breath** A bottlenose dolphin can hold its breath for 2 hours.' requirements: null success: null traits: null trigger: null senses: - Perception +7 - aquatic echolocation 120 feet - low-light vision size: Medium skills: - bonus: 6 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 84 page_stop: null speed: - amount: 60 type: swim spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A brain collector has seven brain blisters on its back that it uses to house stolen brains. A brain collector without all seven blisters full is stupefied with a value equal to the number of empty blisters. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Brain Blisters range: null raw_description: '**Brain Blisters** A brain collector has seven brain blisters on its back that it uses to house stolen brains. A brain collector without all seven blisters full is stupefied with a value equal to the number of empty blisters.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: If a brain collector takes 30 damage from a critical hit or takes 25 mental damage, it must succeed at a DC 26 save (Fortitude for critical damage or Will for mental damage) or one of its brain blisters is destroyed. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Brain Loss range: null raw_description: '**Brain Loss** If a brain collector takes 30 damage from a critical hit or takes 25 mental damage, it must succeed at a DC 26 save (Fortitude for critical damage or Will for mental damage) or one of its brain blisters is destroyed.' requirements: null success: null traits: null trigger: 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. A brain collector''s form evokes that of a tailless scorpion, but the pulsing brain-filled blisters that glisten along its back make them impossible to mistake for merely oversized arachnids. Baleful eyes glare from the joints on their legs, and the unsettling, intrusive whisper-thoughts they telepathically broadcast into the minds of those they seek to feed on can be interpreted as threats or promises alike. Brain collectors have very little empathy for the denizens of any world they visit, despite the fact that certain cults venerate them, or the Dominion they hail from, as if they were gods. To brain collectors, terrestrial creatures are simply resources for their magical needs and occult powers. They have little interest in worshipping gods or being worshipped themselves, yet they do practice strange forms of religion of their own, in which they consider the primordial forces of deep space as worthy of faith and fear. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 26' hp: 140 hp_misc: null immunities: - confused items: null knowledge_checks: dc: 26 skills: - Occultism languages: - Abyssal - Aklo - Common - Draconic - Protean - Undercommon - telepathy 100 feet level: 8 melee: - action_cost: One Action damage: formula: 2d12+6 type: piercing name: Jaws plus_damage: - formula: null type: brain collector venom to_hit: 20 traits: null - action_cost: One Action damage: formula: 2d8+6 type: slashing name: Claw plus_damage: null to_hit: 20 traits: - agile name: Brain Collector perception: 18 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Brain Collector Venom range: null raw_description: '**Brain Collector Venom** (__poison__) __**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)' requirements: null success: null traits: - poison trigger: null - action_cost: One Action critical_failure: null critical_success: null 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 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Collect Brain range: null raw_description: '**Collect Brain** (__manipulate__) 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' requirements: null success: null traits: - manipulate trigger: null ranged: null rarity: Uncommon resistances: - amount: null type: brain loss ritual_lists: null saves: fort: 15 fort_misc: null misc: +1 status to all saves vs. magic ref: 13 ref_misc: null will: 18 will_misc: null sense_abilities: null senses: - Perception +18 - darkvision size: Large skills: - bonus: 17 misc: null name: 'Acrobatics ' - bonus: 18 misc: null name: 'Arcana ' - bonus: 16 misc: null name: 'Athletics ' - bonus: 18 misc: all subcategories name: 'Lore ' - bonus: 21 misc: null name: 'Occultism ' - bonus: 17 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 46 page_stop: null speed: - amount: 25 type: Land - amount: 30 type: fly spell_lists: - dc: 26 misc: '' name: Occult Spontaneous Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: confusion requirement: null - frequency: 2 slots name: phantasmal killer requirement: null - heightened_level: null level: 3 spells: - frequency: null name: dispel magic requirement: null - frequency: null name: haste requirement: null - frequency: 3 slots name: paralyze requirement: null - heightened_level: null level: 2 spells: - frequency: null name: humanoid form requirement: null - frequency: null name: invisibility requirement: null - frequency: null name: mirror image requirement: null - frequency: 4 slots name: paranoia requirement: null - heightened_level: null level: 1 spells: - frequency: null name: mindlink requirement: null - frequency: null name: ray of enfeeblement requirement: null - frequency: null name: true strike requirement: null - frequency: 4 slots name: unseen servant requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: dancing lights requirement: null - frequency: null name: detect magic requirement: null - frequency: null name: mage hand requirement: null - frequency: null name: prestidigitation requirement: null to_hit: 18 traits: - Uncommon - CE - Large - Aberration type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 3 dex_mod: 5 int_mod: 2 str_mod: 5 wis_mod: 4 ac: 24 ac_special: null alignment: CG automatic_abilities: null description: 'Bralanis embody the freedom of fair competition, embracing opportunities to test their skills against worthy foes and bring mortals together with the thrill of good-natured sports and contests. Their interest in constructive conflict also extends to higher stakes, such as diplomatic negotiations. In these cases, bralanis ensure that neither side''s desires are crushed by the other''s and work as mediators when needed. They believe in friendly contests to diffuse tension. When discussions are going well, bralanis step back, allowing the participants to shape their own futures. They delight in sailing through violent storms as wind, basking in the raw energy. **__Recall Knowledge - Celestial__ (__Religion__)**: DC 22' hp: 120 hp_misc: null immunities: null items: - +1 composite longbow - scimitar knowledge_checks: dc: 22 skills: - Religion languages: - Celestial - Draconic - Infernal - tongues level: 6 melee: - action_cost: One Action damage: formula: 1d6+8 type: slashing name: scimitar plus_damage: - formula: 2d6 type: electricity and 1d6 good to_hit: 16 traits: - forceful - sweep name: Bralani perception: 14 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: Once per day, a bralani can spend 1 minute to bless willing creatures within 100 feet who are about to participate in a contest. This blessing lasts 24 hours. If a blessed creature cheats or uses the contest to harm another, the creature grows visibly ill, becoming __sickened 1__ and unable to remove this condition for the duration or until they withdraw from the competition. At the end of the contest, participants who competed fairly find it easier to negotiate and understand their opponent's perspective. For 1 hour, they gain a +2 status bonus to __Diplomacy__ checks and __Recall Knowledge__ checks that directly pertain to their opponents. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fair Competition range: null raw_description: '**Fair Competition** (__divine__, __enchantment__, __mental__) Once per day, a bralani can spend 1 minute to bless willing creatures within 100 feet who are about to participate in a contest. This blessing lasts 24 hours. If a blessed creature cheats or uses the contest to harm another, the creature grows visibly ill, becoming __sickened 1__ and unable to remove this condition for the duration or until they withdraw from the competition. At the end of the contest, participants who competed fairly find it easier to negotiate and understand their opponent''s perspective. For 1 hour, they gain a +2 status bonus to __Diplomacy__ checks and __Recall Knowledge__ checks that directly pertain to their opponents.' requirements: null success: null traits: - divine - enchantment - mental trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The bralani generates a 20-foot line of scouring wind that deals 7d6 bludgeoning damage (DC 24 basic Reflex save). It can't use this ability again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Whirlwind Blast range: null raw_description: '**Whirlwind Blast** [Two Actions] (__air__, __divine__, __evocation__) The bralani generates a 20-foot line of scouring wind that deals 7d6 bludgeoning damage (DC 24 basic Reflex save). It can''t use this ability again for 1d4 rounds.' requirements: null success: null traits: - air - divine - evocation trigger: null - action_cost: None critical_failure: null critical_success: null description: A bralani flies at full Speed in __gaseous form__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wind Form range: null raw_description: '**Wind Form** A bralani flies at full Speed in __gaseous form__.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d8+6 type: null name: composite longbow plus_damage: - formula: 1d6 type: electricity and 1d6 good to_hit: 18 traits: - deadly 1d10 - reload 0 - volley 30 feet rarity: Common resistances: - amount: 10 type: electricity ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 17 ref_misc: null will: 12 will_misc: null sense_abilities: null senses: - Perception +14 - darkvision size: Medium skills: - bonus: 13 misc: null name: 'Acrobatics ' - bonus: 15 misc: null name: 'Deception ' - bonus: 15 misc: null name: 'Diplomacy ' - bonus: 14 misc: null name: 'Games Lore ' - bonus: 15 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 30 page_stop: null speed: - amount: 30 type: Land - amount: 80 type: fly spell_lists: - dc: 24 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: at will name: gaseous form requirement: null - heightened_level: null level: 3 spells: - frequency: null name: heal requirement: null - frequency: null name: lightning bolt requirement: null - frequency: null name: wall of wind requirement: null - heightened_level: null level: 2 spells: - frequency: null name: calm emotions requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: gust of wind requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null to_hit: null traits: - CG - Medium - Azata - Celestial type: Creature weaknesses: - amount: 5 type: cold iron - amount: 5 type: evil - 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 alignment: N automatic_abilities: null description: 'Brine sharks are deadly elementals that roam the endless oceans of the Plane of Water. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 18' hp: 45 hp_misc: null immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 18 skills: - Arcana - Nature languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d12+7 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 11 traits: null name: Brine Shark perception: 8 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Deep Plunge range: null raw_description: '**Deep Plunge** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: fire ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 11 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +8 - darkvision size: Medium skills: - bonus: 10 misc: null name: 'Athletics ' - bonus: 11 misc: null name: 'Stealth ' - bonus: 8 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 152 page_stop: null speed: - amount: 15 type: Land - amount: 50 type: swim spell_lists: null traits: - N - Medium - Aquatic - Elemental - Water type: Creature weaknesses: null - 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 alignment: N 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. Most brontosauruses are dangerous only when defending themselves or their young, or when panicked enough to stampede. When roused in this way, however, the creatures are truly terrifying: their muscular tails sweep in great arcs and their massive feet crash down heedlessly onto the ground. A brontosaurus is 70 feet long and weighs more than 30 tons. Brontosauruses belong to a group of dinosaurs known as sauropods, all of which are immense in size. The brachiosaurus is among the tallest of these dinosaurs, and the diplodocus among the longest, but it''s likely that even larger behemoths exist. **__Recall Knowledge - Animal__ (__Nature__)**: DC 27' hp: 220 hp_misc: null immunities: null items: null knowledge_checks: dc: 27 skills: - Nature languages: null level: 10 melee: - action_cost: One Action damage: formula: 2d10+13 type: bludgeoning name: tail plus_damage: - formula: null type: Improved Knockdown to_hit: 23 traits: - sweep - reach 20 feet - action_cost: One Action damage: formula: 2d8+13 type: bludgeoning name: foot plus_damage: null to_hit: 23 traits: - reach 15 feet name: Brontosaurus perception: 16 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tail Sweep range: null raw_description: '**Tail Sweep** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Huge or smaller, foot, DC 29 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**Trample** [Three Actions] Huge or smaller, foot, DC 29' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 21 fort_misc: null misc: null ref: 14 ref_misc: null will: 16 will_misc: null sense_abilities: null senses: - Perception +16 - low-light vision - scent (imprecise) 30 feet size: Gargantuan skills: - bonus: 23 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 100 page_stop: null speed: - amount: 35 type: Land spell_lists: null traits: - N - Gargantuan - Animal - Dinosaur type: Creature weaknesses: null - ability_mods: cha_mod: -5 con_mod: 4 dex_mod: 3 int_mod: -5 str_mod: 0 wis_mod: 1 ac: 19 ac_special: null alignment: N automatic_abilities: null description: 'Most smaller species of leeches do not tend to swarm, but brood leeches are prone to gathering in seething, undulant mats of squirming gluttony. When they gather in sufficient numbers to swarm, they eschew the stealth of a lone leech''s feeding methods in favor of swift and merciless feeding. In these situations, their mild venom can affect much larger creatures than their usual prey. **__Recall Knowledge - Animal__ (__Nature__)**: DC 19' hp: 40 hp_misc: null immunities: - precision - swarm mind items: null knowledge_checks: dc: 19 skills: - Nature languages: null level: 4 melee: null name: Brood Leech Swarm perception: 9 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: Each enemy in the swarm's space takes 2d6 __bleed damage__ and is exposed to brood leech swarm venom. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Blood Draining Bites range: null raw_description: '**Blood Draining Bites** Each enemy in the swarm''s space takes 2d6 __bleed damage__ and is exposed to brood leech swarm venom.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 21 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __clumsy 1__, __sickened 1__, and -5-foot status penalty to Speed (1 round); **Stage 2** clumsy 1, sickened 1, and -10-foot status penalty to Speed (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Brood Leech Swarm Venom range: null raw_description: '**Brood Leech Swarm Venom** (__poison__) **Saving Throw** DC 21 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __clumsy 1__, __sickened 1__, and -5-foot status penalty to Speed (1 round); **Stage 2** clumsy 1, sickened 1, and -10-foot status penalty to Speed (1 round)' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Common resistances: - amount: 2 type: bludgeoning - amount: 5 type: piercing - amount: 5 type: slashing ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 11 ref_misc: null will: 9 will_misc: null sense_abilities: null senses: - Perception +9 - tremorsense 30 feet size: Large skills: - bonus: 8 misc: null name: 'Athletics ' - bonus: 11 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 156 page_stop: null speed: - amount: 5 type: Land - amount: 20 type: swim spell_lists: null traits: - N - Large - Amphibious - Animal - Swarm type: Creature weaknesses: - amount: 5 type: area damage - amount: 5 type: salt - amount: 5 type: splash damage - ability_mods: cha_mod: 3 con_mod: 1 dex_mod: 4 int_mod: 2 str_mod: -2 wis_mod: 4 ac: 16 ac_special: null alignment: N automatic_abilities: null description: 'Brownies make their homes in the trunks of hollow trees, small earthy burrows, and even under porches or within the crawl spaces of farmhouses. Often attired in clothes that appear to be made of plants or leaves, brownies wear belts lined with pouches and tools. Whatever language they choose to speak is often is riddled with odd pronunciations and colloquialisms. Their manner of speaking might call upon turns of phrase that are decades or even centuries out of vogue, for example, or they might mix up their metaphors in strange ways. It almost seems as if brownies adopt these quirky ways of speaking intentionally—certainly they do not react favorably to corrections to their chatter. There''s often no swifter way to annoy a brownie than to try to correct its grammar. Brownies stand barely 2 feet tall and weigh about 20 pounds. When facing danger, brownies rarely engage in combat, preferring instead to confound and confuse their attackers in order to buy enough time for escape. Content with honest toil and the love of their kin, brownies maintain a pacifist nature, harassing creatures only to run them off or punish them for an insult. Despite this nature, all brownies carry a blade. They refer to their swords with a hint of disgust, and jokingly call their blades their "final trick," reserving their use for the direst of circumstances. Honest to a fault, brownies take freely but always repay their debt through work or leave something behind as an offering. They may eat an apple from a farmer''s orchard but harvest the entire tree as repayment. A brownie might eat an entire pie left on a windowsill, only to straighten up the kitchen or wash the dishes. A brownie can share a home with a family for years and years while avoiding detection. A family that is aware of a brownie in their midst usually finds this a beneficial relationship and leaves dishes of milk, pieces of fruit, trinkets, and sometimes even wine as gifts. In exchange, the resident brownie keeps the home clean, mends clothes, repairs tools, and shoos away vermin and small predators. Bragging about having a brownie in the house is the best way to lose one. Brownies distrust foxes and fear __wolves__, and they avoid farms with dogs. **__Recall Knowledge - Fey__ (__Nature__)**: DC 15' hp: 25 hp_misc: null immunities: null items: - shortsword knowledge_checks: dc: 15 skills: - Nature languages: - Common - Elven - Gnomish - Sylvan level: 1 melee: - action_cost: One Action damage: formula: 1d6 type: null name: shortsword plus_damage: null to_hit: 7 traits: - agile - finesse name: Brownie perception: 7 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: "The brownie's antics can confuse and disorient a creature. When\ \ the brownie uses Baffling Bluff, it targets a single creature within 30 feet;\ \ that creature must attempt a DC 17 Will save. The target is temporarily immune\ \ to Baffling Bluff for 1 minute. \n\n**Critical Success **The target is unaffected.\ \ \n\n**Success **The target is fooled momentarily and is __flat-footed__ against\ \ the next melee Strike the brownie makes against it before the end of the brownie's\ \ next turn. \n\n**Failure **The target is __confused__ for 1 round. \n\n**Critical\ \ Failure **The target is confused for 1 minute. It can attempt a new save at\ \ the end of each of its turns to end the confused condition." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Baffling Bluff range: null raw_description: "**Baffling Bluff** [Two Actions] (__emotion__, __enchantment__,\ \ __mental__, __primal__) The brownie's antics can confuse and disorient a creature.\ \ When the brownie uses Baffling Bluff, it targets a single creature within\ \ 30 feet; that creature must attempt a DC 17 Will save. The target is temporarily\ \ immune to Baffling Bluff for 1 minute. \n\n**Critical Success **The target\ \ is unaffected. \n\n**Success **The target is fooled momentarily and is __flat-footed__\ \ against the next melee Strike the brownie makes against it before the end\ \ of the brownie's next turn. \n\n**Failure **The target is __confused__ for\ \ 1 round. \n\n**Critical Failure **The target is confused for 1 minute. It\ \ can attempt a new save at the end of each of its turns to end the confused\ \ condition." requirements: null success: null traits: - emotion - enchantment - mental - primal trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 4 fort_misc: null misc: null ref: 9 ref_misc: null will: 9 will_misc: null sense_abilities: null senses: - Perception +7 - low-light vision size: Tiny skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 5 misc: null name: 'Crafting ' - bonus: 6 misc: null name: 'Deception ' - bonus: 9 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 44 page_stop: null speed: - amount: 20 type: Land spell_lists: - dc: 17 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: self only name: dimension door requirement: null - heightened_level: null level: 3 spells: - frequency: null name: mending requirement: null - heightened_level: null level: 1 spells: - frequency: null name: ventriloquism requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: dancing lights requirement: null - frequency: null name: prestidigitation requirement: null to_hit: null traits: - N - Tiny - Fey type: Creature weaknesses: - amount: 3 type: cold iron - ability_mods: cha_mod: 6 con_mod: 4 dex_mod: 3 int_mod: 0 str_mod: 5 wis_mod: 4 ac: 30 ac_special: null alignment: CE automatic_abilities: null description: 'The biggest difference between a gahlepod and a grown brughadatch isn''t their humanoid appearance, but the powerful magic they gain as they mature. **__Recall Knowledge - Fey__ (__Nature__)**: DC 27' hp: 210 hp_misc: null immunities: null items: null knowledge_checks: dc: 27 skills: - Nature languages: - Common - Sylvan level: 10 melee: - action_cost: One Action damage: formula: 2d10+9 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 21 traits: null - action_cost: One Action damage: formula: 2d8+5 type: slashing name: claw plus_damage: null to_hit: 19 traits: - agile name: Brughadatch perception: 19 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: 'DC 28, attack +22; **4th** __charm__ (at will), __confusion__; **3rd** __enthrall__ (x3); **2nd** __faerie fire__, __hideous laughter__; **1st** __fear__ (at will); **Cantrips** **(4th)** __detect magic__, __produce flame__ ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Primal Innate Spels range: null raw_description: '**Primal Innate Spels** DC 28, attack +22; **4th** __charm__ (at will), __confusion__; **3rd** __enthrall__ (x3); **2nd** __faerie fire__, __hideous laughter__; **1st** __fear__ (at will); **Cantrips** **(4th)** __detect magic__, __produce flame__ ' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: As failure, plus for 1 hour, the creature's attitude becomes helpful to the brughadatch, and the creature can't use hostile actions against them. critical_success: The creature sees through the illusion and becomes immune to the effects of Deceitful Feast for 24 hours. description: 'The brughadatch conjures a decadent, enticing feast void of nutritional substance. This conjuration takes 1 minute and lasts for 24 hours. For each item of illusory food a creature eats, it must attempt a DC 29 Will save. ' effect: null effects: null failure: The creature takes a -1 circumstance penalty to Will saves against any of the brughadatch's spells or abilities. The penalty increases with each failed save, to a maximum of -5. frequency: null full_description: null generic_description: null name: Deceitful Feast range: null raw_description: '**Deceitful Feast** (__illusion__) The brughadatch conjures a decadent, enticing feast void of nutritional substance. This conjuration takes 1 minute and lasts for 24 hours. For each item of illusory food a creature eats, it must attempt a DC 29 Will save. **Critical Success** The creature sees through the illusion and becomes immune to the effects of Deceitful Feast for 24 hours. **Success** The creature doesn''t see through the illusion but is unaffected by the food. **Failure** The creature takes a -1 circumstance penalty to Will saves against any of the brughadatch''s spells or abilities. The penalty increases with each failed save, to a maximum of -5. **Critical Failure** As failure, plus for 1 hour, the creature''s attitude becomes __helpful__ to the brughadatch, and the creature can''t use hostile actions against them.' requirements: null success: The creature doesn't see through the illusion but is unaffected by the food. traits: - illusion trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: once per round effects: null failure: null frequency: Targets must have critically failed a save against a brughadatch's Deceitful Feast or charm innate spell full_description: null generic_description: null name: Psychic Sip range: null raw_description: '**Psychic Sip** **Requirements** Targets must have critically failed a save against a brughadatch''s Deceitful Feast or __charm__ innate spell; **Frequency** once per round; **Effect** The brughadatch feasts on the souls of the creatures they''ve tricked. They target up to five creatures within 30 feet and feast on their ambient brainpower, dealing 4d10 mental damage (DC 26 basic Will save) to each creature. Unless a target succeeds at the Will save, this damage does not end the charm effect or the effect of Deceitful Feast as a hostile action normally would.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 22 fort_misc: null misc: null ref: 16 ref_misc: null will: 20 will_misc: null sense_abilities: null senses: - Perception +19 - darkvision size: Medium skills: - bonus: 19 misc: null name: 'Athletics ' - bonus: 22 misc: null name: 'Deception ' - bonus: 22 misc: null name: 'Intimidation ' - bonus: 22 misc: null name: 'Nature ' - bonus: 20 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #154: Siege of the Dinosaurs' page_start: 78 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: swim spell_lists: null traits: - CE - Medium - Amphibious - Fey type: Creature weaknesses: - amount: 10 type: cold iron - ability_mods: cha_mod: 4 con_mod: 3 dex_mod: 5 int_mod: -1 str_mod: 4 wis_mod: 2 ac: 24 ac_special: null alignment: NE automatic_abilities: null description: 'After devouring enough souls, a bogey transforms into the more powerful and sophisticated bugaboo. **__Recall Knowledge - Fey__ (__Nature__)**: DC 24' hp: 95 hp_misc: null immunities: - fear items: null knowledge_checks: dc: 24 skills: - Nature languages: - Aklo - Common - Sylvan level: 6 melee: - action_cost: One Action damage: formula: 2d8+6 type: slashing name: claw plus_damage: - formula: null type: striking fear to_hit: 15 traits: - agile - finesse - magical name: Bugaboo perception: 14 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null description: null effect: The bugaboo has killed a creature within the last round and is adjacent to the creature effects: null failure: null frequency: null full_description: null generic_description: null name: Devour Soul range: null raw_description: '**Devour Soul** [Three Actions] (__necromancy__, __occult__) **Requirements** The bugaboo has killed a creature within the last round and is adjacent to the creature; **Effect** The bugaboo consumes the creature''s soul. The soul is utterly destroyed—nothing short of wish or a similar effect can restore it to life, and only after the bugaboo has been slain. The bugaboo regains Hit Points equal to double the level of the consumed creature. After devouring six souls within a year, a bugaboo transforms into a bogeyman.' requirements: null success: null traits: - necromancy - occult trigger: null - action_cost: None critical_failure: null critical_success: null description: When the bugaboo uses a Stride action to move half their Speed or less, that movement does not trigger reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mobility range: null raw_description: '**Mobility** When the bugaboo uses a Stride action to move half their Speed or less, that movement does not trigger reactions.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The bugaboo deals 1d6 extra precision damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The bugaboo deals 1d6 extra precision damage to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: The target is frightened 3 and fleeing for 1 round. critical_success: The target is unaffected. description: "If a bugaboo scores a critical hit with a claw Strike, the target\ \ must attempt a DC 24 Will save. \n\n" effect: null effects: null failure: The target is frightened 2. frequency: null full_description: null generic_description: null name: Striking Fear range: null raw_description: "**Striking Fear** (__emotion__, __fear__, __mental__) If a bugaboo\ \ scores a critical hit with a claw Strike, the target must attempt a DC 24\ \ Will save. \n\n**Critical Success** The target is unaffected.\n\n**Success**\ \ The target is __frightened 1__.\n\n**Failure** The target is frightened 2.\n\ \n**Critical Failure** The target is frightened 3 and __fleeing__ for 1 round." requirements: null success: The target is frightened 1. traits: - emotion - fear - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: On the first round of combat, creatures that haven't acted yet are flat-footed to the bugaboo. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Surprise Attack range: null raw_description: '**Surprise Attack** On the first round of combat, creatures that haven''t acted yet are flat-footed to the bugaboo.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: 6 type: cold iron ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 17 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +14 - low-light vision size: Medium skills: - bonus: 15 misc: null name: 'Acrobatics ' - bonus: 14 misc: null name: 'Deception ' - bonus: 14 misc: null name: 'Intimidation ' - bonus: 15 misc: null name: 'Stealth ' - bonus: 13 misc: null name: 'Thievery ' source: - abbr: 'Pathfinder #152: Legacy of the Lost God' page_start: 78 page_stop: null speed: - amount: 30 type: Land - amount: null type: mobility spell_lists: - dc: 22 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: null name: fear requirement: null - frequency: null name: paralyze requirement: null - heightened_level: null level: 2 spells: - frequency: null name: invisibility requirement: null - frequency: null name: knock requirement: null - heightened_level: 3 level: 0 spells: - frequency: null name: ghost sound requirement: null - frequency: null name: message requirement: null to_hit: null traits: - Uncommon - NE - Medium - Fey type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: null description: 'The more common bugbear thug specializes in the art of lurking in the shadows. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16' hp: 34 hp_misc: null immunities: null items: - bastard sword - javelin (3) - leather armor knowledge_checks: dc: 16 skills: - Society languages: - Common - Goblin level: 2 melee: - action_cost: One Action damage: formula: 1d8+4 type: piercing name: Bastard Sword plus_damage: null to_hit: 10 traits: - two-hand d12 - action_cost: One Action damage: formula: 1d4+4 type: bludgeoning name: Fist plus_damage: null to_hit: 10 traits: - agile - nonlethal name: Bugbear Thug perception: 7 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The bugbear thug __Strides__ up to 10 feet and attempts to __Grapple__ a creature they're __undetected__ by. If they succeed, they also deal fist damage to that creature. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bushwhack range: null raw_description: '**Bushwhack** The bugbear thug __Strides__ up to 10 feet and attempts to __Grapple__ a creature they''re __undetected__ by. If they succeed, they also deal fist damage to that creature.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The bugbear thug gains a +3 circumstance bonus to damage rolls against creatures they have __grabbed__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mauler range: null raw_description: '**Mauler** The bugbear thug gains a +3 circumstance bonus to damage rolls against creatures they have __grabbed__.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: Javelin plus_damage: null to_hit: 8 traits: - thrown 30 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 8 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +7 - darkvision - scent (imprecise) 30 feet size: Medium skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 7 misc: null name: 'Athletics ' - bonus: 4 misc: null name: 'Intimidation ' - bonus: 6 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 47 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - NE - Medium - Goblin - Humanoid type: Creature weaknesses: null - 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 alignment: NE 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18' hp: 44 hp_misc: null immunities: null items: - chain shirt - dagger - sickle (2) knowledge_checks: dc: 18 skills: - Society languages: - Common - Goblin level: 3 melee: - action_cost: One Action damage: formula: 1d4+6 type: piercing name: Dagger plus_damage: null to_hit: 11 traits: - agile - versatile S - action_cost: One Action damage: formula: 1d4+6 type: slashing name: Sickle plus_damage: null to_hit: 11 traits: - agile - finesse - trip name: Bugbear Tormentor perception: 8 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The bugbear tormentor deals 1d6 extra __precision__ damage to __flat-footed__ creatures effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The bugbear tormentor deals 1d6 extra __precision__ damage to __flat-footed__ creatures' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The bugbear tormentor makes a dazzling series of attacks with two weapons, using the first attack to throw their foe off guard against a second attack at a different angle. They make one Strike with each of their two melee weapons, both against the same target. The target is automatically __flat-footed__ against the second attack. Apply the bugbear tormentor's multiple attack penalty to the Strikes normally. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Twin Feint range: null raw_description: '**Twin Feint** [Two Actions] The bugbear tormentor makes a dazzling series of attacks with two weapons, using the first attack to throw their foe off guard against a second attack at a different angle. They make one Strike with each of their two melee weapons, both against the same target. The target is automatically __flat-footed__ against the second attack. Apply the bugbear tormentor''s multiple attack penalty to the Strikes normally.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d4+6 type: piercing name: Dagger plus_damage: null to_hit: 10 traits: - agile - thrown 10 feet - versatile S rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 10 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +8 - darkvision - scent (imprecise) 30 feet size: Medium skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 9 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Intimidation ' - bonus: 8 misc: null name: 'Stealth ' - bonus: 8 misc: null name: 'Thievery ' source: - abbr: Bestiary page_start: 47 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - NE - Medium - Goblin - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: 7 con_mod: 4 dex_mod: 5 int_mod: 4 str_mod: 3 wis_mod: 5 ac: 31 ac_special: null alignment: CN automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 60 feet, DC 29. __Animals__ take a -2 circumstance penalty to the Will save. effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 60 feet, DC 29. __Animals__ take a -2 circumstance penalty to the Will save. A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: Creatures that see the bugul noz must succeed at a DC 31 Fortitude saving throw. On a failure, creatures are __doomed 1__ (or doomed 2 on a critical failure). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Horrid Visage range: null raw_description: '**Horrid Visage** (__visual__) Creatures that see the bugul noz must succeed at a DC 31 Fortitude saving throw. On a failure, creatures are __doomed 1__ (or doomed 2 on a critical failure).' requirements: null success: null traits: - visual trigger: null - action_cost: None critical_failure: null critical_success: null description: Upon seeing its own reflection in a mirror or other reflective surface, the bugul noz must succeed at a DC 34 Will save or become __confused__ and __immobilized__ for 1d4 - 1 rounds (minimum 1 round). While confused and immobilized, the bugul noz cries and wallows in misery, making it immune to __visual__ and __auditory__ effects for the duration. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mirror Vulnerability range: null raw_description: '**Mirror Vulnerability** Upon seeing its own reflection in a mirror or other reflective surface, the bugul noz must succeed at a DC 34 Will save or become __confused__ and __immobilized__ for 1d4 - 1 rounds (minimum 1 round). While confused and immobilized, the bugul noz cries and wallows in misery, making it immune to __visual__ and __auditory__ effects for the duration.' requirements: null success: null traits: null trigger: null description: 'This gangly fey humanoid wanders the overgrown paths of dark, misty forests, voluntarily isolating themself in an attempt to protect others from their hideous form. A bugul noz''s appearance is not merely unsightly—to view the being''s form is said to tempt death, and backwoods villagers tell tales of wanderers found struck dead after merely glancing at the creature. As they jaunt through the forest, the bugul noz sings an eerie tune to alert others to their presence and deter these creatures from looking upon them. The bugul noz does not, after all, want to harm anyone; they are inherently kind, if unpredictable, and if they accidentally kill a creature out of panic or confusion, they grieve. A bugul noz who roams the same road long enough compiles a long list of such accidental victims, and they might carry the corpses off to a single mass grave deep in the forest. When not wandering, the bugul noz watches over this grave to ensure that the spirits of their victims are never lonely. **__Recall Knowledge - Fey__ (__Nature__)**: DC 35' hp: 200 hp_misc: null immunities: - emotion items: null knowledge_checks: dc: 35 skills: - Nature languages: - Common - Sylvan level: 12 melee: - action_cost: One Action damage: formula: 3d8+6 type: piercing name: claw plus_damage: null to_hit: 23 traits: - magical name: Bugul Noz perception: 23 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The bugul noz swings its limbs about wildly. It makes up to three claw Strikes, each against a different creature and each with a -2 circumstance penalty. Its multiple attack penalty doesn't increase until after it makes all the attacks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flail range: null raw_description: '**Flail** The bugul noz swings its limbs about wildly. It makes up to three claw Strikes, each against a different creature and each with a -2 circumstance penalty. Its multiple attack penalty doesn''t increase until after it makes all the attacks.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The bugul noz ignores difficult terrain in forests. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Forest Jaunt range: null raw_description: '**Forest Jaunt** The bugul noz ignores difficult terrain in forests.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: As failure, and the target becomes fleeing for 1 round. critical_success: The target is unaffected. description: 'The bugul noz lets out a hair-raising keen. Other creatures within 30 feet must attempt a DC 31 Fortitude save. The bugul noz can''t use this ability again for 1d4 rounds. ' effect: null effects: null failure: The target takes 4d10 sonic damage and gains sonic weakness 10 for 1 minute. frequency: null full_description: null generic_description: null name: Haunting Wail range: null raw_description: '**Haunting Wail** [Two Actions] (__illusion__, __vocal__) The bugul noz lets out a hair-raising keen. Other creatures within 30 feet must attempt a DC 31 Fortitude save. The bugul noz can''t use this ability again for 1d4 rounds. **Critical Success** The target is unaffected. **Success** The target takes 2d10 sonic damage. **Failure** The target takes 4d10 sonic damage and gains sonic weakness 10 for 1 minute. **Critical Failure** As failure, and the target becomes __fleeing__ for 1 round.' requirements: null success: The target takes 2d10 sonic damage. traits: - illusion - vocal trigger: null ranged: - action_cost: One Action damage: formula: 2d8+6 type: bludgeoning name: rock plus_damage: null to_hit: 25 traits: - range increment 30 feet rarity: Rare resistances: - amount: 18 type: cold iron ritual_lists: null saves: fort: 22 fort_misc: null misc: null ref: 25 ref_misc: null will: 23 will_misc: null sense_abilities: null senses: - Perception +23 - darkvision size: Medium skills: - bonus: 21 misc: null name: 'Acrobatics ' - bonus: 19 misc: null name: 'Athletics ' - bonus: 22 misc: null name: 'Forest Lore ' - bonus: 25 misc: null name: 'Nature ' - bonus: 25 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #153: Life''s Long Shadow' page_start: 76 page_stop: null speed: - amount: 25 type: Land - amount: null type: forest jaunt spell_lists: - dc: 33 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: x3 name: blindness requirement: null - frequency: null name: wanderer's guide requirement: null - heightened_level: null level: 2 spells: - frequency: null name: pass without trace requirement: null - heightened_level: 3 level: 0 spells: - frequency: null name: dancing lights requirement: null to_hit: null traits: - Rare - CN - Medium - Fey type: Creature weaknesses: null - 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 alignment: N 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." A typical bulette claims a territory of approximately 500 square miles. When it finds an area rich in food, such as a farming village, it adds that area to its regular patrol route. Over the course of a few months, it can wipe entire settlements off the map. Bulettes are fiercely competitive creatures that battle relentlessly with other predators in their territory. They actively avoid contact or conflict with other members of their kind unless seeking a mate. Bulette pairs share territory and mate for life—a mated pair of bulettes being the only known exception to the creature''s penchant for solitude. They rear their young for a short period of time. The mated pair instruct the young bulette how to hunt, teaching their spawn which creatures are easiest to kill and which creatures to avoid. The mated pair drive off their young after its first successful hunt. The first bulettes were magically created guardians, intended to serve as frightening pets for a power-hungry and sadistic wizard. The technique for their creation, as well as their original purpose, has since been lost to history, and multiple conflicting accounts of ancient texts exist with dozens of wizards claiming to have been the first inventor of the notorious beast. Some sages postulate that the original inventor may have been an elf—a theory born out of little more than the curious fact that bulettes, for all their ravenous nature, seem to find elf flesh unpalatable. Unfortunately for elves who stumble into a bulette''s path, bulettes are no less likely to kill them than any other intruder, simply leaving the bodies unconsumed where they fall. **__Recall Knowledge - Animal__ (__Nature__)**: DC 24' hp: 120 hp_misc: null immunities: null items: null knowledge_checks: dc: 24 skills: - Nature languages: null level: 8 melee: - action_cost: One Action damage: formula: 2d10+10 type: piercing name: Jaws plus_damage: null to_hit: 21 traits: null - action_cost: One Action damage: formula: 2d8+10 type: slashing name: Claw plus_damage: null to_hit: 21 traits: - agile name: Bulette perception: 16 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Favored Prey range: null raw_description: '**Favored Prey** 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The bulette attempts a __High Jump__ or __Long Jump__ . 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Leaping Charge range: null raw_description: '**Leaping Charge** [Two Actions] The bulette attempts a __High Jump__ or __Long Jump__ . 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A bulette jumps 10 feet up on a successful __High Jump__, or 20 feet up on a critical success. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Powerful Jumper range: null raw_description: '**Powerful Jumper** A bulette jumps 10 feet up on a successful __High Jump__, or 20 feet up on a critical success.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 20 fort_misc: null misc: null ref: 16 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +16 - darkvision - scent (imprecise) 30 feet size: Huge skills: - bonus: 16 misc: null name: 'Acrobatics ' - bonus: 21 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 48 page_stop: null speed: - amount: 40 type: Land - amount: 30 type: burrow - amount: null type: powerful jumper spell_lists: null traits: - N - Huge - Animal type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: As Attack of Opportunity, but both the bunyip and the triggering creature must be in water. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aquatic Opportunity range: null raw_description: '**Aquatic Opportunity** [Reaction] As Attack of Opportunity, but both the bunyip and the triggering creature must be in water.' requirements: null success: null traits: null trigger: 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. Despite their outlandish appearance and tendency to defend their territory with loud, bellowing roars that echo for great distances, bunyips are very rarely sighted by humanoids, leaving many to question their existence. For hundreds of years, bunyips were widely regarded as nothing more than folk tales, and even now that their existence as a species has been proven, the existence of any particular bunyip in a local area is often met with heavy skepticism. While their limited shapechanging abilities are no doubt a significant part of the reason for this air of mystery, another major factor is that the aquatic creatures rarely hunt humanoids, preferring to eat smaller animals. Most bunyips avoid human contact, except when one wanders too close to their den or favorite hunting spot, at which point the territorial bunyip attacks with swift and terrible ferocity. Many scholars agree that a large number of unexplained disappearances near coastal areas are the result of unreported bunyip aggression. In some ports, bunyips have learned that delicious prizes can be had from the chum and garbage discarded by fishing boats and merchant vessels. They lurk close to the shore and carefully choose their victims, plucking them off docks and small boats. These bunyips are particularly careful to keep their true forms hidden, but this does little to dull rumors of monster-infested waters. **__Recall Knowledge - Animal__ (__Nature__)**: DC 18' hp: 45 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Nature languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d10+4 type: piercing name: Jaws plus_damage: - formula: 1d6 type: persistent bleed damage to_hit: 11 traits: null - action_cost: One Action damage: formula: 1d8+4 type: bludgeoning name: Tail plus_damage: null to_hit: 11 traits: - agile name: Bunyip perception: 10 proactive_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The bunyip deals __bleed damage__ to a living creature. effects: null failure: null frequency: null full_description: null generic_description: null name: Blood Frenzy range: null raw_description: '**Blood Frenzy** [Reaction] **Requirements** The bunyip is not __fatigued__ or already in a frenzy. **Trigger** The bunyip deals __bleed damage__ to a living creature. **Effect** The bunyip flies into a frenzy that lasts 1 minute. While frenzied, the bunyip gains a +4 status bonus to damage rolls with its jaws, gains 8 __temporary HP__ that go away at the end of the frenzy, and takes a -2 penalty to AC.' requirements: null success: null traits: null trigger: The bunyip is not __fatigued__ or already in a frenzy. - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Roar range: null raw_description: '**Roar** (__auditory__, __concentrate__, __emotion__, __enchantment__, __fear__, __mental__, __primal__) 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.' requirements: null success: null traits: - auditory - concentrate - emotion - enchantment - fear - mental - primal trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shift Form range: null raw_description: '**Shift Form** (__morph__, __primal__, __transmutation__) 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.' requirements: null success: null traits: - morph - primal - transmutation trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 12 ref_misc: null will: 6 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The bunyip can smell blood in the water from up to 1 mile away. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Blood Scent range: null raw_description: '**Blood Scent** The bunyip can smell blood in the water from up to 1 mile away.' requirements: null success: null traits: null trigger: null senses: - Perception +10 - blood scent - darkvision - scent (imprecise) 100 feet size: Medium skills: - bonus: 11 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Stealth ' - bonus: 8 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 49 page_stop: null speed: - amount: 10 type: Land - amount: 40 type: swim spell_lists: null traits: - N - Medium - Animal - Aquatic type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 5 dex_mod: 4 int_mod: 7 str_mod: 8 wis_mod: 8 ac: 39 ac_special: null alignment: LN automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. A creature that ends its turn in the aura must attempt a DC 34 Will save. If it fails, it's __confused__ for 1 round (or 1d4 rounds on a critical failure). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Confusing Gaze range: null raw_description: '**Confusing Gaze** (__aura__, __divine__, __enchantment__, __emotion__, __incapacitation__, __mental__, __visual__) 30 feet. A creature that ends its turn in the aura must attempt a DC 34 Will save. If it fails, it''s __confused__ for 1 round (or 1d4 rounds on a critical failure).' requirements: null success: null traits: - aura - divine - enchantment - emotion - incapacitation - mental - visual trigger: null - action_cost: Free Action critical_failure: null critical_success: null description: null effect: The bythos rerolls the triggering check and takes the better result. effects: null failure: null frequency: The bythos fails or critically fails a check full_description: null generic_description: null name: Temporal Reversion range: null raw_description: '**Temporal Reversion** [Free Action] (__fortune__) **Trigger **The bythos fails or critically fails a check; **Frequency **once per day; **Effect **The bythos rerolls the triggering check and takes the better result.' requirements: null success: null traits: - fortune trigger: once per day description: 'The bythos is a guardian of space and time, and at all times seeks out those who misuse planar and temporal magic. A bythos is a roughly humanoid creature with four arms and a body made of swirling clouds and mist. Despite its appearance, its body feels like dry stone. A bythos seeks out paradoxes caused by irresponsible planar or dimensional travelers and repairs breaches where the barriers between planes have become thin or damaged. If the mortals responsible remain in the area and cannot be convinced to cease their activities, the bythos has no qualms about removing them. Using its ability to manipulate time, a bythos might cause an opponent to quickly die of old age as time speeds up around them, or cause a target to disappear from time and space. **__Recall Knowledge - Monitor__ (__Religion__)**: DC 37' hp: 245 hp_misc: regeneration 15 (deactivated by chaotic immunities: null items: null knowledge_checks: dc: 37 skills: - Religion languages: - envisioning level: 16 melee: - action_cost: One Action damage: formula: 2d8+16 type: bludgeoning name: fist plus_damage: - formula: 2d8 type: cold and 2d8 lawful to_hit: 32 traits: - lawful - magical - reach 10 feet name: Bythos perception: 30 proactive_abilities: - action_cost: Two Actions critical_failure: As failure, but the creature becomes clumsy 2, drained 2, and enfeebled 2, or increases these conditions by 2. critical_success: null description: 'The bythos make two fist Strikes against a single target. If both Strikes hit, the target attempts a DC 37 Fortitude save. Creatures that don''t get weaker with age or don''t age are immune (GM''s discretion). If a creature becomes __clumsy 4__, __drained 4__, and __enfeebled 4__ due to Aging Strikes, it dies of old age. **Success **The creature is unaffected. **Failure **The creature becomes clumsy 1, drained 1, and enfeebled 1, or increases each of these conditions by 1. This effect is cumulative with other aging strikes from bythoses, to a maximum of clumsy 4, drained 4, and enfeebled 4. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aging Strikes range: null raw_description: '**Aging Strikes** [Two Actions] (__divine__, __necromancy__) The bythos make two fist Strikes against a single target. If both Strikes hit, the target attempts a DC 37 Fortitude save. Creatures that don''t get weaker with age or don''t age are immune (GM''s discretion). If a creature becomes __clumsy 4__, __drained 4__, and __enfeebled 4__ due to Aging Strikes, it dies of old age. **Success **The creature is unaffected. **Failure **The creature becomes clumsy 1, drained 1, and enfeebled 1, or increases each of these conditions by 1. This effect is cumulative with other aging strikes from bythoses, to a maximum of clumsy 4, drained 4, and enfeebled 4. **Critical Failure** As failure, but the creature becomes clumsy 2, drained 2, and enfeebled 2, or increases these conditions by 2.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The bythos focuses its gaze on a creature it can see within 30 feet. The target must attempt a save against the bythos's confusing gaze. A bythos can't use this ability against the same creature more than once per turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Focused Gaze range: null raw_description: '**Focused Gaze** (__concentrate__) The bythos focuses its gaze on a creature it can see within 30 feet. The target must attempt a save against the bythos''s confusing gaze. A bythos can''t use this ability against the same creature more than once per turn.' requirements: null success: null traits: - concentrate trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The bythos makes four fist Strikes. Its multiple attack penalty increases normally with each attack. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Temporal Flurry range: null raw_description: '**Temporal Flurry** [Two Actions] The bythos makes four fist Strikes. Its multiple attack penalty increases normally with each attack.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: As failure, but the target is slowed 1 for an extra 1d4 rounds after it returns. critical_success: The target is unaffected. description: 'The bythos touches a creature or object to displace it from time. The target attempts a DC 37 Fortitude save. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Temporal Strike range: null raw_description: '**Temporal Strike** [Two Actions] (__divine__, __conjuration__, __incapacitation__, __teleportation__) The bythos touches a creature or object to displace it from time. The target attempts a DC 37 Fortitude save. **Critical Success** The target is unaffected. **Success **Time flows around the target; the target is __slowed 1__ for 1 round. **Failure **The target disappears from the present moment and reappears in the same location 1d4 rounds later as if no time had passed for it. If a creature or object occupies that space when the target returns, the target appears in the closest available space to its original location. **Critical Failure** As failure, but the target is slowed 1 for an extra 1d4 rounds after it returns.' requirements: null success: null traits: - divine - conjuration - incapacitation - teleportation trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: - dc: 37 misc: null name: Rituals spell_groups: - heightened_level: null level: 8 spells: - frequency: temporal stasis only name: imprisonment requirement: null to_hit: null saves: fort: 25 fort_misc: null misc: +1 status to all saves vs. magic ref: 26 ref_misc: null will: 30 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: When a bythos conveys information, it does so wordlessly through psychic projections. This acts as telepathy with a range of 100 feet but is understandable to all creatures regardless of whether they have a language. The meaning to non-aeons can be vague and is often mysterious. A bythos can use this ability to communicate flawlessly with any other aeon on the same plane. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Envisioning range: null raw_description: '**Envisioning** When a bythos conveys information, it does so wordlessly through psychic projections. This acts as telepathy with a range of 100 feet but is understandable to all creatures regardless of whether they have a language. The meaning to non-aeons can be vague and is often mysterious. A bythos can use this ability to communicate flawlessly with any other aeon on the same plane.' requirements: null success: null traits: null trigger: null senses: - Perception +30 - darkvision size: Large skills: - bonus: 29 misc: null name: 'Arcana ' - bonus: 32 misc: null name: 'Athletics ' - bonus: 25 misc: null name: 'Deception ' - bonus: 25 misc: null name: 'Intimidation ' - bonus: 30 misc: null name: 'Nature ' - bonus: 29 misc: null name: 'Occultism ' - bonus: 30 misc: null name: 'Religion ' - bonus: 26 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 10 page_stop: null speed: - amount: 35 type: fly spell_lists: - dc: 37 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 8 spells: - frequency: at will name: augury requirement: null - frequency: null name: teleport requirement: null - heightened_level: null level: 7 spells: - frequency: null name: dimensional anchor requirement: null - frequency: null name: dimensional lock requirement: null - frequency: null name: haste requirement: null - frequency: null name: plane shift requirement: null - heightened_level: null level: 6 spells: - frequency: null name: slow requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimensional anchor requirement: null to_hit: null traits: - Uncommon - LN - Large - Aeon - Monitor type: Creature weaknesses: - amount: 15 type: chaotic - 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 alignment: NE 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. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 15' hp: 22 hp_misc: null immunities: - death effects items: null knowledge_checks: dc: 15 skills: - Religion languages: - Common - Daemonic - telepathy 100 feet level: 1 melee: - action_cost: One Action damage: formula: 1d8 type: piercing name: jaws plus_damage: - formula: 1d4 type: evil and cacodaemonia to_hit: 8 traits: - agile - disease - evil - finesse - magical name: Cacodaemon perception: 6 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cacodaemonia range: null raw_description: '**Cacodaemonia** (__disease__) 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)' requirements: null success: null traits: - disease trigger: null - action_cost: One Action critical_failure: null critical_success: null description: '' effect: null effects: - action_cost: None critical_failure: null critical_success: null description: Speed 20 feet; **Melee **jaws +8 (__agile__, __finesse__), **Damage **1d8+1 piercing effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Lizard range: null raw_description: '**Lizard **Speed 20 feet; **Melee **jaws +8 (__agile__, __finesse__), **Damage **1d8+1 piercing' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: size Small; Speed 20 feet, swim 30 feet; **Melee **tentacle +8 (__finesse__), **Damage **1d8+1 bludgeoning plus Grab; **Melee **beak +8 (__agile__, __finesse__), **Damage **1d6 piercing plus 2 poison effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Octopus range: null raw_description: '**Octopus **size Small; Speed 20 feet, swim 30 feet; **Melee **tentacle +8 (__finesse__), **Damage **1d8+1 bludgeoning plus Grab; **Melee **beak +8 (__agile__, __finesse__), **Damage **1d6 piercing plus 2 poison' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: size Small; Speed 30 feet; **Melee **pincer +8 (__agile__, __finesse__), **Damage **1d6+1 bludgeoning plus Grab; **Melee **stinger +8 (__agile__, __finesse__), **Damage **1d6+1 piercing plus 1d4 poison effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Scorpion range: null raw_description: '**Scorpion **size Small; Speed 30 feet; **Melee **pincer +8 (__agile__, __finesse__), **Damage **1d6+1 bludgeoning plus Grab; **Melee **stinger +8 (__agile__, __finesse__), **Damage **1d6+1 piercing plus 1d4 poison' requirements: null success: null traits: null trigger: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: "**Change Shape** (__concentrate__, __divine__, __polymorph__,\ \ __transmutation__) \n\n * **Lizard **Speed 20 feet; **Melee **jaws +8 (__agile__,\ \ __finesse__), **Damage **1d8+1 piercing\n\n * **Octopus **size Small; Speed\ \ 20 feet, swim 30 feet; **Melee **tentacle +8 (__finesse__), **Damage **1d8+1\ \ bludgeoning plus Grab; **Melee **beak +8 (__agile__, __finesse__), **Damage\ \ **1d6 piercing plus 2 poison\n\n * **Scorpion **size Small; Speed 30 feet;\ \ **Melee **pincer +8 (__agile__, __finesse__), **Damage **1d6+1 bludgeoning\ \ plus Grab; **Melee **stinger +8 (__agile__, __finesse__), **Damage **1d6+1\ \ piercing plus 1d4 poison" requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: Three Actions critical_failure: null critical_success: null 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.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Soul Lock range: null raw_description: '**Soul Lock** [Three Actions] (__death__, __divine__, __necromancy__) 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.' requirements: null success: null traits: - death - divine - necromancy trigger: null ranged: null rarity: Common resistances: - amount: 3 type: good ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 8 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +6 - darkvision size: Tiny skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 5 misc: null name: 'Deception ' - bonus: 6 misc: null name: 'Religion ' - bonus: 8 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 70 page_stop: null speed: - amount: 5 type: Land - amount: 40 type: fly spell_lists: - dc: 17 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: read omens requirement: null - heightened_level: null level: 2 spells: - frequency: at will, self only name: invisibility requirement: null - heightened_level: null level: 1 spells: - frequency: at will, good only name: detect alignment requirement: null - frequency: null name: fear requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: detect magic requirement: null to_hit: null traits: - NE - Tiny - Daemon - Fiend type: Creature weaknesses: null - ability_mods: cha_mod: 7 con_mod: 8 dex_mod: 6 int_mod: -2 str_mod: 9 wis_mod: 6 ac: 43 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When a creature slays a cairn linnorm, it must succeed at a DC 44 Will save or become permanently __enfeebled 2__. In addition, the victim ages at an accelerated rate, aging 1 year every day, eventually causing it to die of old age if the curse is left untended. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Curse of the Crooked Cane range: null raw_description: '**Curse of the Crooked Cane** (__curse__, __primal__) When a creature slays a cairn linnorm, it must succeed at a DC 44 Will save or become permanently __enfeebled 2__. In addition, the victim ages at an accelerated rate, aging 1 year every day, eventually causing it to die of old age if the curse is left untended.' requirements: null success: null traits: - curse - primal trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: Tail only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'Cairn linnorms are disturbing, even by linnorm standards. They make their homes in necropolises, burial grounds, and the sites of immense and gory battles. Some point out that cairn linnorms feast on shambling undead and thus provide a service to the living, but these beasts are not choosy and will happily consume any creature, whether or not it draws breath. Some tales state that cairn linnorms will not—or cannot—enter a tomb without the permission of a descendant of the deceased (or the permission of the deceased itself, in the instance that it has risen from the dead). Likewise, once a cairn linnorm has entered a tomb, it won''t leave until it has secured permission to do so. Whether such legends are true or not is anyone''s guess; nevertheless, reports of a cairn linnorm in the vicinity are harrowing enough to dissuade even the most foolhardy grave robber from peeking into too many crypts or mausoleums. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 40' hp: 360 hp_misc: regeneration 15 (deactivated by cold iron immunities: - acid - curse - paralyzed - sleep items: null knowledge_checks: dc: 40 skills: - Arcana languages: - Aklo - Draconic - Sylvan level: 18 melee: - action_cost: One Action damage: formula: 3d12+17 type: piercing name: jaws plus_damage: - formula: null type: cairn linnorm venom to_hit: 35 traits: - magical - reach 25 feet - action_cost: One Action damage: formula: 3d8+17 type: slashing name: claw plus_damage: null to_hit: 35 traits: - agile - magical - reach 25 feet - action_cost: One Action damage: formula: 3d10+17 type: bludgeoning name: tail plus_damage: - formula: null type: Improved Grab to_hit: 35 traits: - agile - magical - reach 25 feet name: Cairn Linnorm perception: 30 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The cairn linnorm expels a 60-foot cone of negative energy-infused acid, dealing 19d6 acid damage to creatures in the area (DC 40 basic Reflex save). The acid also saps the life out of affected creatures. At the beginning of the linnorm's next turn, each creature that failed the Reflex save must succeed at a DC 40 Fortitude save or become __drained 1__ (drained 2 on a critical failure). The cairn linnorm can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__acid__, __evocation__, __primal__) The cairn linnorm expels a 60-foot cone of negative energy-infused acid, dealing 19d6 acid damage to creatures in the area (DC 40 basic Reflex save). The acid also saps the life out of affected creatures. At the beginning of the linnorm''s next turn, each creature that failed the Reflex save must succeed at a DC 40 Fortitude save or become __drained 1__ (drained 2 on a critical failure). The cairn linnorm can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - acid - evocation - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 41 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 6d6 acid damage and __drained 1__ (1 round); **Stage 2** 8d6 acid damage and drained 2 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cairn Linnorm Venom range: null raw_description: '**Cairn Linnorm Venom** (__acid__, __poison__) **Saving Throw** DC 41 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 6d6 acid damage and __drained 1__ (1 round); **Stage 2** 8d6 acid damage and drained 2 (1 round)' requirements: null success: null traits: - acid - poison trigger: null ranged: null rarity: Uncommon resistances: - amount: 15 type: cold iron ritual_lists: null saves: fort: 34 fort_misc: null misc: +1 status to all saves vs. magic ref: 30 ref_misc: null will: 26 will_misc: null sense_abilities: null senses: - Perception +30 - darkvision - scent (imprecise) 60 feet - true seeing size: Gargantuan skills: - bonus: 32 misc: null name: 'Acrobatics ' - bonus: 35 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 166 page_stop: null speed: - amount: 35 type: Land - amount: 40 type: climb - amount: 100 type: fly - amount: 40 type: swim - amount: 128 type: freedom of movement spell_lists: - dc: 40 misc: null name: Primal Innate Spells spell_groups: - heightened_level: 8 level: -1 spells: - frequency: null name: freedom of movement requirement: null - heightened_level: 7 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: null traits: - Uncommon - CE - Gargantuan - Dragon type: Creature weaknesses: null - ability_mods: cha_mod: 3 con_mod: 4 dex_mod: 2 int_mod: 1 str_mod: 4 wis_mod: 3 ac: 20 ac_special: null alignment: LE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The cairn wight makes a Strike before being destroyed. It doesn't gain any temporary HP from drain life on this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Final Spite range: null raw_description: '**Final Spite [Reaction]** **Trigger** The cairn wight is reduced to 0 Hit Points; **Effect** The cairn wight makes a Strike before being destroyed. It doesn''t gain any temporary HP from drain life on this Strike.' requirements: null success: null traits: null trigger: The cairn wight is reduced to 0 Hit Points description: 'Jealous guardians of tombs, barrows, and sepulchers, cairn wights usually spawn from necromantic rituals. For those mortals who cannot abide the thought of separation from their earthly possessions, the undead existence offered by transformation into a cairn wight can be tempting. Perhaps as frequently, particularly avaricious and wealthy royalty or merchants seek out victims to transform into cairn wights to guard their precious wealth for all time. Only in the rarest instances is the greed of a mortal strong enough to spontaneously transform them into a cairn wight without a dark ritual or the intercession of a powerful divine being. On those occasions, however, the resultant wight exhibits unmatched viciousness and likely owns rare treasure indeed. As guardians of material possessions, cairn wights are supernaturally bound to the armaments they wore during the ritual used to create them. They can spread their necromantic powers into the weapons they wield. A slash from a cairn wight''s sword channels life from the victim into the wight. **__Recall Knowledge - Undead__ (__Religion__)**: DC 21' hp: 67 hp_misc: null immunities: - death effects - disease - paralyzed - poison - unconscious items: - longsword - studded leather armor knowledge_checks: dc: 21 skills: - Religion languages: - Common - Necril level: 4 melee: - action_cost: One Action damage: formula: 1d8+7 type: slashing name: longsword plus_damage: - formula: null type: drain life to_hit: 14 traits: - versatile P - action_cost: One Action damage: formula: 1d6+7 type: slashing name: claw plus_damage: - formula: null type: drain life to_hit: 14 traits: - agile name: Cairn Wight perception: 11 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A living humanoid slain by a cairn wight's weapon or claw Strike rises as a spawned wight after 1d4 rounds. This spawned wight is under the command of the cairn wight that killed it. It doesn't have drain life or cairn wight spawn and is __clumsy 2__ for as long as it is a spawned wight. If its creator dies, the spawned wight becomes a full-fledged, autonomous cairn wight; it regains its free will, gains drain life and cairn wight spawn, and is no longer clumsy. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cairn Wight Spawn range: null raw_description: '**Cairn Wight Spawn** (__divine__, __necromancy__) A living humanoid slain by a cairn wight''s weapon or claw Strike rises as a spawned wight after 1d4 rounds. This spawned wight is under the command of the cairn wight that killed it. It doesn''t have drain life or cairn wight spawn and is __clumsy 2__ for as long as it is a spawned wight. If its creator dies, the spawned wight becomes a full-fledged, autonomous cairn wight; it regains its free will, gains drain life and cairn wight spawn, and is no longer clumsy.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null description: When the cairn wight damages a living creature with a melee Strike, using an unarmed attack or its bound weapon, the cairn wight gains 5 temporary Hit Points and the creature must succeed at a DC 18 Fortitude save or become __drained 1__. Further damage dealt by the cairn wraith increases the drained condition value by 1 on a failed save, to a maximum of drained 4. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drain Life range: null raw_description: '**Drain Life** (__divine__, __necromancy__) When the cairn wight damages a living creature with a melee Strike, using an unarmed attack or its bound weapon, the cairn wight gains 5 temporary Hit Points and the creature must succeed at a DC 18 Fortitude save or become __drained 1__. Further damage dealt by the cairn wraith increases the drained condition value by 1 on a failed save, to a maximum of drained 4.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: Two Actions critical_failure: The creature is frightened 2 and takes a -2 status penalty to saving throws against drain life. critical_success: The creature is unaffected. description: "The cairn wight chants a low, haunting melody. Living creatures\ \ within 50 feet must attempt a DC 21 Will save. The cairn wight can't chant\ \ a new Funereal Dirge for 1d4 rounds. \n\n" effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: null name: Funereal Dirge range: null raw_description: "**Funereal Dirge** [Two Actions] (__auditory__, __divine__,\ \ __emotion__, __fear__, __mental__, __necromancy__) The cairn wight chants\ \ a low, haunting melody. Living creatures within 50 feet must attempt a DC\ \ 21 Will save. The cairn wight can't chant a new Funereal Dirge for 1d4 rounds.\ \ \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature\ \ is __frightened 1__. \n\n**Failure** The creature is frightened 2. \n\n**Critical\ \ Failure** The creature is frightened 2 and takes a -2 status penalty to saving\ \ throws against drain life." requirements: null success: The creature is frightened 1. traits: - auditory - divine - emotion - fear - mental - necromancy trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 10 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +11 - darkvision size: Medium skills: - bonus: 12 misc: null name: 'Athletics ' - bonus: 11 misc: null name: 'Intimidation ' - bonus: 9 misc: null name: 'Religion ' - bonus: 12 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 292 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - Uncommon - LE - Medium - Undead - Wight type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 2 dex_mod: 5 int_mod: -2 str_mod: 2 wis_mod: 2 ac: 21 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Calathgars are healed by cold. Anytime a calathgar would take cold damage, it instead regains 1d6 Hit Points (regardless of the amount of damage the cold effect would have caused). In __severe cold or colder environments__, calathgars gain __fast healing 1__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cold Healing range: null raw_description: '**Cold Healing** Calathgars are healed by cold. Anytime a calathgar would take cold damage, it instead regains 1d6 Hit Points (regardless of the amount of damage the cold effect would have caused). In __severe cold or colder environments__, calathgars gain __fast healing 1__.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When a calathgar is reduced to 0 Hit Points, it immediately decays and dies, transforming into a 5-foot patch of mold (or a 10-foot patch of mold if it was killed by fire damage). This patch of mold persists for 1 minute, during which time it deals 3d6 cold damage to any creature that begins its turn in this area, or 1d6 cold damage to any creature that begins its turn in an adjacent square. The mold patch decays away after an hour, but it can be destroyed before then (treat each 5-foot square as an object with Hardness 0, 10 Hit Points, BT 5, immunity to cold, piercing, and slashing damage; the mold deals half its regular cold damage once it's broken). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mold Mulch range: null raw_description: '**Mold Mulch** When a calathgar is reduced to 0 Hit Points, it immediately decays and dies, transforming into a 5-foot patch of mold (or a 10-foot patch of mold if it was killed by fire damage). This patch of mold persists for 1 minute, during which time it deals 3d6 cold damage to any creature that begins its turn in this area, or 1d6 cold damage to any creature that begins its turn in an adjacent square. The mold patch decays away after an hour, but it can be destroyed before then (treat each 5-foot square as an object with Hardness 0, 10 Hit Points, BT 5, immunity to cold, piercing, and slashing damage; the mold deals half its regular cold damage once it''s broken).' requirements: null success: null traits: null trigger: null description: 'Calathgars are mysterious predatory plants that grow in the depths of the densest frozen forests, realms where icicles rarely melt from snow-cloaked trees. A calathgar''s blue flowers grow from 3 to 5 feet across (with specimens as wide as 10 feet reported), while the plant itself stands just under 4 feet in height and weighs up to 50 pounds when heavy with seeds. Calathgars'' psyches are alien to most sapient creatures. They have little interest in emotion, culture, or ambition, yet they have nearly flawless memories and can share experiences with other calathgars by scent (perceptible to other creatures as a vinegary odor that may reveal their presence) as easily as humanoids can pass on information by speech. While calathgars themselves can''t speak, they can typically be reasoned with—though like most protective parents, an incensed calathgar defending its young is rarely in a mood to listen. **__Recall Knowledge - Plant__ (__Nature__)**: DC 19' hp: 75 hp_misc: null immunities: - cold items: null knowledge_checks: dc: 19 skills: - Nature languages: - Sylvan - can't speak level: 4 melee: - action_cost: One Action damage: formula: 2d6+4 type: bludgeoning name: flower plus_damage: - formula: 1d6 type: cold to_hit: 13 traits: - finesse - action_cost: One Action damage: formula: 2d4+4 type: slashing name: tendril plus_damage: - formula: 1d4 type: cold to_hit: 13 traits: - agile - finesse name: Calathgar perception: 10 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The calathgar expels thorny, frozen seeds in a 15-foot cone, dealing 1d6 piercing and 4d6 cold damage (DC 20 basic Reflex save). In __mild cold or colder environments__, these seeds cling to living creatures they strike, dealing 1d4 __persistent cold damage__. The calathgar can't use Seed Spray again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Seed Spray range: null raw_description: '**Seed Spray** [Two Actions] (__cold__, __evocation__, __primal__) The calathgar expels thorny, frozen seeds in a 15-foot cone, dealing 1d6 piercing and 4d6 cold damage (DC 20 basic Reflex save). In __mild cold or colder environments__, these seeds cling to living creatures they strike, dealing 1d4 __persistent cold damage__. The calathgar can''t use Seed Spray again for 1d4 rounds.' requirements: null success: null traits: - cold - evocation - primal trigger: null ranged: null rarity: Common resistances: - amount: 5 type: fire - amount: 5 type: slashing ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 13 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +10 - darkvision - scent 30 feet size: Small skills: - bonus: 13 misc: null name: 'Stealth ' - bonus: 10 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 45 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: climb spell_lists: null traits: - N - Small - Cold - Plant type: Creature weaknesses: null - 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 alignment: CN automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When the caligni creeper dies, their body combusts in a flash of bright light. All creatures in a 10-foot emanation must succeed at a DC 17 Fortitude save or be blinded for 1d6 rounds. Creatures with light blindness who successfully save are still blinded for 1 round. The creeper's gear and treasure are left in a pile where they died. As this isn't a magical effect, the light has no effect within magical darkness. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Death Flash range: null raw_description: '**Death Flash** (__light__) When the caligni creeper dies, their body combusts in a flash of bright light. All creatures in a 10-foot emanation must succeed at a DC 17 Fortitude save or be blinded for 1d6 rounds. Creatures with light blindness who successfully save are still blinded for 1 round. The creeper''s gear and treasure are left in a pile where they died. As this isn''t a magical effect, the light has no effect within magical darkness.' requirements: null success: null traits: - light trigger: null description: 'The most widespread of the caligni are the mischievous caligni creepers. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16' hp: 30 hp_misc: death flash immunities: null items: - black smear poison (3 doses) - dagger knowledge_checks: dc: 16 skills: - Society languages: - Caligni level: 2 melee: - action_cost: One Action damage: formula: 1d4 type: piercing name: Dagger plus_damage: - formula: null type: black smear poison to_hit: 10 traits: - agile - finesse - versatile S name: Caligni Creeper perception: 8 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The Caligni Creeper deals 1d6 extra __precision__ damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The Caligni Creeper deals 1d6 extra __precision__ damage to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d4 type: piercing name: Dagger plus_damage: - formula: null type: black smear poison to_hit: 10 traits: - agile - thrown 10 feet - versatile S rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 10 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +8 - greater darkvision - light blindness size: Small skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 4 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Stealth ' - bonus: 8 misc: null name: 'Thievery ' source: - abbr: Bestiary page_start: 50 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 15 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: at will name: darkness requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: detect magic requirement: null to_hit: null traits: - CN - Small - Caligni - Humanoid type: Creature weaknesses: null - 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 alignment: CN automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The target ally can roll the save twice and take the better result. effects: null failure: null frequency: null full_description: null generic_description: null name: Distracting Frolic range: null raw_description: '**Distracting Frolic** [Reaction] (__fortune__, __manipulate__) **Trigger** An ally within 10 feet of the dancer rolls a saving throw against a mental or illusion effect. **Effect** The target ally can roll the save twice and take the better result.' requirements: null success: null traits: - fortune - manipulate trigger: An ally within 10 feet of the dancer rolls a saving throw against a mental or illusion effect. - action_cost: None critical_failure: null critical_success: null description: When the dancer dies, their body combusts in a flare of white light. All creatures in a 10-foot emanation must succeed at a DC 17 Fortitude save or be dazzled for 1d4 rounds. Calignis that fail this save are also frightened 1. The dancer's gear and treasure are left in a pile where they died. As this isn't a magical effect, the light has no effect within magical darkness. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Death Flare range: null raw_description: '**Death Flare** (__light__) When the dancer dies, their body combusts in a flare of white light. All creatures in a 10-foot emanation must succeed at a DC 17 Fortitude save or be dazzled for 1d4 rounds. Calignis that fail this save are also frightened 1. The dancer''s gear and treasure are left in a pile where they died. As this isn''t a magical effect, the light has no effect within magical darkness.' requirements: null success: null traits: - light trigger: null description: 'Caligni dancers serve as intermediaries between caligni clans. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15' hp: 18 hp_misc: death flare immunities: null items: - baton (light mace) - dagger knowledge_checks: dc: 15 skills: - Society languages: - Caligni level: 1 melee: - action_cost: One Action damage: formula: 1d4 type: bludgeoning name: Baton plus_damage: null to_hit: 9 traits: - agile - finesse - shove - action_cost: One Action damage: formula: 1d4 type: piercing name: Dagger plus_damage: null to_hit: 9 traits: - agile - finesse - versatile S name: Caligni Dancer perception: 6 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dancer's Curse range: null raw_description: '**Dancer''s Curse** (__curse__, __enchantment__, __occult__, __mental__) 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. ' requirements: null success: null traits: - curse - enchantment - occult - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: The caligni dancer deals 1d6 extra __precision__ damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The caligni dancer deals 1d6 extra __precision__ damage to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d4 type: piercing name: Dagger plus_damage: null to_hit: 9 traits: - agile - thrown 10 feet - versatile S rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 9 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +6 - greater darkvision - light blindness size: Small skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Performance ' - bonus: 7 misc: null name: 'Stealth ' - bonus: 7 misc: null name: 'Thievery ' source: - abbr: Bestiary page_start: 50 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 16 misc: null name: Occult Innate Spells spell_groups: - heightened_level: 1 level: 0 spells: - frequency: visual only name: counter performance requirement: null - frequency: null name: inspire courage requirement: null to_hit: null traits: - CN - Small - Caligni - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 1 dex_mod: 4 int_mod: 2 str_mod: 1 wis_mod: 0 ac: 19 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When the caligni slayer dies, their body implodes violently into nothingness, dealing 3d10 sonic damage to creatures in a 10-foot burst. Each creature in the area must attempt a DC 20 Fortitude save. The slayer's gear and treasure are unaffected by the implosion and are left in a pile where they died. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Death Implosion range: null raw_description: '**Death Implosion** (__sonic__) When the caligni slayer dies, their body implodes violently into nothingness, dealing 3d10 sonic damage to creatures in a 10-foot burst. Each creature in the area must attempt a DC 20 Fortitude save. The slayer''s gear and treasure are unaffected by the implosion and are left in a pile where they died.' requirements: null success: null traits: - sonic trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature is unaffected. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Success range: null raw_description: '**Critical Success **The creature is unaffected.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature takes half damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Success range: null raw_description: '**Success **The creature takes half damage.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature takes full damage and is __deafened__ for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Failure range: null raw_description: '**Failure **The creature takes full damage and is __deafened__ for 1 minute.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature takes double damage and is deafened for 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Failure range: null raw_description: '**Critical Failure **The creature takes double damage and is deafened for 24 hours.' requirements: null success: null traits: null trigger: null description: 'Caligni slayers possess greater occult talents than others of their kind. In most other calignis, the power bartered from the long-lost demigods known as the Forsaken merely burns within. But in caligni slayers, this power is a deep and terrible hunger. Slayers embrace their evil impulses as a result, and they seek to feed on others with their soul harvest ability to keep this supernatural hunger sated. Slayers denied the opportunity to feed descend into paranoia and, eventually, murderous rage. Delayed feeding improves but never fully restores their composure and patience. Perhaps the greatest manifestation of a slayer''s hunger appears at the moment of their death. Upon its last breath, a slayer collapses into itself in a violent, lightless implosion, rather than the blinding eruption of other calignis'' deaths, consuming the body itself in a final attempt at satiation. Slayers view themselves as the cleverest and most gifted of the calignis. They seethe with ill-concealed envy at the position of power __caligni stalkers__ occupy, ever scheming to displace them and claim that power for their own. For their part, stalkers tolerate these machinations as an acceptable price for the talents slayers contribute to an enclave. If necessary, any slayer who grows too ambitious can become a brave sacrifice in battle, for the good of the enclave. In physical stature, slayers fall between the willowy __caligni dancers__ and the diminutive __creepers__. Stalkers tower above most slayers—yet another source of slayers'' envy and resentment. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 20' hp: 45 hp_misc: death implosion immunities: null items: - black smear poison (2 doses, see below) - kukri knowledge_checks: dc: 20 skills: - Society languages: - Caligni - Undercommon level: 3 melee: - action_cost: One Action damage: formula: 1d6+3 type: slashing name: kukri plus_damage: - formula: null type: black smear poison to_hit: 11 traits: - agile - finesse - trip name: Caligni Slayer perception: 8 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw **DC 16 Fortitude; **Maximum Duration **6 rounds; **Stage 1 **1d6 poison damage and __enfeebled 1__ (1 round); **Stage 2 **As stage 1; **Stage 3 **1d6 poison damage and enfeebled 2 (1 round). See __here__ for full details on this alchemical poison.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Black Smear Poison range: null raw_description: '**Black Smear Poison** (__poison__) **Saving Throw **DC 16 Fortitude; **Maximum Duration **6 rounds; **Stage 1 **1d6 poison damage and __enfeebled 1__ (1 round); **Stage 2 **As stage 1; **Stage 3 **1d6 poison damage and enfeebled 2 (1 round). See __here__ for full details on this alchemical poison.' requirements: null success: null traits: - poison trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: Each caligni within 30 feet gains a +2 status bonus to attack rolls against __flat-footed__ creatures. This bonus lasts for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Call to Blood range: null raw_description: '**Call to Blood** [Two Actions] (__enchantment__, __mental__, __occult__) Each caligni within 30 feet gains a +2 status bonus to attack rolls against __flat-footed__ creatures. This bonus lasts for 1 minute.' requirements: null success: null traits: - enchantment - mental - occult trigger: null - action_cost: None critical_failure: null critical_success: null description: The caligni slayer deals an additional 2d6 negative damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Soul Harvest range: null raw_description: '**Soul Harvest** (__necromancy__) The caligni slayer deals an additional 2d6 negative damage to __flat-footed__ creatures.' requirements: null success: null traits: - necromancy trigger: null ranged: null rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 12 ref_misc: null will: 6 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: ' ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Light Blindness range: null raw_description: "**__Light Blindness__** \n\n" requirements: null success: null traits: null trigger: null senses: - Perception +8 - greater darkvision size: Small skills: - bonus: 9 misc: null name: 'Acrobatics ' - bonus: 10 misc: null name: 'Arcana ' - bonus: 7 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Occultism ' - bonus: 10 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 46 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 20 misc: '' name: Occult Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: at will name: darkness requirement: null - frequency: null name: death knell requirement: null - frequency: null name: phantom pain requirement: null - frequency: null name: spectral hand requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: chill touch requirement: null - frequency: null name: daze requirement: null - frequency: null name: detect magic requirement: null - frequency: null name: shield requirement: null to_hit: 12 traits: - Uncommon - CE - Small - Caligni - Humanoid type: Creature weaknesses: null - 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 alignment: CN automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When the stalker dies, their body combusts in a flash of white-hot flame. All creatures in a 20-foot burst take 5d6 fire damage (DC 21 basic Reflex save). The stalker's gear and treasure are unaffected by the flames and are left in a pile where they died. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Death Flame range: null raw_description: '**Death Flame** (__light__) When the stalker dies, their body combusts in a flash of white-hot flame. All creatures in a 20-foot burst take 5d6 fire damage (DC 21 basic Reflex save). The stalker''s gear and treasure are unaffected by the flames and are left in a pile where they died.' requirements: null success: null traits: - light trigger: null description: 'Caligni stalkers are often leaders of caligni enclaves. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 19' hp: 60 hp_misc: death flame immunities: null items: - black smear poison (6 doses) - leather armor - shortsword (2) knowledge_checks: dc: 19 skills: - Society languages: - Caligni - Undercommon level: 4 melee: - action_cost: One Action damage: formula: 1d6+7 type: piercing name: Shortsword plus_damage: - formula: null type: black smear poison to_hit: 13 traits: - agile - finesse - versatile S name: Caligni Stalker perception: 10 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The caligni stalker makes two Strikes against the same target, one with each of their shortswords. The stalker combines the damage of any attacks that hit and applies __precision damage__, __resistances__, and __weaknesses__ only once. Both attacks count toward the stalker's multiple attack penalty, but the penalty increases only after both attacks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Double Slice range: null raw_description: '**Double Slice** [Two Actions] The caligni stalker makes two Strikes against the same target, one with each of their shortswords. The stalker combines the damage of any attacks that hit and applies __precision damage__, __resistances__, and __weaknesses__ only once. Both attacks count toward the stalker''s multiple attack penalty, but the penalty increases only after both attacks.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Each caligni creeper within 30 feet of the stalker can __Step__. Each creeper can benefit from Encircling Command only once per round. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Encircling Command range: null raw_description: '**Encircling Command** (__auditory__) Each caligni creeper within 30 feet of the stalker can __Step__. Each creeper can benefit from Encircling Command only once per round.' requirements: null success: null traits: - auditory trigger: null - action_cost: None critical_failure: null critical_success: null description: The Caligni Stalker deals 1d6 extra __precision__ damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The Caligni Stalker deals 1d6 extra __precision__ damage to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 13 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +10 - greater darkvision - light blindness size: Medium skills: - bonus: 13 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Athletics ' - bonus: 13 misc: null name: 'Stealth ' - bonus: 11 misc: null name: 'Thievery ' source: - abbr: Bestiary page_start: 51 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 19 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: at will name: darkness requirement: null - frequency: at will name: obscuring mist requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: detect magic requirement: null to_hit: null traits: - CN - Medium - Caligni - Humanoid type: Creature weaknesses: null - 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 alignment: LN automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A calikang gains a circumstance bonus to its AC equal to the number of its hands that aren't wielding weapons, to a maximum of +4 (this bonus is already factored into this calikang's stats). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Defensive Stance range: null raw_description: '**Defensive Stance** A calikang gains a circumstance bonus to its AC equal to the number of its hands that aren''t wielding weapons, to a maximum of +4 (this bonus is already factored into this calikang''s stats).' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Whenever the calikang is hit by an electricity spell or rolls a successful save against a spell that deals energy damage, it absorbs the energy. This heals the calikang for an amount of HP equal to quadruple the spell's level, and recharges its Breath Weapon. A calikang can't absorb its own spells this way. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Energy Conversion range: null raw_description: '**Energy Conversion** (__abjuration__, __arcane__) Whenever the calikang is hit by an electricity spell or rolls a successful save against a spell that deals energy damage, it absorbs the energy. This heals the calikang for an amount of HP equal to quadruple the spell''s level, and recharges its Breath Weapon. A calikang can''t absorb its own spells this way.' requirements: null success: null traits: - abjuration - arcane trigger: null 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 32' hp: 235 hp_misc: null immunities: - electricity items: - +1 striking longsword (2) knowledge_checks: dc: 32 skills: - Society languages: - Common - Jotun level: 12 melee: - action_cost: One Action damage: formula: 2d8+15 type: slashing name: longsword plus_damage: null to_hit: 28 traits: - magical - reach 10 feet - versatile P - action_cost: One Action damage: formula: 3d8+13 type: bludgeoning name: fist plus_damage: null to_hit: 25 traits: - agile - reach 10 feet - nonlethal name: Calikang perception: 20 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: null 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.' effects: null failure: null frequency: once per day full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__acid__, __arcane__, __cold__, __electricity__, __evocation__, __fire__, __sonic__) **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.' requirements: null success: null traits: - acid - arcane - cold - electricity - evocation - fire - sonic trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sixfold Flurry range: null raw_description: '**Sixfold Flurry** [Two Actions] 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 23 fort_misc: null misc: +1 status to all saves vs. magic ref: 22 ref_misc: null will: 20 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'By 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. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Suspended Animation range: null raw_description: '**Suspended Animation** (__concentrate__) By 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. ' requirements: null success: null traits: - concentrate trigger: null senses: - Perception +20 - darkvision - true seeing size: Large skills: - bonus: 25 misc: null name: 'Athletics ' - bonus: 24 misc: null name: 'Intimidation ' source: - abbr: 'Pathfinder #149: Against the Scarlet Triad' page_start: 84 page_stop: null speed: - amount: 35 type: Land spell_lists: - dc: 28 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: null name: chain lightning requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: magic weapon requirement: null - heightened_level: 6 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: null traits: - Uncommon - LN - Large - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 0 int_mod: -2 str_mod: -3 wis_mod: 3 ac: 16 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Any __mental__ spell can affect a carbuncle, regardless of creature type limitations. Against a __suggestion__ spell, a carbuncle always gets an outcome one degree of success worse than it rolled on its saving throw. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Easy to Influence range: null raw_description: '**Easy to Influence** Any __mental__ spell can affect a carbuncle, regardless of creature type limitations. Against a __suggestion__ spell, a carbuncle always gets an outcome one degree of success worse than it rolled on its saving throw.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The carbuncle feigns death by teleporting away and leaving a replica of its corpse behind, creating a colorful flash of light and a croaking sound. The real carbuncle transports to a clear space within 30 feet that it can see, and a hollow shell remains behind. The fake body appears solid until it is touched, at which point it crumbles to dust. effects: null failure: null frequency: null full_description: null generic_description: null name: Fatal Faker range: null raw_description: '**Fatal Faker [Reaction]** (__arcane__, __conjuration__, __teleportation__) **Trigger **The carbuncle takes damage; **Effect **The carbuncle feigns death by teleporting away and leaving a replica of its corpse behind, creating a colorful flash of light and a croaking sound. The real carbuncle transports to a clear space within 30 feet that it can see, and a hollow shell remains behind. The fake body appears solid until it is touched, at which point it crumbles to dust.' requirements: null success: null traits: - arcane - conjuration - teleportation trigger: The carbuncle takes damage description: 'Never have legend and misinformation met upon a more inauspicious brow than that of the lowly carbuncle. At first glance, carbuncles appear to be little more than ungainly reptiles. What sets them apart is their strange magical abilities and the gemstone-like horn protruding from between their goggling eyes. Although rumors suggest various uses for carbuncle horns, ranging from miracle cure-alls to potent magical components, the truth is much more mundane: a carbuncle''s horn is merely a highly reflective growth, not unlike a fingernail. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 20' hp: 20 hp_misc: null immunities: null items: null knowledge_checks: dc: 20 skills: - Arcana - Nature languages: - carbuncle empathy 30 feet level: 1 melee: - action_cost: One Action damage: formula: 1d6 type: piercing name: jaws plus_damage: null to_hit: 5 traits: - finesse name: Carbuncle perception: 7 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: "The carbuncle concentrates on a creature it can see and tries to manipulate\ \ that creature. The target must attempt a DC 18 Will save. The target then\ \ becomes temporarily immune for 24 hours. \n\n" effects: null failure: null frequency: three times per day full_description: null generic_description: null name: Specious Suggestion range: null raw_description: "**Specious Suggestion** [Two Actions] (__enchantment__, __incapacitation__,\ \ __mental__) **Frequency **three times per day; **Effect **The carbuncle concentrates\ \ on a creature it can see and tries to manipulate that creature. The target\ \ must attempt a DC 18 Will save. The target then becomes temporarily immune\ \ for 24 hours. \n\n**Critical Success **The attempt backfires and bolsters\ \ the target's mind instead, granting it a +1 status bonus to Will saving throws\ \ for 1 hour. \n\n**Success **The target briefly experiences an unusual but\ \ harmless sensation like an unexpected flavor or scent, an urge to eat something\ \ strange, or an amusing half-forgotten memory. \n\n**Failure **The target is\ \ compelled to spend all of its actions on its next turn performing harmless,\ \ pointless, and usually embarrassing actions. \n\n**Critical Failure **As failure,\ \ but the compulsion persists for 1 minute. The target can attempt a new save\ \ at the end of its turn each round to end the effect." requirements: null success: null traits: - enchantment - incapacitation - mental trigger: null ranged: null rarity: Rare resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 3 ref_misc: null will: 6 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The carbuncle can __telepathically__ send mild feelings and sensations to nearby creatures. It can't use this ability to communicate in language or hinder a target, but it might convey a feeling of dread or the scent of food cooking nearby. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Carbuncle Empathy range: null raw_description: '**Carbuncle Empathy** The carbuncle can __telepathically__ send mild feelings and sensations to nearby creatures. It can''t use this ability to communicate in language or hinder a target, but it might convey a feeling of dread or the scent of food cooking nearby.' requirements: null success: null traits: null trigger: null senses: - Perception +7 - darkvision size: Tiny skills: - bonus: 3 misc: +7 in grass or undergrowth name: 'Stealth ' - bonus: 6 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 47 page_stop: null speed: - amount: 15 type: Land spell_lists: - dc: 18 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: at will, self only name: levitate requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: jump requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: daze requirement: null to_hit: null traits: - Rare - N - Tiny - Beast type: Creature weaknesses: null - ability_mods: cha_mod: -5 con_mod: 6 dex_mod: -3 int_mod: -5 str_mod: 8 wis_mod: 0 ac: 20 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When a carniverous blob that has 10 or more HP is hit by an attack that would deal piercing or slashing damage, it splits into two identical oozes, each with half the original's HP. One ooze is in the same space as the original, and the other is in an adjacent, unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or heavy to push). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Split range: null raw_description: '**Split** When a carniverous blob that has 10 or more HP is hit by an attack that would deal piercing or slashing damage, it splits into two identical oozes, each with half the original''s HP. One ooze is in the same space as the original, and the other is in an adjacent, unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or heavy to push).' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The blob makes a pseudopod Strike against an adjacent target. If an adjacent creature dealt the triggering damage, that creature is the target of this Reactive Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Reactive Strikes range: null raw_description: '**Reactive Strikes [Reaction]** **Trigger** The carnivorous blob takes damage from any source; **Effect** The blob makes a pseudopod Strike against an adjacent target. If an adjacent creature dealt the triggering damage, that creature is the target of this Reactive Strike.' requirements: null success: null traits: null trigger: The carnivorous blob takes damage from any source description: 'Carnivorous blobs are the ravenous spawn of shattered worlds far beyond the stars, born across the galaxy in inert form until they fall like meteorites onto unsuspecting worlds. These massive beings can lie dormant for years in desolate caverns or barren wastelands. When a carnivorous blob perceives living creatures nearby, it lurches to gelatinous life, seeking out and consuming every creature it can catch until it is destroyed or until it has been unable to locate food for 24 hours, at which point it returns to hibernation. Often, keeping food away from a carnivorous blob is the safest way to defeat it. The blob''s ability to split into smaller oozes that might stay hidden after a fight means it can be hard to fully eradicate these mindless predators. **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 31' hp: 300 hp_misc: null immunities: - acid - critical hits - mental - piercing - precision - slashing - sonic - unconscious - visual items: null knowledge_checks: dc: 31 skills: - Occultism languages: null level: 13 melee: - action_cost: One Action damage: formula: 2d12+12 type: bludgeoning name: pseudopod plus_damage: - formula: 2d6 type: acid and Grab to_hit: 26 traits: - reach 30 feet name: Carnivorous Blob perception: 23 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A carnivorous blob's acid damages only flesh—not bone, stone, wood, or other materials— but is nonetheless devastating. Whenever a creature takes damage from this acid, it must succeed at a DC 33 Fortitude save or become __drained 1__ (drained 2 on a critical failure). On each subsequent failure, the drained condition value increases by 1 (or by 2 on a critical failure), to a maximum of drained 4. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Carnivorous Blob Acid range: null raw_description: '**Carnivorous Blob Acid** A carnivorous blob''s acid damages only flesh—not bone, stone, wood, or other materials— but is nonetheless devastating. Whenever a creature takes damage from this acid, it must succeed at a DC 33 Fortitude save or become __drained 1__ (drained 2 on a critical failure). On each subsequent failure, the drained condition value increases by 1 (or by 2 on a critical failure), to a maximum of drained 4.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 2d12 bludgeoning plus 2d6 acid, DC 33 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 2d12 bludgeoning plus 2d6 acid, DC 33' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: DC 33, 4d10 acid, Escape DC 33, Rupture 20 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Engulf range: null raw_description: '**__Engulf__** [Two Actions] DC 33, 4d10 acid, Escape DC 33, Rupture 20' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 25 fort_misc: null misc: null ref: 14 ref_misc: null will: 19 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A carnivorous blob can sense nearby creatures through vibration and air or water movement. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Motion Sense range: null raw_description: '**Motion Sense** A carnivorous blob can sense nearby creatures through vibration and air or water movement.' requirements: null success: null traits: null trigger: null senses: - Perception +23 - motion sense 240 feet - no vision size: Gargantuan skills: - bonus: 27 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 195 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: climb - amount: 20 type: swim spell_lists: null traits: - N - Gargantuan - Mindless - Ooze type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Whenever the carnivorous crystal takes a critical hit from an attack that deals bludgeoning or sonic damage, or it critically fails its saving throw against an effect that deals bludgeoning or sonic damage, it might split. If the carnivorous crystal has at least 15 HP remaining after taking the damage, it splits into two identical crystals, each with half the original's Hit Points. When the carnivorous crystal splits, one crystal remains in the same space and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, the crystal automatically pushes creatures out of the way to fill a space. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Split range: null raw_description: '**Split** Whenever the carnivorous crystal takes a critical hit from an attack that deals bludgeoning or sonic damage, or it critically fails its saving throw against an effect that deals bludgeoning or sonic damage, it might split. If the carnivorous crystal has at least 15 HP remaining after taking the damage, it splits into two identical crystals, each with half the original''s Hit Points. When the carnivorous crystal splits, one crystal remains in the same space and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, the crystal automatically pushes creatures out of the way to fill a space.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: 60 feet. A creature that enters or starts its turn within the aura must succeed at a DC 28 Will save or become __stunned 1__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Subsonic Hum range: null raw_description: '**Subsonic Hum** (__auditory__, __aura__, __mental__) 60 feet. A creature that enters or starts its turn within the aura must succeed at a DC 28 Will save or become __stunned 1__.' requirements: null success: null traits: - auditory - aura - mental trigger: 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. **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 28' hp: 300 hp_misc: null immunities: - acid - critical hits (except bludgeoning or sonic) - mental - precision - unconscious - visual items: null knowledge_checks: dc: 28 skills: - Occultism languages: null level: 11 melee: - action_cost: One Action damage: formula: 4d8+7 type: piercing name: pseudopod plus_damage: null to_hit: 24 traits: - versatile S name: Carnivorous Crystal perception: 15 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The crystal has a creature engulfed. effects: null failure: null frequency: null full_description: null generic_description: null name: Crystallize range: null raw_description: '**Crystallize** (__attack__) **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.' requirements: null success: null traits: - attack trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: DC 28, 2d6 slashing, Escape DC 28, Rupture 25 (bludgeoning only). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Engulf range: null raw_description: '**Engulf** [Two Actions] DC 28, 2d6 slashing, Escape DC 28, Rupture 25 (bludgeoning only).' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Freeze range: null raw_description: '**Freeze** [Two Actions] (__concentrate__) 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.' requirements: null success: null traits: - concentrate trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Razor Sharp range: null raw_description: '**Razor Sharp** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 10 type: piercing - amount: 10 type: slashing ritual_lists: null saves: fort: 20 fort_misc: null misc: null ref: 10 ref_misc: null will: 15 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A carnivorous crystal can sense nearby motion through vibration and air movement. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Motion Sense range: null raw_description: '**Motion Sense** A carnivorous crystal can sense nearby motion through vibration and air movement.' requirements: null success: null traits: null trigger: null senses: - Perception +15 - motion sense 60 feet - no vision size: Medium skills: - bonus: 24 misc: null name: 'Athletics ' source: - abbr: 'Pathfinder #148: Fires of the Haunted City' page_start: 76 page_stop: null speed: - amount: 10 type: Land - amount: 10 type: climb spell_lists: null traits: - N - Medium - Earth - Mindless - Ooze type: Creature weaknesses: - amount: 10 type: sonic - ability_mods: cha_mod: -5 con_mod: 3 dex_mod: -2 int_mod: -5 str_mod: 4 wis_mod: 0 ac: 19 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: harmed by fire (4d6, 1d8 from areas or __persistent damage__); healed by electricity (area 1d6 HP); __slowed__ by cold effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Golem Antimagic range: null raw_description: '**Golem Antimagic** harmed by fire (4d6, 1d8 from areas or __persistent damage__); healed by electricity (area 1d6 HP); __slowed__ by cold' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: 40 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 19 Fortitude save or become __sickened 1__ (plus __slowed 1__ for as long as it's sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against __disease__ and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stench range: null raw_description: '**Stench** (__aura__, __olfactory__) 40 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 19 Fortitude save or become __sickened 1__ (plus __slowed 1__ for as long as it''s sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against __disease__ and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.' requirements: null success: null traits: - aura - olfactory trigger: null - action_cost: None critical_failure: null critical_success: null description: Casting a __gentle repose__ spell on a carrion golem causes it to grow stiff. The golem attempts a DC 19 Fortitude save. It's unaffected on a critical success, __slowed 1__ for 1d4 rounds on a success, and on a failure is __immobilized__ and slowed for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vulnerable to Gentle Repose range: null raw_description: '**Vulnerable to Gentle Repose** Casting a __gentle repose__ spell on a carrion golem causes it to grow stiff. The golem attempts a DC 19 Fortitude save. It''s unaffected on a critical success, __slowed 1__ for 1d4 rounds on a success, and on a failure is __immobilized__ and slowed for 1d4 rounds.' requirements: null success: null traits: null trigger: null description: 'Carrion golems are foul-smelling and fly-swarmed amalgams of putrefied parts stitched together from many different creatures. Unlike most golems, carrion golems only rarely are given a humanoid form, instead appearing more twisted and bestial in frame. As a result, some students of golem crafting claim that the carrion golem isn''t a "true golem," but regardless of those claims these foul constructs certainly share other golem-like traits, including their significant immunities. What is true is that most who craft carrion golems don''t do so out of true interest in the technique of golem crafting, but for the golem''s ability to spread disease. The crafters of carrion golems send their mindless minions to cause immediate destruction and leave wakes of illness and death behind them. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 21' hp: 60 hp_misc: null immunities: - bleed - death effects - disease - doomed - drained - electricity - fatigued - healing - magic (see Golem Antimagic below) - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 21 skills: - Arcana - Crafting languages: null level: 4 melee: - action_cost: One Action damage: formula: 2d10+4 type: piercing name: jaws plus_damage: - formula: null type: filth fever to_hit: 14 traits: - magical - action_cost: One Action damage: formula: 2d6+4 type: slashing name: claw plus_damage: - formula: null type: filth fever to_hit: 14 traits: - agile - magical name: Carrion Golem perception: 6 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 19 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' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Filth Fever range: null raw_description: '**Filth Fever** (__disease The __sickened__ and __unconscious__ conditions from filth fever can''t end or be reduced until the disease is cured__) **Saving Throw** DC 19 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' requirements: null success: null traits: - disease The sickened and unconscious conditions from filth fever can't end or be reduced until the disease is cured trigger: null ranged: null rarity: Uncommon resistances: - amount: 5 type: physical (except adamantine or slashing) ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 8 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +6 - darkvision size: Medium skills: - bonus: 14 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 128 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - Uncommon - N - Medium - Construct - Golem - Mindless type: Creature weaknesses: null - 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 alignment: NG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A non-evil creature can wear a willing cassisian as a helmet. While it does, the cassisian can take no actions, but the cassisian extends its +1 status bonus to AC and saves against evil creatures to its wearer. At any time, the cassisian can detach itself from its wearer as an action. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Transfer Protection range: null raw_description: '**Transfer Protection** A non-evil creature can wear a willing cassisian as a helmet. While it does, the cassisian can take no actions, but the cassisian extends its +1 status bonus to AC and saves against evil creatures to its wearer. At any time, the cassisian can detach itself from its wearer as an action.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Celestial__ (__Religion__)**: DC 15' hp: 20 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Religion languages: - Celestial - Common - Draconic - Infernal level: 1 melee: - action_cost: One Action damage: formula: 1d6-1 type: bludgeoning name: headbutt plus_damage: - formula: 1d4 type: good to_hit: 6 traits: - agile - finesse - good - magical name: Cassisian perception: 6 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: size Small; scent (imprecise) 30 feet, Speed 40 feet; **Melee** jaws +7, Damage 1d6+2 piercing plus __Knockdown__ effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dog range: null raw_description: '**Dog** size Small; scent (imprecise) 30 feet, Speed 40 feet; **Melee** jaws +7, Damage 1d6+2 piercing plus __Knockdown__' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: swim Speed 30 feet effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fish range: null raw_description: '**Fish** swim Speed 30 feet' requirements: null success: null traits: null trigger: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: "**Change Shape** (__concentrate__, __divine__, __polymorph__,\ \ __transmutation__) 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. \n\n * **Dog** size Small; scent (imprecise) 30 feet,\ \ Speed 40 feet; **Melee** jaws +7, Damage 1d6+2 piercing plus __Knockdown__\n\ \n * **Fish** swim Speed 30 feet" requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Eye Beams range: null raw_description: '**Eye Beams** [Two Actions] (__concentrate__, __divine__, __evocation__) 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.' requirements: null success: null traits: - concentrate - divine - evocation trigger: null - action_cost: None critical_failure: null critical_success: null description: While the cassisian isn't particularly intelligent, it has perfect memory and can remember everything it sees 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Repository of Lore range: null raw_description: '**Repository of Lore** While the cassisian isn''t particularly intelligent, it has perfect memory and can remember everything it sees 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 3 type: cold - amount: 3 type: fire ritual_lists: null saves: fort: 7 fort_misc: null misc: +1 status to all saves vs. evil creatures ref: 6 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +6 - darkvision size: Tiny skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Diplomacy ' - bonus: 6 misc: null name: 'Religion ' - bonus: 6 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 16 page_stop: null speed: - amount: 40 type: Fly spell_lists: - dc: 16 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: read omens requirement: null - heightened_level: null level: 1 spells: - frequency: at will, evil only name: detect alignment requirement: null - frequency: null name: heal requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: know direction requirement: null - frequency: null name: light requirement: null to_hit: null traits: - NG - Tiny - Angel - Celestial type: Creature weaknesses: - amount: 3 type: evil - ability_mods: cha_mod: 5 con_mod: 2 dex_mod: 5 int_mod: 3 str_mod: 0 wis_mod: 2 ac: 23 ac_special: null alignment: CN automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 60 feet. Any creature within the area that can see the cat sith must succeed at a DC 21 Will save or become struck by an ill omen. On a failure, the creature becomes immune to __fortune__ effects as long as it remains in the aura and for 1 minute thereafter. On a critical failure, the creature takes a -1 penalty to attack rolls, skill checks, and saving throws while within the ill omen aura and becomes immune to fortune effects for 1 day. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ill Omen range: null raw_description: '**Ill Omen** (__aura__, __curse__, __misfortune__, __occult__) 60 feet. Any creature within the area that can see the cat sith must succeed at a DC 21 Will save or become struck by an ill omen. On a failure, the creature becomes immune to __fortune__ effects as long as it remains in the aura and for 1 minute thereafter. On a critical failure, the creature takes a -1 penalty to attack rolls, skill checks, and saving throws while within the ill omen aura and becomes immune to fortune effects for 1 day.' requirements: null success: null traits: - aura - curse - misfortune - occult trigger: null description: 'Cat siths can easily pass for common black house cats, noteworthy only for the white spots on their chests and their unusually bristly personalities. In actuality, they are cunning fey, fully capable of speech, trickery, and even walking upright on their hind legs and using their forepaws almost as skillfully as hands. Cat siths live around highland towns and cities, regularly venturing unnoticed into nearby communities by posing as domesticated felines or using magic to take humanoid form. While some cat siths gather information and undertake tasks for more powerful fey creatures, others serve only their own mysterious agendas. Cat siths are harbingers of misfortune and find amusement in the unluckiness that follows in their wake. Though they are rarely malicious, they are fascinated by death in all its forms, and may go so far as to steal the souls of the dying for some inscrutable purpose. **__Recall Knowledge - Fey__ (__Nature__)**: DC 24' hp: 110 hp_misc: null immunities: - misfortune effects items: null knowledge_checks: dc: 24 skills: - Nature languages: - Sylvan - speak with animals level: 6 melee: - action_cost: One Action damage: formula: 2d12+3 type: piercing name: jaws plus_damage: null to_hit: 12 traits: null - action_cost: One Action damage: formula: 2d6+5 type: slashing name: claw plus_damage: - formula: null type: cat sith's mark to_hit: 15 traits: - agile - finesse name: Cat Sith perception: 14 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A creature hit by a cat sith's claw must succeed at a DC 23 Will save or be cursed with misfortune. Whenever the cursed creature rolls a critical success on a skill check or saving throw, it gets a success instead. Each day, a cursed creature can attempt a DC 10 flat check to break the curse. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cat Sith's Mark range: null raw_description: '**Cat Sith''s Mark** (__curse__, __misfortune__) A creature hit by a cat sith''s claw must succeed at a DC 23 Will save or be cursed with misfortune. Whenever the cursed creature rolls a critical success on a skill check or saving throw, it gets a success instead. Each day, a cursed creature can attempt a DC 10 flat check to break the curse.' requirements: null success: null traits: - curse - misfortune trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The cat sith touches a __dying__ creature or a creature that died within the past 3 days. If the target is a dying creature, it must attempt a DC 25 Fortitude save; on a failure, its dying value increases by 1 (or 2 on a critical failure). If the target is dead, it receives no save and its soul is imprisoned in the cat sith's body, becoming freed only if the cat sith is slain. While the soul is imprisoned, the creature can't be brought back to life by any means short of a __wish__ or __miracle__. The cat sith can hold only one soul at a time and can release a soul as a free action. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Steal Soul range: null raw_description: '**Steal Soul** [Two Actions] (__necromancy__, __occult__) The cat sith touches a __dying__ creature or a creature that died within the past 3 days. If the target is a dying creature, it must attempt a DC 25 Fortitude save; on a failure, its dying value increases by 1 (or 2 on a critical failure). If the target is dead, it receives no save and its soul is imprisoned in the cat sith''s body, becoming freed only if the cat sith is slain. While the soul is imprisoned, the creature can''t be brought back to life by any means short of a __wish__ or __miracle__. The cat sith can hold only one soul at a time and can release a soul as a free action.' requirements: null success: null traits: - necromancy - occult trigger: null ranged: null rarity: Uncommon resistances: - amount: 5 type: cold iron ritual_lists: null saves: fort: 14 fort_misc: null misc: null ref: 17 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +14 - low-light vision size: Tiny skills: - bonus: 15 misc: null name: 'Acrobatics ' - bonus: 15 misc: null name: 'Deception ' - bonus: 15 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #153: Life''s Long Shadow' page_start: 77 page_stop: null speed: - amount: 35 type: Land spell_lists: - dc: 23 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: at will name: humanoid form requirement: null - heightened_level: null level: 2 spells: - frequency: x2 name: paranoia requirement: null to_hit: null traits: - Uncommon - CN - Tiny - Fey type: Creature weaknesses: null - 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 alignment: CG automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: Reroll that saving throw and take the better result. effects: null failure: null frequency: The catfolk pouncer fails or critically fails a Reflex saving throw. full_description: null generic_description: null name: Cat's Luck range: null raw_description: '**Cat''s Luck** [Reaction] (__fortune__) **Trigger** The catfolk pouncer fails or critically fails a Reflex saving throw. **Frequency** Once per day. **Effect** Reroll that saving throw and take the better result.' requirements: null success: null traits: - fortune trigger: Once per day. description: 'Catfolk pouncers travel the world in search of new experiences. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15' hp: 19 hp_misc: null immunities: null items: - greataxe - leather armor - spear (3) knowledge_checks: dc: 15 skills: - Society languages: - Amurrun - Common level: 1 melee: - action_cost: One Action damage: formula: 1d12+3 type: slashing name: greataxe plus_damage: null to_hit: 8 traits: - sweep - action_cost: One Action damage: formula: 1d4+3 type: piercing name: dagger plus_damage: null to_hit: 9 traits: - agile - finesse - versatile S name: Catfolk Pouncer perception: 6 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sudden Charge range: null raw_description: '**Sudden Charge** [Two Actions] 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.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d4+3 type: piercing name: dagger plus_damage: null to_hit: 9 traits: - agile - thrown 10 feet - versatile S rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 9 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +6 - low-light vision size: Medium skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Athletics ' - bonus: 4 misc: null name: 'Nature ' - bonus: 7 misc: null name: 'Stealth ' - bonus: 4 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 54 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - CG - Medium - Catfolk - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 6 dex_mod: 4 int_mod: -2 str_mod: 7 wis_mod: 4 ac: 33 ac_special: null alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability. effects: null failure: null frequency: null full_description: null generic_description: null name: Ferocity range: null raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.' requirements: null success: null traits: null trigger: The monster is reduced to 0 HP. description: 'The catoblepas is an aggressive beast at the best of times. Though it prefers swamps, the catoblepas has been know to forage in plains and forests for short periods, leaving behind hunting grounds tainted by its foul breath and noxious waste that other predators and prey alike avoid for days or even weeks thereafter. The catoblepas bullies those creatures it believes are a match for it, and eats everything weaker. A catoblepas is 15 feet long and weighs 2,200 pounds. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 30' hp: 215 hp_misc: null immunities: - disease - poison - olfactory items: null knowledge_checks: dc: 30 skills: - Arcana - Nature languages: - Aklo level: 12 melee: - action_cost: One Action damage: formula: 3d10+13 type: piercing name: jaws plus_damage: null to_hit: 25 traits: - magical - reach 10 feet - action_cost: One Action damage: formula: 3d12+13 type: piercing name: antler plus_damage: null to_hit: 25 traits: - magical - reach 15 feet - action_cost: One Action damage: formula: 3d10+11 type: bludgeoning name: hoof plus_damage: null to_hit: 23 traits: - magical name: Catoblepas perception: 22 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The catoblepas breathes a 60-foot cone of horrid fumes, dealing 13d6 poison damage (DC 32 basic Fortitude save). The area of this cone is reduced to 30 feet underwater. Targets that fail their saving throw also become __sickened 1__ (sickened 2 on a critical failure). The catoblepas can't use its Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__necromancy__, __poison__, __primal__) The catoblepas breathes a 60-foot cone of horrid fumes, dealing 13d6 poison damage (DC 32 basic Fortitude save). The area of this cone is reduced to 30 feet underwater. Targets that fail their saving throw also become __sickened 1__ (sickened 2 on a critical failure). The catoblepas can''t use its Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - necromancy - poison - primal trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Medium or smaller, hoof, DC 32 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**Trample** [Three Actions] Medium or smaller, hoof, DC 32' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 24 fort_misc: null misc: null ref: 20 ref_misc: null will: 22 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 30 Fortitude save or become __sickened 1__ (plus __slowed 1__ for as long as it's sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against __disease__ and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stench range: null raw_description: '**Stench** (__aura__, __olfactory__) 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 30 Fortitude save or become __sickened 1__ (plus __slowed 1__ for as long as it''s sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against __disease__ and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.' requirements: null success: null traits: - aura - olfactory trigger: null senses: - Perception +22 - darkvision size: Large skills: - bonus: 25 misc: null name: 'Athletics ' - bonus: 20 misc: null name: 'Intimidation ' - bonus: 22 misc: +24 in swamps name: 'Stealth ' - bonus: 20 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 48 page_stop: null speed: - amount: 35 type: Land - amount: 20 type: swim spell_lists: null traits: - CE - Large - Beast type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 4 dex_mod: 5 int_mod: 2 str_mod: 0 wis_mod: 4 ac: 22 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: '30 feet. A creature that begins its turn within the area must attempt a DC 18 Will save.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Calming Presence range: null raw_description: '**Calming Presence** (__aura__, __divine__, __emotion__, __enchantment__, __incapacitation__) 30 feet. A creature that begins its turn within the area must attempt a DC 18 Will save.' requirements: null success: null traits: - aura - divine - emotion - enchantment - incapacitation trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature is unaffected and is temporarily immune to calming presence for 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Success range: null raw_description: '**Critical Success** The creature is unaffected and is temporarily immune to calming presence for 24 hours.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature's attack rolls take a -1 status penalty for 1 round. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Success range: null raw_description: '**Success** The creature''s attack rolls take a -1 status penalty for 1 round.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Any __emotion__ effects that would affect the creature are suppressed and the creature can't use hostile actions. If the creature is subjected to hostility from any other creature, it ceases to be affected by calming presence and is temporarily immune to calming presence for 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Failure range: null raw_description: '**Failure** Any __emotion__ effects that would affect the creature are suppressed and the creature can''t use hostile actions. If the creature is subjected to hostility from any other creature, it ceases to be affected by calming presence and is temporarily immune to calming presence for 24 hours.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: As failure, but hostility doesn't end the effect. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Failure range: null raw_description: '**Critical Failure** As failure, but hostility doesn''t end the effect.' requirements: null success: null traits: null trigger: null description: 'Not all spirits who enter the __Boneyard__ realize they have died. Catrinas meet these souls, helping to convince them of the finality of their fate to ease a spirit''s passing. Catrinas are more likely to intervene when a mortal can''t accept their death. They perform their task to keep the afterlife calm, rather than out of true compassion for a mortal''s grief. Catrinas only rarely visit the Material Plane, typically to help an extremely important mortal pass on. Catrinas resemble skeletons dressed in bright flowers and colorful dresses, giving them a simultaneously festive and macabre appearance. Though most catrinas present as feminine, masculine catrinas still dress in bright colors and carry garlands of flowers. **__Recall Knowledge - Monitor__ (__Religion__)**: DC 20' hp: 75 hp_misc: null immunities: - death effects - disease items: null knowledge_checks: dc: 20 skills: - Religion languages: - Abyssal - Celestial - Infernal - Requian - telepathy 120 feet - tongues level: 5 melee: - action_cost: One Action damage: formula: 2d8+2 type: bludgeoning name: fist plus_damage: - formula: null type: spirit touch to_hit: 14 traits: - agile - finesse name: Catrina perception: 13 proactive_abilities: - action_cost: One Action critical_failure: As failure, but damage does not end the effect. critical_success: null description: "The catrina telepathically compels a creature within 30 feet to\ \ approach and allow the catrina to kiss them, in preparation for using Kiss\ \ of Death. The target must attempt a DC 22 Will save. \n\n" effect: null effects: null failure: The creature must spend each of its actions to move closer to the catrina as quickly as possible, while avoiding obvious dangers. If the compelled creature is adjacent to the catrina, it stays still and doesn't act. If the creature takes any damage, the effect ends and the creature is temporarily immune to Compel Condemned for 24 hours. This effect lasts for 1 round, but if the catrina uses this ability again on subsequent rounds, it extend the duration by 1 round for all affected creatures. frequency: null full_description: null generic_description: null name: Compel Condemned range: null raw_description: "**Compel Condemned** (__divine__, __enchantment__, __incapacitation__,\ \ __mental__) The catrina telepathically compels a creature within 30 feet to\ \ approach and allow the catrina to kiss them, in preparation for using Kiss\ \ of Death. The target must attempt a DC 22 Will save. \n\n**Success** The creature\ \ is unaffected and is temporarily immune to Compel Condemned for 24 hours.\ \ \n\n**Failure** The creature must spend each of its actions to move closer\ \ to the catrina as quickly as possible, while avoiding obvious dangers. If\ \ the compelled creature is adjacent to the catrina, it stays still and doesn't\ \ act. If the creature takes any damage, the effect ends and the creature is\ \ temporarily immune to Compel Condemned for 24 hours. This effect lasts for\ \ 1 round, but if the catrina uses this ability again on subsequent rounds,\ \ it extend the duration by 1 round for all affected creatures. \n\n**Critical\ \ Failure** As failure, but damage does not end the effect." requirements: null success: The creature is unaffected and is temporarily immune to Compel Condemned for 24 hours. traits: - divine - enchantment - incapacitation - mental trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The catrina gives a long, passionate kiss to an __unconscious__ or willing creature, dealing 3d6 negative damage. Any creature damaged by the same catrina's Kiss of Death for 3 consecutive rounds becomes unconscious and is __dying 1__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Kiss of Death range: null raw_description: '**Kiss of Death** [Two Actions] (__death__, __divine__, __manipulate__, __necromancy__) The catrina gives a long, passionate kiss to an __unconscious__ or willing creature, dealing 3d6 negative damage. Any creature damaged by the same catrina''s Kiss of Death for 3 consecutive rounds becomes unconscious and is __dying 1__.' requirements: null success: null traits: - death - divine - manipulate - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null description: An catrina's Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune and deal 1d6 negative damage to living creatures and 1d6 positive damage to undead. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spirit Touch range: null raw_description: '**Spirit Touch** An catrina''s Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune and deal 1d6 negative damage to living creatures and 1d6 positive damage to undead.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: negative - amount: 5 type: poison ritual_lists: null saves: fort: 11 fort_misc: null misc: +1 status to all saves vs. magic ref: 12 ref_misc: null will: 13 will_misc: null sense_abilities: null senses: - Perception +13 - darkvision - lifesense 60 feet size: Medium skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 11 misc: null name: 'Boneyard Lore ' - bonus: 14 misc: null name: 'Diplomacy ' - bonus: 14 misc: null name: 'Intimidation ' - bonus: 12 misc: null name: 'Medicine ' - bonus: 11 misc: null name: 'Occultism ' - bonus: 12 misc: null name: 'Religion ' source: - abbr: Bestiary 2 page_start: 209 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 22 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: dimension door requirement: null - frequency: at will name: talking corpse requirement: null - heightened_level: null level: 3 spells: - frequency: null name: illusory disguise requirement: null - heightened_level: null level: 2 spells: - frequency: at will, self only name: invisibility requirement: null - heightened_level: 3 level: 0 spells: - frequency: null name: dancing lights requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null to_hit: null traits: - N - Medium - Monitor - Psychopomp type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The cauthooj nimbly hops aside, redirecting the triggering Strike against the adjacent enemy. The cauthooj Strides up to half its Speed, and this movement does not trigger reactions. effects: null failure: null frequency: null full_description: null generic_description: null name: Hop-Dodge range: null raw_description: '**Hop-Dodge** [Reaction] (__move__) **Trigger** The cauthooj is the target of a melee Strike and is adjacent to another enemy that is also within the reach of the melee Strike. **Effect** The cauthooj nimbly hops aside, redirecting the triggering Strike against the adjacent enemy. The cauthooj Strides up to half its Speed, and this movement does not trigger reactions.' requirements: null success: null traits: - move trigger: The cauthooj is the target of a melee Strike and is adjacent to another enemy that is also within the reach of the melee Strike. 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. Known to some scholars as the puppet master bird, and to others as the shrill shrike, cauthoojs are widely reviled by most intelligent humanoids, in part because the birds seem to prefer humanoids to other prey. Cauthooj sightings typically lead to the creation of hunting parties to track the creature down before it can kill again, with would-be hunters typically stuffing their ears full of wax in an effort to avoid being affected by its cry. Those who have survived the creature''s song report that the experience is uniquely unnerving, and almost all accounts agree that there is no other sound as terrible. While one might assume the cauthooj is a dumb animal, these creatures are in fact quite a bit smarter than they look. Cauthoojs stalk the perimeter of remote settlements in hopes of finding a lone traveler they can feast upon. These patient creatures will wait in ambush as long as they must to sate their hunger. They can even understand a few rudimentary words in Sylvan, although they are incapable of clearly speaking themselves. This doesn''t stop the cauthooj from attempting to mimic the sounds it hears, but when it does so, its eerie primal nature enhances the attempt, leading to the bird''s signature ability to manipulate minds and encourage conflict, a trait the cauthooj is just barely smart enough to understand—and enjoy. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 30' hp: 215 hp_misc: null immunities: null items: null knowledge_checks: dc: 30 skills: - Arcana - Nature languages: - Sylvan - (can't speak any language) level: 12 melee: - action_cost: One Action damage: formula: 2d12+12 type: piercing name: beak plus_damage: null to_hit: 26 traits: - agile - deadly 1d12 - reach 10 feet name: Cauthooj perception: 22 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Staccato Strike range: null raw_description: '**Staccato Strike** (__mental__, __primal__, __sonic__) 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.' requirements: null success: null traits: - mental - primal - sonic trigger: null - action_cost: Two Actions 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. 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. 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. effect: null effects: null 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. frequency: null full_description: null generic_description: null name: Warbling Song range: null raw_description: '**Warbling Song** [Two Actions] (__auditory__, __incapacitation__, __mental__, __primal__) 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.' requirements: null 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. traits: - auditory - incapacitation - mental - primal trigger: null ranged: null rarity: Common resistances: - amount: 15 type: sonic ritual_lists: null saves: fort: 25 fort_misc: null misc: null ref: 20 ref_misc: null will: 18 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The cauthooj senses a creatures mental essence at the listed ranged. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Thoughtsense range: null raw_description: '**Thoughtsense** (__divination__, __mental__, __occult__) The cauthooj senses a creatures mental essence at the listed ranged.' requirements: null success: null traits: - divination - mental - occult trigger: null senses: - Perception +22 - thoughtsense (imprecise) 60 feet size: Medium skills: - bonus: 24 misc: null name: 'Athletics ' - bonus: 25 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 55 page_stop: null speed: - amount: 35 type: Land spell_lists: null traits: - N - Medium - Beast type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 22' hp: 95 hp_misc: null immunities: null items: null knowledge_checks: dc: 22 skills: - Nature languages: null level: 6 melee: - action_cost: One Action damage: formula: 2d10+6 type: piercing name: jaws plus_damage: null to_hit: 16 traits: null - action_cost: One Action damage: formula: 2d8+6 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 16 traits: - agile name: Cave Bear perception: 13 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The bear gains a +4 circumstance bonus to damage rolls against creatures it has grabbed. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mauler range: null raw_description: '**Mauler** The bear gains a +4 circumstance bonus to damage rolls against creatures it has grabbed.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rush range: null raw_description: '**Rush** [Two Actions] 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 11 ref_misc: null will: 13 will_misc: null sense_abilities: null senses: - Perception +13 - low-light vision - scent (imprecise) 30 feet size: Large skills: - bonus: 16 misc: null name: 'Athletics ' - bonus: 11 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 40 page_stop: null speed: - amount: 35 type: Land spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - ability_mods: cha_mod: -3 con_mod: 3 dex_mod: 3 int_mod: -5 str_mod: 4 wis_mod: 1 ac: 18 ac_special: null alignment: N automatic_abilities: null description: 'Cave fishers lurk in dark corners near the ceilings of caves and underground structures, lying in wait for prey to approach. When it does, the cave fisher excretes thin, tough, and very sticky filaments at its prey with lightning speed to capture it. A cave fisher eats just about any live prey smaller than itself, though anything smaller than a rat isn''t much of a meal for it. When a cave fisher captures such a creature, it often leaves the hapless animal entangled, using it as bait to attract larger creatures. Because the adhesive on its filament doesn''t last long, the fisher frequently needs to eat one filament and excrete a new one. The filaments are translucent and can be hard to see when they''re still and in darkness. Cave fishers hatch with the ability to excrete filaments, but they molt many times before reaching their adult size of about 7 feet long and 400 pounds. They often leave shed shells in conspicuous locations as decoys. **__Recall Knowledge - Animal__ (__Nature__)**: DC 16' hp: 30 hp_misc: null immunities: null items: null knowledge_checks: dc: 16 skills: - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d10+6 type: slashing name: claw plus_damage: null to_hit: 10 traits: null name: Cave Fisher perception: 7 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The cave fisher pulls a creature __grabbed__ by its filament toward itself, even suspending the target vertically if necessary. The cave fisher attempts an __Athletics__ check against the creature's Fortitude DC. On a success, the cave fisher pulls the creature 15 feet closer to it (30 feet closer on a critical success). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pull Filament range: null raw_description: '**Pull Filament** The cave fisher pulls a creature __grabbed__ by its filament toward itself, even suspending the target vertically if necessary. The cave fisher attempts an __Athletics__ check against the creature''s Fortitude DC. On a success, the cave fisher pulls the creature 15 feet closer to it (30 feet closer on a critical success).' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Any creature hit by the cave fisher's sticky filament is __grabbed__. The cave fisher can move while it has a creature grabbed with its filament, but it automatically releases the creature if the cave fisher moves beyond the filament's 60-foot length. The cave fisher can use only one filament at a time, and it can sever the filament and release any creature grabbed by it as a free action. The filament can be severed by a Strike that deals at least 10 slashing damage to it. This doesn't deal any damage to the cave fisher itself. The filament has AC 17, and its __Escape__ DC is 19. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sticky Filament range: null raw_description: '**Sticky Filament** Any creature hit by the cave fisher''s sticky filament is __grabbed__. The cave fisher can move while it has a creature grabbed with its filament, but it automatically releases the creature if the cave fisher moves beyond the filament''s 60-foot length. The cave fisher can use only one filament at a time, and it can sever the filament and release any creature grabbed by it as a free action. The filament can be severed by a Strike that deals at least 10 slashing damage to it. This doesn''t deal any damage to the cave fisher itself. The filament has AC 17, and its __Escape__ DC is 19.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: null name: filament plus_damage: null to_hit: 11 traits: - range 60 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 9 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +7 - darkvision size: Medium skills: - bonus: 10 misc: null name: 'Athletics ' - bonus: 9 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 49 page_stop: null speed: - amount: 15 type: Land - amount: 15 type: climb spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - ability_mods: cha_mod: -4 con_mod: 3 dex_mod: 4 int_mod: -5 str_mod: 2 wis_mod: 2 ac: 16 ac_special: null alignment: N automatic_abilities: null description: 'Cave scorpions prefer to reside in underground lairs. Most have lost nearly all of their pigmentation, making them appear ghostly when they lurk at the edge of the light. While they prefer to eat large insects, cave scorpions can and will attack humanoids. Some Darklands societies have developed techniques to herd or lure scorpions into pest-infested tunnels and warrens at the edge of their settlements, where the scorpions thrive in a dual role of exterminators and guardians. **__Recall Knowledge - Animal__ (__Nature__)**: DC 15' hp: 20 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Nature languages: null level: 1 melee: - action_cost: One Action damage: formula: 1d8+2 type: slashing name: pincer plus_damage: - formula: null type: Grab to_hit: 9 traits: - agile - finesse - action_cost: One Action damage: formula: 1d6+2 type: piercing name: stinger plus_damage: - formula: null type: cave scorpion venom to_hit: 9 traits: - finesse name: Cave Scorpion perception: 7 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage (1 round); **Stage 2** 1d6 poison damage and __enfeebled 1__ (1 round); **Stage 3** 1d8 poison damage and enfeebled 2 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cave Scorpion Venom range: null raw_description: '**Cave Scorpion Venom** (__poison__) **Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage (1 round); **Stage 2** 1d6 poison damage and __enfeebled 1__ (1 round); **Stage 3** 1d8 poison damage and enfeebled 2 (1 round)' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 9 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +7 - darkvision - tremorsense (imprecise) 30 feet size: Medium skills: - bonus: 7 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 234 page_stop: null speed: - amount: 30 type: Land - amount: 15 type: climb spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 6 dex_mod: 2 int_mod: -2 str_mod: 6 wis_mod: 2 ac: 22 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: If exposed to direct sunlight, a cavern troll immediately becomes __slowed 1__ and can't use reactions or Trample. The slowed value increases by 1 each time the cavern troll ends its turn in sunlight. If the cavern troll's actions are reduced to 0 in this way, they become __petrified__ until they spends at least 1 minute in darkness. Spells like __sunburst__ that create magical sunlight cannot petrify a cavern troll, but the troll is slowed 1 for 1d4 rounds after being exposed to such an effect. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sunlight Petrification range: null raw_description: '**Sunlight Petrification** If exposed to direct sunlight, a cavern troll immediately becomes __slowed 1__ and can''t use reactions or Trample. The slowed value increases by 1 each time the cavern troll ends its turn in sunlight. If the cavern troll''s actions are reduced to 0 in this way, they become __petrified__ until they spends at least 1 minute in darkness. Spells like __sunburst__ that create magical sunlight cannot petrify a cavern troll, but the troll is slowed 1 for 1d4 rounds after being exposed to such an effect.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Catch Rock range: null raw_description: '**__Catch Rock__ [Reaction]**' requirements: null success: null traits: null trigger: null description: 'Insatiable scavengers stalking the eternal gloom of the Darklands, cavern trolls consume all in their path—even rocks and minerals when more nourishing sustenance is scarce. These rocky goliaths can tunnel through stone with their iron-sharp claws. Cavern trolls rarely venture to the surface world, for they have a debilitating vulnerability to sunlight that petrifies them on sustained contact. Unlike common trolls, cavern trolls can regenerate wounds dealt by fire. The crystalline nature of their skin, however, permits sonic attacks to neutralize their signature regeneration. As cavern trolls age, their flinty skin becomes studded with small crystals and stones of various composition. Paragons of their kind have toothy maws replete with large, crystalline fangs. A typical cavern troll stands 14 feet in height and weighs about 2,000 pounds.' hp: 135 hp_misc: regeneration 20 (deactivated by acid or sonic immunities: - bleed items: null languages: - Jotun - Undercommon level: 6 melee: - action_cost: One Action damage: formula: 2d10+8 type: piercing name: jaws plus_damage: null to_hit: 16 traits: - reach 10 feet - action_cost: One Action damage: formula: 2d6+8 type: slashing name: claw plus_damage: null to_hit: 16 traits: - agile - reach 10 feet name: Cavern Troll perception: 14 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: claw effect: The monster automatically deals that Strike's damage again to the enemy. effects: null failure: null frequency: null full_description: null generic_description: null name: Rend range: null raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy. requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A cavern troll can burrow through solid stone at a Speed of 10 feet. It can leave a tunnel if it desires. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rock Tunneler range: null raw_description: '**Rock Tunneler** A cavern troll can burrow through solid stone at a Speed of 10 feet. It can leave a tunnel if it desires.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: '' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Throw Rock range: null raw_description: '**__Throw Rock__** ' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d12+8 type: bludgeoning name: rock plus_damage: null to_hit: 16 traits: - brutal - range increment 120 feet rarity: Uncommon resistances: null ritual_lists: null saves: fort: 18 fort_misc: null misc: null ref: 13 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +14 - darkvision size: Large skills: - bonus: 16 misc: null name: 'Athletics ' - bonus: 14 misc: null name: 'Intimidation ' source: - abbr: Bestiary 2 page_start: 265 page_stop: null speed: - amount: 25 type: Land - amount: 20 type: burrow - amount: 20 type: climb spell_lists: null traits: - Uncommon - CE - Large - Earth - Giant - Troll type: Creature weaknesses: null - ability_mods: cha_mod: 1 con_mod: 1 dex_mod: 2 int_mod: 0 str_mod: 4 wis_mod: 2 ac: 20 ac_special: - descr: 22 with shield raised alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. effects: null failure: null frequency: null full_description: null generic_description: null name: Shield Block range: null raw_description: '**Shield Block** [Reaction] **Trigger** While you have your shield raised, you would take damage from a physical attack. **Effect** You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield''s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.' requirements: null success: null traits: null trigger: While you have your shield raised, you would take damage from a physical attack. 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. Centaurs train with weapons as well as their heavy hooves, and the thunder of centaurs charging across the plains is often mistaken for a stampede or even an earthquake. Despite their insular nature, some centaurs form close alliances with elves, fey, gnomes, and isolated human communities. Such allies are often surprised to learn the depths of centaurs'' honor, pragmatism, and wilderness lore. Rarely, a centaur leaves its tribe to travel the wider world. Such lone centaur wanderers more easily integrate into humanoid societies, but other centaurs are quick to assume that some dishonor led to their exile and thus give such vagabonds a wide berth. Centaurs have incredible variation in their individual size and coloration. Their upper bodies are fairly similar within a tribe and even region, but their lower bodies—like those of horses—can vary widely from parent to child. Most centaurs are at least 7 feet tall and weigh more than 2,000 pounds. Centaurs live in groups of dozens of members, usually led by an old, powerful seer or battle-hardened warrior who has carried out many noble deeds and earned a lifetime of respect from their comrades. The revered leader guides the habits of their entire group; a wise seer might encourage the tribe to roam far from civilization to preserve the ways of its ancestors, while an aggressive warrior might foster skirmishes with nearby humanoid settlements and even rival centaur groups. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 18' hp: 40 hp_misc: null immunities: null items: - breastplate - longsword - spear (3) - steel shield (Hardness 5, HP 20, BT 10) knowledge_checks: dc: 18 skills: - Arcana - Nature languages: - Common - Elven - Sylvan level: 3 melee: - action_cost: One Action damage: formula: 1d10+4 type: bludgeoning name: hoof plus_damage: null to_hit: 9 traits: - agile - action_cost: One Action damage: formula: 1d8+4 type: slashing name: longsword plus_damage: null to_hit: 11 traits: - versatile P - action_cost: One Action damage: formula: 1d6+4 type: piercing name: spear plus_damage: null to_hit: 11 traits: null name: Centaur perception: 9 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null description: Medium or smaller, hoof, DC 18 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**Trample** [Three Actions] Medium or smaller, hoof, DC 18' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: spear plus_damage: null to_hit: 9 traits: - thrown 20 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 9 ref_misc: null will: 9 will_misc: null sense_abilities: null senses: - Perception +9 - darkvision size: Large skills: - bonus: 11 misc: null name: 'Athletics ' - bonus: 6 misc: null name: 'Diplomacy ' - bonus: 6 misc: null name: 'Intimidation ' - bonus: 7 misc: null name: 'Nature ' - bonus: 7 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 60 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - N - Large - Beast type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 18' hp: 30 hp_misc: null immunities: - precision - swarm mind items: null knowledge_checks: dc: 18 skills: - Nature languages: null level: 3 melee: null name: Centipede Swarm perception: 9 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Centipede Swarm Venom range: null raw_description: '**Centipede Swarm Venom** (__poison__) **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)' requirements: null success: null traits: - poison trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Each enemy in the swarm's space takes 1d8 piercing damage (DC 20 basic Reflex save) plus centipede swarm venom. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swarming Bites range: null raw_description: '**Swarming Bites** Each enemy in the swarm''s space takes 1d8 piercing damage (DC 20 basic Reflex save) plus centipede swarm venom.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: bludgeoning - amount: 5 type: piercing - amount: 2 type: slashing ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 11 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +9 - darkvision - tremorsense (imprecise) 30 feet size: Large skills: - bonus: 9 misc: null name: 'Acrobatics ' - bonus: 7 misc: null name: 'Athletics ' - bonus: 9 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 61 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: climb spell_lists: null traits: - N - Large - Animal - Swarm type: Creature weaknesses: - amount: 5 type: area damage - amount: 5 type: splash damage - 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 alignment: NE 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. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 22' hp: 130 hp_misc: null immunities: - death effects items: null knowledge_checks: dc: 22 skills: - Religion languages: - Common - Daemonic - telepathy 100 feet level: 6 melee: - action_cost: One Action damage: formula: 2d10+5 type: piercing name: jaws plus_damage: - formula: 1d6 type: evil and vicious wounds to_hit: 16 traits: - evil - reach 10 feet - action_cost: One Action damage: formula: 2d6+5 type: slashing name: claw plus_damage: - formula: 1d6 type: evil and vicious wounds to_hit: 16 traits: - agile - evil - magical - reach 10 feet name: Ceustodaemon perception: 14 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__divine__, __evocation__, __fire__) 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.' requirements: null success: null traits: - divine - evocation - fire trigger: null - action_cost: None critical_failure: null critical_success: null description: When bringing a ceustodaemon to another plane with effects like a __planar binding__ or __planar ally__ ritual, the primary and secondary skill DCs are reduced by 5, and the ceustodaemon demands only half the normal cost for its service. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drawn to Service range: null raw_description: '**Drawn to Service** When bringing a ceustodaemon to another plane with effects like a __planar binding__ or __planar ally__ ritual, the primary and secondary skill DCs are reduced by 5, and the ceustodaemon demands only half the normal cost for its service.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vicious Wounds range: null raw_description: '**Vicious Wounds** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 10 type: good ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 12 ref_misc: null will: 12 will_misc: null sense_abilities: null senses: - Perception +14 - darkvision - see invisibility size: Large skills: - bonus: 15 misc: null name: 'Deception ' - bonus: 13 misc: null name: 'Intimidation ' - bonus: 12 misc: null name: 'Stealth ' - bonus: 10 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 71 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 23 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: null name: fly requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - heightened_level: null level: 3 spells: - frequency: x2 name: dispel magic requirement: null - frequency: null name: paralyze requirement: null - heightened_level: null level: 1 spells: - frequency: at will, good only name: detect alignment requirement: null - heightened_level: 2 level: -1 spells: - frequency: null name: see invisibility requirement: null to_hit: null traits: - NE - Large - Daemon - Fiend type: Creature weaknesses: null - 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 alignment: CN automatic_abilities: null description: 'This changeling exile is the child of a night hag or dreamthief hag. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18' hp: 45 hp_misc: null immunities: null items: - leather armor - staff knowledge_checks: dc: 18 skills: - Society languages: - Common - Druidic level: 3 melee: - action_cost: One Action damage: formula: 1d4+4 type: slashing name: claws plus_damage: null to_hit: 11 traits: - agile - action_cost: One Action damage: formula: 1d4+4 type: bludgeoning name: staff plus_damage: null to_hit: 11 traits: - two-hand d8 name: Changeling Exile perception: 11 proactive_abilities: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 7 fort_misc: null misc: +2 circumstance to all saves vs. dream and sleep ref: 8 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +11 - darkvision size: Medium skills: - bonus: 9 misc: null name: 'Deception ' - bonus: 9 misc: null name: 'Medicine ' - bonus: 11 misc: null name: 'Nature ' - bonus: 8 misc: null name: 'Stealth ' - bonus: 9 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 62 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 21 misc: '' name: Primal Prepared Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: darkness requirement: null - frequency: null name: humanoid form requirement: null - heightened_level: null level: 1 spells: - frequency: null name: burning hands requirement: null - frequency: null name: shillelagh requirement: null - frequency: null name: ventriloquism requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: dancing lights requirement: null - frequency: null name: produce flame requirement: null - frequency: null name: read aura requirement: null - frequency: null name: tanglefoot requirement: null to_hit: 11 - dc: 21 misc: null name: Druid Order Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: wild morph requirement: null - frequency: 1 Focus Point name: wild shape requirement: null to_hit: null traits: - CN - Medium - Changeling - Human - Humanoid type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: null description: 'Even with the Gorilla King''s fall, some charau-kas still worship Angazhan. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18' hp: 45 hp_misc: null immunities: null items: - hide armor - spear knowledge_checks: dc: 18 skills: - Society languages: - Abyssal - Draconic - Mwangi level: 3 melee: - action_cost: One Action damage: formula: 1d6+5 type: piercing name: spear plus_damage: null to_hit: 11 traits: - thrown 20 feet - action_cost: One Action damage: formula: 1d4+5 type: bludgeoning name: fist plus_damage: null to_hit: 11 traits: - agile - nonlethal name: Charau-ka Acolyte of Angazhan perception: 9 proactive_abilities: - action_cost: Free Action critical_failure: null critical_success: null description: null 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. effects: null failure: null frequency: The charau-ka's turn begins. full_description: null generic_description: null name: Shrieking Frenzy range: null raw_description: '**Shrieking Frenzy** [Free Action] (__primal__, __transmutation__) **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.' requirements: null success: null traits: - primal - transmutation trigger: once per hour - action_cost: None critical_failure: null critical_success: null description: Any weapon a charau-ka throws gains the __deadly d6__ weapon trait. Furthermore, when a charau-ka throws an improvised weapon, it does not take the -2 penalty for doing so, nor does it take a penalty for using a thrown improvised weapon with the __nonlethal__ trait to make a lethal attack. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Thrown Weapon Mastery range: null raw_description: '**Thrown Weapon Mastery** Any weapon a charau-ka throws gains the __deadly d6__ weapon trait. Furthermore, when a charau-ka throws an improvised weapon, it does not take the -2 penalty for doing so, nor does it take a penalty for using a thrown improvised weapon with the __nonlethal__ trait to make a lethal attack.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+5 type: piercing name: spear plus_damage: null to_hit: 11 traits: - deadly d6 - thrown 20 feet - action_cost: One Action damage: formula: 1d6+5 type: bludgeoning name: thrown debris plus_damage: null to_hit: 11 traits: - deadly d6 - thrown 20 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 7 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +9 - darkvision - scent (imprecise) 30 feet size: Small skills: - bonus: 7 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Intimidation ' - bonus: 9 misc: null name: 'Nature ' - bonus: 11 misc: null name: 'Religion ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #146: Cult of Cinders' page_start: 85 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: climb spell_lists: - dc: 21 misc: '' name: Divine Prepared Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: entangle requirement: null - frequency: null name: sound burst requirement: null - heightened_level: null level: 1 spells: - frequency: null name: fear requirement: null - frequency: null name: heal requirement: null - frequency: null name: ray of enfeeblement requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: daze requirement: null - frequency: null name: detect magic requirement: null - frequency: null name: divine lance requirement: null - frequency: null name: guidance requirement: null - frequency: null name: message requirement: null to_hit: 11 traits: - CE - Small - Charau-ka - Humanoid type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'While charau-kas are well known for their brutality, some frighten even others of their kind with their obsession with violence. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 22' hp: 95 hp_misc: null immunities: null items: - +1 striking trident - hide armor knowledge_checks: dc: 22 skills: - Society languages: - Draconic - Mwangi level: 6 melee: - action_cost: One Action damage: formula: 2d8+8 type: slashing name: trident plus_damage: null to_hit: 20 traits: - magical - action_cost: One Action damage: formula: 1d4+8 type: bludgeoning name: fist plus_damage: null to_hit: 19 traits: - agile - nonlethal name: Charau-ka Butcher perception: 11 proactive_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null 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. effects: null failure: null frequency: null full_description: null generic_description: null name: Blood Fury range: null raw_description: '**Blood Fury** [Reaction] (__manipulate__) **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.' requirements: null success: null traits: - manipulate trigger: The charau-ka butcher deals bleed damage to a creature. - action_cost: None critical_failure: null critical_success: null description: While the charau-ka butcher is raging, its melee Strikes deal 1d4 persistent bleed damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mauler range: null raw_description: '**Mauler** While the charau-ka butcher is raging, its melee Strikes deal 1d4 persistent bleed damage.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: As the __barbarian class ability__; AC 22, +9 HP, +2 melee damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rage range: null raw_description: '**Rage** As the __barbarian class ability__; AC 22, +9 HP, +2 melee damage.' requirements: null success: null traits: null trigger: null - action_cost: Free Action critical_failure: null critical_success: null description: null 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. effects: null failure: null frequency: The charau-ka's turn begins. full_description: null generic_description: null name: Shrieking Frenzy range: null raw_description: '**Shrieking Frenzy** [Free Action] (__primal__, __transmutation__) **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.' requirements: null success: null traits: - primal - transmutation trigger: once per hour - action_cost: None critical_failure: null critical_success: null description: Any weapon a charau-ka throws gains the __deadly d6__ weapon trait. Furthermore, when a charau-ka throws an improvised weapon, it does not take the -2 penalty for doing so, nor does it take a penalty for using a thrown improvised weapon with the __nonlethal__ trait to make a lethal attack. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Thrown Weapon Mastery range: null raw_description: '**Thrown Weapon Mastery** Any weapon a charau-ka throws gains the __deadly d6__ weapon trait. Furthermore, when a charau-ka throws an improvised weapon, it does not take the -2 penalty for doing so, nor does it take a penalty for using a thrown improvised weapon with the __nonlethal__ trait to make a lethal attack.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d8+8 type: piercing name: trident plus_damage: null to_hit: 18 traits: - deadly d6 - magical - thrown 20 feet - action_cost: One Action damage: formula: 2d6+8 type: bludgeoning name: thrown debris plus_damage: null to_hit: 17 traits: - deadly d6 - thrown 20 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 11 ref_misc: null will: 13 will_misc: null sense_abilities: null senses: - Perception +11 - darkvision - scent (imprecise) 30 feet size: Small skills: - bonus: 11 misc: null name: 'Acrobatics ' - bonus: 15 misc: null name: 'Athletics ' - bonus: 14 misc: null name: 'Intimidation ' - bonus: 9 misc: null name: 'Religion ' - bonus: 13 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #146: Cult of Cinders' page_start: 85 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: climb spell_lists: null traits: - CE - Small - Charau-ka - Humanoid type: Creature weaknesses: null - 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 alignment: CE 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15' hp: 18 hp_misc: null immunities: null items: - dagger - hatchet - hide armor knowledge_checks: dc: 15 skills: - Society languages: - Draconic - Mwangi level: 1 melee: - action_cost: One Action damage: formula: 1d6+3 type: slashing name: hatchet plus_damage: null to_hit: 8 traits: - agile - sweep - action_cost: One Action damage: formula: 1d4+3 type: piercing name: dagger plus_damage: null to_hit: 8 traits: - agile - finesse - versatile S - action_cost: One Action damage: formula: 1d4+3 type: bludgeoning name: fist plus_damage: null to_hit: 8 traits: - agile - nonlethal name: Charau-ka Warrior perception: 6 proactive_abilities: - action_cost: Free Action critical_failure: null critical_success: null description: null 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. effects: null failure: null frequency: The charau-ka's turn begins. full_description: null generic_description: null name: Shrieking Frenzy range: null raw_description: '**Shrieking Frenzy** [Free Action] (__primal__, __transmutation__) **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.' requirements: null success: null traits: - primal - transmutation trigger: once per hour - action_cost: None critical_failure: null critical_success: null description: Any weapon a charau-ka throws gains the __deadly d6__ weapon trait. Furthermore, when a charau-ka throws an improvised weapon, it does not take the -2 penalty for doing so, nor does it take a penalty for using a thrown improvised weapon with the __nonlethal__ trait to make a lethal attack. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Thrown Weapon Mastery range: null raw_description: '**Thrown Weapon Mastery** Any weapon a charau-ka throws gains the __deadly d6__ weapon trait. Furthermore, when a charau-ka throws an improvised weapon, it does not take the -2 penalty for doing so, nor does it take a penalty for using a thrown improvised weapon with the __nonlethal__ trait to make a lethal attack.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+3 type: slashing name: hatchet plus_damage: null to_hit: 8 traits: - agile - deadly d6 - sweep - thrown 10 feet - action_cost: One Action damage: formula: 1d4+3 type: piercing name: dagger plus_damage: null 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 plus_damage: null to_hit: 8 traits: - deadly d6 - thrown 20 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 8 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +6 - darkvision - scent (imprecise) 30 feet size: Small skills: - bonus: 6 misc: null name: 'Athletics ' - bonus: 4 misc: null name: 'Religion ' - bonus: 6 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #146: Cult of Cinders' page_start: 84 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: climb spell_lists: null traits: - CE - Small - Charau-ka - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 5 dex_mod: 4 int_mod: 4 str_mod: 7 wis_mod: 7 ac: 33 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. A lawful or good creature that begins its turn in this aura's emanation must attempt a DC 29 Will save or become __sickened 1__ (lawful good creatures instead become sickened 2). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aura of Order's Ruin range: null raw_description: '**Aura of Order''s Ruin** (__aura__, __necromancy__, __occult__) 30 feet. A lawful or good creature that begins its turn in this aura''s emanation must attempt a DC 29 Will save or become __sickened 1__ (lawful good creatures instead become sickened 2).' requirements: null success: null traits: - aura - necromancy - occult trigger: null - action_cost: None critical_failure: null critical_success: null description: A chernobue takes 2d10 points of fire damage each time it starts its turn in an area of bright light. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Boiled by Light range: null raw_description: '**Boiled by Light** A chernobue takes 2d10 points of fire damage each time it starts its turn in an area of bright light.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The chernobue calls out telepathically to the semi-alive toxin, causing it to burst out of the target's body and slither through the air to drain back into one of the chernobue's mouths. The poisoned creature takes 7d6 bludgeoning damage (DC 32 basic Fortitude save) as the venom exits its body, but is thereafter cured of rupturing venom, and the chernobue regains an equal number of Hit Points. effects: null failure: null frequency: null full_description: null generic_description: null name: Recall Venom range: null raw_description: '**Recall Venom [Reaction]** **Trigger** A creature within 30 feet suffers the effects from stage 2 of rupturing venom; **Effect** The chernobue calls out telepathically to the semi-alive toxin, causing it to burst out of the target''s body and slither through the air to drain back into one of the chernobue''s mouths. The poisoned creature takes 7d6 bludgeoning damage (DC 32 basic Fortitude save) as the venom exits its body, but is thereafter cured of rupturing venom, and the chernobue regains an equal number of Hit Points.' requirements: null success: null traits: null trigger: A creature within 30 feet suffers the effects from stage 2 of rupturing venom description: 'The chernobue infects all creatures it encounters with itself, spreading pain and calamity wherever it flops and writhes. It sheds ruin and sups on anguish, but a chernobue can sometimes be persuaded to pause for a few moments of conversation if its partner in discourse can keep its attention by providing enough atrocious details. Resembling a tumor-like growth of oily blackness, this vile monstrosity has numerous muscular tentacles, a single glaring baleful eye, and a drooling, toothy maw in the middle of its body. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 32' hp: 220 hp_misc: null immunities: - controlled - fear items: null knowledge_checks: dc: 32 skills: - Religion languages: - Abyssal - telepathy 100 feet level: 12 melee: - action_cost: One Action damage: formula: 3d10+13 type: piercing name: jaws plus_damage: - formula: 1d6 type: chaotic and rupturing venom to_hit: 26 traits: - chaotic - magical - action_cost: One Action damage: formula: 3d6+13 type: piercing name: tentacle mouth plus_damage: - formula: 1d6 type: chaotic to_hit: 26 traits: - agile - chaotic - magical - reach 15 feet name: Chernobue perception: 25 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: "The chernobue's eye pulses and its lid peels back to reveal mind-bending\ \ awfulness. Creatures in a 30-foot emanation must attempt a DC 32 Will save,\ \ after which they are temporarily immune to further Paralyzing Displays for\ \ 1 minute. \n\nCritical Success The creature is unaffected. \n\nSuccess The\ \ creature is __slowed 1__ for 1 round. \n\nFailure The creature is __paralyzed__\ \ for 1d4 rounds. It can attempt a new save to end the effect at the end of\ \ each of its turns. \n\nCritical Failure As failure, but paralyzed for 1 minute." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Paralyzing Display range: null raw_description: "**Paralyzing Display** [Two Actions] (__concentrate__, __emotion__,\ \ __enchantment__, __fear__, __incapacitation__, __mental__, __occult__, __visual__)\ \ The chernobue's eye pulses and its lid peels back to reveal mind-bending awfulness.\ \ Creatures in a 30-foot emanation must attempt a DC 32 Will save, after which\ \ they are temporarily immune to further Paralyzing Displays for 1 minute. \n\ \nCritical Success The creature is unaffected. \n\nSuccess The creature is __slowed\ \ 1__ for 1 round. \n\nFailure The creature is __paralyzed__ for 1d4 rounds.\ \ It can attempt a new save to end the effect at the end of each of its turns.\ \ \n\nCritical Failure As failure, but paralyzed for 1 minute." requirements: null success: null traits: - concentrate - emotion - enchantment - fear - incapacitation - mental - occult - visual trigger: null - action_cost: None critical_failure: null critical_success: null description: The thick, orange venom injected by a chernobue is semi-alive, and as it seethes in a creature's body, it deals poison damage in addition to bludgeoning damage as it ruptures flesh; **Saving Throw** Fortitude DC 32; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison and 2d6 bludgeoning (1 round); **Stage 2** 2d6 poison, 2d6 bludgeoning, and __enfeebled 2__ (1 round) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rupturing Venom range: null raw_description: '**Rupturing Venom** (__poison__) The thick, orange venom injected by a chernobue is semi-alive, and as it seethes in a creature''s body, it deals poison damage in addition to bludgeoning damage as it ruptures flesh; **Saving Throw** Fortitude DC 32; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison and 2d6 bludgeoning (1 round); **Stage 2** 2d6 poison, 2d6 bludgeoning, and __enfeebled 2__ (1 round)' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: mental - amount: 10 type: physical (except cold iron) ritual_lists: null saves: fort: 23 fort_misc: null misc: null ref: 18 ref_misc: null will: 25 will_misc: null sense_abilities: null senses: - Perception +25 - greater darkvision - scent (imprecise) 30 feet size: Large skills: - bonus: 22 misc: null name: 'Acrobatics ' - bonus: 25 misc: null name: 'Athletics ' - bonus: 25 misc: null name: 'Intimidation ' - bonus: 22 misc: null name: 'Occultism ' source: - abbr: Bestiary 2 page_start: 214 page_stop: null speed: - amount: 30 type: Land - amount: 6 type: air walk spell_lists: - dc: 32 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: self only name: plane shift requirement: null - heightened_level: null level: 6 spells: - frequency: null name: phantasmal calamity requirement: null - frequency: null name: phantom pain requirement: null - heightened_level: null level: 5 spells: - frequency: null name: subconscious suggestion requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: darkness requirement: null - heightened_level: 6 level: 0 spells: - frequency: null name: daze requirement: null - frequency: null name: detect magic requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: air walk requirement: null to_hit: null traits: - Uncommon - CE - Large - Fiend - Qlippoth type: Creature weaknesses: - amount: 10 type: lawful - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Any ability that would sever a chimera's head (such as a critical hit with a __vorpal__ weapon) severs one head at random. Losing a head doesn't kill a chimera (as long as it has one head left), but it does prevent it from making Strikes with the lost head or using the head's Breath Weapon. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Three Headed range: null raw_description: '**Three Headed** Any ability that would sever a chimera''s head (such as a critical hit with a __vorpal__ weapon) severs one head at random. Losing a head doesn''t kill a chimera (as long as it has one head left), but it does prevent it from making Strikes with the lost head or using the head''s Breath Weapon.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A chimera gains 2 extra reactions each round that it can use only to make Attacks of Opportunity. It must use a different head for each reaction, and it can't use more than one on the same triggering action. If it loses one of its heads, it also loses one of these extra reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Triple Opportunity range: null raw_description: '**Triple Opportunity** A chimera gains 2 extra reactions each round that it can use only to make Attacks of Opportunity. It must use a different head for each reaction, and it can''t use more than one on the same triggering action. If it loses one of its heads, it also loses one of these extra reactions.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 26' hp: 135 hp_misc: null immunities: null items: null knowledge_checks: dc: 26 skills: - Arcana - Nature languages: - Draconic level: 8 melee: - action_cost: One Action damage: formula: 2d6+9 type: piercing name: dragon jaws plus_damage: - formula: 2d6 type: energy damage (see draconic bite) to_hit: 20 traits: null - action_cost: One Action damage: formula: 2d10+9 type: piercing name: lion jaws plus_damage: null to_hit: 20 traits: null - action_cost: One Action damage: formula: 2d10+9 type: piercing name: goat horns plus_damage: null to_hit: 20 traits: null - action_cost: One Action damage: formula: 2d6+9 type: slashing name: claw plus_damage: null to_hit: 20 traits: - agile name: Chimera perception: 16 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: 60-foot line of acid (Reflex) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Black range: null raw_description: '**Black** 60-foot line of acid (Reflex)' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: 60-foot line of electricity (Reflex) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Blue range: null raw_description: '**Blue** 60-foot line of electricity (Reflex)' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: 30-foot cone of poison (Fortitude) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Green range: null raw_description: '**Green** 30-foot cone of poison (Fortitude)' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: 30-foot cone of fire (Reflex) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Red range: null raw_description: '**Red** 30-foot cone of fire (Reflex)' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: 30-foot cone of cold (Reflex) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: White range: null raw_description: '**White** 30-foot cone of cold (Reflex)' requirements: null success: null traits: null trigger: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: "**Breath Weapon** [Two Actions] (__arcane__, __evocation__)\ \ 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.\n\n * **Black** 60-foot line of acid (Reflex)\n\ \n * **Blue** 60-foot line of electricity (Reflex)\n\n * **Green** 30-foot\ \ cone of poison (Fortitude)\n\n * **Red** 30-foot cone of fire (Reflex)\n\n\ \ * **White** 30-foot cone of cold (Reflex)" requirements: null success: null traits: - arcane - evocation trigger: null - action_cost: None critical_failure: null critical_success: null description: A chimera's dragon head deals an extra 2d6 damage of a type matching the dragon's color (see Breath Weapon). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Bite range: null raw_description: '**Draconic Bite** A chimera''s dragon head deals an extra 2d6 damage of a type matching the dragon''s color (see Breath Weapon).' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Three-Headed Strike range: null raw_description: '**Three-Headed Strike** [Two Actions] 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 18 fort_misc: null misc: null ref: 16 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +16 - darkvision - scent (imprecise) 30 feet size: Large skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 18 misc: null name: 'Athletics ' - bonus: 18 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 63 page_stop: null speed: - amount: 25 type: Land - amount: 40 type: fly spell_lists: null traits: - Uncommon - CE - Large - Beast type: Creature weaknesses: null - ability_mods: cha_mod: -1 con_mod: 3 dex_mod: 4 int_mod: -4 str_mod: 3 wis_mod: 1 ac: 18 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 20 feet. A creature that starts its turn within the visitant's aura must succeed at a DC 16 Will save or be overcome with a thirst for vengeance. For 1d4 rounds (1 minute on a critical failure), if the affected creature was attacked within the last round (whether or not the attack hit), the creature must use at least 1 action per round to Strike or use a hostile action toward its last attacker as long as the attacker is still alive. Failure to do so deals the affected creature 1d6 mental damage, plus 1d6 for every 5 levels the visitant has. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vengeful Presence range: null raw_description: '**Vengeful Presence** (__aura__, __emotion__, __enchantment__, __mental__) 20 feet. A creature that starts its turn within the visitant''s aura must succeed at a DC 16 Will save or be overcome with a thirst for vengeance. For 1d4 rounds (1 minute on a critical failure), if the affected creature was attacked within the last round (whether or not the attack hit), the creature must use at least 1 action per round to Strike or use a hostile action toward its last attacker as long as the attacker is still alive. Failure to do so deals the affected creature 1d6 mental damage, plus 1d6 for every 5 levels the visitant has.' requirements: null success: null traits: - aura - emotion - enchantment - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: A chimpanzee visitant takes 5 additional damage from whips. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Whip Vulnerability range: null raw_description: '**Whip Vulnerability** A chimpanzee visitant takes 5 additional damage from whips.' requirements: null success: null traits: null trigger: null description: 'Common circus animals viewed as expendable by their caretakers are perhaps the most likely to rise as visitants. Animals that die en masse—such as in a tent fire or other disaster—can even form packs of roving undead. **__Recall Knowledge - Animal__ (__Nature__)**: DC 18 **__Recall Knowledge - Undead__ (__Religion__)**: DC 18' hp: 55 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison - unconscious items: null knowledge_checks: dc: 18 skills: - Nature - Religion languages: null level: 3 melee: - action_cost: One Action damage: formula: 2d6+5 type: piercing name: jaws plus_damage: - formula: null type: rabies to_hit: 12 traits: - agile - action_cost: One Action damage: formula: 2d4+3 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 13 traits: - agile - finesse name: Chimpanzee Visitant perception: 9 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The visitant gains a +2 circumstance bonus to damage rolls against a creature it has grabbed. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mauler range: null raw_description: '**Mauler** The visitant gains a +2 circumstance bonus to damage rolls against a creature it has grabbed.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Visitants can be carriers of diseases, even if they are immune to their effects. **Saving Throw** DC 16 Fortitude. **Stage 1** sickened 1 (1 day); **Stage 2** sickened 2 (1 day); **Stage 3** confusion (1 day); **Stage 4** dead effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rabies range: null raw_description: '**Rabies** (__disease__) Visitants can be carriers of diseases, even if they are immune to their effects. **Saving Throw** DC 16 Fortitude. **Stage 1** sickened 1 (1 day); **Stage 2** sickened 2 (1 day); **Stage 3** confusion (1 day); **Stage 4** dead' requirements: null success: null traits: - disease trigger: null ranged: null rarity: Common resistances: - amount: 5 type: positive - amount: null type: whip vulnerability ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 11 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +9 - darkvision - lifesense (imprecise) 60 feet size: Small skills: - bonus: 11 misc: null name: 'Acrobatics ' - bonus: 10 misc: null name: 'Athletics ' source: - abbr: 'Pathfinder #152: Legacy of the Lost God' page_start: 83 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - NE - Small - Animal - Undead type: Creature weaknesses: null - ability_mods: cha_mod: -2 con_mod: 1 dex_mod: 3 int_mod: -3 str_mod: 3 wis_mod: 1 ac: 18 ac_special: null alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: 'The choker tries to pull a creature it has __grabbed__ or __restrained__ into the path of the attack. The choker attempts an __Athletics__ check, including its bonus to __Grapple__. If it succeeds against the grabbed or restrained creature''s Fortitude DC, the choker redirects the attack to that creature, and the attacker compares its attack roll result against the new target''s AC. The choker must move the creature into a space adjacent to itself. The creature must also be moved within the attacker''s reach against a melee attack or into a space between itself and the attacker against a ranged attack. The choker can''t use this ability to make the attacker target itself, even if it''s grabbing or restraining the attacker.' effects: null failure: null frequency: null full_description: null generic_description: null name: Yank range: null raw_description: '**Yank [Reaction]** (__manipulate__) **Trigger **An enemy targets the choker with an attack; **Effect **The choker tries to pull a creature it has __grabbed__ or __restrained__ into the path of the attack. The choker attempts an __Athletics__ check, including its bonus to __Grapple__. If it succeeds against the grabbed or restrained creature''s Fortitude DC, the choker redirects the attack to that creature, and the attacker compares its attack roll result against the new target''s AC. The choker must move the creature into a space adjacent to itself. The creature must also be moved within the attacker''s reach against a melee attack or into a space between itself and the attacker against a ranged attack. The choker can''t use this ability to make the attacker target itself, even if it''s grabbing or restraining the attacker.' requirements: null success: null traits: - manipulate trigger: An enemy targets the choker with an attack description: 'With long, cartilaginous limbs and gray skin, chokers easily hide in stony alcoves, rocky fissures, and darkened staircases to ambush their prey. The strange little aberrations prefer to pick off weak and solitary creatures, especially those that wander off from their packs or communities. A choker''s long, spongy arms are flexible but deceptively strong. The fingers can tighten rapidly and are ridged with spiky, tooth-like structures that provide an incredible grip. A choker typically strangles its prey to death, then drags the body off or dismembers it using crude tools if the body is too big to carry. If confronted or outnumbered, a choker tries to escape, often compressing into a tight passage to get away. Chokers that encounter humanoids exhibit intense curiosity about their culture, society, and the products of art and industry. This interest isn''t very deep—it just results in chokers that like killing people and collecting any of their items that seem sophisticated, such as jewelry, nice clothing, or written texts. Chokers sometimes gather in settlements, usually sticking to slums or abandoned structures. These chokers stalk at night, flopping across rooftops, tapping at windows, and scuttling through sewers, gutters, and chimneys to get at prey. An urban choker that finds prey early on its hunt—a wandering pet, a person who is out alone—might spend the rest of the night indulging its curiosity about the products of society. A curious choker might abscond with all sorts of odd items, from tavern signs to library books to roof tiles. A choker usually pilfers only one item at a time, but as its collection grows, it might need to find a larger nest to accommodate its collection, then move its pieces one by one to the new home. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 16' hp: 28 hp_misc: null immunities: null items: null knowledge_checks: dc: 16 skills: - Occultism languages: - Aklo - Undercommon level: 2 melee: - action_cost: One Action damage: formula: 1d6+3 type: bludgeoning name: arm plus_damage: - formula: null type: strangling fingers to_hit: 11 traits: - reach 10 feet name: Choker perception: 7 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 1d6+3 bludgeoning, DC 19 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 1d6+3 bludgeoning, DC 19' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: If the choker starts its turn hidden from or undetected by a creature, that creature is __flat-footed__ against the choker's attacks until the end of the turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Hidden Movement range: null raw_description: '**Hidden Movement** If the choker starts its turn hidden from or undetected by a creature, that creature is __flat-footed__ against the choker''s attacks until the end of the turn.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Any creature hit by a choker's arm Strike is automatically __grabbed__, and the choker begins to strangle the target. The creature is suffocating and can't speak as long as it's strangled. This prevents it from casting spells with a verbal component or activating items with a command component. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Strangling Fingers range: null raw_description: '**Strangling Fingers** Any creature hit by a choker''s arm Strike is automatically __grabbed__, and the choker begins to strangle the target. The creature is suffocating and can''t speak as long as it''s strangled. This prevents it from casting spells with a verbal component or activating items with a command component.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 10 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +7 - darkvision size: Small skills: - bonus: 9 misc: +11 to Grapple name: 'Athletics ' - bonus: 9 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 51 page_stop: null speed: - amount: 20 type: Land - amount: 15 type: climb spell_lists: null traits: - CE - Small - Aberration type: Creature weaknesses: null - 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 alignment: NG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 20 feet. Allies in the area gain a +2 status bonus to sonic damage rolls and a +1 status bonus to AC and all saves against sonic and auditory effects. Enemies in the area take a -2 status penalty to sonic damage rolls and a -1 status penalty to AC and all saves against sonic and auditory effects. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Harmonizing Aura range: null raw_description: '**Harmonizing Aura** (__aura__, __divine__, __evocation__, __sonic__) 20 feet. Allies in the area gain a +2 status bonus to sonic damage rolls and a +1 status bonus to AC and all saves against sonic and auditory effects. Enemies in the area take a -2 status penalty to sonic damage rolls and a -1 status penalty to AC and all saves against sonic and auditory effects.' requirements: null success: null traits: - aura - divine - evocation - sonic trigger: 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.\n\n\n\n**__Recall Knowledge - Celestial__ (__Religion__)**:\ \ DC 22" hp: 100 hp_misc: null immunities: null items: null knowledge_checks: dc: 22 skills: - Religion languages: - Celestial - Draconic - Infernal - tongues level: 6 melee: - action_cost: One Action damage: formula: 3d6+1 type: bludgeoning name: fist plus_damage: - formula: 1d6 type: good to_hit: 14 traits: - agile - finesse - good - magical name: Choral perception: 14 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: On a critical hit with piercing hymn, the target is __deafened__ for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Deafening Aria range: null raw_description: '**Deafening Aria** On a critical hit with piercing hymn, the target is __deafened__ for 1 minute.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The choral angel adds its harmony to a choral angel ally within its harmonizing aura. The ally can cast __calm emotions__ or __heroism__ on its next turn in place of its 3rd-level __sound burst__ or heighten its 3rd-level __sound burst__ by 1 level. If five different choral angels use Harmonize on the same choral angel ally, it can instead cast __divine decree__ in place of its 3rd-level __sound burst__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Harmonize range: null raw_description: '**Harmonize** The choral angel adds its harmony to a choral angel ally within its harmonizing aura. The ally can cast __calm emotions__ or __heroism__ on its next turn in place of its 3rd-level __sound burst__ or heighten its 3rd-level __sound burst__ by 1 level. If five different choral angels use Harmonize on the same choral angel ally, it can instead cast __divine decree__ in place of its 3rd-level __sound burst__.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 4d6 type: sonic damage name: piercing hymn plus_damage: - formula: 1d6 type: good and deafening aria to_hit: 17 traits: - good - magical - range 90 feet - sonic rarity: Common resistances: - amount: 5 type: sonic ritual_lists: - dc: 23 misc: null name: Divine Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: angelic messenger requirement: null to_hit: null saves: fort: 10 fort_misc: null misc: +1 status to all saves vs. magic ref: 14 ref_misc: null will: 16 will_misc: null sense_abilities: null senses: - Perception +14 - darkvision size: Small skills: - bonus: 12 misc: null name: 'Acrobatics ' - bonus: 15 misc: null name: 'Diplomacy ' - bonus: 17 misc: null name: 'Performance ' - bonus: 14 misc: null name: 'Religion ' source: - abbr: Bestiary page_start: 17 page_stop: null speed: - amount: 30 type: Land - amount: 40 type: fly spell_lists: - dc: 23 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: null name: heal requirement: null - frequency: null name: remove curse requirement: null - frequency: null name: remove disease requirement: null - frequency: at will name: remove fear requirement: null - frequency: null name: sound burst requirement: null - heightened_level: null level: 2 spells: - frequency: at will, self only name: invisibility requirement: null - frequency: at will name: sound burst requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: counter performance requirement: null - heightened_level: 3 level: 0 spells: - frequency: null name: ghost sound requirement: null - frequency: null name: inspire competence requirement: null - frequency: null name: inspire courage requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null to_hit: 13 traits: - NG - Small - Angel - Celestial type: Creature weaknesses: - amount: 5 type: evil - ability_mods: cha_mod: -2 con_mod: 2 dex_mod: 4 int_mod: -3 str_mod: 3 wis_mod: 2 ac: 20 ac_special: null alignment: N automatic_abilities: null description: 'These notorious predators have an undeniable thirst for blood. Chupacabras prefer to prey upon the weak and slow, often hiding in wait and watching potential prey for long periods before attacking. Spry and stealthy, they most often make their homes in areas of high grass and protective rock, their slightly reflective scales allowing them to blend in well with such surroundings. Chupacabras prefer to eat lone travelers and farm animals (particularly goats), and leave little evidence of their presence apart from the grisly, blood-drained husks of their meals. Their tendency to stay out of sight combined with their naturally nocturnal activity often leads superstitious locals to conclude the worst, imagining that a particularly reckless vampire lives in the area. A typical chupacabra measures nearly 5-1/2 feet from its muzzle to the tip of its spiny tail, and it stands just under 4 feet tall. With their slight build and lightweight bones, most weigh close to 100 pounds. They mate rarely and only during the hottest months, with the females each producing a single egg that hatches into a tiny, dehydrated creature. The mother typically leaves helpless prey in her cave so the hatchling can immediately feed. Although chupacabras are typically solitary creatures, they have been known to form small gangs in bountiful areas. Members of these groups work well together, growing bold enough to attack larger animals, small herds, and otherwise more dangerous prey. Stories of chupacabras attacking travelers or laying siege to farmhouses typically stem from the hunting practices of such gangs. Regions where chupacabra activity like this is more common often have complex and colorful myths and tall tales about chupacabra capabilities or motive —- and a few of the claims, such as that some chupacabras can fly, are all too true. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 18' hp: 45 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Arcana - Nature languages: - Aklo - can't speak any language level: 3 melee: - action_cost: One Action damage: formula: 1d10+5 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 11 traits: - finesse - action_cost: One Action damage: formula: 1d6+5 type: slashing name: claw plus_damage: null to_hit: 11 traits: - agile - finesse name: Chupacabra perception: 9 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The chupacabra has a creature __grabbed__ effects: null failure: null frequency: null full_description: null generic_description: null name: Chupar range: null raw_description: '**Chupar** **Requirements **The chupacabra has a creature __grabbed__; **Effect **The chupacabra sucks blood from the grabbed creature. The chupacabra gains the __quickened__ condition for 1 minute and can use the extra action only for Strike and Stride actions. A chupacabra can''t use Chupar again while it is quickened in this way. A creature that has its blood drained by a chupacabra is __drained 1__ until it receives healing (of any kind or amount).' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The chupacabra Strides and makes a Strike at the end of that movement. If the chupacabra began this action __hidden__, it remains hidden until after this ability's Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pounce range: null raw_description: '**Pounce** The chupacabra Strides and makes a Strike at the end of that movement. If the chupacabra began this action __hidden__, it remains hidden until after this ability''s Strike.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 11 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +9 - darkvision size: Small skills: - bonus: 9 misc: +11 to Leap name: 'Acrobatics ' - bonus: 9 misc: +11 in undergrowth or rocky areas name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 52 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - N - Small - Beast type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. Chuuls can live in fresh or saltwater, and indeed are found in aquatic environs the world over—even in the subterranean oceans and lakes of the Darklands. While chuuls are good swimmers, they prefer terrestrial prey. Their preferred method of hunting is by lunging out of the water, paralyzing their victims with their poison-coated tentacles, then gleefully dragging their twitching food into the water to drown if they cannot simply eat such morsels alive. Chuuls that dwell aboveground prefer to dine on lizardfolk, while those swimming the subterranean lakes of the Darklands readily eat anything but xulgaths, whose flavor and stink they find off-putting. Chuuls are capable of speech and reason, but these creatures rarely speak with those outside their species except to taunt their food. Before it begins consuming its prey, a chuul often speaks in a gurgling, nearly incomprehensible dialect about how it will enjoy feasting on the creature''s esh. Perhaps chuuls believe that insults and degradation lead to more tender and tastier food, but the truth will likely never be known; almost all chuuls stubbornly refuse any meaningful conversation, even when imprisoned and compelled by treats or pain. It is unknown if a chuul society exists beyond their frenzied mating season. Chuuls'' intellects seem devoted only toward eating, causing psychological pain to sentient creatures, decorating their lairs with mementos of their favorite meals and victories, and breeding. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 23' hp: 100 hp_misc: null immunities: - poison items: null knowledge_checks: dc: 23 skills: - Occultism languages: - Aklo - Common - (or Undercommon - for Darklands variants) level: 7 melee: - action_cost: One Action damage: formula: 2d8+9 type: bludgeoning name: claws plus_damage: - formula: null type: Grab to_hit: 19 traits: - reach 10 feet name: Chuul perception: 15 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 1d8+9 bludgeoning, DC 25 (grabbed by claws only) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**Constrict** 1d8+9 bludgeoning, DC 25 (grabbed by claws only)' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: A creature is grabbed and paralyzed by the chuul's tentacles. effects: null failure: null frequency: null full_description: null generic_description: null name: Mandibles range: null raw_description: '**Mandibles** **Requirement** A creature is grabbed and paralyzed by the chuul''s tentacles. **Effect** The creature takes 3d6 piercing damage.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 25 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** paralyzed (1 round).' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Paralytic Venom range: null raw_description: '**Paralytic Venom** (__incapacitation__, __poison__) **Saving Throw** DC 25 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** paralyzed (1 round).' requirements: null success: null traits: - incapacitation - poison trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The chuul has a creature grabbed. effects: null failure: null frequency: null full_description: null generic_description: null name: Tentacle Transfer range: null raw_description: '**Tentacle Transfer** **Requirement** The chuul has a creature grabbed. **Effect** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 18 fort_misc: null misc: null ref: 15 ref_misc: null will: 12 will_misc: null sense_abilities: null senses: - Perception +15 - darkvision - tremorsense (imprecise) 30 feet size: Large skills: - bonus: 17 misc: null name: 'Athletics ' - bonus: 13 misc: null name: 'Nature ' - bonus: 14 misc: null name: 'Stealth ' - bonus: 13 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 64 page_stop: null speed: - amount: 30 type: Land - amount: 25 type: swim spell_lists: null traits: - CE - Large - Aberration - Amphibious type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 5 feet. A creature that enters the aura or begins its turn there must succeed at a DC 22 Fortitude save or become sickened 1. Everything within the aura, including the cinder rat, is concealed by smoke. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fetid Fumes range: null raw_description: '**Fetid Fumes** (__aura__, __fire__) 5 feet. A creature that enters the aura or begins its turn there must succeed at a DC 22 Fortitude save or become sickened 1. Everything within the aura, including the cinder rat, is concealed by smoke.' requirements: null success: null traits: - aura - fire trigger: null description: 'These oversized rodents are made of smoldering charcoal and elemental fire, and noxious fumes continually bellow from their flaming flesh. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 18' hp: 45 hp_misc: null immunities: - bleed - fire - paralyzed - poison - sleep items: null knowledge_checks: dc: 18 skills: - Arcana - Nature languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d8+4 type: fire name: jaws plus_damage: - formula: 1d4 type: persistent fire to_hit: 10 traits: - finesse name: Cinder Rat perception: 9 proactive_abilities: null ranged: null rarity: Common resistances: - amount: 5 type: cold ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 12 ref_misc: null will: 6 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The cinder rat ignores the concealed condition from smoke. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Smoke Vision range: null raw_description: '**Smoke Vision** The cinder rat ignores the concealed condition from smoke.' requirements: null success: null traits: null trigger: null senses: - Perception +9 - darkvision - smoke vision size: Small skills: - bonus: 10 misc: null name: 'Acrobatics ' - bonus: 10 misc: null name: 'Stealth ' - bonus: 9 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 148 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - N - Small - Elemental - Fire type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A severely damaged clay golem has a chance of going berserk. If it has 50 or fewer Hit Points at the start of its turn, the golem must succeed at a DC 5 flat check or go berserk. A berserk golem wildly attacks the nearest living creature, or the nearest object if no creatures are nearby. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Berserk range: null raw_description: '**Berserk** A severely damaged clay golem has a chance of going berserk. If it has 50 or fewer Hit Points at the start of its turn, the golem must succeed at a DC 5 flat check or go berserk. A berserk golem wildly attacks the nearest living creature, or the nearest object if no creatures are nearby.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: harmed by cold and water (5d10, 2d6 from areas or persistent damage); healed by acid (area 2d6 HP); slowed by earth effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Golem Antimagic range: null raw_description: '**Golem Antimagic** harmed by cold and water (5d10, 2d6 from areas or persistent damage); healed by acid (area 2d6 HP); slowed by earth' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A __disintegrate__ spell affects the golem but deals half the normal amount of damage and causes the golem to become slowed 2 for 1 round. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vulnerable to Disintegrate range: null raw_description: '**Vulnerable to Disintegrate** A __disintegrate__ spell affects the golem but deals half the normal amount of damage and causes the golem to become slowed 2 for 1 round.' requirements: null success: null traits: null trigger: null - action_cost: Free Action critical_failure: null critical_success: null description: null effect: The clay golem becomes quickened for 1 minute. effects: null failure: null frequency: Once per day. full_description: null generic_description: null name: Quicken range: null raw_description: '**Quicken** [Free Action] (__divine__, __transmutation__) **Frequency** Once per day. **Trigger** The clay golem''s turn begins. It can''t trigger this free action on the first turn of combat. **Effect** The clay golem becomes quickened for 1 minute.' requirements: null success: null traits: - divine - transmutation trigger: The clay golem's turn begins. It can't trigger this free action on the first turn of combat. 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. The animating force within a clay golem is unusually unstable, making the golem prone to entering a berserk frenzy when damaged. Entire treasuries have been totally ruined as a result of a rampaging clay golem, so crafters do well to make sure their golems are maintained and in good working order—or otherwise place them on the other side of the door from the treasures they wish to protect. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 29' hp: 175 hp_misc: null immunities: - acid - bleed - death effects - disease - doomed - drained - fatigued - healing - magic (see below) - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 29 skills: - Arcana - Crafting languages: null level: 10 melee: - action_cost: One Action damage: formula: 2d10+12 type: bludgeoning name: fist plus_damage: - formula: null type: cursed wound to_hit: 24 traits: - magical - reach 10 feet name: Clay Golem perception: 16 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The golem is berserk. effects: null failure: null frequency: null full_description: null generic_description: null name: Berserk Slam range: null raw_description: '**Berserk Slam** **Requirement** The golem is berserk. **Effect** The clay golem Strikes with its fist at a -1 circumstance penalty. If it hits, it deals an additional 1d8 damage and knocks the target __prone__.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cursed Wound range: null raw_description: '**Cursed Wound** (__divine__, __curse__, __necromancy__) 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.' requirements: null success: null traits: - divine - curse - necromancy trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: physical (except adamantine) ritual_lists: null saves: fort: 23 fort_misc: null misc: null ref: 16 ref_misc: null will: 17 will_misc: null sense_abilities: null senses: - Perception +16 - darkvision size: Large skills: - bonus: 24 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 186 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - Uncommon - N - Large - Construct - Golem - Mindless type: Creature weaknesses: null - 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 alignment: CN automatic_abilities: 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. Like many of the stranger creatures of Golarion, cloakers were originally created by the alghollthus, who bred them to spy on their Azlanti thralls. Upon the fall of the Azlanti empire, the alghollthus cast out their cloaker creations, who, in turn, fled to the lower reaches of the Darklands. Amid the vaults and twisted corridors of their new home, their attitudes—particularly regarding their apprehension toward their former masters—changed dramatically. Suspicion became paranoia, egotism, sadism, and much worse. Now, most cloakers lead solitary lives, stalking the Darklands for easy prey and delving deeper into internal horrors. Their paranoia is so great that they interact only rarely even with their own kind, encountering another cloaker only briefly to mate before flitting back to isolation. But there are exceptions. Every so often, a charismatic cloaker priest can call together a dark cabal of these creatures and other Darklands denizens to worship unspeakable ancient gods. These rare cloakers whip their acolytes and followers into a frenzy of dark rituals and heinous acts. While these cults are depraved and destructive, they rarely survive longer than their founder. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 20' hp: 80 hp_misc: null immunities: null items: null knowledge_checks: dc: 20 skills: - Occultism languages: - Aklo - Undercommon level: 5 melee: - action_cost: One Action damage: formula: 1d10+7 type: piercing name: jaws plus_damage: null to_hit: 14 traits: null - action_cost: One Action damage: formula: 2d6+7 type: slashing name: tail plus_damage: null to_hit: 14 traits: - agile - reach 10 feet name: Cloaker perception: 12 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Envelop range: null raw_description: '**Envelop** (__attack__, __incapacitation__) 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.' requirements: null success: null traits: - attack - incapacitation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: Each creature within a 30-foot emanation becomes frightened 1 (or, on a critical failure, frightened 2 and fleeing until the end of its next turn). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fear range: null raw_description: '**Fear** (fear, incapacitation) Each creature within a 30-foot emanation becomes frightened 1 (or, on a critical failure, frightened 2 and fleeing until the end of its next turn).' requirements: null success: null traits: - fear - incapacitation trigger: null - action_cost: None critical_failure: null critical_success: null description: Each creature within a 30-foot emanation falls prone and become sickened 2. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Nausea range: null raw_description: '**Nausea** Each creature within a 30-foot emanation falls prone and become sickened 2.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The cloaker targets a single creature within 30 feet. The creature becomes clumsy 1 and stupefied 1 for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stupor range: null raw_description: '**Stupor** The cloaker targets a single creature within 30 feet. The creature becomes clumsy 1 and stupefied 1 for 1 minute.' requirements: null success: null traits: null trigger: null failure: null frequency: null full_description: null generic_description: null name: Infrasonic Moan range: null raw_description: "**Infrasonic Moan** [Two Actions] (__auditory__, __emotion__,\ \ __mental__) 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.\n\n * **Fear** (fear, incapacitation)\ \ Each creature within a 30-foot emanation becomes frightened 1 (or, on a critical\ \ failure, frightened 2 and fleeing until the end of its next turn).\n\n *\ \ **Nausea** Each creature within a 30-foot emanation falls prone and become\ \ sickened 2.\n\n * **Stupor** The cloaker targets a single creature within\ \ 30 feet. The creature becomes clumsy 1 and stupefied 1 for 1 minute." requirements: null success: null traits: - auditory - emotion - mental trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 12 ref_misc: null will: 12 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: Cloakers are concealed in dim light even to creatures with low-light vision and darkvision. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shadow Shift range: null raw_description: '**Shadow Shift** Cloakers are concealed in dim light even to creatures with low-light vision and darkvision.' requirements: null success: null traits: null trigger: null senses: - Perception +12 - darkvision size: Large skills: - bonus: 14 misc: +16 to Impersonate a cloak, sheet, or ray name: 'Deception ' - bonus: 12 misc: null name: 'Religion ' - bonus: 14 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 65 page_stop: null speed: - amount: 10 type: Land - amount: 30 type: fly spell_lists: null traits: - CN - Large - Aberration type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Catch Rock range: null raw_description: '**Catch Rock** [Reaction]' requirements: null success: null traits: null trigger: 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. Legends persist of floating cities ruled by magically gifted cloud giant queens and kings. While most cloud giants plainly state that such claims are pure fantasy, others are mysteriously tight-lipped or evasive about the matter. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 28' hp: 220 hp_misc: null immunities: null items: - +1 striking ranseur - sack with 5 rocks knowledge_checks: dc: 28 skills: - Society languages: - Common - Jotun level: 11 melee: - action_cost: One Action damage: formula: 2d10+13 type: piercing name: ranseur plus_damage: null to_hit: 25 traits: - disarm - magical - reach 20 feet - action_cost: One Action damage: formula: 2d8+13 type: bludgeoning name: fist plus_damage: null to_hit: 24 traits: - agile - reach 15 feet name: Cloud Giant perception: 22 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: '' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Throw Rock range: null raw_description: '**Throw Rock** ' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: As failure, but double damage and also knocked prone. critical_success: The creature is unaffected. 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. ' effect: null effects: null failure: The creature takes 4d8 sonic damage and is deafened until the end of its next turn. frequency: null full_description: null generic_description: null name: Wind Strike range: null raw_description: '**Wind Strike** [Two Actions] (__air__, __evocation__, __primal__) 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__.' requirements: null success: The creature takes 2d8 sonic damage. traits: - air - evocation - primal trigger: null ranged: - action_cost: One Action damage: formula: 2d10+13 type: bludgeoning name: rock plus_damage: null to_hit: 24 traits: - brutal - range increment 120 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 25 fort_misc: null misc: null ref: 18 ref_misc: null will: 21 will_misc: null sense_abilities: null senses: - Perception +22 - low-light vision - scent (imprecise) 30 feet size: Huge skills: - bonus: 26 misc: null name: 'Athletics ' - bonus: 21 misc: null name: 'Crafting ' - bonus: 24 misc: null name: 'Diplomacy ' - bonus: 26 misc: null name: 'Intimidation ' - bonus: 21 misc: null name: 'Performance ' source: - abbr: Bestiary page_start: 173 page_stop: null speed: - amount: 30 type: Land spell_lists: - dc: 30 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: solid fog requirement: null - heightened_level: null level: 3 spells: - frequency: at will name: levitate requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: obscuring mist requirement: null to_hit: null traits: - N - Huge - Air - Giant - Humanoid type: Creature weaknesses: null - 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 alignment: N 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. The first cockatrice is rumored to have hatched from a rooster''s egg incubated on a dung hill by a toad. Whether or not the rumor is true, the cockatrice''s monstrous appearance certainly doesn''t contradict its strange and filthy origin story, and these creatures are more than capable of propagating on their own. Cockatrices are remarkably fecund and gather in flocks of up to a dozen members. Each flock contains only a few females. The males—which differ in appearance from the females by having warty wattles and gnarled combs— often fight with each other, with lower-ranking males eventually driven away to find their own lairs or compete among other flocks. Most creatures who run afoul of a solitary cockatrice do so with one of these surly outcasts. Cockatrice lairs are often littered with fragments of statuary from past victims—although these are as likely to be remnants of frogs, lizards, and insects as people. Curiously, weasels and ferrets, who infiltrate cockatrice lairs to steal their eggs, are immune to the creatures'' petrifying bites. For unknown reasons, cockatrices are both terrified of and enraged by conventional roosters, and they are equally likely to flee or attack when confronted by one. Particularly brave (or foolhardy) individuals sometimes keep cockatrices as pets or guard animals. In their natural habitat among plains, forests, and sewers near humanoid settlements, cockatrices are content to live off vermin or scraps of waste, but their greatest pleasure is consuming warm meals of freshly petrified flesh. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 18' hp: 45 hp_misc: null immunities: - calcification items: null knowledge_checks: dc: 18 skills: - Arcana - Nature languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d8-2 type: piercing name: beak plus_damage: - formula: null type: calcification to_hit: 13 traits: - finesse - magical name: Cockatrice perception: 8 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Calcification range: null raw_description: '**Calcification** (__incapacitation__, __primal__, __transmutation__) 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.' requirements: null success: null traits: - incapacitation - primal - transmutation trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 11 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +8 - darkvision size: Small skills: - bonus: 11 misc: null name: 'Acrobatics ' source: - abbr: Bestiary page_start: 66 page_stop: null speed: - amount: 20 type: Land - amount: 40 type: fly spell_lists: null traits: - N - Small - Beast type: Creature weaknesses: null - 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 alignment: N automatic_abilities: null description: 'While cockroaches tend to gather in cramped spaces, a disturbed colony is sometimes prone to swarming, where hundreds or even thousands of the insects scurry out of their hiding places in a raft of shiny brown and black carapaces on thousands of skittering legs. Given how disgusting many find cockroaches to be, encountering such a swarm can be alarming to even the most seasoned adventurers. The creatures are relentless when disturbed; in contrast to the insects'' normally skittish and harmless nature, as swarms they pursue the creature or creatures that provoked them and harry them with thousands of stinging bites. **__Recall Knowledge - Animal__ (__Nature__)**: DC 16' hp: 20 hp_misc: null immunities: - precision - swarm mind items: null knowledge_checks: dc: 16 skills: - Nature languages: null level: 2 melee: null name: Cockroach Swarm perception: 6 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: Each enemy in the swarm's space takes 1d8 piercing damage (DC 18 basic Reflex save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swarming Bites range: null raw_description: '**Swarming Bites** Each enemy in the swarm''s space takes 1d8 piercing damage (DC 18 basic Reflex save).' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 2 type: bludgeoning - amount: 5 type: piercing - amount: 5 type: slashing ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 10 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +6 - darkvision - scent (imprecise) 60 feet size: Small skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 53 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: climb - amount: 15 type: fly spell_lists: null traits: - N - Small - Animal - Swarm type: Creature weaknesses: - amount: 5 type: area damage - amount: 5 type: splash damage - ability_mods: cha_mod: 5 con_mod: 1 dex_mod: 4 int_mod: 4 str_mod: 2 wis_mod: 2 ac: 22 ac_special: null alignment: NE automatic_abilities: null description: 'Some serpentfolk undergo intense ritual training and practice to improve their innate ability to disguise themselves. These serpentfolk often identify as members of a sinister society known as the Coils of __Ydersius__, and the most devoted of their number seek out methods of reincarnating into new forms to even more efficiently infiltrate enemy societies. But before such agents take this extreme step, they must prove themselves as Coil spies. These serpentfolk train in methods of infiltrating other societies to such an extent that they might be capable of infiltrating a mammalian civilization for years. Though they''re expected to work entirely toward the eventual triumph of their people, most Coil spies also find personal pursuits to keep them occupied in the shorter term. When Coil spies get caught, it''s rarely due to a lack of pure skill, but rather to their arrogance or recklessness as they pursue their hedonistic desires. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 21' hp: 48 hp_misc: null immunities: null items: - hand crossbow (20 bolts) - hunting spider venom (2) - shortsword - thieves' tools knowledge_checks: dc: 21 skills: - Society languages: - Aklo - Common - Dwarven - Gnomish - Undercommon - telepathy 100 feet level: 4 melee: - action_cost: One Action damage: formula: 1d6+5 type: piercing name: shortsword plus_damage: - formula: null type: serpentfolk venom to_hit: 14 traits: - agile - finesse - versatile S - action_cost: One Action damage: formula: 1d6+5 type: piercing name: fangs plus_damage: - formula: null type: serpentfolk venom to_hit: 14 traits: - finesse name: Coil Spy perception: 10 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The Coil spy Strides up to half their Speed and attempts a __Feint__, in either order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Deceptive Reposition range: null raw_description: '**Deceptive Reposition** The Coil spy Strides up to half their Speed and attempts a __Feint__, in either order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A Coil spy can maintain an ongoing illusory disguise as long as they are conscious without having to re-cast the spell; they need only Cast the Spell again to reassume their illusory disguise if they wish to change their appearance or if the active spell is dispelled. Coil spies typically seek privacy when they need to sleep, as an ongoing illusory disguise ends an hour after they fall __unconscious__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Maintain Disguise range: null raw_description: '**Maintain Disguise** A Coil spy can maintain an ongoing illusory disguise as long as they are conscious without having to re-cast the spell; they need only Cast the Spell again to reassume their illusory disguise if they wish to change their appearance or if the active spell is dispelled. Coil spies typically seek privacy when they need to sleep, as an ongoing illusory disguise ends an hour after they fall __unconscious__.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 19 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage and __enfeebled 1__ (1 round); **Stage 2** 2d4 poison damage and enfeebled 1 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Serpentfolk Venom range: null raw_description: '**Serpentfolk Venom** (__poison__) **Saving Throw** DC 19 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage and __enfeebled 1__ (1 round); **Stage 2** 2d4 poison damage and enfeebled 1 (1 round)' requirements: null success: null traits: - poison trigger: null - action_cost: None critical_failure: null critical_success: null description: The Coil spy's Strikes deal an extra 2d6 precision damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The Coil spy''s Strikes deal an extra 2d6 precision damage to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: hand crossbow plus_damage: - formula: null type: serpentfolk venom or hunting spider venom to_hit: 10 traits: - range increment 60 feet - reload 1 rarity: Uncommon resistances: - amount: 5 type: poison ritual_lists: null saves: fort: 9 fort_misc: null misc: +1 status to all saves vs. magic ref: 12 ref_misc: null will: 10 will_misc: +4 status vs. mental sense_abilities: null senses: - Perception +10 - darkvision - scent (imprecise) 30 feet size: Medium skills: - bonus: 10 misc: null name: 'Acrobatics ' - bonus: 13 misc: null name: 'Deception ' - bonus: 11 misc: null name: 'Diplomacy ' - bonus: 11 misc: null name: 'Intimidation ' - bonus: 10 misc: null name: 'Occultism ' - bonus: 10 misc: null name: 'Society ' - bonus: 12 misc: null name: 'Stealth ' - bonus: 12 misc: null name: 'Thievery ' source: - abbr: Bestiary 2 page_start: 238 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 21 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: suggestion requirement: null - heightened_level: null level: 3 spells: - frequency: at will name: illusory disguise requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: mirror image requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: ventriloquism requirement: null to_hit: null traits: - Uncommon - NE - Medium - Humanoid - Serpentfolk type: Creature weaknesses: null - ability_mods: cha_mod: -2 con_mod: 2 dex_mod: 3 int_mod: -4 str_mod: 0 wis_mod: 2 ac: 15 ac_special: null alignment: N automatic_abilities: null description: 'The compsognathus is a small bipedal dinosaur that moves in swift, darting motions. Its bite injects a venom that causes numbness and weakness, a trait that the animal uses to bring down larger prey, although it prefers to scavenge food or snatch up insects and other smaller creatures for its meals. The compsognathus is curious to a fault; most encounters that result in combat with these diminutive dinosaurs result not from the creatures'' hunger but from frightened defensive reactions when the dinosaurs'' inquisitive natures compel them to enter into situations (such as wagons or bedrolls) that inadvertently put them at odds with surprised adventurers. A compsognathus measures 3 feet long from its head to the tip of its tail and weighs 15 pounds. It is small enough to serve as a house pet or even as a familiar for a spellcaster. In cases where magical links aren''t involved, however, those encountering or keeping the creatures would be well-advised to treat them with the same caution one might extend to a pet viper or other poisonous reptile, as they are at best partly tame. **__Recall Knowledge - Animal__ (__Nature__)**: DC 13' hp: 8 hp_misc: null immunities: null items: null knowledge_checks: dc: 13 skills: - Nature languages: null level: -1 melee: - action_cost: One Action damage: formula: 1d6 type: piercing name: jaws plus_damage: - formula: null type: compsognathus venom to_hit: 7 traits: - agile - finesse name: Compsognathus perception: 5 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 16 Fortitude; **Maximum Duration **4 rounds; **Stage 1 **1d6 poison damage and __enfeebled 1__ (1 round); **Stage 2 **1d8 poison damage and enfeebled 1 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Compsognathus Venom range: null raw_description: '**Compsognathus Venom** (__poison__) **Saving Throw** DC 16 Fortitude; **Maximum Duration **4 rounds; **Stage 1 **1d6 poison damage and __enfeebled 1__ (1 round); **Stage 2 **1d8 poison damage and enfeebled 1 (1 round)' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 4 fort_misc: null misc: null ref: 7 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +5 - low-light vision - scent (imprecise) 30 feet size: Tiny skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 80 page_stop: null speed: - amount: 30 type: Land - amount: 15 type: swim spell_lists: null traits: - N - Tiny - Animal - Dinosaur type: Creature weaknesses: null - ability_mods: cha_mod: 6 con_mod: 7 dex_mod: 6 int_mod: 4 str_mod: 8 wis_mod: 6 ac: 38 ac_special: null alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 10 feet. A constant __circle of protection__ against good is centered on the cornugon. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Circle of Protection range: null raw_description: '**Circle of Protection** (__abjuration__, __aura__, __divine__, __evil__) 10 feet. A constant __circle of protection__ against good is centered on the cornugon.' requirements: null success: null traits: - abjuration - aura - divine - evil trigger: null - action_cost: None critical_failure: null critical_success: null description: 100 feet. Allied evil creatures in the aura of a level lower than the devil's gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Commander's Aura range: null raw_description: '**Commander''s Aura** (__aura__, __divine__, __enchantment__) 100 feet. Allied evil creatures in the aura of a level lower than the devil''s gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.' requirements: null success: null traits: - aura - divine - enchantment trigger: null - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 10 feet, DC 34 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 10 feet, DC 34 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - divine - emotion - enchantment - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: '__Hell''s__ armies contain legions upon legions of different devils all suited precisely to their roles. But such an army needs able commanders, and it is this role that cornugons fill. Their mere presence inspires those under their command to improved performance— often through fear of the horrible torments that a cornugon can unleash as punishment for failure. Forged in the fires of Malebolge from the most renowned warriors among lesser devilkind, even the least cornugon is among the fiercest warriors of the multiverse. The greatest among them on occasion ascend further still, becoming those rare and feared legends of Hell called malebranche. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 35' hp: 300 hp_misc: null immunities: - fire items: - +2 greater striking unholy spiked chain knowledge_checks: dc: 35 skills: - Religion languages: - Celestial - Common - Draconic - Infernal - telepathy 100 feet level: 16 melee: - action_cost: One Action damage: formula: 3d8+16 type: slashing name: spiked chain plus_damage: - formula: 2d6 type: evil and stunning 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 plus_damage: - formula: 1d6 type: evil to_hit: 32 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 3d8+14 type: slashing name: tail plus_damage: - formula: 1d6 type: evil and infernal wound to_hit: 32 traits: - magical - reach 10 feet name: Cornugon perception: 28 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The cornugon's last action was a success with a __spiked chain__ Strike effects: null failure: null frequency: null full_description: null generic_description: null name: Chain of Malebolge range: null raw_description: '**Chain of Malebolge** **Requirements **The cornugon''s last action was a success with a __spiked chain__ Strike; **Effect **The devil pulls the creature 5 feet closer and grabs it with the spiked chain (__Escape__ DC 42). The creature is automatically freed if the devil makes another spiked chain attack or moves away.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A cornugon's tail Strike deals 4d6 __persistent bleed damage__. The DC of the flat check to stop the bleeding starts at 20 and is reduced to 15 only if someone successfully assists. The DC to __Administer First Aid__ to a creature with an infernal wound increases 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Infernal Wound range: null raw_description: '**Infernal Wound** (__divine__, __necromancy__) A cornugon''s tail Strike deals 4d6 __persistent bleed damage__. The DC of the flat check to stop the bleeding starts at 20 and is reduced to 15 only if someone successfully assists. The DC to __Administer First Aid__ to a creature with an infernal wound increases 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.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null description: If the cornugon critically hits with its __spiked chain__ Strike, the target must succeed at a DC 34 Fortitude save or be __stunned__ for 1 round (1d4 rounds on a critical failure). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stunning Chain range: null raw_description: '**Stunning Chain** (__incapacitation__) If the cornugon critically hits with its __spiked chain__ Strike, the target must succeed at a DC 34 Fortitude save or be __stunned__ for 1 round (1d4 rounds on a critical failure).' requirements: null success: null traits: - incapacitation trigger: null ranged: null rarity: Common resistances: - amount: 15 type: physical (except silver) - amount: 15 type: poison ritual_lists: - dc: 36 misc: null name: Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: infernal pact requirement: null to_hit: null saves: fort: 31 fort_misc: null misc: +1 status to all saves vs. magic ref: 26 ref_misc: null will: 26 will_misc: null sense_abilities: null senses: - Perception +28 - greater darkvision size: Large skills: - bonus: 28 misc: null name: 'Acrobatics ' - bonus: 32 misc: null name: 'Athletics ' - bonus: 30 misc: null name: 'Intimidation ' - bonus: 28 misc: null name: 'Religion ' - bonus: 26 misc: null name: 'Stealth ' - bonus: 30 misc: null name: 'Warfare Lore ' source: - abbr: Bestiary 2 page_start: 76 page_stop: null speed: - amount: 25 type: Land - amount: 50 type: fly spell_lists: - dc: 36 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: null name: dispel magic requirement: null - frequency: ×2 name: fireball requirement: null - frequency: ×2 name: lightning bolt requirement: null - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null to_hit: null traits: - LE - Large - Devil - Fiend type: Creature weaknesses: - amount: 15 type: good - ability_mods: cha_mod: 0 con_mod: 6 dex_mod: 6 int_mod: -4 str_mod: 5 wis_mod: 2 ac: 29 ac_special: - descr: 31 with tightened bracts alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Whenever the counteflora takes cold damage, it takes a -10-foot circumstance penalty to Speed for 1 round. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Frost Susceptibility range: null raw_description: '**Frost Susceptibility** Whenever the counteflora takes cold damage, it takes a -10-foot circumstance penalty to Speed for 1 round.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The counteflora stiffens the specialized leaves around its flower head, protecting its sensitive seedpods. While its bracts are tightened, a counteflora gains a +2 circumstance bonus to AC and can use its head Strike and Furious Swing abilities, but it cannot use its Black Seed Cloud ability and it loses its sense of sight (so it must rely on its imprecise tremorsense when targeting other creatures). The counteflora can't use its head Strike of Furious Swing ability unless its bracts are tightened. The counteflora can loosen its bracts as a free action (this action has the __concentrate__ trait). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tighten Bracts range: null raw_description: '**Tighten Bracts** [Two Actions] The counteflora stiffens the specialized leaves around its flower head, protecting its sensitive seedpods. While its bracts are tightened, a counteflora gains a +2 circumstance bonus to AC and can use its head Strike and Furious Swing abilities, but it cannot use its Black Seed Cloud ability and it loses its sense of sight (so it must rely on its imprecise tremorsense when targeting other creatures). The counteflora can''t use its head Strike of Furious Swing ability unless its bracts are tightened. The counteflora can loosen its bracts as a free action (this action has the __concentrate__ trait).' requirements: null success: null traits: null trigger: null description: 'The counteflora resembles an oversized dandelion with black flowers and sinister patterns on its bracts, which it can contract for additional protection and to turn its flower head into a deadly bashing weapon. Unlike dandelions, countefloras do not have separate flowering and seeding stages, and can release their intoxicating seedpods as long as their bracts are open. Countefloras exhibit a strange intellect and communicate with one another by releasing invisible pheromones into the air. Alone, a desperate counteflora may ally with another creature if it is offered water or fertile soil. Contrary to popular belief, countefloras absorb sunlight for sustenance; they do not attack other creatures to feast upon them. Rather, the reason countefloras go to such lengths to kill their opponents is to fertilize the surrounding soil and create a nutrient-rich environment for their seedpods. **__Recall Knowledge - Plant__ (__Nature__)**: DC 27' hp: 220 hp_misc: null immunities: - poison items: null knowledge_checks: dc: 27 skills: - Nature languages: null level: 10 melee: - action_cost: One Action damage: formula: 2d6+9 type: slashing name: vines plus_damage: null to_hit: 21 traits: - agile - action_cost: One Action damage: formula: 3d10+9 type: bludgeoning name: head plus_damage: null to_hit: 23 traits: - reach 10 feet - sweep name: Counteflora perception: 18 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: 'The counteflora releases a cloud of black seedpods in a 15-foot-radius emanation. Non-counteflora creatures in the area must succeed at a Fortitude save or breathe in the toxic seeds. (Against plants and fungi, the seeds burrow into the creatures'' flesh rather than infiltrate their lungs.) **Counteflora Toxin** (__contact__ [for plants and fungi] or __inhaled__, __poison__) **Saving Throw** DC 30 Fortitude (DC 32 for plants and fungi); **Maximum Duration** 6 rounds; **Stage 1** 4d6 poison damage and __enfeebled__ 1 (1 round); **Stage 2** 6d6 poison damage, enfeebled 1, and __fascinated__ (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Black Seed Cloud range: null raw_description: '**Black Seed Cloud** [Two Actions] The counteflora releases a cloud of black seedpods in a 15-foot-radius emanation. Non-counteflora creatures in the area must succeed at a Fortitude save or breathe in the toxic seeds. (Against plants and fungi, the seeds burrow into the creatures'' flesh rather than infiltrate their lungs.) **Counteflora Toxin** (__contact__ [for plants and fungi] or __inhaled__, __poison__) **Saving Throw** DC 30 Fortitude (DC 32 for plants and fungi); **Maximum Duration** 6 rounds; **Stage 1** 4d6 poison damage and __enfeebled__ 1 (1 round); **Stage 2** 6d6 poison damage, enfeebled 1, and __fascinated__ (1 round)' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: null effect: The counteflora's bracts are tightened effects: null failure: null frequency: null full_description: null generic_description: null name: Furious Swing range: null raw_description: '**Furious Swing** [Three Actions] (__attack__) **Requirements** The counteflora''s bracts are tightened; **Effect** The counteflora makes up to four headbutt Strikes (see Flower Headbutt), each against a different creature within reach.' requirements: null success: null traits: - attack trigger: null ranged: null rarity: Common resistances: - amount: 10 type: cold - amount: 10 type: fire ritual_lists: null saves: fort: 22 fort_misc: null misc: null ref: 20 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +18 - tremorsense (imprecise) 60 feet size: Large skills: - bonus: 23 misc: null name: 'Athletics ' - bonus: 20 misc: +24 in jungles and flower fields name: 'Stealth ' source: - abbr: 'Pathfinder #153: Life''s Long Shadow' page_start: 78 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - N - Large - Plant type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When a creature slays a crag linnorm, it must succeed at a DC 35 Will save or permanently gain weakness to fire 15. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Curse of Fire range: null raw_description: '**Curse of Fire** (__curse__, __fire__, __primal__) When a creature slays a crag linnorm, it must succeed at a DC 35 Will save or permanently gain weakness to fire 15.' requirements: null success: null traits: - curse - fire - primal trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: Tail only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'Despite being among the weakest linnorms, the crag linnorm is a devastating predator, capable of quickly cooking its foes with its magma breath. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 34' hp: 270 hp_misc: regeneration 10 (deactivated by cold iron) immunities: - curse - fire - paralyzed - sleep items: null knowledge_checks: dc: 34 skills: - Arcana languages: - Aklo - Draconic - Sylvan level: 14 melee: - action_cost: One Action damage: formula: 3d12+14 type: piercing name: jaws plus_damage: - formula: null type: crag linnorm venom to_hit: 30 traits: - reach 20 feet - magical - action_cost: One Action damage: formula: 3d8+14 type: slashing name: claw plus_damage: null to_hit: 30 traits: - reach 20 feet - magical - action_cost: One Action damage: formula: 3d6+14 type: bludgeoning name: tail plus_damage: - formula: null type: Improved Grab to_hit: 30 traits: - reach 20 feet - magical name: Crag Linnorm perception: 26 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__evocation__, __fire__, __primal__) 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.' requirements: null success: null traits: - evocation - fire - primal trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 2d6+14 bludgeoning, DC 34 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 2d6+14 bludgeoning, DC 34' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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__.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Craig Linnorm Venom range: null raw_description: '**Craig Linnorm Venom** (__fire__, __injury__, __poison__) **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__.' requirements: null success: null traits: - fire - injury - poison trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: cold iron ritual_lists: null saves: fort: 28 fort_misc: null misc: +1 status to all saves vs. magic ref: 24 ref_misc: null will: 22 will_misc: null sense_abilities: null senses: - Perception +26 - darkvision - scent (imprecise) 60 feet - true seeing size: Gargantuan skills: - bonus: 22 misc: null name: 'Acrobatics ' - bonus: 28 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 224 page_stop: null speed: - amount: 35 type: Land - amount: 100 type: fly - amount: 60 type: swim - amount: 128 type: freedom of movement spell_lists: - dc: 33 misc: null name: Primal Innate Spells spell_groups: - heightened_level: 6 level: -1 spells: - frequency: null name: freedom of movement requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: null traits: - Uncommon - CE - Gargantuan - Dragon - Fire type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 0 dex_mod: 3 int_mod: -4 str_mod: 1 wis_mod: 0 ac: 12 ac_special: null alignment: NE automatic_abilities: null description: 'A crawling hand formed from the appendage of a Medium creature is quick and agile, skittering in the shadows until it can strike its prey. **__Recall Knowledge - Undead__ (__Religion__)**: DC 13' hp: 8 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison - unconscious - visual items: null knowledge_checks: dc: 13 skills: - Religion languages: - Common - can't speak any language level: -1 melee: - action_cost: One Action damage: formula: 1d4+1 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 7 traits: - agile - finesse name: Crawling Hand perception: 5 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A Medium or smaller creature that is __grabbed__ by the crawling hand has difficulty speaking and must spend an extra action to perform any action with the verbal trait. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Grip Throat range: null raw_description: '**Grip Throat** A Medium or smaller creature that is __grabbed__ by the crawling hand has difficulty speaking and must spend an extra action to perform any action with the verbal trait.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A crawling hand can be assigned a quarry by anointing the hand with a drop of the intended quarry's blood. If the hand ever has no quarry, it automatically gains the next creature it damages as its quarry. The hand gains a +1 circumstance bonus to Perception checks when it __Seeks__ its quarry, to __Survival__ checks when it __Tracks__ its quarry, and damage rolls when it Strikes its quarry. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mark Quarry range: null raw_description: '**Mark Quarry** A crawling hand can be assigned a quarry by anointing the hand with a drop of the intended quarry''s blood. If the hand ever has no quarry, it automatically gains the next creature it damages as its quarry. The hand gains a +1 circumstance bonus to Perception checks when it __Seeks__ its quarry, to __Survival__ checks when it __Tracks__ its quarry, and damage rolls when it Strikes its quarry.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 2 fort_misc: null misc: null ref: 5 ref_misc: null will: 2 will_misc: null sense_abilities: null senses: - Perception +5 - lifesense 30 feet - tremorsense (imprecise) 30 feet size: Tiny skills: - bonus: 5 misc: null name: 'Athletics ' - bonus: 6 misc: null name: 'Stealth ' - bonus: 2 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 56 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: climb spell_lists: null traits: - NE - Tiny - Undead type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: As long as a crimson worm is in contact with a fire or body of magma at least as large as itself, it gains fast healing 20. When struck by a magical fire effect from anything other than itself, a crimson worm regains Hit Points equal to half the fire damage the effect would otherwise deal. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fire Healing range: null raw_description: '**Fire Healing** As long as a crimson worm is in contact with a fire or body of magma at least as large as itself, it gains fast healing 20. When struck by a magical fire effect from anything other than itself, a crimson worm regains Hit Points equal to half the fire damage the effect would otherwise deal.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The crimson worm recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It's also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Inexorable range: null raw_description: '**Inexorable** The crimson worm recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It''s also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The crimson worm negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can't be avoided in this way. effects: null failure: null frequency: once per day full_description: null generic_description: null name: Shake It Off range: null raw_description: '**Shake It Off** [Reaction] **Frequency** once per day; **Trigger** The crimson worm would be affected by a condition or adverse effect (such as __baleful polymorph__). **Effect** The crimson worm negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can''t be avoided in this way.' requirements: null success: null traits: null trigger: The crimson worm would be affected by a condition or adverse effect (such as __baleful polymorph__). 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. Crimson worms sometimes frequent areas on the surface where volcanism creates hot springs or other geothermal features, but even then they prefer to spend most of their time burrowing through the ground in their never-ending search for sustenance. Surface lands claimed by crimson worms are notable for the mound-shaped burrows these creatures leave behind as they dig. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 43' hp: 410 hp_misc: fire healing immunities: - fire items: null knowledge_checks: dc: 43 skills: - Arcana - Nature languages: null level: 18 melee: - action_cost: One Action damage: formula: 3d10+18 type: piercing name: jaws plus_damage: - formula: 2d6 type: fire and Improved Grab to_hit: 36 traits: - deadly 3d10 - fire - reach 20 feet - action_cost: One Action damage: formula: 2d12+18 type: piercing name: stinger plus_damage: - formula: 2d6 type: fire and crimson worm venom to_hit: 36 traits: - agile - fire - poison - reach 20 feet - action_cost: One Action damage: formula: 2d10+16 type: bludgeoning name: body plus_damage: - formula: 2d6 type: fire to_hit: 34 traits: - fire - reach 15 feet name: Crimson Worm perception: 25 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__evocation__, __fire__, __primal__) 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.' requirements: null success: null traits: - evocation - fire - primal trigger: null - action_cost: None critical_failure: null critical_success: null 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).' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Crimson Worm Venom range: null raw_description: '**Crimson Worm Venom** (__poison__) **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).' requirements: null success: null traits: - poison trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The worm uses Swallow Whole. effects: null failure: null frequency: null full_description: null generic_description: null name: Fast Swallow range: null raw_description: '**Fast Swallow** [Reaction] **Trigger** The worm Grabs a creature. **Effect** The worm uses Swallow Whole.' requirements: null success: null traits: null trigger: The worm Grabs a creature. - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rock Tunneler range: null raw_description: '**Rock Tunneler** 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Huge, 3d10+10 bludgeoning plus 2d6 fire, Rupture 36 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**Swallow Whole** Huge, 3d10+10 bludgeoning plus 2d6 fire, Rupture 36' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Thrash range: null raw_description: '**Thrash** [Two Actions] 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Rare resistances: - amount: 15 type: cold ritual_lists: null saves: fort: 36 fort_misc: null misc: null ref: 25 ref_misc: null will: 27 will_misc: null sense_abilities: null senses: - Perception +25 - darkvision - tremorsense (imprecise) 100 feet size: Gargantuan skills: - bonus: 38 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 59 page_stop: null speed: - amount: 40 type: Land - amount: 40 type: burrow - amount: 20 type: swim spell_lists: null traits: - Rare - N - Gargantuan - Beast - Fire type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 16' hp: 30 hp_misc: null immunities: null items: null knowledge_checks: dc: 16 skills: - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d10+4 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 10 traits: null - action_cost: One Action damage: formula: 1d6+4 type: bludgeoning name: tail plus_damage: null to_hit: 10 traits: - agile name: Crocodile perception: 7 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 35 feet effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aquatic Ambush range: null raw_description: '**Aquatic Ambush** 35 feet' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The crocodile must have a creature grabbed. effects: null failure: null frequency: null full_description: null generic_description: null name: Death Roll range: null raw_description: '**Death Roll** (__attack__) **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.' requirements: null success: null traits: - attack trigger: null - action_cost: None critical_failure: null critical_success: null description: The crocodile can hold its breath for about 2 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Deep Breath range: null raw_description: '**Deep Breath** The crocodile can hold its breath for about 2 hours.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 7 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +7 - low-light vision size: Large skills: - bonus: 8 misc: null name: 'Athletics ' - bonus: 7 misc: +11 in water name: 'Stealth ' source: - abbr: Bestiary page_start: 67 page_stop: null speed: - amount: 20 type: Land - amount: 25 type: swim spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Crucidaemons are all but impossible to fool with traps. Whenever a crucidaemon rolls a saving throw against a trap hazard, its degree of success is one better than it rolled. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trap Dodger range: null raw_description: '**Trap Dodger** Crucidaemons are all but impossible to fool with traps. Whenever a crucidaemon rolls a saving throw against a trap hazard, its degree of success is one better than it rolled.' requirements: null success: null traits: null trigger: 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. A crucidaemon''s existence is dedicated to subjecting its prey to an eternity of pain and terror. Unlike other daemons, many of which are eager to feed on mortal souls as soon as they can, the crucidaemon takes much greater pleasure in prolonging the agony of its victims. Oftentimes, a crucidaemon will inflict such torment and pain upon its prey that when the end finally comes, the victim tearfully thanks the daemon for the mercy of oblivion. An encounter with a crucidaemon that does not end with its death is far from over—crucidaemons have unequaled patience for those who dare oppose them. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 34' hp: 225 hp_misc: null immunities: - death effects items: null knowledge_checks: dc: 34 skills: - Religion languages: - Abyssal - Draconic - Infernal - telepathy 100 feet level: 15 melee: - action_cost: One Action damage: formula: 4d4+14 type: piercing name: chained dagger plus_damage: - formula: 2d6 type: persistent bleed to_hit: 30 traits: - agile - finesse - magical - reach 10 feet - versatile S name: Crucidaemon perception: 26 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Daemonic Trap Making range: null raw_description: '**Daemonic Trap Making** (__divine__) 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.' requirements: null success: null traits: - divine trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flurry of Daggers range: null raw_description: '**Flurry of Daggers** 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Manifest Dagger range: null raw_description: '**Manifest Dagger** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 10 type: physical (except adamantine) ritual_lists: null saves: fort: 26 fort_misc: null misc: +1 status to all saves vs. magic ref: 30 ref_misc: null will: 26 will_misc: null sense_abilities: null senses: - Perception +26 - darkvision - detect alignment (good only) - lifesense 30 feet size: Medium skills: - bonus: 30 misc: null name: 'Acrobatics ' - bonus: 26 misc: null name: 'Arcana ' - bonus: 30 misc: null name: 'Crafting ' - bonus: 26 misc: null name: 'Deception ' - bonus: 28 misc: null name: 'Intimidation ' - bonus: 30 misc: null name: 'Stealth ' - bonus: 26 misc: null name: 'Thievery ' source: - abbr: 'Pathfinder #149: Against the Scarlet Triad' page_start: 85 page_stop: null speed: - amount: 50 type: Land - amount: 6 type: air walk spell_lists: - dc: 32 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: x3 name: glyph of warding requirement: null - frequency: null name: paralyze requirement: null - heightened_level: null level: 4 spells: - frequency: null name: death knell requirement: null - frequency: null name: fear requirement: null - frequency: at will name: invisibility requirement: null - frequency: at will name: phantom pain requirement: null - heightened_level: 2 level: -1 spells: - frequency: good only name: detect alignment requirement: null to_hit: 28 traits: - NE - Medium - Daemon - Fiend type: Creature weaknesses: - amount: 10 type: good - ability_mods: cha_mod: 5 con_mod: 4 dex_mod: 4 int_mod: -3 str_mod: 6 wis_mod: 3 ac: 24 ac_special: null alignment: N automatic_abilities: null description: 'Cu siths are hound-like doorkeepers of remote portals to other planes, particularly portals to the untamed realm of the fey, the First World. They are highly territorial and roam the highland moors they call home, constantly on the hunt for any creatures that might intrude on their territory. Those that bargain for safe passage to or from a portal find cu siths to be vigilant escorts that keep travelers safe from extraplanar threats but also ensure their charges don''t veer from the most direct path to their destination. Cu siths are highly proficient hunters, and to mortals they offer a single warning in the form of their terrifying bark. Creatures that refuse to flee upon hearing a cu sith''s warning bark risk a quick and brutal death. Cu siths cut imposing figures; they are as large as bulls and covered in intertwining roots, plant matter, and shaggy green and white fur that terminates in a long, plaited tail. Their eyes glow with a fiery green light. **__Recall Knowledge - Fey__ (__Nature__)**: DC 25' hp: 140 hp_misc: null immunities: - fear items: null knowledge_checks: dc: 25 skills: - Nature languages: - Sylvan - can't speak any language level: 7 melee: - action_cost: One Action damage: formula: 2d10+9 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 17 traits: null name: Cu Sith perception: 16 proactive_abilities: - action_cost: Two Actions critical_failure: The creature is frightened 3 and fleeing. critical_success: The creature is unaffected and immune to Dooming Bark for 24 hours. description: 'Any creature within 200 feet of the cu sith that hears its Dooming Bark must attempt a DC 24 Will save. ' effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: null name: Dooming Bark range: null raw_description: "**Dooming Bark** [Two Actions] (__auditory__, __concentrate__,\ \ __fear__, __mental__, __necromancy__, __primal__) Any creature within 200\ \ feet of the cu sith that hears its Dooming Bark must attempt a DC 24 Will\ \ save.\n\n**Critical Success** The creature is unaffected and immune to Dooming\ \ Bark for 24 hours.\n\n**Success** The creature is __frightened__ 1.\n\n**Failure**\ \ The creature is frightened 2.\n\n**Critical Failure** The creature is frightened\ \ 3 and __fleeing__. \n\nIf a creature is already frightened when it fails a\ \ save against Dooming Bark, its frightened value increases by 1 and it becomes\ \ __doomed__ 1. A creature in an area that the cu sith can't easily reach—such\ \ as a hidden burrow or enclosed building—increases the degree of success of\ \ its saving throw against Dooming Bark by one step." requirements: null success: The creature is frightened 1. traits: - auditory - concentrate - fear - mental - necromancy - primal trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The cu sith has a Large or smaller creature grabbed in its jaws effects: null failure: null frequency: null full_description: null generic_description: null name: Worry Prey range: null raw_description: '**Worry Prey** (__attack__) **Requirements** The cu sith has a Large or smaller creature grabbed in its jaws; **Effect** The cu sith viciously shakes its prey. The cu sith makes a jaws Strike against the grabbed creature with a +2 circumstance bonus to the attack roll. If the cu sith hits, it deals jaws damage, maintains its Grab, and attempts an __Athletics__ check to __Disarm__ its target of anything it is holding. On a miss, the cu sith releases the creature.' requirements: null success: null traits: - attack trigger: null ranged: null rarity: Uncommon resistances: - amount: 5 type: cold iron ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 17 ref_misc: null will: 16 will_misc: null sense_abilities: null senses: - Perception +16 - low-light vision - scent (imprecise) 30 feet size: Large skills: - bonus: 15 misc: null name: 'Acrobatics ' - bonus: 17 misc: null name: 'Athletics ' - bonus: 17 misc: null name: 'Stealth ' - bonus: 16 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #153: Life''s Long Shadow' page_start: 79 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - Uncommon - N - Large - Fey type: Creature weaknesses: null - ability_mods: cha_mod: 4 con_mod: 1 dex_mod: 5 int_mod: -1 str_mod: 4 wis_mod: 2 ac: 25 ac_special: null alignment: CE automatic_abilities: null description: 'Perpetually cursed to hunger and failure, a culdewen plies waterways in search of appealing fish to catch—the bigger the better. Of course, this diminutive, emaciated fey calls every living creature a "fish." Only other fey are exempt, and they tend to consider culdewens lost causes. A culdewen can never find satisfaction. Each time they catch a fish, a magical curse forces them to hunt for an appealing spot to dine—an island, cove, or abandoned dock or shack where they can eat in peace. By the time they arrive, their catch will be gone. Every time. Forever. A foul mood hovers over a culdewen, causing them to swear colorfully, smack things with their oar, and shake their tiny fists at the sky. Conversation with a culdewen is fruitless, as they talk in circles, speaking only of fishing and the weather. Capturing a "fish" gives a culdewen a rare moment of happiness; the culdewen capers and ululates, pleased with their catch, and rushes off to their boat. **__Recall Knowledge - Fey__ (__Nature__)**: DC 23' hp: 105 hp_misc: null immunities: null items: - oar (functions as mace) - fish hook knowledge_checks: dc: 23 skills: - Nature languages: - Aquan - Common - Sylvan level: 7 melee: - action_cost: One Action damage: formula: 2d10+7 type: piercing name: fish hook plus_damage: - formula: null type: hooked to_hit: 17 traits: - trip - action_cost: One Action damage: formula: 2d6+7 type: bludgeoning name: oar plus_damage: null to_hit: 17 traits: - shove name: Culdewen perception: 15 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A creature struck by the culdewen's fish hook is skewered, taking 1d4 __persistent bleed damage__ as long as the hook remains stuck in it. The fish hook can be removed only if a creature spends an __Interact__ action and succeeds at a DC 25 __Athletics__ check to pull it free. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Hooked range: null raw_description: '**Hooked** A creature struck by the culdewen''s fish hook is skewered, taking 1d4 __persistent bleed damage__ as long as the hook remains stuck in it. The fish hook can be removed only if a creature spends an __Interact__ action and succeeds at a DC 25 __Athletics__ check to pull it free.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: A creature is hooked by the culdewen's fish hook and adjacent to the culdewen effects: null failure: null frequency: null full_description: null generic_description: null name: Land the Fish range: null raw_description: '**Land the Fish** **Requirements **A creature is hooked by the culdewen''s fish hook and adjacent to the culdewen; **Effect **The culdewen hoists the creature over their shoulder, as though it weighs no more than a fish. Unless the creature is unable to act, the culdewen must attempt an __Athletics__ check against the creature''s Fortitude DC. On a success, the creature is __restrained__ by the culdewen. While hoisting a creature, the culdewen gains a +20-foot status bonus to their Speeds and is compelled to escape with it (see culdewen''s curse above).' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The culdewen pulls the rope attached to their hook. If they have no creature hooked, the fish hook returns to the culdewen's hand. If a creature is hooked, the culdewen attempts an __Athletics__ check against the creature's Fortitude DC, pulling it up to 30 feet closer on a success (60 feet on a critical success). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Reel In range: null raw_description: '**Reel In** (__manipulate__) The culdewen pulls the rope attached to their hook. If they have no creature hooked, the fish hook returns to the culdewen''s hand. If a creature is hooked, the culdewen attempts an __Athletics__ check against the creature''s Fortitude DC, pulling it up to 30 feet closer on a success (60 feet on a critical success).' requirements: null success: null traits: - manipulate trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The culdewen unleashes a string of invectives. Each creature that hears them must attempt a DC 25 Will save, with the effects of __mariner's curse__ and is then temporarily immune for 24 hours. Even on a failed save, the curse ends automatically after 1 day. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swear range: null raw_description: '**Swear** (__auditory__, __curse__, __enchantment__, __primal__) The culdewen unleashes a string of invectives. Each creature that hears them must attempt a DC 25 Will save, with the effects of __mariner''s curse__ and is then temporarily immune for 24 hours. Even on a failed save, the curse ends automatically after 1 day.' requirements: null success: null traits: - auditory - curse - enchantment - primal trigger: null ranged: - action_cost: One Action damage: formula: 2d10+7 type: piercing name: fish hook plus_damage: - formula: null type: hooked to_hit: 18 traits: - thrown 30 feet rarity: Common resistances: null ritual_lists: null saves: fort: 14 fort_misc: null misc: -2 status to all saves vs. curses ref: 18 ref_misc: null will: 13 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'A culdewen that captures a creature is compelled to immediately retreat to a secluded place to eat, typically journeying by boat. The travel to the secluded place always takes at least 1 day. Their captive is cursed to vanish on the journey—typically being lost in the water or consumed by aquatic creatures—and can be recovered only by a __wish__ spell or similarly powerful magic. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Culdewen's Curse range: null raw_description: '**Culdewen''s Curse** (__curse__, __enchantment__, __primal__) A culdewen that captures a creature is compelled to immediately retreat to a secluded place to eat, typically journeying by boat. The travel to the secluded place always takes at least 1 day. Their captive is cursed to vanish on the journey—typically being lost in the water or consumed by aquatic creatures—and can be recovered only by a __wish__ spell or similarly powerful magic. ' requirements: null success: null traits: - curse - enchantment - primal trigger: null senses: - Perception +15 - low-light vision size: Small skills: - bonus: 16 misc: null name: 'Athletics ' - bonus: 16 misc: null name: 'Deception ' - bonus: 14 misc: null name: 'Intimidation ' - bonus: 12 misc: null name: 'Nature ' - bonus: 14 misc: null name: 'Sailing Lore ' - bonus: 15 misc: null name: 'Stealth ' - bonus: 16 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 57 page_stop: null speed: - amount: 40 type: Land - amount: 40 type: swim spell_lists: null traits: - CE - Small - Amphibious - Fey type: Creature weaknesses: - amount: 5 type: cold iron - 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 alignment: LE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability. effects: null failure: null frequency: null full_description: null generic_description: null name: Ferocity range: null raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.' requirements: null success: null traits: null trigger: The monster is reduced to 0 HP. - action_cost: Free Action critical_failure: null critical_success: null description: null effect: The cyclops peers into an occluded spectrum of possible futures. It gets a success (but not a critical success) on the roll instead of rolling. effects: null failure: null frequency: once per day full_description: null generic_description: null name: Flash of Insight range: null raw_description: '**Flash of Insight** [Free Action] (__divination__, __occult__, __fortune__) **Frequency** once per day; **Trigger** The cyclops is about to roll a d20. **Effect** The cyclops peers into an occluded spectrum of possible futures. It gets a success (but not a critical success) on the roll instead of rolling.' requirements: null success: null traits: - divination - occult - fortune trigger: The cyclops is about to roll a d20. 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. In addition to their single eye, cyclopes are also famous for their never-ending hunger, an appetite so all-consuming that some scholars theorize it may in fact be some kind of curse. The ever-present hunger of the cyclopes seems to have some connection to the death of their civilization—though whether this voracity was the cause or a side-effect of their people''s downfall is likely destined to remain a mystery. Although details of the cyclopes'' gods have largely been lost to the annals of time, what little is known about these deities suggests they were vindictive and petty enough to curse their own people if they felt neglected or badly served. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 22' hp: 80 hp_misc: null immunities: null items: - greataxe - heavy crossbow (10 bolts) - hide armor knowledge_checks: dc: 22 skills: - Society languages: - Common - Cyclops - Jotun level: 5 melee: - action_cost: One Action damage: formula: 1d12+9 type: slashing name: greataxe plus_damage: null to_hit: 14 traits: - reach 10 feet - sweep name: Cyclops perception: 12 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swipe range: null raw_description: '**Swipe** [Two Actions] (__flourish__) 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.' requirements: null success: null traits: - flourish trigger: null ranged: - action_cost: One Action damage: formula: 1d10+4 type: piercing name: heavy crossbow plus_damage: null to_hit: 8 traits: - range increment 120 feet - reload 2 rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 8 ref_misc: null will: 12 will_misc: null sense_abilities: null senses: - Perception +12 - low-light vision size: Large skills: - bonus: 14 misc: null name: 'Athletics ' - bonus: 13 misc: null name: 'Fortune-Telling Lore ' - bonus: 10 misc: null name: 'Intimidation ' - bonus: 12 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 68 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - Uncommon - LE - Large - Giant - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: 1 con_mod: 4 dex_mod: 3 int_mod: 2 str_mod: 1 wis_mod: 2 ac: 16 ac_special: null alignment: CE automatic_abilities: null description: 'The cythnigot is a foul fungal parasite that grows and thrives in the corpses of small creatures. It wears these bodies like a suit, but also adjusts and tailors the fleshy covering to suit its needs, and the body ends up looking as alien as anything else spawned from the __Abyssal__ depths. The cythnigot''s most identifying feature is the long stalk of fungal material that extends from creature''s body, ending in a surprisingly strong set of fanged jaws. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 17' hp: 14 hp_misc: null immunities: - controlled - fear items: null knowledge_checks: dc: 17 skills: - Religion languages: - Abyssal - telepathy (touch only) level: 1 melee: - action_cost: One Action damage: formula: 1d10+1 type: piercing name: bite plus_damage: - formula: 1d4 type: chaotic and tangle spores to_hit: 8 traits: - agile - chaotic - finesse - magical name: Cythnigot perception: 5 proactive_abilities: - action_cost: One Action critical_failure: The creature is sickened 2 and is flat-footed for as long as it's sickened. critical_success: The creature is unaffected. description: "The cythnigot presents its awful appearance fully, and creatures\ \ in a 10-foot emanation must attempt a DC 17 Will save. Once a creature attempts\ \ this save, it's temporarily immune to further Sickening Displays for 1 minute.\ \ \n\n" effect: null effects: null failure: The creature is sickened 1, and is flat-footed for as long as it's sickened. frequency: null full_description: null generic_description: null name: Sickening Display range: null raw_description: "**Sickening Display** (__concentrate__, __emotion__, __enchantment__,\ \ __fear__, __mental__, __occult__, __visual__) The cythnigot presents its awful\ \ appearance fully, and creatures in a 10-foot emanation must attempt a DC 17\ \ Will save. Once a creature attempts this save, it's temporarily immune to\ \ further Sickening Displays for 1 minute. \n\n**Critical Success** The creature\ \ is unaffected. \n\n**Success** The creature is __flat-footed__ until its next\ \ turn. \n\n**Failure** The creature is __sickened 1__, and is flat-footed for\ \ as long as it's sickened. \n\n**Critical Failure** The creature is sickened\ \ 2 and is flat-footed for as long as it's sickened." requirements: null success: The creature is flat-footed until its next turn. traits: - concentrate - emotion - enchantment - fear - mental - occult - visual trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature bitten by a cythnigot becomes afflicted by fast-growing spores that swiftly grow into twitching spikes and hideous pallid growths of hairlike fibers. These growths erupt from the bite wound and writhe and wrap around the creature's limbs. __Plant__ creatures take a -2 circumstance penalty to save against tangle spores; **Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __clumsy 1__ (1 round); **Stage 2** clumsy 1 and __flat-footed__ (1 round); **Stage 3** clumsy 2, flat-footed, and if you attempt a __manipulate__ action, you must succeed at a DC 5 flat check or it's lost; roll the check after spending the action, but before any effects are applied (1 round). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tangle Spores range: null raw_description: '**Tangle Spores** (__disease__) A creature bitten by a cythnigot becomes afflicted by fast-growing spores that swiftly grow into twitching spikes and hideous pallid growths of hairlike fibers. These growths erupt from the bite wound and writhe and wrap around the creature''s limbs. __Plant__ creatures take a -2 circumstance penalty to save against tangle spores; **Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __clumsy 1__ (1 round); **Stage 2** clumsy 1 and __flat-footed__ (1 round); **Stage 3** clumsy 2, flat-footed, and if you attempt a __manipulate__ action, you must succeed at a DC 5 flat check or it''s lost; roll the check after spending the action, but before any effects are applied (1 round).' requirements: null success: null traits: - disease trigger: null ranged: null rarity: Uncommon resistances: - amount: 3 type: mental - amount: 3 type: physical (except cold iron) ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 6 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +5 - darkvision size: Tiny skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 7 misc: null name: 'Occultism ' - bonus: 6 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 212 page_stop: null speed: - amount: 30 type: Land - amount: 40 type: fly spell_lists: - dc: 17 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: read omens requirement: null - heightened_level: null level: 2 spells: - frequency: at will, lawful only name: detect alignment requirement: null - frequency: null name: paranoia requirement: null - heightened_level: null level: 1 spells: - frequency: null name: phantom pain requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: daze requirement: null - frequency: null name: detect magic requirement: null to_hit: null traits: - Uncommon - CE - Tiny - Fiend - Qlippoth type: Creature weaknesses: - amount: 3 type: lawful - ability_mods: cha_mod: 4 con_mod: 1 dex_mod: 3 int_mod: 1 str_mod: 1 wis_mod: 3 ac: 19 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 20 feet. The colorful runes that decorate a d'ziriak's body create dim light. The natural bioluminescence is specially adapted to the Shadow Plane, able to overcome magical __darkness__ as if it were magical __light__ of the d'ziriak's level. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Glow range: null raw_description: '**Glow** (__aura__, __light__) 20 feet. The colorful runes that decorate a d''ziriak''s body create dim light. The natural bioluminescence is specially adapted to the Shadow Plane, able to overcome magical __darkness__ as if it were magical __light__ of the d''ziriak''s level.' requirements: null success: null traits: - aura - light trigger: null description: 'These strange creatures are native to the __Plane of Shadows__, where their colorful nature is in opposition to that realm''s overwhelmingly monochromatic palette. Averaging 7 feet in height, D''ziriaks have four arms, two legs, and a termite-like abdomen. The larger pair of arms, used for most tasks, have five-fingered hands with sharp, insectile claws. The smaller pair of arms are reserved for fine manipulations and are not effective in combat. D''ziriaks'' otherwise dull brown carapaces are decorated with numerous runes glowing in bright colors. These tattoo-like runes indicate an individual''s role in D''ziriak society, and set them apart from their home plane''s other native inhabitants. The runes glow with natural bioluminescence, and D''ziriaks can make them flare brightly for an instant, at the expense of overstressing the biochemical glands that create and maintain the runes for an extended time. The color and shape of the runes are partially natural, but can be shaped and customized carefully over time to fit the individual''s station. The D''ziriak language is a mix of buzzes and chitters, and is spoken by few other creatures. D''ziriaks prefer to communicate with other species using telepathy rather than endure the sound of their language being "butchered by fleshy throats." D''ziriaks organize into hive cities led by a king and queen. These hive cities consist of impressive spires, yet these towers are only the foremost part of the settlement, with many more chambers reaching deep below for residences, workshops, and fungus farms. D''ziriak settlements are lit inside and out with alchemical and magical light sources, often in the shapes of runes. These dimly glowing towers provide travelers with landmarks, and perhaps promise safe havens, on the otherwise gloomy Shadow Plane. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 18' hp: 45 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Occultism languages: - D'ziriak - Shadowtongue - telepathy 100 feet level: 3 melee: - action_cost: One Action damage: formula: 1d10+4 type: piercing name: claw plus_damage: null to_hit: 12 traits: - agile - finesse name: D'ziriak perception: 10 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: "The d'ziriak causes its body to flare with intense colorful light.\ \ Non-d'ziriaks in a 20-foot emanation must attempt a DC 20 Fortitude save.\ \ After using this ability, the d'ziriak loses its glow for 24 hours; during\ \ this time it can't use Dazzling Burst again. A creature that attempts this\ \ save is immune to all Dazzling Bursts for 1 minute. \n\n**Critical Success\ \ **The creature is unaffected. \n\n**Success **The creature is __dazzled__\ \ for 1 round. \n\n**Failure **The creature is dazzled for 1 minute. \n\n**Critical\ \ Failure **The creature is __blinded__ for 1 round and dazzled for 1 minute." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dazzling Burst range: null raw_description: "**Dazzling Burst** [Two Actions] (__light__, __visual__) The\ \ d'ziriak causes its body to flare with intense colorful light. Non-d'ziriaks\ \ in a 20-foot emanation must attempt a DC 20 Fortitude save. After using this\ \ ability, the d'ziriak loses its glow for 24 hours; during this time it can't\ \ use Dazzling Burst again. A creature that attempts this save is immune to\ \ all Dazzling Bursts for 1 minute. \n\n**Critical Success **The creature is\ \ unaffected. \n\n**Success **The creature is __dazzled__ for 1 round. \n\n\ **Failure **The creature is dazzled for 1 minute. \n\n**Critical Failure **The\ \ creature is __blinded__ for 1 round and dazzled for 1 minute." requirements: null success: null traits: - light - visual trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The d'ziriak makes two claw Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. This counts as two attacks for the d'ziriak's multiple attack penalty, and the penalty doesn't increase until after both attacks. effects: null failure: null frequency: once per round full_description: null generic_description: null name: Double Claw range: null raw_description: '**Double Claw** **Frequency **once per round; **Effect **The d''ziriak makes two claw Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. This counts as two attacks for the d''ziriak''s multiple attack penalty, and the penalty doesn''t increase until after both attacks.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 12 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +10 - darkvision size: Medium skills: - bonus: 8 misc: null name: 'Arcana ' - bonus: 6 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Occultism ' - bonus: 10 misc: null name: 'Stealth ' - bonus: 8 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 104 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 19 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: self only, to Shadow Plane only name: plane shift requirement: null to_hit: null traits: - N - Medium - Aberration - Shadow type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability. effects: null failure: null frequency: null full_description: null generic_description: null name: Ferocity range: null raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.' requirements: null success: null traits: null trigger: The monster is reduced to 0 HP. 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. A typical adult daeodon is 10 feet long and 7 feet tall at the shoulder. It weighs approximately 2,000 pounds. **__Recall Knowledge - Animal__ (__Nature__)**: DC 19' hp: 60 hp_misc: null immunities: null items: null knowledge_checks: dc: 19 skills: - Nature languages: null level: 4 melee: - action_cost: One Action damage: formula: 2d8+6 type: piercing name: Tusk plus_damage: null to_hit: 14 traits: null name: Daeodon perception: 12 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The daeodon __Strides__ 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. A Medium or smaller creature struck by this attack must succeed at a DC 19 Reflex save or be knocked __prone__ by the force of the blow. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Daeodon Charge range: null raw_description: '**Daeodon Charge** [Two Actions] The daeodon __Strides__ 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. A Medium or smaller creature struck by this attack must succeed at a DC 19 Reflex save or be knocked __prone__ by the force of the blow.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 9 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +12 - low-light vision - scent (imprecise) 30 feet size: Large skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 12 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 43 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 10 feet, 3d6 fire damage (DC 29 basic Reflex save) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Volcanic Heat range: null raw_description: '**Volcanic Heat** (__aura__, __fire__) 10 feet, 3d6 fire damage (DC 29 basic Reflex save)' requirements: null success: null traits: - aura - fire trigger: null - action_cost: None critical_failure: null critical_success: null description: Whenever the dalos takes damage from a melee Strike, magma splashes from its open wound and sticks to nearby creatures. Each creature in a 10-foot emanation must attempt a DC 31 Reflex save. On a failure, the creature takes 3d6 persistent fire damage as the superheated rock sticks to them and cools. The DC to end this persistent damage decreases by 5 each turn after the first as the magma cools. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Magma Splash range: null raw_description: '**Magma Splash** (__fire__) Whenever the dalos takes damage from a melee Strike, magma splashes from its open wound and sticks to nearby creatures. Each creature in a 10-foot emanation must attempt a DC 31 Reflex save. On a failure, the creature takes 3d6 persistent fire damage as the superheated rock sticks to them and cools. The DC to end this persistent damage decreases by 5 each turn after the first as the magma cools.' requirements: null success: null traits: - fire trigger: 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. A dalos stands 25 feet tall and weighs in excess of 20,000 pounds. **__Recall Knowledge - Fey__ (__Nature__)**: DC 33' hp: 240 hp_misc: null immunities: - fire items: null knowledge_checks: dc: 33 skills: - Nature languages: - Ignan - Sylvan - Terran level: 13 melee: - action_cost: One Action damage: formula: 3d8+11 type: bludgeoning name: fist plus_damage: - formula: 2d6 type: fire to_hit: 27 traits: - reach 15 feet name: Dalos perception: 23 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null description: The dalos blasts smoke from its head, creating a 20-foot-radius cloud of smoke that drifts to a location within 120 feet. This has the effects of __obscuring mist__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Belch Smoke range: null raw_description: '**Belch Smoke** [Three Actions] The dalos blasts smoke from its head, creating a 20-foot-radius cloud of smoke that drifts to a location within 120 feet. This has the effects of __obscuring mist__.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Heat Rock range: null raw_description: '**Heat Rock** (__fire__) 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.' requirements: null success: null traits: - fire trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Lava Bomb range: null raw_description: '**Lava Bomb** [Two Actions] (__earth__, __fire__) 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.' requirements: null success: null traits: - earth - fire trigger: null - action_cost: One Action critical_failure: null critical_success: null description: '' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Throw Rock range: null raw_description: '**Throw Rock** ' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d10+11 type: bludgeoning name: rock plus_damage: null to_hit: 25 traits: - range increment 150 feet rarity: Uncommon resistances: - amount: 15 type: physical (except bludgeoning) ritual_lists: null saves: fort: 27 fort_misc: null misc: null ref: 19 ref_misc: null will: 23 will_misc: null sense_abilities: null senses: - Perception +23 - low-light vision size: Huge skills: - bonus: 29 misc: null name: 'Athletics ' - bonus: 23 misc: null name: 'Nature ' - bonus: 23 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #148: Fires of the Haunted City' page_start: 77 page_stop: null speed: - amount: 30 type: Land - amount: 20 type: burrow - amount: 20 type: climb spell_lists: - dc: 31 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: x3 name: earthbind requirement: null - frequency: null name: slow requirement: null - frequency: null name: stinking cloud requirement: null to_hit: null traits: - Uncommon - CE - Huge - Earth - Fey - Fire type: Creature weaknesses: - amount: 10 type: cold - amount: 10 type: cold iron - 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 alignment: LE 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. A dandasuka rakshasa is constantly haunted by a monstrous hunger that gnaws at its hyperactive body, forcing it to feed often. In combat, a dandasuka might pause to lick a bloody blade or lap at a pool of spilled blood on the floor. These creatures settle for other meat when they must, but much prefer the taste of mortal humanoid flesh. Regular offers of such victuals can keep a dandasuka loyal to anyone willing to provide frequent meals, but care must be taken in keeping a dandasuka, for many stories tell of them being overly eager to serve an adored benefactor, taking off-hand remarks too literally, and performing services of violence that were never intended. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 20' hp: 60 hp_misc: null immunities: null items: null knowledge_checks: dc: 20 skills: - Religion languages: - Common - Infernal - Undercommon level: 5 melee: - action_cost: One Action damage: formula: 2d6+4 type: piercing name: fangs plus_damage: - formula: 1d6 type: persistent bleed to_hit: 15 traits: - finesse - magical - action_cost: One Action damage: formula: 2d4+4 type: slashing name: claw plus_damage: null to_hit: 15 traits: - agile - finesse - magical name: Dandasuka perception: 12 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __occult__, __polymorph__, __transmutation__) 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.' requirements: null success: null traits: - concentrate - occult - polymorph - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: The dandasuka deals an extra 1d6 precision damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The dandasuka deals an extra 1d6 precision damage to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: physical (except piercing) ritual_lists: null saves: fort: 12 fort_misc: null misc: +2 status to all saves vs. magic, +3 status to all saves vs. divine magic ref: 13 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +12 - darkvision size: Small skills: - bonus: 13 misc: null name: 'Acrobatics ' - bonus: 14 misc: null name: 'Deception ' - bonus: 13 misc: null name: 'Stealth ' - bonus: 13 misc: null name: 'Thievery ' source: - abbr: Bestiary page_start: 274 page_stop: null speed: - amount: 25 type: Land - amount: 20 type: climb spell_lists: - dc: 22 misc: '' name: Occult Spontaneous Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: charm requirement: null - frequency: 4 slots name: ventriloquism requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: daze requirement: null - frequency: null name: detect magic requirement: null - frequency: null name: ghost sound requirement: null - frequency: null name: mage hand requirement: null - frequency: null name: sigil requirement: null to_hit: 15 - dc: 19 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: clairvoyance requirement: null - heightened_level: null level: 3 spells: - frequency: null name: clairaudience requirement: null - frequency: at will name: mind reading requirement: null to_hit: null traits: - LE - Small - Fiend - Rakshasa type: Creature weaknesses: - amount: 5 type: good - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Dark nagas are immune to any form of mind reading. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Guarded Thoughts range: null raw_description: '**Guarded Thoughts** (__abjuration__, __occult__) Dark nagas are immune to any form of mind reading.' requirements: null success: null traits: - abjuration - occult trigger: 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. Dark nagas dwell in remote places other creatures have forsaken, searching abandoned ruins for wealth and potent magic items. Those unlucky trespassers into a dark naga''s lair typically find themselves as the naga''s slaves or playthings, put to sleep with the monster''s poison or incinerated by its deadly magic. Some dark nagas are more disposed toward socializing than others; in these cases, they may become wicked despots who rule over enclaves of captive or unsuspecting subjects. Subtler dark nagas, especially those who crave finer luxuries, dwell in or under the wealthy settlements and use their wiles to garner a decadent following, forming something akin to a cult with the naga as the jewelry-bedecked object of worship. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 25' hp: 115 hp_misc: null immunities: null items: null knowledge_checks: dc: 25 skills: - Occultism languages: - Aklo - Common level: 7 melee: - action_cost: One Action damage: formula: 2d8+5 type: piercing name: fangs plus_damage: - formula: null type: dark naga venom to_hit: 19 traits: - agile - finesse name: Dark Naga perception: 15 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dark Naga Venom range: null raw_description: '**Dark Naga Venom** (__incapacitation__, __poison__) **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)' requirements: null success: null traits: - incapacitation - poison trigger: null ranged: null rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 15 fort_misc: null misc: guarded thoughts ref: 17 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +15 - mind reading 30 feet - darkvision size: Large skills: - bonus: 17 misc: null name: 'Acrobatics ' - bonus: 16 misc: null name: 'Arcana ' - bonus: 13 misc: null name: 'Athletics ' - bonus: 16 misc: null name: 'Deception ' - bonus: 16 misc: null name: 'Intimidation ' - bonus: 19 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 242 page_stop: null speed: - amount: 30 type: Land spell_lists: - dc: 26 misc: '' name: Arcane Spontaneous Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: blink requirement: null - frequency: 3 slots name: wall of fire requirement: null - heightened_level: null level: 3 spells: - frequency: null name: dispel magic requirement: null - frequency: null name: haste requirement: null - frequency: 4 slots name: lightning bolt requirement: null - heightened_level: null level: 2 spells: - frequency: null name: illusory creature requirement: null - frequency: null name: invisibility requirement: null - frequency: 4 slots name: magic missile requirement: null - heightened_level: null level: 1 spells: - frequency: null name: feather fall requirement: null - frequency: null name: illusory object requirement: null - frequency: 4 slots name: longstrider requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: daze requirement: null - frequency: null name: detect magic requirement: null - frequency: null name: mage hand requirement: null - frequency: null name: read aura requirement: null - frequency: null name: shield requirement: null to_hit: 18 - dc: 25 misc: null name: Occult Innate Spells spell_groups: - heightened_level: 3 level: -1 spells: - frequency: null name: mind reading requirement: null to_hit: null traits: - Uncommon - LE - Large - Aberration type: Creature weaknesses: null - 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 alignment: N automatic_abilities: null description: 'These gigantic mantids make their homes within deep jungles and prehistoric forests where they hunt and devour equally massive prey. **__Recall Knowledge - Animal__ (__Nature__)**: DC 28' hp: 220 hp_misc: null immunities: null items: null knowledge_checks: dc: 28 skills: - Nature languages: null level: 11 melee: - action_cost: One Action damage: formula: 2d12+14 type: piercing name: mandibles plus_damage: null to_hit: 25 traits: - reach 10 feet - action_cost: One Action damage: formula: 2d10+14 type: piercing name: leg plus_damage: - formula: null type: Grab to_hit: 24 traits: - agile - reach 20 feet name: Deadly Mantis perception: 20 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The deadly mantis flings a grabbed creature into the air, up to 30 feet overhead and up to 30 feet away from the mantis (the creature takes damage from the fall as normal). 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fling range: null raw_description: '**Fling** The deadly mantis flings a grabbed creature into the air, up to 30 feet overhead and up to 30 feet away from the mantis (the creature takes damage from the fall as normal). 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Leaping Grab range: null raw_description: '**Leaping Grab** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rending Mandibles range: null raw_description: '**Rending Mandibles** 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: On the first round of combat, creatures that haven't acted are __flat-footed__ to the deadly mantis. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sudden Strike range: null raw_description: '**Sudden Strike** On the first round of combat, creatures that haven''t acted are __flat-footed__ to the deadly mantis.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 24 fort_misc: null misc: null ref: 20 ref_misc: null will: 18 will_misc: null sense_abilities: null senses: - Perception +20 - darkvision size: Gargantuan skills: - bonus: 18 misc: null name: 'Acrobatics ' - bonus: 25 misc: null name: 'Athletics ' - bonus: 22 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 233 page_stop: null speed: - amount: 50 type: Land - amount: 50 type: climb spell_lists: null traits: - N - Gargantuan - Animal type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: 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. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 30' hp: 215 hp_misc: null immunities: - visual items: null knowledge_checks: dc: 30 skills: - Arcana - Nature languages: - Undercommon - can't speak any language level: 12 melee: - action_cost: One Action damage: formula: 3d12+11 type: piercing name: fangs plus_damage: null to_hit: 24 traits: null - action_cost: One Action damage: formula: 3d8+11 type: bludgeoning name: wing plus_damage: null to_hit: 26 traits: - agile - finesse name: Deculi perception: 23 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: null 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.' effects: null failure: null frequency: once per day full_description: null generic_description: null name: Create Shadow Sanctuary range: null raw_description: '**Create Shadow Sanctuary** [Two Actions] (__conjuration__, __darkness__, __extradimensional__, __occult__) **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.' requirements: null success: null traits: - conjuration - darkness - extradimensional - occult trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The deculi is in its shadow sanctuary. effects: null failure: null frequency: null full_description: null generic_description: null name: Shadow Strike range: null raw_description: '**Shadow Strike** [Two Actions] **Requirements** The deculi is in its shadow sanctuary. **Effect** 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the deculi is Hiding in darkness and Sneaks, it can move up to its full Speed instead of half its Speed. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Walk in Shadow range: null raw_description: '**Walk in Shadow** When the deculi is Hiding in darkness and Sneaks, it can move up to its full Speed instead of half its Speed.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 21 fort_misc: null misc: null ref: 26 ref_misc: null will: 18 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A deculi can detect infrared radiation as a precise sense. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Infrared Vision range: null raw_description: '** Infrared Vision** A deculi can detect infrared radiation as a precise sense.' requirements: null success: null traits: null trigger: null senses: - Perception +23 - infrared vision 60 feet - no vision size: Large skills: - bonus: 24 misc: null name: 'Acrobatics ' - bonus: 24 misc: null name: 'Athletics ' - bonus: 26 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #148: Fires of the Haunted City' page_start: 78 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: climb - amount: 50 type: fly - amount: null type: walk in shadow spell_lists: - dc: 32 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: at will name: darkness requirement: null to_hit: null traits: - NE - Large - Beast type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 20' hp: 63 hp_misc: null immunities: null items: - hide armor - pick - primal focus - scroll of nondetection - sling (10 bullets) knowledge_checks: dc: 20 skills: - Society languages: - Gnomish - Terran - Undercommon level: 5 melee: - action_cost: One Action damage: formula: 1d6 type: piercing name: pick plus_damage: null to_hit: 10 traits: - fatal d10 name: Deep Gnome Rockwarden perception: 14 proactive_abilities: null ranged: - action_cost: One Action damage: formula: 1d6 type: bludgeoning name: sling plus_damage: null to_hit: 11 traits: - propulsive - range increment 50 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 9 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +14 - darkvision size: Small skills: - bonus: 9 misc: null name: 'Crafting ' - bonus: 11 misc: null name: 'Diplomacy ' - bonus: 14 misc: null name: 'Nature ' - bonus: 9 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 75 page_stop: null speed: - amount: 15 type: Land spell_lists: - dc: 21 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: illusory disguise requirement: null to_hit: null - dc: 24 misc: '' name: Primal Prepared Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: null name: blindness requirement: null - frequency: null name: meld into stone requirement: null - heightened_level: null level: 2 spells: - frequency: null name: acid arrow requirement: null - frequency: null name: deafness requirement: null - frequency: null name: spider climb requirement: null - heightened_level: null level: 1 spells: - frequency: null name: ant haul requirement: null - frequency: null name: shocking grasp requirement: null - frequency: null name: ventriloquism requirement: null - heightened_level: 3 level: 0 spells: - frequency: null name: acid splash requirement: null - frequency: null name: detect magic requirement: null - frequency: null name: prestidigitation requirement: null - frequency: null name: produce flame requirement: null - frequency: null name: read aura requirement: null to_hit: 14 traits: - N - Small - Gnome - Humanoid type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15' hp: 18 hp_misc: null immunities: null items: - light pick - sling (20 bullets) knowledge_checks: dc: 15 skills: - Society languages: - Gnomish - Undercommon level: 1 melee: - action_cost: One Action damage: formula: 1d4+2 type: piercing name: light pick plus_damage: null to_hit: 7 traits: - agile - fatal d8 name: Deep Gnome Scout perception: 7 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: If the deep gnome scout starts its turn undetected or hidden to a creature, that creature is __flat-footed__ against the deep gnome scout's attacks until the end of the turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Hidden Movement range: null raw_description: '**Hidden Movement** If the deep gnome scout starts its turn undetected or hidden to a creature, that creature is __flat-footed__ against the deep gnome scout''s attacks until the end of the turn.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+1 type: bludgeoning name: sling plus_damage: null to_hit: 9 traits: - propulsive - range increment 50 feet - reload 1 rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 9 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +7 - darkvision size: Small skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 5 misc: null name: 'Nature ' - bonus: 7 misc: +10 underground name: 'Stealth ' - bonus: 5 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 74 page_stop: null speed: - amount: 20 type: Land spell_lists: - dc: 14 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: illusory disguise requirement: null to_hit: null traits: - N - Small - Gnome - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: -1 con_mod: 3 dex_mod: 2 int_mod: 0 str_mod: 4 wis_mod: 1 ac: 18 ac_special: - descr: 20 with shield raised alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. effects: null failure: null frequency: null full_description: null generic_description: null name: Shield Block range: null raw_description: '**Shield Block** [Reaction] **Trigger** While you have your shield raised, you would take damage from a physical attack. **Effect** You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield''s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.' requirements: null success: null traits: null trigger: While you have your shield raised, you would take damage from a physical attack. 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16' hp: 34 hp_misc: null immunities: null items: - heavy crossbow (20 bolts) - spear - steel shield (Hardness 5, HP 20, BT 10) - studded leather armor knowledge_checks: dc: 16 skills: - Society languages: - Gnomish - Undercommon level: 2 melee: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: spear plus_damage: null to_hit: 10 traits: null name: Deep Gnome Warrior perception: 7 proactive_abilities: null ranged: - action_cost: One Action damage: formula: 1d10 type: piercing name: heavy crossbow plus_damage: null to_hit: 8 traits: - range increment 120 feet - reload 2 rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 8 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +7 - darkvision size: Small skills: - bonus: 8 misc: null name: 'Athletics ' - bonus: 5 misc: null name: 'Intimidation ' - bonus: 5 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 75 page_stop: null speed: - amount: 20 type: Land spell_lists: - dc: 15 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: illusory disguise requirement: null to_hit: null traits: - N - Small - Gnome - Humanoid type: Creature weaknesses: null - 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 alignment: N 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. However, larger deinonychuses exist. These creatures—which stand taller than a human—are called megaraptors. **__Recall Knowledge - Animal__ (__Nature__)**: DC 16' hp: 30 hp_misc: null immunities: null items: null knowledge_checks: dc: 16 skills: - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 2d6+3 type: piercing name: jaws plus_damage: null to_hit: 9 traits: null - action_cost: One Action damage: formula: 1d6+3 type: slashing name: talon plus_damage: - formula: 1d4 type: bleed to_hit: 9 traits: - agile name: Deinonychus perception: 7 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The deinonychus Strides up to 10 feet and then makes a Strike, or makes a Strike and then Strides up to 10 feet. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Darting Attack range: null raw_description: '**Darting Attack** The deinonychus Strides up to 10 feet and then makes a Strike, or makes a Strike and then Strides up to 10 feet.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Bleeding creatures are flat-footed to the deinonychus. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Predator's Advantage range: null raw_description: '**Predator''s Advantage** Bleeding creatures are flat-footed to the deinonychus.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 9 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +7 - low-light vision - scent (imprecise) 30 feet size: Medium skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 9 misc: +12 jumping name: 'Athletics ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 97 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - N - Medium - Animal - Dinosaur type: Creature weaknesses: null - 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 alignment: N 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! **__Recall Knowledge - Animal__ (__Nature__)**: DC 26' hp: 175 hp_misc: null immunities: null items: null knowledge_checks: dc: 26 skills: - Nature languages: null level: 9 melee: - action_cost: One Action damage: formula: 2d10+13 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 22 traits: - reach 15 feet - action_cost: One Action damage: formula: 1d10+11 type: bludgeoning name: tail plus_damage: null to_hit: 20 traits: - agile - reach 15 feet name: Deinosuchus perception: 17 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 50 feet effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aquatic Ambush range: null raw_description: '**Aquatic Ambush** 50 feet' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A deinosuchus can hold its breath for about 2 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Deep Breath range: null raw_description: '**Deep Breath** A deinosuchus can hold its breath for about 2 hours.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Large, 2d8+7 bludgeoning, Rupture 18 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**Swallow Whole** (__attack__) Large, 2d8+7 bludgeoning, Rupture 18' requirements: null success: null traits: - attack trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 20 fort_misc: null misc: null ref: 16 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +17 - low-light vision size: Huge skills: - bonus: 20 misc: null name: 'Athletics ' - bonus: 16 misc: +20 in water name: 'Stealth ' source: - abbr: Bestiary page_start: 67 page_stop: null speed: - amount: 30 type: Land - amount: 40 type: swim spell_lists: null traits: - N - Huge - Animal type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 20 feet. Telekinetic whirlwind activates when the demilich ends torpor. Loose debris in the area whip up into a whirling storm. This obscures vision, making any creature in the area concealed, and causes creatures in its area (except the demilich) to treat all creatures as concealed. Any creature other than the demilich that enters or begins its turn in the aura takes 2d12 bludgeoning damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Telekinetic Whirlwind range: null raw_description: '**Telekinetic Whirlwind** (__arcane__, __aura__, __evocation__) 20 feet. Telekinetic whirlwind activates when the demilich ends torpor. Loose debris in the area whip up into a whirling storm. This obscures vision, making any creature in the area concealed, and causes creatures in its area (except the demilich) to treat all creatures as concealed. Any creature other than the demilich that enters or begins its turn in the aura takes 2d12 bludgeoning damage.' requirements: null success: null traits: - arcane - aura - evocation trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The demilich ends torpor, rolls initiative, and gains the effect of its __contingency's__ companion spell. The __contingency__ resets after 24 hours. effects: null failure: null frequency: null full_description: null generic_description: null name: Contingency range: null raw_description: '**Contingency** [Reaction] A demilich has one permanent 8th-level __contingency__ spell in effect with one of its arcane innate spells of 5th level or lower as the companion spell— typically __dimension door__. **Trigger** While the lich is in torpor, a creature disturbs the demilich''s remains, touches its treasure, or casts a spell that would affect the demilich. **Effect** The demilich ends torpor, rolls initiative, and gains the effect of its __contingency''s__ companion spell. The __contingency__ resets after 24 hours.' requirements: null success: null traits: null trigger: While the lich is in torpor, a creature disturbs the demilich's remains, touches its treasure, or casts a spell that would affect the demilich. - action_cost: Free Action critical_failure: null critical_success: null description: null effect: The demilich casts __blink__, __fly__, __spell turning__, or __true seeing__ on itself. It usually chooses spell turning unless it already has that spell in effect. effects: null failure: null frequency: null full_description: null generic_description: null name: Countermeasures range: null raw_description: '**Countermeasures** [Free Action] **Trigger** The demilich''s turn begins. **Effect** The demilich casts __blink__, __fly__, __spell turning__, or __true seeing__ on itself. It usually chooses spell turning unless it already has that spell in effect.' requirements: null success: null traits: null trigger: The demilich's turn begins. 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. Despite its near-constant state of inactivity, a demilich grows restless from time to time, especially when living creatures draw near. Only then does the demilich''s hunger for life stir once more, causing it to lash out with terrifying bursts of power in attempts to consume vital energy. Unlike an ordinary lich, should the demilich''s skull be destroyed, its bond to the world is permanently severed, although some theorize that even then it is not truly slain. Rather, some think that once the demilich is destroyed, its foul and tormented mind is finally free to wander the planes and find new ways to enact its will. For the short-lived common folk of the Material Plane, this is good enough, though eons later a demilich may reappear in the region it once inhabited with a new—and even more insidious—agenda. **__Recall Knowledge - Undead__ (__Religion__)**: DC 39' hp: 220 hp_misc: negative healing immunities: - disease - paralyzed - poison - polymorph - unconscious items: - demilich eye gem (2) knowledge_checks: dc: 39 skills: - Religion languages: - Abyssal - Aklo - Common - Draconic - Elven - Infernal - Necril - Undercommon level: 15 melee: - action_cost: One Action damage: formula: 1d4-3 type: piercing name: jaws plus_damage: - formula: 6d6 type: negative to_hit: 27 traits: - reach 0 feet - finesse - magical name: Demilich perception: 19 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Demilich Eye Gems range: null raw_description: '**Demilich Eye Gems** (__arcane__) 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__.' requirements: null success: null traits: - arcane trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: A soul has been trapped in one of the demilich's blight quartz gems (see Trap Soul) for 24 hours. effects: null failure: null frequency: null full_description: null generic_description: null name: Devour Soul range: null raw_description: '**Devour Soul** (__arcane__, __necromancy__, __negative__) **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.' requirements: null success: null traits: - arcane - necromancy - negative trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mental Magic range: null raw_description: '**Mental Magic** 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A demilich long ago absorbed the spells from a staff into gemstone nodules embedded in its skull, with larger nodules representing higher-level spells. It can cast any of the spells as though it were Activating the staff, and regains 1 charge per 4 hours spent in torpor, to a maximum of 8 charges. A typical demilich has the spells from a __greater staff of necromancy__, but it could have spells from another staff of 8th level or lower instead. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Staff Gems range: null raw_description: '**Staff Gems** A demilich long ago absorbed the spells from a staff into gemstone nodules embedded in its skull, with larger nodules representing higher-level spells. It can cast any of the spells as though it were Activating the staff, and regains 1 charge per 4 hours spent in torpor, to a maximum of 8 charges. A typical demilich has the spells from a __greater staff of necromancy__, but it could have spells from another staff of 8th level or lower instead.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: 'Ten blight quartz gemstones on the demilich''s skull can trap the souls of the living. The Activated gem casts __bind soul__. This __bind soul__ can target and affect a dying creature instead of a corpse. The dying creature can attempt a DC 38 Fortitude save; if it succeeds, it doesn''t die and its soul is not trapped but it''s enervated 2 (or is unaffected entirely on a critical success). 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.' effects: null failure: null frequency: once per day per gem full_description: null generic_description: null name: Trap Soul range: null raw_description: '**Trap Soul** command **Frequency** once per day per gem; **Effect** Ten blight quartz gemstones on the demilich''s skull can trap the souls of the living. The Activated gem casts __bind soul__. This __bind soul__ can target and affect a dying creature instead of a corpse. The dying creature can attempt a DC 38 Fortitude save; if it succeeds, it doesn''t die and its soul is not trapped but it''s enervated 2 (or is unaffected entirely on a critical success). 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Rare resistances: - amount: 5 type: cold - amount: 5 type: electricity - amount: 5 type: fire - amount: 5 type: physical (except bludgeoning) ritual_lists: null saves: fort: 23 fort_misc: null misc: +1 status to all saves vs. positive ref: 27 ref_misc: null will: 23 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'Typically, a demilich is inert when encountered and doesn''t take actions until its __contingency__ reaction has been triggered (see below). ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Torpor range: null raw_description: '**Torpor** Typically, a demilich is inert when encountered and doesn''t take actions until its __contingency__ reaction has been triggered (see below). ' requirements: null success: null traits: null trigger: null senses: - Perception +19 - darkvision - true seeing size: Tiny skills: - bonus: 25 misc: null name: 'Acrobatics ' - bonus: 32 misc: null name: 'Arcana ' - bonus: 26 misc: null name: 'Deception ' - bonus: 30 misc: null name: 'Occultism ' - bonus: 21 misc: null name: 'Religion ' - bonus: 25 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 222 page_stop: null speed: - amount: 30 type: fly spell_lists: - dc: 40 misc: '' name: Arcane Innate Spells spell_groups: - heightened_level: null level: 9 spells: - frequency: null name: wail of the banshee requirement: null - heightened_level: null level: 7 spells: - frequency: at will name: spell turning requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: blink requirement: null - frequency: at will name: dimension door requirement: null - frequency: at will name: telekinetic maneuver requirement: null - heightened_level: 8 level: 0 spells: - frequency: null name: mage hand requirement: null - frequency: null name: telekinetic projectile requirement: null - heightened_level: 6 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: 30 traits: - Rare - NE - Tiny - Undead type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 4 dex_mod: 3 int_mod: 6 str_mod: 3 wis_mod: 3 ac: 27 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Denizens of Leng don't need to breathe. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: No Breath range: null raw_description: '**No Breath** Denizens of Leng don''t need to breathe.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A denizen of Leng maintains a connection to Leng at all times, and when away from Leng, they have __fast healing 5__. They lose this ability on Leng or in areas where planar connections do not function. If killed, their body dissolves into nothingness in 1d4 rounds, leaving behind their equipment. A slain denizen reforms in Leng; they can be permanently killed only when their planar fast healing doesn't function. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Planar Fast Healing range: null raw_description: '**Planar Fast Healing** A denizen of Leng maintains a connection to Leng at all times, and when away from Leng, they have __fast healing 5__. They lose this ability on Leng or in areas where planar connections do not function. If killed, their body dissolves into nothingness in 1d4 rounds, leaving behind their equipment. A slain denizen reforms in Leng; they can be permanently killed only when their planar fast healing doesn''t function.' requirements: null success: null traits: null trigger: null description: 'Slavers and raiders from the cold, windswept dimension of Leng, these malevolent humanoids range across reality in ominous black ships capable of sailing beyond the borders of dimensions and planes. Although most denizens of Leng seek slaves and plunder like any pirate, others operate as self-styled ambassadors and merchants, sowing discord with far-ranging plots. While the inscrutable denizens dress themselves in flowing robes, veils, and broad turbans to appear human, their aberrant physiology, when glimpsed, is evident from their crown of stubby horns and tentacled jaws to their furry, goat-like legs. Above the fierce captains who command the infamous black ships are an even higher caste of denizens of Leng. These cultists and musicians serve as high priests, laboring to appease the frightening gods who look down upon the Nightmare Realm with cold malice. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 24 ' hp: 100 hp_misc: planar fast healing 5 immunities: - cold items: - +1 striking kukri - Leng ruby worth 30 gp knowledge_checks: dc: 24 skills: - Occultism languages: - Aklo - tongues level: 8 melee: - action_cost: One Action damage: formula: 2d6+6 type: slashing name: kukri plus_damage: - formula: 1d6 type: persistent bleed to_hit: 18 traits: - agile - finesse - magical - trip - action_cost: One Action damage: formula: 2d10+6 type: piercing name: jaws plus_damage: - formula: null type: debilitating bite to_hit: 17 traits: - agile - finesse name: Denizen of Leng perception: 17 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A creature that takes damage from a denizen's bite must succeed at a DC 27 Fortitude save or become __clumsy 1__. Each time a target fails an additional save against this ability, the condition value increases by 1 (to a maximum of clumsy 4). This condition value decreases by 1 every 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Debilitating Bite range: null raw_description: '**Debilitating Bite** (__curse__, __occult__) A creature that takes damage from a denizen''s bite must succeed at a DC 27 Fortitude save or become __clumsy 1__. Each time a target fails an additional save against this ability, the condition value increases by 1 (to a maximum of clumsy 4). This condition value decreases by 1 every 24 hours.' requirements: null success: null traits: - curse - occult trigger: null - action_cost: None critical_failure: null critical_success: null description: Many denizens of Leng carry strange rubies mined from quarries in Leng. As long as a creature holds a Leng ruby that it willingly accepted as a gift or payment from a denizen of Leng, any denizen of Leng can target that creature with __outcast's curse__, __phantom pain__, or __mind reading__ at a range of 1 mile, and the bearer uses an outcome one degree of success worse than the result of its saving throw against outcast's curse. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Leng Ruby range: null raw_description: '**Leng Ruby** (__enchantment__, __occult__) Many denizens of Leng carry strange rubies mined from quarries in Leng. As long as a creature holds a Leng ruby that it willingly accepted as a gift or payment from a denizen of Leng, any denizen of Leng can target that creature with __outcast''s curse__, __phantom pain__, or __mind reading__ at a range of 1 mile, and the bearer uses an outcome one degree of success worse than the result of its saving throw against outcast''s curse.' requirements: null success: null traits: - enchantment - occult trigger: null ranged: null rarity: Common resistances: - amount: 10 type: critical hits - amount: 10 type: precision ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 19 ref_misc: null will: 17 will_misc: null sense_abilities: null senses: - Perception +17 - darkvision size: Medium skills: - bonus: 15 misc: null name: 'Acrobatics ' - bonus: 15 misc: null name: 'Athletics ' - bonus: 19 misc: null name: 'Deception ' - bonus: 18 misc: null name: 'Occultism ' - bonus: 20 misc: null name: 'Sailing Lore ' - bonus: 17 misc: null name: 'Stealth ' - bonus: 17 misc: null name: 'Thievery ' source: - abbr: Bestiary 2 page_start: 70 page_stop: null speed: - amount: 30 type: Land spell_lists: - dc: 27 misc: '' name: Occult Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: outcast's curse requirement: null - frequency: null name: phantom pain requirement: null - frequency: null name: suggestion requirement: null - heightened_level: null level: 3 spells: - frequency: null name: hypnotic pattern requirement: null - frequency: null name: levitate requirement: null - frequency: null name: locate requirement: null - frequency: null name: mind reading requirement: null - heightened_level: null level: 2 spells: - frequency: null name: mirror image requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: chill touch requirement: null - frequency: null name: detect magic requirement: null - frequency: null name: mage hand requirement: null - frequency: null name: message requirement: null - frequency: null name: read aura requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: tongues requirement: null to_hit: 19 traits: - CE - Medium - Aberration - Dream type: Creature weaknesses: null - ability_mods: cha_mod: 6 con_mod: 5 dex_mod: 6 int_mod: 1 str_mod: 7 wis_mod: 6 ac: 33 ac_special: null alignment: NE automatic_abilities: null description: 'Derghodaemons represent death through unfathomable violence and being eaten alive. Whether in life a ravenous murderer hacked them to bits for stew, a werewolf tore them limb from limb, or they simply succumbed to the elements and became worm meat, derghodaemons seek to inflict the same twisted and bloody ends upon any they come across. Unlike some daemons, derghodaemons derive little pleasure from prolonged deaths—to these fiends, the quicker they can enact a gory demise, the sooner they can turn their attentions to their next victim and repeat the violent cycle. Derghodaemons look like walking masses of razor-sharp insect claws connected to equally menacing chitinous limbs, but few linger on their appearance for long— the gaze of a derghodaemon is enough to cause others in the vicinity to experience severe visual warping. The derghodaemon''s appearance becomes more and more twisted as those who stare at it experience vicious hallucinations and ravenous urges to inflict harm on and devour others. Perhaps the most horrific attack derghodaemons can unleash upon their victims, though, is their swarming infestation—the daemons cough up a crawling, buzzing cloud of ravenous insects that cling to those targeted and chew them to death, provided the mind-numbing, half-whispered threats made by the rasp of the insects'' bodies don''t drive them to violent fury first! **__Recall Knowledge - Fiend__ (__Religion__)**: DC 30' hp: 240 hp_misc: null immunities: - confusion - death effects - swarm attacks items: null knowledge_checks: dc: 30 skills: - Religion languages: - Common - Daemonic - telepathy 100 feet level: 12 melee: - action_cost: One Action damage: formula: 3d8+10 type: slashing name: claw plus_damage: - formula: 1d6 type: evil to_hit: 25 traits: - deadly 1d12 - evil - magical - reach 10 feet name: Derghodaemon perception: 24 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: A non-evil target must succeed at a DC 32 Will save or become __confused__ for 1 round, or 1 minute on a critical failure. It is temporarily immune for 10 minutes. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Derghodaemon's Stare range: null raw_description: '**Derghodaemon''s Stare** (__divine__, __emotion__, __enchantment__, __incapacitation__, __mental__, __visual__) A non-evil target must succeed at a DC 32 Will save or become __confused__ for 1 round, or 1 minute on a critical failure. It is temporarily immune for 10 minutes.' requirements: null success: null traits: - divine - emotion - enchantment - incapacitation - mental - visual trigger: null - action_cost: One Action critical_failure: null critical_success: null description: claw effect: The monster automatically deals that Strike's damage again to the enemy. effects: null failure: null frequency: null full_description: null generic_description: null name: Rend range: null raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy. requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The derghodaemon makes up to five claw Strikes, each against a different target. These attacks count toward the derghodaemon's multiple attack penalty, but the penalty doesn't increase until after all the attacks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Savage Assault range: null raw_description: '**Savage Assault** [Two Actions] The derghodaemon makes up to five claw Strikes, each against a different target. These attacks count toward the derghodaemon''s multiple attack penalty, but the penalty doesn''t increase until after all the attacks.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: "The derghodaemon spews a large swarm, making a swarm spit Strike\ \ against up to two adjacent targets within range. Whether or not the targets\ \ are hit, each must attempt a DC 31 Reflex save (at a -2 circumstance penalty\ \ if it was actually hit by the swarm spit). __Persistent damage__ caused by\ \ the swarming infestation ends as soon as the creature takes any amount of\ \ damage from an area effect. The derghodaemon can't use this ability for 1d4\ \ rounds. \n\n**Critical Success **The swarm disperses as soon as it deals its\ \ swarm spit Strike damage. \n\n**Success **The swarm clings to the target and\ \ infests it, dealing 1d6 persistent piercing damage. \n\n**Failure **The swarm\ \ clings to the target and infests it, dealing 2d6 persistent piercing damage.\ \ \n\n**Critical Failure **As failure, but the hissing sounds caused by the\ \ infestation also cause the target to become __confused__ for 1 round; this\ \ additional effect has the __auditory__, __emotion__, and __mental__ traits." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swarming Infestation range: null raw_description: "**Swarming Infestation** [Two Actions] The derghodaemon spews\ \ a large swarm, making a swarm spit Strike against up to two adjacent targets\ \ within range. Whether or not the targets are hit, each must attempt a DC 31\ \ Reflex save (at a -2 circumstance penalty if it was actually hit by the swarm\ \ spit). __Persistent damage__ caused by the swarming infestation ends as soon\ \ as the creature takes any amount of damage from an area effect. The derghodaemon\ \ can't use this ability for 1d4 rounds. \n\n**Critical Success **The swarm\ \ disperses as soon as it deals its swarm spit Strike damage. \n\n**Success\ \ **The swarm clings to the target and infests it, dealing 1d6 persistent piercing\ \ damage. \n\n**Failure **The swarm clings to the target and infests it, dealing\ \ 2d6 persistent piercing damage. \n\n**Critical Failure **As failure, but the\ \ hissing sounds caused by the infestation also cause the target to become __confused__\ \ for 1 round; this additional effect has the __auditory__, __emotion__, and\ \ __mental__ traits." requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d6+13 type: piercing name: swarm spit plus_damage: - formula: 1d6 type: evil to_hit: 25 traits: - evil - magical - range 60 feet rarity: Common resistances: - amount: 10 type: good ritual_lists: null saves: fort: 21 fort_misc: null misc: +1 status to all saves vs. magic ref: 24 ref_misc: null will: 22 will_misc: null sense_abilities: null senses: - Perception +24 - darkvision - scent (imprecise) 60 feet size: Large skills: - bonus: 22 misc: null name: 'Acrobatics ' - bonus: 25 misc: null name: 'Athletics ' - bonus: 24 misc: null name: 'Intimidation ' - bonus: 24 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 59 page_stop: null speed: - amount: 35 type: Land spell_lists: - dc: 32 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: null name: blade barrier requirement: null - frequency: ×3 name: feeblemind requirement: null - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - heightened_level: null level: 1 spells: - frequency: good only, at will name: detect alignment requirement: null to_hit: null traits: - NE - Large - Daemon - Fiend type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A dero magister takes 10 damage for every hour they're exposed to sunlight. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vulnerable to Sunlight range: null raw_description: '**Vulnerable to Sunlight** A dero magister takes 10 damage for every hour they''re exposed to sunlight.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 22' hp: 65 hp_misc: null immunities: - confusion items: - aklys knowledge_checks: dc: 22 skills: - Society languages: - Aklo - Undercommon level: 5 melee: - action_cost: One Action damage: formula: 1d6+3 type: bludgeoning name: aklys plus_damage: null to_hit: 10 traits: - trip name: Dero Magister perception: 8 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null 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. effects: null failure: null frequency: once per round full_description: null generic_description: null name: Cytillesh Stare range: null raw_description: '**Cytillesh Stare** (__concentrate__, __incapacitation__, __mental__, __visual__) **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.' requirements: null success: null traits: - concentrate - incapacitation - mental - visual trigger: null ranged: - action_cost: One Action damage: formula: 1d6+3 type: bludgeoning name: aklys plus_damage: null to_hit: 13 traits: - ranged trip - tethered - thrown 20 feet rarity: Uncommon resistances: - amount: null type: vulnerable to sunlight ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 13 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +8 - darkvision size: Small skills: - bonus: 12 misc: null name: 'Crafting ' - bonus: 8 misc: null name: 'Medicine ' - bonus: 12 misc: null name: 'Occultism ' - bonus: 11 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 85 page_stop: null speed: - amount: 20 type: Land spell_lists: - dc: 24 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: modify memory requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: darkness requirement: null - frequency: null name: sound burst requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: daze requirement: null - frequency: null name: ghost sound requirement: null to_hit: null - dc: 24 misc: null name: Occult Spontaneous Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: null name: blindness requirement: null - frequency: 3 slots name: vampiric touch requirement: null - heightened_level: null level: 2 spells: - frequency: null name: hideous laughter requirement: null - frequency: null name: paranoia requirement: null - frequency: null name: spectral hand requirement: null - frequency: 4 slots name: touch of idiocy requirement: null - heightened_level: null level: 1 spells: - frequency: null name: grim tendrils requirement: null - frequency: null name: magic missile requirement: null - frequency: null name: phantom pain requirement: null - frequency: 4 slots name: soothe requirement: null - heightened_level: 3 level: 0 spells: - frequency: null name: chill touch requirement: null - frequency: null name: dancing lights requirement: null - frequency: null name: detect magic requirement: null - frequency: null name: forbidding ward requirement: null - frequency: null name: message requirement: null to_hit: null traits: - Uncommon - CE - Small - Dero - Humanoid type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A dero stalker takes 4 damage for every hour they're exposed to sunlight. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vulnerable to Sunlight range: null raw_description: '**Vulnerable to Sunlight** A dero stalker takes 4 damage for every hour they''re exposed to sunlight.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: A creature targets the dero with an attack and the dero can see the attacker. effects: null failure: null frequency: null full_description: null generic_description: null name: Nimble Dodge range: null raw_description: '**Nimble Dodge** [Reaction] **Requirements** The dero stalker is not encumbered. **Trigger** A creature targets the dero with an attack and the dero can see the attacker. **Effect** The dero dodges out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.' requirements: null success: null traits: null trigger: The dero stalker is not encumbered. description: 'Dero stalkers are those charged with exploring the surface world by night and seeking out new victims to abduct. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16' hp: 30 hp_misc: null immunities: null items: - aklys - giant centipede venom (4 doses) - hand crossbow (20 bolts) knowledge_checks: dc: 16 skills: - Society languages: - Aklo - Undercommon level: 2 melee: - action_cost: One Action damage: formula: 1d6+2 type: bludgeoning name: aklys plus_damage: null to_hit: 8 traits: - trip name: Dero Stalker perception: 5 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A dero stalker deals 1d6 extra precision damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** A dero stalker deals 1d6 extra precision damage to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+2 type: bludgeoning name: aklys plus_damage: null to_hit: 10 traits: - ranged trip - tethered - thrown 20 feet - action_cost: One Action damage: formula: 1d6 type: piercing name: hand crossbow plus_damage: - formula: null type: giant centipede venom to_hit: 10 traits: - range increment 60 feet - reload 1 rarity: Common resistances: null ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 10 ref_misc: null will: 3 will_misc: null sense_abilities: null senses: - Perception +5 - darkvision size: Small skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 3 misc: null name: 'Medicine ' - bonus: 8 misc: null name: 'Stealth ' - bonus: 8 misc: null name: 'Thievery ' source: - abbr: Bestiary page_start: 84 page_stop: null speed: - amount: 20 type: Land spell_lists: - dc: 17 misc: null name: Occult Innate Spells spell_groups: - heightened_level: 1 level: 0 spells: - frequency: null name: daze requirement: null - frequency: null name: ghost sound requirement: null to_hit: null traits: - CE - Small - Dero - Humanoid type: Creature weaknesses: - amount: null type: vulnerable to sunlight - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A dero strangler takes 8 damage for every hour they're exposed to sunlight. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vulnerable to Sunlight range: null raw_description: '**Vulnerable to Sunlight** A dero strangler takes 8 damage for every hour they''re exposed to sunlight.' requirements: null success: null traits: null trigger: null description: 'Dero stranglers specialize in capturing living victims, and they are often called upon to aid in abductions. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18' hp: 45 hp_misc: null immunities: - confusion items: - aklys - hand crossbow (10 bolts) - lethargy poison (5 doses) - rope (50 feet) knowledge_checks: dc: 18 skills: - Society languages: - Aklo - Undercommon level: 3 melee: - action_cost: One Action damage: formula: 1d6+6 type: bludgeoning name: aklys plus_damage: null to_hit: 11 traits: - trip name: Dero Strangler perception: 6 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The dero must have two free hands, or be wielding an aklys and have one hand free. effects: null failure: null frequency: null full_description: null generic_description: null name: Strangle range: null raw_description: '**Strangle** (__attack__, __nonlethal__) **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.' requirements: null success: null traits: - attack - nonlethal trigger: null ranged: - action_cost: One Action damage: formula: 1d6+6 type: bludgeoning name: aklys plus_damage: null to_hit: 10 traits: - ranged trip - tethered - thrown 20 feet - action_cost: One Action damage: formula: 1d6+2 type: piercing name: hand crossbow plus_damage: - formula: null type: lethargy poison to_hit: 10 traits: - range increment 60 feet - reload 1 rarity: Common resistances: - amount: null type: vulnerable to sunlight ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 8 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +6 - darlvision size: Small skills: - bonus: 11 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Intimidation ' - bonus: 4 misc: null name: 'Medicine ' - bonus: 10 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 84 page_stop: null speed: - amount: 20 type: Land spell_lists: - dc: 19 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: at will name: darkness requirement: null - frequency: null name: sound burst requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: daze requirement: null - frequency: null name: ghost sound requirement: null to_hit: null traits: - CE - Small - Dero - Humanoid type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The desert drake raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the desert drake is flying at the time it is attacked, it descends 10 feet after the attack is complete. effects: null failure: null frequency: null full_description: null generic_description: null name: Wing Deflection range: null raw_description: '**Wing Deflection** [Reaction] **Trigger** The desert drake is targeted with an attack. **Effect** The desert drake raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the desert drake is flying at the time it is attacked, it descends 10 feet after the attack is complete.' requirements: null success: null traits: null trigger: The desert drake is targeted with an attack. 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. Desert drakes are among the lightest and most compact of the drakes, though this shouldn''t be mistaken for frailty. Their swooped-back horns and feather-thin wings are adapted to make burrowing as easy as possible. Indeed, a desert drake''s powerful neck makes wriggling through sand and other loose scree as easy as walking for it. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 24' hp: 135 hp_misc: null immunities: - paralyzed - unconscious items: null knowledge_checks: dc: 24 skills: - Arcana languages: - Draconic level: 8 melee: - action_cost: One Action damage: formula: 2d12+8 type: piercing name: Fangs plus_damage: - formula: 1d6 type: electricity to_hit: 20 traits: null - action_cost: One Action damage: formula: 2d10+8 type: bludgeoning name: Tail plus_damage: - formula: null type: Push 5 feet to_hit: 20 traits: - reach 10 feet name: Desert Drake perception: 15 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The desert drake makes two Fangs Strikes and one Tail Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The desert drake makes two Fangs Strikes and one Tail Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sandstorm Breath range: null raw_description: '**Sandstorm Breath** [Two Actions] (__arcane__, __electricity__, __evocation__) 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.' requirements: null success: null traits: - arcane - electricity - evocation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The desert drake moves up to twice its Speed. It can do this three times per day. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Speed Surge range: null raw_description: '**Speed Surge** (__move__) The desert drake moves up to twice its Speed. It can do this three times per day.' requirements: null success: null traits: - move trigger: null - action_cost: None critical_failure: null critical_success: null description: On the first round of combat, creatures that haven't acted yet are __flat-footed__ to the desert drake. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Surprise Attacker range: null raw_description: '**Surprise Attacker** On the first round of combat, creatures that haven''t acted yet are __flat-footed__ to the desert drake.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 16 type: electricity ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 15 ref_misc: null will: 13 will_misc: null sense_abilities: null senses: - Perception +15 - darkvision - scent (imprecise) 30 feet size: Large skills: - bonus: 17 misc: null name: 'Acrobatics ' - bonus: 18 misc: null name: 'Athletics ' - bonus: 13 misc: null name: 'Intimidation ' - bonus: 15 misc: null name: 'Stealth ' - bonus: 15 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 135 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: burrow (sand only) - amount: 50 type: fly spell_lists: null traits: - NE - Large - Dragon - Earth type: Creature weaknesses: null - ability_mods: cha_mod: 3 con_mod: 4 dex_mod: 3 int_mod: 3 str_mod: 6 wis_mod: 6 ac: 27 ac_special: null alignment: CE automatic_abilities: null description: 'This underground reptilian horror walks on two powerful hind legs. Its forelimbs are armed with sharp curving claws, and its toothy, eyeless, tubular head has three hypersensitive frilled ears that turn toward any sound made in its vicinity. This cruel monster''s true weapon, however, is an amplified version of the sonic cry that it uses to navigate, communicate, and hunt. It communicates with others of its kind through a complex series of clicks, shrieks, and whistles, but it is intelligent enough to understand other languages. Most destrachans understand at least one other language—usually Undercommon—and can often be reasoned with. An obligate carnivore, the destrachan relishes fresh meat but won''t hesitate to make a meal of carrion it finds in its path. When traveling in packs, the creatures take great delight in stalking travelers through miles of tunnels before attacking and subduing them, then devouring them alive. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 24' hp: 135 hp_misc: null immunities: - blinded - visual items: null knowledge_checks: dc: 24 skills: - Occultism languages: - Destrachan - Undercommon - can speak only Destrachan level: 8 melee: - action_cost: One Action damage: formula: 2d8+10 type: piercing name: jaws plus_damage: - formula: 1d8 type: sonic to_hit: 20 traits: null - action_cost: One Action damage: formula: 2d8+10 type: slashing name: claw plus_damage: null to_hit: 20 traits: - agile name: Destrachan perception: 20 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The destrachan emits a harsh sonic cry that deals 9d6 sonic damage (DC 26 basic Reflex save) in either a 60-foot cone or a 30-foot burst. It can't use Destructive Harmonics again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Destructive Harmonics range: null raw_description: '**Destructive Harmonics** [Two Actions] (__auditory__, __evocation__, __occult__, __sonic__) The destrachan emits a harsh sonic cry that deals 9d6 sonic damage (DC 26 basic Reflex save) in either a 60-foot cone or a 30-foot burst. It can''t use Destructive Harmonics again for 1d4 rounds.' requirements: null success: null traits: - auditory - evocation - occult - sonic trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: "The destrachan emits a sonic cry in either a 60-foot cone or a 30-foot\ \ burst. This discordant ululation resonates along the nerves and bones of living\ \ creatures in the area, manifesting as waves of incapacitating pain washing\ \ over the victims. Each living creature in the area must attempt a DC 26 Fortitude\ \ save. The destrachan can't use Painful Harmonics again for 1d4 rounds. \n\n\ **Critical Success **The creature is unaffected. \n\n**Success **The creature\ \ is __sickened 1__ for 1 round. \n\n**Failure **The creature is __deafened__\ \ for 3 rounds and __stunned 2__. \n\n**Critical Failure **The creature is deafened\ \ for 1 minute and stunned 3." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Painful Harmonics range: null raw_description: "**Painful Harmonics** [Two Actions] (__auditory__, __evocation__,\ \ __incapacitation__, __occult__) The destrachan emits a sonic cry in either\ \ a 60-foot cone or a 30-foot burst. This discordant ululation resonates along\ \ the nerves and bones of living creatures in the area, manifesting as waves\ \ of incapacitating pain washing over the victims. Each living creature in the\ \ area must attempt a DC 26 Fortitude save. The destrachan can't use Painful\ \ Harmonics again for 1d4 rounds. \n\n**Critical Success **The creature is unaffected.\ \ \n\n**Success **The creature is __sickened 1__ for 1 round. \n\n**Failure\ \ **The creature is __deafened__ for 3 rounds and __stunned 2__. \n\n**Critical\ \ Failure **The creature is deafened for 1 minute and stunned 3." requirements: null success: null traits: - auditory - evocation - incapacitation - occult trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The destrachan focuses its harmonics against a single item within 60 feet that is made of crystal, metal, stone, or wood. The target object takes 7d8 sonic damage. If the item is attended, its bearer can attempt a DC 26 basic Reflex save for the item. The destrachan can't use Shattering Harmonics again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shattering Harmonics range: null raw_description: '**Shattering Harmonics** [Two Actions] (__evocation__, __occult__, __sonic__) The destrachan focuses its harmonics against a single item within 60 feet that is made of crystal, metal, stone, or wood. The target object takes 7d8 sonic damage. If the item is attended, its bearer can attempt a DC 26 basic Reflex save for the item. The destrachan can''t use Shattering Harmonics again for 1d4 rounds.' requirements: null success: null traits: - evocation - occult - sonic trigger: null ranged: null rarity: Common resistances: - amount: 15 type: sonic ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 13 ref_misc: null will: 18 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A destrachan can use its hearing as a __precise sense__ at the listed range. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Echolocation range: null raw_description: '**Echolocation** A destrachan can use its hearing as a __precise sense__ at the listed range.' requirements: null success: null traits: null trigger: null senses: - Perception +20 - echolocation 120 feet - no vision size: Large skills: - bonus: 18 misc: null name: 'Athletics ' - bonus: 15 misc: null name: 'Stealth ' - bonus: 18 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 71 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - CE - Large - Aberration type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A spellcaster who targets a devourer with a __mental__ spell, __banishment__, __bind soul__, __divine decree__, __divine wrath__, __possession__, __spirit blast__, or __spirit song__ can attempt a counteract check to free a soul the devourer has trapped with Devour Soul. If this counteract attempt succeeds, the trapped soul is released (though the creature remains dead), and the devourer can't use any soul charges from that creature. Devourers are otherwise immune to these spells. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spell Deflection range: null raw_description: '**Spell Deflection** (__abjuration__, __divine__) A spellcaster who targets a devourer with a __mental__ spell, __banishment__, __bind soul__, __divine decree__, __divine wrath__, __possession__, __spirit blast__, or __spirit song__ can attempt a counteract check to free a soul the devourer has trapped with Devour Soul. If this counteract attempt succeeds, the trapped soul is released (though the creature remains dead), and the devourer can''t use any soul charges from that creature. Devourers are otherwise immune to these spells.' requirements: null success: null traits: - abjuration - divine trigger: 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. Their bodies are ruined and rebuilt, hollow and twisted, even as their minds undergo a spiritual transformation. They gain the ability to bind other souls to their own and drain their essence for magical power, yet can never be sated in their pursuit of it. Seething masses of distorted ghostly shapes surge within their hollow rib cages—manifestations of the devourers'' most recently consumed souls. **__Recall Knowledge - Undead__ (__Religion__)**: DC 30' hp: 175 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison - spell deflection - unconscious items: null knowledge_checks: dc: 30 skills: - Religion languages: - Abyssal - Celestial - Common - Infernal - Necril level: 11 melee: - action_cost: One Action damage: formula: 2d10+13 type: slashing name: claw plus_damage: - formula: null type: drain life to_hit: 24 traits: - agile - reach 10 feet name: Devourer perception: 22 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The devourer touches a creature within reach, dealing 8d6 negative damage (DC 31 basic Fortitude save). If a creature is slain by this attack, its soul becomes trapped within the devourer. While its soul is trapped, a creature can't be resurrected except by powerful magic such as a __wish__ spell. Destroying the devourer or successfully counteracting Devour Soul (see Spell Deflection above) releases the soul. The devourer can hold only one soul at a time. A soul has 5 soul charges per level of the originating creature (see Soul Spells below). The devourer can expend these charges to cast spells. 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 soul charges, the soul is consumed and can be restored to life only by powerful magic such as wish. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Devour Soul range: null raw_description: '**Devour Soul** [Two Actions] (__death__, __divine__, __necromancy__) The devourer touches a creature within reach, dealing 8d6 negative damage (DC 31 basic Fortitude save). If a creature is slain by this attack, its soul becomes trapped within the devourer. While its soul is trapped, a creature can''t be resurrected except by powerful magic such as a __wish__ spell. Destroying the devourer or successfully counteracting Devour Soul (see Spell Deflection above) releases the soul. The devourer can hold only one soul at a time. A soul has 5 soul charges per level of the originating creature (see Soul Spells below). The devourer can expend these charges to cast spells. 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 soul charges, the soul is consumed and can be restored to life only by powerful magic such as wish.' requirements: null success: null traits: - death - divine - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null 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 condition value by 1 on a failed save, to a maximum of drained 4. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drain Life range: null raw_description: '**Drain Life** (__divine__, __necromancy__) 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 condition value by 1 on a failed save, to a maximum of drained 4.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null description: A devourer casts occult innate spells, but to do so it must expend a number of soul charges equal to the spell's level (similar to casting a spell using charges from a staff). 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Soul Spells range: null raw_description: '**Soul Spells** A devourer casts occult innate spells, but to do so it must expend a number of soul charges equal to the spell''s level (similar to casting a spell using charges from a staff). 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: - dc: 31 misc: null name: Rituals spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: create undead requirement: null to_hit: null saves: fort: 20 fort_misc: null misc: +1 status to all saves vs. magic ref: 18 ref_misc: null will: 24 will_misc: null sense_abilities: null senses: - Perception +22 - darkvision size: Large skills: - bonus: 21 misc: null name: 'Arcana ' - bonus: 21 misc: null name: 'Deception ' - bonus: 23 misc: null name: 'Intimidation ' - bonus: 23 misc: null name: 'Occultism ' - bonus: 19 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 78 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: fly spell_lists: - dc: 31 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: null name: feeblemind requirement: null - frequency: null name: true seeing requirement: null - heightened_level: null level: 4 spells: - frequency: null name: confusion requirement: null - frequency: null name: suggestion requirement: null - heightened_level: null level: 3 spells: - frequency: null name: bind undead requirement: null - frequency: null name: paralyze requirement: null - heightened_level: null level: 2 spells: - frequency: null name: death knell requirement: null - heightened_level: null level: 1 spells: - frequency: null name: harm requirement: null to_hit: null traits: - Uncommon - NE - Large - Undead type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. A creature entering the emanation must attempt a DC 27 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure is also slowed 1. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at the save is temporarily immune to this effect for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stench range: null raw_description: '**Stench** (__aura__, __olfactory__) 30 feet. A creature entering the emanation must attempt a DC 27 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure is also slowed 1. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at the save is temporarily immune to this effect for 1 minute.' requirements: null success: null traits: - aura - olfactory trigger: 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. A hungry dezullon keeps prey off-balance by spilling its putrid, psychoactive digestive juices from its central pitcher. In addition to being highly acidic, the enzymes in a dezullon''s digestive tract, once expelled, inflict a victim with powerful hallucinations and amnesia. This secondary effect makes dezullons highly sought after in some circles, including avid drug users, experimental doctors, and criminals who deal in poisons. Many varieties of dezullon exist, including lumbering giants of incredible size, those that have tiny, cup-shaped pitchers that proliferate along lengths of creeping ivy like suckers on a squid''s tentacles, and others with hundreds of blood-red, razor-sharp leaves that protrude from the inside of their pitchers like a leech''s teeth. This latter variety is especially dangerous, since the leaves can all but eviscerate creatures that become ensconced inside their pitchers. **__Recall Knowledge - Plant__ (__Nature__)**: DC 27' hp: 130 hp_misc: regeneration 15 (deactivated by fire) immunities: null items: null knowledge_checks: dc: 27 skills: - Nature languages: null level: 10 melee: - action_cost: One Action damage: formula: 3d6+8 type: bludgeoning name: vine plus_damage: - formula: 3d6 type: acid and Grab to_hit: 21 traits: - acid - agile name: Dezullon perception: 18 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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).' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Amnesia Venom range: null raw_description: '**Amnesia Venom** (__mental__, __poison__) **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).' requirements: null success: null traits: - mental - poison trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 2d6+2 bludgeoning effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 2d6+2 bludgeoning' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Root range: null raw_description: '**Root** (__concentrate__) 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.' requirements: null success: null traits: - concentrate trigger: null ranged: - action_cost: One Action damage: formula: 4d8 type: acid name: acid glob plus_damage: - formula: null type: amnesia venom to_hit: 23 traits: - acid - range 30 feet rarity: Common resistances: - amount: 20 type: acid ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 21 ref_misc: null will: 16 will_misc: null sense_abilities: null senses: - Perception +18 - low-light vision size: Medium skills: - bonus: 21 misc: null name: 'Acrobatics ' - bonus: 19 misc: null name: 'Athletics ' - bonus: 21 misc: +24 in forests or swamps name: 'Stealth ' source: - abbr: Bestiary page_start: 94 page_stop: null speed: - amount: 25 type: Land - amount: 30 type: climb spell_lists: null traits: - N - Medium - Plant type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: The dhampir's penalty and Hit Point reduction from the drained condition are reduced as though the condition value were 1 lower. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Blood of the Night range: null raw_description: '**Blood of the Night** The dhampir''s penalty and Hit Point reduction from the drained condition are reduced as though the condition value were 1 lower.' requirements: null success: null traits: null trigger: null description: 'This dhampir is a svetocher, the child of a moroi vampire. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16' hp: 22 hp_misc: negative healing immunities: null items: - dagger - spellbook containing their prepared spells - staff knowledge_checks: dc: 16 skills: - Society languages: - Common - Necril level: 2 melee: - action_cost: One Action damage: formula: 1d4+2 type: piercing name: dagger plus_damage: null to_hit: 7 traits: - agile - finesse - versatile S - action_cost: One Action damage: formula: 1d6+2 type: bludgeoning name: staff plus_damage: null to_hit: 6 traits: - two-handed d8 - action_cost: One Action damage: formula: 1d4+2 type: bludgeoning name: fist plus_damage: null to_hit: 7 traits: - agile - finesse - nonlethal name: Dhampir Wizard perception: 4 proactive_abilities: null ranged: - action_cost: One Action damage: formula: 1d4+2 type: piercing name: dagger plus_damage: null to_hit: 7 traits: - agile - thrown 10 feet - versatile S rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 4 fort_misc: null misc: +2 circumstance to all saves vs. disease ref: 7 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +4 - darkvision size: Medium skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Arcana ' - bonus: 5 misc: null name: 'Deception ' - bonus: 5 misc: null name: 'Intimidation ' - bonus: 8 misc: null name: 'Society ' - bonus: 7 misc: null name: 'Stealth ' - bonus: 8 misc: null name: 'Vampire Lore ' source: - abbr: Bestiary page_start: 95 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 18 misc: '' name: Arcane Prepared Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: command requirement: null - frequency: x2 name: grim tendrils requirement: null - frequency: null name: magic missile requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: chill touch requirement: null - frequency: null name: detect magic requirement: null - frequency: null name: prestidigitation requirement: null - frequency: null name: ray of frost requirement: null - frequency: null name: shield requirement: null to_hit: 8 traits: - NE - Medium - Dhampir - Human - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: -5 con_mod: 1 dex_mod: 5 int_mod: -5 str_mod: 2 wis_mod: 0 ac: 23 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A creature with expert proficiency in __Thievery__ can attempt a check to __Disable a Device__ to damage a dig-widget. The DC is 22, and each success deals 20 damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mechanical Vulnerability range: null raw_description: '**Mechanical Vulnerability** A creature with expert proficiency in __Thievery__ can attempt a check to __Disable a Device__ to damage a dig-widget. The DC is 22, and each success deals 20 damage.' requirements: null success: null traits: null trigger: null description: 'Thieves covet dig-widgets, specialized constructs built for infiltration. Each dig.widget contains numerous simple tools, including a set of mechanical devices that function as __thieves'' tools__, two arms with drills, and two arms with corkscrews for attaching to and climbing surfaces. Once activated, these devices propel themselves forward. Though they have the full faculties typical of a construct, they usually follow a simple routine: avoid notice, pick any lock barring the path, dig past obstacles, and attack if caught. They''re rarely left unattended, as a thief needs to be nearby to follow after-both to steal goods and to stop the dig-widget from engaging in further larceny once it''s achieved its goal. The source of a dig-widget''s power is as much mechanical as it is magical. The gears and springs that provide a dig-widget mobility are an improvement over more primitive true clockwork creations (whose functions require constant winding to remain mobile), but at the cost of security, for a dig-widget''s moving parts can be dismantled quickly by thieves and others with the proper training. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 20' hp: 65 hp_misc: null immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 20 skills: - Arcana - Crafting languages: null level: 5 melee: - action_cost: One Action damage: formula: 2d6+4 type: piercing name: drill plus_damage: - formula: 1d6 type: persistent bleed to_hit: 14 traits: - fatal d10 - finesse - action_cost: One Action damage: formula: 2d8+4 type: piercing name: corkscrew plus_damage: null to_hit: 14 traits: - finesse name: Dig-Widget perception: 9 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The dig-widget Leaps up 20 feet onto a creature or object and attempts a corkscrew Strike against it. If the Strike damages the target, the dig-widget attaches to the target (typically to the back of a creature). This is similar to __Grabbing__ the creature, but the dig-widget moves with that creature rather than holding it in place. While attached, the dig-widget can't use its corkscrew. The dig-widget can be __Shoved__ off, or it can detach itself with an Interact action. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fastening Leap range: null raw_description: '**Fastening Leap** The dig-widget Leaps up 20 feet onto a creature or object and attempts a corkscrew Strike against it. If the Strike damages the target, the dig-widget attaches to the target (typically to the back of a creature). This is similar to __Grabbing__ the creature, but the dig-widget moves with that creature rather than holding it in place. While attached, the dig-widget can''t use its corkscrew. The dig-widget can be __Shoved__ off, or it can detach itself with an Interact action.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A dig-widget's Strikes deal an additional 1d6 precision damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** A dig-widget''s Strikes deal an additional 1d6 precision damage to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 10 fort_misc: null misc: +1 status to all saves vs. magic ref: 14 ref_misc: null will: 7 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A dig-widget's face consists of a set of __infiltrator thieves' tools__. They can be salvaged from a destroyed dig-widget with a successful DC 20 __Crafting__ check. On a failed check, the tools are destroyed. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Infiltration Tools range: null raw_description: '**Infiltration Tools** A dig-widget''s face consists of a set of __infiltrator thieves'' tools__. They can be salvaged from a destroyed dig-widget with a successful DC 20 __Crafting__ check. On a failed check, the tools are destroyed.' requirements: null success: null traits: null trigger: null senses: - Perception +9 - darkvision - tremorsense (imprecise) 30 feet size: Small skills: - bonus: 12 misc: null name: 'Acrobatics ' - bonus: 9 misc: +12 to Leap or Climb name: 'Athletics ' - bonus: 14 misc: null name: 'Stealth ' - bonus: 15 misc: null name: 'Thievery ' source: - abbr: Bestiary 2 page_start: 79 page_stop: null speed: - amount: 30 type: Land - amount: 15 type: burrow spell_lists: null traits: - N - Small - Construct - Mindless type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: DC 20 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Buck range: null raw_description: '**Buck** [Reaction] DC 20' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 18' hp: 50 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Nature languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d10+5 type: piercing name: jaws plus_damage: - formula: null type: Knockdown or Grab to_hit: 12 traits: - reach 10 feet name: Dire Wolf perception: 10 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The dire wolf's Strikes deal 1d6 extra damage to creatures within reach of at least two of the wolf's allies. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pack Attack range: null raw_description: '**Pack Attack** The dire wolf''s Strikes deal 1d6 extra damage to creatures within reach of at least two of the wolf''s allies.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The dire wolf has a creature grabbed with its jaws. effects: null failure: null frequency: null full_description: null generic_description: null name: Worry range: null raw_description: '**Worry** (__attack__) **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).' requirements: null success: null traits: - attack trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 8 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +10 - low-light vision - scent (imprecise) 30 feet size: Large skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 12 misc: null name: 'Athletics ' - bonus: 8 misc: null name: 'Stealth ' - bonus: 10 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 334 page_stop: null speed: - amount: 35 type: Land spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - 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 alignment: CG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 20 feet. All squares in the djinni's aura are difficult terrain for Striding and Flying creatures. Creatures with the air trait are immune. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Whirlwind range: null raw_description: '**Whirlwind** (__air__, __arcane__, __aura__, __evocation__) 20 feet. All squares in the djinni''s aura are difficult terrain for Striding and Flying creatures. Creatures with the air trait are immune.' requirements: null success: null traits: - air - arcane - aura - evocation trigger: 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). **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 22' hp: 71 hp_misc: null immunities: - acid items: - scimitar knowledge_checks: dc: 22 skills: - Arcana - Nature languages: - Auran - Common level: 5 melee: - action_cost: One Action damage: formula: 1d6+10 type: slashing name: scimitar plus_damage: null to_hit: 15 traits: - forceful +1 - reach 10 feet - sweep - action_cost: One Action damage: formula: 1d4+10 type: bludgeoning name: fist plus_damage: null to_hit: 16 traits: - agile - finesse - magical - nonlethal - reach 10 feet name: Djinni perception: 13 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null 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. effects: null failure: null frequency: Once per round. full_description: null generic_description: null name: Hurricane Blast range: null raw_description: '**Hurricane Blast** (__air__, __arcane__, __evocation__) **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.' requirements: null success: null traits: - air - arcane - evocation trigger: null ranged: - action_cost: One Action damage: formula: 1d8+6 type: bludgeoning name: crashing wind plus_damage: null to_hit: 15 traits: - air - arcane - evocation - range increment 20 feet rarity: Uncommon resistances: - amount: 5 type: mental - amount: 5 type: sonic ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 14 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +13 - darkvision - detect magic size: Large skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 11 misc: null name: 'Arcana ' - bonus: 11 misc: null name: 'Athletics ' - bonus: 9 misc: null name: 'Crafting ' - bonus: 11 misc: null name: 'Deception ' - bonus: 13 misc: null name: 'Diplomacy ' - bonus: 9 misc: null name: 'Society ' - bonus: 12 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 163 page_stop: null speed: - amount: 25 type: Land - amount: 40 type: fly spell_lists: - dc: 23 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: at will, to Astral Plane, Elemental Planes, or Material Plane only name: plane shift requirement: null - heightened_level: null level: 4 spells: - frequency: null name: creation requirement: null - frequency: null name: gaseous form requirement: null - heightened_level: null level: 3 spells: - frequency: null name: illusory creature requirement: null - frequency: null name: illusory object requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: enhance victuals requirement: null - frequency: at will, self only name: invisibility requirement: null - heightened_level: 3 level: -1 spells: - frequency: null name: detect magic requirement: null to_hit: null traits: - Uncommon - CG - Large - Air - Elemental - Genie type: Creature weaknesses: null - ability_mods: cha_mod: 7 con_mod: 6 dex_mod: 3 int_mod: 2 str_mod: 8 wis_mod: 5 ac: 35 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: null effect: A doblagub has bonded with their current location by being called there via a ritual or by remaining in one place for 10 years effects: null failure: null frequency: null full_description: null generic_description: null name: Etheric Fibers range: null raw_description: '**Etheric Fibers** (__aura__, __enchantment__, __mental__) 40 feet. **Requirements** A doblagub has bonded with their current location by being called there via a ritual or by remaining in one place for 10 years; **Effect** The doblagub grows etheric fibers that they can use to psychically keep prey close. Any time a creature tries to move within this aura, it must succeed at a DC 30 Will save or the movement fails and the action is wasted.' requirements: null success: null traits: - aura - enchantment - mental trigger: null description: 'Elder brughadatches command groups of fellow brughadatches, who placate the doblagub with fresh meals and trophies of the group''s grisly catches. **__Recall Knowledge - Fey__ (__Nature__)**: DC 31' hp: 250 hp_misc: null immunities: null items: null knowledge_checks: dc: 31 skills: - Nature languages: - Common - Sylvan level: 13 melee: - action_cost: One Action damage: formula: 4d8+14 type: bludgeoning name: jaws plus_damage: - formula: null type: Grab to_hit: 27 traits: - reach 10 feet - action_cost: One Action damage: null name: tongue plus_damage: null to_hit: 27 traits: - reach 15 feet name: Doblagub perception: 26 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: once per round effects: null failure: null frequency: The doblagub's etheric fibers aura is active full_description: null generic_description: null name: Etheric Tug range: null raw_description: '**Etheric Tug** **Requirements** The doblagub''s etheric fibers aura is active; **Frequency** once per round; **Effect** All non-brughadatch creatures within the aura must succeed at a DC 30 Fortitude save or be pulled 10 feet toward the doblagub.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A doblagub can use their tongue to make spell attacks with spells that have a range of touch. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Magical Tongue range: null raw_description: '**Magical Tongue** A doblagub can use their tongue to make spell attacks with spells that have a range of touch.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Medium, 4d10+8 bludgeoning, Rupture 24 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**Swallow Whole** (__attack__) Medium, 4d10+8 bludgeoning, Rupture 24' requirements: null success: null traits: - attack trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 23 fort_misc: null misc: null ref: 18 ref_misc: null will: 26 will_misc: null sense_abilities: null senses: - Perception +26 - darkvision - true seeing size: Large skills: - bonus: 25 misc: null name: 'Athletics ' - bonus: 28 misc: null name: 'Deception ' - bonus: 28 misc: null name: 'Intimidation ' - bonus: 26 misc: null name: 'Nature ' - bonus: 24 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #154: Siege of the Dinosaurs' page_start: 79 page_stop: null speed: - amount: 10 type: Land - amount: 10 type: swim spell_lists: - dc: 33 misc: '' name: Primal Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: null name: crushing despair requirement: null - frequency: null name: dominate requirement: null - heightened_level: null level: 5 spells: - frequency: null name: confusion requirement: null - frequency: x2 name: enthrall requirement: null - frequency: at will name: illusory scene requirement: null - frequency: null name: wall of stone requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: charm requirement: null - frequency: x2 name: lightning bolt requirement: null - frequency: x3 name: paralyze requirement: null - heightened_level: null level: 3 spells: - frequency: x2 name: faerie fire requirement: null - frequency: at will name: fear requirement: null - frequency: null name: hideous laughter requirement: null - heightened_level: 6 level: 0 spells: - frequency: null name: detect magic requirement: null - frequency: null name: produce flame requirement: null - heightened_level: 6 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: 27 traits: - CE - Large - Amphibious - Fey type: Creature weaknesses: - amount: 15 type: cold iron - ability_mods: cha_mod: 2 con_mod: 3 dex_mod: 0 int_mod: -1 str_mod: 6 wis_mod: 1 ac: 22 ac_special: - descr: 24 with shield raised alignment: LN automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The doorwarden can Raise its Shield and gain its shield's benefit to AC against the triggering attack. effects: null failure: null frequency: null full_description: null generic_description: null name: Reactive Shield range: null raw_description: '**Reactive Shield** [Reaction] **Trigger** An enemy hits the doorwarden with a melee Strike. **Effect** The doorwarden can Raise its Shield and gain its shield''s benefit to AC against the triggering attack.' requirements: null success: null traits: null trigger: An enemy hits the doorwarden with a melee Strike. - action_cost: Reaction critical_failure: null critical_success: null description: When the doorwarden uses Shield Block against a melee attack from a creature within 5 feet, it can also push the creature 5 feet. effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. effects: null failure: null frequency: null full_description: null generic_description: null name: Shield Block range: null raw_description: '**Shield Block** [Reaction] **Trigger** While you have your shield raised, you would take damage from a physical attack. **Effect** You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield''s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.' requirements: null success: null traits: null trigger: While you have your shield raised, you would take damage from a physical attack. 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. Perceptive travelers can sometimes spot a door warden before its magic becomes obvious. The door often bears a round disk or similar embossment that resembles a shield boss designed for bashing, and the bar that can be lowered to block entry resembles an arm clasping a longsword by the hilt. The original doorwardens crafted by the elves included a motif of elven armor and a metal mask in the style of Alseta''s own, though other cultures embellish their own doorwardens with their own themes and sometimes even their own ancestral weapons, such as axes for dwarven doorwardens. Doorwardens sometimes know about the chambers they guard, and they have been known to speak to trespassers, especially elves. But a doorwarden cannot be persuaded to stand aside; it is bound to the portal where it has been placed and will defend it until destroyed. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 22' hp: 60 hp_misc: null immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: - longsword - steel shield (Hardness 5, HP 20, BT 10) with shield boss knowledge_checks: dc: 22 skills: - Arcana - Crafting languages: - Common level: 5 melee: - action_cost: One Action damage: formula: 1d8+9 type: slashing name: longsword plus_damage: null to_hit: 15 traits: - reach 10 feet - versatile P - action_cost: One Action damage: formula: 1d6+9 type: bludgeoning name: shield boss plus_damage: null to_hit: 15 traits: null - action_cost: One Action damage: formula: 1d4+8 type: bludgeoning name: door plus_damage: null to_hit: 13 traits: null name: Doorwarden perception: 13 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Imitate Door range: null raw_description: '**Imitate Door** (__concentrate__) 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.' requirements: null success: null traits: - concentrate trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Slam Doors range: null raw_description: '**Slam Doors** [Two Actions] (__concentrate__) 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.' requirements: null success: null traits: - concentrate trigger: null ranged: null rarity: Uncommon resistances: - amount: 5 type: physical (except bludgeoning) ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 7 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +13 - low-light vision - see invisibility size: Large skills: - bonus: 13 misc: null name: 'Athletics ' - bonus: 11 misc: null name: 'Intimidation ' source: - abbr: 'Pathfinder #145: Hellknight Hill' page_start: 86 page_stop: null speed: - amount: 20 type: Land spell_lists: - dc: 19 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: see invisibility requirement: null to_hit: null traits: - Uncommon - LN - Large - Construct type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The doppelganger reverts to its natural form and can make a Strike against the triggering creature. If the creature was unaware the doppelganger was in disguise, that creature is flat-footed against this attack. effects: null failure: null frequency: null full_description: null generic_description: null name: End the Charade range: null raw_description: '**End the Charade** [Reaction] (__attack__); **Trigger** The doppelganger is transformed with Change Shape and another creature moves adjacent to it or takes a hostile action against it. **Effect** The doppelganger reverts to its natural form and can make a Strike against the triggering creature. If the creature was unaware the doppelganger was in disguise, that creature is flat-footed against this attack.' requirements: null success: null traits: - attack trigger: The doppelganger is transformed with Change Shape and another creature moves adjacent to it or takes a hostile action against it. 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. Doppelgangers are incredibly secretive, with some nearing outright paranoia. They choose their targets carefully and go to great lengths not to reveal their intentions before their plans come to fruition. Doppelgangers usually infiltrate communities in order to gain some manner of wealth or power, and assume the guises of other (usually influential) persons to allow the creatures they''re impersonating to take the fall for any negative consequences that may result from their actions. Though most are not evil, doppelgangers are manipulative and self-serving. As they don''t have their own society and aren''t monolithic in their motivations, an individual doppelganger has its own unique interests and impulses, though many are over-indulgent. Some doppelgangers enjoy the thrill of subtlety, while others favor grander schemes, such as manipulating a nation''s political infrastructure. Others seek to exploit merchant guilds to gain immense wealth, while others use their shape-changing ability to destroy relationships between close friends or families. Doppelgangers are careful and patient creatures. They are willing to slowly construct elaborate schemes that may require extended periods of time—even decades—to yield results. Doppelgangers often work alone, as they don''t trust potential cohorts not to ruin their plans. There are rare times when doppelgangers might reveal secrets to high-ranking individuals to ensure a successful infiltration. When they do work with others, it''s because they''ve taken the shape of a target group''s leader, unbeknownst to the organization''s members. Doppelgangers can grow in power by learning skills and abilities, and often make excellent rogues, spellcasters, or fighters. A doppelganger that has class abilities can often effectively infiltrate and plague an adventuring group as a powerful antagonist—but using a doppelganger like this in your game should be handled with care (see the Infiltrating a Party sidebar above for more information). **__Recall Knowledge - Humanoid__ (__Society__)**: DC 20' hp: 50 hp_misc: null immunities: null items: null knowledge_checks: dc: 20 skills: - Society languages: - Common - two other languages level: 3 melee: - action_cost: One Action damage: formula: 2d6+5 type: slashing name: Claw plus_damage: null to_hit: 10 traits: - agile name: Doppelganger perception: 7 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__arcane__, __concentrate__, __polymorph__, __transmutation__) 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).' requirements: null success: null traits: - arcane - concentrate - polymorph - transmutation trigger: null ranged: null rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 5 fort_misc: null misc: null ref: 10 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +7 - darkvision size: Medium skills: - bonus: 11 misc: null name: 'Deception ' - bonus: 11 misc: null name: 'Diplomacy ' - bonus: 8 misc: null name: 'Society ' - bonus: 8 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 103 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 21 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: at will name: mind reading requirement: null to_hit: null traits: - Uncommon - N - Medium - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 7 dex_mod: 6 int_mod: 1 str_mod: 8 wis_mod: 4 ac: 36 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A doprillu's unique wooden mask is the source of its power. A doprillu deprived of its mask loses its regeneration and its immunity to __enfeebled__ and __slowed__, and it immediately becomes enfeebled 1. The enfeebled value increases by 1 at the start of each of the doprillu's turns, to a maximum of enfeebled 4. If the mask is put back on, the doprillu immediately regains its abilities and loses the enfeebled condition. A creature can pull off the mask with a successful DC 34 __Athletics__ check to __Force Open__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mask of Power range: null raw_description: '**Mask of Power** A doprillu''s unique wooden mask is the source of its power. A doprillu deprived of its mask loses its regeneration and its immunity to __enfeebled__ and __slowed__, and it immediately becomes enfeebled 1. The enfeebled value increases by 1 at the start of each of the doprillu''s turns, to a maximum of enfeebled 4. If the mask is put back on, the doprillu immediately regains its abilities and loses the enfeebled condition. A creature can pull off the mask with a successful DC 34 __Athletics__ check to __Force Open__.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Fiery magma runs through the doprillu's veins. A creature that starts its turn __grabbed__ by the doprillu takes 7d6 fire damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Volcanic Veins range: null raw_description: '**Volcanic Veins** (__fire__) Fiery magma runs through the doprillu''s veins. A creature that starts its turn __grabbed__ by the doprillu takes 7d6 fire damage.' requirements: null success: null traits: - fire trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The doprillu is aware of the attack, isn't __flat-footed__ against it, and has a hand free effects: null failure: null frequency: null full_description: null generic_description: null name: Deflect Arrow range: null raw_description: '**Deflect Arrow [Reaction]** **Trigger **The doprillu is the target of a physical ranged attack; **Requirements **The doprillu is aware of the attack, isn''t __flat-footed__ against it, and has a hand free; **Effect **The doprillu gains a +4 circumstance bonus to its AC against the triggering attack.' requirements: null success: null traits: null trigger: The doprillu is the target of a physical ranged attack description: 'The aberrations known as doprillus are hulks with banded muscles who wear ornate masks at all times that fill their wearers with magical strength and fighting spirit. Doprillus love to battle, especially by grappling, and are eager to start brawls. On neutral ground, a doprillu offers to duel the strongest-looking opponent, but when a doprillu''s home turf is invaded, no rules apply to the confrontation. As befits the superheated blood that fuels them, doprillus make their homes in warm locations: hot jungles, sunny deserts, and underground caverns near sulfur vents. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 32' hp: 260 hp_misc: regeneration 20 (deactivated by cold immunities: - enfeebled (while wearing its mask) - slowed (while wearing its mask) items: null knowledge_checks: dc: 32 skills: - Occultism languages: - Aklo - Common - Undercommon level: 14 melee: - action_cost: One Action damage: formula: 3d8+16 type: null name: fist plus_damage: - formula: 2d6 type: fire and Improved Grab to_hit: 30 traits: - agile - magical name: Doprillu perception: 22 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The doprillu has a creature __grabbed__ effects: null failure: null frequency: null full_description: null generic_description: null name: Body Strike range: null raw_description: '**Body Strike** **Requirements **The doprillu has a creature __grabbed__; **Effect **The doprillu swings the grabbed creature as a weapon. This Strike has a +30 attack modifier and deals 3d8+16 bludgeoning damage. The Strike is magical and has a reach of 10 feet. On a hit, the grabbed creature takes half the damage dealt to the target.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The doprillu has a creature __grabbed__ effects: null failure: null frequency: null full_description: null generic_description: null name: Whirlwind Throw range: null raw_description: '**Whirlwind Throw** [Two Actions] **Requirements **The doprillu has a creature __grabbed__; **Effect **The doprillu whirls the grabbed creature about, making a Body Strike against each creature in reach. After that Strike, the doprillu can hurl the grabbed creature up to 50 feet as a ranged Strike. This Strike has the same attack modifier and damage as Body Strike, but has the __thrown 20 feet__ weapon trait.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 15 type: fire ritual_lists: null saves: fort: 27 fort_misc: null misc: +2 status to all saves vs. fear ref: 28 ref_misc: null will: 24 will_misc: null sense_abilities: null senses: - Perception +22 - darkvision - see invisibility size: Medium skills: - bonus: 26 misc: null name: 'Acrobatics ' - bonus: 30 misc: null name: 'Athletics ' - bonus: 22 misc: null name: 'Intimidation ' - bonus: 24 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 85 page_stop: null speed: - amount: 40 type: Land - amount: 40 type: climb spell_lists: - dc: 28 misc: null name: Occult Innate Spells spell_groups: - heightened_level: 6 level: -1 spells: - frequency: null name: see invisibility requirement: null to_hit: null traits: - NE - Medium - Aberration type: Creature weaknesses: null - ability_mods: cha_mod: 1 con_mod: 5 dex_mod: 2 int_mod: -3 str_mod: 6 wis_mod: 5 ac: 28 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A dracolisk has resistance 10 to the type of damage it produces with its breath weapon (see below). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Resistance range: null raw_description: '**Draconic Resistance** A dracolisk has resistance 10 to the type of damage it produces with its breath weapon (see below).' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The target must attempt a DC 26 Fortitude save. If it fails, it becomes __slowed 1__ for 1 minute as its body stiffens. effects: null failure: null frequency: null full_description: null generic_description: null name: Petrifying Glance range: null raw_description: '**Petrifying Glance [Reaction]** (__arcane__, __aura__, __transmutation__, __visual__) **Trigger **A creature within 30 feet that the dracolisk can see starts its turn; **Effect **The target must attempt a DC 26 Fortitude save. If it fails, it becomes __slowed 1__ for 1 minute as its body stiffens.' requirements: null success: null traits: - arcane - aura - transmutation - visual trigger: A creature within 30 feet that the dracolisk can see starts its turn description: 'Dracolisks are rare magical crossbreeds of chromatic dragons and __basilisks__. None now know how they first came to be, but they have proven viable and can breed with one another as well as with basilisks. While a dracolisk appears much like a young true dragon of its parent type, its eight legs are an immediate indication that it is something more. Its coloration varies, depending on the nature of its draconic ancestry, though it''s lighter on its underside and darker near its wing tips. A typical dracolisk is 15 feet long and weighs 3,000 pounds. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 28 **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 28' hp: 155 hp_misc: null immunities: - paralyzed - petrified - sleep items: null knowledge_checks: dc: 28 skills: - Arcana - Nature languages: null level: 9 melee: - action_cost: One Action damage: formula: 2d12+8 type: piercing name: jaws plus_damage: null to_hit: 21 traits: null - action_cost: One Action damage: formula: 2d10+8 type: slashing name: claw plus_damage: null to_hit: 21 traits: - agile name: Dracolisk perception: 18 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: "The dracolisk breathes a gout of energy based on its draconic heritage,\ \ as noted below. This breath weapon deals 6d10 damage of the appropriate type,\ \ with a DC 28 basic save of a type indicated in parenthesis below. The dracolisk\ \ can't use Breath Weapon again for 1d4 rounds. \n\n**Black **(acid) 60-foot\ \ line of acid (Reflex) \n\n**Blue **(electricity) 60-foot line of electricity\ \ (Reflex) \n\n**Green **(poison) 30-foot cone of poison (Fortitude) \n\n**Red\ \ **(fire) 30-foot cone of fire (Reflex) \n\n**White **(cold) 30-foot cone of\ \ cold (Reflex)" effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: "**Breath Weapon** [Two Actions] (__arcane__, __evocation__)\ \ The dracolisk breathes a gout of energy based on its draconic heritage, as\ \ noted below. This breath weapon deals 6d10 damage of the appropriate type,\ \ with a DC 28 basic save of a type indicated in parenthesis below. The dracolisk\ \ can't use Breath Weapon again for 1d4 rounds. \n\n**Black **(acid) 60-foot\ \ line of acid (Reflex) \n\n**Blue **(electricity) 60-foot line of electricity\ \ (Reflex) \n\n**Green **(poison) 30-foot cone of poison (Fortitude) \n\n**Red\ \ **(fire) 30-foot cone of fire (Reflex) \n\n**White **(cold) 30-foot cone of\ \ cold (Reflex)" requirements: null success: null traits: - arcane - evocation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: 'The dracolisk stares at a creature it can see within 30 feet. That creature must attempt a DC 28 Fortitude save. If it fails and has not already been slowed by Petrifying Glance or this ability, it becomes __slowed 1__. If the creature already was slowed by this ability or Petrifying Glance, a failed save causes the creature to be __petrified__ permanently. A creature petrified in this manner can be instantly restored to flesh by being coated (not just splashed) with fresh dracolisk or basilisk blood no more than 1 hour old. A single dracolisk contains enough blood to coat 1d4+2 Medium creatures in this manner.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Petrifying Gaze range: null raw_description: '**Petrifying Gaze** [Two Actions] (__arcane__, __concentrate__, __incapacitation__, __transmutation__, __visual__) The dracolisk stares at a creature it can see within 30 feet. That creature must attempt a DC 28 Fortitude save. If it fails and has not already been slowed by Petrifying Glance or this ability, it becomes __slowed 1__. If the creature already was slowed by this ability or Petrifying Glance, a failed save causes the creature to be __petrified__ permanently. A creature petrified in this manner can be instantly restored to flesh by being coated (not just splashed) with fresh dracolisk or basilisk blood no more than 1 hour old. A single dracolisk contains enough blood to coat 1d4+2 Medium creatures in this manner.' requirements: null success: null traits: - arcane - concentrate - incapacitation - transmutation - visual trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dracolisk makes a single Strike with its jaws. If the attack hits, it deals 4d12+16 piercing damage (__versatile S__) . This counts as two attacks for its multiple attack penalty. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Savage Jaws range: null raw_description: '**Savage Jaws** [Two Actions] The dracolisk makes a single Strike with its jaws. If the attack hits, it deals 4d12+16 piercing damage (__versatile S__) . This counts as two attacks for its multiple attack penalty.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: draconic resistance ritual_lists: null saves: fort: 20 fort_misc: null misc: null ref: 17 ref_misc: null will: 18 will_misc: null sense_abilities: null senses: - Perception +18 - darkvision - tremorsense (imprecise) 30 feet size: Large skills: - bonus: 17 misc: null name: 'Acrobatics ' - bonus: 21 misc: null name: 'Athletics ' - bonus: 17 misc: null name: 'Stealth ' - bonus: 20 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 35 page_stop: null speed: - amount: 20 type: Land - amount: 40 type: fly spell_lists: null traits: - Uncommon - N - Large - Beast - Dragon type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon turtle rolls its shell toward the triggering creature, gaining a +2 circumstance bonus to its AC against the triggering attack. effects: null failure: null frequency: null full_description: null generic_description: null name: Shell Block range: null raw_description: '**Shell Block **[Reaction] **Trigger** A creature adjacent to the dragon turtle targets it with a melee attack. **Effect** The dragon turtle rolls its shell toward the triggering creature, gaining a +2 circumstance bonus to its AC against the triggering attack.' requirements: null success: null traits: null trigger: A creature adjacent to the dragon turtle targets it with a melee attack. 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. Most dragon turtles are at least 20 feet wide and 50 feet long, although some can grow substantially larger. These massive, ancient dragon turtles are somnolent, and resemble rocky islands from a distance; their prodigious hoards can be a source of truly ancient sea lore. Legends persist of truly immense dragon turtles who spend centuries drifting on the surface of the ocean, far from established shipping lanes or charted waters, with shells that serve as islands capable of supporting entire ecosystems and even, some claim, small settlements whose inhabitants know nothing of land that doesn''t drift across the sea. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 26' hp: 140 hp_misc: null immunities: - fire - paralyzed - sleep items: null knowledge_checks: dc: 26 skills: - Arcana languages: - Aquan - Common - Draconic level: 9 melee: - action_cost: One Action damage: formula: 2d12+9 type: piercing name: Jaws plus_damage: null to_hit: 21 traits: - reach 10 feet - action_cost: One Action damage: formula: 2d8+9 type: slashing name: Claw plus_damage: null to_hit: 21 traits: - agile name: Dragon Turtle perception: 18 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__air__, __fire__, __primal__) 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).' requirements: null success: null traits: - air - fire - primal trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Capsize range: null raw_description: '**Capsize** (__attack__, __move__) 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. ' requirements: null success: null traits: - attack - move trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon turtle makes two Claw Strikes and one Jaws Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon turtle makes two Claw Strikes and one Jaws Strike in any order.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 19 fort_misc: null misc: null ref: 15 ref_misc: null will: 16 will_misc: null sense_abilities: null senses: - Perception +18 - darkvision size: Huge skills: - bonus: 21 misc: null name: 'Athletics ' - bonus: 16 misc: null name: 'Diplomacy ' - bonus: 18 misc: null name: 'Intimidation ' - bonus: 13 misc: null name: 'Stealth ' - bonus: 17 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 128 page_stop: null speed: - amount: 20 type: Land - amount: 30 type: swim spell_lists: null traits: - N - Huge - Amphibious - Dragon type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 60 feet, DC 29 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 60 feet, DC 29 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null 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. Dragonscarred dead are similar to skeletal champions or graveknights in that they are not merely reanimated servants who mindlessly follow orders, but are instead powerful wardens who maintain the same agency they bore in life. While a dragonscarred dead is often magically compelled to follow its reanimator''s commands, some of these undead dragonslayers manage to escape their masters and pursue their own vile agendas—which may involve rallying allies to challenge their draconic creator once more and finish the dire mission they started in life. **__Recall Knowledge - Undead__ (__Religion__)**: DC 33' hp: 210 hp_misc: regeneration 20 (deactivated by cold immunities: - death effects - disease - fire - paralyzed - poison - unconscious items: - broken greatsword knowledge_checks: dc: 33 skills: - Religion languages: - Common - Draconic - Necril level: 13 melee: - action_cost: One Action damage: formula: 1d12+9 type: slashing name: breath-seared greatsword plus_damage: - formula: 2d6 type: negative to_hit: 27 traits: - magical - versatile P name: Dragonscarred Dead perception: 24 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath-Seared Sword range: null raw_description: '**Breath-Seared Sword** 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: The creature is stunned for 1d4 rounds and is fatigued. critical_success: The creature is unaffected. 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. ' effect: null effects: null failure: The creature is stunned for 1 round. frequency: null full_description: null generic_description: null name: Glare of Rage range: null raw_description: '**Glare of Rage** [Two Actions] (__arcane__, __enchantment__, __mental__, __visual__) 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.' requirements: null success: The creature is stunned 1. traits: - arcane - enchantment - mental - visual trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: cold - amount: 10 type: good ritual_lists: null saves: fort: 25 fort_misc: null misc: +1 status to all saves vs. magic ref: 20 ref_misc: null will: 22 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'The 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. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Guardian Sense range: null raw_description: '**Guardian Sense** (__arcane__, __detection__, __divination__) The 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. ' requirements: null success: null traits: - arcane - detection - divination trigger: null senses: - Perception +24 - darkvision - guardian sense size: Medium skills: - bonus: 25 misc: null name: 'Athletics ' - bonus: 22 misc: null name: 'Dragon Lore ' - bonus: 21 misc: null name: 'Intimidation ' source: - abbr: 'Pathfinder #148: Fires of the Haunted City' page_start: 82 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - Uncommon - NE - Medium - Fire - Undead type: Creature weaknesses: null - ability_mods: cha_mod: -5 con_mod: 9 dex_mod: 8 int_mod: -5 str_mod: 10 wis_mod: 7 ac: 48 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 42 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 42 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragonshard guardian's body absorbs the energy entirely, preventing the damage from harming the construct. Its body reverberates and transforms the absorbed energy before projecting it outward in a 60-foot burst. Each creature within the burst takes an amount of fire damage equal to the amount of energy damage absorbed by the triggering attack, including any damage resisted by the guardian's resistances and additional damage from its weakness (DC 45 basic Reflex save). This fire damage doesn't harm objects or constructs. effects: null failure: null frequency: null full_description: null generic_description: null name: Reverberating Revenge range: null raw_description: '**Reverberating Revenge** [Reaction] (__arcane__, __fire__) **Trigger** The dragonshard guardian takes cold, fire, electricity, or sonic damage from a non-dragonshard guardian source; **Effect** The dragonshard guardian''s body absorbs the energy entirely, preventing the damage from harming the construct. Its body reverberates and transforms the absorbed energy before projecting it outward in a 60-foot burst. Each creature within the burst takes an amount of fire damage equal to the amount of energy damage absorbed by the triggering attack, including any damage resisted by the guardian''s resistances and additional damage from its weakness (DC 45 basic Reflex save). This fire damage doesn''t harm objects or constructs.' requirements: null success: null traits: - arcane - fire trigger: The dragonshard guardian takes cold, fire, electricity, or sonic damage from a non-dragonshard guardian source description: 'Created by Mengkare and powered by a shard of the Orb of Gold Dragonkind, this construct is made of sculpted crystal draped in a beautiful gold filigree frame. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 54' hp: 430 hp_misc: null immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 54 skills: - Arcana - Crafting languages: null level: 22 melee: - action_cost: One Action damage: formula: 6d10+8 type: piercing name: jaws plus_damage: - formula: 2d10 type: persistent bleed to_hit: 41 traits: - magical - reach 15 feet - action_cost: One Action damage: formula: 9d6+8 type: slashing name: claw plus_damage: null to_hit: 41 traits: - agile - magical - reach 10 feet name: Dragonshard Guardian perception: 39 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The construct breathes in one of two ways, then can't use Breath Weapon again for 1d4 rounds. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: A blast of flame deals 15d10 fire damage to all creatures in a 60-foot cone (DC 45 basic Reflex save). This fire damage does not harm objects or constructs. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flame range: null raw_description: '**Flame** (__arcane__, __evocation__, __fire__) A blast of flame deals 15d10 fire damage to all creatures in a 60-foot cone (DC 45 basic Reflex save). This fire damage does not harm objects or constructs.' requirements: null success: null traits: - arcane - evocation - fire trigger: null - action_cost: None critical_failure: The creature is enfeebled 8. critical_success: The creature is unaffected. description: 'A cloud of gold-flecked gas forces each creature in a 60-foot cone to attempt a DC 45 Fortitude save; the effect lasts 1 minute. ' effect: null effects: null failure: The creature is enfeebled 5. frequency: null full_description: null generic_description: null name: Weakening Gas range: null raw_description: '**Weakening Gas** (__arcane__, __necromancy__) A cloud of gold-flecked gas forces each creature in a 60-foot cone to attempt a DC 45 Fortitude save; the effect lasts 1 minute. **Critical Success** The creature is unaffected. **Success** The creature is __enfeebled 2__. **Failure** The creature is __enfeebled 5__. **Critical Failure** The creature is __enfeebled 8__.' requirements: null success: The creature is enfeebled 2. traits: - arcane - necromancy trigger: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: "**Breath Weapon** [Two Actions] The construct breathes in one\ \ of two ways, then can't use Breath Weapon again for 1d4 rounds. \n\n * **Flame**\ \ (__arcane__, __evocation__, __fire__) A blast of flame deals 15d10 fire damage\ \ to all creatures in a 60-foot cone (DC 45 basic Reflex save). This fire damage\ \ does not harm objects or constructs.\n\n * **Weakening Gas** (__arcane__,\ \ __necromancy__) A cloud of gold-flecked gas forces each creature in a 60-foot\ \ cone to attempt a DC 45 Fortitude save; the effect lasts 1 minute.\n\n**Critical\ \ Success** The creature is unaffected.\n\n**Success** The creature is __enfeebled\ \ 2__.\n\n**Failure** The creature is __enfeebled 5__.\n\n**Critical Failure**\ \ The creature is __enfeebled 8__." requirements: null success: null traits: null trigger: null ranged: null rarity: Rare resistances: - amount: 24 type: fire - amount: 24 type: physical (except bludgeoning adamantine) ritual_lists: null saves: fort: 39 fort_misc: null misc: null ref: 36 ref_misc: null will: 33 will_misc: null sense_abilities: null senses: - Perception +39 - darkvision - true seeing size: Large skills: - bonus: 30 misc: null name: 'Arcana ' source: - abbr: 'Pathfinder #150: Broken Promises' page_start: 79 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - Rare - N - Large - Construct type: Creature weaknesses: - amount: 24 type: sonic - ability_mods: cha_mod: 2 con_mod: 6 dex_mod: 2 int_mod: -2 str_mod: 6 wis_mod: 4 ac: 23 ac_special: null alignment: N automatic_abilities: null description: 'Drainberry bushes are floating bushes that originate from the __First World__, with long, thorny vines and dense clusters of bright-red berries. Their hollow thorns quickly siphon blood, which is how these carnivorous plants feed, and they rapidly turn consumed blood into fresh batches of delicious berries. Drainberry bushes exude a faint white glow that is a result of stored positive energy. Drainberry bushes exhibit unusually high intelligence and have an astute sense of value. They typically become insulted when creatures attempt to harvest their berries. Creatures that attempt to converse with drainberry bushes finds the plants telepathically convey only short and simple phrases: most commonly, "Money please," "Deal good," "Deal no good," "Want that," (with a gesture toward an item it covets), "Thank you, customer," and if necessary, "No refunds." Though a drainberry bush considers the market value of its berries to be 25 gp, it greatly prefers interesting art objects as payment—even ones of significantly lower value. **__Recall Knowledge - Plant__ (__Nature__)**: DC 23' hp: 135 hp_misc: null immunities: null items: null knowledge_checks: dc: 23 skills: - Nature languages: - Aklo - Common - telepathy 100 feet level: 7 melee: - action_cost: One Action damage: formula: 2d8+10 type: bludgeoning name: vine plus_damage: - formula: null type: Improved Grab to_hit: 17 traits: - reach 20 feet name: Drainberry Bush perception: 16 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: "The drainberry bush must drain blood from living creatures for sustenance.\ \ This causes clusters of bright red berries to grow among its branches. Each\ \ cluster of berries lasts for 1 day, and a drainberry bush typically has 1d6+3\ \ clusters when encountered. When consumed, a cluster restores 2d8+10 Hit Points.\ \ This effect has the __healing__, __necromancy__, and __primal__ traits. \n\ \nA creature can pluck a cluster of berries with a successful unarmed Strike\ \ or Thievery check against the bush's AC." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Blood Berries range: null raw_description: "**Blood Berries** The drainberry bush must drain blood from\ \ living creatures for sustenance. This causes clusters of bright red berries\ \ to grow among its branches. Each cluster of berries lasts for 1 day, and a\ \ drainberry bush typically has 1d6+3 clusters when encountered. When consumed,\ \ a cluster restores 2d8+10 Hit Points. This effect has the __healing__, __necromancy__,\ \ and __primal__ traits. \n\nA creature can pluck a cluster of berries with\ \ a successful unarmed Strike or Thievery check against the bush's AC." requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The bush draws nourishment from one cluster of blood berries, regaining 2d8+10 HP. That berry cluster wrinkles and dies. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Consume Berries range: null raw_description: '**Consume Berries** (__healing__, __necromancy__, __positive__, __primal__) The bush draws nourishment from one cluster of blood berries, regaining 2d8+10 HP. That berry cluster wrinkles and dies.' requirements: null success: null traits: - healing - necromancy - positive - primal trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The drainberry bush has at least one living creature __grabbed__ with one of its vines effects: null failure: null frequency: null full_description: null generic_description: null name: Drain Blood range: null raw_description: '**Drain Blood** **Requirements **The drainberry bush has at least one living creature __grabbed__ with one of its vines; **Effect **The bush''s hollow thorns siphon blood from creatures it has grabbed. Each creature must succeed at a DC 25 Fortitude save or take 2d8+10 damage and become __drained 1__ (double damage and drained 2 on a critical failure). For every creature damaged this way, a cluster of blood berries (see above) immediately grows along the bush''s branches.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The drainberry bush makes up to four vine Strikes, each against a different target. These attacks count toward the bush's multiple attack penalty, but the multiple attack penalty doesn't increase until after the bush makes all these attacks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Storm of Vines range: null raw_description: '**Storm of Vines** [Two Actions] The drainberry bush makes up to four vine Strikes, each against a different target. These attacks count toward the bush''s multiple attack penalty, but the multiple attack penalty doesn''t increase until after the bush makes all these attacks.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 10 type: negative ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 13 ref_misc: null will: 13 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The drainberry bush can use __Diplomacy__ to __Make an Impression__ on and make very simple __Requests__ of animals and plant creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Nature Empathy range: null raw_description: '**Nature Empathy** The drainberry bush can use __Diplomacy__ to __Make an Impression__ on and make very simple __Requests__ of animals and plant creatures.' requirements: null success: null traits: null trigger: null senses: - Perception +16 - lifesense 120 feet size: Large skills: - bonus: 11 misc: null name: 'Acrobatics ' - bonus: 17 misc: null name: 'Athletics ' - bonus: 13 misc: null name: 'Diplomacy ' - bonus: 17 misc: null name: 'Nature ' - bonus: 11 misc: +15 to appear as a bush name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 99 page_stop: null speed: - amount: 25 type: Land - amount: 20 type: climb spell_lists: null traits: - N - Large - Plant type: Creature weaknesses: - amount: 5 type: fire - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Whenever the drakauthix takes at least 10 slashing damage, it releases a cloud of brown spores that has the effect of obscuring mist for 1 minute, centered around the drakauthix. This cloud of spores does not move with the drakauthix, nor is it displaced by its movement. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Obscuring Spores range: null raw_description: '**Obscuring Spores** Whenever the drakauthix takes at least 10 slashing damage, it releases a cloud of brown spores that has the effect of obscuring mist for 1 minute, centered around the drakauthix. This cloud of spores does not move with the drakauthix, nor is it displaced by its movement.' requirements: null success: null traits: null trigger: 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. The drakauthix behaves no more intelligently than most predatory animals, and often uses a sort of symbiotic scavenger method to secure prey by capitalizing on the hunting methods of oozes and vermin found in the large cave systems it frequents. When a relatively mindless creature kills a victim, the drakauthix drifts down, hooks the freshly slain carcass with its tendrils, and reels in its meal. The mindless ooze or other creature that just had its food stolen rarely holds a grudge and simply slithers off to find a new quarry, letting the drakauthix digest the corpse in peace. Of course, the drakauthix isn''t above feasting on more active prey as well, and might attack an adventurer who neglects to look upward for danger when exploring a network of mysterious caves. Some Darklands-dwelling creatures, such as duergars, hunt drakauthixes for their flesh, which has a unique flavor with a peppery aftertaste. Subterranean races also make ink from drakauthixes by burning their carcasses, then grinding and pressing the ashes for a long time until a silvery substance congeals. **__Recall Knowledge - Fungus__ (__Nature__)**: DC 26' hp: 190 hp_misc: null immunities: null items: null knowledge_checks: dc: 26 skills: - Nature languages: null level: 9 melee: - action_cost: One Action damage: formula: 3d8+9 type: piercing name: Tentacle plus_damage: - formula: null type: Improved Grab to_hit: 20 traits: - reach 30 feet name: Drakauthix perception: 17 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The drakauthix pulls all creatures it has __grabbed__ 15 feet closer to itself. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Reel In range: null raw_description: '**Reel In** The drakauthix pulls all creatures it has __grabbed__ 15 feet closer to itself.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The tendrils that cover the drakauthix's body reach out and infest adjacent creatures, dealing 4d6 poison damage and 1d6 __persistent__ poison damage. A creature can attempt a basic DC 27 Reflex save to reduce this damage, but one __grabbed__ by the drakauthix takes a -4 circumstance penalty to this save. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spore Tendrils range: null raw_description: '**Spore Tendrils** The tendrils that cover the drakauthix''s body reach out and infest adjacent creatures, dealing 4d6 poison damage and 1d6 __persistent__ poison damage. A creature can attempt a basic DC 27 Reflex save to reduce this damage, but one __grabbed__ by the drakauthix takes a -4 circumstance penalty to this save.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The drakauthix whirls, whipping creatures around it. The drakauthix makes a tentacle Strike against every creature within its reach. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Whirlwind of Hooks range: null raw_description: '**Whirlwind of Hooks** [Two Actions] The drakauthix whirls, whipping creatures around it. The drakauthix makes a tentacle Strike against every creature within its reach.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 21 fort_misc: null misc: null ref: 13 ref_misc: null will: 15 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sporesight range: null raw_description: '**Sporesight** 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.' requirements: null success: null traits: null trigger: null senses: - Perception +17 - darkvision - sporesight (imprecise) 60 feet size: Huge skills: - bonus: 15 misc: null name: 'Acrobatics ' - bonus: 20 misc: null name: 'Athletics ' - bonus: 17 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 129 page_stop: null speed: - amount: 20 type: fly spell_lists: null traits: - N - Huge - Fungus type: Creature weaknesses: - amount: 10 type: fire - amount: 10 type: slashing - ability_mods: cha_mod: 1 con_mod: 3 dex_mod: 2 int_mod: -1 str_mod: 4 wis_mod: 1 ac: 17 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A creature that slays a draugr is subjected to a __mariner's curse__ spell with a save DC of 17. The curse ends if the draugr is buried in a calm sea or after 1 week passes. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: The Sea's Revenge range: null raw_description: '**The Sea''s Revenge** (__curse__, __divine__, __necromancy__) A creature that slays a draugr is subjected to a __mariner''s curse__ spell with a save DC of 17. The curse ends if the draugr is buried in a calm sea or after 1 week passes.' requirements: null success: null traits: - curse - divine - necromancy trigger: null description: 'Risen corpses of sailors who died at sea, draugr reek of the rot and decay of the briny deep. Their eyes glow with ghastly green light, and rotting seaweed, barnacles, and dead sea creatures cling to their bodies. Draugr can''t speak, but expresses their malicious emotions with gurgles, as though they were eternally drowning with lungs full of water. They desire little more than to attack living creatures, especially those who sail the sea. Even when they go upon land, draugrs often drag the corpses of those they strike down back to the water, populating the depths with even more dead. Draugr rise in the haunted places of the sea, where restless spirits, swells of negative energy, or supernatural storms deliver death. A corpse might rest at the bottom of the sea for some time before awakening as a draugr. Collecting detritus and organisms, a corpse becomes increasingly disgusting before it finally rises. Proximity to intelligent life can expedite this process, and an underwater explorer who happens upon a shipwreck might cause a body to snap to unlife as a draugr suddenly. The creatures don''t take intrusions lightly, especially upon their place of death. Though steeped in evil, draugr are susceptible to reminders of their lives as mariners. In particular, a well-performed sea shanty or call-and-response work song might cause a draugr to become lost in reverie for a moment. The creatures have even been witnessed moaning along, unable to sing the words but providing haunting accompaniment. The lull rarely lasts long, though, as the beauty of the song quickly becomes a reminder of the tragedy that befell the draugr, reaffirming their desire for blood and death. More powerful draugr with burning red eyes are called draugr captains. They''re 3rd-level creatures with __elite adjustments__ that can cast __obscuring mist__ as an innate divine spell three times per day. **__Recall Knowledge - Undead__ (__Religion__)**: DC 16' hp: 35 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison - unconscious items: - greataxe - leather armor knowledge_checks: dc: 16 skills: - Religion languages: - Common - can't speak any language level: 2 melee: - action_cost: One Action damage: formula: 1d12+4 type: slashing name: greataxe plus_damage: - formula: null type: grotesque gift to_hit: 10 traits: - sweep - action_cost: One Action damage: formula: 1d4+4 type: slashing name: fist plus_damage: - formula: null type: grotesque gift to_hit: 10 traits: - agile name: Draugr perception: 7 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A draugr's attacks spatter their targets with rancid flesh and rotting seaweed. A creature damaged by a draugr's Strike must succeed at a DC 15 Fortitude save or become __sickened 1__ (sickened 2 on a critical failure). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Grotesque Gift range: null raw_description: '**Grotesque Gift** (__olfactory__) A draugr''s attacks spatter their targets with rancid flesh and rotting seaweed. A creature damaged by a draugr''s Strike must succeed at a DC 15 Fortitude save or become __sickened 1__ (sickened 2 on a critical failure).' requirements: null success: null traits: - olfactory trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The draugr 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 draugr's multiple attack penalty. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swipe range: null raw_description: '**Swipe** [Two Actions] The draugr 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 draugr''s multiple attack penalty.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 3 type: fire ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 6 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +7 - darkvision size: Medium skills: - bonus: 10 misc: null name: 'Athletics ' - bonus: 8 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 102 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: swim spell_lists: null traits: - CE - Medium - Undead - Water type: Creature weaknesses: - amount: 5 type: positive - ability_mods: cha_mod: 6 con_mod: 3 dex_mod: 6 int_mod: 3 str_mod: -5 wis_mod: 4 ac: 28 ac_special: null alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 10 feet. A creature entering the aura must succeed at a DC 26 Fortitude save or become __drained 1__. It recovers after it has been out of the aura for 1 minute. This drained condition value is cumulative with the drained value caused by drain life, but not with multiple draining presence auras. A creature that succeeds at its save is temporarily immune to draining presence for 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draining Presence range: null raw_description: '**Draining Presence** (__aura__, __negative__) 10 feet. A creature entering the aura must succeed at a DC 26 Fortitude save or become __drained 1__. It recovers after it has been out of the aura for 1 minute. This drained condition value is cumulative with the drained value caused by drain life, but not with multiple draining presence auras. A creature that succeeds at its save is temporarily immune to draining presence for 24 hours.' requirements: null success: null traits: - aura - negative trigger: null - action_cost: None critical_failure: null critical_success: null description: A dread wraith caught in sunlight is __stunned 2__ and __clumsy 2__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sunlight Powerlessness range: null raw_description: '**Sunlight Powerlessness** A dread wraith caught in sunlight is __stunned 2__ and __clumsy 2__.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'These menacing spiritual remnants of wicked warlords or bloodthirsty generals are towering specters of shadow and death. Like other wraiths, dread wraiths haunt the shadowy places of the world, but dread wraiths are more likely to travel greater distances to sow terror or amass influence, often sticking to dark glades or sinister ruins when journeying across sun-dappled lands. Dread wraiths tends to be arrogant and rarely form a pack with others of their kind, preferring instead to dominate groups of ordinary wraiths. A particularly powerful necromancer might compel packs of dread wraiths into service, however, while a particularly malevolent goal—such as to eradicate a bastion of light and life—might draw several dread wraiths together in a common purpose. **__Recall Knowledge - Undead__ (__Religion__)**: DC 26' hp: 130 hp_misc: negative healingnegative healing immunities: - death effects - disease - paralyzed - poison - precision - unconscious items: null knowledge_checks: dc: 26 skills: - Religion languages: - Common - Necril level: 9 melee: - action_cost: One Action damage: formula: 2d10+7 type: negative name: spectral hand plus_damage: - formula: null type: drain life to_hit: 21 traits: - finesse - reach 10 feet name: Dread Wraith perception: 19 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The dread wraith extends its hand toward another __wraith__ creature within 100 feet. The target wraith dissolves and streaks toward the dread wraith in a straight line, dealing 6d10 negative damage to each creature along the line (DC 28 basic Fortitude save). The dread wraith absorbs the essence of the target wraith, becoming __quickened__ and gaining a +10-foot status bonus to its fly Speed for a number of rounds equal to the level of the absorbed wraith. It can use its extra action only to Fly or Strike. An unwilling target can attempt a DC 28 Will save to resist being absorbed. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Absorb Wraith range: null raw_description: '**Absorb Wraith** [Two Actions] The dread wraith extends its hand toward another __wraith__ creature within 100 feet. The target wraith dissolves and streaks toward the dread wraith in a straight line, dealing 6d10 negative damage to each creature along the line (DC 28 basic Fortitude save). The dread wraith absorbs the essence of the target wraith, becoming __quickened__ and gaining a +10-foot status bonus to its fly Speed for a number of rounds equal to the level of the absorbed wraith. It can use its extra action only to Fly or Strike. An unwilling target can attempt a DC 28 Will save to resist being absorbed.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the dread wraith damages a living creature with its spectral hand Strike, the wraith gains 10 temporary Hit Points and the target must succeed at a DC 28 Fortitude save or become __drained 1__. Further damage dealt by the wraith increases the drained condition value by 1 on a failed save, to a maximum of drained 4. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drain Life range: null raw_description: '**Drain Life** (__divine__, __necromancy__) When the dread wraith damages a living creature with its spectral hand Strike, the wraith gains 10 temporary Hit Points and the target must succeed at a DC 28 Fortitude save or become __drained 1__. Further damage dealt by the wraith increases the drained condition value by 1 on a failed save, to a maximum of drained 4.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null 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 dread wraith that killed it. It doesn't have drain life or wraith spawn. If the creator of the wraith spawn dies, the wraith spawn becomes a full-fledged, autonomous wraith; it regains its free will and gains drain life and wraith spawn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wraith Spawn range: null raw_description: '**Wraith Spawn** (__divine__, __necromancy__) 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 dread wraith that killed it. It doesn''t have drain life or wraith spawn. If the creator of the wraith spawn dies, the wraith spawn becomes a full-fledged, autonomous wraith; it regains its free will and gains drain life and wraith spawn.' requirements: null success: null traits: - divine - necromancy trigger: null ranged: null rarity: Common resistances: - amount: 10 type: all (except force - amount: null type: ghost touch - amount: null type: or positive ritual_lists: null saves: fort: 16 fort_misc: null misc: +1 status to all saves vs. positive ref: 19 ref_misc: null will: 21 will_misc: null sense_abilities: null senses: - Perception +19 - darkvision - lifesense 60 feet size: Large skills: - bonus: 19 misc: null name: 'Acrobatics ' - bonus: 21 misc: null name: 'Intimidation ' - bonus: 19 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 298 page_stop: null speed: - amount: 60 type: fly spell_lists: null traits: - LE - Large - Incorporeal - Undead - Wraith type: Creature weaknesses: null - ability_mods: cha_mod: -4 con_mod: 1 dex_mod: 3 int_mod: -5 str_mod: 0 wis_mod: 0 ac: 16 ac_special: null alignment: N automatic_abilities: null description: 'A dream spider''s webs have an iridescent hue and are infused with the same hallucinogenic compound as the creature''s toxin. Originally denizens of tropical jungles, dream spiders have adapted well to temperate environments, particularly thriving among the rooftops of cities where shady alchemists use their venom to produce the drug known as __shiver__. **__Recall Knowledge - Animal__ (__Nature__)**: DC 14' hp: 15 hp_misc: null immunities: null items: null knowledge_checks: dc: 14 skills: - Nature languages: null level: 0 melee: - action_cost: One Action damage: formula: 1d6 type: null name: bite plus_damage: - formula: null type: dream spider venom to_hit: 7 traits: - finesse name: Dream Spider perception: 6 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 16 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** __stupefied 1__ (1 round); **Stage 2** 1d6 poison damage plus stupefied 1 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dream Spider Venom range: null raw_description: '**Dream Spider Venom** (__poison__) **Saving Throw** DC 16 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** __stupefied 1__ (1 round); **Stage 2** 1d6 poison damage plus stupefied 1 (1 round)' requirements: null success: null traits: - poison trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature hit by the dream spider's web attack is __immobilized__ and stuck to the nearest surface until it __Escapes__ (DC 16). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Web Trap range: null raw_description: '**Web Trap** A creature hit by the dream spider''s web attack is __immobilized__ and stuck to the nearest surface until it __Escapes__ (DC 16).' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: null name: web plus_damage: null to_hit: 7 traits: - range increment 10 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 5 fort_misc: null misc: null ref: 7 ref_misc: null will: 4 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The dream spider has __imprecise tremorsense__ to detect the vibrations of creatures touching its web. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Web Sense range: null raw_description: '**Web Sense** The dream spider has __imprecise tremorsense__ to detect the vibrations of creatures touching its web.' requirements: null success: null traits: null trigger: null senses: - Perception +6 - darkvision - web sense size: Small skills: - bonus: 5 misc: null name: 'Acrobatics ' - bonus: 2 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 249 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: climb spell_lists: null traits: - N - Small - Animal type: Creature weaknesses: null - 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 alignment: CE 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. Although the fleshwarping process was originally intended to be a punishment for drow who fell from grace, the significant powers and strengths gained from the horrifying transformation are attractive to some drow, and an increasing number of lower-ranking citizens in drow cities volunteer themselves for the painful procedure. In return for mandatory time (typically measured in decades) serving as a guardian, soldier, or other public servant, such volunteer driders are later allowed to lead their own lives, typically in caverns located in a city''s periphery. The painful truth is that for most driders, they do not live long enough to see this reward, for the drow have a penchant for working their fleshwarped slaves to death or deploying them in deadly war missions in which survival is a only a remote possibility. Most driders use arcane magic, but driders who use divine magic are well known, while a rare few use occult or primal magic. A drider''s innate spells remain the same regardless of the magical tradition, but those who use different types of magic as prepared spells may well have entirely different spells prepared than the drider presented below. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 22' hp: 95 hp_misc: null immunities: - sleep items: - +1 composite longbow (20 arrows) - glaive knowledge_checks: dc: 22 skills: - Occultism languages: - Elven - Undercommon level: 6 melee: - action_cost: One Action damage: formula: 1d8+10 type: slashing name: glaive plus_damage: null to_hit: 16 traits: - deadly 1d8 - forceful - reach 10 feet - action_cost: One Action damage: formula: 1d6+10 type: piercing name: fangs plus_damage: - formula: null type: drider venom to_hit: 16 traits: null name: Drider perception: 13 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 23 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d8 poison damage and __enfeebled 1__ (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drider Venom range: null raw_description: '**Drider Venom** (__poison__) **Saving Throw** DC 23 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d8 poison damage and __enfeebled 1__ (1 round)' requirements: null success: null traits: - poison trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature hit by a drider's web attack is __immobilized__ and stuck to the nearest surface (Escape DC 21). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Web Trap range: null raw_description: '**Web Trap** A creature hit by a drider''s web attack is __immobilized__ and stuck to the nearest surface (Escape DC 21).' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d8+8 type: piercing name: composite longbow plus_damage: null to_hit: 16 traits: - deadly d10 - magical - propulsive - range increment 100 feet - reload 0 - volley 50 feet - action_cost: One Action damage: null name: web plus_damage: null to_hit: 15 traits: - range increment 30 feet rarity: Common resistances: null ritual_lists: null saves: fort: 13 fort_misc: null misc: +1 status to all saves vs. magic ref: 13 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +13 - darkvision size: Large skills: - bonus: 14 misc: null name: 'Arcana ' - bonus: 12 misc: null name: 'Athletics ' - bonus: 14 misc: null name: 'Intimidation ' - bonus: 13 misc: null name: 'Religion ' - bonus: 15 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 159 page_stop: null speed: - amount: 30 type: Land - amount: 20 type: climb spell_lists: - dc: 20 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: clairvoyance requirement: null - frequency: null name: suggestion requirement: null - heightened_level: null level: 3 spells: - frequency: null name: clairaudience requirement: null - frequency: null name: dispel magic requirement: null - frequency: null name: levitate requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: darkness requirement: null - frequency: at will name: faerie fire requirement: null - heightened_level: 3 level: 0 spells: - frequency: null name: dancing lights requirement: null - frequency: null name: detect magic requirement: null to_hit: null - dc: 24 misc: '' name: Arcane Prepared Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: null name: fireball requirement: null - heightened_level: null level: 2 spells: - frequency: null name: acid arrow requirement: null - frequency: null name: invisibility requirement: null - heightened_level: null level: 1 spells: - frequency: x2 name: magic missile requirement: null - frequency: null name: ray of enfeeblement requirement: null - heightened_level: 3 level: 0 spells: - frequency: null name: ghost sound requirement: null - frequency: null name: mage hand requirement: null - frequency: null name: ray of frost requirement: null to_hit: 17 traits: - CE - Large - Aberration type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'Drow fighters train to master techniques that inflict deep, bleeding wounds and use poisoned crossbow bolts to exhaust enemies. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15' hp: 18 hp_misc: null immunities: - sleep items: - hand crossbow (10 bolts) - leather armor - lethargy poison (2 doses) - rapier knowledge_checks: dc: 15 skills: - Society languages: - Elven - Undercommon level: 1 melee: - action_cost: One Action damage: formula: 1d6+2 type: piercing name: Rapier plus_damage: null to_hit: 9 traits: - deadly 1d8 - disarm - finesse - action_cost: One Action damage: formula: 1d4+2 type: piercing name: Main-gauche plus_damage: null to_hit: 9 traits: - agile - disarm - finesse - parry - versatile S name: Drow Fighter perception: 6 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The drow fighter draws a weapon using the __Interact__ action, then Strikes with that weapon. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Quick Draw range: null raw_description: '**Quick Draw** The drow fighter draws a weapon using the __Interact__ action, then Strikes with that weapon.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The drow fighter Strikes with its rapier, and gains a +1 circumstance bonus to the attack roll. A creature damaged by the attack takes 1d6 __persistent__ __bleed damage__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Skewer range: null raw_description: '**Skewer** [Two Actions] The drow fighter Strikes with its rapier, and gains a +1 circumstance bonus to the attack roll. A creature damaged by the attack takes 1d6 __persistent__ __bleed damage__.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+1 type: piercing name: Hand Crossbow plus_damage: - formula: null type: lethargy poison to_hit: 9 traits: - range increment 60 feet - reload 1 rarity: Common resistances: null ritual_lists: null saves: fort: 7 fort_misc: null misc: +1 status to all saves vs. magic, +2 status to all saves vs. mental ref: 9 ref_misc: null will: 4 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: ' ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Light Blindness range: null raw_description: '**Light Blindness** ' requirements: null success: null traits: null trigger: null senses: - Perception +6 - darkvision size: Medium skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 5 misc: null name: 'Athletics ' - bonus: 3 misc: null name: 'Intimidation ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 136 page_stop: null speed: - amount: 30 type: Land spell_lists: - dc: 14 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: at will name: darkness requirement: null - frequency: at will name: faerie fire requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: dancing lights requirement: null to_hit: null traits: - CE - Medium - Drow - Elf - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: 1 con_mod: 1 dex_mod: 2 int_mod: 0 str_mod: 1 wis_mod: 4 ac: 20 ac_special: - descr: 22 with shield raised alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. effects: null failure: null frequency: null full_description: null generic_description: null name: Shield Block range: null raw_description: '**Shield Block** [Reaction] **Trigger** While you have your shield raised, you would take damage from a physical attack. **Effect** You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield''s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.' requirements: null success: null traits: null trigger: While you have your shield raised, you would take damage from a physical attack. description: 'Many drow priestesses venerate demon lords and other foul divinities. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18' hp: 39 hp_misc: null immunities: - sleep items: - chain mail - hand crossbow (10 bolts) - lethargy poison (4 doses) - rapier - religious symbol - steel shield (Hardness 5, HP 20, BT 10) knowledge_checks: dc: 18 skills: - Society languages: - Abyssal - Elven - Undercommon level: 3 melee: - action_cost: One Action damage: formula: 1d6+2 type: piercing name: Rapier plus_damage: null to_hit: 9 traits: - deadly 1d8 - disarm - finesse name: Drow Priestess perception: 9 proactive_abilities: null ranged: - action_cost: One Action damage: formula: 1d6 type: piercing name: Hand Crossbow plus_damage: - formula: null type: lethargy poison to_hit: 9 traits: - range increment 60 feet - reload 1 rarity: Common resistances: null ritual_lists: null saves: fort: 8 fort_misc: null misc: +1 status to all saves vs. magic, +2 status to all saves vs. mental ref: 7 ref_misc: null will: 11 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: ' ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Light Blindness range: null raw_description: '**Light Blindness** ' requirements: null success: null traits: null trigger: null senses: - Perception +9 - darkvision size: Medium skills: - bonus: 8 misc: null name: 'Deception ' - bonus: 8 misc: null name: 'Intimidation ' - bonus: 9 misc: null name: 'Religion ' - bonus: 5 misc: null name: 'Society ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 137 page_stop: null speed: - amount: 30 type: Land spell_lists: - dc: 21 misc: null name: Divine Prepared Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: x3 name: harm requirement: null - frequency: null name: silence requirement: null - frequency: null name: spiritual weapon requirement: null - heightened_level: null level: 1 spells: - frequency: null name: bless requirement: null - frequency: null name: command requirement: null - frequency: null name: fear requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: detect magic requirement: null - frequency: null name: guidance requirement: null - frequency: null name: know direction requirement: null - frequency: null name: read aura requirement: null - frequency: null name: stabilize requirement: null to_hit: null - dc: 17 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: darkness requirement: null - heightened_level: null level: 3 spells: - frequency: null name: dispel magic requirement: null - frequency: x3 name: levitate requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: darkness requirement: null - frequency: at will name: faerie fire requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: command requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: dancing lights requirement: null to_hit: null traits: - CE - Medium - Drow - Elf - Humanoid type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The drow rogue is hit or critically hit by an attack made by a creature the drow rogue can see. effects: null failure: null frequency: null full_description: null generic_description: null name: Nimble Dodge range: null raw_description: '**Nimble Dodge** [Reaction] **Requirement** A drow rogue can''t use this reaction while encumbered. **Trigger** The drow rogue is hit or critically hit by an attack made by a creature the drow rogue can see. **Effect** The drow rogue gains a +2 circumstance bonus to their Armor Class against the triggering attack.' requirements: null success: null traits: null trigger: A drow rogue can't use this reaction while encumbered. description: 'Loners at heart, drow rogues trust no one—least of all fellow slayers. These drow rely on awareness and adaptation to survive the cutthroat nature of their society. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16' hp: 26 hp_misc: null immunities: - sleep items: - hand crossbow (10 bolts) - lethargy poison (2 doses) - shortsword - studded leather armor knowledge_checks: dc: 16 skills: - Society languages: - Elven - Undercommon level: 2 melee: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: Shortsword plus_damage: null to_hit: 10 traits: - agile - finesse - versatile S - action_cost: One Action damage: formula: 1d6 type: piercing name: Hand Crossbow plus_damage: - formula: null type: lethargy poison to_hit: 10 traits: - range increment 60 feet - reload 1 name: Drow Rogue perception: 6 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The drow rogue draws a weapon using the __Interact__ action, then Strikes with that weapon. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Quick Draw range: null raw_description: '**Quick Draw** The drow rogue draws a weapon using the __Interact__ action, then Strikes with that weapon.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The drow rogue deals 1d6 extra __precision damage__ to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The drow rogue deals 1d6 extra __precision damage__ to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 6 fort_misc: null misc: +1 status to all saves vs. magic, +2 status to all saves vs. mental ref: 10 ref_misc: null will: 6 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: ' ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Light Blindness range: null raw_description: '**Light Blindness** ' requirements: null success: null traits: null trigger: null senses: - Perception +6 - darkvision size: Medium skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 7 misc: null name: 'Deception ' - bonus: 4 misc: null name: 'Society ' - bonus: 10 misc: null name: 'Stealth ' - bonus: 8 misc: null name: 'Thievery ' source: - abbr: Bestiary page_start: 137 page_stop: null speed: - amount: 30 type: Land spell_lists: - dc: 16 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: at will name: darkness requirement: null - frequency: at will name: faerie fire requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: dancing lights requirement: null to_hit: null traits: - CE - Medium - Drow - Elf - Humanoid type: Creature weaknesses: null - 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 alignment: CG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: DC 30. On a failed save, the target is immobilized in awe for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Nymph's Beauty range: null raw_description: '**Nymph''s Beauty** (__aura__, __emotion__, __enchantment__, __incapacitation__, __mental__, __primal__, __visual__) DC 30. On a failed save, the target is immobilized in awe for 1 minute.' requirements: null success: null traits: - aura - emotion - enchantment - incapacitation - mental - primal - visual trigger: 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. **__Recall Knowledge - Fey__ (__Nature__)**: DC 33 **__Recall Knowledge - Plant__ (__Nature__)**: DC 33' hp: 220 hp_misc: null immunities: null items: null knowledge_checks: dc: 33 skills: - Nature languages: - Common - Elven - Sylvan - speak with plants level: 13 melee: - action_cost: One Action damage: formula: 3d12+8 type: bludgeoning name: branch plus_damage: null to_hit: 27 traits: - finesse - magical name: Dryad Queen perception: 25 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__polymorph__, __primal__, __transmutation__)' requirements: null success: null traits: - polymorph - primal - transmutation trigger: null - action_cost: One Action critical_failure: null critical_success: null 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__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Focus Beauty range: null raw_description: '**Focus Beauty** (__emotion__, __enchantment__, __incapacitation__, __mental__, __primal__, __visual__) 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__.' requirements: null success: null traits: - emotion - enchantment - incapacitation - mental - primal - visual trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Inspiration range: null raw_description: '**Inspiration** [Three Actions] (__emotion__, __enchantment__, __mental__, __primal__)' requirements: null success: null traits: - emotion - enchantment - mental - primal trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tree Meld range: null raw_description: '**Tree Meld** [Two Actions] (__primal__, __transmutation__) 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.' requirements: null success: null traits: - primal - transmutation trigger: null ranged: - action_cost: One Action damage: formula: 3d8+6 type: slashing name: leaves plus_damage: null to_hit: 27 traits: - conjuration - plant - primal - range increment 60 feet rarity: Uncommon resistances: null ritual_lists: null saves: fort: 24 fort_misc: null misc: null ref: 26 ref_misc: null will: 24 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The dryad can use Diplomacy to Make an Impression on and make very simple Requests of animals and plants. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Nature Empathy range: null raw_description: '**Nature Empathy** The dryad can use Diplomacy to Make an Impression on and make very simple Requests of animals and plants.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tied to the Land range: null raw_description: '**Tied to the Land**' requirements: null success: null traits: null trigger: null senses: - Perception +25 - low-light vision size: Medium skills: - bonus: 25 misc: null name: 'Acrobatics ' - bonus: 19 misc: null name: 'Athletics ' - bonus: 23 misc: +25 woodworking name: 'Crafting ' - bonus: 30 misc: null name: 'Deception ' - bonus: 30 misc: null name: 'Diplomacy ' - bonus: 27 misc: null name: 'Intimidation ' - bonus: 24 misc: null name: 'Nature ' - bonus: 28 misc: null name: 'Performance ' - bonus: 25 misc: null name: 'Stealth ' - bonus: 24 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 249 page_stop: null speed: - amount: 30 type: Land spell_lists: - dc: 35 misc: '' name: Primal Prepared Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: null name: regenerate requirement: null - frequency: null name: summon plant or fungus requirement: null - heightened_level: null level: 6 spells: - frequency: null name: baleful polymorph requirement: null - frequency: null name: chain lightning requirement: null - frequency: null name: tangling creepers requirement: null - heightened_level: null level: 5 spells: - frequency: null name: cone of cold requirement: null - frequency: null name: death ward requirement: null - frequency: null name: heal requirement: null - heightened_level: null level: 4 spells: - frequency: null name: fly requirement: null - frequency: null name: resist energy requirement: null - frequency: null name: stoneskin requirement: null - heightened_level: null level: 3 spells: - frequency: null name: earthbind requirement: null - frequency: null name: haste requirement: null - frequency: null name: wall of thorns requirement: null - heightened_level: null level: 2 spells: - frequency: null name: animal messenger requirement: null - frequency: null name: faerie fire requirement: null - frequency: null name: remove fear requirement: null - heightened_level: null level: 1 spells: - frequency: null name: fleet step requirement: null - frequency: null name: gust of wind requirement: null - frequency: null name: negate aroma requirement: null - heightened_level: 7 level: 0 spells: - frequency: null name: detect magic requirement: null - frequency: null name: guidance requirement: null - frequency: null name: light requirement: null - frequency: null name: ray of frost requirement: null - frequency: null name: stabilize requirement: null to_hit: 25 - dc: 35 misc: '' name: Primal Innate Spells spell_groups: - heightened_level: null level: 8 spells: - frequency: null name: impaling briars requirement: null - heightened_level: null level: 5 spells: - frequency: x3 name: tree stride requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: charm requirement: null - frequency: at will name: suggestion requirement: null - heightened_level: null level: 3 spells: - frequency: at will name: entangle requirement: null - frequency: at will name: sleep requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: shape wood requirement: null - frequency: at will name: tree shape requirement: null - heightened_level: 5 level: 0 spells: - frequency: null name: tanglefoot requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: speak with plants requirement: null to_hit: 25 traits: - Uncommon - CG - Medium - Fey - Nymph - Plant type: Creature weaknesses: - amount: 10 type: cold iron - amount: 10 type: fire - 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 alignment: CG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A dryad is mystically bonded to a single great tree and must remain within 300 feet of it. If she moves beyond that range, she becomes sickened 1 and is unable to recover. She must attempt a DC 18 Fortitude save every hour or increase the sickened value by 1 (to a maximum of sickened 4). After 24 hours, she becomes drained 1, with this value increasing by 1 every additional 24 hours. A dryad can perform a 24-hour ritual to bond herself to a new tree. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tree Dependent range: null raw_description: '**Tree Dependent** A dryad is mystically bonded to a single great tree and must remain within 300 feet of it. If she moves beyond that range, she becomes sickened 1 and is unable to recover. She must attempt a DC 18 Fortitude save every hour or increase the sickened value by 1 (to a maximum of sickened 4). After 24 hours, she becomes drained 1, with this value increasing by 1 every additional 24 hours. A dryad can perform a 24-hour ritual to bond herself to a new tree.' requirements: null success: null traits: null trigger: 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. Though they watch over all the woods around them, dryads are inextricably tied to a specific tree, usually an oak. Dryads who are bonded to another type of tree are fundamentally the same, but they may differ in temperament and appearance to match their ward. For instance, kraneiai, or cherry-tree dryads, have beautiful pink coloration and concern themselves with the fragile beauty of life. **__Recall Knowledge - Fey__ (__Nature__)**: DC 18 **__Recall Knowledge - Plant__ (__Nature__)**: DC 18' hp: 55 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Nature languages: - Common - Elven - Sylvan - speak with plants level: 3 melee: - action_cost: One Action damage: formula: 1d12+2 type: bludgeoning name: branch plus_damage: null to_hit: 12 traits: - finesse - magical name: Dryad perception: 10 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tree Meld range: null raw_description: '**Tree Meld** [Two Actions] (__primal__, __transmutation__) 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.' requirements: null success: null traits: - primal - transmutation trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 11 ref_misc: null will: 10 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The dryad can use Diplomacy to Make an Impression on and make very simple Requests of animals and plants. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Nature Empathy range: null raw_description: '**Nature Empathy** The dryad can use Diplomacy to Make an Impression on and make very simple Requests of animals and plants.' requirements: null success: null traits: null trigger: null senses: - Perception +10 - low-light vision size: Medium skills: - bonus: 9 misc: null name: 'Acrobatics ' - bonus: 5 misc: null name: 'Athletics ' - bonus: 7 misc: +9 woodworking name: 'Crafting ' - bonus: 9 misc: null name: 'Diplomacy ' - bonus: 13 misc: null name: 'Nature ' - bonus: 9 misc: null name: 'Stealth ' - bonus: 12 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 246 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 21 misc: '' name: Primal Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: x2 name: tree stride requirement: null - heightened_level: null level: 4 spells: - frequency: x3 name: charm requirement: null - frequency: null name: suggestion requirement: null - heightened_level: null level: 3 spells: - frequency: null name: sleep requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: entangle requirement: null - frequency: at will name: tree shape requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: tanglefoot requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: speak with plants requirement: null to_hit: 11 traits: - CG - Medium - Fey - Nymph - Plant type: Creature weaknesses: - amount: 5 type: cold iron - amount: 5 type: fire - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Light Blindness range: null raw_description: '**Light Blindness**' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15' hp: 20 hp_misc: null immunities: null items: - alchemist's tools - infused lesser acid flask (2) - infused lesser alchemist's fire (2) - infused reagents (2) - studded leather armor - warhammer knowledge_checks: dc: 15 skills: - Society languages: - Common - Dwarven - Undercommon level: 1 melee: - action_cost: One Action damage: formula: 1d8+1 type: bludgeoning name: Warhammer plus_damage: null to_hit: 4 traits: - shove name: Duergar Bombardier perception: 4 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**(1st)** __lesser acid flask__, __lesser alchemist fire__, __lesser tanglefoot bag__' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Alchemical Formulas range: null raw_description: '**Alchemical Formulas** **(1st)** __lesser acid flask__, __lesser alchemist fire__, __lesser tanglefoot bag__' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The duergar bombardier has a range increment of 30 feet with their bombs instead of 20 feet. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Far Lobber range: null raw_description: '**Far Lobber** The duergar bombardier has a range increment of 30 feet with their bombs instead of 20 feet.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The duergar bombardier creates a single alchemical item from their formula book (see Alchemical Formulas). This item has the __infused__ trait, but it remains potent only until the start of the duergar bombardier's next turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Quick Alchemy range: null raw_description: '**Quick Alchemy** The duergar bombardier creates a single alchemical item from their formula book (see Alchemical Formulas). This item has the __infused__ trait, but it remains potent only until the start of the duergar bombardier''s next turn.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The duergar can use Interact to draw a bomb, then Strike with it. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Quick Bomber range: null raw_description: '**Quick Bomber** The duergar can use Interact to draw a bomb, then Strike with it.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: null name: Bomb plus_damage: null to_hit: 8 traits: - range increment 30 feet - splash rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 7 fort_misc: null misc: +2 status to all saves vs. magic ref: 8 ref_misc: null will: 4 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'A duergar bombardier''s items listed as infused last for 24 hours, or until the next time they make their daily preparations. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Infused Items range: null raw_description: '**Infused Items** A duergar bombardier''s items listed as infused last for 24 hours, or until the next time they make their daily preparations. ' requirements: null success: null traits: null trigger: null senses: - Perception +4 - darkvision size: Medium skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Crafting ' - bonus: 6 misc: null name: 'Occultism ' - bonus: 6 misc: null name: 'Stealth ' - bonus: 4 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 139 page_stop: null speed: - amount: 20 type: Land spell_lists: - dc: 17 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: self only name: enlarge requirement: null - frequency: self only name: invisibility requirement: null to_hit: null traits: - LE - Medium - Duergar - Dwarf - Humanoid type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Light Blindness range: null raw_description: '**Light Blindness**' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 14' hp: 16 hp_misc: null immunities: null items: - chain shirt - crossbow (3 bola bolts and 10 bolts) - light mace knowledge_checks: dc: 14 skills: - Society languages: - Common - Dwarven - Undercommon level: 0 melee: - action_cost: One Action damage: formula: 1d4+1 type: bludgeoning name: Light Mace plus_damage: null to_hit: 5 traits: - agile - finesse - shove - action_cost: One Action damage: formula: 1d8 type: piercing or bola bolt name: Crossbow plus_damage: null to_hit: 7 traits: - range increment 120 feet - reload 1 name: Duergar Sharpshooter perception: 4 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: This shot deals no damage, but on a hit, the target must succeed at a DC 16 Reflex save or be knocked __prone__ and __immobilized__ until it is freed with a successful DC 15 check to __Escape__. This check can be attempted either by the target or a creature adjacent to the target. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bola Bolt range: null raw_description: '**Bola Bolt** This shot deals no damage, but on a hit, the target must succeed at a DC 16 Reflex save or be knocked __prone__ and __immobilized__ until it is freed with a successful DC 15 check to __Escape__. This check can be attempted either by the target or a creature adjacent to the target.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 7 fort_misc: null misc: +2 status to saves vs. magic ref: 7 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +4 - darkvision size: Medium skills: - bonus: 3 misc: null name: 'Athletics ' - bonus: 5 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 138 page_stop: null speed: - amount: 20 type: Land spell_lists: - dc: 12 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: self only name: enlarge requirement: null - frequency: self only name: invisibility requirement: null to_hit: null traits: - LE - Medium - Duergar - Dwarf - Humanoid type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Duergar taskmasters automatically disbelieve all illusions of 1st level or lower. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Iron Mind range: null raw_description: '**Iron Mind** Duergar taskmasters automatically disbelieve all illusions of 1st level or lower.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Light Blindness range: null raw_description: '**Light Blindness**' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16' hp: 30 hp_misc: null immunities: null items: - chain mail - maul - religious symbol knowledge_checks: dc: 16 skills: - Society languages: - Common - Dwarven - Undercommon level: 2 melee: - action_cost: One Action damage: formula: 1d12+2 type: bludgeoning name: Maul plus_damage: null to_hit: 8 traits: - shove name: Duergar Taskmaster perception: 8 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The duergar taskmaster smashes their maul into the ground and invokes Droskar's name to rally their allies to action. All allied duergars of equal or lower __level__ 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Take Them Down! range: null raw_description: '**Take Them Down!** The duergar taskmaster smashes their maul into the ground and invokes Droskar''s name to rally their allies to action. All allied duergars of equal or lower __level__ 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: +2 status to all saves vs. magic, iron mind ref: 4 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +8 - darkvision size: Medium skills: - bonus: 7 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Deception ' - bonus: 7 misc: null name: 'Intimidation ' - bonus: 5 misc: null name: 'Occultism ' - bonus: 6 misc: null name: 'Religion ' - bonus: 6 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 139 page_stop: null speed: - amount: 20 type: Land spell_lists: - dc: 18 misc: null name: Divine Prepared Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: fear requirement: null - frequency: null name: harm requirement: null - frequency: null name: magic weapon requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: detect magic requirement: null - frequency: null name: shield requirement: null to_hit: null - dc: 18 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: self only name: enlarge requirement: null - frequency: self only name: invisibility requirement: null to_hit: null traits: - LE - Medium - Duergar - Dwarf - Humanoid type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 30 feet, DC 23 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 30 feet, DC 23 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. A dullahan manifests when a particularly violent warrior is beheaded and the warrior''s soul stubbornly clings to material existence (or is refused entry to the afterlife). Most dullahans return to their former homelands, where they can exact vengeance those they feel wronged them in life (or their living descendants). A dullahan''s concept of justice is swift and merciless, and once it has selected a target, it is unwavering in its cause. Perhaps even more than revenge on the living, a dullahan desires its own rotted head. An individual who wields the head of a dullahan is powerful indeed, for a dullahan will grudgingly serve such a master in the hopes of reclaiming its missing skull. Mighty fiends such as devils command dullahans to harvest souls or lead armies for them, while a mortal might use such an undead warrior to fulfill a personal vendetta. No matter its master''s rank or station, however, a dullahan won''t hesitate to kill its liege and reclaim its head when the opportunity presents itself. Most dullahan lairs are abandoned, overgrown ruins or other dilapidated places where severed heads and other trophies line the walls. Some dullahans, on the other hand, are content to simply commit their foul deeds and leave the remains of their decapitated victims in the streets, strewn among a copse of dead trees, or unceremoniously tossed in a bog hole. **__Recall Knowledge - Undead__ (__Religion__)**: DC 25' hp: 95 hp_misc: fast healing 5 immunities: - fear - death effects - disease - poison - paralyzed - unconscious items: - +1 hatchet - +1 longsword - full plate knowledge_checks: dc: 25 skills: - Religion languages: - Common - Necril level: 7 melee: - action_cost: One Action damage: formula: 1d8+10 type: slashing name: keen longsword plus_damage: null to_hit: 18 traits: - magical - versatile P - action_cost: One Action damage: formula: 1d6+10 type: slashing name: keen returning hatchet plus_damage: null to_hit: 17 traits: - agile - sweep - action_cost: One Action damage: formula: 1d4+10 type: bludgeoning name: fist plus_damage: null to_hit: 18 traits: - agile - nonlethal name: Dullahan perception: 14 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: Any slashing weapon a dullahan wields becomes __keen__, and any hatchet it wields becomes __returning__. 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Head Hunter range: null raw_description: '**Head Hunter** Any slashing weapon a dullahan wields becomes __keen__, and any hatchet it wields becomes __returning__. 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Reap range: null raw_description: '**Reap** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dullahan summons a __warhorse__ with elite adjustments and the fiend trait. This steed remains until it is slain, the dullahan Dismisses it, or the dullahan summons another steed. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Summon Steed range: null raw_description: '**Summon Steed** [Two Actions] The dullahan summons a __warhorse__ with elite adjustments and the fiend trait. This steed remains until it is slain, the dullahan Dismisses it, or the dullahan summons another steed.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d8+10 type: slashing name: keen returning hatchet plus_damage: null to_hit: 14 traits: - agile - thrown 10 feet rarity: Uncommon resistances: - amount: 5 type: good ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 15 ref_misc: null will: 17 will_misc: null sense_abilities: null senses: - Perception +14 - lifesense 60 feet size: Medium skills: - bonus: 15 misc: null name: 'Athletics ' - bonus: 17 misc: null name: 'Intimidation ' - bonus: 13 misc: null name: 'Stealth ' - bonus: 15 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 140 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - Uncommon - LE - Medium - Undead type: Creature weaknesses: null - 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 alignment: N automatic_abilities: null description: 'The largest solifugids, duneshakers, are so immense that their movements make the terrain around them tremble. They can prey on creatures the size of mammoths or even larger. **__Recall Knowledge - Animal__ (__Nature__)**: DC 38' hp: 340 hp_misc: null immunities: null items: null knowledge_checks: dc: 38 skills: - Nature languages: null level: 18 melee: - action_cost: One Action damage: formula: 4d10+17 type: piercing name: jaws plus_damage: null to_hit: 35 traits: - reach 10 feet - action_cost: One Action damage: formula: 3d10+17 type: slashing name: claw plus_damage: null to_hit: 35 traits: - agile - reach 20 feet name: Duneshaker Solifugid perception: 30 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: Each turn, the first time the duneshaker solifugid is adjacent to a Large or smaller creature during a __move__ action it's using, that creature must succeed at a DC 39 Reflex save or fall __prone__. Pounce ; The duneshaker solifugid Strides and makes a Strike at the end of that movement. If the duneshaker solifugid began this action __hidden__, it remains hidden until after this ability's Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Earth Shaker range: null raw_description: '**Earth Shaker** Each turn, the first time the duneshaker solifugid is adjacent to a Large or smaller creature during a __move__ action it''s using, that creature must succeed at a DC 39 Reflex save or fall __prone__. Pounce ; The duneshaker solifugid Strides and makes a Strike at the end of that movement. If the duneshaker solifugid began this action __hidden__, it remains hidden until after this ability''s Strike.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: claw effect: The monster automatically deals that Strike's damage again to the enemy. effects: null failure: null frequency: null full_description: null generic_description: null name: Rend range: null raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy. requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The duneshaker solifugid spews toxic barbs at all creatures in a 30-foot cone. Each creature within the area takes 10d6 poison damage (DC 39 basic Fortitude save). A creature that fails its saving throw is __blinded__ for 1d6 rounds (or permanently on a critical failure). The duneshaker solifugid can't use Venom Spray again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Venom Spray range: null raw_description: '**Venom Spray** [Two Actions] (__poison__) The duneshaker solifugid spews toxic barbs at all creatures in a 30-foot cone. Each creature within the area takes 10d6 poison damage (DC 39 basic Fortitude save). A creature that fails its saving throw is __blinded__ for 1d6 rounds (or permanently on a critical failure). The duneshaker solifugid can''t use Venom Spray again for 1d4 rounds.' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 31 fort_misc: null misc: null ref: 33 ref_misc: null will: 28 will_misc: null sense_abilities: null senses: - Perception +30 - darkvision - tremorsense (imprecise) 30 feet size: Gargantuan skills: - bonus: 33 misc: null name: 'Acrobatics ' - bonus: 35 misc: null name: 'Athletics ' - bonus: 33 misc: +37 in deserts name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 246 page_stop: null speed: - amount: 50 type: Land - amount: 25 type: burrow - amount: 25 type: climb spell_lists: null traits: - N - Gargantuan - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 1 dex_mod: 4 int_mod: 0 str_mod: 2 wis_mod: 2 ac: 21 ac_special: - descr: 22 against prey; see Hunt Prey alignment: N 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 19' hp: 56 hp_misc: null immunities: - effects that would transform their body or soul to an undead items: - composite longbow (20 arrows) - hatchet (2) - leather armor knowledge_checks: dc: 19 skills: - Society languages: - Common - Necril level: 4 melee: - action_cost: One Action damage: formula: 1d6+5 type: slashing name: hatchet plus_damage: null to_hit: 12 traits: - agile - sweep name: Duskwalker Ghost Hunter perception: 10 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The duskwalker's weapons have the benefits of the __ghost touch__ property rune on attacks against incorporeal undead. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ghost Hunter range: null raw_description: '**Ghost Hunter** The duskwalker''s weapons have the benefits of the __ghost touch__ property rune on attacks against incorporeal undead.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 'The duskwalker designates as its prey a single creature that it can see and hear or that it is Tracking. It 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. It also ignores the penalty for making ranged attacks within its second range increment against its prey. Lastly, it gains a +2 circumstance bonus to __Deception__ checks, __Intimidation__ checks, and __Stealth__ 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.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Hunt Prey range: null raw_description: '**Hunt Prey** The duskwalker designates as its prey a single creature that it can see and hear or that it is Tracking. It 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. It also ignores the penalty for making ranged attacks within its second range increment against its prey. Lastly, it gains a +2 circumstance bonus to __Deception__ checks, __Intimidation__ checks, and __Stealth__ 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The duskwalker makes two longbow Strikes against its hunted prey. If both Strikes hit, combine their damage for the purpose of resistances and weaknesses. effects: null failure: null frequency: Once per round full_description: null generic_description: null name: Hunted Shot range: null raw_description: '**Hunted Shot** **Frequency** Once per round; **Effect** The duskwalker makes two longbow Strikes against its hunted prey. If both Strikes hit, combine their damage for the purpose of resistances and weaknesses.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d8+4 type: piercing name: composite longbow plus_damage: null 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 plus_damage: null to_hit: 14 traits: - agile - sweep - thrown 10 feet rarity: Common resistances: - amount: 2 type: negative energy ritual_lists: null saves: fort: 9 fort_misc: null misc: +1 status to all saves vs. death effects ref: 12 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +10 - darkvision size: Medium skills: - bonus: 10 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Athletics ' - bonus: 6 misc: null name: 'Deception ' - bonus: 6 misc: null name: 'Intimidation ' - bonus: 8 misc: null name: 'Nature ' - bonus: 12 misc: null name: 'Stealth ' - bonus: 8 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 262 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - N - Medium - Duskwalker - Human - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: -1 con_mod: 1 dex_mod: 4 int_mod: -2 str_mod: 1 wis_mod: 0 ac: 17 ac_special: null alignment: N automatic_abilities: null description: 'Whining and self-important creatures, dust mephits are known for their tendency to pronounce doom and gloom at every opportunity, lamenting every insignificant and minor difficulty as though it were an insurmountable obstacle and making themselves out to be heroes for struggling valiantly against their cruel fates. They tend to be thin and gaunt, with dusky brown and gray skin and wings. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 17' hp: 16 hp_misc: fast healing 2 (in dust or sand) immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 17 skills: - Arcana - Nature languages: - Auran - Terran level: 1 melee: - action_cost: One Action damage: formula: 1d6+1 type: slashing name: claw plus_damage: null to_hit: 9 traits: - agile - finesse name: Dust Mephit perception: 3 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The dust mephit breathes a cloud of dust in a 15-foot cone that deals 2d6 slashing damage to each creature within the area (DC 17 basic Reflex save). The dust mephit can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__air__, __arcane__, __earth__) The dust mephit breathes a cloud of dust in a 15-foot cone that deals 2d6 slashing damage to each creature within the area (DC 17 basic Reflex save). The dust mephit can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - air - arcane - earth trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 9 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +3 - darkvision size: Small skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 112 page_stop: null speed: - amount: 20 type: Land - amount: 35 type: fly spell_lists: - dc: 17 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: glitterdust requirement: null to_hit: null traits: - Uncommon - N - Small - Air - Earth - Elemental type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 3 dex_mod: 4 int_mod: 3 str_mod: 4 wis_mod: 4 ac: 25 ac_special: null alignment: CN automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dweomercat gains an effect related to the school of the triggering spell. This effect occurs before the dweomercat is affected by the triggering spell. The effect lasts for 1 minute, until the dweomercat uses this ability again, or until the dweomercat Dismisses the effect, whichever comes first. effects: null failure: null frequency: null full_description: null generic_description: null name: Alter Dweomer range: null raw_description: '**Alter Dweomer [Reaction]** (__abjuration__, __arcane__) **Trigger **The dweomercat is targeted by a spell or is within the area of a spell as it is cast; **Effect **The dweomercat gains an effect related to the school of the triggering spell. This effect occurs before the dweomercat is affected by the triggering spell. The effect lasts for 1 minute, until the dweomercat uses this ability again, or until the dweomercat Dismisses the effect, whichever comes first.' requirements: null success: null traits: - abjuration - arcane trigger: The dweomercat is targeted by a spell or is within the area of a spell as it is cast - action_cost: None critical_failure: null critical_success: null description: The dweomercat gains a +1 status bonus to AC. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Abjuration range: null raw_description: '**Abjuration **The dweomercat gains a +1 status bonus to AC.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A cloud of fog appears in a 5-foot burst centered on a corner of the dweomercat's space. Anything in the cloud is __concealed__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Conjuration range: null raw_description: '**Conjuration **A cloud of fog appears in a 5-foot burst centered on a corner of the dweomercat''s space. Anything in the cloud is __concealed__.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dweomercat gains a +1 status bonus to all skill checks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Divination range: null raw_description: '**Divination **The dweomercat gains a +1 status bonus to all skill checks.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dweomercat gains a +1 status bonus to all saves. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Enchantment range: null raw_description: '**Enchantment **The dweomercat gains a +1 status bonus to all saves.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Magical feedback deals 4d6 force damage to the triggering spellcaster (DC 22 basic Reflex save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Evocation range: null raw_description: '**Evocation **Magical feedback deals 4d6 force damage to the triggering spellcaster (DC 22 basic Reflex save).' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dweomercat becomes __invisible__. This effect ends if the dweomercat uses a hostile action, in addition to the normal end conditions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Illusion range: null raw_description: '**Illusion **The dweomercat becomes __invisible__. This effect ends if the dweomercat uses a hostile action, in addition to the normal end conditions.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dweomercat gains 10 temporary HP. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Necromancy range: null raw_description: '**Necromancy **The dweomercat gains 10 temporary HP.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dweomercat gains a +1 status bonus to all attack rolls. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Transmutation range: null raw_description: '**Transmutation **The dweomercat gains a +1 status bonus to all attack rolls.' requirements: null success: null traits: null trigger: null description: 'Dweomercats are magically gifted felines from the First World, where they prey upon other creatures and feed upon their primal energy. They are sometimes encountered in areas of the Material Plane where the veil to the First World is thin, or in regions where magic has been irreparably warped. Dweomercats are famous for their ability to twist the metaphorical strings of spells cast on or near them, which they can transform into their own defensive magic or tap into to instantly teleport across the battlefield. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 25' hp: 100 hp_misc: null immunities: null items: null knowledge_checks: dc: 25 skills: - Arcana - Nature languages: - Common - Sylvan level: 7 melee: - action_cost: One Action damage: formula: 2d10+7 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 17 traits: - magical - action_cost: One Action damage: formula: 2d8+7 type: slashing name: claw plus_damage: null to_hit: 17 traits: - agile - magical name: Dweomercat perception: 15 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The dweomercat has at least one __dimension door__ spell remaining effects: null failure: null frequency: null full_description: null generic_description: null name: Dweomer Leap range: null raw_description: '**Dweomer Leap** [Two Actions] (__arcane__, __conjuration__, __teleportation__) **Prerequisites **The dweomercat has at least one __dimension door__ spell remaining; **Effect **The dweomercat casts dimension door, then can make a melee Strike against one creature adjacent to it at the end of its teleport. If the dweomercat ends its teleport adjacent to a creature under an ongoing spell effect or who cast a spell since the dweomercat''s last turn, this does not expend a casting of dimension door.' requirements: null success: null traits: - arcane - conjuration - teleportation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The dweomercat Strides and makes a Strike at the end of that movement. If the dweomercat began this action __hidden__, it remains hidden until after this ability's Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pounce range: null raw_description: '**Pounce** The dweomercat Strides and makes a Strike at the end of that movement. If the dweomercat began this action __hidden__, it remains hidden until after this ability''s Strike.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 12 fort_misc: null misc: +1 status to all saves vs. magic ref: 17 ref_misc: null will: 17 will_misc: null sense_abilities: null senses: - Perception +15 - darkvision - detect magic - scent (imprecise) 30 feet size: Medium skills: - bonus: 17 misc: null name: 'Acrobatics ' - bonus: 16 misc: null name: 'Arcana ' - bonus: 15 misc: null name: 'Nature ' - bonus: 17 misc: null name: 'Stealth ' - bonus: 15 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 103 page_stop: null speed: - amount: 35 type: Land spell_lists: - dc: 26 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: ×3 name: dimension door requirement: null - frequency: at will name: dispel magic requirement: null - frequency: null name: globe of invulnerability requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: detect magic requirement: null to_hit: null traits: - Uncommon - CN - Medium - Beast type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 13' hp: 6 hp_misc: null immunities: null items: null knowledge_checks: dc: 13 skills: - Nature languages: null level: -1 melee: - action_cost: One Action damage: formula: 1d6 type: piercing name: beak plus_damage: null to_hit: 6 traits: - finesse - action_cost: One Action damage: formula: 1d4 type: slashing name: talon plus_damage: null to_hit: 6 traits: - agile - finesse name: Eagle perception: 6 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Eagle Dive range: null raw_description: '**Eagle Dive** [Two Actions] The eagle Flies up to double its fly Speed in a straight line, descending at least 10 feet, and then makes a talon Strike.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 4 fort_misc: null misc: null ref: 6 ref_misc: null will: 2 will_misc: null sense_abilities: null senses: - Perception +6 - low-light vision size: Small skills: - bonus: 6 misc: null name: 'Acrobatics ' source: - abbr: Bestiary page_start: 141 page_stop: null speed: - amount: 10 type: Land - amount: 60 type: fly spell_lists: null traits: - N - Small - Animal type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 15' hp: 20 hp_misc: fast healing 2 (while underground) immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 15 skills: - Arcana - Nature languages: - Terran level: 1 melee: - action_cost: One Action damage: formula: 1d6+3 type: bludgeoning name: fist plus_damage: null to_hit: 8 traits: null name: Earth Mephit perception: 3 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__arcane__, __earth__) 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.' requirements: null success: null traits: - arcane - earth trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 4 ref_misc: null will: 3 will_misc: null sense_abilities: null senses: - Perception +3 - darkvision - tremorsense (imprecise) 30 feet size: Small skills: - bonus: 6 misc: null name: 'Athletics ' - bonus: 2 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 150 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: burrow - amount: 15 type: fly spell_lists: - dc: 17 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: null name: meld into stone requirement: null - heightened_level: null level: 2 spells: - frequency: self only name: enlarge requirement: null to_hit: null traits: - N - Small - Earth - Elemental type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 1 int_mod: -1 str_mod: 4 wis_mod: 3 ac: 20 ac_special: null alignment: N automatic_abilities: null description: 'This wave of dirt takes the crude likeness of the melded forequarters of a charging warhorse and a rocky knight wielding a rudimentary lance of gray stone. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 19' hp: 72 hp_misc: null immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 19 skills: - Arcana - Nature languages: - Terran level: 4 melee: - action_cost: One Action damage: formula: 2d8+6 type: piercing and lancing charge name: lance arm plus_damage: null to_hit: 14 traits: - deadly d8 - reach 10 feet - action_cost: One Action damage: formula: 2d6+6 type: bludgeoning name: hoof plus_damage: null to_hit: 14 traits: null name: Earthen Destrier perception: 10 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: An earthen destrier can __Burrow__ through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Earth Glide range: null raw_description: '**Earth Glide** An earthen destrier can __Burrow__ through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: If the destrier moved at least 10 feet directly before its lance arm Strike, it gains a +2 circumstance bonus to its damage roll. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Lancing Charge range: null raw_description: '**Lancing Charge** If the destrier moved at least 10 feet directly before its lance arm Strike, it gains a +2 circumstance bonus to its damage roll.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The earthen destrier makes a lance arm Strike against the creature it's trampling at a -5 penalty. effects: null failure: null frequency: null full_description: null generic_description: null name: Tilting Strike range: null raw_description: '**Tilting Strike** [Reaction] **Trigger **The earthen destrier tramples a creature; **Effect **The earthen destrier makes a lance arm Strike against the creature it''s trampling at a -5 penalty.' requirements: null success: null traits: null trigger: The earthen destrier tramples a creature - action_cost: Three Actions critical_failure: null critical_success: null description: Medium or smaller, hoof, DC 20 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**__Trample__** [Three Actions] Medium or smaller, hoof, DC 20' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 14 fort_misc: null misc: null ref: 9 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +10 - darkvision - tremorsense (imprecise) 60 feet size: Large skills: - bonus: 12 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 108 page_stop: null speed: - amount: 50 type: Land - amount: 30 type: burrow - amount: null type: earth glide spell_lists: null traits: - N - Large - Earth - Elemental type: Creature weaknesses: null - 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 alignment: LE 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. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 28' hp: 175 hp_misc: null immunities: - fire items: - +1 striking scimitar - breastplate knowledge_checks: dc: 28 skills: - Arcana - Nature languages: - Common - Ignan level: 9 melee: - action_cost: One Action damage: formula: 2d6+11 type: slashing name: scimitar plus_damage: - formula: 2d6 type: fire to_hit: 21 traits: - fire - forceful +2 - magical - reach 10 feet - sweep - action_cost: One Action damage: formula: 1d4+11 type: bludgeoning name: fist plus_damage: - formula: 2d6 type: fire to_hit: 20 traits: - agile - magical - reach 10 feet name: Efreeti perception: 17 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Burning Grasp range: null raw_description: '**Burning Grasp** (__fire__) 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.' requirements: null success: null traits: - fire trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null 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). effects: null failure: null frequency: Once per day. full_description: null generic_description: null name: Change Size range: null raw_description: '**Change Size** [Two Actions] (__arcane__, __concentrate__, __polymorph__, __transmutation__) **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).' requirements: null success: null traits: - arcane - concentrate - polymorph - transmutation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The efreeti has one hand free. effects: null failure: null frequency: null full_description: null generic_description: null name: Combat Grab range: null raw_description: '**Combat Grab** **Requirements** The efreeti has one hand free. **Effect** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: cold ritual_lists: null saves: fort: 18 fort_misc: null misc: null ref: 17 ref_misc: null will: 20 will_misc: null sense_abilities: null senses: - Perception +17 - darkvision - detect magic size: Large skills: - bonus: 14 misc: null name: 'Arcana ' - bonus: 22 misc: null name: 'Athletics ' - bonus: 14 misc: null name: 'Crafting ' - bonus: 19 misc: null name: 'Deception ' - bonus: 17 misc: null name: 'Diplomacy ' - bonus: 19 misc: null name: 'Intimidation ' - bonus: 14 misc: null name: 'Society ' source: - abbr: Bestiary page_start: 164 page_stop: null speed: - amount: 25 type: Land - amount: 35 type: fly spell_lists: - dc: 29 misc: '' name: Arcane Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: at will, to Astral Plane, Elemental Planes, or Material Plane only name: plane shift requirement: null - heightened_level: null level: 5 spells: - frequency: null name: illusory object requirement: null - heightened_level: null level: 4 spells: - frequency: null name: gaseous form requirement: null - frequency: x2 name: invisibility requirement: null - heightened_level: 5 level: 0 spells: - frequency: null name: produce flame requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: detect magic requirement: null to_hit: 19 traits: - Uncommon - LE - Large - Elemental - Fire - Genie type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The elananx disperses into a cloud of smoke and cinders, filling its space and a 20-foot emanation. While in this form, the elananx can't be attacked or targeted, and it doesn't take up space. Anything inside this cloud is concealed, and any creature ending its turn there takes 2d6 fire damage. At the start of its turn, the elananx returns to its normal form in any square the cloud covered. If the elananx Strikes a creature using its first action after returning to its normal form, the target is flat-footed and the Strike deals an extra 1d6 fire damage. effects: null failure: null frequency: once per day. full_description: null generic_description: null name: Cinder Dispersal range: null raw_description: '**Cinder Dispersal** [Reaction] (__fire__, __primal__, __transmutation__); **Frequency** once per day. **Trigger** The elananx takes damage from a hostile source. **Effect** The elananx disperses into a cloud of smoke and cinders, filling its space and a 20-foot emanation. While in this form, the elananx can''t be attacked or targeted, and it doesn''t take up space. Anything inside this cloud is concealed, and any creature ending its turn there takes 2d6 fire damage. At the start of its turn, the elananx returns to its normal form in any square the cloud covered. If the elananx Strikes a creature using its first action after returning to its normal form, the target is flat-footed and the Strike deals an extra 1d6 fire damage.' requirements: null success: null traits: - fire - primal - transmutation trigger: The elananx takes damage from a hostile source. 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. Elananxes typically hunt alone, but sometimes these cunning and malicious hunters of the First World roam in packs called "billows" to take down large prey. Like many house cats, elananxes are not content to merely track and devour prey, but prefer to toy with their victims, drawing joy and excitement from the fear and pain of those they capture. To this end, elananxes rarely use their cinder dispersal ability to evade their targets, instead opting to foil their quarry just before the end of the hunt—though, as selfish creatures who wish to live to hunt again, elananxes often reserve one use of this ability, just in case. Because of their clever and malicious ways, elananxes are favored as hunting companions by __redcaps__, who go out of their way to befriend or make deals with these creatures. Redcaps also flnd great sport in hunts where competing elananxes chase a single creature. Although they''re large enough to serve as mounts for redcaps, elananxes despise being ridden and resist such attempts—little is as sure to cause a supposedly friendly elananx to turn on its redcap ally than a foolhardy attempt to treat the fey cat as a horse! Elananxes have a strange affinity to forest fires. Because they are immune to the damage caused by flickering flames, they enjoy capering and caterwauling through the smoky, burning ruins of forest infernos. Some have even been known to use their burning bites to deliberately light undergrowth on fire, simply so they might experience the beauty of the flames combined with the inevitable pain such disasters inflict on other creatures. **__Recall Knowledge - Fey__ (__Nature__)**: DC 22' hp: 95 hp_misc: null immunities: - fire items: null knowledge_checks: dc: 22 skills: - Nature languages: - Sylvan - (can't speak any language) level: 6 melee: - action_cost: One Action damage: formula: 2d6+8 type: piercing and 1d6 fire name: jaws plus_damage: null to_hit: 16 traits: - magical - action_cost: One Action damage: formula: 2d6+8 type: slashing name: claw plus_damage: null to_hit: 16 traits: - agile name: Elananx perception: 14 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The elananx's Strikes deal an extra 1d6 damage to creatures within the reach of at least two of its allies. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pack Attack range: null raw_description: '**Pack Attack** The elananx''s Strikes deal an extra 1d6 damage to creatures within the reach of at least two of its allies.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pounce range: null raw_description: '**Pounce** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: cold iron ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 16 ref_misc: null will: 12 will_misc: null sense_abilities: null senses: - Perception +14 - darkvision size: Medium skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 14 misc: null name: 'Athletics ' - bonus: 14 misc: +17 to Track name: 'Survival ' source: - abbr: Bestiary page_start: 143 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - NE - Medium - Fey - Fire type: Creature weaknesses: null - ability_mods: cha_mod: -1 con_mod: 6 dex_mod: 4 int_mod: -4 str_mod: 6 wis_mod: 5 ac: 25 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: An elasmosaurus's long neck allows it to interact with the surface while its body remains submerged underwater. While submerged no deeper than 15 feet underwater, an elasmosaurus can still stick its head up to breathe. An elasmosaurus gains __cover__ against attacks made against creatures who are above the water's surface while it is underwater, even if its head is above the surface. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Long Neck range: null raw_description: '**Long Neck** An elasmosaurus''s long neck allows it to interact with the surface while its body remains submerged underwater. While submerged no deeper than 15 feet underwater, an elasmosaurus can still stick its head up to breathe. An elasmosaurus gains __cover__ against attacks made against creatures who are above the water''s surface while it is underwater, even if its head is above the surface.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: Jaws only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'Elasmosauruses are long-necked, primeval reptiles that dwell in deep oceans and seas. Although not truly a dinosaur, elasmosauruses are often found in similar locations and are similarly titanic creatures. Keeping their massive bodies underwater, elasmosauruses use their long necks to catch prey and snorkel air to their massive lungs while remaining mostly hidden from the surface above. An elasmosaurus is 30 feet long and weighs 6,000 pounds. As rare and reclusive as they are, elasmosauruses are sometimes mistaken for even rarer creatures called water orms, legendary aquatic denizens of remote lakes known for their elusiveness and craftiness. Whereas elasmosauruses are mundane creatures of animalistic intelligence, water orms are magical beings with near-humanoid intelligence and a curious fascination with mortals, and they seem to delight in confounding onlookers. As a result, it''s theorized that a typical water orm is more than happy to lead a group of spectators to a lost elasmosaurus, both to throw its pursuers off its tail and for the hilarity that will inevitably ensue. While elasmosauruses are often found in lost worlds and unsettled regions, those who dwell in the oceans of the world do not contain their hunting grounds to specific regions. As a result, it''s not unheard of for a wandering specimen to find its way to coastal waters. Those that do often find the ports of small towns or even large cities to be wondrous banquets and are usually hunted down by coastal guards or adventurers. When a wayward elasmosaurus like this finds its way into a city''s sewer system or reservoirs, though, it can become the stuff of urban legends. **__Recall Knowledge - Animal__ (__Nature__)**: DC 23' hp: 125 hp_misc: null immunities: null items: null knowledge_checks: dc: 23 skills: - Nature languages: null level: 7 melee: - action_cost: One Action damage: formula: 2d12+10 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 17 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d6+10 type: bludgeoning name: paddle plus_damage: null to_hit: 17 traits: null name: Elasmosaurus perception: 16 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The elasmosaurus attempts an __Athletics__ check against a __grabbed__ foe's Fortitude DC. If the elasmosaurus succeeds, the foe is forcibly moved 5 feet toward the elasmosaurus's body. If the elasmosaurus critically succeeds, the foe is moved 10 feet towards the elasmosaurus's body. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drag Below range: null raw_description: '**Drag Below** (__attack__) The elasmosaurus attempts an __Athletics__ check against a __grabbed__ foe''s Fortitude DC. If the elasmosaurus succeeds, the foe is forcibly moved 5 feet toward the elasmosaurus''s body. If the elasmosaurus critically succeeds, the foe is moved 10 feet towards the elasmosaurus''s body.' requirements: null success: null traits: - attack trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: A swimming elasmosaurus thrashes the area around it as it attempts to flee. It makes two paddle Strikes, each of which must be against separate targets, and each of which takes the normal multiple attack penalty. It then __Swims__ up to its swim Speed. This Swim does not trigger reactions based on movement. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Thrashing Retreat range: null raw_description: '**Thrashing Retreat** [Two Actions] A swimming elasmosaurus thrashes the area around it as it attempts to flee. It makes two paddle Strikes, each of which must be against separate targets, and each of which takes the normal multiple attack penalty. It then __Swims__ up to its swim Speed. This Swim does not trigger reactions based on movement.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 13 ref_misc: null will: 16 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The elasmosaurus can hold its breath for 2 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Deep Breath range: null raw_description: '**Deep Breath** The elasmosaurus can hold its breath for 2 hours.' requirements: null success: null traits: null trigger: null senses: - Perception +16 - low-light vision - scent (imprecise) 30 feet size: Huge skills: - bonus: 17 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 105 page_stop: null speed: - amount: 5 type: Land - amount: 35 type: swim spell_lists: null traits: - N - Huge - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 11 con_mod: 0 dex_mod: 11 int_mod: 9 str_mod: -5 wis_mod: 9 ac: 49 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 46 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 46 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: A wyrmwraith in sunlight is __clumsy 2__ and __stunned 2__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sunlight Powerlessness range: null raw_description: '**Sunlight Powerlessness** A wyrmwraith in sunlight is __clumsy 2__ and __stunned 2__.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The wyrmwraith transfers all positive damage from the effect to a single undead creature of its choice that it controls within 120 feet. effects: null failure: null frequency: null full_description: null generic_description: null name: Positive Energy Transfer range: null raw_description: '**Positive Energy Transfer** [Reaction] (__divine__, __conjuration__) **Trigger** The wyrmwraith succeeds at a saving throw to resist positive damage, but still takes damage from that effect; **Effect** The wyrmwraith transfers all positive damage from the effect to a single undead creature of its choice that it controls within 120 feet.' requirements: null success: null traits: - divine - conjuration trigger: The wyrmwraith succeeds at a saving throw to resist positive damage, but still takes damage from that effect description: 'Wyrmwraiths rise from the souls of dragons who refuse to accept death or have an irrational fear of the afterlife. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 51 **__Recall Knowledge - Undead__ (__Religion__)**: DC 51' hp: 450 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison - precision - unconscious items: null knowledge_checks: dc: 51 skills: - Arcana - Religion languages: - Common - Draconic - Necril level: 23 melee: - action_cost: One Action damage: formula: 9d8+8 type: negative name: spectral jaws plus_damage: - formula: null type: drain life to_hit: 42 traits: - reach 20 feet - action_cost: One Action damage: formula: 9d6+8 type: negative name: spectral claw plus_damage: - formula: null type: divine dispelling and drain life to_hit: 42 traits: - agile - reach 15 feet name: Elder Wyrmwraith perception: 40 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The elder wyrmwraith unleashes a burst of negative energy that deals 24d6 negative damage to all creatures in a 90-foot cone (DC 46 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__divine__, __necromancy__, __negative__) The elder wyrmwraith unleashes a burst of negative energy that deals 24d6 negative damage to all creatures in a 90-foot cone (DC 46 basic Reflex save). It can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - divine - necromancy - negative trigger: null - action_cost: Two Actions critical_failure: The creature is slain. As long as the wyrmwraith still exists, the slain creature cannot be returned to life through any means. critical_success: The creature is unaffected. description: 'The elder wyrmwraith inhales sharply, sucking in the souls of nearby creatures. Each creature in a 60-foot cone must attempt a DC 46 Will save. The elder wyrmwraith can''t Consume Souls again for 1d4 rounds. ' effect: null effects: null failure: The creature gains doomed 2 and takes 100 negative damage. frequency: null full_description: null generic_description: null name: Consume Souls range: null raw_description: '**Consume Souls** [Two Actions] (__divine__, __death__, __necromancy__) The elder wyrmwraith inhales sharply, sucking in the souls of nearby creatures. Each creature in a 60-foot cone must attempt a DC 46 Will save. The elder wyrmwraith can''t Consume Souls again for 1d4 rounds. **Critical Success** The creature is unaffected. **Success** The creature gains __doomed 1__. **Failure** The creature gains __doomed 2__ and takes 100 negative damage. **Critical Failure** The creature is slain. As long as the wyrmwraith still exists, the slain creature cannot be returned to life through any means.' requirements: null success: The creature gains doomed 1. traits: - divine - death - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null description: An elder wyrmwraith's claws rend divine magic. Whenever an elder wyrmwraith hits a creature with one of its spectral claws, the elder wyrmwraith can attempt a Religion check to counteract an ongoing divine spell effect (of spell level 8th or lower) on the creature. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Divine Dispelling range: null raw_description: '**Divine Dispelling** (__abjuration__, __divine__) An elder wyrmwraith''s claws rend divine magic. Whenever an elder wyrmwraith hits a creature with one of its spectral claws, the elder wyrmwraith can attempt a Religion check to counteract an ongoing divine spell effect (of spell level 8th or lower) on the creature.' requirements: null success: null traits: - abjuration - divine trigger: null - action_cost: None critical_failure: null critical_success: null description: When an elder wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the elder wyrmwraith gains 24 temporary Hit Points, and the creature must succeed at a DC 46 Fortitude save or become __drained 2__. Further damage dealt by the elder wyrmwraith's spectral jaws or spectral claws Strikes increases the value of the drained condition by 2 on a failed save, to a maximum of __drained 14__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drain Life range: null raw_description: '**Drain Life** (__divine__, __necromancy__) When an elder wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the elder wyrmwraith gains 24 temporary Hit Points, and the creature must succeed at a DC 46 Fortitude save or become __drained 2__. Further damage dealt by the elder wyrmwraith''s spectral jaws or spectral claws Strikes increases the value of the drained condition by 2 on a failed save, to a maximum of __drained 14__.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The elder wyrmwraith makes two claw Strikes and one jaws Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The elder wyrmwraith makes two claw Strikes and one jaws Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: An elder wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The elder wyrmwraith loses the incorporeal trait for 1d4 rounds, though it can return to its incorporeal form as a free action before then. Once this ability ends, the elder wyrmwraith can't use this ability again for 1d4 rounds. While in ectoplasmic form, the elder wyrmwraith's AC increases to 52 and it gains 125 temporary Hit Points. It loses its immunity to non-magical attacks and precision damage, as well as its resistance to all damage. Its claw and jaws Strikes deal slashing and piercing damage, respectively, instead of negative damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ectoplasmic Form range: null raw_description: '**Ectoplasmic Form** (__divine__, __necromancy__) An elder wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The elder wyrmwraith loses the incorporeal trait for 1d4 rounds, though it can return to its incorporeal form as a free action before then. Once this ability ends, the elder wyrmwraith can''t use this ability again for 1d4 rounds. While in ectoplasmic form, the elder wyrmwraith''s AC increases to 52 and it gains 125 temporary Hit Points. It loses its immunity to non-magical attacks and precision damage, as well as its resistance to all damage. Its claw and jaws Strikes deal slashing and piercing damage, respectively, instead of negative damage.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The elder wyrmwraith is in ectoplasmic form effects: null failure: null frequency: null full_description: null generic_description: null name: Phase Lurch range: null raw_description: '**Phase Lurch** (__divine__, __move__) **Requirements** The elder wyrmwraith is in ectoplasmic form; **Effect** As the Stride action, but the elder wyrmwraith can pass through walls or material obstacles as though it were incorporeal. It must begin and end its movement outside of any physical obstacles, and passing through solid material is difficult terrain.' requirements: null success: null traits: - divine - move trigger: null ranged: null rarity: Rare resistances: - amount: 25 type: all (except force - amount: null type: ghost touch - amount: null type: or positive - amount: null type: double resistance vs. non-magical) ritual_lists: - dc: 46 misc: null name: Divine Rituals spell_groups: - heightened_level: null level: 10 spells: - frequency: null name: create undead requirement: null - frequency: null name: imprisonment requirement: null to_hit: null saves: fort: 32 fort_misc: null misc: null ref: 38 ref_misc: null will: 42 will_misc: null sense_abilities: null senses: - Perception +40 - darkvision - lifesense 120 feet size: Gargantuan skills: - bonus: 38 misc: null name: 'Acrobatics ' - bonus: 38 misc: null name: 'Arcana ' - bonus: 43 misc: null name: 'Intimidation ' - bonus: 43 misc: null name: 'Religion ' - bonus: 43 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #150: Broken Promises' page_start: 85 page_stop: null speed: - amount: 50 type: Land - amount: 100 type: fly spell_lists: - dc: 46 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 10 spells: - frequency: null name: miracle requirement: null - heightened_level: null level: 8 spells: - frequency: undead targets only name: charm requirement: null - heightened_level: null level: 7 spells: - frequency: x3 name: divine wrath requirement: null - frequency: null name: finger of death requirement: null - heightened_level: null level: 6 spells: - frequency: null name: vampiric exsanguination requirement: null - heightened_level: null level: 4 spells: - frequency: x3, undead targets only name: charm requirement: null - frequency: null name: darkness requirement: null - heightened_level: null level: 3 spells: - frequency: at will name: bind undead requirement: null to_hit: 42 traits: - Rare - CE - Gargantuan - Dragon - Incorporeal - Undead - Wraith type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 15' hp: 18 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Nature languages: null level: 1 melee: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: jaws plus_damage: null to_hit: 6 traits: null - action_cost: One Action damage: formula: 1d4+1 type: bludgeoning name: tail plus_damage: - formula: 1d4 type: electricity and stunning shock to_hit: 6 traits: - agile name: Electric Eel perception: 4 proactive_abilities: - action_cost: None critical_failure: The creature is stunned 3. critical_success: The creature is unaffected. description: 'A creature critically hit by the electric eel''s tail must attempt a DC 17 Fortitude save. ' effect: null effects: null failure: The creature is stunned 2. frequency: null full_description: null generic_description: null name: Stunning Shock range: null raw_description: '**Stunning Shock** (__incapacitation__) 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__.' requirements: null success: The creature is stunned 1. traits: - incapacitation trigger: null ranged: null rarity: Common resistances: - amount: 7 type: electricity ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 7 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +4 - low-light vision size: Small skills: - bonus: 6 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 142 page_stop: null speed: - amount: 5 type: Land - amount: 30 type: swim spell_lists: null traits: - N - Small - Animal - Aquatic type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 10 feet. Spikes of rock rise up from all stone surfaces in the emanation, creating difficult terrain. A creature moving in the terrain takes 2d8 piercing damage for each square of spikes it moves into (a Large or larger creature takes damage only once for each square it moves, even if its space covers multiple squares of spikes). Creatures with the __earth__ trait ignore all effects within the area. The elemental avalanche can disable or activate spike stones as a single action, which has the __concentrate__ trait effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spike Stones range: null raw_description: '**Spike Stones** (__aura__, __earth__, __primal__, __transmutation__) 10 feet. Spikes of rock rise up from all stone surfaces in the emanation, creating difficult terrain. A creature moving in the terrain takes 2d8 piercing damage for each square of spikes it moves into (a Large or larger creature takes damage only once for each square it moves, even if its space covers multiple squares of spikes). Creatures with the __earth__ trait ignore all effects within the area. The elemental avalanche can disable or activate spike stones as a single action, which has the __concentrate__ trait' requirements: null success: null traits: - aura - earth - primal - transmutation trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The elemental avalanche crumbles into the ground, Burrowing down 10 feet. This Burrowing does not trigger reactions. The elemental avalanche can't Crumble again for 1d4 rounds. effects: null failure: null frequency: null full_description: null generic_description: null name: Crumble range: null raw_description: '**Crumble** [Reaction] **Trigger** The elemental avalanche takes damage from a hostile source while atop rock or earth. **Effect** The elemental avalanche crumbles into the ground, Burrowing down 10 feet. This Burrowing does not trigger reactions. The elemental avalanche can''t Crumble again for 1d4 rounds.' requirements: null success: null traits: null trigger: The elemental avalanche takes damage from a hostile source while atop rock or earth. description: 'Stubborn and ponderous, elemental avalanches are massive beings of living rock and dirt. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 28' hp: 215 hp_misc: null immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 28 skills: - Arcana - Nature languages: - Terran level: 11 melee: - action_cost: One Action damage: formula: 2d12+11 type: bludgeoning name: fist plus_damage: null to_hit: 24 traits: - reach 20 feet name: Elemental Avalanche perception: 20 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Earth Glide range: null raw_description: '**Earth Glide** 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.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Large or smaller, fist, DC 30 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**Trample** [Three Actions] Large or smaller, fist, DC 30' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d12+7 type: bludgeoning name: rock plus_damage: null to_hit: 24 traits: - brutal - range increment 80 feet rarity: Common resistances: null ritual_lists: null saves: fort: 26 fort_misc: null misc: null ref: 17 ref_misc: null will: 21 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: When not touching solid ground, the elemental avalanche is slowed 1, can't use reactions, and can't Trample. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Earthbound range: null raw_description: '**Earthbound** When not touching solid ground, the elemental avalanche is slowed 1, can''t use reactions, and can''t Trample.' requirements: null success: null traits: null trigger: null senses: - Perception +20 - darkvision - tremorsense (imprecise) 90 feet size: Huge skills: - bonus: 24 misc: null name: 'Athletics ' - bonus: 14 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 147 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: burrow - amount: null type: earth glide spell_lists: null traits: - N - Huge - Earth - Elemental type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The elemental hurricane takes damage from a hostile action. effects: null failure: null frequency: null full_description: null generic_description: null name: High Winds range: null raw_description: "**High Winds** (__air__, __aura__) 40 feet. Air within the emanation\ \ is difficult terrain for Flying creatures that do not have the air trait.\n\ \n **Disperse** [Reaction] **Trigger** The elemental hurricane takes damage\ \ from a hostile action. **Effect** The elemental hurricane disperses. Until\ \ the end of the current turn, it can't be attacked or targeted, doesn't take\ \ up space, and any auras or emanations it has are suppressed. At the end of\ \ the turn, the elemental hurricane reforms in any space in which it can fit\ \ within 100 feet of where it dispersed and any auras or emanations it has are\ \ restored as long as their duration didn't run out while it was dispersed." requirements: null success: null traits: - air - aura trigger: '[Reaction]' description: 'Elemental hurricanes embody the ferocity of violent windstorms. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 28' hp: 140 hp_misc: null immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 28 skills: - Arcana - Nature languages: - Auran level: 11 melee: - action_cost: One Action damage: formula: 2d10+12 type: bludgeoning name: gust plus_damage: - formula: null type: Push 10 feet to_hit: 24 traits: - finesse - reach 20 feet name: Elemental Hurricane perception: 20 proactive_abilities: - action_cost: Two Actions critical_failure: The creature is Pushed 40 feet and knocked prone. critical_success: The creature is unaffected. 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. ' effect: null effects: null failure: The creature is Pushed 40 feet. frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__air__) 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.' requirements: null success: The creature is Pushed 20 feet. traits: - air trigger: null - action_cost: None critical_failure: null critical_success: null description: The elemental's movement doesn't trigger reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swiftness range: null raw_description: '**Swiftness** The elemental''s movement doesn''t trigger reactions.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d12+6 type: electricity name: lightning lash plus_damage: null to_hit: 24 traits: - range increment 75 feet rarity: Common resistances: null ritual_lists: null saves: fort: 19 fort_misc: null misc: null ref: 24 ref_misc: null will: 18 will_misc: null sense_abilities: null senses: - Perception +20 - darkvision size: Huge skills: - bonus: 24 misc: null name: 'Acrobatics ' - bonus: 22 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 145 page_stop: null speed: - amount: 100 type: fly - amount: null type: swiftness spell_lists: null traits: - N - Huge - Air - Elemental type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When the elemental inferno dies, it explodes, dealing 7d6 fire damage to each creature in a 10-foot emanation (DC 30 basic Reflex save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Explosion range: null raw_description: '**Explosion** (__fire__) When the elemental inferno dies, it explodes, dealing 7d6 fire damage to each creature in a 10-foot emanation (DC 30 basic Reflex save).' requirements: null success: null traits: - fire trigger: null - action_cost: None critical_failure: null critical_success: null description: 10 feet, 7d6 fire, DC 28 basic Reflex. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Intense Heat range: null raw_description: '**Intense Heat** (__aura__, __fire__) 10 feet, 7d6 fire, DC 28 basic Reflex.' requirements: null success: null traits: - aura - fire trigger: null description: 'Walking conflagrations of unimaginably hot fire, elemental infernos are harbingers of destruction and heedless chaos. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 28' hp: 210 hp_misc: explosion immunities: - bleed - fire - paralyzed - poison - sleep items: null knowledge_checks: dc: 28 skills: - Arcana - Nature languages: - Ignan level: 11 melee: - action_cost: One Action damage: formula: 2d10+12 type: fire name: tendril plus_damage: - formula: 3d8 type: persistent fire to_hit: 24 traits: - reach 15 feet name: Elemental Inferno perception: 20 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Blue Flames range: null raw_description: '**Blue Flames** 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Inferno Leap range: null raw_description: '**Inferno Leap** [Two Actions] (__fire__) 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.' requirements: null success: null traits: - fire trigger: null ranged: - action_cost: One Action damage: formula: 2d10+6 type: fire name: fire mote plus_damage: null to_hit: 24 traits: - range increment 60 feet rarity: Common resistances: - amount: 15 type: cold ritual_lists: null saves: fort: 21 fort_misc: null misc: null ref: 23 ref_misc: null will: 19 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The elemental inferno ignores the concealed condition from smoke. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Smoke Vision range: null raw_description: '**Smoke Vision** The elemental inferno ignores the concealed condition from smoke.' requirements: null success: null traits: null trigger: null senses: - Perception +20 - darkvision - smoke vision size: Huge skills: - bonus: 21 misc: null name: 'Acrobatics ' source: - abbr: Bestiary page_start: 149 page_stop: null speed: - amount: 70 type: Land spell_lists: null traits: - N - Huge - Elemental - Fire type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 50 feet. Water in the area that is in the same body of water as the elemental tsunami is difficult terrain for Swimming creatures that don't have the water trait. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vortex range: null raw_description: '**Vortex** (__aura__, __water__) 50 feet. Water in the area that is in the same body of water as the elemental tsunami is difficult terrain for Swimming creatures that don''t have the water trait.' requirements: null success: null traits: - aura - water trigger: null description: 'Elemental tsunamis are huge and destructive. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 28' hp: 195 hp_misc: null immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 28 skills: - Arcana - Nature languages: - Aquan level: 11 melee: - action_cost: One Action damage: formula: 2d12+12 type: bludgeoning name: wave plus_damage: - formula: null type: Push or Pull 10 feet to_hit: 24 traits: - reach 20 feet name: Elemental Tsunami perception: 22 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drench range: null raw_description: '**Drench** (__abjuration__, __primal__, __water__) 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).' requirements: null success: null traits: - abjuration - primal - water trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The elemental tsunami quickly expands its space to fill the area of its vortex. Creatures within the vortex's emanation take 5d12+6 bludgeoning damage (DC 31 basic Fortitude save). 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Surge range: null raw_description: '**Surge** [Two Actions] The elemental tsunami quickly expands its space to fill the area of its vortex. Creatures within the vortex''s emanation take 5d12+6 bludgeoning damage (DC 31 basic Fortitude save). 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 10 type: fire ritual_lists: null saves: fort: 21 fort_misc: null misc: null ref: 22 ref_misc: null will: 19 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: When not touching water, the elemental tsunami is slowed 1 and can't use reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Water-Bound range: null raw_description: '**Water-Bound** When not touching water, the elemental tsunami is slowed 1 and can''t use reactions.' requirements: null success: null traits: null trigger: null senses: - Perception +22 - darkvision size: Huge skills: - bonus: 23 misc: null name: 'Athletics ' - bonus: 23 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 153 page_stop: null speed: - amount: 35 type: Land - amount: 100 type: swim spell_lists: null traits: - N - Huge - Aquatic - Elemental - Water type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 23' hp: 130 hp_misc: null immunities: null items: null knowledge_checks: dc: 23 skills: - Nature languages: null level: 7 melee: - action_cost: One Action damage: formula: 3d8+9 type: piercing name: tusk plus_damage: null to_hit: 16 traits: - reach 10 feet - action_cost: One Action damage: null name: trunk plus_damage: null to_hit: 18 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d10+9 type: bludgeoning name: foot plus_damage: null to_hit: 16 traits: - reach 10 feet name: Elephant perception: 13 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A Medium or smaller creature hit by the elephant's trunk is __grabbed__. If the elephant moves, it can bring the __grabbed__ creature along with it. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Grabbing Trunk range: null raw_description: '**Grabbing Trunk** A Medium or smaller creature hit by the elephant''s trunk is __grabbed__. If the elephant moves, it can bring the __grabbed__ creature along with it.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Large or smaller, foot, DC 24 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**Trample** [Three Actions] Large or smaller, foot, DC 24' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 18 fort_misc: null misc: null ref: 11 ref_misc: null will: 13 will_misc: null sense_abilities: null senses: - Perception +13 - low-light vision - scent (imprecise) 30 feet size: Huge skills: - bonus: 17 misc: null name: 'Athletics ' - bonus: 15 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 154 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - N - Huge - Animal type: Creature weaknesses: null - 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 alignment: NE 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. **__Recall Knowledge - Fey__ (__Nature__)**: DC 23' hp: 115 hp_misc: null immunities: null items: - +1 dagger - blowgun (10 poisoned darts) knowledge_checks: dc: 23 skills: - Nature languages: - Aklo - Mwangi - Sylvan level: 7 melee: - action_cost: One Action damage: formula: 2d8+8 type: piercing name: jaws plus_damage: null to_hit: 17 traits: null - action_cost: One Action damage: formula: 1d4+8 type: piercing name: dagger plus_damage: null to_hit: 18 traits: - agile - magical - versatile S name: Eloko perception: 15 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Inspired Feast range: null raw_description: '**Inspired Feast** (__emotion__, __mental__) 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.' requirements: null success: null traits: - emotion - mental trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The eloko is affected by a 4th-level __enlarge__ spell. This lasts for 1 minute, and the eloko can Dismiss the Spell. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Size Alteration range: null raw_description: '**Size Alteration** [Two Actions] (__polymorph__, __primal__, __transmutation__) The eloko is affected by a 4th-level __enlarge__ spell. This lasts for 1 minute, and the eloko can Dismiss the Spell.' requirements: null success: null traits: - polymorph - primal - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: The eloko deals 2d6 extra precision damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The eloko deals 2d6 extra precision damage to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: null name: blowgun plus_damage: null to_hit: 17 traits: - agile - nonlethal - range increment 20 feet - reload 1 - action_cost: One Action damage: formula: 1d4+8 type: piercing name: dagger plus_damage: null to_hit: 18 traits: - agile - magical - thrown 10 feet - versatile S rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 18 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +15 - low-light vision - scent (imprecise) 30 feet size: Small skills: - bonus: 18 misc: null name: 'Athletics ' - bonus: 13 misc: null name: 'Crafting ' - bonus: 15 misc: null name: 'Deception ' - bonus: 13 misc: null name: 'Nature ' - bonus: 16 misc: null name: 'Stealth ' - bonus: 13 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #146: Cult of Cinders' page_start: 83 page_stop: null speed: - amount: 20 type: Land spell_lists: - dc: 22 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: charm requirement: null to_hit: null traits: - NE - Small - Fey type: Creature weaknesses: null - ability_mods: cha_mod: 1 con_mod: 2 dex_mod: 4 int_mod: -2 str_mod: 1 wis_mod: 2 ac: 18 ac_special: null alignment: NG automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The ember fox drapes itself across its ally, granting the ally fire resistance 10 against the incoming attack. effects: null failure: null frequency: null full_description: null generic_description: null name: Cloak in Embers range: null raw_description: '**Cloak in Embers [Reaction]** **Trigger **An adjacent ally is targeted by an effect that deals fire damage; **Effect **The ember fox drapes itself across its ally, granting the ally fire resistance 10 against the incoming attack.' requirements: null success: null traits: null trigger: An adjacent ally is targeted by an effect that deals fire damage description: 'Ember foxes resemble their canid namesakes, save for the flames that make their fur and the tips of their long whiskers flicker and glow. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 16' hp: 35 hp_misc: null immunities: - bleed - fire - paralyzed - poison - sleep items: null knowledge_checks: dc: 16 skills: - Arcana - Nature languages: - Ignan - can't speak any language level: 2 melee: - action_cost: One Action damage: formula: 1d4+3 type: piercing name: jaws plus_damage: - formula: 1d4 type: persistent fire to_hit: 10 traits: - agile - finesse name: Ember Fox perception: 8 proactive_abilities: null ranged: null rarity: Common resistances: - amount: 5 type: cold ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 10 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +8 - darkvision size: Small skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 5 misc: null name: 'Athletics ' - bonus: 8 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 110 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - NG - Small - Elemental - Fire type: Creature weaknesses: null - 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 alignment: N 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. The emperor bird was given its current name 2,000 years ago when Taldor''s Sixth Army of Exploration ventured into the Mwangi Expanse. When the legion spotted this 6-foot-long bird with its spectacular multicolored feathers trailing from its tail, wings, and crest, the soldiers thought the bird regal enough to suit their emperor, disregarding the name the Mwangi had given to the bird generations before, bebaki. Keeping an emperor bird was, for many years, a sign of prestige among the nobility of Taldor. That was long ago, however, and emperor birds eventually fell out of fashion. Inevitably their former owners forgot about their colorful pets, and hundreds of neglected emperor birds were released back into the wild by weary servants. While many such freed birds perished quickly in the unfamiliar woodlands of Avistan, some managed to hold out, and emperor birds can still be encountered in the Verduran Forest. The emperor bird uses its brilliant, iridescent plumage for mating displays as well as for intimidating rival suitors and potential predators. Not only are the feathers beautiful, but they are actually magical—a fact that has piqued the interest of alchemists and wizards alike, many of whom have spent decades capturing and breeding emperor birds in the hope of unlocking their arcane secrets. Mages stationed in the Mwangi Expanse will pay a pretty penny for intact feathers from these majestic creatures—or better yet, live specimens. **__Recall Knowledge - Animal__ (__Nature__)**: DC 18' hp: 27 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d10+2 type: piercing name: beak plus_damage: null to_hit: 11 traits: null - action_cost: One Action damage: formula: 1d8+3 type: slashing name: tail plus_damage: null to_hit: 11 traits: - agile - reach 10 feet name: Emperor Bird perception: 8 proactive_abilities: - action_cost: Two Actions critical_failure: The creature is confused for 1d4 rounds. critical_success: The creature is unaffected. 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. ' effect: null effects: null failure: The creature is dazzled for 1d4 rounds. frequency: null full_description: null generic_description: null name: Dazzling Display range: null raw_description: '**Dazzling Display** [Two Actions] (__enchantment__, __mental__, __primal__, __visual__) 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.' requirements: null success: The creature is dazzled for 1 round. traits: - enchantment - mental - primal - visual trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tail Lash range: null raw_description: '**Tail Lash** [Two Actions] 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 9 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +8 size: Medium skills: - bonus: 9 misc: null name: 'Acrobatics ' - bonus: 7 misc: null name: 'Intimidation ' - bonus: 7 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #145: Hellknight Hill' page_start: 87 page_stop: null speed: - amount: 15 type: Land - amount: 20 type: fly spell_lists: null traits: - Uncommon - N - Medium - Animal type: Creature weaknesses: null - ability_mods: cha_mod: -2 con_mod: 4 dex_mod: 4 int_mod: -4 str_mod: 6 wis_mod: 2 ac: 22 ac_special: null alignment: N automatic_abilities: null description: 'These aggressive serpents infest bogs and lowlands. Despite a length of over 16 feet and weighing over 200 pounds, they can climb trees in seconds. An emperor cobra wards off predators by flaring its hood and hissing at its attacker. **__Recall Knowledge - Animal__ (__Nature__)**: DC 20' hp: 80 hp_misc: null immunities: null items: null knowledge_checks: dc: 20 skills: - Nature languages: null level: 5 melee: - action_cost: One Action damage: formula: 2d8+8 type: piercing name: fangs plus_damage: - formula: null type: emperor cobra venom to_hit: 15 traits: - reach 10 feet name: Emperor Cobra perception: 13 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Maximum Duration** 6 rounds; **Stage 1** 1d8 poison damage (1 round); **Stage 2** 1d8 poison damage and __drained 1__ (1 round); **Stage 3** 2d6 poison damage and drained 2 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Emperor Cobra Venom range: null raw_description: '**Emperor Cobra Venom** (__poison **Saving Throw** DC 22 Fortitude__) **Maximum Duration** 6 rounds; **Stage 1** 1d8 poison damage (1 round); **Stage 2** 1d8 poison damage and __drained 1__ (1 round); **Stage 3** 2d6 poison damage and drained 2 (1 round)' requirements: null success: null traits: - poison Saving Throw DC 22 Fortitude trigger: null - action_cost: One Action critical_failure: The creature is frightened 3. critical_success: The creature is unaffected. description: "The emperor cobra flares its hood. Each non-emperor cobra creature\ \ within a 20-foot emanation must attempt a DC 22 Will save. The creature is\ \ then temporarily immune for 1 minute. \n\n" effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: null name: Flare Hood range: null raw_description: "**Flare Hood** (__emotion__, __fear__, __mental__, __visual__)\ \ The emperor cobra flares its hood. Each non-emperor cobra creature within\ \ a 20-foot emanation must attempt a DC 22 Will save. The creature is then temporarily\ \ immune for 1 minute. \n\n**Critical Success** The creature is unaffected.\ \ \n\n**Success** The creature is __frightened 1__. \n\n**Failure** The creature\ \ is frightened 2. \n\n**Critical Failure** The creature is frightened 3." requirements: null success: The creature is frightened 1. traits: - emotion - fear - mental - visual trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 11 ref_misc: null will: 9 will_misc: null sense_abilities: null senses: - Perception +13 - low-light vision - scent (imprecise) 30 feet size: Large skills: - bonus: 11 misc: null name: 'Acrobatics ' - bonus: 13 misc: null name: 'Athletics ' - bonus: 11 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 245 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: climb - amount: 25 type: swim spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 10 con_mod: 7 dex_mod: 6 int_mod: 6 str_mod: 9 wis_mod: 6 ac: 45 ac_special: null alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: An eremite's actions can't be disrupted due to damage or Strikes (such as __Attack of Opportunity__). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ignore Pain range: null raw_description: '**Ignore Pain** An eremite''s actions can''t be disrupted due to damage or Strikes (such as __Attack of Opportunity__).' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: 30 feet. When a creature ends its turn in the aura, it feels compelled to offer pieces of its own flesh to the eremite. The creature must succeed at a DC 40 Will save or become __paralyzed__ for 1 round. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Paralytic Perfection range: null raw_description: '**Paralytic Perfection** (__aura__, __divine__, __enchantment__, __fear__, __incapacitation__, __mental__, __visual__) 30 feet. When a creature ends its turn in the aura, it feels compelled to offer pieces of its own flesh to the eremite. The creature must succeed at a DC 40 Will save or become __paralyzed__ for 1 round.' requirements: null success: null traits: - aura - divine - enchantment - fear - incapacitation - mental - visual trigger: null description: 'Eremites roam the planes to seek out ideal portions of other creatures, such as a hero''s sword-arm or an angel''s pinions. Eremites capture these specimens to clinically test their true limits, then harvest specimens and add them to their own bodies. An eremite might attach tongues to their hand as extra fingers or a fist to the back of their neck in a horrid "improvement." Eremites average 7 feet tall and weigh approximately 200 pounds. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 40' hp: 375 hp_misc: regeneration 25 (deactivated by good or silver immunities: - cold - fear - nonlethal items: null knowledge_checks: dc: 40 skills: - Religion languages: - Common - Infernal - Shadowtongue - telepathy 100 feet level: 20 melee: - action_cost: One Action damage: formula: 4d8+19 type: piercing name: jaws plus_damage: - formula: 2d6 type: persistent bleed and exquisite pain to_hit: 39 traits: - evil - magical - action_cost: One Action damage: formula: 3d6+19 type: slashing name: claw plus_damage: - formula: 2d6 type: persistent bleed - formula: null type: exquisite pain - formula: null type: Improved Grab to_hit: 39 traits: - agile - evil - magical name: Eremite perception: 34 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The eremite has a creature __grabbed__ effects: null failure: null frequency: null full_description: null generic_description: null name: Evisceration range: null raw_description: '**Evisceration** (__attack__) **Requirements** The eremite has a creature __grabbed__; **Effect** The eremite excises flesh or bone from a creature it has grabbed. The target takes 6d10 __persistent bleed damage__.' requirements: null success: null traits: - attack trigger: null - action_cost: None critical_failure: null critical_success: null description: An eremite's knowledge of pressure points and pain centers is unsurpassed. A creature hit by an eremite's melee Strikes must succeed at a DC 40 Fortitude save or be __stunned 2__ (stunned 4 on a critical failure). A creature that critically succeeds is temporarily immune for 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Exquisite Pain range: null raw_description: '**Exquisite Pain** An eremite''s knowledge of pressure points and pain centers is unsurpassed. A creature hit by an eremite''s melee Strikes must succeed at a DC 40 Fortitude save or be __stunned 2__ (stunned 4 on a critical failure). A creature that critically succeeds is temporarily immune for 24 hours.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The eremite stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against Paralytic Perfection. In addition, if the creature was already __paralyzed__, on a failed save, its unnatural longing causes it to become __doomed 1__. After attempting this save, the creature is then temporarily immune until the start of the eremite's next turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Focus Gaze range: null raw_description: '**Focus Gaze** (__concentrate__, __divine__, __enchantment__, __fear__, __mental__, __visual__) The eremite stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against Paralytic Perfection. In addition, if the creature was already __paralyzed__, on a failed save, its unnatural longing causes it to become __doomed 1__. After attempting this save, the creature is then temporarily immune until the start of the eremite''s next turn.' requirements: null success: null traits: - concentrate - divine - enchantment - fear - mental - visual trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The eremite holds a piece of flesh they collected via Evisceration effects: null failure: null frequency: null full_description: null generic_description: null name: Graft Flesh range: null raw_description: '**Graft Flesh** **Requirement** The eremite holds a piece of flesh they collected via Evisceration; **Effect** The eremite attaches the stolen flesh to themself. They either regain 100 Hit Points; reduce the value of their __clumsy__, __drained__, __enfeebled__, or __stupefied__ condition by 3; or reduce the stage of any affliction affecting them by 3.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When an eremite uses __plane shift__ or __shadow walk__, they arrive at exactly their intended destination. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shadow Traveler range: null raw_description: '**Shadow Traveler** (__divine__, __divination__) When an eremite uses __plane shift__ or __shadow walk__, they arrive at exactly their intended destination.' requirements: null success: null traits: - divine - divination trigger: null ranged: null rarity: Common resistances: - amount: 20 type: good - amount: 20 type: silver ritual_lists: - dc: 42 misc: null name: Rituals spell_groups: - heightened_level: null level: 8 spells: - frequency: null name: imprisonment requirement: null to_hit: null saves: fort: 37 fort_misc: null misc: +1 status to all saves vs. magic ref: 32 ref_misc: null will: 34 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Painsight range: null raw_description: '**Painsight** (__divination__, __divine__) A 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.' requirements: null success: null traits: - divination - divine trigger: null senses: - Perception +34 - greater darkvision - painsight - true seeing size: Medium skills: - bonus: 35 misc: null name: 'Athletics ' - bonus: 38 misc: null name: 'Deception ' - bonus: 36 misc: null name: 'Diplomacy ' - bonus: 40 misc: null name: 'Intimidation ' - bonus: 36 misc: null name: 'Medicine ' - bonus: 34 misc: null name: 'Religion ' - bonus: 36 misc: null name: 'Stealth ' - bonus: 36 misc: null name: 'Torture Lore ' source: - abbr: Bestiary 2 page_start: 285 page_stop: null speed: - amount: 30 type: Land - amount: 50 type: fly spell_lists: - dc: 42 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 9 spells: - frequency: null name: bind soul requirement: null - frequency: null name: blade barrier requirement: null - frequency: ×2 name: harm requirement: null - frequency: ×2 name: heal requirement: null - frequency: null name: shadow blast requirement: null - frequency: at will name: shadow walk requirement: null - heightened_level: null level: 7 spells: - frequency: at will name: dimension door requirement: null - frequency: null name: dimensional lock requirement: null - frequency: to Material Plane or Shadow Plane only name: plane shift requirement: null - frequency: at will name: shadow siphon requirement: null - frequency: null name: warp mind requirement: null - heightened_level: 9 level: 0 spells: - frequency: null name: stabilize requirement: null - heightened_level: 9 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: null traits: - LE - Medium - Fiend - Velstrac type: Creature weaknesses: null - 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 alignment: LE 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. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 24' hp: 120 hp_misc: null immunities: - fire items: - +1 striking composite longbow (60 arrows) - 100 feet of erinys-hair rope - breastplate - longsword knowledge_checks: dc: 24 skills: - Religion languages: - Celestial - Common - Draconic - Infernal - telepathy 100 feet level: 8 melee: - action_cost: One Action damage: formula: 1d8+8 type: slashing name: flaming longsword plus_damage: - formula: 1d6 type: evil and 1d6 fire to_hit: 19 traits: - evil - fire - magical - versatile P name: Erinys perception: 18 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: Any weapon an erinys holds gains the effects of a __flaming__ rune while they hold it. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flames of Fury range: null raw_description: '**Flames of Fury** Any weapon an erinys holds gains the effects of a __flaming__ rune while they hold it.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Furious Fusillade range: null raw_description: '**Furious Fusillade** [Three Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: An erinys carries a coil of rope woven of their hair (use the statistics for rope) 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rope Snare range: null raw_description: '**Rope Snare** An erinys carries a coil of rope woven of their hair (use the statistics for rope) 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.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d8+4 type: piercing name: flaming composite longbow plus_damage: - formula: 1d6 type: evil and 1d6 fire to_hit: 20 traits: - deadly 1d10 - evil - fire - magical - range increment 100 feet - reload 0 - volley 30 feet - action_cost: One Action damage: null name: rope plus_damage: null to_hit: 19 traits: - magical - range increment 30 feet rarity: Common resistances: - amount: 5 type: physical (except silver) - amount: 10 type: poison ritual_lists: - dc: 26 misc: null name: Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: infernal pact requirement: null to_hit: null saves: fort: 17 fort_misc: null misc: +1 status to all saves vs. magic ref: 19 ref_misc: null will: 16 will_misc: null sense_abilities: null senses: - Perception +18 - greater darkvision - true seeing size: Medium skills: - bonus: 17 misc: null name: 'Acrobatics ' - bonus: 14 misc: null name: 'Crafting ' - bonus: 19 misc: null name: 'Deception ' - bonus: 15 misc: null name: 'Diplomacy ' - bonus: 19 misc: null name: 'Intimidation ' - bonus: 16 misc: null name: 'Religion ' - bonus: 17 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 89 page_stop: null speed: - amount: 25 type: Land - amount: 40 type: fly spell_lists: - dc: 26 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - frequency: null name: divine wrath requirement: null - frequency: null name: retributive pain requirement: null - heightened_level: null level: 3 spells: - frequency: at will name: fear requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: illusory disguise requirement: null - frequency: null name: illusory object requirement: null - heightened_level: 6 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: null traits: - LE - Medium - Devil - Fiend type: Creature weaknesses: - amount: 5 type: good - ability_mods: cha_mod: 2 con_mod: 4 dex_mod: 3 int_mod: -3 str_mod: 3 wis_mod: 3 ac: 18 ac_special: null alignment: N automatic_abilities: null description: 'Esoboks are brute hunters and pugnacious sentinels that serve as the guard dogs of the __Boneyard__. These squat, powerful quadrupeds have a frill of dark feathers around their distinctive heads which resemble a crocodile skull. Esoboks rarely bother with those who are truly dead, allowing the dead of the Boneyard to go about their business while remaining watchful for danger. Though cunning when sniffing out threats to the Boneyard or to their psychopomp handlers, they''re among the least intelligent of the psychopomps and rarely speak except to utter growling threats. The wise listen when an esobok makes a threat, as it won''t do so twice. **__Recall Knowledge - Monitor__ (__Religion__)**: DC 18' hp: 55 hp_misc: null immunities: - death effects - disease items: null knowledge_checks: dc: 18 skills: - Religion languages: - Abyssal - Celestial - Infernal - Requian level: 3 melee: - action_cost: One Action damage: formula: 1d10+3 type: piercing name: jaws plus_damage: - formula: null type: Grab and spirit touch to_hit: 12 traits: - magical - action_cost: One Action damage: formula: 1d6+3 type: slashing name: claw plus_damage: - formula: null type: spirit touch to_hit: 12 traits: - agile - magical name: Esobok perception: 12 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The esobok Strides and then makes a Strike. If it began this action __hidden__, it remains hidden until after the Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pounce range: null raw_description: '**Pounce** The esobok Strides and then makes a Strike. If it began this action __hidden__, it remains hidden until after the Strike.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: An esobok's Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune and deal 1d6 negative damage to living creatures and 1d6 positive damage to undead. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spirit Touch range: null raw_description: '**Spirit Touch** An esobok''s Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune and deal 1d6 negative damage to living creatures and 1d6 positive damage to undead.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: As failure, but as long as a creature is stunned or paralyzed, it is also stupefied 2. critical_success: The creature is unaffected. description: null effect: A creature is __grabbed__ by the esobok's jaws effects: null failure: The esobok wrenches the target's soul from its body into its jaws. Mindless undead creatures of level 2 or lower are destroyed, other undead creatures are stunned for 1 round, and all other creatures are paralyzed. At the end of each of its turns, a creature paralyzed by this effect can attempt a new save to end the effect. The paralysis ends automatically if the esobok attempts a jaws Strike or speaks. frequency: null full_description: null generic_description: null name: Wrench Spirit range: null raw_description: "**Wrench Spirit** (__attack__, __divine__, __incapacitation__,\ \ __necromancy__) **Requirement** A creature is __grabbed__ by the esobok's\ \ jaws; **Effect** The esobok releases the target from the Grab but wrenches\ \ its spirit free as it does so. The creature must attempt a DC 20 Will save.\ \ Creatures without souls (such as most __constructs__) and creatures whose\ \ bodies and souls are one (such as most __celestials__, __fiends__, and __monitors__)\ \ that roll a failure or critical failure on the save get a success instead.\ \ \n\n**Critical Success** The creature is unaffected. \n\n**Success** The target\ \ is __stunned 1__. \n\n**Failure** The esobok wrenches the target's soul from\ \ its body into its jaws. __Mindless__ __undead__ creatures of level 2 or lower\ \ are destroyed, other undead creatures are stunned for 1 round, and all other\ \ creatures are __paralyzed__. At the end of each of its turns, a creature paralyzed\ \ by this effect can attempt a new save to end the effect. The paralysis ends\ \ automatically if the esobok attempts a jaws Strike or speaks. \n\n**Critical\ \ Failure** As failure, but as long as a creature is stunned or paralyzed, it\ \ is also __stupefied 2__." requirements: null success: The target is stunned 1. traits: - attack - divine - incapacitation - necromancy trigger: null ranged: null rarity: Common resistances: - amount: 5 type: negative - amount: 5 type: poison ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 8 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +12 - darkvision - lifesense 60 feet - scent (imprecise) 60 feet size: Medium skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 10 misc: null name: 'Athletics ' - bonus: 9 misc: null name: 'Intimidation ' - bonus: 4 misc: null name: 'Religion ' - bonus: 8 misc: null name: 'Stealth ' - bonus: 10 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 208 page_stop: null speed: - amount: 30 type: Land spell_lists: - dc: 17 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: ×3, self only name: invisibility requirement: null to_hit: null traits: - N - Medium - Monitor - Psychopomp type: Creature weaknesses: null - 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 alignment: N 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. Ether spiders are not mindless or evil—they are simply hungry. If a prospective meal can sate an ether spider''s incredible appetite through other means, they might be able to bargain for their life. Ether spiders are especially interested in items, information, or allies who can help them against their enemies. As many as half a dozen ether spiders might dwell in the same ether web. Although ether spiders enjoy one another''s company, they don''t form the same bonds as most humanoids, and they are more likely to feast on the corpse of a fallen sibling than save one from certain doom. Ether spiders dwell in vast nests adrift in the Ghost World, where they are more likely to let down their guard. Travelers who find a floating ether spider commune should have an easier time of making peaceful contact to trade with or even befriend these strange arachnids. The nests drift on metaphysical currents and are rarely seen in the same vicinity twice. Sometimes a point of interest on the neighboring Material Plane compels them to tether their nest to an area, creating a semipermanent home, and those who learn its location can return to it repeatedly. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 20 **__Recall Knowledge - Ethereal__ (__Occultism__)**: DC 20' hp: 75 hp_misc: null immunities: null items: null knowledge_checks: dc: 20 skills: - Arcana - Nature - Occultism languages: - Aklo level: 5 melee: - action_cost: One Action damage: formula: 1d10+7 type: piercing name: fangs plus_damage: - formula: null type: ether spider venom and Grab to_hit: 15 traits: - magical name: Ether Spider perception: 12 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ether Spider Venom range: null raw_description: '**Ether Spider Venom** (__poison__) **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)' requirements: null success: null traits: - poison trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ethereal Step range: null raw_description: '**Ethereal Step** 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature hit by the ether spider's web attack is __immobilized__ and stuck to the nearest surface (Escape DC 22). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ethereal Web Trap range: null raw_description: '**Ethereal Web Trap** A creature hit by the ether spider''s web attack is __immobilized__ and stuck to the nearest surface (Escape DC 22).' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The ether spider flings a gout of stored webs in a 30-foot cone. These webs can pass between the Material Plane and the Ethereal Plane. Each creature in the area is __immobilized__, as ethereal web trap, unless it succeeds at a DC 22 Reflex save. effects: null failure: null frequency: once per day full_description: null generic_description: null name: Web Burst range: null raw_description: '**Web Burst** [Two Actions] **Frequency** once per day; **Effect** The ether spider flings a gout of stored webs in a 30-foot cone. These webs can pass between the Material Plane and the Ethereal Plane. Each creature in the area is __immobilized__, as ethereal web trap, unless it succeeds at a DC 22 Reflex save.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: null name: web plus_damage: null to_hit: 14 traits: - magical - range increment 30 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 15 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +12 - darkvision size: Large skills: - bonus: 12 misc: null name: 'Athletics ' - bonus: 15 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 155 page_stop: null speed: - amount: 40 type: Land - amount: 20 type: climb spell_lists: null traits: - N - Large - Beast - Ethereal type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'Two heads aren''t always better than one. The slovenly, violent giants known as ettins are proof enough of that. The origin of these two-headed brutes is unknown, but few who encounter ettins ponder their beginnings for long. Rather, the first priority for most creatures during such a confrontation is escape, which is not easy to accomplish given the ettins'' notorious vigilance. In this way, two heads are better than one—ettins regularly find employ in the ranks of giant or orc armies as sentries and guards. The benefits of an ettin security detail are obvious: because it has a shared stomach, an ettin requires only the same amount of food as one typical ogre, yet its two sets of eyes make it twice as observant. An ettin never complains for lack of company, either. The ettin''s two heads are uniquely content to squabble and converse between themselves, and though they bicker incessantly, most couldn''t dream of life without the other. Much like some twins, an ettin has two individual minds who nonetheless consider the other as much a part of their life as their own self. Ettins do not resemble a single giant heritage so much as an amalgamation of several. Their tusks are thought to stem from orc ancestry, though their size and dimness suggest hill giant blood. Though they tower over goblins and hobgoblins, ettins are more than at home among tribes of these creatures and enjoy their comfortable stations as camp lookouts or troop rearguards. Their exposure to a wide variety of goblinoids and giants is evident in their language; ettins speak a pidgin tongue of Goblin, Jotun, and Orcish, and their diction is mostly good enough to get across the general meaning of their short sentences and bumbled sayings—although most interlocutors simply nod their heads while conversing with an ettin anyway. The monsters are notoriously short tempered and, despite their heightened visual perception, short sighted in matters of keeping their allies alive. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 22' hp: 110 hp_misc: null immunities: null items: - flail (2) knowledge_checks: dc: 22 skills: - Society languages: - pidgin of Goblin - Jotun - and Orcish level: 6 melee: - action_cost: One Action damage: formula: 2d6+10 type: bludgeoning name: flail plus_damage: null to_hit: 16 traits: - disarm - reach 10 feet - sweep - trip - action_cost: One Action damage: formula: 1d6+10 type: bludgeoning name: fist plus_damage: null to_hit: 16 traits: - agile - reach 10 feet name: Ettin perception: 16 proactive_abilities: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 11 ref_misc: null will: 12 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null 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. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Independent Brains range: null raw_description: '**Independent Brains** 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. ' requirements: null success: null traits: null trigger: null senses: - Perception +16 - low-light vision size: Large skills: - bonus: 16 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Intimidation ' source: - abbr: Bestiary page_start: 156 page_stop: null speed: - amount: 35 type: Land spell_lists: null traits: - CE - Large - Giant - Humanoid type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. When a creature ends its turn in the aura, it sees the face of a departed loved one in place of the evangelist's face. The creature must succeed at a DC 21 Will save or become __frightened 2__ (frightened 3 on a critical failure). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Unnerving Gaze range: null raw_description: '**Unnerving Gaze** (__aura__, __divine__, __enchantment__, __fear__, __mental__, __visual__) 30 feet. When a creature ends its turn in the aura, it sees the face of a departed loved one in place of the evangelist''s face. The creature must succeed at a DC 21 Will save or become __frightened 2__ (frightened 3 on a critical failure).' requirements: null success: null traits: - aura - divine - enchantment - fear - mental - visual trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'Evangelists, the velstracs'' unofficial ambassadors, 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, 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 mortal''s souls or choice mortal flesh. Evangelists are the same size as humans, although with the heavy chains that always drape their forms, they often weigh 350 pounds or more. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 22' hp: 90 hp_misc: regeneration 10 (deactivated by good or silver immunities: - cold items: null knowledge_checks: dc: 22 skills: - Religion languages: - Common - Infernal - Shadowtongue level: 6 melee: - action_cost: One Action damage: formula: 2d8+7 type: piercing name: chain plus_damage: - formula: 1d6 type: persistent bleed and impaling chain to_hit: 17 traits: - disarm - evil - magical - reach 10 feet - trip name: Evangelist perception: 13 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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 those within the reach of the evangelist's chain Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Animate Chains range: null raw_description: '**Animate Chains** (__divine__, __transmutation__) 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 those within the reach of the evangelist''s chain Strike.' requirements: null success: null traits: - divine - transmutation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The evangelist stares at a creature they can see within 30 feet. The target must immediately attempt a Will save against 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Focus Gaze range: null raw_description: '**Focus Gaze** (__concentrate__, __divine__, __enchantment__, __fear__, __mental__, __visual__) The evangelist stares at a creature they can see within 30 feet. The target must immediately attempt a Will save against 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.' requirements: null success: null traits: - concentrate - divine - enchantment - fear - mental - visual trigger: null - action_cost: None critical_failure: null critical_success: null description: When the evangelist critically hits with a chain Strike, the target is impaled and anchored in place, becoming __grabbed__ by the chain. The creature is unable to recover from __persistent bleed__ damage until it gets free (DC 25 __Escape__). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Impaling Chain range: null raw_description: '**Impaling Chain** When the evangelist critically hits with a chain Strike, the target is impaled and anchored in place, becoming __grabbed__ by the chain. The creature is unable to recover from __persistent bleed__ damage until it gets free (DC 25 __Escape__).' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: good - amount: 5 type: silver ritual_lists: null saves: fort: 15 fort_misc: null misc: +1 status to all saves vs. magic ref: 14 ref_misc: null will: 11 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A 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 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Painsight range: null raw_description: '**Painsight** (__divination__, __divine__) A 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' requirements: null success: null traits: - divination - divine trigger: null senses: - Perception +13 - greater darkvision - painsight size: Medium skills: - bonus: 13 misc: null name: 'Acrobatics ' - bonus: 15 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Crafting ' - bonus: 15 misc: null name: 'Intimidation ' - bonus: 11 misc: null name: 'Religion ' - bonus: 12 misc: null name: 'Torture Lore ' source: - abbr: Bestiary 2 page_start: 282 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - LE - Medium - Fiend - Velstrac type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 6 dex_mod: 5 int_mod: 1 str_mod: 7 wis_mod: 3 ac: 31 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 10 feet, DC 26. This aura is suppressed if the faceless butcher is using Change Shape. effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 10 feet, DC 26. This aura is suppressed if the faceless butcher is using Change Shape. A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'The deformed flesh on this humanoid horror''s head bears grim holes where their eyes, nose, mouth, and ears should be, and little else. Stories of faceless butchers always center on the monstrous murderer''s preferred weapon: a wicked and bloodstained meat cleaver, which the butcher uses to carve flesh from skull to add to their collection of stolen faces. Once they''ve taken a victim''s face, the faceless butcher can wear it, transform into an exact replica of the deceased, and begin stalking their next victim. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 30' hp: 175 hp_misc: null immunities: null items: - bag of faces - cleaver knowledge_checks: dc: 30 skills: - Society languages: - Common - one regional language (can't speak any language) level: 11 melee: - action_cost: One Action damage: formula: 2d12+7 type: slashing name: cleaver plus_damage: null to_hit: 24 traits: - forceful - sweep - action_cost: One Action damage: formula: 2d10+7 type: bludgeoning name: fist plus_damage: null to_hit: 24 traits: - agile - nonlethal name: Faceless Butcher perception: 21 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The faceless butcher can take on the exact form of any Small, Medium, or Large humanoid whose face they carry in their bag of faces, changing their shape and physical features to precisely match that of the victim whose face they wear. This doesn't change the butcher's Speed or attack or damage bonuses with their Strikes. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __occult__, __polymorph__, __transmutation__) The faceless butcher can take on the exact form of any Small, Medium, or Large humanoid whose face they carry in their bag of faces, changing their shape and physical features to precisely match that of the victim whose face they wear. This doesn''t change the butcher''s Speed or attack or damage bonuses with their Strikes.' requirements: null success: null traits: - concentrate - occult - polymorph - transmutation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The faceless butcher is within reach of a __dying__, __immobilized__, or __unconscious__ creature effects: null failure: null frequency: null full_description: null generic_description: null name: Remove Face range: null raw_description: '**Remove Face** [Two Actions] (__attack__) **Requirements** The faceless butcher is within reach of a __dying__, __immobilized__, or __unconscious__ creature; **Effect** The faceless butcher attempts a cleaver Strike or an __Athletics__ check against the creature''s Fortitude DC. On a success, the faceless butcher deals damage as if they had made a successful cleaver Strike against the creature and removes the creature''s face. On a critical success, the damage doubles and the creature takes 4d6 __persistent bleed damage__. Once its face is removed, the creature takes a permanent -4 status penalty to Charisma checks and Charisma-based skill checks. This penalty can be removed only if the victim recovers its face from the faceless butcher and has a __restoration__ spell cast on it.' requirements: null success: null traits: - attack trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The faceless butcher is __undetected__ by their target effects: null failure: null frequency: null full_description: null generic_description: null name: Sudden Slices range: null raw_description: '**Sudden Slices** [Two Actions] **Requirements** The faceless butcher is __undetected__ by their target; **Effect** The faceless butcher Strides once and makes two cleaver Strikes against the target. During the Stride, they gain a +10-foot circumstance bonus to their Speed.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d12+7 type: slashing name: cleaver plus_damage: null to_hit: 22 traits: - thrown 10 feet rarity: Uncommon resistances: - amount: 8 type: bludgeoning ritual_lists: null saves: fort: 23 fort_misc: null misc: null ref: 22 ref_misc: null will: 20 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'When using their Change Shape ability, the faceless butcher loses their alignment aura and thus cannot be detected by spells such as __detect alignment__. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Suppressed Alignment range: null raw_description: '**Suppressed Alignment** When using their Change Shape ability, the faceless butcher loses their alignment aura and thus cannot be detected by spells such as __detect alignment__. ' requirements: null success: null traits: null trigger: null senses: - Perception +21 - darkvision size: Medium skills: - bonus: 22 misc: null name: 'Acrobatics ' - bonus: 24 misc: null name: 'Athletics ' - bonus: 24 misc: null name: 'Deception ' - bonus: 22 misc: null name: 'Intimidation ' - bonus: 24 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #154: Siege of the Dinosaurs' page_start: 80 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - Uncommon - NE - Medium - Humanoid type: Creature weaknesses: null - 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 alignment: CE 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. By instinct, faceless stalkers seek to sow discord. They replace leaders in humanoid societies, then guide infiltrated settlements down paths of destruction. Among humanoids who have wicked tendencies, a faceless stalker can become a prominent trailblazer, leading a group to new heights of depravity and violence. Inevitably, however, faceless stalker infiltrators lead their followers to ruin. The ugothol eventually moves on—either because its true nature is about to be discovered, or because it has despoiled or devastated all local resources. An ugothol gains nourishment only through its long, bloodsucking tongue. Their prey bear distinctive triple puncture wounds near major arteries. Corpses bearing such marks are typically the first clues found to uncover a faceless stalker''s presence, though sometimes they are overlooked as marks belonging to a vampire or chupacabra. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 19' hp: 60 hp_misc: null immunities: null items: - longsword - studded leather armor knowledge_checks: dc: 19 skills: - Occultism languages: - Alghollthu - Aquan - Common - tongues level: 4 melee: - action_cost: One Action damage: formula: 1d8+6 type: slashing name: longsword plus_damage: null to_hit: 14 traits: - versatile P - action_cost: One Action damage: formula: 2d6+6 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 12 traits: - agile name: Faceless Stalker perception: 10 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Assume Form range: null raw_description: '**Assume Form** (__concentrate__, __occult__, __polymorph__, __transmutation__) 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.' requirements: null success: null traits: - concentrate - occult - polymorph - transmutation trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Blood Nourishment range: null raw_description: '**Blood Nourishment** The faceless stalker uses its three-pronged tongue to drink the blood of an adjacent restrained or unconscious creature. The creature gains drained 1.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Compression range: null raw_description: '**Compression** 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.' requirements: null success: null traits: null trigger: null - action_cost: Free Action critical_failure: null critical_success: null description: null effect: The faceless stalker is in an assumed form. effects: null failure: null frequency: null full_description: null generic_description: null name: Revert Form range: null raw_description: '**Revert Form** [Free Action] **Requirements** The faceless stalker is in an assumed form. **Effect** 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The faceless stalker deals 1d6 extra precision damage to flat-footed creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The faceless stalker deals 1d6 extra precision damage to flat-footed creatures.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: bludgeoning ritual_lists: null saves: fort: 9 fort_misc: null misc: +2 status to all saves vs. auditory and visual ref: 9 ref_misc: null will: 12 will_misc: null sense_abilities: null senses: - Perception +10 - darkvision size: Medium skills: - bonus: 12 misc: null name: 'Acrobatics ' - bonus: 12 misc: null name: 'Athletics ' - bonus: 13 misc: null name: 'Deception ' - bonus: 13 misc: null name: 'Stealth ' - bonus: 9 misc: null name: 'Thievery ' source: - abbr: Bestiary page_start: 13 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 19 misc: null name: Occult Innate Spells spell_groups: - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null to_hit: null traits: - CE - Medium - Aberration type: Creature weaknesses: null - 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 alignment: CG 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. Faerie dragons usually exhibit pleasant and good-natured temperaments, though they have a mischievous streak that leads them to play tricks on those around them. In search of an amusement, they prefer harmless annoyances to wounding malice. While often spontaneous, they may also spend months if not years planning the perfect prank. Especially responsive targets endear themselves to faerie dragons and may create a lifelong bond. A faerie dragon''s reputation as a trickster leads many to associate them with fey, with whom the tiny dragons have cordial relationships. Peaceful by nature, faerie dragons do not enjoy confrontation. If faced with hostility, they prefer to remain at a distance and breathe euphoric gas at their foes, diffusing the skirmish by creating an atmosphere of bliss. If conflict escalates, they target their opponents with spells, using their renowned trickery to escape. If their companions are in danger, however, their desire to remain out of combat changes. Faerie dragons protect their friends by any means available, including physical combat. Sometimes as faerie dragons grow older, their connection to the First World grows stronger. In addition to growing more lustrous and vibrant in appearance, these faerie dragons gain an increasing amount of magical primal power. Such faerie dragons increase in strength as appropriate—a faerie dragon of 20th level or even higher is possible, but it is exceptionally unusual to encounter a faerie dragon of 9th level or higher beyond the most remote regions of the First World. When creating a more powerful faerie dragon, change its tradition to primal and grant it a number of primal spells known appropriate for a druid of its level. Faerie dragons don''t grow much larger, regardless of how powerful they become. Those who would seek to torment or vex a faerie dragon would do well to consider this, as it''s often difficult to tell how powerful one of these tiny dragons truly is at a simple glance! **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 18' hp: 30 hp_misc: null immunities: - paralyzed - sleep items: null knowledge_checks: dc: 18 skills: - Arcana languages: - Common - Draconic - Sylvan - telepathy 100 feet level: 2 melee: - action_cost: One Action damage: formula: 1d4 type: piercing name: jaws plus_damage: null to_hit: 10 traits: - magical - finesse name: Faerie Dragon perception: 16 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__arcane__, __evocation__, __poison__) 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.' requirements: null success: null traits: - arcane - evocation - poison trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 5 fort_misc: null misc: null ref: 12 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +16 - darkvision size: Tiny skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Deception ' - bonus: 8 misc: null name: 'Diplomacy ' - bonus: 4 misc: null name: 'Nature ' - bonus: 10 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 157 page_stop: null speed: - amount: 15 type: Land - amount: 40 type: fly - amount: 20 type: swim spell_lists: - dc: 21 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: self only name: invisibility requirement: null to_hit: null - dc: 18 misc: '' name: Arcane Spontaneous Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: grease requirement: null - frequency: null name: illusory object requirement: null - frequency: 4 slots name: sleep requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: dancing lights requirement: null - frequency: null name: ghost sound requirement: null - frequency: null name: prestidigitation requirement: null - frequency: null name: tanglefoot requirement: null - frequency: null name: telekinetic projectile requirement: null to_hit: 10 traits: - Uncommon - CG - Tiny - Dragon type: Creature weaknesses: null - ability_mods: cha_mod: -5 con_mod: 3 dex_mod: 4 int_mod: -5 str_mod: 0 wis_mod: 0 ac: 19 ac_special: null alignment: N automatic_abilities: null description: 'When deadly fen mosquitoes gather in large numbers, they form into lethal swarms capable of draining blood at a truly alarming rate. Fen mosquito swarms are typically encountered only in tropical swamps or bogs, but during humid months in spring or summer they can drift into riverine areas or even through the waterfront reaches of settlements. **__Recall Knowledge - Animal__ (__Nature__)**: DC 18' hp: 25 hp_misc: null immunities: - precision - swarm mind items: null knowledge_checks: dc: 18 skills: - Nature languages: null level: 3 melee: null name: Fen Mosquito Swarm perception: 8 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The victim can't reduce its __sickened__ condition while it's affected by pyrexic malaria; **Saving Throw** DC 20 Fortitude; **Onset** 4 days; **Stage 1** sickened 1 (1 day); **Stage 2** __enfeebled 1__ and sickened 1 (1 day); **Stage 3** as stage 2 (1 day); Stage 4 __unconscious__ (1 day); Stage 5 dead effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pyrexic Malaria range: null raw_description: '**Pyrexic Malaria** (__disease__) The victim can''t reduce its __sickened__ condition while it''s affected by pyrexic malaria; **Saving Throw** DC 20 Fortitude; **Onset** 4 days; **Stage 1** sickened 1 (1 day); **Stage 2** __enfeebled 1__ and sickened 1 (1 day); **Stage 3** as stage 2 (1 day); Stage 4 __unconscious__ (1 day); Stage 5 dead' requirements: null success: null traits: - disease trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Each enemy in the swarm's space takes 1d6 piercing damage (DC 20 basic Reflex save) and is exposed to pyrexic malaria. Creatures that fail the saving throw also take 1d4 __persistent bleed damage__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swarming Bites range: null raw_description: '**Swarming Bites** Each enemy in the swarm''s space takes 1d6 piercing damage (DC 20 basic Reflex save) and is exposed to pyrexic malaria. Creatures that fail the saving throw also take 1d4 __persistent bleed damage__.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 2 type: bludgeoning - amount: 5 type: piercing - amount: 5 type: slashing ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 11 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +8 - darkvision size: Large skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 175 page_stop: null speed: - amount: 5 type: Land - amount: 25 type: fly spell_lists: null traits: - N - Large - Animal - Swarm type: Creature weaknesses: - amount: 5 type: area damage - amount: 5 type: splash damage - ability_mods: cha_mod: 2 con_mod: 2 dex_mod: 4 int_mod: 0 str_mod: 1 wis_mod: 0 ac: 18 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When the fetchling scout is __concealed__ as a result of dim light, the flat check to target them has a DC of 7, not 5. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shadow Blending range: null raw_description: '**Shadow Blending** When the fetchling scout is __concealed__ as a result of dim light, the flat check to target them has a DC of 7, not 5.' requirements: null success: null traits: null trigger: null description: 'The people known today as fetchlings are a distinct ancestry descended from generations of humans who became trapped ages ago on the __Shadow Plane__. No longer human at all, these people, who call themselves kayals, have become monochromatic in coloration, with flesh tones and hair colors varying between white, black, and all shades of gray. Their limbs are lithe and willowy, and their eyes are generally solid yellow, yellow-green, or white, though a rare few have a purple or blue glow. Fetchlings have developed their own complex societies in the Shadow Plane, often under the tolerance of or in servitude to the strange, malignant creatures there, such as the sinister velstracs or the enigmatic d''ziriaks. While individual fetchlings can be any alignment, they are all survivors in a harsh environment, which leads to a tendency toward pragmatism. Fetchling clothing mimics the regions they dwell in, with drab colors tending toward darker shades. When they trade with humans or other societies on the Material Plane, they often wear masks or concealing clothing to hide their appearance. Typical fetchling communities are insular and swiftly close ranks in the event of an intruder. Though individual fetchlings don''t mind traveling to and blending in with other societies to facilitate trade, they often hide or even react defensively if they have their own visitors. When one considers the nature of the other denizens of the Shadow Plane, however, this tendency to assume the worst of interlopers might make sense to some. Fetchlings are not as common on the Material Plane; most of those who dwell there are loners by choice who have left their home to seek out adventure elsewhere, exiles who were banished from their homelands, or planar castaways with no ability to return to the Shadow Plane. This last category, the lost and stranded, are the most likely to be found in larger groups. In cities of significant size, one can sometimes even find a small community of a few dozen or more fetchlings living among humans, although they often do so subtly by dyeing their hair, wearing brightly colored clothing, and utilizing layers of makeup to hide their pallid complexions. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15' hp: 18 hp_misc: null immunities: null items: - chain shirt - dagger knowledge_checks: dc: 15 skills: - Society languages: - Common - Shadowtongue level: 1 melee: - action_cost: One Action damage: formula: 1d4+1 type: piercing name: dagger plus_damage: null to_hit: 9 traits: - agile - finesse - versatile S name: Fetchling Scout perception: 5 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The fetchling is in dim light effects: null failure: null frequency: null full_description: null generic_description: null name: Shadow Stride range: null raw_description: '**Shadow Stride** (__illusion__, __occult__, __shadow__) **Requirement **The fetchling is in dim light; **Effect **The fetchling Strides. They have a +10-foot status bonus to their Speed during this Stride. The DC from shadow blending increases to 11 during this Stride, and the fetchling remains __concealed__ by dim light until the end of the movement, even if they leave dim light during the Stride.' requirements: null success: null traits: - illusion - occult - shadow trigger: null - action_cost: None critical_failure: null critical_success: null description: The fetchling scout's Strikes deal an additional 1d6 precision damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The fetchling scout''s Strikes deal an additional 1d6 precision damage to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d4+1 type: piercing name: dagger plus_damage: null to_hit: 9 traits: - agile - finesse - thrown 10 feet - versatile S rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 5 fort_misc: null misc: null ref: 9 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +5 - darkvision size: Medium skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 4 misc: null name: 'Athletics ' - bonus: 5 misc: null name: 'Deception ' - bonus: 5 misc: null name: 'Diplomacy ' - bonus: 3 misc: null name: 'Society ' - bonus: 7 misc: null name: 'Stealth ' - bonus: 7 misc: null name: 'Thievery ' source: - abbr: Bestiary 2 page_start: 117 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 15 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: illusory disguise requirement: null to_hit: null traits: - N - Medium - Fetchling - Humanoid - Shadow type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 5 int_mod: -2 str_mod: 1 wis_mod: 3 ac: 21 ac_special: null alignment: NE automatic_abilities: null description: 'These creatures look like roiling clouds of black smoke churning above a mound of burning refuse. Leering faces form and fade in the smoke above, while the burning trash writhes in spasmodic lurches, obviously alive. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 19' hp: 70 hp_misc: null immunities: - bleed - fire - paralyzed - poison - sleep items: null knowledge_checks: dc: 19 skills: - Arcana - Nature languages: - Ignan - can't speak any language level: 4 melee: - action_cost: One Action damage: formula: 2d6+3 type: bludgeoning name: burning lash plus_damage: - formula: 1d6 type: persistent fire to_hit: 13 traits: - finesse name: Filth Fire perception: 11 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: "Toxic materials and churning rubbish within the filth fire's body\ \ explode in one of three ways. The filth fire chooses the effect, but it can't\ \ make the same choice twice in a row. \n\n * Fiery Beam (__evocation__, __fire__,\ \ __primal__) The filth fire expels a 30-foot line of flame that deals 3d6 fire\ \ damage with a DC 21 basic Reflex save.\n\n * Shrapnel Blast (__evocation__,\ \ __primal__) The filth fire shoots jagged rubbish out in a 5-foot emanation\ \ that deals 2d12 piercing damage with a DC 21 basic Reflex save.\n\n * Toxic\ \ Fumes (__evocation__, __poison__, __primal__) The filth fire belches a 15-foot\ \ cone of toxic smoke that deals 2d6 poison damage (DC 21 basic Fortitude save).\ \ A creature that fails is also __sickened 1__ (or sickened 2 on a critical\ \ failure)." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Noxious Burst range: null raw_description: "**Noxious Burst** [Two Actions] Toxic materials and churning\ \ rubbish within the filth fire's body explode in one of three ways. The filth\ \ fire chooses the effect, but it can't make the same choice twice in a row.\ \ \n\n * Fiery Beam (__evocation__, __fire__, __primal__) The filth fire expels\ \ a 30-foot line of flame that deals 3d6 fire damage with a DC 21 basic Reflex\ \ save.\n\n * Shrapnel Blast (__evocation__, __primal__) The filth fire shoots\ \ jagged rubbish out in a 5-foot emanation that deals 2d12 piercing damage with\ \ a DC 21 basic Reflex save.\n\n * Toxic Fumes (__evocation__, __poison__,\ \ __primal__) The filth fire belches a 15-foot cone of toxic smoke that deals\ \ 2d6 poison damage (DC 21 basic Fortitude save). A creature that fails is also\ \ __sickened 1__ (or sickened 2 on a critical failure)." requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+3 type: bludgeoning name: ember ball plus_damage: - formula: 1d6 type: persistent fire to_hit: 13 traits: - fire - range increment 20 feet rarity: Common resistances: - amount: 5 type: cold ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 13 ref_misc: null will: 9 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The filth fire ignores the __concealed__ condition from smoke. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Smoke Vision range: null raw_description: '**Smoke Vision** The filth fire ignores the __concealed__ condition from smoke.' requirements: null success: null traits: null trigger: null senses: - Perception +11 - darkvision - smoke vision size: Medium skills: - bonus: 13 misc: null name: 'Acrobatics ' - bonus: 9 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 110 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - NE - Medium - Elemental - Fire type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Catch Rock range: null raw_description: '**Catch Rock** [Reaction]' requirements: null success: null traits: null trigger: 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. Fire giants are usually identified by their powerful stature, bright-orange hair that flickers and dances as if it were aflame, and heavy steel armor worn over garments of crimson, amber, or black. Most fire giants are covered in scars and refuse to conceal or obstruct them, as each jagged mark serves as a reminder of a valuable lesson they learned in battle. A typical fire giant stands 12 to 16 feet tall, weighs about 7,000 pounds, and lives to be 350 years old. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 27' hp: 175 hp_misc: null immunities: - fire items: - +1 striking greatsword - +1 half-plate - sack with 5 rocks knowledge_checks: dc: 27 skills: - Society languages: - Common - Jotun level: 10 melee: - action_cost: One Action damage: formula: 2d12+13 type: slashing name: greatsword plus_damage: null to_hit: 24 traits: - magical - reach 10 feet - versatile P - action_cost: One Action damage: formula: 2d8+13 type: bludgeoning name: fist plus_damage: null to_hit: 23 traits: - agile - reach 10 feet name: Fire Giant perception: 18 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flaming Stroke range: null raw_description: '**Flaming Stroke** [Two Actions] (__evocation__, __fire__, __primal__) 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.' requirements: null success: null traits: - evocation - fire - primal trigger: null - action_cost: One Action critical_failure: null critical_success: null description: A rock thrown by a fire giant deals an additional 1d6 fire damage on a hit. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Throw Rock range: null raw_description: '**Throw Rock** (__fire__) A rock thrown by a fire giant deals an additional 1d6 fire damage on a hit.' requirements: null success: null traits: - fire trigger: null ranged: - action_cost: One Action damage: formula: 2d8+13 type: bludgeoning name: rock plus_damage: - formula: 1d6 type: fire to_hit: 23 traits: - brutal - range increment 120 feet rarity: Common resistances: - amount: 10 type: cold ritual_lists: null saves: fort: 23 fort_misc: null misc: null ref: 16 ref_misc: null will: 18 will_misc: null sense_abilities: null senses: - Perception +18 - low-light vision size: Large skills: - bonus: 25 misc: null name: 'Athletics ' - bonus: 22 misc: null name: 'Crafting ' - bonus: 23 misc: null name: 'Intimidation ' source: - abbr: Bestiary page_start: 172 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - LE - Large - Fire - Giant - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: -5 con_mod: 4 dex_mod: 5 int_mod: -5 str_mod: -4 wis_mod: 0 ac: 13 ac_special: null alignment: N automatic_abilities: null description: 'While individually one of these fist-sized jellyfish is merely a nuisance, in great numbers, fire jellyfish can form into dangerous swarms. Bobbing in the water, they create a cloud of stinging tentacles. They were named in part for their bright coloration, but those who are stung by fire jellyfish learn the larger reason for their name—the pain of their stings is comparable to being burned alive. **__Recall Knowledge - Animal__ (__Nature__)**: DC 22' hp: 155 hp_misc: null immunities: - mental - precision - swarm mind items: null knowledge_checks: dc: 22 skills: - Nature languages: null level: 6 melee: null name: Fire Jellyfish Swarm perception: 10 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: Fire jellyfish swarms use __Acrobatics__ to __Swim__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Agile Swimmer range: null raw_description: '**Agile Swimmer** Fire jellyfish swarms use __Acrobatics__ to __Swim__.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Each enemy in the swarm's space takes 3d8 poison damage (DC 24 basic Reflex save) and is exposed to fire jelly venom. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Burning Swarm range: null raw_description: '**Burning Swarm** (__poison__) Each enemy in the swarm''s space takes 3d8 poison damage (DC 24 basic Reflex save) and is exposed to fire jelly venom.' requirements: null success: null traits: - poison trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 24 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __clumsy 1__ (1 round); **Stage 2** clumsy 2 (1 round); **Stage 3** clumsy 3 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fire Jelly Venom range: null raw_description: '**Fire Jelly Venom** (__poison__) **Saving Throw** DC 24 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __clumsy 1__ (1 round); **Stage 2** clumsy 2 (1 round); **Stage 3** clumsy 3 (1 round)' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Common resistances: - amount: 9 type: bludgeoning - amount: 9 type: piercing - amount: 10 type: poison - amount: 5 type: slashing ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 15 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +10 - low-light vision size: Large skills: - bonus: 15 misc: null name: 'Acrobatics ' source: - abbr: Bestiary 2 page_start: 152 page_stop: null speed: - amount: 20 type: swim spell_lists: null traits: - N - Large - Animal - Aquatic - Mindless - Swarm type: Creature weaknesses: - amount: 7 type: area damage - amount: 7 type: splash damage - 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 alignment: N automatic_abilities: 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. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 15' hp: 16 hp_misc: fast healing 2 (while touching fire) immunities: - bleed - fire - paralyzed - poison - sleep items: null knowledge_checks: dc: 15 skills: - Arcana - Nature languages: - Ignan level: 1 melee: - action_cost: One Action damage: formula: 1d6 type: piercing and 1d4 fire name: jaws plus_damage: null to_hit: 9 traits: - finesse name: Fire Mephit perception: 3 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__arcane__, __fire__) 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.' requirements: null success: null traits: - arcane - fire trigger: null ranged: null rarity: Common resistances: - amount: 3 type: cold ritual_lists: null saves: fort: 3 fort_misc: null misc: null ref: 9 ref_misc: null will: 7 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The fire mephit ignores the concealed condition from smoke. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Smoke Vision range: null raw_description: '**Smoke Vision** The fire mephit ignores the concealed condition from smoke.' requirements: null success: null traits: null trigger: null senses: - Perception +3 - darkvision - smoke vision size: Small skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 7 misc: null name: 'Deception ' source: - abbr: Bestiary page_start: 151 page_stop: null speed: - amount: 20 type: Land - amount: 25 type: fly spell_lists: - dc: 15 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: 1 level: 0 spells: - frequency: null name: daze requirement: null - frequency: null name: light requirement: null to_hit: null traits: - N - Small - Elemental - Fire type: Creature weaknesses: null - ability_mods: cha_mod: 8 con_mod: 6 dex_mod: 6 int_mod: 4 str_mod: 8 wis_mod: 6 ac: 36 ac_special: null alignment: LE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'Fire yai take the form of __fire giants__. Like fire giants, fire yai are shrewd and militaristic and have an incredible appetite for the thrill of war. While they engage in battle to conquer and control others, fire yai also love the thrill of war, fighting for the sheer joy of it. Presenting a fire yai with a true challenge in combat can potentially earn their mercy and an offer to join and serve at their side. Fire yai''s third eyes shoot forth burning missiles of fire. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 32 **__Recall Knowledge - Humanoid__ (__Society__)**: DC 32' hp: 250 hp_misc: regeneration 15 (deactivated by acid or cold immunities: - fire items: - +2 striking katana - +1 resilient breastplate knowledge_checks: dc: 32 skills: - Religion - Society languages: - Common - Jotun level: 14 melee: - action_cost: One Action damage: formula: 2d6+16 type: slashing name: katana plus_damage: - formula: 2d6 type: fire to_hit: 30 traits: - deadly 1d8 - magical - reach 10 feet - two-hand d10 - versatile P - action_cost: One Action damage: formula: 2d6+16 type: bludgeoning name: fist plus_damage: - formula: 2d6 type: fire and 2d6 persistent fire to_hit: 28 traits: - agile - evil - magical - reach 10 feet name: Fire Yai perception: 26 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The fire yai takes on the appearance of a __fire giant__. This doesn't change their Speed or Strike attack and damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**__Change Shape__** (__concentrate__, __polymorph__, __primal__, __transmutation__) The fire yai takes on the appearance of a __fire giant__. This doesn''t change their Speed or Strike attack and damage.' requirements: null success: null traits: - concentrate - polymorph - primal - transmutation trigger: null - action_cost: Two Actions critical_failure: The struck creature is unaffected. critical_success: null description: "The fire yai attempts a katana Strike. If it hits, the fire yai\ \ attempts an __Athletics__ check against the target creature's Fortitude DC.\ \ \n\nCritical Success The fire yai Strides or Flies up to half its Speed in\ \ any direction. The struck creature takes 4d6 __persistent bleed damage__ and\ \ is pushed along with the yai an equal distance. The creature is __grabbed__\ \ until the yai's next turn or until the yai makes a katana Strike. \n\n" effect: null effects: null failure: The struck creature is pushed back 5 feet. frequency: null full_description: null generic_description: null name: Impaling Push range: null raw_description: "**Impaling Push** [Two Actions] The fire yai attempts a katana\ \ Strike. If it hits, the fire yai attempts an __Athletics__ check against the\ \ target creature's Fortitude DC. \n\nCritical Success The fire yai Strides\ \ or Flies up to half its Speed in any direction. The struck creature takes\ \ 4d6 __persistent bleed damage__ and is pushed along with the yai an equal\ \ distance. The creature is __grabbed__ until the yai's next turn or until the\ \ yai makes a katana Strike. \n\n**Success** As critical success, but the creature\ \ takes 2d6 persistent bleed damage. \n\n**Failure** The struck creature is\ \ pushed back 5 feet. \n\n**Critical Failure** The struck creature is unaffected." requirements: null success: As critical success, but the creature takes 2d6 persistent bleed damage. traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The fire yai transforms into a cloud of smoke and then Flies up to its fly speed. This movement does not trigger reactions, and the fire yai can move through spaces occupied by other creatures. The fire yai returns to its physical form after this move, and must end the movement in a space in which it can fit. All creatures in spaces through which the fire yai moves with Smoke Form must succeed at a DC 34 Fortitude save or become __sickened 3__. The fire yai cannot use Smoke Form for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Smoke Form range: null raw_description: '**Smoke Form** [Two Actions] (__concentrate__, __primal__, __transmutation__) The fire yai transforms into a cloud of smoke and then Flies up to its fly speed. This movement does not trigger reactions, and the fire yai can move through spaces occupied by other creatures. The fire yai returns to its physical form after this move, and must end the movement in a space in which it can fit. All creatures in spaces through which the fire yai moves with Smoke Form must succeed at a DC 34 Fortitude save or become __sickened 3__. The fire yai cannot use Smoke Form for 1d4 rounds.' requirements: null success: null traits: - concentrate - primal - transmutation trigger: null ranged: - action_cost: One Action damage: formula: 2d10+16 type: fire name: fire missile plus_damage: - formula: 2d6 type: persistent fire to_hit: 26 traits: - evil - fire - magical - range increment 60 feet rarity: Common resistances: - amount: 15 type: cold ritual_lists: null saves: fort: 28 fort_misc: null misc: +1 status on all saves vs. magic ref: 26 ref_misc: null will: 24 will_misc: null sense_abilities: null senses: - Perception +26 - greater darkvision size: Large skills: - bonus: 23 misc: null name: 'Acrobatics ' - bonus: 23 misc: null name: 'Arcana ' - bonus: 27 misc: null name: 'Athletics ' - bonus: 25 misc: null name: 'Crafting ' - bonus: 27 misc: null name: 'Deception ' - bonus: 27 misc: null name: 'Intimidation ' - bonus: 25 misc: null name: 'Nature ' source: - abbr: Bestiary 2 page_start: 190 page_stop: null speed: - amount: 40 type: Land - amount: 40 type: fly spell_lists: - dc: 34 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: null name: fiery body requirement: null - frequency: null name: fireball requirement: null - frequency: null name: flame strike requirement: null - frequency: null name: wall of fire requirement: null - heightened_level: null level: 6 spells: - frequency: x3 name: fireball requirement: null - heightened_level: null level: 4 spells: - frequency: x3 name: charm requirement: null - frequency: null name: darkness requirement: null - frequency: null name: gaseous form requirement: null - heightened_level: null level: 2 spells: - frequency: at will, self only name: invisibility requirement: null to_hit: null traits: - LE - Large - Fiend - Fire - Giant - Humanoid - Oni type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When the firewyrm dies, it explodes, dealing 6d6 fire damage to each creature in a 10-foot emanation (DC 28 basic Reflex save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Explosion range: null raw_description: '**Explosion** (__fire__) When the firewyrm dies, it explodes, dealing 6d6 fire damage to each creature in a 10-foot emanation (DC 28 basic Reflex save).' requirements: null success: null traits: - fire trigger: null - action_cost: None critical_failure: null critical_success: null description: 10 feet, 4d6 fire, DC 25 basic Reflex. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Intense Heat range: null raw_description: '**Intense Heat** (__aura__, __fire__) 10 feet, 4d6 fire, DC 25 basic Reflex.' requirements: null success: null traits: - aura - fire trigger: null description: 'Firewyrms live in tubes of molten lava found throughout the Plane of Fire. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 26' hp: 165 hp_misc: explosion immunities: - bleed - fire - paralyzed - poison - sleep items: null knowledge_checks: dc: 26 skills: - Arcana - Nature languages: - Ignan level: 9 melee: - action_cost: One Action damage: formula: 2d8+11 type: fire name: tail plus_damage: - formula: 2d8 type: persistent fire to_hit: 20 traits: - reach 15 feet name: Firewyrm perception: 16 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__evocation__, __fire__, __primal__) 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.' requirements: null success: null traits: - evocation - fire - primal trigger: null ranged: - action_cost: One Action damage: formula: 2d8+6 type: fire name: fire mote plus_damage: null to_hit: 20 traits: - range increment 60 feet rarity: Common resistances: - amount: 10 type: cold ritual_lists: null saves: fort: 18 fort_misc: null misc: null ref: 20 ref_misc: null will: 15 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The firewyrm ignores the concealed condition from smoke. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Smoke Vision range: null raw_description: '**Smoke Vision** The firewyrm ignores the concealed condition from smoke.' requirements: null success: null traits: null trigger: null senses: - Perception +16 - darkvision - smoke vision size: Huge skills: - bonus: 20 misc: null name: 'Acrobatics ' source: - abbr: Bestiary page_start: 149 page_stop: null speed: - amount: 60 type: Land spell_lists: null traits: - N - Huge - Elemental - Fire type: Creature weaknesses: null - ability_mods: cha_mod: 7 con_mod: 8 dex_mod: 5 int_mod: -3 str_mod: 9 wis_mod: 6 ac: 40 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When a creature slays a fjord linnorm, it must succeed at a DC 41 Will save or become unable to ever breathe underwater (either via a natural ability or a spell such as __water breathing__). In addition, the victim can hold its breath only half as long as normal, and whenever it holds its breath it becomes __sickened 2__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Curse of Stolen Breath range: null raw_description: '**Curse of Stolen Breath** (__curse__, __primal__, __water__) When a creature slays a fjord linnorm, it must succeed at a DC 41 Will save or become unable to ever breathe underwater (either via a natural ability or a spell such as __water breathing__). In addition, the victim can hold its breath only half as long as normal, and whenever it holds its breath it becomes __sickened 2__.' requirements: null success: null traits: - curse - primal - water trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: Tail only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'Fjord linnorms make their homes in damp caves behind ice-cold waterfalls in the river-veined coastal reaches of the north. While they may appear graceful as they swim up the fjords for which they''re named, they are as vile as any other of their species and take pleasures in capsizing river boats before gobbling up their terrified crews. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 37' hp: 315 hp_misc: regeneration 10 (deactivated by cold iron immunities: - cold - curse - paralyzed - sleep items: null knowledge_checks: dc: 37 skills: - Arcana languages: - Aklo - Draconic - Sylvan level: 16 melee: - action_cost: One Action damage: formula: 3d12+17 type: piercing name: jaws plus_damage: - formula: null type: fjord linnorm venom to_hit: 33 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 3d10+17 type: slashing name: claw plus_damage: null to_hit: 33 traits: - agile - magical - reach 20 feet - action_cost: One Action damage: formula: 3d6+15 type: bludgeoning name: tail plus_damage: - formula: null type: Improved Grab to_hit: 33 traits: - agile - magical - reach 25 feet name: Fjord Linnorm perception: 28 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The fjord linnorm expels a 120-foot line of icy bile, dealing 17d6 cold damage to creatures within the area (DC 37 basic Reflex save). Any creature that fails its save is covered by the ice, which freezes and fuses with the creature's skin, giving it a -10-foot penalty to Speed. A creature can __Escape__ or __Force Open__ the ice (DC 34) to free itself; otherwise, the ice remains for 1 minute. The fjord linnorm can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__cold__, __evocation__, __primal__) The fjord linnorm expels a 120-foot line of icy bile, dealing 17d6 cold damage to creatures within the area (DC 37 basic Reflex save). Any creature that fails its save is covered by the ice, which freezes and fuses with the creature''s skin, giving it a -10-foot penalty to Speed. A creature can __Escape__ or __Force Open__ the ice (DC 34) to free itself; otherwise, the ice remains for 1 minute. The fjord linnorm can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - cold - evocation - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 37 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 4d6 cold damage and __clumsy 1__ (1 round); **Stage 2** 6d6 cold damage and clumsy 2 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fjord Linnorm Venom range: null raw_description: '**Fjord Linnorm Venom** (__cold__, __poison__) **Saving Throw** DC 37 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 4d6 cold damage and __clumsy 1__ (1 round); **Stage 2** 6d6 cold damage and clumsy 2 (1 round)' requirements: null success: null traits: - cold - poison trigger: null ranged: null rarity: Uncommon resistances: - amount: 15 type: cold iron ritual_lists: null saves: fort: 30 fort_misc: null misc: +1 status to all saves vs. magic ref: 28 ref_misc: null will: 24 will_misc: null sense_abilities: null senses: - Perception +28 - darkvision - scent (imprecise) 60 feet - true seeing size: Gargantuan skills: - bonus: 27 misc: null name: 'Acrobatics ' - bonus: 33 misc: null name: 'Athletics ' - bonus: 29 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 165 page_stop: null speed: - amount: 35 type: Land - amount: 75 type: fly - amount: 50 type: swim - amount: 128 type: freedom of movement spell_lists: - dc: 37 misc: null name: Primal Innate Spells spell_groups: - heightened_level: 7 level: -1 spells: - frequency: null name: freedom of movement requirement: null - heightened_level: 6 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: null traits: - Uncommon - CE - Gargantuan - Amphibious - Dragon type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: Fangs only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 20' hp: 75 hp_misc: null immunities: - fire - paralyzed - unconscious items: null knowledge_checks: dc: 20 skills: - Arcana languages: - Draconic level: 5 melee: - action_cost: One Action damage: formula: 2d8+5 type: piercing name: Fangs plus_damage: - formula: 1d6 type: fire to_hit: 14 traits: null - action_cost: One Action damage: formula: 2d6+5 type: bludgeoning name: Tail plus_damage: null to_hit: 14 traits: - reach 10 feet name: Flame Drake perception: 12 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The flame drake makes two Fangs Strikes and one Tail Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The flame drake makes two Fangs Strikes and one Tail Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fireball Breath range: null raw_description: '**Fireball Breath** [Two Actions] (__arcane__, __evocation__, __fire__) 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.' requirements: null success: null traits: - arcane - evocation - fire trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The fire drake moves up to twice its Speed. It can do this three times per day. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Speed Surge range: null raw_description: '**Speed Surge** (__move__) The fire drake moves up to twice its Speed. It can do this three times per day.' requirements: null success: null traits: - move trigger: null ranged: null rarity: Common resistances: - amount: 10 type: cold ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 10 ref_misc: null will: 10 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: Smoke doesn't impair a flame drake's vision; it ignores concealment from smoke. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Smoke Vision range: null raw_description: '**Smoke Vision** Smoke doesn''t impair a flame drake''s vision; it ignores concealment from smoke.' requirements: null success: null traits: null trigger: null senses: - Perception +12 - darkvision - scent (imprecise) 30 feet - smoke vision size: Large skills: - bonus: 10 misc: null name: 'Acrobatics ' - bonus: 12 misc: null name: 'Athletics ' - bonus: 9 misc: null name: 'Stealth ' - bonus: 10 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 131 page_stop: null speed: - amount: 20 type: Land - amount: 50 type: fly spell_lists: null traits: - CE - Large - Dragon - Fire type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 10 feet. The flash beetle's bioluminescent organs fill the area with bright light. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Luminescent Aura range: null raw_description: '**Luminescent Aura** (__aura__, __light__) 10 feet. The flash beetle''s bioluminescent organs fill the area with bright light.' requirements: null success: null traits: - aura - light trigger: 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 13' hp: 6 hp_misc: null immunities: null items: null knowledge_checks: dc: 13 skills: - Nature languages: null level: -1 melee: - action_cost: One Action damage: formula: 1d4+1 type: piercing name: mandibles plus_damage: null to_hit: 8 traits: - agile - finesse name: Flash Beetle perception: 6 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Light Flash range: null raw_description: '**Light Flash** (__concentrate__, __light__) 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.' requirements: null success: null traits: - concentrate - light trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 5 fort_misc: null misc: null ref: 8 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +6 - low-light vision size: Small skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 4 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 41 page_stop: null speed: - amount: 20 type: Land - amount: 15 type: fly spell_lists: null traits: - N - Small - Animal type: Creature weaknesses: null - ability_mods: cha_mod: -4 con_mod: 4 dex_mod: 5 int_mod: -5 str_mod: -2 wis_mod: 1 ac: 18 ac_special: null alignment: N automatic_abilities: null description: 'Flea swarms roil across city streets and rural hinterlands in a hissing, scraping scrabble, draining blood from any creatures unfortunate enough to cross their path. **__Recall Knowledge - Animal__ (__Nature__)**: DC 20' hp: 55 hp_misc: null immunities: - disease - precision - swarm mind items: null knowledge_checks: dc: 20 skills: - Nature languages: null level: 5 melee: null name: Flea Swarm perception: 13 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: Drain from flea fever can't be reduced or recovered from naturally until the disease is cured. **Saving Throw** DC 19 Fortitude; **Stage 1** __drained 1__ (1d4 hours), **Stage 2** drained 1 and __sickened 1__ (1 day), **Stage 3** drained 2 and sickened 1 (1 day), **Stage 4** drained 3 and sickened 1 (1 day), **Stage 5** dead effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flea Fever range: null raw_description: '**Flea Fever** (__disease__) Drain from flea fever can''t be reduced or recovered from naturally until the disease is cured. **Saving Throw** DC 19 Fortitude; **Stage 1** __drained 1__ (1d4 hours), **Stage 2** drained 1 and __sickened 1__ (1 day), **Stage 3** drained 2 and sickened 1 (1 day), **Stage 4** drained 3 and sickened 1 (1 day), **Stage 5** dead' requirements: null success: null traits: - disease trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The flea swarm's last action was Swarming Bites, and it dealt damage to at least one enemy effects: null failure: null frequency: null full_description: null generic_description: null name: Suck Blood range: null raw_description: '**Suck Blood** **Requirements** The flea swarm''s last action was Swarming Bites, and it dealt damage to at least one enemy; **Effect** The flea swarm drinks the creatures'' blood. Each victim becomes drained 1 and the swarm regains 3 HP for each victim drained.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Each enemy in the swarm's space takes 2d4+7 piercing damage and must attempt a DC 22 basic Reflex save. A creature that fails its save is exposed to flea fever. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swarming Bites range: null raw_description: '**Swarming Bites** Each enemy in the swarm''s space takes 2d4+7 piercing damage and must attempt a DC 22 basic Reflex save. A creature that fails its save is exposed to flea fever.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 8 type: physical (except bludgeoning) ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 16 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +13 - low-light vision - scent (imprecise) 30 feet size: Large skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 9 misc: +13 to Jump name: 'Athletics ' source: - abbr: 'Pathfinder #151: The Show Must Go On' page_start: 83 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - N - Large - Animal - Swarm type: Creature weaknesses: - amount: 4 type: area damage - amount: 4 type: splash damage - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A severely damaged flesh golem has a chance of going berserk. If it has 40 or fewer HP at the start of its turn, the golem must succeed at a DC 5 flat check or go berserk. A berserk golem wildly attacks the nearest living creature, or the nearest object if no creatures are nearby. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Berserk range: null raw_description: '**Berserk** A severely damaged flesh golem has a chance of going berserk. If it has 40 or fewer HP at the start of its turn, the golem must succeed at a DC 5 flat check or go berserk. A berserk golem wildly attacks the nearest living creature, or the nearest object if no creatures are nearby.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: harmed by fire (5d8, 3d4 from areas or persistent damage); healed by electricity (area 2d4 HP); slowed by cold effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Golem Antimagic range: null raw_description: '**Golem Antimagic** harmed by fire (5d8, 3d4 from areas or persistent damage); healed by electricity (area 2d4 HP); slowed by cold' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Casting a flesh to stone spell on the flesh golem affects the golem normally. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vulnerable to Flesh to Stone range: null raw_description: '**Vulnerable to Flesh to Stone** Casting a flesh to stone spell on the flesh golem affects the golem normally.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The golem lashes out and tries to grab a nearby creature. The golem attempts an Athletics check to Grapple an adjacent creature. The creature also takes 3d6 electricity damage on a success, or 6d6 electricity damage on a critical success. effects: null failure: null frequency: null full_description: null generic_description: null name: Electric Reflexes range: null raw_description: '**Electric Reflexes** [Reaction] **Trigger** The golem takes electricity damage and a creature is adjacent to it. **Effect** The golem lashes out and tries to grab a nearby creature. The golem attempts an Athletics check to Grapple an adjacent creature. The creature also takes 3d6 electricity damage on a success, or 6d6 electricity damage on a critical success.' requirements: null success: null traits: null trigger: The golem takes electricity damage and a creature is adjacent to it. 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. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 26' hp: 140 hp_misc: null immunities: - bleed - disease - death effects - electricity - doomed - drained - fatigued - healing - magic (see below) - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 26 skills: - Arcana - Crafting languages: null level: 8 melee: - action_cost: One Action damage: formula: 2d10+7 type: bludgeoning name: fist plus_damage: null to_hit: 20 traits: - magical - reach 10 feet name: Flesh Golem perception: 12 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The flesh golem is berserk. effects: null failure: null frequency: null full_description: null generic_description: null name: Berserk Slam range: null raw_description: '**Berserk Slam** **Requirement** The flesh golem is berserk. **Effect** The flesh golem Strikes with its fist at a -1 circumstance penalty. If it hits, it deals 1d6 extra damage and knocks the target __prone__.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: 5 type: physical (except adamantine) ritual_lists: null saves: fort: 18 fort_misc: null misc: null ref: 14 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +12 - darkvision size: Large skills: - bonus: 19 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 185 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - Uncommon - N - Large - Construct - Golem - Mindless type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 1 dex_mod: 2 int_mod: 0 str_mod: 4 wis_mod: 3 ac: 20 ac_special: null alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: ' Verdant Burst (healing) When a flytrap leshy dies, a burst of primal energy explodes from its body, restoring 3d6 Hit Points to each __plant__ creature in a 30-foot emanation. This area immediately fills with flytraps, becoming difficult terrain. If the terrain is not a viable environment for these flytraps, they wither after 24 hours.' effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'While often seen as unfriendly by non-leshys, flytrap leshys get along well with other leshys. Nonetheless, they''re among the most aggressive leshys, often guarding the most vulnerable places in the natural world with their flytrap mouths and hands. When a large threat emerges, pairs of flytrap leshys band together to create amalgams capable of driving back powerful foes. This unusual form of communal defense suffuses flytrap leshy society, and they often form relationships between multiple individuals that would confuse or even scandalize more uptight humanoids—to a flytrap leshy, though, there''s nothing strange about sharing your innermost secrets with people you literally merged together with to defend your home from an enemy. **__Recall Knowledge - Plant__ (__Nature__)**: DC 19' hp: 72 hp_misc: null immunities: null items: null knowledge_checks: dc: 19 skills: - Nature languages: - Common - Druidic - Sylvan - speak with plants (carnivorous plants only) level: 4 melee: - action_cost: One Action damage: formula: 1d8+6 type: piercing name: flytrap mouth plus_damage: - formula: 1d6 type: acid and flytrap toxin to_hit: 13 traits: - versatile S - action_cost: One Action damage: formula: 1d6+6 type: piercing name: flytrap hand plus_damage: - formula: 1d6 type: acid and flytrap toxin to_hit: 13 traits: - agile - versatile S name: Flytrap Leshy perception: 11 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: A flytrap leshy can combine itself with an adjacent and willing flytrap leshy that is not currently affected by Amalgam. The leshy using Amalgam physically merges with the target, restoring 3d8 Hit Points to the target. The leshy can Sustain a Spell to continue Amalgam, but once they stop, the target leshy takes 3d8 damage. If the target leshy dies, Amalgam ends at once and the original leshy gains the __dying__ condition or increases their dying condition value by 1 if they were already dying. As long as Amalgam is sustained, the target leshy gains a +1 status bonus to attack rolls and saving throws, its AC increases to 21, and it gains an additional reaction at the start of each turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Amalgam range: null raw_description: '**Amalgam** (__polymorph__, __primal__, __transmutation__) A flytrap leshy can combine itself with an adjacent and willing flytrap leshy that is not currently affected by Amalgam. The leshy using Amalgam physically merges with the target, restoring 3d8 Hit Points to the target. The leshy can Sustain a Spell to continue Amalgam, but once they stop, the target leshy takes 3d8 damage. If the target leshy dies, Amalgam ends at once and the original leshy gains the __dying__ condition or increases their dying condition value by 1 if they were already dying. As long as Amalgam is sustained, the target leshy gains a +1 status bonus to attack rolls and saving throws, its AC increases to 21, and it gains an additional reaction at the start of each turn.' requirements: null success: null traits: - polymorph - primal - transmutation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The flytrap leshy transforms into a Small flytrap. This ability otherwise uses the effects of __tree shape__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**__Change Shape__** (__concentrate__, __polymorph__, __primal__, __transmutation__) The flytrap leshy transforms into a Small flytrap. This ability otherwise uses the effects of __tree shape__.' requirements: null success: null traits: - concentrate - polymorph - primal - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 19 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __sickened 1__ (1 round), **Stage 2** sickened 2 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flytrap Toxin range: null raw_description: '**Flytrap Toxin** (__poison__) **Saving Throw** DC 19 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __sickened 1__ (1 round), **Stage 2** sickened 2 (1 round)' requirements: null success: null traits: - poison trigger: null ranged: - action_cost: One Action damage: formula: 1d6+6 type: acid name: spittle plus_damage: - formula: null type: flytrap toxin to_hit: 11 traits: - acid - range increment 10 feet rarity: Common resistances: - amount: 5 type: acid ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 12 ref_misc: null will: 13 will_misc: null sense_abilities: null senses: - Perception +11 - darkvision size: Small skills: - bonus: 12 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Nature ' - bonus: 12 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 161 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 21 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: speak with plants requirement: null - heightened_level: null level: 2 spells: - frequency: null name: pass without trace requirement: null to_hit: null traits: - N - Small - Leshy - Plant type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: As long as its soul chain remains intact, a forge-spurned can't be truly destroyed. It rises again fully healed at the next sundown, even if its physical body was destroyed. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Eternal Damnation range: null raw_description: '**Eternal Damnation** (__divine__, __necromancy__) As long as its soul chain remains intact, a forge-spurned can''t be truly destroyed. It rises again fully healed at the next sundown, even if its physical body was destroyed.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature that touches a forge-spurned (including by Grappling it or hitting it with an unarmed attack) takes 2d6 fire damage with a DC 21 basic Reflex save. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Searing Heat range: null raw_description: '**Searing Heat** (__fire__) A creature that touches a forge-spurned (including by Grappling it or hitting it with an unarmed attack) takes 2d6 fire damage with a DC 21 basic Reflex save.' requirements: null success: null traits: - fire trigger: 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. **__Recall Knowledge - Undead__ (__Religion__)**: DC 22' hp: 75 hp_misc: eternal damnation, negative healing immunities: - death effects - disease - fire - paralyzed - poison - unconscious items: - soul chain - warhammer knowledge_checks: dc: 22 skills: - Religion languages: - Common - Dwarven - Undercommon level: 5 melee: - action_cost: One Action damage: formula: 2d8+5 type: slashing name: soul chain plus_damage: - formula: 1d6 type: fire to_hit: 15 traits: - disarm - trip - action_cost: One Action damage: formula: 1d8+7 type: bludgeoning name: warhammer plus_damage: null to_hit: 14 traits: - shove name: Forge-Spurned perception: 11 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Forge Breath range: null raw_description: '**Forge Breath** [Two Actions] (__divine__, __evocation__, __fire__) 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.' requirements: null success: null traits: - divine - evocation - fire trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The forgespurned has used Forge Breath. effects: null failure: null frequency: null full_description: null generic_description: null name: Inflate Bellows range: null raw_description: '**Inflate Bellows** [Two Actions] **Requirement** The forgespurned has used Forge Breath. **Effect** The forge-spurned draws a massive breath to refill its emptied lungs, enabling it to use Forge Breath again.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Soul Chain range: null raw_description: '**Soul Chain** (__divine__, __fire__, __necromancy__) 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).' requirements: null success: null traits: - divine - fire - necromancy trigger: null ranged: null rarity: Uncommon resistances: - amount: 5 type: cold ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 9 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +11 - darkvision size: Medium skills: - bonus: 14 misc: null name: 'Athletics ' - bonus: 14 misc: null name: 'Crafting ' - bonus: 12 misc: null name: 'Droskar Lore ' source: - abbr: 'Pathfinder #148: Fires of the Haunted City' page_start: 83 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - Uncommon - NE - Medium - Fire - Undead type: Creature weaknesses: null - ability_mods: cha_mod: 4 con_mod: 7 dex_mod: 6 int_mod: -4 str_mod: 8 wis_mod: 6 ac: 32 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Though a froghemoth is immune to electricity damage, it is __slowed 1__ for 1 round whenever it would have otherwise taken electricity damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Electric Torpor range: null raw_description: '**Electric Torpor** Though a froghemoth is immune to electricity damage, it is __slowed 1__ for 1 round whenever it would have otherwise taken electricity damage.' requirements: null success: null traits: null trigger: null description: 'A terrifying abomination of teeth, tentacles, and unbridled rage, the froghemoth is thankfully rarely encountered even in the deepest swamplands or most remote Darklands caverns. Capable of devouring dinosaurs and even dragons, it is a frighteningly effective ambush hunter, immersing itself in the mire with only its eyestalk protruding and watching in every direction at once with uncanny precision. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 33' hp: 285 hp_misc: null immunities: - electricity items: null knowledge_checks: dc: 33 skills: - Occultism languages: null level: 13 melee: - action_cost: One Action damage: formula: 3d12+14 type: piercing name: jaws plus_damage: - formula: null type: Improved Grab to_hit: 27 traits: - reach 10 feet - action_cost: One Action damage: formula: 3d8+14 type: bludgeoning name: tentacle plus_damage: - formula: null type: Improved Grab to_hit: 27 traits: - agile - reach 15 feet - action_cost: One Action damage: formula: 2d10+14 type: piercing name: tongue plus_damage: - formula: null type: barbed tongue to_hit: 27 traits: - agile - reach 30 feet name: Froghemoth perception: 25 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: '' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aquatic Ambush range: null raw_description: '**__Aquatic Ambush__** ' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature hit by the froghemoth's tongue becomes __grabbed__ by the froghemoth. The creature isn't __immobilized__, but it can't move beyond the reach of the froghemoth's tongue. A creature can sever the tongue with a successful Strike against AC 31 that deals at least 15 slashing damage. This deals no damage to the froghemoth but prevents it from using its tongue Strike until it regrows its tongue, which takes 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Barbed Tongue range: null raw_description: '**Barbed Tongue** A creature hit by the froghemoth''s tongue becomes __grabbed__ by the froghemoth. The creature isn''t __immobilized__, but it can''t move beyond the reach of the froghemoth''s tongue. A creature can sever the tongue with a successful Strike against AC 31 that deals at least 15 slashing damage. This deals no damage to the froghemoth but prevents it from using its tongue Strike until it regrows its tongue, which takes 1 minute.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The froghemoth makes up to four tentacle Strikes, each against a different target. These count toward the froghemoth's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flailing Tentacles range: null raw_description: '**Flailing Tentacles** [Two Actions] The froghemoth makes up to four tentacle Strikes, each against a different target. These count toward the froghemoth''s multiple attack penalty, but the multiple attack penalty doesn''t increase until after all the attacks.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 3d6+12, DC 33 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Greater Constrict range: null raw_description: '**__Greater Constrict__** 3d6+12, DC 33' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The froghemoth pulls a creature grabbed by its tongue toward itself. The froghemoth rolls an __Athletics__ check against the creature's Fortitude DC. On a success, the froghemoth pulls the creature into an adjacent space, and if it critically succeeds it can also make a bite Strike against the creature after the pull. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Retract Tongue range: null raw_description: '**Retract Tongue** [Two Actions] The froghemoth pulls a creature grabbed by its tongue toward itself. The froghemoth rolls an __Athletics__ check against the creature''s Fortitude DC. On a success, the froghemoth pulls the creature into an adjacent space, and if it critically succeeds it can also make a bite Strike against the creature after the pull.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Large, 3d6+9 bludgeoning, Rupture 24 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**__Swallow Whole__** (__attack__) Large, 3d6+9 bludgeoning, Rupture 24' requirements: null success: null traits: - attack trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 26 fort_misc: null misc: null ref: 21 ref_misc: null will: 23 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A froghemoth's alien eyes allow it to perceive creatures within 30 feet, even if they are invisible or ethereal. It can still be fooled by successful __Stealth__ checks to __Hide__, but it has Perception DC 38 in such cases. It also sees through and is unaffected by illusions with the __visual__ trait if they are within 30 feet. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Otherworldly Vision range: null raw_description: '**Otherworldly Vision** A froghemoth''s alien eyes allow it to perceive creatures within 30 feet, even if they are invisible or ethereal. It can still be fooled by successful __Stealth__ checks to __Hide__, but it has Perception DC 38 in such cases. It also sees through and is unaffected by illusions with the __visual__ trait if they are within 30 feet.' requirements: null success: null traits: null trigger: null senses: - Perception +25 - darkvision - otherworldly vision 30 feet size: Huge skills: - bonus: 23 misc: null name: 'Acrobatics ' - bonus: 27 misc: null name: 'Athletics ' - bonus: 27 misc: +30 in swamps name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 122 page_stop: null speed: - amount: 20 type: Land - amount: 30 type: swim spell_lists: null traits: - Uncommon - N - Huge - Aberration - Amphibious type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The frost drake attempts to Strike with its tail. If the Strike hits, it deals an additional 1d6 damage. effects: null failure: null frequency: null full_description: null generic_description: null name: Retaliatory Strike range: null raw_description: '**Retaliatory Strike** [Reaction] **Trigger** A creature within reach of the frost drake''s tail successfully damages the frost drake with a Strike. **Effect** The frost drake attempts to Strike with its tail. If the Strike hits, it deals an additional 1d6 damage.' requirements: null success: null traits: null trigger: A creature within reach of the frost drake's tail successfully damages the frost drake with a Strike. 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. A frost drake''s hunting grounds are quite large. Those frost drakes that live upon the permanently frozen peaks of high mountains have been known to swoop down to snatch up prey from the lowlands, leaving frozen swaths of earth from their breath as the only sign of their passing. Their frost-covered scales range from deep royal blue to crisp cyan and sometimes feature sporadic patches of violet. Their hides are thinner than most drakes''; when a frost drake is inhaling in preparation to launch its signature frozen breath, the monster''s ice-blue blood can be seen beneath its scales. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 23' hp: 115 hp_misc: null immunities: - cold - paralyzed - unconscious items: null knowledge_checks: dc: 23 skills: - Arcana languages: - Draconic level: 7 melee: - action_cost: One Action damage: formula: 2d12+8 type: piercing name: Fangs plus_damage: - formula: 1d6 type: cold to_hit: 17 traits: null - action_cost: One Action damage: formula: 2d10+8 type: bludgeoning name: Tail plus_damage: null to_hit: 17 traits: - reach 10 feet name: Frost Drake perception: 14 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The frost drake makes two Fangs Strikes and one Tail Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The frost drake makes two Fangs Strikes and one Tail Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Freezing Mist Breath range: null raw_description: '**Freezing Mist Breath** [Two Actions] (__arcane__, __cold__, __evocation__) 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.' requirements: null success: null traits: - arcane - cold - evocation trigger: null - action_cost: None critical_failure: null critical_success: null description: A frost drake 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ice Climb range: null raw_description: '**Ice Climb** A frost drake 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The frost drake moves up to twice its Speed. It can do this three times per day. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Speed Surge range: null raw_description: '**Speed Surge** (__move__) The frost drake moves up to twice its Speed. It can do this three times per day.' requirements: null success: null traits: - move trigger: null ranged: null rarity: Common resistances: - amount: 10 type: fire ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 15 ref_misc: null will: 14 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: Snow doesn't impair a frost drake's vision; it ignores concealment from snowfall. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Snow Vision range: null raw_description: '**Snow Vision** Snow doesn''t impair a frost drake''s vision; it ignores concealment from snowfall.' requirements: null success: null traits: null trigger: null senses: - Perception +14 - darkvision - scent (imprecise) 30 feet - snow vision size: Large skills: - bonus: 15 misc: null name: 'Acrobatics ' - bonus: 17 misc: null name: 'Athletics ' - bonus: 14 misc: null name: 'Intimidation ' - bonus: 15 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 134 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: burrow (snow only) - amount: 50 type: fly - amount: 20 type: ice climb spell_lists: null traits: - CE - Large - Cold - Dragon type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Catch Rock range: null raw_description: '**Catch Rock** [Reaction]' requirements: null success: null traits: null trigger: 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. Frost giants live in frostbitten realms, and their appearance is reflective of a people weathered and hardened by relentless snowstorms and freezing temperatures. They often wear metal armor adorned with the furs, skin, teeth, and tusks of slain beasts and heft weapons as long as dining tables. Their flesh ranges from pale blue to shale gray, and their hair is typically a dingy white or dirty yellow color. A typical frost giant stands about 15 feet tall and weighs approximately 2,800 pounds. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 26' hp: 150 hp_misc: null immunities: - cold items: - +1 striking greataxe - breastplate - sack with 5 rocks knowledge_checks: dc: 26 skills: - Society languages: - Common - Jotun level: 9 melee: - action_cost: One Action damage: formula: 2d12+12 type: slashing name: greataxe plus_damage: null to_hit: 21 traits: - magical - reach 10 feet - sweep - action_cost: One Action damage: formula: 2d8+12 type: bludgeoning name: fist plus_damage: null to_hit: 21 traits: - agile - reach 10 feet name: Frost Giant perception: 17 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Chill Breath range: null raw_description: '**Chill Breath** (__cold__, __evocation__, __primal__) 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.' requirements: null success: null traits: - cold - evocation - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: A frost giant isn't impeded by difficult terrain caused by snow or ice, nor does it need to attempt __Acrobatics__ checks to keep from falling on slippery ice. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ice Stride range: null raw_description: '**Ice Stride** A frost giant isn''t impeded by difficult terrain caused by snow or ice, nor does it need to attempt __Acrobatics__ checks to keep from falling on slippery ice.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: '' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Throw Rock range: null raw_description: '**Throw Rock** ' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wide Swing range: null raw_description: '**Wide Swing** 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.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d10+9 type: bludgeoning name: rock plus_damage: null to_hit: 21 traits: - brutal - range increment 120 feet rarity: Common resistances: - amount: 10 type: fire ritual_lists: null saves: fort: 23 fort_misc: null misc: null ref: 16 ref_misc: null will: 16 will_misc: null sense_abilities: null senses: - Perception +17 - low-light vision size: Large skills: - bonus: 23 misc: null name: 'Athletics ' - bonus: 18 misc: null name: 'Crafting ' - bonus: 18 misc: null name: 'Intimidation ' - bonus: 17 misc: +21 in snow name: 'Stealth ' source: - abbr: Bestiary page_start: 171 page_stop: null speed: - amount: 30 type: Land - amount: null type: ice stride spell_lists: null traits: - CE - Large - Cold - Giant - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 5 dex_mod: 2 int_mod: 0 str_mod: 5 wis_mod: 2 ac: 19 ac_special: null alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: '**' effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: Frost trolls are nightmarish frozen monsters of rime-stained claws and hoarfrost teeth. Possessing wits superior to those of common trolls, frost trolls often hunt in packs of three—one attacking their quarry openly while the remaining two pause to assess weaknesses before moving in for the kill. Frost trolls relish the taste of human flesh and adjust their hunting grounds seasonally to remain in close proximity to their favorite prey. Of slighter frame than common trolls, a typical frost troll stands 11 feet tall when not hunched and weighs 900 pounds. Their sickly, cracked flesh is of an icy, cerulean pallor. Frost trolls often adorn themselves with trophies of bone and hide flayed from their kills. hp: 90 hp_misc: regeneration 15 (deactivated by acid or fire immunities: - cold items: - hatchet languages: - Common - Jotun level: 4 melee: - action_cost: One Action damage: formula: 2d8+7 type: piercing name: jaws plus_damage: null to_hit: 13 traits: - reach 10 feet - action_cost: One Action damage: formula: 2d6+7 type: slashing name: hatchet plus_damage: null to_hit: 13 traits: - agile - reach 10 feet - sweep - action_cost: One Action damage: formula: 2d4+7 type: slashing name: claw plus_damage: null to_hit: 13 traits: - agile - reach 10 feet name: Frost Troll perception: 12 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A frost troll isn't impeded by difficult terrain caused by snow or ice, nor do they need to attempt __Acrobatics__ checks to keep from falling on slippery ice. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ice Stride range: null raw_description: '**Ice Stride** A frost troll isn''t impeded by difficult terrain caused by snow or ice, nor do they need to attempt __Acrobatics__ checks to keep from falling on slippery ice.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: claw effect: The monster automatically deals that Strike's damage again to the enemy. effects: null failure: null frequency: null full_description: null generic_description: null name: Rend range: null raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy. requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d6+7 type: slashing name: hatchet plus_damage: null to_hit: 10 traits: - agile - sweep - thrown 10 feet rarity: Uncommon resistances: - amount: 10 type: fire ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 10 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +12 - darkvision size: Large skills: - bonus: 13 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Intimidation ' - bonus: 10 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 264 page_stop: null speed: - amount: 30 type: Land - amount: null type: ice stride spell_lists: null traits: - Uncommon - CE - Large - Cold - Giant - Troll type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 6 dex_mod: 4 int_mod: -4 str_mod: 7 wis_mod: 4 ac: 33 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When a frost worm dies, it explodes in a 100-foot burst of searing cold blood. All creatures and objects in range take 10d8 cold damage (DC 29 basic Reflex save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Death Throes range: null raw_description: '**Death Throes** (__cold__, __evocation__, __primal__) When a frost worm dies, it explodes in a 100-foot burst of searing cold blood. All creatures and objects in range take 10d8 cold damage (DC 29 basic Reflex save).' requirements: null success: null traits: - cold - evocation - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: 5 feet. A creature that enters or begins its turn in the emanation takes 3d6 cold damage (DC 29 basic Reflex save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Worm Chill range: null raw_description: '**Worm Chill** (__aura__, __cold__, __evocation__, __primal__) 5 feet. A creature that enters or begins its turn in the emanation takes 3d6 cold damage (DC 29 basic Reflex save).' requirements: null success: null traits: - aura - cold - evocation - primal trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The frost worm's freezing blood sprays out on a random creature within 10 feet of the frost worm. That creature takes 7d6 cold damage (DC 29 basic Reflex save). effects: null failure: null frequency: null full_description: null generic_description: null name: Freezing Blood range: null raw_description: '**Freezing Blood [Reaction]** (__cold__) **Trigger **The frost worm takes piercing or slashing damage; **Effect **The frost worm''s freezing blood sprays out on a random creature within 10 feet of the frost worm. That creature takes 7d6 cold damage (DC 29 basic Reflex save).' requirements: null success: null traits: - cold trigger: The frost worm takes piercing or slashing damage description: 'The frost worm''s single round, red eye gleams prominently at the head of its monstrous mass, white as a winter snowfall. What appears to be a bifurcated lower jaw is actually two spiky parapodia that the worm uses to shovel food into its lamprey-like mouth. An adult frost worm measures 35 feet long and weighs 8,000 pounds. A frost worm is an apex predator that uses camouflage, burrowing, and deceit to ambush its prey. When it attacks, a frost worm produces a distinctive, high-pitched trill. Though some survivors of frost worm attacks have compared it to a wailing lament, the trill has a captivating effect on nearby creatures, causing them to stop and listen even as the monstrous creature approaches. The cold shed by a frost worm is as dangerous as its trill or its jaws, and while it is not fond of warmer climates, neither is it particularly hampered in such regions. A frost worm that somehow finds itself in temperate or even tropical environs causes the immediate area to chill and ice over with frost over time, creating seemingly impossible pockets of frozen terrain. **__Recall Knowledge - Animal__ (__Nature__)**: DC 30' hp: 225 hp_misc: null immunities: - cold items: null knowledge_checks: dc: 30 skills: - Nature languages: null level: 12 melee: - action_cost: One Action damage: formula: 3d8+10 type: piercing name: jaws plus_damage: - formula: 2d6 type: persistent cold to_hit: 25 traits: null name: Frost Worm perception: 22 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: "The frost worm exhales a blast of frost, dealing 13d6 cold damage\ \ to creatures in a 50-foot cone (DC 32 basic Reflex save). It can't use Breath\ \ Weapon again for 1d4 rounds. Worm Trill (auditory, concentrate, enchantment,\ \ mental, primal); The frost worm emits a hypnotic trill. Each non-frost worm\ \ creature within 100 feet must attempt a DC 32 Will save. The effects of Worm\ \ Trill last for 1 round, but if the frost worm uses this ability again on subsequent\ \ rounds, it extends this duration by 1 round for any creature already affected.\ \ \n\n" effect: null effects: null failure: The creature is fascinated by the frost worm. frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: "**Breath Weapon** (__cold__, __evocation__, __primal__) The\ \ frost worm exhales a blast of frost, dealing 13d6 cold damage to creatures\ \ in a 50-foot cone (DC 32 basic Reflex save). It can't use Breath Weapon again\ \ for 1d4 rounds. Worm Trill (auditory, concentrate, enchantment, mental, primal);\ \ The frost worm emits a hypnotic trill. Each non-frost worm creature within\ \ 100 feet must attempt a DC 32 Will save. The effects of Worm Trill last for\ \ 1 round, but if the frost worm uses this ability again on subsequent rounds,\ \ it extends this duration by 1 round for any creature already affected. \n\n\ **Success** The creature is unaffected and is immune to Worm Trill for 24 hours.\ \ \n\n**Failure** The creature is __fascinated__ by the frost worm. \n\n**Critical\ \ Failure **As failure, but the fascinated condition doesn't end if the frost\ \ worm uses hostile actions against the creature." requirements: null success: The creature is unaffected and is immune to Worm Trill for 24 hours. traits: - cold - evocation - primal trigger: null ranged: null rarity: Common resistances: - amount: 15 type: fire ritual_lists: null saves: fort: 24 fort_misc: null misc: null ref: 22 ref_misc: null will: 20 will_misc: null sense_abilities: null senses: - Perception +22 - darkvision size: Huge skills: - bonus: 25 misc: null name: 'Athletics ' - bonus: 20 misc: +24 in ice and snow name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 123 page_stop: null speed: - amount: 25 type: Land - amount: 10 type: burrow spell_lists: null traits: - N - Huge - Animal - Cold type: Creature weaknesses: null - ability_mods: cha_mod: 8 con_mod: 5 dex_mod: 5 int_mod: 4 str_mod: 8 wis_mod: 5 ac: 34 ac_special: null alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The ice yai creates a reflective blockade of ice, gaining a +4 circumstance bonus to AC against the triggering attack roll. If the attack misses, the ice yai redirects the attack to another creature within 20 feet of the yai. The attacker rerolls the attack roll against the new target. effects: null failure: null frequency: null full_description: null generic_description: null name: Icy Deflection range: null raw_description: '**Icy Deflection [Reaction]** **Trigger** The ice yai is targeted by a ranged Strike or spell attack roll that doesn''t have the __fire__ trait; **Effect** The ice yai creates a reflective blockade of ice, gaining a +4 circumstance bonus to AC against the triggering attack roll. If the attack misses, the ice yai redirects the attack to another creature within 20 feet of the yai. The attacker rerolls the attack roll against the new target.' requirements: null success: null traits: null trigger: The ice yai is targeted by a ranged Strike or spell attack roll that doesn't have the __fire__ trait description: 'Ice yai combine the brutality of __frost giants__ with the grace of martial artists. More than any other oni, ice yai delight not in the pleasures of the flesh, but in flesh itself—rather than indulging in oft-destructive mortal vices like drink or lust, ice yai pursue physical perfection, reveling in the process of turning their bodies into powerful fighting machines. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 31 **__Recall Knowledge - Humanoid__ (__Society__)**: DC 31' hp: 230 hp_misc: regeneration 15 (deactivated by acid or fire immunities: - cold items: null knowledge_checks: dc: 31 skills: - Religion - Society languages: - Common - Jotun level: 13 melee: - action_cost: One Action damage: formula: 2d8+16 type: bludgeoning name: fist plus_damage: - formula: 2d6 type: cold and frozen strike to_hit: 27 traits: - agile - evil - magical - reach 10 feet name: Frost Yai perception: 26 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The frost yai takes on the appearance of a frost giant. This doesn't change their Speed or Strike attack and damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**__Change Shape__** (__concentrate__, __polymorph__, __primal__, __transmutation__) The frost yai takes on the appearance of a frost giant. This doesn''t change their Speed or Strike attack and damage.' requirements: null success: null traits: - concentrate - polymorph - primal - transmutation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The ice yai makes two fist Strikes. effects: null failure: null frequency: once per round full_description: null generic_description: null name: Double Punch range: null raw_description: '**Double Punch** **Frequency** once per round; **Effect** The ice yai makes two fist Strikes.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: The creature is slowed 3 for 1 round. critical_success: The creature is unaffected. description: "On a critical hit with a fist Strike or a hit with an ice missile\ \ Strike, the target creature must attempt a DC 33 Fortitude save. \n\n" effect: null effects: null failure: The creature is slowed 2 for 1 round. frequency: null full_description: null generic_description: null name: Frozen Strike range: null raw_description: "**Frozen Strike** On a critical hit with a fist Strike or a\ \ hit with an ice missile Strike, the target creature must attempt a DC 33 Fortitude\ \ save. \n\n**Critical Success** The creature is unaffected. \n\n**Success**\ \ The creature is slowed 1 for 1 round. \n\n**Failure** The creature is slowed\ \ 2 for 1 round. \n\n**Critical Failure** The creature is slowed 3 for 1 round." requirements: null success: The creature is slowed 1 for 1 round. traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d10+12 type: cold and frozen strike name: ice missile plus_damage: null to_hit: 25 traits: - cold - evil - magical - range increment 60 feet rarity: Common resistances: - amount: 15 type: fire ritual_lists: null saves: fort: 21 fort_misc: null misc: +1 status on all saves vs. magic ref: 25 ref_misc: null will: 23 will_misc: null sense_abilities: null senses: - Perception +26 - greater darkvision size: Large skills: - bonus: 24 misc: null name: 'Acrobatics ' - bonus: 23 misc: null name: 'Arcana ' - bonus: 25 misc: null name: 'Athletics ' - bonus: 27 misc: null name: 'Deception ' - bonus: 27 misc: null name: 'Intimidation ' - bonus: 24 misc: null name: 'Nature ' - bonus: 26 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 189 page_stop: null speed: - amount: 40 type: Land - amount: 40 type: fly spell_lists: - dc: 33 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: null name: cone of cold requirement: null - frequency: null name: wall of ice requirement: null - heightened_level: null level: 6 spells: - frequency: ×3 name: cone of cold requirement: null - heightened_level: null level: 4 spells: - frequency: ×3 name: charm requirement: null - frequency: null name: darkness requirement: null - frequency: null name: gaseous form requirement: null - frequency: null name: solid fog requirement: null - heightened_level: null level: 2 spells: - frequency: at will, self only name: invisibility requirement: null to_hit: null traits: - CE - Large - Cold - Fiend - Giant - Humanoid - Oni type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When a fungus leshy dies, a burst of primal energy explodes from its body, restoring 2d8 Hit Points to each fungi creature in a 30-foot emanation. This area is filled with fungi, becoming difficult terrain. If the terrain is not a viable environment for this fungi, they wither after 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Verdant Burst range: null raw_description: '**Verdant Burst** (__healing__) When a fungus leshy dies, a burst of primal energy explodes from its body, restoring 2d8 Hit Points to each fungi creature in a 30-foot emanation. This area is filled with fungi, becoming difficult terrain. If the terrain is not a viable environment for this fungi, they wither after 24 hours.' requirements: null success: null traits: - healing trigger: 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. **__Recall Knowledge - Fungus__ (__Nature__)**: DC 16' hp: 30 hp_misc: null immunities: null items: null knowledge_checks: dc: 16 skills: - Nature languages: - Common - Druidic - Sylvan - speak with plants (fungi only) level: 2 melee: - action_cost: One Action damage: formula: 1d6+2 type: bludgeoning name: fist plus_damage: null to_hit: 10 traits: - agile - finesse name: Fungus Leshy perception: 6 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The fungus leshy transforms into a Small giant mushroom or patch of fungi. This ability otherwise uses the effects of __tree shape__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __polymorph__, __primal__, __transmutation__) The fungus leshy transforms into a Small giant mushroom or patch of fungi. This ability otherwise uses the effects of __tree shape__.' requirements: null success: null traits: - concentrate - polymorph - primal - transmutation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spore Cloud range: null raw_description: '**Spore Cloud** [Two Actions] (__poison__) 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).' requirements: null success: null traits: - poison trigger: null - action_cost: None critical_failure: null critical_success: null 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 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spores range: null raw_description: '**Spores** 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' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+2 type: bludgeoning name: spore pod plus_damage: - formula: null type: spores to_hit: 10 traits: - range increment 30 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 10 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +6 - darkvision size: Small skills: - bonus: 6 misc: null name: 'Athletics ' - bonus: 6 misc: null name: 'Nature ' - bonus: 8 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 219 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 16 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: speak with plants requirement: null to_hit: null traits: - N - Small - Fungus - Leshy type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 6 int_mod: -4 str_mod: 4 wis_mod: 1 ac: 24 ac_special: null alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The gahlepod is spurred into a frenzy by the others. For the rest of the round, their jaws Strike deals 1d6 persistent bleed damage in addition to the listed damage. effects: null failure: null frequency: The gahlepod becomes adjacent to at least one other gahlepod full_description: null generic_description: null name: Churning Frenzy range: null raw_description: '**Churning Frenzy** [Reaction] **Trigger** The gahlepod becomes adjacent to at least one other gahlepod; **Frequency** once per round; **Effect** The gahlepod is spurred into a frenzy by the others. For the rest of the round, their jaws Strike deals 1d6 persistent bleed damage in addition to the listed damage.' requirements: null success: null traits: null trigger: once per round description: 'The youngest brughadatches resemble overlarge tadpoles about 2 feet long. **__Recall Knowledge - Fey__ (__Nature__)**: DC 23' hp: 140 hp_misc: null immunities: null items: null knowledge_checks: dc: 23 skills: - Nature languages: - Sylvan - (can't speak any languages) level: 7 melee: - action_cost: One Action damage: formula: 2d8+7 type: piercing name: jaws plus_damage: null to_hit: 17 traits: null name: Gahlepod perception: 13 proactive_abilities: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 19 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +13 - darkvision - scent (imprecise) 30 feet size: Small skills: - bonus: 17 misc: null name: 'Acrobatics ' - bonus: 14 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #154: Siege of the Dinosaurs' page_start: 78 page_stop: null speed: - amount: 10 type: Land - amount: 35 type: swim spell_lists: null traits: - CE - Small - Amphibious - Fey type: Creature weaknesses: - amount: 5 type: cold iron - 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 alignment: CG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A gancanagh's lungs can't tolerate smoke. They take a -2 circumstance penalty to saving throws against effects that create some form of smoke. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vulnerable to Smoke range: null raw_description: '**Vulnerable to Smoke** A gancanagh''s lungs can''t tolerate smoke. They take a -2 circumstance penalty to saving throws against effects that create some form of smoke.' requirements: null success: null traits: null trigger: 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. The majority of gancanaghs present themselves as male, but the concept of gender to a creature like a gancanagh, which can change its shape freely, is much more fluid and open to interpretation than for many mortals. Gancanaghs enjoy using this flexibility to confront and test mortals'' convictions when faced with fear or prejudice, but when encountering mortals who themselves are open-minded about sexuality or gender identity, they can become lifelong allies. For those who are persecuted for such reasons, gancanaghs are tireless defenders and eager supporters, quick to provide safety and to punish those who would attempt to impose narrower beliefs upon a world that deserves more diversity than it often gets. If possible, a gancanagh seeks to educate and redeem those who hold destructive beliefs or prejudices, resorting to combat only to defend themself or an endangered mortal, or when no other option seems tenable—yet even then, they fight with sadness. **__Recall Knowledge - Celestial__ (__Religion__)**: DC 19' hp: 75 hp_misc: null immunities: null items: - silver rapier - silver virtuoso flute knowledge_checks: dc: 19 skills: - Religion languages: - Celestial - Draconic - Infernal - tongues level: 4 melee: - action_cost: One Action damage: formula: 1d6+7 type: piercing name: silver rapier plus_damage: - formula: 1d4 type: good to_hit: 13 traits: - deadly 1d10 - disarm - finesse - good - magical name: Gancanagh perception: 11 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) 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).' requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Invigorating Passion range: null raw_description: '**Invigorating Passion** [Two Actions] (__divine__, __emotion__, __enchantment__, __mental__) 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.' requirements: null success: null traits: - divine - emotion - enchantment - mental trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 13 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +11 - darkvision size: Medium skills: - bonus: 9 misc: null name: 'Athletics ' - bonus: 13 misc: null name: 'Deception ' - bonus: 13 misc: null name: 'Diplomacy ' - bonus: 14 misc: null name: 'Performance ' - bonus: 9 misc: null name: 'Religion ' - bonus: 11 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 31 page_stop: null speed: - amount: 30 type: Land spell_lists: - dc: 23 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: suggestion requirement: null - heightened_level: null level: 3 spells: - frequency: null name: heroism requirement: null - heightened_level: null level: 2 spells: - frequency: null name: heal requirement: null - frequency: at will name: mirror image requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: charm requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null to_hit: null traits: - CG - Medium - Azata - Celestial type: Creature weaknesses: - amount: 5 type: cold iron - amount: 5 type: evil - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The gargoyle makes a claw Strike against the triggering creature. effects: null failure: null frequency: null full_description: null generic_description: null name: Clawed Feet range: null raw_description: '**Clawed Feet** [Reaction] (__attack__) ; **Trigger** The gargoyle is Flying, and a creature moves into an adjacent square below it. **Effect** The gargoyle makes a claw Strike against the triggering creature.' requirements: null success: null traits: - attack trigger: The gargoyle is Flying, and a creature moves into an adjacent square below it. 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.\n\n\n\nGargoyles tend to be lone hunters, though sometimes they band\ \ into fearsome tribes called \"wings\" for protection or sport. On rare occasions,\ \ wings become relatively stable communities, and gargoyles in wings may even\ \ ally with other creatures such as demons and intelligent aberrations, though\ \ these alliances exist on a razor's edge. The majority of gargoyles are treacherous,\ \ vindictive, and petty—traits that preclude lasting partnerships. Many tend to\ \ be obsessive and compulsive. Some are collectors, focusing on anything from\ \ books to grim trophies, while others are ritualistic or overly passionate about\ \ niche intellectual subjects or certain artistic motifs. These tendencies often\ \ contribute to the dissolution of wings as individuals' obsessions and compulsions\ \ clash. \n\n## Kapoacinth\n\n Kapoacinths dwell not amid cliffs or rooftops,\ \ but beneath the sea, using their wings to swim. These water-dwelling gargoyles\ \ often dwell in shallow coastal regions and shamble forth from the sea to attack\ \ prey. Kapoacinths are less individualistic and tend to create more stable wings\ \ for longer periods of time. Kapoacinths have the same abilities as the gargoyle\ \ presented below, but with the following adjustments: they have the aquatic trait,\ \ they have a swim Speed of 40 feet instead of a fly Speed, and their Clawed Feat\ \ reaction triggers when they are Swimming instead of Flying.\n\n\n\n**__Recall\ \ Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 19" hp: 40 hp_misc: null immunities: null items: null knowledge_checks: dc: 19 skills: - Arcana - Nature languages: - Common - Terran level: 4 melee: - action_cost: One Action damage: formula: 2d8+3 type: piercing name: jaws plus_damage: null to_hit: 13 traits: null - action_cost: One Action damage: formula: 2d6+3 type: slashing name: claw plus_damage: null to_hit: 13 traits: - agile name: Gargoyle perception: 10 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Statue range: null raw_description: '**Statue** (__concentrate__) 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.' requirements: null success: null traits: - concentrate trigger: null ranged: null rarity: Common resistances: - amount: 5 type: physical (except adamantine) ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 10 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +10 - darkvision size: Medium skills: - bonus: 10 misc: null name: 'Acrobatics ' - bonus: 9 misc: null name: 'Athletics ' - bonus: 12 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 161 page_stop: null speed: - amount: 25 type: Land - amount: 40 type: fly spell_lists: null traits: - CE - Medium - Beast - Earth type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 60 feet. Any creature that ends its turn in the aura feels the intense pain of starvation and must attempt a DC 30 Fortitude save. On a failure, the creature becomes fatigued and takes 6d6 damage. Damage and fatigue a creature takes from this aura can't be healed until the affected creature has eaten a full meal. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Starvation Aura range: null raw_description: '**Starvation Aura** (__aura__, __divine__, __mental__, __necromancy__) 60 feet. Any creature that ends its turn in the aura feels the intense pain of starvation and must attempt a DC 30 Fortitude save. On a failure, the creature becomes fatigued and takes 6d6 damage. Damage and fatigue a creature takes from this aura can''t be healed until the affected creature has eaten a full meal.' requirements: null success: null traits: - aura - divine - mental - necromancy trigger: 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. A gashadokuro that comes about due to a poor growing season is more prone to stalk remote village farmlands at night, while a gashadokuro that arose from the victims of a government-instigated food shortage has few compunctions about stomping straight into bustling cities in broad daylight. These latter gashadokuro even seem to target aristocrats and government authorities—whether or not they are the same politicians whose negligence resulted in the famine in the first place—leading many to believe that the gashadokuro seeks to slake its thirst for revenge even more than it seeks to sate its unending hunger. **__Recall Knowledge - Undead__ (__Religion__)**: DC 33' hp: 230 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison - unconscious items: null knowledge_checks: dc: 33 skills: - Religion languages: - Common - can't speak any language level: 13 melee: - action_cost: One Action damage: formula: 3d12+14 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 27 traits: - reach 10 feet - action_cost: One Action damage: formula: 3d8+14 type: slashing name: claw plus_damage: null to_hit: 27 traits: - agile - reach 15 feet name: Gashadokuro perception: 24 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__divine__, __necromancy__) 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.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Corpse Consumption range: null raw_description: '**Corpse Consumption** (__divine__, __necromancy__) 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.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Large, 3d6+8 bludgeoning, Rupture 24 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**Swallow Whole** (__attack__) Large, 3d6+8 bludgeoning, Rupture 24' requirements: null success: null traits: - attack trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: cold - amount: 10 type: electricity - amount: 10 type: fire - amount: 10 type: piercing - amount: 10 type: slashing ritual_lists: null saves: fort: 26 fort_misc: null misc: null ref: 21 ref_misc: null will: 24 will_misc: null sense_abilities: null senses: - Perception +24 - darkvision size: Huge skills: - bonus: 27 misc: null name: 'Athletics ' - bonus: 24 misc: null name: 'Intimidation ' source: - abbr: 'Pathfinder #148: Fires of the Haunted City' page_start: 84 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - Uncommon - NE - Huge - Undead type: Creature weaknesses: null - 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 alignment: N automatic_abilities: 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. **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 18' hp: 90 hp_misc: null immunities: - acid - critical hits - mental - precision - unconscious - visual items: null knowledge_checks: dc: 18 skills: - Occultism languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d6 type: acid name: cube face plus_damage: - formula: null type: paralysis to_hit: 11 traits: null name: Gelatinous Cube perception: 5 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Engulf range: null raw_description: '**Engulf** [Two Actions] DC 19, 2d6 acid, Escape DC 19, Rupture 7. A creature Engulfed by the gelatinous cube must also attempt a saving throw against paralysis.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Paralysis range: null raw_description: '**Paralysis** (__incapacitation__) 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.' requirements: null success: null traits: - incapacitation trigger: null - action_cost: None critical_failure: null critical_success: null description: A gelatinous cube's acid damages only organic material—not metal, stone, or other inorganic substances. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Weak Acid range: null raw_description: '**Weak Acid** A gelatinous cube''s acid damages only organic material—not metal, stone, or other inorganic substances.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: electricity ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 0 ref_misc: null will: 5 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A gelatinous cube can sense nearby motion through vibration and air movement. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Motion Sense range: null raw_description: '**Motion Sense** A gelatinous cube can sense nearby motion through vibration and air movement.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Transparent range: null raw_description: '**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).' requirements: null success: null traits: null trigger: null senses: - Perception +5 - motion sense 60 feet - no vision size: Large skills: - bonus: 11 misc: +13 to Shove name: 'Athletics ' source: - abbr: Bestiary page_start: 254 page_stop: null speed: - amount: 15 type: Land spell_lists: null traits: - N - Large - Mindless - Ooze type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 10 feet, DC 31 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 10 feet, DC 31 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - divine - emotion - enchantment - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 31' hp: 215 hp_misc: null immunities: - cold - fire items: - +1 striking longspear knowledge_checks: dc: 31 skills: - Religion languages: - Celestial - Common - Draconic - Infernal - telepathy 100 feet level: 13 melee: - action_cost: One Action damage: formula: 2d8+12 type: piercing name: frost longspear plus_damage: - formula: 1d6 type: cold - formula: 1d6 type: evil - formula: null type: slowing frost to_hit: 28 traits: - cold - evil - magical - reach 15 feet - action_cost: One Action damage: formula: 2d6+12 type: bludgeoning name: tail plus_damage: - formula: 2d6 type: cold - formula: 1d6 type: evil - formula: null type: slowing frost to_hit: 25 traits: - agile - cold - evil - magical - reach 10 feet name: Gelugon perception: 26 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Slowing Frost range: null raw_description: '**Slowing Frost** (__cold__, __divine__, __evocation__) 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.' requirements: null success: null traits: - cold - divine - evocation trigger: null - action_cost: One Action critical_failure: null critical_success: null 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tactician of Cocytus range: null raw_description: '**Tactician of Cocytus** (__concentrate__) 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).' requirements: null success: null traits: - concentrate trigger: null ranged: - action_cost: One Action damage: formula: 2d8+12 type: piercing name: frost longspear plus_damage: - formula: 1d6 type: cold to_hit: 27 traits: - cold - magical - thrown 20 feet rarity: Common resistances: - amount: 10 type: physical (except silver) - amount: 10 type: poison ritual_lists: - dc: 33 misc: null name: Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: infernal pact requirement: null to_hit: null saves: fort: 24 fort_misc: null misc: +1 status to all saves vs. magic ref: 24 ref_misc: null will: 26 will_misc: null sense_abilities: null senses: - Perception +26 - greater darkvision size: Large skills: - bonus: 22 misc: null name: 'Acrobatics ' - bonus: 23 misc: null name: 'Athletics ' - bonus: 25 misc: null name: 'Deception ' - bonus: 25 misc: null name: 'Diplomacy ' - bonus: 23 misc: null name: 'Intimidation ' - bonus: 26 misc: null name: 'Religion ' - bonus: 25 misc: null name: 'Society ' - bonus: 22 misc: null name: 'Stealth ' - bonus: 30 misc: null name: 'Warfare Lore ' source: - abbr: Bestiary page_start: 91 page_stop: null speed: - amount: 35 type: Land - amount: 35 type: fly (from fly) spell_lists: - dc: 33 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: x2 name: cone of cold requirement: null - heightened_level: null level: 6 spells: - frequency: null name: illusory scene requirement: null - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - frequency: x3 name: wall of ice requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - heightened_level: 7 level: 0 spells: - frequency: null name: ray of frost requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: fly requirement: null to_hit: null traits: - LE - Large - Devil - Fiend type: Creature weaknesses: - amount: 10 type: good - 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 alignment: CG automatic_abilities: - action_cost: Free Action critical_failure: null critical_success: null description: null effect: A ghaele's blade is implacable in the pursuit of freedom, and its energies can overpower any eflect that would interfere with its swordplay. The ghaele attempts to counteract each effect that prevents it from making a greatsword Strike, gives it a penalty to its greatsword Strike, or prevents it from acting. The ghaele can use this ability even if it's otherwise unable to act. effects: null failure: null frequency: null full_description: null generic_description: null name: Free Blade range: null raw_description: '**Free Blade** [Free Action] **Trigger** The ghaele ends its turn while unable to act or attempts a greatsword Strike that would take a circumstance or status penalty. **Effect** A ghaele''s blade is implacable in the pursuit of freedom, and its energies can overpower any eflect that would interfere with its swordplay. The ghaele attempts to counteract each effect that prevents it from making a greatsword Strike, gives it a penalty to its greatsword Strike, or prevents it from acting. The ghaele can use this ability even if it''s otherwise unable to act.**Light Form** A ghaele''s body is partially corporeal and partially composed of light, with a color corresponding to the elemental energy currently residing in its blade (see Choose Weakness). It can move through solid objects but can''t end its action within a solid object.' requirements: null success: null traits: null trigger: The ghaele ends its turn while unable to act or attempts a greatsword Strike that would take a circumstance or status penalty. 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. **__Recall Knowledge - Celestial__ (__Religion__)**: DC 31' hp: 235 hp_misc: null immunities: null items: - +1 greatsword knowledge_checks: dc: 31 skills: - Religion languages: - Celestial - Draconic - Infernal - tongues level: 13 melee: - action_cost: One Action damage: formula: 2d12+13 type: slashing name: holy greatsword plus_damage: - formula: 1d6 type: good and 1d6 other (see Choose Weakness) to_hit: 28 traits: - good - magical - versatile P name: Ghaele perception: 25 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Choose Weakness range: null raw_description: '**Choose Weakness** (__concentrate__, __divination__, __divine__, __evocation__, __manipulate__) 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.' requirements: null success: null traits: - concentrate - divination - divine - evocation - manipulate trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ghaele's Gaze range: null raw_description: '**Ghaele''s Gaze** (__divine__, __evocation__, __visual__) 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.' requirements: null success: null traits: - divine - evocation - visual trigger: null - action_cost: None critical_failure: null critical_success: null description: Any weapon becomes a +2 __holy__ __striking__ weapon while the ghaele wields it. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Holy Blade range: null raw_description: '**Holy Blade** (__divine__, __evocation__) Any weapon becomes a +2 __holy__ __striking__ weapon while the ghaele wields it.' requirements: null success: null traits: - divine - evocation trigger: null ranged: - action_cost: One Action damage: formula: 1d12 type: chaotic name: light ray plus_damage: - formula: 1d12 type: good to_hit: 25 traits: - chaotic - good - light - range 300 feet rarity: Common resistances: - amount: 15 type: energy (see Choose Weakness) ritual_lists: - dc: 33 misc: null name: Divine Rituals spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: resurrect requirement: null to_hit: null saves: fort: 26 fort_misc: null misc: null ref: 20 ref_misc: null will: 23 will_misc: null sense_abilities: null senses: - Perception +25 - darkvision - see invisibility size: Medium skills: - bonus: 27 misc: null name: 'Acrobatics ' - bonus: 26 misc: null name: 'Athletics ' - bonus: 26 misc: null name: 'Diplomacy ' - bonus: 23 misc: null name: 'Nature ' - bonus: 23 misc: null name: 'Religion ' - bonus: 21 misc: null name: 'Stealth ' - bonus: 26 misc: null name: 'Warfare Lore ' source: - abbr: Bestiary page_start: 33 page_stop: null speed: - amount: 35 type: Land - amount: 100 type: fly spell_lists: - dc: 33 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: null name: chromatic wall requirement: null - frequency: null name: dispel magic requirement: null - frequency: null name: heal requirement: null - frequency: null name: prismatic spray requirement: null - heightened_level: null level: 6 spells: - frequency: null name: illusory scene requirement: null - heightened_level: null level: 5 spells: - frequency: null name: banishment requirement: null - heightened_level: null level: 4 spells: - frequency: x4 name: heal requirement: null - frequency: at will, self only name: invisibility requirement: null - frequency: null name: restoration requirement: null - heightened_level: null level: 3 spells: - frequency: null name: mind reading requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: continual flame requirement: null - frequency: at will name: dispel magic requirement: null - heightened_level: null level: 1 spells: - frequency: null name: charm requirement: null - frequency: at will, evil only name: detect alignment requirement: null - frequency: at will name: illusory disguise requirement: null - heightened_level: 7 level: 0 spells: - frequency: null name: dancing lights requirement: null - frequency: null name: detect magic requirement: null - frequency: null name: light requirement: null - heightened_level: 7 level: -1 spells: - frequency: null name: see invisibility requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null to_hit: null traits: - CG - Medium - Azata - Celestial type: Creature weaknesses: - amount: 15 type: cold iron - amount: 15 type: evil - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become __sickened 1__ (plus __slowed 1__ as long as it's sickened on a critical failure). While within the aura, the creature takes a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stench range: null raw_description: '**Stench** (__aura__, __olfactory__) 10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become __sickened 1__ (plus __slowed 1__ as long as it''s sickened on a critical failure). While within the aura, the creature takes a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.' requirements: null success: null traits: - aura - olfactory trigger: 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. **__Recall Knowledge - Undead__ (__Religion__)**: DC 16' hp: 30 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison - unconscious items: null knowledge_checks: dc: 16 skills: - Religion languages: - Common - Necril level: 2 melee: - action_cost: One Action damage: formula: 1d6+5 type: piercing name: jaws plus_damage: - formula: null type: ghast fever and paralysis to_hit: 11 traits: - finesse - action_cost: One Action damage: formula: 1d4+5 type: slashing name: claw plus_damage: - formula: null type: paralysis to_hit: 11 traits: - agile - finesse name: Ghast perception: 8 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The ghast is adjacent to the corpse of a creature that died within the last hour. effects: null failure: null frequency: null full_description: null generic_description: null name: Consume Flesh range: null raw_description: '**Consume Flesh** (__manipulate__) **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.' requirements: null success: null traits: - manipulate trigger: null - action_cost: None critical_failure: null critical_success: null 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' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ghast Fever range: null raw_description: '**Ghast Fever** (__disease__) **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' requirements: null success: null traits: - disease trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Paralysis range: null raw_description: '**Paralysis** (__incapacitation__, __occult__, __necromancy__) 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.' requirements: null success: null traits: - incapacitation - occult - necromancy trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The ghast jumps up to half its Speed. This movement doesn't trigger reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swift Leap range: null raw_description: '**Swift Leap** (__move__) The ghast jumps up to half its Speed. This movement doesn''t trigger reactions.' requirements: null success: null traits: - move trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 10 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +8 - darkvision size: Medium skills: - bonus: 10 misc: null name: 'Acrobatics ' - bonus: 7 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Stealth ' - bonus: 8 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 169 page_stop: null speed: - amount: 30 type: Land - amount: 5 type: burrow spell_lists: null traits: - CE - Medium - Ghoul - Undead type: Creature weaknesses: null - ability_mods: cha_mod: 3 con_mod: 6 dex_mod: 3 int_mod: -2 str_mod: 7 wis_mod: 5 ac: 30 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 26 Fortitude save or become __sickened 1__ (plus __slowed 1__ for as long as it's sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against __disease__ and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stench range: null raw_description: '**Stench** (__aura__, __olfactory__) 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 26 Fortitude save or become __sickened 1__ (plus __slowed 1__ for as long as it''s sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against __disease__ and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.' requirements: null success: null traits: - aura - olfactory trigger: null description: 'In transforming __xulgaths__, __drow__ fleshwarpers sought not to create a new type of creature but to recapture a form of xulgath predecessor believed entirely vanished from Golarion. Ghonhatines are the result—hulking reptilian beasts who prefer to crawl on all fours and tear at their foes with bestial fury. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 27' hp: 175 hp_misc: null immunities: - disease items: null knowledge_checks: dc: 27 skills: - Occultism languages: - Undercommon level: 10 melee: - action_cost: One Action damage: formula: 2d12+10 type: piercing name: jaws plus_damage: - formula: 1d6 type: persistent acid to_hit: 23 traits: - reach 10 feet - action_cost: One Action damage: formula: 2d10+10 type: slashing name: claw plus_damage: null to_hit: 23 traits: - agile - reach 10 feet name: Ghonhatine perception: 19 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The ghonhatine is adjacent to the corpse of a creature that died within the last hour effects: null failure: null frequency: null full_description: null generic_description: null name: Feed range: null raw_description: '**Feed** (__manipulate__) **Requirement** The ghonhatine is adjacent to the corpse of a creature that died within the last hour; **Effect** The ghonhatine devours a chunk of the corpse. For 1 minute, the ghonhatine gains fast healing 5 and a +2 status bonus to damage rolls. It can gain these benefits from any given corpse only once.' requirements: null success: null traits: - manipulate trigger: null - action_cost: None critical_failure: null critical_success: null description: A ghonhatine's vomit carries an awful disease that, over time, can cause a suffering creature's flesh to develop painful boils that eventually slough away, leaving gaping wounds; **Saving Throw** DC 28 Fortitude; **Stage 1** carrier with no ill effect (1d4 hours); **Stage 2** __enfeebled 1__ and __drained 1__ (1 day); **Stage 3** enfeebled 2 and drained 2 (1 day); **Stage 4** enfeebled 2 and drained 3 (1 day); **Stage 5** drained 4, enfeebled 2, and __unconscious__ (1 day); **Stage 6** dead effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fleshgout range: null raw_description: '**Fleshgout** (__disease__) A ghonhatine''s vomit carries an awful disease that, over time, can cause a suffering creature''s flesh to develop painful boils that eventually slough away, leaving gaping wounds; **Saving Throw** DC 28 Fortitude; **Stage 1** carrier with no ill effect (1d4 hours); **Stage 2** __enfeebled 1__ and __drained 1__ (1 day); **Stage 3** enfeebled 2 and drained 2 (1 day); **Stage 4** enfeebled 2 and drained 3 (1 day); **Stage 5** drained 4, enfeebled 2, and __unconscious__ (1 day); **Stage 6** dead' requirements: null success: null traits: - disease trigger: null ranged: - action_cost: One Action damage: formula: 5d6 type: acid name: vomit plus_damage: - formula: null type: fleshgout to_hit: 19 traits: - acid - range increment 20 feet rarity: Common resistances: - amount: 10 type: acid ritual_lists: null saves: fort: 22 fort_misc: null misc: null ref: 17 ref_misc: null will: 19 will_misc: null sense_abilities: null senses: - Perception +19 - darkvision - scent (imprecise) 30 feet size: Large skills: - bonus: 21 misc: null name: 'Athletics ' - bonus: 19 misc: null name: 'Intimidation ' - bonus: 19 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 119 page_stop: null speed: - amount: 35 type: Land spell_lists: null traits: - CE - Large - Aberration type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Setting right the injustice that led to the commoner's death allows it to move on to the afterlife. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rejuvenation range: null raw_description: '**Rejuvenation** (__divine__, __necromancy__) Setting right the injustice that led to the commoner''s death allows it to move on to the afterlife.' requirements: null success: null traits: - divine - necromancy trigger: null description: 'The ghost commoner is an ordinary person who believes they died unjustly, usually due to foul play or betrayal. **__Recall Knowledge - Spirit__ (__Occultism__)**: DC 19 **__Recall Knowledge - Undead__ (__Religion__)**: DC 19' hp: 30 hp_misc: negative healing, rejuvenation immunities: - death effects - disease - paralyzed - poison - precision - unconscious items: null knowledge_checks: dc: 19 skills: - Occultism - Religion languages: - Common level: 4 melee: - action_cost: One Action damage: formula: 2d6+2 type: negative name: ghostly hand plus_damage: null to_hit: 13 traits: - agile - finesse - magical name: Ghost Commoner perception: 10 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: DC 21 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Frightful Moan range: null raw_description: '**Frightful Moan** (__auditory__, __divine__, __emotion__, __enchantment__, __fear__, __mental__) DC 21' requirements: null success: null traits: - auditory - divine - emotion - enchantment - fear - mental trigger: null ranged: null rarity: Common resistances: - amount: 5 type: all damage (except force - amount: null type: ghost touch - amount: null type: or positive - amount: null type: double resistance vs. non-magical) ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 11 ref_misc: null will: 8 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Site Bound range: null raw_description: '**Site Bound**' requirements: null success: null traits: null trigger: null senses: - Perception +10 - darkvision size: Medium skills: - bonus: 10 misc: applies to the place the ghost is bound to name: 'Dwelling Lore ' - bonus: 12 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 167 page_stop: null speed: - amount: 25 type: fly spell_lists: null traits: - CE - Medium - Ghost - Incorporeal - Spirit - Undead type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Completing the ghost mage's project allows it to move on to the afterlife. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rejuvenation range: null raw_description: '**Rejuvenation** (__divine__, __necromancy__) Completing the ghost mage''s project allows it to move on to the afterlife.' requirements: null success: null traits: - divine - necromancy trigger: 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. **__Recall Knowledge - Spirit__ (__Occultism__)**: DC 27 **__Recall Knowledge - Undead__ (__Religion__)**: DC 27' hp: 135 hp_misc: negative healing, rejuvenation immunities: - death effects - disease - paralyzed - poison - precision - unconscious items: null knowledge_checks: dc: 27 skills: - Occultism - Religion languages: - Common - Draconic level: 10 melee: - action_cost: One Action damage: formula: 2d8+12 type: negative name: ghostly hand plus_damage: null to_hit: 21 traits: - agile - finesse - magical name: Ghost Mage perception: 17 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: DC 29 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Frightful Moan range: null raw_description: '**Frightful Moan** (__auditory__, __divine__, __emotion__, __enchantment__, __fear__, __mental__) DC 29' requirements: null success: null traits: - auditory - divine - emotion - enchantment - fear - mental trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: 6d6 bludgeoning, DC 29 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Telekinetic Assault range: null raw_description: '**Telekinetic Assault** [Two Actions] (__divine__, __evocation__) 6d6 bludgeoning, DC 29' requirements: null success: null traits: - divine - evocation trigger: null ranged: null rarity: Common resistances: - amount: 10 type: all damage (except force - amount: null type: ghost touch - amount: null type: or positive - amount: null type: double resistance vs. non-magical) ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 19 ref_misc: null will: 22 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Site Bound range: null raw_description: '**Site Bound**' requirements: null success: null traits: null trigger: null senses: - Perception +17 - darkvision size: Medium skills: - bonus: 22 misc: null name: 'Arcana ' - bonus: 22 misc: null name: 'Intimidation ' - bonus: 21 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 167 page_stop: null speed: - amount: 25 type: fly spell_lists: - dc: 29 misc: '' name: Arcane Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: cone of cold requirement: null - frequency: null name: hallucination requirement: null - heightened_level: null level: 4 spells: - frequency: null name: phantasmal killer requirement: null - frequency: null name: suggestion requirement: null - heightened_level: null level: 3 spells: - frequency: null name: blindness requirement: null - frequency: null name: dispel magic requirement: null - frequency: null name: nondetection requirement: null - heightened_level: null level: 2 spells: - frequency: x2 name: telekinetic maneuver requirement: null - heightened_level: null level: 1 spells: - frequency: x2 name: ray of enfeeblement requirement: null - heightened_level: 5 level: 0 spells: - frequency: null name: detect magic requirement: null - frequency: null name: ghost sound requirement: null - frequency: null name: mage hand requirement: null - frequency: null name: prestidigitation requirement: null to_hit: 23 traits: - CE - Medium - Ghost - Incorporeal - Spirit - Undead type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: null description: 'Ghouls are ravenous undead who haunt graveyards and eat corpses. **__Recall Knowledge - Undead__ (__Religion__)**: DC 15' hp: 20 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison - unconscious items: null knowledge_checks: dc: 15 skills: - Religion languages: - Common - Necril level: 1 melee: - action_cost: One Action damage: formula: 1d6+1 type: piercing name: jaws plus_damage: - formula: null type: ghoul fever and paralysis to_hit: 9 traits: - finesse - action_cost: One Action damage: formula: 1d4+1 type: slashing name: claw plus_damage: - formula: null type: paralysis to_hit: 9 traits: - agile - finesse name: Ghoul perception: 7 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The ghoul is adjacent to the corpse of a creature that died within the last hour. effects: null failure: null frequency: null full_description: null generic_description: null name: Consume Flesh range: null raw_description: '**Consume Flesh** (__manipulate__) **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.' requirements: null success: null traits: - manipulate trigger: null - action_cost: None critical_failure: null critical_success: null 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.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ghoul Fever range: null raw_description: '**Ghoul Fever** (__disease__) **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.' requirements: null success: null traits: - disease trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Paralysis range: null raw_description: '**Paralysis** (__incapacitation__, __occult__, __necromancy__) 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.' requirements: null success: null traits: - incapacitation - occult - necromancy trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The ghoul jumps up to half its Speed. This movement doesn't trigger reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swift Leap range: null raw_description: '**Swift Leap** (__move__) The ghoul jumps up to half its Speed. This movement doesn''t trigger reactions.' requirements: null success: null traits: - move trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 4 fort_misc: null misc: null ref: 9 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +7 - darkvision size: Medium skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 4 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Stealth ' - bonus: 5 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 169 page_stop: null speed: - amount: 30 type: Land - amount: 5 type: burrow spell_lists: null traits: - CE - Medium - Ghoul - Undead type: Creature weaknesses: null - ability_mods: cha_mod: -5 con_mod: 2 dex_mod: -2 int_mod: -5 str_mod: 3 wis_mod: 0 ac: 8 ac_special: null alignment: N automatic_abilities: null description: 'These blobs of nearly transparent protoplasm are identical in form and behavior to the microscopic creatures from which they have evolved, except their outlandish size makes them all the more dangerous. Unlike slimes, puddings, and other deadly oozes, giant amoebas have an outer membrane that contains their internal structures, making them more susceptible to slashing weapons than their amorphous kin. However, this membrane is also extremely flexible and permeable, allowing them to surround prey and absorb it, suffocating and slowly digesting it in the amoeba''s acidic fluids. **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 15' hp: 45 hp_misc: null immunities: - acid - critical hits - mental - precision - unconscious - visual items: null knowledge_checks: dc: 15 skills: - Occultism languages: null level: 1 melee: - action_cost: One Action damage: formula: 1d6 type: acid name: pseudopod plus_damage: - formula: null type: Grab to_hit: 8 traits: null name: Giant Amoeba perception: 4 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 1d4 bludgeoning plus 1d4 acid, DC 17 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 1d4 bludgeoning plus 1d4 acid, DC 17' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: null effect: The giant amoeba begins its turn with a target its size or smaller __grabbed__ effects: null failure: null frequency: null full_description: null generic_description: null name: Envelop range: null raw_description: '**Envelop** [Three Actions] **Requirements** The giant amoeba begins its turn with a target its size or smaller __grabbed__; **Effect** The giant amoeba maintains the __Grab__ and extends pseudopods to surround the creature and pull it inside the amoeba''s body. This thereafter has the same effect as if the amoeba had __Engulfed__ the creature (DC 17, 1d6 acid, Escape DC 17, Rupture 3).' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A giant amoeba's acid damages only organic material—not metal, stone, or other inorganic substances. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Weak Acid range: null raw_description: '**Weak Acid** A giant amoeba''s acid damages only organic material—not metal, stone, or other inorganic substances.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: slashing ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 3 ref_misc: null will: 5 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A giant amoeba can sense nearby creatures through vibration and air or water movement. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Motion Sense range: null raw_description: '**Motion Sense** A giant amoeba can sense nearby creatures through vibration and air or water movement.' requirements: null success: null traits: null trigger: null senses: - Perception +4 - motion sense 60 feet - no vision size: Small skills: - bonus: 6 misc: null name: 'Athletics ' - bonus: 3 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 192 page_stop: null speed: - amount: 10 type: Land - amount: 10 type: climb - amount: 10 type: swim spell_lists: null traits: - N - Small - Amphibious - Mindless - Ooze type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The DC of the Escape check is increased by 2. effects: null failure: null frequency: null full_description: null generic_description: null name: Tighten Coils range: null raw_description: '**Tighten Coils** [Reaction] **Trigger** A creature grabbed or restrained by the giant anaconda attempts to Escape. **Effect** The DC of the Escape check is increased by 2.' requirements: null success: null traits: null trigger: A creature grabbed or restrained by the giant anaconda attempts to Escape. 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 24' hp: 175 hp_misc: null immunities: null items: null knowledge_checks: dc: 24 skills: - Nature languages: null level: 8 melee: - action_cost: One Action damage: formula: 2d10+7 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 21 traits: - reach 10 feet - action_cost: One Action damage: formula: 2d8+7 type: bludgeoning name: tail plus_damage: - formula: null type: Push 10 feet to_hit: 21 traits: - agile - reach 15 feet name: Giant Anaconda perception: 17 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 1d10+7 bludgeoning, DC 26 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Greater Constrict range: null raw_description: '**Greater Constrict** 1d10+7 bludgeoning, DC 26' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The giant anaconda Strides, Climbs, or Swims up to half its Speed, pulling any creatures it has grabbed with it. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Slither range: null raw_description: '**Slither** The giant anaconda Strides, Climbs, or Swims up to half its Speed, pulling any creatures it has grabbed with it.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Large, 1d10+7 bludgeoning, Rupture 21 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**Swallow Whole** (__attack__) Large, 1d10+7 bludgeoning, Rupture 21' requirements: null success: null traits: - attack trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: A Large or smaller creature is grabbed or restrained in the giant anaconda's jaws. effects: null failure: null frequency: null full_description: null generic_description: null name: Wrap in Coils range: null raw_description: '**Wrap in Coils** (__attack__) **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.' requirements: null success: null traits: - attack trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 20 fort_misc: null misc: null ref: 17 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +17 - low-light vision - scent (imprecise) 60 feet size: Huge skills: - bonus: 15 misc: null name: 'Acrobatics ' - bonus: 21 misc: null name: 'Athletics ' - bonus: 15 misc: null name: 'Stealth ' - bonus: 15 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 303 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: climb - amount: 30 type: swim spell_lists: null traits: - N - Huge - Animal type: Creature weaknesses: null - ability_mods: cha_mod: -5 con_mod: 6 dex_mod: -1 int_mod: -5 str_mod: 6 wis_mod: 0 ac: 26 ac_special: - descr: 22 when broken alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Like normal objects, an giant animated statue has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an giant animated statue is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 22. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Construct Armor range: null raw_description: '**Construct Armor** Like normal objects, an giant animated statue has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an giant animated statue is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 22.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 23' hp: 100 hp_misc: null immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 23 skills: - Arcana - Crafting languages: null level: 7 melee: - action_cost: One Action damage: formula: 2d12+6 type: bludgeoning name: stone fist plus_damage: - formula: null type: Grab to_hit: 19 traits: - magical name: Giant Animated Statue perception: 13 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Brazier range: null raw_description: '**Brazier** 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Burn Alive range: null raw_description: '**Burn Alive** (__fire__) 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.' requirements: null success: null traits: - fire trigger: null ranged: - action_cost: One Action damage: formula: 2d6+6 type: bludgeoning and 2d8 fire name: flaming coal plus_damage: null to_hit: 12 traits: - fire - magical - range increment 80 feet rarity: Common resistances: null ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 10 ref_misc: null will: 9 will_misc: null sense_abilities: null senses: - Perception +13 - darkvision size: Huge skills: - bonus: 17 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 21 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - N - Huge - Construct - Earth - Mindless type: Creature weaknesses: null - ability_mods: cha_mod: -4 con_mod: 4 dex_mod: 1 int_mod: -5 str_mod: 4 wis_mod: 1 ac: 18 ac_special: null alignment: N automatic_abilities: null description: 'Giant ants are much like their smaller kin in their industrious habits, though growing to the size of ponies makes them much deadlier. **__Recall Knowledge - Animal__ (__Nature__)**: DC 16' hp: 30 hp_misc: null immunities: null items: null knowledge_checks: dc: 16 skills: - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d8+4 type: slashing name: mandibles plus_damage: - formula: null type: Grab to_hit: 11 traits: null - action_cost: One Action damage: formula: 1d6+4 type: piercing name: stinger plus_damage: - formula: null type: giant ant venom to_hit: 11 traits: - agile name: Giant Ant perception: 7 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 18 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d8 poison and __enfeebled 1__ (1 round); **Stage 2** 1d10 poison and enfeebled 2 (1 round); **Stage 3** 1d12 poison and enfeebled 3 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Giant Ant Venom range: null raw_description: '**Giant Ant Venom** (__poison__) **Saving Throw** DC 18 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d8 poison and __enfeebled 1__ (1 round); **Stage 2** 1d10 poison and enfeebled 2 (1 round); **Stage 3** 1d12 poison and enfeebled 3 (1 round)' requirements: null success: null traits: - poison trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The giant ant has a Large or smaller creature grabbed effects: null failure: null frequency: null full_description: null generic_description: null name: Haul Away range: null raw_description: '**Haul Away** **Requirements** The giant ant has a Large or smaller creature grabbed; **Effect** The giant ant Strides up to its full Speed, carrying the grabbed creature with it. It is __encumbered__ if the grabbed creature is Medium or larger.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 7 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +7 - darkvision - scent (imprecise) 30 feet size: Medium skills: - bonus: 8 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 20 page_stop: null speed: - amount: 40 type: Land - amount: 20 type: climb spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - ability_mods: cha_mod: -2 con_mod: 6 dex_mod: 7 int_mod: -4 str_mod: 7 wis_mod: 3 ac: 36 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When flipped on its back, a giant aukashungi can't move and its soft underbelly becomes exposed. Whenever a creature critically succeeds at a melee attack roll to Strike a giant aukashungi, the attacking creature can forgo the bonus damage to flip over the giant aukashungi (all other critical hit effects apply normally, such as critical specialization effects). While flipped over, the giant aukashungi can't use reactions, can't Stride or Strike, takes a -2 circumstance penalty to AC and saving throws, loses its resistances, and gains weakness 10 to physical damage. The aukashungi can right itself by using the Roll Up activity and then using an action to unroll. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flippable range: null raw_description: '**Flippable** When flipped on its back, a giant aukashungi can''t move and its soft underbelly becomes exposed. Whenever a creature critically succeeds at a melee attack roll to Strike a giant aukashungi, the attacking creature can forgo the bonus damage to flip over the giant aukashungi (all other critical hit effects apply normally, such as critical specialization effects). While flipped over, the giant aukashungi can''t use reactions, can''t Stride or Strike, takes a -2 circumstance penalty to AC and saving throws, loses its resistances, and gains weakness 10 to physical damage. The aukashungi can right itself by using the Roll Up activity and then using an action to unroll.' requirements: null success: null traits: null trigger: null description: 'The strongest individual in an aukashungi swarm eventually grows to monstrous proportions. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 34' hp: 300 hp_misc: null immunities: null items: null knowledge_checks: dc: 34 skills: - Occultism languages: null level: 14 melee: - action_cost: One Action damage: formula: 3d12+13 type: piercing name: jaws plus_damage: - formula: null type: Improved Grab to_hit: 29 traits: - reach 10 feet - action_cost: One Action damage: formula: 3d8+13 type: piercing name: horn plus_damage: null to_hit: 27 traits: - deadly d8 - reach 15 feet name: Giant Aukashungi perception: 24 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The giant aukashungi releases an acidic gas from its ventral glands in a 30-foot burst. Each creature that starts its turn in the area takes 10d8 acid damage plus 2d8 __persistent acid damage__ (DC 32 basic Fortitude save). The gas moves 10 feet away from the giant aukashungi each round and lasts for 1 minute. The giant aukashungi can't use Acidic Effluence again for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Acidic Effluence range: null raw_description: '**Acidic Effluence** [Two Actions] (__acid__) The giant aukashungi releases an acidic gas from its ventral glands in a 30-foot burst. Each creature that starts its turn in the area takes 10d8 acid damage plus 2d8 __persistent acid damage__ (DC 32 basic Fortitude save). The gas moves 10 feet away from the giant aukashungi each round and lasts for 1 minute. The giant aukashungi can''t use Acidic Effluence again for 1 minute.' requirements: null success: null traits: - acid trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The aukashungi protects its soft underbelly by rolling into a tight ball. The aukashungi gains a +2 circumstance bonus to AC while Rolled Up, but it cannot Stride or Strike, and it rolls downhill if on a slope. If the aukashungi is grappling a creature when it Rolls Up, that creature must succeed at a DC 35 Fortitude save or become Swallowed Whole. The aukashungi can unroll with a single action (this action has the __move__ trait). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Roll Up range: null raw_description: '**Roll Up** [Two Actions] The aukashungi protects its soft underbelly by rolling into a tight ball. The aukashungi gains a +2 circumstance bonus to AC while Rolled Up, but it cannot Stride or Strike, and it rolls downhill if on a slope. If the aukashungi is grappling a creature when it Rolls Up, that creature must succeed at a DC 35 Fortitude save or become Swallowed Whole. The aukashungi can unroll with a single action (this action has the __move__ trait).' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Large, 15d6+6 bludgeoning, Rupture 27 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**Swallow Whole** (__attack__) Large, 15d6+6 bludgeoning, Rupture 27' requirements: null success: null traits: - attack trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: bludgeoning - amount: 15 type: piercing - amount: 15 type: slashing ritual_lists: null saves: fort: 28 fort_misc: null misc: null ref: 25 ref_misc: null will: 21 will_misc: null sense_abilities: null senses: - Perception +24 - greater darkvision size: Huge skills: - bonus: 29 misc: null name: 'Athletics ' source: - abbr: 'Pathfinder #154: Siege of the Dinosaurs' page_start: 77 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: burrow spell_lists: null traits: - Uncommon - CE - Huge - Aberration - Amphibious type: Creature weaknesses: null - ability_mods: cha_mod: -1 con_mod: 3 dex_mod: 1 int_mod: -4 str_mod: 4 wis_mod: 3 ac: 18 ac_special: null alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability. effects: null failure: null frequency: null full_description: null generic_description: null name: Ferocity range: null raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.' requirements: null success: null traits: null trigger: The monster is reduced to 0 HP. description: 'The violent, territorial giant badger is a relentless predator. An obligate carnivore, its prey ranges from rabbits to deer, livestock, and even the occasional traveler or adventurer. A giant badger''s claws are sharp and strong enough to carve tunnels from solid rock. They typically stand 4 feet tall at the shoulder and weigh 500 pounds. **__Recall Knowledge - Animal__ (__Nature__)**: DC 16' hp: 30 hp_misc: null immunities: null items: null knowledge_checks: dc: 16 skills: - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d8+4 type: piercing name: jaws plus_damage: null to_hit: 11 traits: null - action_cost: One Action damage: formula: 1d6+4 type: slashing name: claw plus_damage: null to_hit: 11 traits: - agile name: Giant Badger perception: 8 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The giant badger enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls __unconscious__, whichever comes first. While raging, the giant badger has AC 17, its jaws Strike deals 1d8+8 damage, and its claw Strike deals 1d6+6 damage. While raging, the giant badger also can't use actions that have the __concentrate__ trait except for __Seek__. After it has stopped raging, a giant badger can't use Badger Rage again for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Badger Rage range: null raw_description: '**Badger Rage** (__concentrate__, __emotion__, __mental__) The giant badger enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls __unconscious__, whichever comes first. While raging, the giant badger has AC 17, its jaws Strike deals 1d8+8 damage, and its claw Strike deals 1d6+6 damage. While raging, the giant badger also can''t use actions that have the __concentrate__ trait except for __Seek__. After it has stopped raging, a giant badger can''t use Badger Rage again for 1 minute.' requirements: null success: null traits: - concentrate - emotion - mental trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 6 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +8 - low-light vision - scent (imprecise) 30 feet size: Medium skills: - bonus: 8 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 32 page_stop: null speed: - amount: 25 type: Land - amount: 10 type: burrow spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The bat makes one or two wing Strikes—one against the triggering creature and one against another adjacent creature. effects: null failure: null frequency: null full_description: null generic_description: null name: Wing Thrash range: null raw_description: '**Wing Thrash** [Reaction] **Trigger** An adjacent enemy damages the giant bat. **Effect** The bat makes one or two wing Strikes—one against the triggering creature and one against another adjacent creature.' requirements: null success: null traits: null trigger: An adjacent enemy damages the giant bat. 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 16' hp: 30 hp_misc: null immunities: null items: null knowledge_checks: dc: 16 skills: - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d10+4 type: slashing name: fangs plus_damage: null to_hit: 10 traits: null - action_cost: One Action damage: formula: 1d6+4 type: piercing name: wing plus_damage: null to_hit: 10 traits: - agile name: Giant Bat perception: 11 proactive_abilities: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 8 ref_misc: null will: 7 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A bat can use its hearing as a precise sense at the listed range. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Echolocation range: null raw_description: '**Echolocation** A bat can use its hearing as a precise sense at the listed range.' requirements: null success: null traits: null trigger: null senses: - Perception +11 - echolocation (precise) 40 feet - low-light vision size: Large skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Athletics ' - bonus: 8 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 39 page_stop: null speed: - amount: 15 type: Land - amount: 30 type: fly spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 13' hp: 8 hp_misc: null immunities: null items: null knowledge_checks: dc: 13 skills: - Nature languages: null level: -1 melee: - action_cost: One Action damage: formula: 1d4-1 type: piercing name: mandibles plus_damage: - formula: null type: giant centipede venom to_hit: 6 traits: - finesse name: Giant Centipede perception: 6 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Giant Centipede Venom range: null raw_description: '**Giant Centipede Venom** (__poison__) **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)' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 6 ref_misc: null will: 2 will_misc: null sense_abilities: null senses: - Perception +6 - darkvision size: Medium skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 2 misc: null name: 'Athletics ' - bonus: 6 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 61 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: climb spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - ability_mods: cha_mod: -2 con_mod: 1 dex_mod: 3 int_mod: -4 str_mod: 5 wis_mod: 3 ac: 18 ac_special: null alignment: N automatic_abilities: null description: 'Giant chameleons are legendary for their ability to change their skin color in response to their surroundings. Their eyes are capable of peering in different directions independently, making them almost as difficult to sneak up on as they are to notice in the first place. **__Recall Knowledge - Animal__ (__Nature__)**: DC 18' hp: 60 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Nature languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d10+7 type: piercing name: jaws plus_damage: null to_hit: 12 traits: - reach 10 feet - action_cost: One Action damage: null name: tongue plus_damage: null to_hit: 12 traits: - agile - reach 15 feet name: Giant Chameleon perception: 10 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: If the giant chameleon hits a creature with a tongue Strike, that creature becomes __grabbed__ by the giant chameleon. The target isn't __immobilized__, but it can't move beyond the reach of the giant chameleon's tongue. A creature can sever the tongue with an attack that hits AC 15 and deals at least 4 slashing damage. Though this doesn't deal any damage to the giant chameleon, it prevents it from using its tongue Strike until it regrows its tongue, which takes a week. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tongue Grab range: null raw_description: '**Tongue Grab** If the giant chameleon hits a creature with a tongue Strike, that creature becomes __grabbed__ by the giant chameleon. The target isn''t __immobilized__, but it can''t move beyond the reach of the giant chameleon''s tongue. A creature can sever the tongue with an attack that hits AC 15 and deals at least 4 slashing damage. Though this doesn''t deal any damage to the giant chameleon, it prevents it from using its tongue Strike until it regrows its tongue, which takes a week.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 12 ref_misc: null will: 8 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The giant chameleon can change its coloration to match its surroundings. It doesn't need cover to attempt to __Hide__ with a __Stealth__ check. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Camouflage range: null raw_description: '**Camouflage** The giant chameleon can change its coloration to match its surroundings. It doesn''t need cover to attempt to __Hide__ with a __Stealth__ check.' requirements: null success: null traits: null trigger: null senses: - Perception +10 - low-light vision size: Large skills: - bonus: 10 misc: null name: 'Athletics ' - bonus: 10 misc: +13 to Hide name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 168 page_stop: null speed: - amount: 30 type: Land - amount: 20 type: climb spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - ability_mods: cha_mod: -1 con_mod: 1 dex_mod: 3 int_mod: -5 str_mod: 1 wis_mod: 1 ac: 16 ac_special: null alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The giant cockroach gains a +2 circumstance bonus to AC against the triggering attack. After the attack resolves, the cockroach Strides, __Climbs__, or __Flies__ up to 10 feet. effects: null failure: null frequency: null full_description: null generic_description: null name: Scurry range: null raw_description: '**Scurry [Reaction]** **Trigger **The giant cockroach is targeted by a melee attack; **Effect **The giant cockroach gains a +2 circumstance bonus to AC against the triggering attack. After the attack resolves, the cockroach Strides, __Climbs__, or __Flies__ up to 10 feet.' requirements: null success: null traits: null trigger: The giant cockroach is targeted by a melee attack description: 'Cockroaches are communal creatures, rarely setting out on their own unless they are searching for food. If an adventurer encounters a single giant cockroach while exploring, they had best take precautions against others, as there is likely an entire colony nearby. **__Recall Knowledge - Animal__ (__Nature__)**: DC 15' hp: 20 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Nature languages: null level: 1 melee: - action_cost: One Action damage: formula: 1d6+1 type: piercing name: mandibles plus_damage: null to_hit: 8 traits: - agile - finesse name: Giant Cockroach perception: 6 proactive_abilities: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 8 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +6 - darkvision - scent (imprecise) 60 feet size: Small skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 53 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: climb - amount: 15 type: fly spell_lists: null traits: - N - Small - Animal type: Creature weaknesses: null - ability_mods: cha_mod: -3 con_mod: 1 dex_mod: 3 int_mod: -4 str_mod: 4 wis_mod: 2 ac: 19 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: If a creature critically succeeds on a check to __Trip__ the giant crab, the crab is flipped over onto its back in addition to the usual effects. A giant crab that is flipped onto its back has a particularly hard time defending itself; instead of taking the normal -2 circumstance penalty to AC for being __flat-footed__, it takes a -4 circumstance penalty to AC. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vulnerable to Prone range: null raw_description: '**Vulnerable to __Prone__** If a creature critically succeeds on a check to __Trip__ the giant crab, the crab is flipped over onto its back in addition to the usual effects. A giant crab that is flipped onto its back has a particularly hard time defending itself; instead of taking the normal -2 circumstance penalty to AC for being __flat-footed__, it takes a -4 circumstance penalty to AC.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The giant crab scuttles to the side and gains a +2 circumstance bonus to AC against the triggering attack. After the attack resolves, the crab can Stride up to its speed in a straight line as part of the reaction. effects: null failure: null frequency: null full_description: null generic_description: null name: Scuttle range: null raw_description: '**Scuttle [Reaction]** **Trigger **A creature that the giant crab can see targets the crab with an attack; **Effect **The giant crab scuttles to the side and gains a +2 circumstance bonus to AC against the triggering attack. After the attack resolves, the crab can Stride up to its speed in a straight line as part of the reaction.' requirements: null success: null traits: null trigger: A creature that the giant crab can see targets the crab with an attack description: 'Crabs are scavenging crustaceans known for their hard shells and iconic sideways gait. They use their claws to defend themselves, hunt, and fight other crabs for territory. When confronted with threats from outside their species, most crabs prefer to flee, but when retreat isn''t possible, they clamp on to their foes as tightly as they can. The statistics presented here represent giant crabs that live close to the water''s surface. Crabs that live deeper underwater often exhibit more extreme adaptations to their environment. Crabs who live in the depths where little light reaches gain darkvision and cold resistance, and those adapted to the most hostile reaches of the deep sea can detect nearby creatures through subtle shifts in ocean currents. These skittering creatures are prized for their delicious meat, but their size makes them dangerous targets for harvesting. **__Recall Knowledge - Animal__ (__Nature__)**: DC 16' hp: 24 hp_misc: null immunities: null items: null knowledge_checks: dc: 16 skills: - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d10+4 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 10 traits: null name: Giant Crab perception: 8 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 1d6+4 bludgeoning, DC 18 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 1d6+4 bludgeoning, DC 18' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 3 type: physical (except bludgeoning) ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 9 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +8 - darkvision size: Medium skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 55 page_stop: null speed: - amount: 25 type: Land - amount: 15 type: swim spell_lists: null traits: - N - Medium - Animal - Aquatic type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 2 int_mod: -4 str_mod: 4 wis_mod: 3 ac: 22 ac_special: null alignment: NE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: A random creature adjacent to the giant crawling hand is sprayed with vile pus that deals 4d6 negative damage. The affected creature must attempt a DC 21 Reflex save. effects: null failure: null frequency: null full_description: null generic_description: null name: Pus Burst range: null raw_description: '**Pus Burst [Reaction]** **Trigger **The giant crawling hand takes piercing or slashing damage; **Effect **A random creature adjacent to the giant crawling hand is sprayed with vile pus that deals 4d6 negative damage. The affected creature must attempt a DC 21 Reflex save.' requirements: null success: null traits: null trigger: The giant crawling hand takes piercing or slashing damage - action_cost: None critical_failure: null critical_success: null description: The creature takes no damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Success range: null raw_description: '**Critical Success **The creature takes no damage.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature takes half damage and becomes __sickened 1__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Success range: null raw_description: '**Success **The creature takes half damage and becomes __sickened 1__.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature takes full damage and becomes sickened 2. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Failure range: null raw_description: '**Failure **The creature takes full damage and becomes sickened 2.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature takes double damage and becomes sickened 3. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Failure range: null raw_description: '**Critical Failure **The creature takes double damage and becomes sickened 3.' requirements: null success: null traits: null trigger: null description: 'A giant crawling hand is the appendage of a very large creature, such as a giant. **__Recall Knowledge - Undead__ (__Religion__)**: DC 20' hp: 75 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison - unconscious - visual items: null knowledge_checks: dc: 20 skills: - Religion languages: - Common - can't speak any language level: 5 melee: - action_cost: One Action damage: formula: 2d6+7 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 15 traits: null name: Giant Crawling Hand perception: 12 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A crawling hand can be assigned a quarry by anointing the hand with a drop of the intended quarry's blood. If the hand ever has no quarry, it automatically gains the next creature it damages as its quarry. The hand gains a +1 circumstance bonus to Perception checks when it __Seeks__ its quarry, to __Survival__ checks when it __Tracks__ its quarry, and damage rolls when it Strikes its quarry. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mark Quarry range: null raw_description: '**Mark Quarry** A crawling hand can be assigned a quarry by anointing the hand with a drop of the intended quarry''s blood. If the hand ever has no quarry, it automatically gains the next creature it damages as its quarry. The hand gains a +1 circumstance bonus to Perception checks when it __Seeks__ its quarry, to __Survival__ checks when it __Tracks__ its quarry, and damage rolls when it Strikes its quarry.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 11 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +12 - lifesense 30 feet - tremorsense (imprecise) 30 feet size: Medium skills: - bonus: 13 misc: null name: 'Athletics ' - bonus: 11 misc: null name: 'Stealth ' - bonus: 12 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 56 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - NE - Medium - Undead type: Creature weaknesses: null - ability_mods: cha_mod: -5 con_mod: 4 dex_mod: 2 int_mod: -5 str_mod: 3 wis_mod: 1 ac: 19 ac_special: null alignment: N automatic_abilities: null description: 'The aquatic, wingless offspring of dragonflies are called dragonfly nymphs. Giant dragonfly nymphs can be several feet in length and mostly hunt in shallow waters, eating carrion and ambushing living creatures with their fully grown counterparts. They are not daunted by larger creatures, compelled by their instinct to eat as much as possible to sustain their growth. **__Recall Knowledge - Animal__ (__Nature__)**: DC 18' hp: 46 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Nature languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d10+6 type: piercing name: mandibles plus_damage: null to_hit: 12 traits: - agile name: Giant Dragonfly Nymph perception: 8 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The giant dragonfly nymph extends its jaws to a surprising distance. The dragonfly nymph makes a mandibles Strike with a reach of 10 feet, but the mandibles lose the __agile__ trait for this Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Extend Mandibles range: null raw_description: '**Extend Mandibles** The giant dragonfly nymph extends its jaws to a surprising distance. The dragonfly nymph makes a mandibles Strike with a reach of 10 feet, but the mandibles lose the __agile__ trait for this Strike.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 9 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +8 - low-light vision - wavesense (imprecise) 30 feet size: Small skills: - bonus: 10 misc: null name: 'Athletics ' - bonus: 9 misc: +11 in water name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 98 page_stop: null speed: - amount: 10 type: Land - amount: 30 type: swim spell_lists: null traits: - N - Small - Animal - Aquatic type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 4 int_mod: -5 str_mod: 4 wis_mod: 3 ac: 21 ac_special: null alignment: N automatic_abilities: null description: 'These buzzing insects are the size of a small horse. They are ambush predators known to hunt beasts and humanoids alike, capable of using impressive aerial acrobatics to swoop down from above and snatch away their prey. **__Recall Knowledge - Animal__ (__Nature__)**: DC 19' hp: 60 hp_misc: null immunities: null items: null knowledge_checks: dc: 19 skills: - Nature languages: null level: 4 melee: - action_cost: One Action damage: formula: 1d12+7 type: piercing name: mandibles plus_damage: - formula: null type: Grab to_hit: 14 traits: null name: Giant Dragonfly perception: 11 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The giant dragonfly has a Medium or smaller creature __grabbed__ in its mandibles effects: null failure: null frequency: null full_description: null generic_description: null name: Clutch range: null raw_description: '**Clutch** **Requirements **The giant dragonfly has a Medium or smaller creature __grabbed__ in its mandibles; **Effect **The dragonfly tries to transfer the grabbed creature to be clutched by its legs. The giant dragonfly attempts an __Athletics__ check against the creature''s Reflex DC. On a success, it transfers the creature (which remains grabbed) to its legs, freeing its mandibles to attack. The dragonfly can have only one creature clutched at a time.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The giant dragonfly can Fly at half Speed while it has a creature __grabbed__ or __restrained__ by Clutch, carrying that creature along with it. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Snatch range: null raw_description: '**Snatch** The giant dragonfly can Fly at half Speed while it has a creature __grabbed__ or __restrained__ by Clutch, carrying that creature along with it.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The giant dragonfly Flies up to its Speed and makes one mandible Strike at any point during that movement. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swoop range: null raw_description: '**Swoop** [Two Actions] The giant dragonfly Flies up to its Speed and makes one mandible Strike at any point during that movement.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 14 ref_misc: null will: 9 will_misc: null sense_abilities: null senses: - Perception +11 - darkvision - wavesense (imprecise) 30 feet size: Medium skills: - bonus: 10 misc: +12 to Maneuver in Flight name: 'Acrobatics ' - bonus: 12 misc: null name: 'Athletics ' - bonus: 12 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 98 page_stop: null speed: - amount: 20 type: Land - amount: 60 type: fly spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - 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 alignment: NG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When a giant eagle rolls a success on a Reflex save, it gets a critical success instead. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Evasion range: null raw_description: '**Evasion** When a giant eagle rolls a success on a Reflex save, it gets a critical success instead.' requirements: null success: null traits: null trigger: 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. Giant eagles have wingspans up to 30 feet across and weigh up to 500 pounds. These impressive birds cannot be easily broken or cowed. A giant eagle may allow trusted terrestrial friends to ride it, but they invariably resist saddles, harnesses, or other equipment that might suggest they are mere beasts of burden rather than trusted companions. Giant eagles are long-lived and take debts and oaths very seriously, often remembering slights for years and remaining slow to forgive. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 18' hp: 45 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Arcana - Nature languages: - Auran - Sylvan - (can't speak any language) level: 3 melee: - action_cost: One Action damage: formula: 2d8+5 type: piercing name: beak plus_damage: null to_hit: 12 traits: null - action_cost: One Action damage: formula: 1d10+5 type: slashing name: talon plus_damage: - formula: null type: Grab to_hit: 12 traits: - agile name: Giant Eagle perception: 11 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Eagle Dive range: null raw_description: '**Eagle Dive** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Snatch range: null raw_description: '**Snatch** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 11 ref_misc: null will: 9 will_misc: null sense_abilities: null senses: - Perception +11 - low-light vision size: Large skills: - bonus: 11 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 141 page_stop: null speed: - amount: 10 type: Land - amount: 60 type: fly spell_lists: null traits: - NG - Large - Beast type: Creature weaknesses: null - ability_mods: cha_mod: -4 con_mod: 3 dex_mod: 3 int_mod: -5 str_mod: 2 wis_mod: 1 ac: 19 ac_special: null alignment: N automatic_abilities: null description: 'Giant fleas are commonly found in areas containing hardy megafauna, such as dinosaurs or mammoths. **__Recall Knowledge - Animal__ (__Nature__)**: DC 18' hp: 50 hp_misc: null immunities: - disease items: null knowledge_checks: dc: 18 skills: - Nature languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d8+4 type: piercing name: proboscis plus_damage: - formula: null type: Suck Blood and flea fever to_hit: 12 traits: null name: Giant Flea perception: 10 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: Drain from flea fever can't be reduced or recovered from naturally until the disease is cured. **Saving Throw** DC 18 Fortitude; **Stage 1** __drained 1__ (1d4 hours), **Stage 2** drained 1 and __sickened 1__ (1 day), **Stage 3** drained 2 and sickened 1 (1 day), **Stage 4** drained 3 and sickened 1 (1 day), **Stage 5** dead effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flea Fever range: null raw_description: '**Flea Fever** (__disease__) Drain from flea fever can''t be reduced or recovered from naturally until the disease is cured. **Saving Throw** DC 18 Fortitude; **Stage 1** __drained 1__ (1d4 hours), **Stage 2** drained 1 and __sickened 1__ (1 day), **Stage 3** drained 2 and sickened 1 (1 day), **Stage 4** drained 3 and sickened 1 (1 day), **Stage 5** dead' requirements: null success: null traits: - disease trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The giant flea's last action was a successful proboscis Strike effects: null failure: null frequency: null full_description: null generic_description: null name: Suck Blood range: null raw_description: '**Suck Blood** **Requirements** The giant flea''s last action was a successful proboscis Strike; **Effect** The giant flea drinks the creature''s blood. The victim becomes drained 1 and the flea regains 5 HP.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 12 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +10 - low-light vision - scent (imprecise) 30 feet size: Large skills: - bonus: 10 misc: null name: 'Acrobatics ' - bonus: 9 misc: +15 to Jump name: 'Athletics ' source: - abbr: 'Pathfinder #151: The Show Must Go On' page_start: 83 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - ability_mods: cha_mod: -5 con_mod: 3 dex_mod: 4 int_mod: -5 str_mod: 3 wis_mod: 3 ac: 17 ac_special: null alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The giant fly gains a +2 circumstance bonus against the triggering attack. If the attack misses, the giant insect can Fly up to its fly Speed. effects: null failure: null frequency: null full_description: null generic_description: null name: Avoid the Swat range: null raw_description: '**Avoid the Swat [Reaction]** **Trigger** The giant fly is targeted with a melee or ranged attack by an attacker it can see; **Effect** The giant fly gains a +2 circumstance bonus against the triggering attack. If the attack misses, the giant insect can Fly up to its fly Speed.' requirements: null success: null traits: null trigger: The giant fly is targeted with a melee or ranged attack by an attacker it can see description: 'This pony-sized fly''s twitching limbs seem to never stop moving as it constantly cleans itself and scoops anything edible into its mouthparts. While primarily carrion eaters, giant flies sometimes prey on livestock or other animals too slow to get away. **__Recall Knowledge - Animal__ (__Nature__)**: DC 15' hp: 20 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Nature languages: null level: 1 melee: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: mandibles plus_damage: - formula: null type: fly pox to_hit: 8 traits: null name: Giant Fly perception: 8 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A giant fly could carry any disease, but most transmit a virulent but not fatal infection called Fly Pox with their bite; **Saving Throw** DC 16 Fortitude; **Onset** 1 day; **Stage 1** __enfeebled 1__ (1 day); **Stage 2** as stage 1 (1 day); **Stage 3** enfeebled 2 (1 day); **Stage 4** as stage 3; **Stage 5** enfeebled 2 and __fatigued__ (1 day) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fly Pox range: null raw_description: '**Fly Pox** (__disease__, __virulent__) A giant fly could carry any disease, but most transmit a virulent but not fatal infection called Fly Pox with their bite; **Saving Throw** DC 16 Fortitude; **Onset** 1 day; **Stage 1** __enfeebled 1__ (1 day); **Stage 2** as stage 1 (1 day); **Stage 3** enfeebled 2 (1 day); **Stage 4** as stage 3; **Stage 5** enfeebled 2 and __fatigued__ (1 day)' requirements: null success: null traits: - disease - virulent trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 9 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +8 - darkvision - tremorsense (imprecise) 30 feet size: Medium skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 120 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: climb - amount: 40 type: fly spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The flytrap makes a leaf Strike against the triggering creature. If it hits, the creature is grabbed in that leaf. effects: null failure: null frequency: null full_description: null generic_description: null name: Quick Capture range: null raw_description: '**Quick Capture** [Reaction] **Trigger** A creature hits or touches the flytrap. **Effect** The flytrap makes a leaf Strike against the triggering creature. If it hits, the creature is grabbed in that leaf.' requirements: null success: null traits: null trigger: A creature hits or touches the flytrap. 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. **__Recall Knowledge - Plant__ (__Nature__)**: DC 27' hp: 185 hp_misc: null immunities: - mental items: null knowledge_checks: dc: 27 skills: - Nature languages: null level: 10 melee: - action_cost: One Action damage: formula: 2d8+7 type: piercing name: leaf plus_damage: - formula: 2d6 type: acid and Improved Grab to_hit: 23 traits: - reach 15 feet name: Giant Flytrap perception: 17 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Focused Assault range: null raw_description: '**Focused Assault** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Hungry Flurry range: null raw_description: '**Hungry Flurry** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Large, 2d8+3 bludgeoning plus 2d6 acid, Rupture 17 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**Swallow Whole** (__attack__) Large, 2d8+3 bludgeoning plus 2d6 acid, Rupture 17' requirements: null success: null traits: - attack trigger: null ranged: null rarity: Common resistances: - amount: 10 type: acid ritual_lists: null saves: fort: 21 fort_misc: null misc: null ref: 17 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +17 - tremorsense (imprecise) 60 feet size: Huge skills: - bonus: 23 misc: null name: 'Athletics ' - bonus: 21 misc: +24 in undergrowth name: 'Stealth ' source: - abbr: Bestiary page_start: 160 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - N - Huge - Mindless - Plant type: Creature weaknesses: - amount: 10 type: fire - 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 alignment: N 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. A giant frilled lizard''s primary food sources are oversized arthropods and other invertebrates, but it won''t hesitate to augment its diet with vertebrates, including other lizards, monkeys, and just about anything it can flt into its mouth—even humanoids. Although capable of short bursts of speed, a giant frilled lizard normally lies perfectly still while hunting, hoping to ambush its prey. **__Recall Knowledge - Animal__ (__Nature__)**: DC 20' hp: 75 hp_misc: null immunities: null items: null knowledge_checks: dc: 20 skills: - Nature languages: null level: 5 melee: - action_cost: One Action damage: formula: 2d8+7 type: piercing name: jaws plus_damage: null to_hit: 16 traits: - reach 10 feet - action_cost: One Action damage: formula: 2d6+7 type: bludgeoning name: tail plus_damage: null to_hit: 16 traits: - agile - reach 10 feet name: Giant Frilled Lizard perception: 11 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Intimidating Display range: null raw_description: '**Intimidating Display** [Two Actions] (__auditory__, __emotion__, __fear__, __mental__, __visual__) 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.' requirements: null success: null traits: - auditory - emotion - fear - mental - visual trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 12 ref_misc: null will: 9 will_misc: null sense_abilities: null senses: - Perception +11 - low-light vision - scent (imprecise) 30 feet size: Large skills: - bonus: 10 misc: null name: 'Acrobatics ' - bonus: 14 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 229 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: climb spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - ability_mods: cha_mod: -1 con_mod: 3 dex_mod: 2 int_mod: -4 str_mod: 3 wis_mod: 2 ac: 15 ac_special: null alignment: N automatic_abilities: null description: 'Giant frogs can grow up to 6 feet long and weigh over 200 pounds, with rows of razor-sharp teeth lining their gaping mouths. **__Recall Knowledge - Animal__ (__Nature__)**: DC 15' hp: 30 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Nature languages: null level: 1 melee: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 8 traits: null - action_cost: One Action damage: null name: tongue plus_damage: null to_hit: 8 traits: - reach 15 feet name: Giant Frog perception: 7 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: Giant frogs are not flat-footed when __Balancing__ on a narrow surface, and they gain a +4 bonus to Reflex saves to avoid falling. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sticky Feet range: null raw_description: '**Sticky Feet** Giant frogs are not flat-footed when __Balancing__ on a narrow surface, and they gain a +4 bonus to Reflex saves to avoid falling.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature hit by the giant frog's tongue becomes __grabbed__ by the giant frog. The creature isn't __immobilized__, but it can't move beyond the reach of the frog's tongue. A creature can sever the tongue with a Strike against AC 13 that deals at least 2 slashing damage. This deals no damage to the frog but prevents it from using its tongue Strike until it regrows its tongue, which takes a week. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tongue Grab range: null raw_description: '**Tongue Grab** A creature hit by the giant frog''s tongue becomes __grabbed__ by the giant frog. The creature isn''t __immobilized__, but it can''t move beyond the reach of the frog''s tongue. A creature can sever the tongue with a Strike against AC 13 that deals at least 2 slashing damage. This deals no damage to the frog but prevents it from using its tongue Strike until it regrows its tongue, which takes a week.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 7 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +7 - low-light vision size: Medium skills: - bonus: 5 misc: null name: 'Acrobatics ' - bonus: 6 misc: +10 to High Jump or Long Jump name: 'Athletics ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 121 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: swim spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - 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 alignment: N automatic_abilities: 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. Giant geckos are sometimes used by smaller humanoids as guardians or mounts, as their docile nature makes them relatively easy to tame and train. Their superior climbing skills make giant geckos particularly popular within societies that dwell underground or near cliffs, such as goblins and kobolds. Their bright coloration also makes them favorite exotic pets in high society. **__Recall Knowledge - Animal__ (__Nature__)**: DC 15' hp: 20 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Nature languages: null level: 1 melee: - action_cost: One Action damage: formula: 1d8+2 type: piercing name: jaws plus_damage: null to_hit: 8 traits: null name: Giant Gecko perception: 7 proactive_abilities: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 10 ref_misc: null will: 5 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A giant gecko's feet 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Uncanny Climber range: null raw_description: '**Uncanny Climber** A giant gecko''s feet 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.' requirements: null success: null traits: null trigger: null senses: - Perception +7 - low-light vision size: Medium skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 5 misc: +9 to Climb name: 'Athletics ' - bonus: 6 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 228 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: climb spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 1 con_mod: 7 dex_mod: 4 int_mod: -4 str_mod: 6 wis_mod: 4 ac: 27 ac_special: null alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: DC 28 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Buck range: null raw_description: '**__Buck__ [Reaction]** DC 28' requirements: null success: null traits: null trigger: null description: 'Living in the deepest reaches of the ocean, giant hippocampi haven''t been sighted near the shore and are often regarded as legends made up by sailors. **__Recall Knowledge - Animal__ (__Nature__)**: DC 26' hp: 170 hp_misc: null immunities: null items: null knowledge_checks: dc: 26 skills: - Nature languages: null level: 8 melee: - action_cost: One Action damage: formula: 2d6+10 type: bludgeoning name: tail plus_damage: null to_hit: 18 traits: - reach 15 feet name: Giant Hippocampus perception: 16 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The giant hippocampus makes a tail Strike, then __Swims__ with a +10-foot circumstance bonus to its swim Speed. It gains a +2 circumstance bonus to AC against reactions triggered by this movement. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sudden Retreat range: null raw_description: '**Sudden Retreat** [Two Actions] The giant hippocampus makes a tail Strike, then __Swims__ with a +10-foot circumstance bonus to its swim Speed. It gains a +2 circumstance bonus to AC against reactions triggered by this movement.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 18 fort_misc: null misc: null ref: 16 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +16 - darkvision - scent (imprecise) 30 feet size: Huge skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 20 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 142 page_stop: null speed: - amount: 10 type: Land - amount: 80 type: swim spell_lists: null traits: - Uncommon - N - Huge - Animal - Aquatic type: Creature weaknesses: null - ability_mods: cha_mod: -5 con_mod: 6 dex_mod: 4 int_mod: -5 str_mod: 6 wis_mod: 0 ac: 15 ac_special: null alignment: N automatic_abilities: null description: 'Unlike its smaller cousins, the giant jellyfish is an active predator that chases down its prey through reefs or open water. It can even squeeze its enormous bell-shaped body into the tight confines of shipwrecks to drape its mane of tentacles across the exposed flesh of its prey. **__Recall Knowledge - Animal__ (__Nature__)**: DC 23' hp: 165 hp_misc: null immunities: - mental - precision items: null knowledge_checks: dc: 23 skills: - Nature languages: null level: 7 melee: - action_cost: One Action damage: formula: 2d8+8 type: bludgeoning name: tentacle plus_damage: - formula: null type: jellyfish venom to_hit: 18 traits: - agile - reach 20 feet name: Giant Jellyfish perception: 12 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 25 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d8 poison damage and __clumsy 1__ (1 round); **Stage 2** 3d6 poison damage and clumsy 2 (1 round); **Stage 3** 2d10 poison damage and __paralyzed__ (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Jellyfish Venom range: null raw_description: '**Jellyfish Venom** (__poison__) **Saving Throw** DC 25 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d8 poison damage and __clumsy 1__ (1 round); **Stage 2** 3d6 poison damage and clumsy 2 (1 round); **Stage 3** 2d10 poison damage and __paralyzed__ (1 round)' requirements: null success: null traits: - poison trigger: null - action_cost: None critical_failure: null critical_success: null description: A giant jellyfish can fit into tight spaces as if it were a Medium creature. It can move at its full Speed while __Squeezing__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Squeeze range: null raw_description: '**Squeeze** A giant jellyfish can fit into tight spaces as if it were a Medium creature. It can move at its full Speed while __Squeezing__.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 10 type: bludgeoning - amount: 10 type: poison ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 15 ref_misc: null will: 1 will_misc: null sense_abilities: null senses: - Perception +12 - darkvision size: Large skills: - bonus: 15 misc: null name: 'Acrobatics ' - bonus: 17 misc: null name: 'Athletics ' - bonus: 15 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 152 page_stop: null speed: - amount: 20 type: swim spell_lists: null traits: - N - Large - Animal - Aquatic - Mindless type: Creature weaknesses: - amount: 5 type: piercing - amount: 5 type: slashing - ability_mods: cha_mod: -5 con_mod: 3 dex_mod: 1 int_mod: -5 str_mod: 4 wis_mod: 1 ac: 17 ac_special: null alignment: N automatic_abilities: null description: 'Capable of growing to lengths of nearly 5 feet, giant leeches have circular maws filled with hook-like teeth. They prefer to dwell in stagnant or slow-moving shallow water or in damp, moist undergrowth. Horses and larger animals are their favorite prey, but they won''t balk at a chance to latch onto a human- or halfling-sized meal. **__Recall Knowledge - Animal__ (__Nature__)**: DC 16' hp: 32 hp_misc: null immunities: null items: null knowledge_checks: dc: 16 skills: - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d4+6 type: piercing name: mouth plus_damage: - formula: null type: Grab to_hit: 10 traits: null name: Giant Leech perception: 5 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The giant leech has a creature __grabbed__ or __restrained__ effects: null failure: null frequency: null full_description: null generic_description: null name: Blood Drain range: null raw_description: '**Blood Drain** **Requirements** The giant leech has a creature __grabbed__ or __restrained__; **Effect** The giant leech drains blood from the creature it has grabbed. This deals 2d4 damage. A creature that has its blood drained by a giant leech is __drained 1__ until it receives any kind or amount of healing.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 7 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +5 - tremorsense 30 feet size: Medium skills: - bonus: 8 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 156 page_stop: null speed: - amount: 5 type: Land - amount: 20 type: swim spell_lists: null traits: - N - Medium - Amphibious - Animal type: Creature weaknesses: - amount: 5 type: salt - ability_mods: cha_mod: -5 con_mod: 3 dex_mod: -1 int_mod: -5 str_mod: 2 wis_mod: 1 ac: 13 ac_special: null alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The giant maggot regurgitates its rancid, foul meal. All creatures in a 5-foot emanation must succeed at a DC 16 Fortitude save or become __sickened 1__ (or sickened 2 on a critical failure). The giant maggot can't use Regurgitation again until it spends at least an hour feeding on a corpse. effects: null failure: null frequency: null full_description: null generic_description: null name: Regurgitation range: null raw_description: '**Regurgitation [Reaction]** **Trigger **The giant maggot takes damage; **Effect **The giant maggot regurgitates its rancid, foul meal. All creatures in a 5-foot emanation must succeed at a DC 16 Fortitude save or become __sickened 1__ (or sickened 2 on a critical failure). The giant maggot can''t use Regurgitation again until it spends at least an hour feeding on a corpse.' requirements: null success: null traits: null trigger: The giant maggot takes damage description: 'Giant flies lay their eggs on the bodies of larger monsters or livestock. When they hatch, these eggs release squirming maggots the size of human children, ravenous young who voraciously consume any flesh in the immediate vicinity—typically starting with the body upon which they were born. **__Recall Knowledge - Animal__ (__Nature__)**: DC 14' hp: 18 hp_misc: null immunities: null items: null knowledge_checks: dc: 14 skills: - Nature languages: null level: 0 melee: - action_cost: One Action damage: formula: 1d8+2 type: piercing name: mandibles plus_damage: - formula: null type: Grab to_hit: 6 traits: null name: Giant Maggot perception: 3 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The giant maggot has __Grabbed__ a creature effects: null failure: null frequency: null full_description: null generic_description: null name: Gnaw Flesh range: null raw_description: '**Gnaw Flesh** **Requirement** The giant maggot has __Grabbed__ a creature; **Effect** The giant maggot deals 1d8+2 slashing damage to the grabbed creature as it chews the creature''s flesh (DC 19 basic Reflex save).' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 3 ref_misc: null will: 3 will_misc: null sense_abilities: null senses: - Perception +3 - no vision - tremorsense 30 feet size: Medium skills: - bonus: 4 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 120 page_stop: null speed: - amount: 10 type: Land spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 18' hp: 40 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Nature languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d10+5 type: piercing name: leg plus_damage: - formula: null type: Grab to_hit: 12 traits: - agile - reach 10 feet - action_cost: One Action damage: formula: 1d12+5 type: piercing name: mandibles plus_damage: null to_hit: 12 traits: null name: Giant Mantis perception: 9 proactive_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The mantis pulls the creature adjacent to it, then makes a mandibles Strike against the creature. effects: null failure: null frequency: null full_description: null generic_description: null name: Deadly Mandibles range: null raw_description: '**Deadly Mandibles** [Reaction] **Trigger** The giant mantis Grabs a creature with its leg. **Effect** The mantis pulls the creature adjacent to it, then makes a mandibles Strike against the creature.' requirements: null success: null traits: null trigger: The giant mantis Grabs a creature with its leg. - action_cost: Two Actions critical_failure: null critical_success: null description: The giant mantis lunges forward, making a leg Strike with an extended reach of 20 feet. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Lunging Strike range: null raw_description: '**Lunging Strike** [Two Actions] The giant mantis lunges forward, making a leg Strike with an extended reach of 20 feet.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: On the first round of combat, creatures that haven't acted are __flat-footed__ to the giant mantis. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sudden Strike range: null raw_description: '**Sudden Strike** On the first round of combat, creatures that haven''t acted are __flat-footed__ to the giant mantis.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 12 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +9 - darkvision size: Large skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 12 misc: null name: 'Athletics ' - bonus: 12 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 233 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: climb - amount: 20 type: fly spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Gnashing Grip range: null raw_description: '**Gnashing Grip** [Reaction] **Trigger** A creature grabbed by the giant monitor lizard''s jaws fails a check to Escape. **Eflect** The giant monitor lizard''s jaws deal 1d6 piercing damage and the triggering creature is exposed to monitor lizard venom.' requirements: null success: null traits: null trigger: A creature grabbed by the giant monitor lizard's jaws fails a check to Escape. 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 16' hp: 30 hp_misc: null immunities: null items: null knowledge_checks: dc: 16 skills: - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d10+3 type: piercing name: jaws plus_damage: - formula: null type: Grab and monitor lizard venom to_hit: 11 traits: null name: Giant Monitor Lizard perception: 7 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Lurching Charge range: null raw_description: '**Lurching Charge** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Monitor Lizard Venom range: null raw_description: '**Monitor Lizard Venom** (__poison__) **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)' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 8 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +7 - low-light vision - scent (imprecise) 30 feet size: Medium skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 9 misc: null name: 'Athletics ' - bonus: 6 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 229 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: swim spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The giant moray eel lunges out of its hiding place, Swims directly toward the triggering creature, and makes a jaws Strike against it. The target creature is flat-footed to this attack. effects: null failure: null frequency: null full_description: null generic_description: null name: Ambush range: null raw_description: '**Ambush** [Reaction] **Trigger** A target creature passes within 20 feet of the giant moray eel''s hiding place and has not detected the giant moray eel. **Effect** The giant moray eel lunges out of its hiding place, Swims directly toward the triggering creature, and makes a jaws Strike against it. The target creature is flat-footed to this attack.' requirements: null success: null traits: null trigger: A target creature passes within 20 feet of the giant moray eel's hiding place and has not detected the giant moray eel. 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 20' hp: 65 hp_misc: null immunities: null items: null knowledge_checks: dc: 20 skills: - Nature languages: null level: 5 melee: - action_cost: One Action damage: formula: 2d6+8 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 15 traits: - reach 10 feet name: Giant Moray Eel perception: 11 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The giant moray eel has a creature grabbed in its jaws. effects: null failure: null frequency: null full_description: null generic_description: null name: Pharyngeal Jaws range: null raw_description: '**Pharyngeal Jaws** [Two Actions] **Requirements** The giant moray eel has a creature grabbed in its jaws. **Effect** 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Small, 1d6+6 bludgeoning, Rupture 12 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**Swallow Whole** (__attack__) Small, 1d6+6 bludgeoning, Rupture 12' requirements: null success: null traits: - attack trigger: null ranged: null rarity: Common resistances: - amount: 5 type: bludgeoning - amount: 5 type: piercing ritual_lists: null saves: fort: 14 fort_misc: null misc: null ref: 13 ref_misc: null will: 9 will_misc: null sense_abilities: null senses: - Perception +11 - low-light vision - scent (imprecise) 30 feet size: Large skills: - bonus: 9 misc: null name: 'Acrobatics ' - bonus: 13 misc: null name: 'Athletics ' - bonus: 13 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 142 page_stop: null speed: - amount: 10 type: Land - amount: 40 type: swim spell_lists: null traits: - N - Large - Animal - Aquatic type: Creature weaknesses: null - ability_mods: cha_mod: -5 con_mod: 2 dex_mod: 5 int_mod: -5 str_mod: 4 wis_mod: 2 ac: 24 ac_special: null alignment: N automatic_abilities: null description: 'These horrifically enlarged versions of the common mosquito often prey upon megafauna like dinosaurs and other large creatures, but they won''t turn down a chance to drink the blood of a smaller target—such as a humanoid. **__Recall Knowledge - Animal__ (__Nature__)**: DC 22' hp: 80 hp_misc: null immunities: null items: null knowledge_checks: dc: 22 skills: - Nature languages: null level: 6 melee: - action_cost: One Action damage: formula: 2d10+7 type: piercing name: proboscis plus_damage: - formula: null type: Grab and septic malaria to_hit: 17 traits: - finesse name: Giant Mosquito perception: 17 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The giant mosquito has a creature grabbed effects: null failure: null frequency: null full_description: null generic_description: null name: Blood Drain range: null raw_description: '**Blood Drain** **Requirements** The giant mosquito has a creature grabbed; **Effect** The giant mosquito uses its proboscis to drain blood from the grabbed creature. This deals 3d6 damage, and the giant mosquito gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a giant mosquito is __drained 1__ until it receives healing of any kind or amount.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 24 Fortitude; **Onset** 1 day; **Stage 1** sickened 1 (1 day); **Stage 2** __drained 1__ and sickened 1 (1 day); **Stage 3** as stage 2 (1 day); **Stage 4** __unconscious__ (1 day); **Stage 5** dead' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Septic Malaria range: null raw_description: '**Septic Malaria** (__disease The victim can''t reduce its __sickened__ condition while it''s affected by septic malaria__) **Saving Throw** DC 24 Fortitude; **Onset** 1 day; **Stage 1** sickened 1 (1 day); **Stage 2** __drained 1__ and sickened 1 (1 day); **Stage 3** as stage 2 (1 day); **Stage 4** __unconscious__ (1 day); **Stage 5** dead' requirements: null success: null traits: - disease The victim can't reduce its sickened condition while it's affected by septic malaria trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 14 fort_misc: null misc: null ref: 17 ref_misc: null will: 12 will_misc: null sense_abilities: null senses: - Perception +17 - darkvision - scent (imprecise) 60 feet size: Medium skills: - bonus: 13 misc: null name: 'Acrobatics ' - bonus: 13 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 175 page_stop: null speed: - amount: 20 type: Land - amount: 50 type: fly spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - 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 alignment: N automatic_abilities: null description: 'Giant octopuses are found in the heart of deep, dark oceans. **__Recall Knowledge - Animal__ (__Nature__)**: DC 24' hp: 135 hp_misc: null immunities: null items: null knowledge_checks: dc: 24 skills: - Nature languages: null level: 8 melee: - action_cost: One Action damage: formula: 2d8+9 type: bludgeoning name: arm plus_damage: - formula: null type: Grab to_hit: 20 traits: - agile - reach 15 feet - action_cost: One Action damage: formula: 2d8+9 type: piercing name: beak plus_damage: - formula: null type: giant octopus venom to_hit: 20 traits: null name: Giant Octopus perception: 15 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Compression range: null raw_description: '**Compression** 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 1d8+9 bludgeoning effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 1d8+9 bludgeoning' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Giant Octopus Venom range: null raw_description: '**Giant Octopus Venom** (__poison__) **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)' requirements: null success: null traits: - poison trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ink Cloud range: null raw_description: '**Ink Cloud** 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The octopus moves up to 200 feet in a straight line through the water without triggering reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Jet range: null raw_description: '**Jet** [Two Actions] (__move__) The octopus moves up to 200 feet in a straight line through the water without triggering reactions.' requirements: null success: null traits: - move trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Writhing Arms range: null raw_description: '**Writhing Arms** [Two Actions] 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 10 type: cold ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 17 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +15 - low-light vision size: Huge skills: - bonus: 17 misc: null name: 'Acrobatics ' - bonus: 20 misc: null name: 'Athletics ' - bonus: 17 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 250 page_stop: null speed: - amount: 15 type: Land - amount: 40 type: swim - amount: null type: compression spell_lists: null traits: - N - Huge - Animal - Aquatic type: Creature weaknesses: null - 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 alignment: N 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. Although its bite alone is not lethal except to the very young or very old, the giant rat carries the filth fever common to rodents around the world—a pestilence more than capable of ravaging rural communities. **__Recall Knowledge - Animal__ (__Nature__)**: DC 13' hp: 8 hp_misc: null immunities: null items: null knowledge_checks: dc: 13 skills: - Nature languages: null level: -1 melee: - action_cost: One Action damage: formula: 1d6+1 type: piercing name: jaws plus_damage: - formula: null type: filth fever to_hit: 7 traits: - agile - finesse name: Giant Rat perception: 5 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Filth Fever range: null raw_description: '**Filth Fever** (__disease__) 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' requirements: null success: null traits: - disease trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 7 ref_misc: null will: 3 will_misc: null sense_abilities: null senses: - Perception +5 - low-light vision - scent (imprecise) 30 feet size: Small skills: - bonus: 5 misc: null name: 'Acrobatics ' - bonus: 2 misc: +4 to Climb or Swim name: 'Athletics ' - bonus: 5 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 276 page_stop: null speed: - amount: 30 type: Land - amount: 10 type: climb spell_lists: null traits: - N - Small - Animal type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: Stinger only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 18' hp: 45 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Nature languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d8+6 type: slashing name: pincer plus_damage: - formula: null type: Grab to_hit: 11 traits: - agile - reach 10 feet - action_cost: One Action damage: formula: 1d6+6 type: piercing name: stinger plus_damage: - formula: null type: giant scorpion venom to_hit: 11 traits: - reach 10 feet name: Giant Scorpion perception: 9 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 1d6+4 bludgeoning, DC 20 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 1d6+4 bludgeoning, DC 20' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Giant Scorpion Venom range: null raw_description: '**Giant Scorpion Venom** (__poison__) **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)' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 9 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +9 - darkvision - tremorsense (imprecise) 60 feet size: Large skills: - bonus: 11 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 285 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - ability_mods: cha_mod: -2 con_mod: 4 dex_mod: 0 int_mod: -4 str_mod: 7 wis_mod: 4 ac: 28 ac_special: null alignment: N automatic_abilities: null description: 'If the regular-sized snapping turtle is foul-tempered, then the giant snapping turtle seems to be willfully violent toward anything that dares intrude upon its domain. Measuring over 20 feet long and weighing thousands of pounds, this creature is capable of swallowing a humanoid whole. Swamp-dwelling societies, particularly __boggards__ and __lizardfolk__, have often tried to domesticate giant snapping turtles to serve as powerful guardians, but in most cases the casualties pile up quickly. Those unfortunate enough to be swallowed whole by a giant snapping turtle find that even the creature''s stomach is somewhat armored, making it difficult to cut through. **__Recall Knowledge - Animal__ (__Nature__)**: DC 26' hp: 170 hp_misc: null immunities: null items: null knowledge_checks: dc: 26 skills: - Nature languages: null level: 9 melee: - action_cost: One Action damage: formula: 2d12+10 type: piercing name: jaws plus_damage: - formula: null type: Improved Grab to_hit: 22 traits: null name: Giant Snapping Turtle perception: 17 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The turtle tries to capsize an adjacent aquatic vessel of its size or smaller. The turtle must succeed at a DC 35 __Athletics__ check (reduced by 5 for each size smaller the vessel is than the turtle) or the pilot's __Sailing Lore__ DC, whichever is higher. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Capsize range: null raw_description: '**Capsize** (__attack__, __move__) The turtle tries to capsize an adjacent aquatic vessel of its size or smaller. The turtle must succeed at a DC 35 __Athletics__ check (reduced by 5 for each size smaller the vessel is than the turtle) or the pilot''s __Sailing Lore__ DC, whichever is higher.' requirements: null success: null traits: - attack - move trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The giant snapping turtle retracts its limbs and head into its shell and ends its turn. This increases its AC to 30, but it can't act except to reemerge, which it can do as a single action. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shell Defense range: null raw_description: '**Shell Defense** The giant snapping turtle retracts its limbs and head into its shell and ends its turn. This increases its AC to 30, but it can''t act except to reemerge, which it can do as a single action.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Large, 2d12+7 bludgeoning, Rupture 30 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**__Swallow Whole__** Large, 2d12+7 bludgeoning, Rupture 30' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 19 fort_misc: null misc: null ref: 15 ref_misc: null will: 19 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The giant snapping turtle can hold its breath for 2 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Deep Breath range: null raw_description: '**Deep Breath** The giant snapping turtle can hold its breath for 2 hours.' requirements: null success: null traits: null trigger: null senses: - Perception +17 - low-light vision - scent (imprecise) 30 feet size: Gargantuan skills: - bonus: 20 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 269 page_stop: null speed: - amount: 20 type: Land - amount: 40 type: swim spell_lists: null traits: - N - Gargantuan - Animal type: Creature weaknesses: null - 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 alignment: N automatic_abilities: null description: 'The smallest of giant solifugids are still large enough to harry desert traders and their mounts. **__Recall Knowledge - Animal__ (__Nature__)**: DC 15' hp: 20 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Nature languages: null level: 1 melee: - action_cost: One Action damage: formula: 1d10+1 type: piercing name: jaws plus_damage: null to_hit: 8 traits: null - action_cost: One Action damage: formula: 1d8+1 type: slashing name: claw plus_damage: null to_hit: 8 traits: - agile - reach 10 feet name: Giant Solifugid perception: 7 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The giant solifugid Strides and makes a Strike at the end of that movement. If the giant solifugid began this action __hidden__, it remains hidden until after this ability's Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pounce range: null raw_description: '**Pounce** The giant solifugid Strides and makes a Strike at the end of that movement. If the giant solifugid began this action __hidden__, it remains hidden until after this ability''s Strike.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: claw effect: The monster automatically deals that Strike's damage again to the enemy. effects: null failure: null frequency: null full_description: null generic_description: null name: Rend range: null raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy. requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 8 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +7 - darkvision size: Large skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Athletics ' - bonus: 6 misc: +10 in deserts name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 246 page_stop: null speed: - amount: 35 type: Land - amount: 25 type: climb spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - ability_mods: cha_mod: -2 con_mod: 4 dex_mod: 3 int_mod: -4 str_mod: 7 wis_mod: 6 ac: 28 ac_special: null alignment: N automatic_abilities: null description: 'Dwelling deep within the oceans, this huge cephalopod grows up to 45 feet in length and can weigh up to 600 pounds. Its arms and tentacles are lined with hundreds of hooks and suckers, allowing it to seize its prey with ease. **__Recall Knowledge - Animal__ (__Nature__)**: DC 26' hp: 155 hp_misc: null immunities: null items: null knowledge_checks: dc: 26 skills: - Nature languages: null level: 9 melee: - action_cost: One Action damage: formula: 2d12+11 type: piercing name: beak plus_damage: null to_hit: 21 traits: null - action_cost: One Action damage: formula: 2d10+11 type: slashing name: barbed tentacles plus_damage: - formula: null type: Grab to_hit: 21 traits: - agile - reach 25 feet - action_cost: One Action damage: formula: 2d8+11 type: bludgeoning name: arm plus_damage: - formula: null type: Improved Grab to_hit: 21 traits: - agile - reach 10 feet name: Giant Squid perception: 21 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 1d10+10 bludgeoning, DC 25 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 1d10+10 bludgeoning, DC 25' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The giant squid moves up to 200 feet in a straight line through the water without triggering any reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Jet range: null raw_description: '**Jet** [Two Actions] (__move__) The giant squid moves up to 200 feet in a straight line through the water without triggering any reactions.' requirements: null success: null traits: - move trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The giant squid makes up to four arm Strikes, each with a different arm and against a different target. The giant squid then makes a beak Strike against one creature that it __grabbed__ during Ravenous Embrace. Each arm Strike counts separately for the squid's multiple attack penalty, but the penalty doesn't increase until the squid has made all of its arm Strikes; the beak Strike uses the multiple attack penalty as normal. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ravenous Embrace range: null raw_description: '**Ravenous Embrace** [Two Actions] The giant squid makes up to four arm Strikes, each with a different arm and against a different target. The giant squid then makes a beak Strike against one creature that it __grabbed__ during Ravenous Embrace. Each arm Strike counts separately for the squid''s multiple attack penalty, but the penalty doesn''t increase until the squid has made all of its arm Strikes; the beak Strike uses the multiple attack penalty as normal.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 10 type: cold ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 18 ref_misc: null will: 21 will_misc: null sense_abilities: null senses: - Perception +21 - darkvision size: Huge skills: - bonus: 20 misc: null name: 'Athletics ' - bonus: 18 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 254 page_stop: null speed: - amount: 40 type: swim spell_lists: null traits: - N - Huge - Animal - Aquatic type: Creature weaknesses: null - 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 alignment: N 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. Giant stag beetles can be a serious menace in marshes, cavern complexes, and heavy forests. More than one logging camp has attracted a cluster of giant stag beetles and had to be completely abandoned, yielding all its lumber to the hunger of the giant insects. **__Recall Knowledge - Animal__ (__Nature__)**: DC 19' hp: 55 hp_misc: null immunities: null items: null knowledge_checks: dc: 19 skills: - Nature languages: null level: 4 melee: - action_cost: One Action damage: formula: 2d8+5 type: piercing name: mandibles plus_damage: null to_hit: 13 traits: null - action_cost: One Action damage: formula: 1d10+5 type: bludgeoning name: foot plus_damage: null to_hit: 11 traits: null name: Giant Stag Beetle perception: 10 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null description: Medium or smaller, foot, DC 21 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**Trample** [Three Actions] Medium or smaller, foot, DC 21' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 9 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +10 - darkvision size: Large skills: - bonus: 9 misc: null name: 'Acrobatics ' - bonus: 13 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 41 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: fly spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - 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 alignment: N automatic_abilities: null description: 'Tarantulas are ambush predators, but will attack prey in the open. **__Recall Knowledge - Animal__ (__Nature__)**: DC 22' hp: 135 hp_misc: null immunities: null items: null knowledge_checks: dc: 22 skills: - Nature languages: null level: 6 melee: - action_cost: One Action damage: formula: 2d8+8 type: piercing name: fangs plus_damage: - formula: null type: giant tarantula venom to_hit: 17 traits: null - action_cost: One Action damage: formula: 1d12+8 type: bludgeoning name: leg plus_damage: - formula: null type: Knockdown to_hit: 17 traits: - reach 10 feet name: Giant Tarantula perception: 14 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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).' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Giant Tarantula Venom range: null raw_description: '**Giant Tarantula Venom** (__poison__) **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).' requirements: null success: null traits: - poison trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Hair Barrage range: null raw_description: '**Hair Barrage** [Two Actions] 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 13 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +14 - darkvision size: Large skills: - bonus: 9 misc: null name: 'Acrobatics ' - bonus: 16 misc: null name: 'Athletics ' - bonus: 11 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 307 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: climb spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - ability_mods: cha_mod: -5 con_mod: 4 dex_mod: 3 int_mod: -5 str_mod: 1 wis_mod: 1 ac: 16 ac_special: null alignment: N automatic_abilities: null description: 'This grotesque tick is the size of a dog and scurries with surprising speed. **__Recall Knowledge - Animal__ (__Nature__)**: DC 15' hp: 20 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Nature languages: null level: 1 melee: - action_cost: One Action damage: formula: 1d6+1 type: null name: hypostome plus_damage: - formula: null type: attach and tick fever to_hit: 8 traits: - finesse name: Giant Tick perception: 6 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: When the giant tick Strikes a creature larger than itself, its barbed hypostome attaches it to that creature. This is similar to __Grabbing__ the creature, but the giant tick moves with that creature rather than holding it in place. The giant tick is __flat-footed__ while attached. If the giant tick is killed or pushed away while attached to a creature on which it has used Blood Drain, that creature takes 1 __persistent bleed damage__. Escaping the attachment or removing the giant tick in other ways doesn't cause bleed damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Attach range: null raw_description: '**Attach** When the giant tick Strikes a creature larger than itself, its barbed hypostome attaches it to that creature. This is similar to __Grabbing__ the creature, but the giant tick moves with that creature rather than holding it in place. The giant tick is __flat-footed__ while attached. If the giant tick is killed or pushed away while attached to a creature on which it has used Blood Drain, that creature takes 1 __persistent bleed damage__. Escaping the attachment or removing the giant tick in other ways doesn''t cause bleed damage.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The giant tick is attached to a creature effects: null failure: null frequency: null full_description: null generic_description: null name: Blood Drain range: null raw_description: '**Blood Drain** **Requirements** The giant tick is attached to a creature; **Effect** The giant tick uses its hypostome to drain blood from the creature it''s attached to. This deals 1d4 damage, and the giant tick gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a giant tick is __drained 1__ until it receives healing (of any kind or amount).' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 17 Fortitude; **Onset** 1 day; **Stage 1** __enfeebled__ (1 day); **Stage 2** enfeebled 2 (1 day).' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tick Fever range: null raw_description: '**Tick Fever** (__disease__) **Saving Throw** DC 17 Fortitude; **Onset** 1 day; **Stage 1** __enfeebled__ (1 day); **Stage 2** enfeebled 2 (1 day).' requirements: null success: null traits: - disease trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 6 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +6 - darkvision size: Small skills: - bonus: 6 misc: null name: 'Athletics ' - bonus: 6 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 260 page_stop: null speed: - amount: 15 type: Land - amount: 15 type: climb spell_lists: null traits: - N - Small - Animal type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: As Attack of Opportunity, but the snake can use this reaction only if it's Coiled. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Coiled Opportunity range: null raw_description: '**Coiled Opportunity** [Reaction] As Attack of Opportunity, but the snake can use this reaction only if it''s Coiled.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 16' hp: 26 hp_misc: null immunities: null items: null knowledge_checks: dc: 16 skills: - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d8+3 type: piercing name: fangs plus_damage: - formula: null type: giant viper venom to_hit: 11 traits: - finesse name: Giant Viper perception: 7 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Coil range: null raw_description: '**Coil** 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison (1 round); **Stage 2** 1d6 poison and drained 1.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Giant Viper Venom range: null raw_description: '**Giant Viper Venom** (__poison__) **Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison (1 round); **Stage 2** 1d6 poison and drained 1.' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 11 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +7 - low-light vision - scent (imprecise) 30 feet size: Medium skills: - bonus: 9 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Athletics ' - bonus: 8 misc: null name: 'Stealth ' - bonus: 6 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 303 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: climb - amount: 20 type: swim spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 18' hp: 45 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Nature languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d12+4 type: piercing name: stinger plus_damage: - formula: null type: giant wasp venom to_hit: 12 traits: - poison name: Giant Wasp perception: 8 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Giant Wasp Venom range: null raw_description: '**Giant Wasp Venom** (__incapacitation__, __poison__) **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)' requirements: null success: null traits: - incapacitation - poison trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The giant wasp lays eggs in an adjacent creature that is paralyzed or unconscious, exposing it to the wasp larva disease. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Implant Eggs range: null raw_description: '**Implant Eggs** The giant wasp lays eggs in an adjacent creature that is paralyzed or unconscious, exposing it to the wasp larva disease.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wasp Larva range: null raw_description: '**Wasp Larva** (__disease__) **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)' requirements: null success: null traits: - disease trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 11 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +8 - darkvision size: Large skills: - bonus: 11 misc: null name: 'Acrobatics ' - bonus: 9 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 324 page_stop: null speed: - amount: 20 type: Land - amount: 40 type: fly spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - ability_mods: cha_mod: -4 con_mod: 4 dex_mod: 2 int_mod: -5 str_mod: 4 wis_mod: 2 ac: 19 ac_special: null alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: Tail only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'Whiptail centipedes are sleek and swift tunnel predators. **__Recall Knowledge - Animal__ (__Nature__)**: DC 18' hp: 45 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Nature languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d10+6 type: piercing name: mandibles plus_damage: - formula: null type: whiptail centipede venom to_hit: 11 traits: - reach 10 feet - action_cost: One Action damage: formula: 1d6+6 type: bludgeoning name: tail plus_damage: - formula: null type: Knockdown to_hit: 11 traits: - agile - reach 15 feet name: Giant Whiptail Centipede perception: 9 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The giant whiptail centipede Strides or Steps. During this movement, it can pass through spaces as narrow as 5 feet without __Squeezing__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Undulate range: null raw_description: '**Undulate** The giant whiptail centipede Strides or Steps. During this movement, it can pass through spaces as narrow as 5 feet without __Squeezing__.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw **DC 19 Fortitude; **Maximum Duration **6 rounds; **Stage 1** 1d10 poison damage and __clumsy 1__ (1 round); **Stage 2** 2d10 poison damage and clumsy 1 (1 round); **Stage 3** 2d10 poison damage and clumsy 2 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Whiptail Centipede Venom range: null raw_description: '**Whiptail Centipede Venom** (__poison__) **Saving Throw **DC 19 Fortitude; **Maximum Duration **6 rounds; **Stage 1** 1d10 poison damage and __clumsy 1__ (1 round); **Stage 2** 2d10 poison damage and clumsy 1 (1 round); **Stage 3** 2d10 poison damage and clumsy 2 (1 round)' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 9 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +9 - darkvision size: Huge skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 10 misc: null name: 'Athletics ' - bonus: 8 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 50 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: climb spell_lists: null traits: - N - Huge - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 3 int_mod: -4 str_mod: 6 wis_mod: 3 ac: 21 ac_special: null alignment: N automatic_abilities: null description: 'Giant wolverines grow to the approximate size of horses and claim even more expansive territories than their more diminutive wolverine cousins. While a smaller wolverine will defend its prey from armed humanoids, a giant wolverine is unafraid to stalk and kill such creatures. **__Recall Knowledge - Animal__ (__Nature__)**: DC 19' hp: 65 hp_misc: null immunities: null items: null knowledge_checks: dc: 19 skills: - Nature languages: null level: 4 melee: - action_cost: One Action damage: formula: 2d6+8 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 12 traits: null - action_cost: One Action damage: formula: 2d4+8 type: slashing name: claw plus_damage: null to_hit: 12 traits: - agile name: Giant Wolverine perception: 9 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The wolverine has a creature grabbed from its jaws Strike effects: null failure: null frequency: null full_description: null generic_description: null name: Gnaw range: null raw_description: '**Gnaw** **Requirements** The wolverine has a creature grabbed from its jaws Strike; **Effect** The wolverine chews violently on the creature, dealing 2d6 piercing damage (DC 21 basic Fortitude save). A creature that fails its save also takes 2d6 __persistent bleed damage__.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The giant wolverine Strides and makes a Strike at the end of that movement. If the giant wolverine begins this action __hidden__, it remains hidden until after the attack. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pounce range: null raw_description: '**Pounce** The giant wolverine Strides and makes a Strike at the end of that movement. If the giant wolverine begins this action __hidden__, it remains hidden until after the attack.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: claw effect: The monster automatically deals that Strike's damage again to the enemy. effects: null failure: null frequency: null full_description: null generic_description: null name: Rend range: null raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy. requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The giant wolverine enters a state of pure rage that lasts either for 1 minute, until there are no enemies it can perceive, or until it falls __unconscious__, whichever comes first. While raging, the giant wolverine has AC 20, its jaws Strike deals 2d6+11 damage, and its claw Strike deals 2d4+11 damage. While raging, the giant wolverine can't use actions that have the __concentrate__ trait, except for Seek. After it's stopped raging, a giant wolverine can't use Wolverine Rage again for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wolverine Rage range: null raw_description: '**Wolverine Rage** The giant wolverine enters a state of pure rage that lasts either for 1 minute, until there are no enemies it can perceive, or until it falls __unconscious__, whichever comes first. While raging, the giant wolverine has AC 20, its jaws Strike deals 2d6+11 damage, and its claw Strike deals 2d4+11 damage. While raging, the giant wolverine can''t use actions that have the __concentrate__ trait, except for Seek. After it''s stopped raging, a giant wolverine can''t use Wolverine Rage again for 1 minute.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 11 ref_misc: null will: 9 will_misc: null sense_abilities: null senses: - Perception +9 - low-light vision - scent (imprecise) 30 feet size: Large skills: - bonus: 12 misc: null name: 'Athletics ' - bonus: 11 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 295 page_stop: null speed: - amount: 25 type: Land - amount: 10 type: climb spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Each creature that begins its turn within 60 feet of a gibbering mouther must attempt a DC 19 Will save. On a failure, they are confused for 1 round. On a success, they are temporarily immune for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Gibbering range: null raw_description: '**Gibbering** (__auditory__, __aura__, __emotion__, __enchantment__, __incapacitation__, __mental__, __occult__) Each creature that begins its turn within 60 feet of a gibbering mouther must attempt a DC 19 Will save. On a failure, they are confused for 1 round. On a success, they are temporarily immune for 1 minute.' requirements: null success: null traits: - auditory - aura - emotion - enchantment - incapacitation - mental - occult trigger: null - action_cost: None critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: All-Around Vision range: null raw_description: '**All-Around Vision**' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The gibbering mouther's wound opens into another maw. It makes a jaws Strike against the triggering creature. effects: null failure: null frequency: null full_description: null generic_description: null name: Reactive Gnaw range: null raw_description: '**Reactive Gnaw** [Reaction] **Trigger** An adjacent creature deals the gibbering mouther slashing damage. **Effect** The gibbering mouther''s wound opens into another maw. It makes a jaws Strike against the triggering creature.' requirements: null success: null traits: null trigger: An adjacent creature deals the gibbering mouther slashing damage. 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. Where, how, and why gibbering mouthers originated are questions without answers. They share certain similarities with the much more powerful shoggoths, leading to theories that the two creatures share an origin; less charitable scholars have suggested that the gibbering mouther is instead a mortal''s attempt to create something akin to a shoggoth—though the question of why remains unanswered. Still others believe gibbering mouthers were sent to the world by the gods as a punishment for some forgotten but surely terrible transgression. Gibbering mouthers themselves have little to say on the matter—at least, not in any sort of sense. Scholars have wasted countless hours in attempts to make sense of gibbering mouthers'' noises—studies that put researchers into danger and give results that are contradictory and confusing at best. Whatever their origin, gibbering mouthers range the entirety of Golarion. Sightings have been recorded in dungeons below ancient cities and ruins as well as many regions of the deeper Darklands layers of Sekamina and Orv. They are somewhat less common in the upper region of Nar-Voth, perhaps due to the prevalence of settlements that don''t tolerate gibbering mouthers'' presence. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 20' hp: 120 hp_misc: null immunities: null items: null knowledge_checks: dc: 20 skills: - Occultism languages: - Aklo level: 5 melee: - action_cost: One Action damage: formula: 2d8+5 type: piercing name: jaws plus_damage: - formula: 1d4 type: persistent bleed damage and Grab to_hit: 14 traits: - finesse name: Gibbering Mouther perception: 15 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A creature that takes damage from a gibbering mouther's spittle must succeed at a DC 22 Fortitude save or be __dazzled__ for 1 round (or __blinded__ for 1 round on a critical failure). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Burn Eyes range: null raw_description: '**Burn Eyes** A creature that takes damage from a gibbering mouther''s spittle must succeed at a DC 22 Fortitude save or be __dazzled__ for 1 round (or __blinded__ for 1 round on a critical failure).' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: DC 22, 3d8 piercing, Escape DC 22, Rupture 8 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Engulf range: null raw_description: '**Engulf** DC 22, 3d8 piercing, Escape DC 22, Rupture 8' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ground Manipulation range: null raw_description: '**Ground Manipulation** [Two Actions] (__occult__, __transmutation__) 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.' requirements: null success: null traits: - occult - transmutation trigger: null ranged: - action_cost: One Action damage: formula: 4d6 type: acid and burn eyes name: spittle plus_damage: null to_hit: 14 traits: - range 30 feet rarity: Common resistances: null ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 12 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +15 - darkvision size: Medium skills: - bonus: 12 misc: null name: 'Acrobatics ' - bonus: 13 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 176 page_stop: null speed: - amount: 10 type: Land - amount: 20 type: swim spell_lists: null traits: - N - Medium - Aberration type: Creature weaknesses: - amount: 5 type: bludgeoning - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 15 feet. Tangled roots, jagged divots, sharp rocks and other hazards appear on surfaces in the aura, creating difficult terrain. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Treacherous Aura range: null raw_description: '**Treacherous Aura** (__aura__, __primal__, __transmutation__) 15 feet. Tangled roots, jagged divots, sharp rocks and other hazards appear on surfaces in the aura, creating difficult terrain.' requirements: null success: null traits: - aura - primal - transmutation trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The triggering creature must attempt a DC 32 Reflex save. effects: null failure: null frequency: null full_description: null generic_description: null name: Trip Up range: null raw_description: '**Trip Up** [Reaction] **Trigger** A creature critically fails a melee attack to hit the gimmerling or moves into a space within the gimmerling''s treacherous aura. **Effect** The triggering creature must attempt a DC 32 Reflex save.' requirements: null success: null traits: null trigger: A creature critically fails a melee attack to hit the gimmerling or moves into a space within the gimmerling's treacherous aura. - action_cost: None critical_failure: null critical_success: null description: The target is unaffected. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Success range: null raw_description: '**Critical Success** The target is unaffected.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The target is flat-footed until the start of its next turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Success range: null raw_description: '**Success** The target is flat-footed until the start of its next turn.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The target takes 2d10 bludgeoning damage and is flat-footed until the start of its next turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Failure range: null raw_description: '**Failure** The target takes 2d10 bludgeoning damage and is flat-footed until the start of its next turn.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: As failure, and the target is knocked prone. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Failure range: null raw_description: '**Critical Failure** As failure, and the target is knocked prone.' requirements: null success: null traits: null trigger: 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. A typical gimmerling disguises itself as an endangered child, doing so in hopes of drawing creatures close enough to rob. The gimmerling puts itself in apparent danger using a trap, construct, or bribed ally, or even a coerced monster like a redcap. Because gimmerlings sometimes trade obscure smithing or trapping techniques in exchange for gifts that sate their curiosity, their greed, or their hunger, they have at times been worshipped as minor gods of the forge. Some disciplined gimmerlings work as honored artisans, elite guards, or spies for the demigods known as the Eldest who dwell in the depths of the First World. **__Recall Knowledge - Fey__ (__Nature__)**: DC 32' hp: 235 hp_misc: null immunities: null items: - +1 striking hand crossbow (20 bolts) knowledge_checks: dc: 32 skills: - Nature languages: - Aklo - Common - Sylvan level: 12 melee: - action_cost: One Action damage: formula: 2d8+7 type: slashing name: claw plus_damage: - formula: null type: Disarm to_hit: 26 traits: - agile - finesse - action_cost: One Action damage: formula: 3d8+7 type: piercing name: jaws plus_damage: - formula: 2d6 type: poison to_hit: 26 traits: - finesse name: Gimmerling perception: 21 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __polymorph__, __primal__, __transmutation__) 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.' requirements: null success: null traits: - concentrate - polymorph - primal - transmutation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The gimmerling's last action was a success with a Strike that has Disarm in its damage entry. effects: null failure: null frequency: null full_description: null generic_description: null name: Disarm range: null raw_description: '**Disarm** [Two Actions] **Requirement** The gimmerling''s last action was a success with a Strike that has Disarm in its damage entry. **Effect** The gimmerling knocks a held or carried weapon to the ground in the target''s space.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The gimmerling deals 2d6 extra precision damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The gimmerling deals 2d6 extra precision damage to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The gimmerling ignores difficult terrain and doesn't trigger traps with its movement. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trickster's Step range: null raw_description: '**Trickster''s Step** The gimmerling ignores difficult terrain and doesn''t trigger traps with its movement.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d6+3 type: piercing name: hand crossbow plus_damage: - formula: 2d6 type: poison to_hit: 28 traits: - range increment 60 feet - reload 1 rarity: Uncommon resistances: null ritual_lists: null saves: fort: 22 fort_misc: null misc: null ref: 25 ref_misc: null will: 19 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'Hungersense allows the gimmerling to sense creatures that require food to live. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Hungersense range: null raw_description: '**Hungersense** Hungersense allows the gimmerling to sense creatures that require food to live. ' requirements: null success: null traits: null trigger: null senses: - Perception +21 - hungersense (imprecise) 30 feet - low-light vision size: Small skills: - bonus: 23 misc: null name: 'Crafting ' - bonus: 25 misc: null name: 'Deception ' - bonus: 21 misc: null name: 'Nature ' - bonus: 25 misc: null name: 'Stealth ' - bonus: 25 misc: null name: 'Thievery ' source: - abbr: Bestiary page_start: 177 page_stop: null speed: - amount: 30 type: Land - amount: null type: trickster's step spell_lists: null traits: - Uncommon - LE - Small - Fey type: Creature weaknesses: - amount: 10 type: cold iron - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A glabrezu's lies sustain them, and the truth can destroy them. Whenever a revelation effect counteracts or reveals the glabrezu's illusions or the glabrezu fails a save against an effect that would prevent them from lying (such as __zone of truth__), the demon takes 3d6 mental damage. They take this damage only once per effect, even if the effect reveals multiple illusions or prevents multiple lies. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Truth Vulnerability range: null raw_description: '**Truth Vulnerability** A glabrezu''s lies sustain them, and the truth can destroy them. Whenever a revelation effect counteracts or reveals the glabrezu''s illusions or the glabrezu fails a save against an effect that would prevent them from lying (such as __zone of truth__), the demon takes 3d6 mental damage. They take this damage only once per effect, even if the effect reveals multiple illusions or prevents multiple lies.' requirements: null success: null traits: null trigger: 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. These massive demons have enormous pincers and a pair of smaller humanoid arms sprouting from their chests, but their size belies their skill at magic, and they possess formidable innate spells. Treachery demons arise from the souls of mortals engaged in treason and deception. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 31' hp: 280 hp_misc: null immunities: null items: null knowledge_checks: dc: 31 skills: - Religion languages: - Abyssal - Celestial - Draconic - telepathy 100 feet - tongues level: 13 melee: - action_cost: One Action damage: formula: 3d10+13 type: bludgeoning name: pincer plus_damage: - formula: 1d6 type: evil and Grab to_hit: 27 traits: - deadly 2d10 - evil - magical - reach 15 feet - action_cost: One Action damage: formula: 3d6+13 type: slashing name: claw plus_damage: - formula: 1d6 type: evil to_hit: 27 traits: - agile - evil - magical - reach 10 feet - action_cost: One Action damage: formula: 3d12+13 type: piercing name: jaws plus_damage: - formula: 1d6 type: evil to_hit: 27 traits: - evil - magical - reach 10 feet name: Glabrezu perception: 24 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: A creature is grabbed in the glabrezu's pincer. effects: null failure: null frequency: null full_description: null generic_description: null name: Captive Rake range: null raw_description: '**Captive Rake** **Requirements** A creature is grabbed in the glabrezu''s pincer. **Effect** 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Steady Spellcasting range: null raw_description: '**Steady Spellcasting** When a reaction would disrupt a glabrezu''s spell, the demon can attempt a DC 15 flat check, avoiding the disruption on a success.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A glabrezu can always use __Deception__ when rolling initiative as long as they're aware of at least one opponent before initiative is rolled. When using __Deception__ for initiative, the demon gains a +2 circumstance bonus to __Deception__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sudden Betrayal range: null raw_description: '**Sudden Betrayal** A glabrezu can always use __Deception__ when rolling initiative as long as they''re aware of at least one opponent before initiative is rolled. When using __Deception__ for initiative, the demon gains a +2 circumstance bonus to __Deception__.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A glabrezu's __illusory disguise__ can allow it to appear as a creature of any size. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Treacherous Veil range: null raw_description: '**Treacherous Veil** A glabrezu''s __illusory disguise__ can allow it to appear as a creature of any size.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Twisted Desires range: null raw_description: '**Twisted Desires** (__divination__, __divine__) 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.' requirements: null success: null traits: - divination - divine trigger: null ranged: null rarity: Common resistances: null ritual_lists: - dc: 34 misc: null name: Divine Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: abyssal pact requirement: null to_hit: null saves: fort: 26 fort_misc: null misc: +1 status to all saves vs. magic ref: 19 ref_misc: null will: 24 will_misc: null sense_abilities: null senses: - Perception +24 - darkvision - true seeing size: Huge skills: - bonus: 28 misc: null name: 'Deception ' - bonus: 26 misc: null name: 'Diplomacy ' - bonus: 26 misc: null name: 'Intimidation ' - bonus: 22 misc: null name: 'Religion ' - bonus: 22 misc: null name: 'Society ' - bonus: 21 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 79 page_stop: null speed: - amount: 35 type: Land spell_lists: - dc: 34 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: at will name: illusory disguise requirement: null - frequency: null name: reverse gravity requirement: null - heightened_level: null level: 6 spells: - frequency: at will name: dispel magic requirement: null - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: confusion requirement: null - frequency: at will name: dimension door requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: mirror image requirement: null - heightened_level: 7 level: 0 spells: - frequency: null name: telekinetic projectile requirement: null - heightened_level: 6 level: -1 spells: - frequency: null name: true seeing requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null to_hit: null traits: - CE - Huge - Demon - Fiend type: Creature weaknesses: - amount: 10 type: cold iron - amount: 10 type: good - ability_mods: cha_mod: -5 con_mod: 5 dex_mod: 4 int_mod: -5 str_mod: 5 wis_mod: 0 ac: 26 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: harmed by sonic (6d6, 2d6 from areas or __persistent damage__); healed by fire (area 2d6 HP); __slowed__ by cold effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Golem Antimagic range: null raw_description: '**Golem Antimagic** harmed by sonic (6d6, 2d6 from areas or __persistent damage__); healed by fire (area 2d6 HP); __slowed__ by cold' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A glass golem is affected by the __shatter__ spell as though the golem were an unattended object. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vulnerable to Shatter range: null raw_description: '**Vulnerable to Shatter** A glass golem is affected by the __shatter__ spell as though the golem were an unattended object.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The glass golem positions its magical, reflective surfaces to turn the spell back on the caster. It tries to counteract the spell by attempting an __Acrobatics__ check for its counteract check. If it successfully counteract the spell, the effect is turned back on the caster. effects: null failure: null frequency: null full_description: null generic_description: null name: Spell Reflection range: null raw_description: '**Spell Reflection [Reaction]** (__abjuration__, __arcane__) **Trigger** The glass golem is targeted by a spell; **Effect** The glass golem positions its magical, reflective surfaces to turn the spell back on the caster. It tries to counteract the spell by attempting an __Acrobatics__ check for its counteract check. If it successfully counteract the spell, the effect is turned back on the caster.' requirements: null success: null traits: - abjuration - arcane trigger: The glass golem is targeted by a spell description: 'Crafted of hardened glass and held together by magically treated lead, glass golems are both deadly guardians and works of exquisite art. Glass golems most often protect grand cathedrals or opulent palaces—testaments to the wealth and power of those they serve, or once served. Once spurred into action by the commands of their creators, glass golems are quicker and more agile than most other golems. Their sharp, blade-like limbs can easily sever veins and arteries, creating wounds that bleed profusely. Of all the various types of golems, the glass golem is the one most akin to a work of art. Just as powerful aristocrats might use an ice golem for temperature regulation or a wood golem as an ego-boosting statue, a glass golem''s colorful glass construction can elevate the beauty of any chamber by its mere presence. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 26' hp: 135 hp_misc: null immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - magic (see Golem Antimagic below) - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 26 skills: - Arcana - Crafting languages: null level: 8 melee: - action_cost: One Action damage: formula: 2d6+8 type: slashing name: bladed limb plus_damage: - formula: 1d6 type: bleed to_hit: 20 traits: - agile - magical - versatile P name: Glass Golem perception: 14 proactive_abilities: - action_cost: Two Actions critical_failure: The creature is blinded for 1 round and then dazzled for an additional 4 rounds. critical_success: null description: "The glass golem creates waves of scintillating luminosity that cast\ \ bright light in a 60-foot emanation (and dim light for the next 60 feet).\ \ The light lasts until the start of the glass golem's next turn, after which\ \ the glass golem can't use Dazzling Brilliance for 1d4 rounds. A creature within\ \ the bright light or that enters the bright light must attempt a DC 23 Will\ \ save. \n\n" effect: null effects: null failure: The creature is dazzled for 1 round. frequency: null full_description: null generic_description: null name: Dazzling Brilliance range: null raw_description: "**Dazzling Brilliance** [Two Actions] (__evocation__, __light__,\ \ __visual__) The glass golem creates waves of scintillating luminosity that\ \ cast bright light in a 60-foot emanation (and dim light for the next 60 feet).\ \ The light lasts until the start of the glass golem's next turn, after which\ \ the glass golem can't use Dazzling Brilliance for 1d4 rounds. A creature within\ \ the bright light or that enters the bright light must attempt a DC 23 Will\ \ save. \n\n**Success** The creature is unaffected. \n\n**Failure** The creature\ \ is __dazzled__ for 1 round. \n\n**Critical Failure** The creature is __blinded__\ \ for 1 round and then dazzled for an additional 4 rounds." requirements: null success: The creature is unaffected. traits: - evocation - light - visual trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: physical (except adamantine or bludgeoning) ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 16 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +14 - darkvision size: Large skills: - bonus: 16 misc: null name: 'Acrobatics ' - bonus: 19 misc: null name: 'Athletics ' - bonus: 14 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 131 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - Uncommon - N - Large - Construct - Golem - Mindless type: Creature weaknesses: null - 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 alignment: CE 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18' hp: 45 hp_misc: null immunities: null items: - falchion - hide armor - wooden religious symbol knowledge_checks: dc: 18 skills: - Society languages: - Abyssal - Common - Gnoll level: 3 melee: - action_cost: One Action damage: formula: 1d10+3 type: slashing name: falchion plus_damage: null to_hit: 10 traits: - forceful - sweep - action_cost: One Action damage: formula: 1d6+3 type: piercing name: jaws plus_damage: null to_hit: 10 traits: - agile name: Gnoll Cultist perception: 8 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pack Attack range: null raw_description: '**Pack Attack** A gnoll cultist deals 1d4 extra damage to any creature that''s within reach of at least two of the gnoll cultist''s allies.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rugged Travel range: null raw_description: '**Rugged Travel** A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 6 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +8 - darkvision size: Medium skills: - bonus: 7 misc: null name: 'Intimidation ' - bonus: 7 misc: null name: 'Medicine ' - bonus: 10 misc: null name: 'Religion ' - bonus: 7 misc: null name: 'Stealth ' - bonus: 8 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 179 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 22 misc: null name: Divine Prepared Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: darkness requirement: null - frequency: x4 name: harm requirement: null - frequency: null name: spiritual weapon requirement: null - heightened_level: null level: 1 spells: - frequency: null name: command requirement: null - frequency: null name: fear requirement: null - frequency: null name: magic weapon requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: daze requirement: null - frequency: null name: detect magic requirement: null - frequency: null name: light requirement: null - frequency: null name: read aura requirement: null - frequency: null name: sigil requirement: null to_hit: null traits: - CE - Medium - Gnoll - Humanoid type: Creature weaknesses: null - 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 alignment: CE 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16' hp: 29 hp_misc: null immunities: null items: - battle axe - leather armor - shortbow (20 arrows) knowledge_checks: dc: 16 skills: - Society languages: - Gnoll level: 2 melee: - action_cost: One Action damage: formula: 1d8+4 type: slashing name: battle axe plus_damage: null to_hit: 10 traits: - sweep - action_cost: One Action damage: formula: 1d8+2 type: piercing name: jaws plus_damage: null to_hit: 10 traits: - agile name: Gnoll Hunter perception: 7 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pack Attack range: null raw_description: '**Pack Attack** A gnoll hunter deals 1d4 extra damage to any creature that''s within reach of at least two of the gnoll hunter''s allies.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rugged Travel range: null raw_description: '**Rugged Travel** A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6 type: piercing name: shortbow plus_damage: null to_hit: 10 traits: - deadly 1d10 - range increment 60 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 7 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +7 - darkvision size: Medium skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Athletics ' - bonus: 4 misc: null name: 'Intimidation ' - bonus: 7 misc: null name: 'Stealth ' - bonus: 5 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 178 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - CE - Medium - Gnoll - Humanoid type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 19' hp: 60 hp_misc: null immunities: null items: - composite shortbow (20 arrows) - hide armor - scimitar knowledge_checks: dc: 19 skills: - Society languages: - Common - Gnoll level: 4 melee: - action_cost: One Action damage: formula: 1d6+7 type: slashing name: scimitar plus_damage: null to_hit: 14 traits: - forceful - sweep - action_cost: One Action damage: formula: 1d6+7 type: piercing name: jaws plus_damage: null to_hit: 14 traits: - agile name: Gnoll Sergeant perception: 10 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The gnoll sergeant commands its allies to reposition. Any allies who hear and understand this order can use a reaction to Step. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bark Orders range: null raw_description: '**Bark Orders** (__auditory__, __linguistic__) The gnoll sergeant commands its allies to reposition. Any allies who hear and understand this order can use a reaction to Step.' requirements: null success: null traits: - auditory - linguistic trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pack Attack range: null raw_description: '**Pack Attack** A gnoll sergeant deals 1d4 extra damage to any creature that''s within reach of at least two of the gnoll sergeant''s allies.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rugged Travel range: null raw_description: '**Rugged Travel** A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: composite shortbow plus_damage: null to_hit: 12 traits: - deadly 1d10 - propulsive - range increment 60 feet - reload 0 rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 10 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +10 - darkvision size: Medium skills: - bonus: 13 misc: null name: 'Athletics ' - bonus: 9 misc: null name: 'Intimidation ' - bonus: 11 misc: null name: 'Stealth ' - bonus: 10 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 179 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - CE - Medium - Gnoll - Humanoid type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The goblin commando Steps. effects: null failure: null frequency: null full_description: null generic_description: null name: Goblin Scuttle range: null raw_description: '**Goblin Scuttle** [Reaction] **Trigger** A goblin ally ends a move action adjacent to the commando. **Effect** The goblin commando Steps.' requirements: null success: null traits: null trigger: A goblin ally ends a move action adjacent to the commando. 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15' hp: 18 hp_misc: null immunities: null items: - horsechopper - leather armor - shortbow (20 arrows) knowledge_checks: dc: 15 skills: - Society languages: - Common - Goblin level: 1 melee: - action_cost: One Action damage: formula: 1d8+3 type: slashing name: horsechopper plus_damage: null to_hit: 8 traits: - reach 10 feet - trip - versatile P name: Goblin Commando perception: 5 proactive_abilities: null ranged: - action_cost: One Action damage: formula: 1d6 type: piercing name: shortbow plus_damage: null to_hit: 8 traits: - deadly 1d10 - range increment 60 feet - reload 0 rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 8 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +5 - darkvision size: Small skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Athletics ' - bonus: 5 misc: null name: 'Intimidation ' - bonus: 5 misc: null name: 'Nature ' - bonus: 6 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 180 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - CE - Small - Goblin - Humanoid type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: DC 17 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Buck range: null raw_description: '**Buck** [Reaction] DC 17' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature that hits the goblin dog with an unarmed attack, tries to Grapple it, or otherwise touches it is exposed to goblin pox. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Irritating Dander range: null raw_description: '**Irritating Dander** A creature that hits the goblin dog with an unarmed attack, tries to Grapple it, or otherwise touches it is exposed to goblin pox.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The rider issues a command to the goblin dog. effects: null failure: null frequency: null full_description: null generic_description: null name: Juke range: null raw_description: '**Juke** [Reaction] **Requirement** A creature must be mounted on the goblin dog. **Trigger** The rider issues a command to the goblin dog. **Effect** The goblin dog Steps before following the command.' requirements: null success: null traits: null trigger: A creature must be mounted on the goblin dog. 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. Goblin dogs take their name from their long association with goblins, who breed the beasts as guard animals and mounts. Most goblins take issue with the name, as the average goblin is appalled at the suggestion that these, their favored mounts, have anything at all to do with actual dogs. Of course, being goblins, they haven''t bothered to come up with their own, unique name for goblin dogs. Even the most pampered goblin dogs have itchy mange and prolific dander that tenaciously affects those who come in contact with them. This "goblin pox" causes itchy hives and festering sores that are as unsightly as they are irritating and distracting. Goblin dog dander causes allergic reactions in nearly all other creatures that don''t share the goblin dogs'' terrible hygiene—with the notable exception, of course, of goblins, who remain entirely immune to the disease regardless of cleanliness. Hunger can drive goblin dogs to bouts of uncharacteristic violence; many goblins purposefully starve their pets to make them more aggressive in battle. Goblin dogs subsist on whatever organic material they can scavenge, and they particularly enjoy fresh carrion. Although goblins are far from picky eaters, they value goblin dogs as pets because the noisome animals will consume food that even goblins won''t dare to eat. "Will it eat?" is one of several games goblins enjoy playing with their goblin dog pets, where a wide range of mouth-sized morsels (not always edible or safe to consume) are dangled before a goblin dog''s snout. "Will it die?" is often a game played after "Will it eat?" Goblin dogs who survive the second game earn renown for their digestive prowess and often become favored tribal pets treated better than most of the rank-and-file goblins. **__Recall Knowledge - Animal__ (__Nature__)**: DC 15' hp: 17 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Nature languages: null level: 1 melee: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: jaws plus_damage: - formula: null type: goblin pox to_hit: 9 traits: null name: Goblin Dog perception: 6 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Goblin Pox range: null raw_description: '**Goblin Pox** (__disease__) 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).' requirements: null success: null traits: - disease trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The goblin dog vigorously scratches itself, exposing all adjacent creatures to goblin pox. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Scratch range: null raw_description: '**Scratch** [Two Actions] (__manipulate__) The goblin dog vigorously scratches itself, exposing all adjacent creatures to goblin pox.' requirements: null success: null traits: - manipulate trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 8 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +6 - low-light vision - scent (imprecise) 30 feet size: Medium skills: - bonus: 6 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 182 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The goblin pyro Steps. effects: null failure: null frequency: null full_description: null generic_description: null name: Goblin Scuttle range: null raw_description: '**Goblin Scuttle** [Reaction] **Trigger** A goblin ally ends a move action adjacent to the pyro. **Effect** The goblin pyro Steps.' requirements: null success: null traits: null trigger: A goblin ally ends a move action adjacent to the pyro. 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15' hp: 15 hp_misc: null immunities: null items: - torch knowledge_checks: dc: 15 skills: - Society languages: - Common - Goblin level: 1 melee: - action_cost: One Action damage: formula: 1d4 type: bludgeoning name: torch plus_damage: - formula: 1 type: fire to_hit: 7 traits: - fire name: Goblin Pyro perception: 4 proactive_abilities: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 5 fort_misc: null misc: null ref: 9 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +4 - darkvision size: Small skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 7 misc: null name: 'Fire Lore ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 181 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 16 misc: '' name: Arcane Spontaneous Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: burning hands requirement: null - frequency: 3 slots name: grease requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: light requirement: null - frequency: null name: mage hand requirement: null - frequency: null name: produce flame requirement: null - frequency: null name: tanglefoot requirement: null to_hit: 6 traits: - CE - Small - Goblin - Humanoid type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The goblin war chanter Steps. effects: null failure: null frequency: null full_description: null generic_description: null name: Goblin Scuttle range: null raw_description: '**Goblin Scuttle** [Reaction] **Trigger** A goblin ally ends a move action adjacent to the war chanter. **Effect** The goblin war chanter Steps.' requirements: null success: null traits: null trigger: A goblin ally ends a move action adjacent to the war chanter. 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15' hp: 16 hp_misc: null immunities: null items: - dogslicer - leather armor - shortbow (10 arrows) knowledge_checks: dc: 15 skills: - Society languages: - Common - Goblin level: 1 melee: - action_cost: One Action damage: formula: 1d6+2 type: slashing name: dogslicer plus_damage: null to_hit: 8 traits: - agile - backstabber - finesse name: Goblin War Chanter perception: 5 proactive_abilities: - action_cost: One Action critical_failure: The target is temporarily immune to Goblin Song for 1 hour. 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. 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Goblin Song range: null raw_description: '**Goblin Song** (__concentrate__) 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.' requirements: null 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. traits: - concentrate trigger: null ranged: - action_cost: One Action damage: formula: 1d6 type: piercing name: shortbow plus_damage: null to_hit: 8 traits: - deadly 1d10 - range increment 60 feet - reload 0 rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 8 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +5 - darkvision size: Small skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 7 misc: null name: 'Deception ' - bonus: 4 misc: null name: 'Occultism ' - bonus: 7 misc: null name: 'Performance ' - bonus: 6 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 181 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 17 misc: '' name: Occult Spontaneous Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: bless requirement: null - frequency: 2 slots name: soothe requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: ghost sound requirement: null - frequency: null name: inspire courage requirement: null - frequency: null name: mage hand requirement: null - frequency: null name: message requirement: null - frequency: null name: telekinetic projectile requirement: null to_hit: 7 traits: - CE - Small - Goblin - Humanoid type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The goblin warrior Steps. effects: null failure: null frequency: null full_description: null generic_description: null name: Goblin Scuttle range: null raw_description: '**Goblin Scuttle** [Reaction] **Trigger** A goblin ally ends a move action adjacent to the warrior. **Effect** The goblin warrior Steps.' requirements: null success: null traits: null trigger: A goblin ally ends a move action adjacent to the warrior. 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 13' hp: 6 hp_misc: null immunities: null items: - dogslicer - leather armor - shortbow (10 arrows) knowledge_checks: dc: 13 skills: - Society languages: - Goblin level: -1 melee: - action_cost: One Action damage: formula: 1d6 type: slashing name: dogslicer plus_damage: null to_hit: 8 traits: - agile - backstabber - finesse name: Goblin Warrior perception: 2 proactive_abilities: null ranged: - action_cost: One Action damage: formula: 1d6 type: piercing name: shortbow plus_damage: null to_hit: 8 traits: - deadly 1d10 - range increment 60 feet - reload 0 rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 5 fort_misc: null misc: null ref: 7 ref_misc: null will: 3 will_misc: null sense_abilities: null senses: - Perception +2 - darkvision size: Small skills: - bonus: 5 misc: null name: 'Acrobatics ' - bonus: 2 misc: null name: 'Athletics ' - bonus: 1 misc: null name: 'Nature ' - bonus: 5 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 180 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - CE - Small - Goblin - Humanoid type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The gogiteth moves 10 feet. This does not trigger reactions. effects: null failure: null frequency: null full_description: null generic_description: null name: Skittering Reposition range: null raw_description: '**Skittering Reposition** [Reaction] (__move__) **Trigger** A creature that starts its move outside the gogiteth''s reach moves into its reach. **Effect** The gogiteth moves 10 feet. This does not trigger reactions.' requirements: null success: null traits: - move trigger: A creature that starts its move outside the gogiteth's reach moves into its reach. 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. Gogiteths make a clacking sound as they move about. The joints in their many legs pop and crack with each movement, though they can suppress this sound voluntarily so that they can hunt without giving away their presence. The odd creatures can also make a high-pitched whistling sound that echoes throughout the caverns where they live. Some Darklands natives report that groups of gogiteths sometimes join together in eerie, discordant songs. Gogiteths'' alien anatomies have inspired no shortage of speculative origin stories. Some believe they are the result of a fleshwarping experiment gone horribly wrong. Others think they may be related in some way to the Dominion of the Black—possibly the distant cousins or some strange exile of that alien entity; according to this mythos, once they made their way to this planet, the gogiteths crawled into the depths of the earth, shying away from the blazing sun above. Gogiteths are a menace to every other denizen of the Darklands. Drow and duergars in gogiteth-infested regions of Sekamina or Orv frequently organize hunting parties to eradicate the terrors, even calling for temporary truces with unlikely allies in times when a gogiteth presence must be addressed. Since even an average gogiteth hive can host up to two dozen of the horrors, missions to eradicate them when they become established are dangerous quests indeed. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 30' hp: 250 hp_misc: null immunities: null items: null knowledge_checks: dc: 30 skills: - Occultism languages: - Undercommon - (can't speak) level: 12 melee: - action_cost: One Action damage: formula: 3d10+12 type: piercing name: jaws plus_damage: - formula: null type: Improved Grab to_hit: 26 traits: null - action_cost: One Action damage: formula: 3d6+12 type: piercing name: leg plus_damage: null to_hit: 26 traits: - agile - reach 10 feet name: Gogiteth perception: 21 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The gogiteth can move at its full Speed while it has a creature grabbed in its jaws, bringing the grabbed creature along. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Carry Off Prey range: null raw_description: '**Carry Off Prey** The gogiteth can move at its full Speed while it has a creature grabbed in its jaws, bringing the grabbed creature along.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 3d6+12 bludgeoning, DC 32 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 3d6+12 bludgeoning, DC 32' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Skittering Assault range: null raw_description: '**Skittering Assault** [Two Actions] 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 10 type: poison ritual_lists: null saves: fort: 25 fort_misc: null misc: null ref: 22 ref_misc: null will: 20 will_misc: null sense_abilities: null senses: - Perception +21 - darkvision size: Large skills: - bonus: 19 misc: null name: 'Acrobatics ' - bonus: 24 misc: null name: 'Athletics ' - bonus: 21 misc: null name: 'Stealth ' - bonus: 17 misc: +24 to Track name: 'Survival ' source: - abbr: Bestiary page_start: 183 page_stop: null speed: - amount: 40 type: Land - amount: 30 type: climb spell_lists: null traits: - CE - Large - Aberration type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: A creature touches the hunting spider's web while the spider is on it. effects: null failure: null frequency: null full_description: null generic_description: null name: Spring Upon Prey range: null raw_description: '**Spring Upon Prey** [Reaction] (__attack__); **Requirement** Initiative has not yet been rolled. **Trigger** A creature touches the hunting spider''s web while the spider is on it. **Effect** The hunting spider automatically notices the creature and Strides, Climbs, or Descends on a Web before it rolls initiative.' requirements: null success: null traits: - attack trigger: Initiative has not yet been rolled. description: 'Goliath spiders dwell in the deepest jungles, where they build webs as big as temples and feast on prey as large as hippopotami. **__Recall Knowledge - Animal__ (__Nature__)**: DC 28' hp: 220 hp_misc: null immunities: null items: null knowledge_checks: dc: 28 skills: - Nature languages: null level: 11 melee: - action_cost: One Action damage: formula: 2d12+12 type: piercing name: fangs plus_damage: - formula: null type: goliath spider venom to_hit: 24 traits: - reach 10 feet name: Goliath Spider perception: 22 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Descend on a Web range: null raw_description: '**Descend on a Web** (__move__) 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.' requirements: null success: null traits: - move trigger: null - action_cost: None critical_failure: null critical_success: null 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.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Goliath Spider Venom range: null raw_description: '**Goliath Spider Venom** (__incapacitation__, __poison__) **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.' requirements: null success: null traits: - incapacitation - poison trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature hit by the spider's web Strike is restrained and tethered to the spider, preventing it from moving farther away from the spider. The spider can have one creature tethered at a time. The DC to Escape or Force Open the web is 30. The tether can be severed with a Strike (AC 20, Hardness 5, HP 20), but this doesn't free the restrained creature. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Web Tether range: null raw_description: '**Web Tether** A creature hit by the spider''s web Strike is restrained and tethered to the spider, preventing it from moving farther away from the spider. The spider can have one creature tethered at a time. The DC to Escape or Force Open the web is 30. The tether can be severed with a Strike (AC 20, Hardness 5, HP 20), but this doesn''t free the restrained creature.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: null name: web plus_damage: null to_hit: 22 traits: - range increment 60 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 25 fort_misc: null misc: null ref: 21 ref_misc: null will: 17 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The goliath spider has imprecise tremorsense to detect the vibrations of creatures touching its web. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Web Sense range: null raw_description: '**Web Sense** The goliath spider has imprecise tremorsense to detect the vibrations of creatures touching its web.' requirements: null success: null traits: null trigger: null senses: - Perception +22 - darkvision - web sense size: Gargantuan skills: - bonus: 18 misc: null name: 'Acrobatics ' - bonus: 23 misc: null name: 'Athletics ' - bonus: 22 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 307 page_stop: null speed: - amount: 45 type: Land - amount: 30 type: climb spell_lists: null traits: - N - Gargantuan - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 3 con_mod: 6 dex_mod: 3 int_mod: -4 str_mod: 7 wis_mod: 5 ac: 28 ac_special: null alignment: N automatic_abilities: null description: 'Though they may resemble constructs to the untrained eye due to their metallic, interlocking armor plates that look and feel like polished stone, gorgons are a creature of flesh and bone. These ill-tempered beasts greet interlopers with a charge or trample accompanied with belches of petrifying breath. Gorgons are dangerous on their own, and when they band together in herds, they become especially deadly. Gorgons typically subsist on petrified flesh or fossils. These supernatural beasts can gain sustenance from natural stone if they must, though they find raw stone flavorless, so it''s not a preferred food source. In battle, gorgons use their petrifying breath to turn their prey into stone. They break up the resulting statues with their hooves or horns and swallow the stony chunks with loud chewing bites. Gorgons cannot digest unpetrified organic material, and if they try, they experience sickness and great gastrointestinal peril. Such discomforts are not life threatening to gorgons, but they do make the creatures even more ill tempered than usual—much to the chagrin of anyone they subsequently encounter. Gorgon flesh tastes vaguely like beef, but with a gritty, earthy texture and aftertaste that most meat connoisseurs find off-putting. Creatures with a close association to earth and stone are more likely to find the flavor appetizing; stone giants in particular consider gorgon steaks to be delicacies. Some cultures, notably dwarven cultures, consider the preparation of gorgon for meals as both a physical and a culinary challenge. Chefs who work with gorgon flesh can find renown for their skill in creating palatable dishes from such naturally unpalatable meat. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 26' hp: 135 hp_misc: null immunities: - petrification items: null knowledge_checks: dc: 26 skills: - Arcana - Nature languages: null level: 8 melee: - action_cost: One Action damage: formula: 2d12+10 type: piercing name: horn plus_damage: null to_hit: 20 traits: null - action_cost: One Action damage: formula: 2d6+10 type: bludgeoning name: hoof plus_damage: null to_hit: 18 traits: null name: Gorgan perception: 19 proactive_abilities: - action_cost: Two Actions critical_failure: The creature becomes petrified permanently. critical_success: The creature is unaffected. description: "The gorgon breathes a 60-foot cone of green gas. Each creature in\ \ the area must attempt a DC 25 Fortitude save. The gorgon can't use Breath\ \ Weapon again for 1d4 rounds. \n\n" effect: null effects: null failure: The creature becomes petrified for 1 minute. It can attempt a new save at the end of each of its turns. frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: "**Breath Weapon** [Two Actions] (__earth__, __incapacitation__,\ \ __primal__, __transmutation__) The gorgon breathes a 60-foot cone of green\ \ gas. Each creature in the area must attempt a DC 25 Fortitude save. The gorgon\ \ can't use Breath Weapon again for 1d4 rounds. \n\n**Critical Success** The\ \ creature is unaffected. \n\n**Success** The creature's body hardens and stiffens,\ \ causing it to become __slowed 1__ for 1 round. \n\n**Failure** The creature\ \ becomes __petrified__ for 1 minute. It can attempt a new save at the end of\ \ each of its turns. \n\n**Critical Failure** The creature becomes petrified\ \ permanently." requirements: null success: The creature's body hardens and stiffens, causing it to become slowed 1 for 1 round. traits: - earth - incapacitation - primal - transmutation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The gorgon 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 3d12+12. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Powerful Charge range: null raw_description: '**Powerful Charge** [Two Actions] The gorgon 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 3d12+12.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Medium or smaller, hoof, DC 26 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**__Trample__** [Three Actions] Medium or smaller, hoof, DC 26' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 18 fort_misc: null misc: null ref: 13 ref_misc: null will: 17 will_misc: null sense_abilities: null senses: - Perception +19 - darkvision - scent (imprecise) 30 feet size: Large skills: - bonus: 19 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 132 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - Uncommon - N - Large - Beast type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 18' hp: 45 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Nature languages: null level: 3 melee: - action_cost: One Action damage: formula: 2d6+4 type: bludgeoning name: fist plus_damage: null to_hit: 11 traits: - agile - reach 10 feet - action_cost: One Action damage: formula: 1d8+4 type: piercing name: jaws plus_damage: null to_hit: 11 traits: - reach 5 feet name: Gorilla perception: 8 proactive_abilities: - action_cost: Two Actions critical_failure: The creature is frightened 2. critical_success: No effect and temporarily immune for 1 minute. 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. ' effect: null effects: null failure: The creature is frightened 1. frequency: null full_description: null generic_description: null name: Frightening Display range: null raw_description: '**Frightening Display** [Two Actions] (__auditory__, __emotion__, __fear__, __mental__) 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__.' requirements: null success: The creature is unaffected. traits: - auditory - emotion - fear - mental trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 9 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +8 - low-light vision - scent (imprecise) 30 feet size: Large skills: - bonus: 9 misc: null name: 'Acrobatics ' - bonus: 11 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 23 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: climb spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 7 con_mod: 3 dex_mod: 6 int_mod: 6 str_mod: 3 wis_mod: 5 ac: 31 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. Gosregs project a field of discordant energy that unsettles the minds of thinking creatures. Any non-__mindless__ creature within 30 feet of a gosreg takes a -1 status penalty to Will saves. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Unsettled Aura range: null raw_description: '**Unsettled Aura** (__aura__, __mental__, __occult__) 30 feet. Gosregs project a field of discordant energy that unsettles the minds of thinking creatures. Any non-__mindless__ creature within 30 feet of a gosreg takes a -1 status penalty to Will saves.' requirements: null success: null traits: - aura - mental - occult trigger: null description: 'Gosregs are agents of the Dominion of the Black that insinuate themselves into humanoid societies to foster the goals of their sinister alien masters. They act as spies and special forces that can mingle with humanoid society while enacting plans for the rest of the Dominion in secret. In their natural forms, gosregs dart about in a jerky gallop due to their stumpy legs and gangly arms. They take on the appearances of humanoids to infiltrate societies, and they drop their disguises only when they feel they are ultimately compromised and must resort to physical violence to protect their agendas. Their brain-like heads and bestial legs suggest a potential link with a similar Dominion of the Black agent: the dreaded __intellect devourer__. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 30' hp: 195 hp_misc: null immunities: - confused items: null knowledge_checks: dc: 30 skills: - Occultism languages: - Aklo - Common - Undercommon - telepathy 100 feet level: 11 melee: - action_cost: One Action damage: formula: 2d10+7 type: piercing name: jaws plus_damage: - formula: 1d10 type: mental to_hit: 21 traits: - finesse - action_cost: One Action damage: formula: 2d8+7 type: slashing name: claw plus_damage: null to_hit: 21 traits: - agile - finesse name: Gosreg perception: 21 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The gosreg takes on the appearance of any Small or Medium humanoid. This doesn't change its Speed or its attack and damage modifiers with its Strikes, but it might change the damage type its Strikes deal (typically to bludgeoning). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**__Change Shape__** (__concentrate__, __occult__, __polymorph__, __transmutation__) The gosreg takes on the appearance of any Small or Medium humanoid. This doesn''t change its Speed or its attack and damage modifiers with its Strikes, but it might change the damage type its Strikes deal (typically to bludgeoning).' requirements: null success: null traits: - concentrate - occult - polymorph - transmutation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: A gosreg concentrates its field of discordant mental energy and projects it into the mind of an enemy within 60 feet. The target takes 6d6 mental damage (DC 30 basic Will save). On a critical failure, the creature is also __confused__ for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mind Bolt range: null raw_description: '**Mind Bolt** [Two Actions] (__illusion__, __mental__, __occult__) A gosreg concentrates its field of discordant mental energy and projects it into the mind of an enemy within 60 feet. The target takes 6d6 mental damage (DC 30 basic Will save). On a critical failure, the creature is also __confused__ for 1d4 rounds.' requirements: null success: null traits: - illusion - mental - occult trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: mental ritual_lists: null saves: fort: 18 fort_misc: null misc: +1 status to all saves vs. magic ref: 23 ref_misc: null will: 22 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The gosreg senses a creature's mental essence as a precise sense with the listed range; it cannot sense __mindless__ creatures with thoughtsense. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Thoughtsense range: null raw_description: '**Thoughtsense** (__divination__, __mental__, __occult__) The gosreg senses a creature''s mental essence as a precise sense with the listed range; it cannot sense __mindless__ creatures with thoughtsense.' requirements: null success: null traits: - divination - mental - occult trigger: null senses: - Perception +21 - darkvision - thoughtsense 60 feet size: Medium skills: - bonus: 24 misc: null name: 'Deception ' - bonus: 22 misc: null name: 'Diplomacy ' - bonus: 23 misc: null name: 'Occultism ' - bonus: 19 misc: null name: 'Society ' - bonus: 23 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 133 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 30 misc: '' name: Occult Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: null name: phantasmal calamity requirement: null - frequency: null name: phantom pain requirement: null - heightened_level: null level: 5 spells: - frequency: null name: mind probe requirement: null - frequency: null name: sending requirement: null - frequency: null name: subconscious suggestion requirement: null - frequency: null name: synaptic pulse requirement: null - heightened_level: null level: 4 spells: - frequency: null name: nightmare requirement: null - frequency: ×3 name: suggestion requirement: null - heightened_level: null level: 2 spells: - frequency: null name: undetectable alignment requirement: null - heightened_level: 6 level: 0 spells: - frequency: null name: mage hand requirement: null - frequency: null name: telekinetic projectile requirement: null to_hit: 22 traits: - Uncommon - CE - Medium - Aberration type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When a gourd leshy dies, a burst of primal energy explodes from its body, restoring 1d8 Hit Points to each plant creature in a 30-foot emanation. This area is filled with gourds, becoming difficult terrain. If the terrain is not a viable environment for these gourds, they wither after 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Verdant Burst range: null raw_description: '**Verdant Burst** (__healing__) When a gourd leshy dies, a burst of primal energy explodes from its body, restoring 1d8 Hit Points to each plant creature in a 30-foot emanation. This area is filled with gourds, becoming difficult terrain. If the terrain is not a viable environment for these gourds, they wither after 24 hours.' requirements: null success: null traits: - healing trigger: null 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. **__Recall Knowledge - Plant__ (__Nature__)**: DC 15' hp: 20 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Nature languages: - Common - Druidic - Sylvan - speak with plants (gourds only) level: 1 melee: - action_cost: One Action damage: formula: 1d4+2 type: bludgeoning name: fist plus_damage: - formula: null type: ensnare to_hit: 7 traits: - agile - finesse name: Gourd Leshy perception: 5 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The gourd leshy transforms into a Small gourd-bearing plant. This ability otherwise uses the effects of __tree shape__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __polymorph__, __primal__, __transmutation__) The gourd leshy transforms into a Small gourd-bearing plant. This ability otherwise uses the effects of __tree shape__.' requirements: null success: null traits: - concentrate - polymorph - primal - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: When the gourd leshy damages a creature with a fist or seed Strike, vines lash out from the leshy (or seed) 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ensnare range: null raw_description: '**Ensnare** When the gourd leshy damages a creature with a fist or seed Strike, vines lash out from the leshy (or seed) 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.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+2 type: bludgeoning name: seed plus_damage: - formula: null type: ensnare to_hit: 9 traits: - range increment 30 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 5 fort_misc: null misc: null ref: 9 ref_misc: null will: 7 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The 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__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Keepsake range: null raw_description: '**Keepsake** (__abjuration__, __primal__) The 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__.' requirements: null success: null traits: - abjuration - primal trigger: null senses: - Perception +5 - low-light vision size: Small skills: - bonus: 5 misc: null name: 'Nature ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 218 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 15 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: speak with plants requirement: null to_hit: null traits: - N - Small - Leshy - Plant type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 6 dex_mod: 1 int_mod: 0 str_mod: 6 wis_mod: 5 ac: 28 ac_special: null alignment: N automatic_abilities: null description: 'This squat and stony creature looks like an armadillo with a large raised back and a flail-like tail. The granite glyptodont has no true need to feed, as with all elementals, yet it does seem to linger after transforming the flesh of those it calcifies, as if the mere proximity of flesh fossilizing into stone pleases it somehow. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 24' hp: 145 hp_misc: null immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 24 skills: - Arcana - Nature languages: null level: 8 melee: - action_cost: One Action damage: formula: 2d12+9 type: bludgeoning name: tail plus_damage: - formula: null type: calcification to_hit: 20 traits: - forceful - reach 10 feet - versatile piercing name: Granite Glyptodont perception: 17 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: "A blow from a granite glyptodont's tail hardens the flesh of the\ \ creature struck. The target must succeed at a DC 26 Fortitude saving throw\ \ or become __slowed 1__ (or slowed 2 on a critical failure). Further failed\ \ saves against calcification increase the value of the slowed condition. Once\ \ a creature's actions are reduced to 0 by calcification, that creature becomes\ \ __petrified__. If the creature isn't petrified, the slowed conditions end\ \ once 1 minute passes without the creature failing a save against calcification.\ \ \n\n\n\nEvery 24 hours after it was petrified, the creature can attempt a\ \ DC 26 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." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Calcification range: null raw_description: "**Calcification** (__incapacitation__, __primal__, __transmutation__)\ \ A blow from a granite glyptodont's tail hardens the flesh of the creature\ \ struck. The target must succeed at a DC 26 Fortitude saving throw or become\ \ __slowed 1__ (or slowed 2 on a critical failure). Further failed saves against\ \ calcification increase the value of the slowed condition. Once a creature's\ \ actions are reduced to 0 by calcification, that creature becomes __petrified__.\ \ If the creature isn't petrified, the slowed conditions end once 1 minute passes\ \ without the creature failing a save against calcification. \n\n\n\nEvery 24\ \ hours after it was petrified, the creature can attempt a DC 26 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." requirements: null success: null traits: - incapacitation - primal - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: A granite glyptodont can __Burrow__ through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Earth Glide range: null raw_description: '**Earth Glide** A granite glyptodont can __Burrow__ through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 18 fort_misc: null misc: null ref: 13 ref_misc: null will: 17 will_misc: null sense_abilities: null senses: - Perception +17 - darkvision - tremorsense (imprecise) 90 feet size: Large skills: - bonus: 18 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 109 page_stop: null speed: - amount: 30 type: Land - amount: 20 type: burrow - amount: null type: earth glide spell_lists: null traits: - N - Large - Earth - Elemental type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The grauladon uses Noxious Breath, including the triggering creature in the area. effects: null failure: null frequency: null full_description: null generic_description: null name: Reactive Breath range: null raw_description: '**Reactive Breath** [Reaction] **Trigger** The grauladon takes damage from an adjacent creature. **Effect** The grauladon uses Noxious Breath, including the triggering creature in the area.' requirements: null success: null traits: null trigger: The grauladon takes damage from an adjacent creature. 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. A grauladon''s stench may seem supernaturally disgusting, but it is simply the result of the creature''s fetid habitat and diet of rotting, waterlogged meat. As grauladons'' exhalations bear a passing resemblance to dragons'' breath, they have earned the nickname "mud drakes" from rural folk. Grauladons can be found in both fresh and brackish water in most temperate climates. They prefer to lair in shallow waters, particularly where reeds or other foliage conceal their bulk from unsuspecting prey. Grauladons are highly territorial and won''t tolerate other predators living or hunting near their homes. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 18' hp: 35 hp_misc: null immunities: - paralyzed - sleep items: null knowledge_checks: dc: 18 skills: - Arcana languages: - Draconic - can't speak any language level: 2 melee: - action_cost: One Action damage: formula: 1d12+4 type: piercing name: jaws plus_damage: null to_hit: 10 traits: null - action_cost: One Action damage: formula: 1d8+4 type: bludgeoning name: tail plus_damage: null to_hit: 10 traits: - agile name: Grauladon perception: 7 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: More than one enemy is adjacent to the grauladon. effects: null failure: null frequency: null full_description: null generic_description: null name: Body Slam range: null raw_description: '**Body Slam** **Requirements** More than one enemy is adjacent to the grauladon. **Effect** The grauladon swings its tail at each adjacent enemy and attempts to Trip each creature adjacent to it. It rolls only a single __Athletics__ check and compares the result to the Fortitude DC of each target.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A grauladon can hold its breath for 225 rounds (22-1/2 minutes). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Deep Breath range: null raw_description: '**Deep Breath** A grauladon can hold its breath for 225 rounds (22-1/2 minutes).' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The grauladon hisses and unleashes a nauseating cloud of halitosis in a 15-foot cone. Each creature in the area must succeed at a DC 18 Fortitude saving throw or be __sickened 1__ (__sickened 2__ on a critical failure). The grauladon can't use Noxious Breath or Reactive Breath again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Noxious Breath range: null raw_description: '**Noxious Breath** The grauladon hisses and unleashes a nauseating cloud of halitosis in a 15-foot cone. Each creature in the area must succeed at a DC 18 Fortitude saving throw or be __sickened 1__ (__sickened 2__ on a critical failure). The grauladon can''t use Noxious Breath or Reactive Breath again for 1d4 rounds.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 6 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +7 - darkvision - scent (imprecise) 30 feet size: Large skills: - bonus: 10 misc: null name: 'Athletics ' - bonus: 6 misc: null name: 'Stealth ' - bonus: 5 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #145: Hellknight Hill' page_start: 88 page_stop: null speed: - amount: 20 type: Land - amount: 30 type: swim spell_lists: null traits: - Uncommon - N - Large - Dragon type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. +17 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sacrilegious Aura range: null raw_description: '**Sacrilegious Aura** 30 feet. +17' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'Graveknights are undead warriors granted unlife by a cursed suit of armor. **__Recall Knowledge - Undead__ (__Religion__)**: DC 27' hp: 175 hp_misc: negative healing, rejuvenation immunities: - cold - death - disease - paralyzed - poison - unconscious items: - +1 resilient full plate - composite longbow (20 arrows) - greatsword knowledge_checks: dc: 27 skills: - Religion languages: - Common - Necril level: 10 melee: - action_cost: One Action damage: formula: 2d12+10 type: slashing name: frost greatsword plus_damage: - formula: 1d6 type: cold to_hit: 24 traits: - cold - magical - versatile P - action_cost: One Action damage: formula: 2d6+10 type: bludgeoning name: fist plus_damage: - formula: 1d6 type: cold to_hit: 23 traits: - agile - cold name: Graveknight perception: 19 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: 6d12 cold, DC 29 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Devastating Blast range: null raw_description: '**Devastating Blast** [Two Actions] (__arcane__, __cold__, __evocation__) 6d12 cold, DC 29' requirements: null success: null traits: - arcane - cold - evocation trigger: null - action_cost: None critical_failure: null critical_success: null description: DC 33 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Graveknight's Curse range: null raw_description: '**Graveknight''s Curse** DC 33' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: HP 58; AC 27, Fort +17, Ref +15, Will +14. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Phantom Mount range: null raw_description: '**Phantom Mount** [Three Actions] (__arcane__, __conjuration__) HP 58; AC 27, Fort +17, Ref +15, Will +14.' requirements: null success: null traits: - arcane - conjuration trigger: null - action_cost: None critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Weapon Master range: null raw_description: '**Weapon Master**' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d8+6 type: piercing name: frost composite longbow plus_damage: - formula: 1d6 type: cold to_hit: 21 traits: - cold - deadly 1d10 - magical - range increment 100 feet - reload 0 - volley 30 feet rarity: Common resistances: null ritual_lists: null saves: fort: 21 fort_misc: null misc: null ref: 19 ref_misc: null will: 18 will_misc: null sense_abilities: null senses: - Perception +19 - darkvision size: Medium skills: - bonus: 23 misc: null name: 'Athletics ' - bonus: 22 misc: null name: 'Intimidation ' - bonus: 19 misc: null name: 'Religion ' - bonus: 20 misc: null name: 'Warfare Lore ' source: - abbr: Bestiary page_start: 191 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - LE - Medium - Undead type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: -1 int_mod: -3 str_mod: 3 wis_mod: 1 ac: 17 ac_special: - descr: 19 while withdrawn into its shell alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The graveshell reduces the damage from the attack by an amount equal to its shell's Hardness. A graveshell's shell has a Hardness of 6, 10 Hit Points, and a Broken Threshold of 5. If its shell is broken, the graveshell can't attack with shell spikes, nor can it use Shell Game. If the shell is destroyed, the graveshell's AC is reduced to 16. As long as a graveshell is alive, its shell naturally repairs itself after a week. effects: null failure: null frequency: null full_description: null generic_description: null name: Shell Block range: null raw_description: '**Shell Block** [Reaction] **Trigger** The graveshell takes damage from a physical attack while withdrawn into its shell (see Shell Game below). **Effect** The graveshell reduces the damage from the attack by an amount equal to its shell''s Hardness. A graveshell''s shell has a Hardness of 6, 10 Hit Points, and a Broken Threshold of 5. If its shell is broken, the graveshell can''t attack with shell spikes, nor can it use Shell Game. If the shell is destroyed, the graveshell''s AC is reduced to 16. As long as a graveshell is alive, its shell naturally repairs itself after a week.' requirements: null success: null traits: null trigger: The graveshell takes damage from a physical attack while withdrawn into its shell (see Shell Game below). 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. Graveshells are intelligent—a fact that surprises many who encounter them—and surrender rather than fight to the death. These monsters have little to offer in exchange for their lives, though the waterlogged treasures on their collection of corpses may entice opportunists. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 17' hp: 20 hp_misc: null immunities: null items: null knowledge_checks: dc: 17 skills: - Arcana - Nature languages: - Common - Undercommon level: 1 melee: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: jaws plus_damage: null to_hit: 8 traits: null - action_cost: One Action damage: formula: 1d4+3 type: slashing name: claw plus_damage: null to_hit: 8 traits: - agile - action_cost: One Action damage: formula: 1d4+3 type: piercing name: shell spikes plus_damage: null to_hit: 8 traits: null name: Graveshell perception: 4 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The graveshell can hold its breath for 200 rounds (20 minutes). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Deep Breath range: null raw_description: '**Deep Breath** The graveshell can hold its breath for 200 rounds (20 minutes).' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shell Game range: null raw_description: '**Shell Game** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 2 ref_misc: null will: 4 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Corpse Disguise range: null raw_description: '**Corpse Disguise** (__exploration__) The 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.' requirements: null success: null traits: - exploration trigger: null senses: - Perception +4 - darkvision - wavesense (imprecise) 30 feet size: Large skills: - bonus: 6 misc: null name: 'Athletics ' - bonus: 4 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #145: Hellknight Hill' page_start: 89 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: swim spell_lists: null traits: - Uncommon - N - Large - Beast type: Creature weaknesses: null - ability_mods: cha_mod: -5 con_mod: 4 dex_mod: 2 int_mod: -5 str_mod: 5 wis_mod: 0 ac: 14 ac_special: null alignment: N automatic_abilities: null description: 'These dangerous oozes are the bane of any who travel through swamps, marshes, or damp caves. Easily masquerading as pools of clear water or patches of wet stone, gray oozes lie in wait for unwary victims to reach down for a drink or step into what appears to be a puddle, then lash out with whiplike pseudopods to ensnare and consume their hapless prey. **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 19' hp: 60 hp_misc: null immunities: - acid - critical hits - mental - precision - unconscious - visual items: null knowledge_checks: dc: 19 skills: - Occultism languages: null level: 4 melee: - action_cost: One Action damage: formula: 1d6+5 type: bludgeoning name: pseudopod plus_damage: - formula: 1d6 type: acid and Grab to_hit: 13 traits: - agile name: Gray Ooze perception: 8 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 1d6 bludgeoning plus 1d6 acid, DC 21 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 1d6 bludgeoning plus 1d6 acid, DC 21' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A gray ooze's acid damages only metal and organic materials, not stone. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Gray Ooze Acid range: null raw_description: '**Gray Ooze Acid** A gray ooze''s acid damages only metal and organic materials, not stone.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: slashing - amount: 5 type: piercing ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 10 ref_misc: null will: 8 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A gray ooze can sense nearby creatures through vibration and air or water movement. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Motion Sense range: null raw_description: '**Motion Sense** A gray ooze can sense nearby creatures through vibration and air or water movement.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: Initiative has not yet been rolled effects: null failure: null frequency: null full_description: null generic_description: null name: Puddled Ambush range: null raw_description: '**Puddled Ambush [Reaction]** **Trigger** A creature enters a space occupied by a gray ooze; **Requirements** Initiative has not yet been rolled; **Effect** The gray ooze automatically notices the creature, then makes a pseudopod Strike against one creature adjacent to itself before rolling initiative.' requirements: null success: null traits: null trigger: A creature enters a space occupied by a gray ooze senses: - Perception +8 - motion sense 60 feet - no vision size: Medium skills: - bonus: 11 misc: null name: 'Athletics ' - bonus: 10 misc: +12 in moist environments name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 194 page_stop: null speed: - amount: 10 type: Land - amount: 10 type: climb spell_lists: null traits: - N - Medium - Mindless - Ooze type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Catch Rock range: null raw_description: '**Catch Rock** [Reaction]' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability. effects: null failure: null frequency: null full_description: null generic_description: null name: Ferocity range: null raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.' requirements: null success: null traits: null trigger: The monster is reduced to 0 HP. - action_cost: Free Action critical_failure: null critical_success: null description: null effect: The attack becomes a critical success. effects: null failure: null frequency: once per day, and recharges when the great cyclops uses Ferocity full_description: null generic_description: null name: Flash of Brutality range: null raw_description: '**Flash of Brutality** [Free Action] (__divination__, __fortune__, __occult__) **Frequency** once per day, and recharges when the great cyclops uses Ferocity; **Trigger** The great cyclops succeeds at an attack roll. **Effect** The attack becomes a critical success.' requirements: null success: null traits: - divination - fortune - occult trigger: The great cyclops succeeds at an attack roll. 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. Debate has long raged over the origins of these massive, destructive giants. They are so large that it had long been assumed they were used as beasts of burden by their lesser kin, but they are now free to hunt and kill without restraint. Other scholars believe the great cyclops is the ultimate fate of the entire cyclops species. Whatever foolish decision or wayward curse caused the end of their civilization is still playing out, occasionally causing a cyclops to withdraw from its own kind, lose all semblance of intellect, and mutate into a lumbering, feral colossus. It is fortunate indeed that the great cyclops prefers to dwell far from humanoid settlements, because its immeasurable bloodlust inspires it to destroy virtually anything that moves, from dinosaurs and other monsters to the occasional explorer or soon-to-be-lost caravan. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 32' hp: 235 hp_misc: null immunities: null items: - greatclub - hide armor knowledge_checks: dc: 32 skills: - Society languages: - Common - Cyclops - Jotun level: 12 melee: - action_cost: One Action damage: formula: 3d10+13 type: bludgeoning name: greatclub plus_damage: null to_hit: 25 traits: - backswing - reach 15 feet - shove - action_cost: One Action damage: formula: 2d10+13 type: piercing name: horn plus_damage: null to_hit: 25 traits: - reach 15 feet - action_cost: One Action damage: formula: 3d4+13 type: bludgeoning name: fist plus_damage: null to_hit: 25 traits: - agile - reach 15 feet name: Great Cyclops perception: 22 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Powerful Charge range: null raw_description: '**Powerful Charge** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: '' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Throw Rock range: null raw_description: '**Throw Rock** ' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 4d6+7 type: bludgeoning name: rock plus_damage: null to_hit: 23 traits: - brutal - range increment 120 feet rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 25 fort_misc: null misc: null ref: 19 ref_misc: null will: 22 will_misc: null sense_abilities: null senses: - Perception +22 - low-light vision size: Huge skills: - bonus: 18 misc: null name: 'any one Lore ' - bonus: 25 misc: null name: 'Athletics ' - bonus: 22 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 69 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - Uncommon - CE - Huge - Giant - Humanoid - Mutant type: Creature weaknesses: null - 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 alignment: N automatic_abilities: 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 19' hp: 60 hp_misc: null immunities: null items: null knowledge_checks: dc: 19 skills: - Nature languages: null level: 4 melee: - action_cost: One Action damage: formula: 1d12+8 type: piercing name: jaws plus_damage: null to_hit: 14 traits: null name: Great White Shark perception: 11 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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 30 feet of the water's surface). After the Strike, the shark splashes back down into the water. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breach range: null raw_description: '**Breach** [Two Actions] 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 30 feet of the water''s surface). After the Strike, the shark splashes back down into the water.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The shark hit with a jaws Strike on its most recent action this turn. effects: null failure: null frequency: null full_description: null generic_description: null name: Savage range: null raw_description: '**Savage** **Requirement** The shark hit with a jaws Strike on its most recent action this turn. **Effect** The creature the shark hit takes 1d12 slashing damage.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Strafing Chomp range: null raw_description: '**Strafing Chomp** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 10 ref_misc: null will: 9 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The shark can smell blood in the water from up to 1 mile away. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Blood Scent range: null raw_description: '**Blood Scent** The shark can smell blood in the water from up to 1 mile away.' requirements: null success: null traits: null trigger: null senses: - Perception +11 - blood scent - scent (imprecise) 100 feet size: Huge skills: - bonus: 14 misc: null name: 'Athletics ' - bonus: 12 misc: null name: 'Stealth ' - bonus: 9 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 291 page_stop: null speed: - amount: 40 type: swim spell_lists: null traits: - N - Huge - Animal - Aquatic type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. In addition to greater barghests being more powerful than typical barghests, the process of transforming into a greater barghest results in hideous mutations that often grant deadly abilities. Some barghests grow large bat-like wings upon their transformation. Others develop toxic breath or vestigial limbs. The options detailed in the stats below represent only the tip of the proverbial iceberg for barghest mutations—feel free to use these as inspiration for coming up with new mutations of your own design. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 25' hp: 105 hp_misc: null immunities: null items: null knowledge_checks: dc: 25 skills: - Religion languages: - Abyssal - Common - Goblin level: 7 melee: - action_cost: One Action damage: formula: 2d10+6 type: piercing name: jaws plus_damage: null to_hit: 17 traits: null - action_cost: One Action damage: formula: 2d8+6 type: slashing name: claw plus_damage: null to_hit: 17 traits: - agile name: Greater Barghest perception: 16 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) 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.' requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: The process of consuming corpses to evolve into a greater barghest results in odd and unpredictable physiological changes. A greater barghest has one mutation, typically chosen from the following options. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: The barghest grows elongated fangs that seep poison. Its jaws deal 1d6 additional poison damage and 1d6 persistent poison damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fangs range: null raw_description: '**Fangs** (__poison__) The barghest grows elongated fangs that seep poison. Its jaws deal 1d6 additional poison damage and 1d6 persistent poison damage.' requirements: null success: null traits: - poison trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Toxic Breath range: null raw_description: '**Toxic Breath** [Two Actions] (__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.' requirements: null success: null traits: - divine - evocation - poison trigger: null - action_cost: Free Action critical_failure: null critical_success: null description: null 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. effects: null failure: null frequency: once per round full_description: null generic_description: null name: Vestigial Arm Strike range: null raw_description: '**Vestigial Arm Strike** [Free Action] **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.' requirements: null success: null traits: null trigger: The barghest completes a Strike. - action_cost: None critical_failure: null critical_success: null description: The barghest has malformed wings extending from its back. It gains a fly Speed of 25 feet. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wings range: null raw_description: '**Wings** The barghest has malformed wings extending from its back. It gains a fly Speed of 25 feet.' requirements: null success: null traits: null trigger: null failure: null frequency: null full_description: null generic_description: null name: Mutations range: null raw_description: "**Mutations** The process of consuming corpses to evolve into\ \ a greater barghest results in odd and unpredictable physiological changes.\ \ A greater barghest has one mutation, typically chosen from the following options.\ \ \n\n * **Fangs** (__poison__) The barghest grows elongated fangs that seep\ \ poison. Its jaws deal 1d6 additional poison damage and 1d6 persistent poison\ \ damage.\n\n * **Toxic Breath** (__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.\n\n * **Vestigial Arm Strike** [Free Action]\ \ **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.\n\n * **Wings** The barghest\ \ has malformed wings extending from its back. It gains a fly Speed of 25 feet." requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: fire - amount: 10 type: physical (except magical) ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 15 ref_misc: null will: 12 will_misc: null sense_abilities: null senses: - Perception +16 - darkvision - scent (imprecise) 30 feet size: Large skills: - bonus: 15 misc: null name: 'Acrobatics ' - bonus: 15 misc: null name: 'Athletics ' - bonus: 18 misc: null name: 'Deception ' - bonus: 14 misc: null name: 'Diplomacy ' - bonus: 16 misc: null name: 'Intimidation ' - bonus: 15 misc: null name: 'Stealth ' - bonus: 14 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 37 page_stop: null speed: - amount: 35 type: Land spell_lists: - dc: 25 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: at will name: blink requirement: null - frequency: null name: confusion requirement: null - frequency: null name: dimension door requirement: null - frequency: null name: enlarge requirement: null - heightened_level: null level: 3 spells: - frequency: at will name: levitate requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: invisibility requirement: null - heightened_level: null level: 1 spells: - frequency: null name: charm requirement: null to_hit: null traits: - Uncommon - CE - Large - Fiend - Mutant type: Creature weaknesses: - amount: 5 type: good - amount: 5 type: lawful - ability_mods: cha_mod: 3 con_mod: 5 dex_mod: 4 int_mod: 2 str_mod: 7 wis_mod: 5 ac: 31 ac_special: null alignment: NE automatic_abilities: null description: 'The enormous greater nightmare is a more dangerous variety of nightmare, particularly valued for its ability to invade other realities with its rider. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 28 **__Recall Knowledge - Fiend__ (__Religion__)**: DC 28' hp: 200 hp_misc: null immunities: null items: null knowledge_checks: dc: 28 skills: - Arcana - Nature - Religion languages: - Abyssal - Daemonic - Infernal level: 11 melee: - action_cost: One Action damage: formula: 2d10+11 type: piercing name: jaws plus_damage: - formula: 1d6 type: evil to_hit: 24 traits: - evil - magical - action_cost: One Action damage: formula: 1d8+11 type: bludgeoning name: hoof plus_damage: - formula: 1d6 type: evil and 2d8 fire to_hit: 24 traits: - agile - evil - fire - magical name: Greater Nightmare perception: 22 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flaming Gallop range: null raw_description: '**Flaming Gallop** [Two Actions] (__fire__) 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.' requirements: null success: null traits: - fire trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Large or smaller, hoof, DC 30 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**Trample** [Three Actions] Large or smaller, hoof, DC 30' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 15 type: fire ritual_lists: null saves: fort: 25 fort_misc: null misc: null ref: 24 ref_misc: null will: 21 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 20 feet. 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Smoke range: null raw_description: '**Smoke** (__aura__) 20 feet. 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.' requirements: null success: null traits: - aura trigger: null senses: - Perception +22 - darkvision size: Huge skills: - bonus: 23 misc: null name: 'Acrobatics ' - bonus: 24 misc: null name: 'Athletics ' - bonus: 22 misc: null name: 'Intimidation ' - bonus: 20 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 244 page_stop: null speed: - amount: 60 type: Land - amount: 120 type: fly spell_lists: - dc: 30 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: self and rider only name: ethereal jaunt requirement: null - frequency: self and rider only name: plane shift requirement: null to_hit: null traits: - NE - Huge - Beast - Fiend type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: An object shedding magical light (such as from the light spell) is treated as magical when used to attack the shadow. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Light Vulnerability range: null raw_description: '**Light Vulnerability** An object shedding magical light (such as from the light spell) is treated as magical when used to attack the shadow.' requirements: null success: null traits: null trigger: null description: 'Shadows that spend long amounts of time on the Shadow Plane and absorb its magic become greater shadows. **__Recall Knowledge - Undead__ (__Religion__)**: DC 23' hp: 75 hp_misc: null immunities: - death effects - disease - paralyzed - poison - precision - unconscious items: null knowledge_checks: dc: 23 skills: - Religion languages: - Necril level: 7 melee: - action_cost: One Action damage: formula: 2d10+6 type: negative name: shadow hand plus_damage: null to_hit: 18 traits: - finesse - magical name: Greater Shadow perception: 14 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shadow Spawn range: null raw_description: '**Shadow Spawn** 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The greater shadow can Hide or end its Sneak in a creature's or object's shadow. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Slink in Shadows range: null raw_description: '**Slink in Shadows** The greater shadow can Hide or end its Sneak in a creature''s or object''s shadow.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The greater shadow hit a living creature with a shadow hand Strike on its previous action. effects: null failure: null frequency: null full_description: null generic_description: null name: Steal Shadow range: null raw_description: '**Steal Shadow** (__divine__, __necromancy__) **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.' requirements: null success: null traits: - divine - necromancy trigger: null ranged: null rarity: Common resistances: - amount: 10 type: all (except force - amount: null type: ghost touch - amount: null type: or positive - amount: null type: double resistance against non-magical) ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 18 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +14 - darkvision size: Medium skills: - bonus: 16 misc: null name: 'Acrobatics ' - bonus: 20 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 289 page_stop: null speed: - amount: 30 type: fly spell_lists: - dc: 25 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: at will name: darkness requirement: null to_hit: null traits: - CE - Medium - Incorporeal - Undead type: Creature weaknesses: - amount: null type: light vulnerability - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A green hag who succeeds at a Deception check to Lie can mimic the sounds of any animal found near her lair. She has a +4 circumstance bonus to this check. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sound Imitation range: null raw_description: '**Sound Imitation** A green hag who succeeds at a Deception check to Lie can mimic the sounds of any animal found near her lair. She has a +4 circumstance bonus to this check.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 19' hp: 70 hp_misc: null immunities: null items: null knowledge_checks: dc: 19 skills: - Society languages: - Aklo - Common - Jotun - tongues level: 4 melee: - action_cost: One Action damage: formula: 1d10+5 type: slashing name: claw plus_damage: - formula: null type: enfeebling humors to_hit: 14 traits: - agile - magical name: Green Hag perception: 10 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Betraying Touch range: null raw_description: '**Betraying Touch** 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __occult__, __polymorph__, __transmutation__) 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).' requirements: null success: null traits: - concentrate - occult - polymorph - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Enfeebling Humors range: null raw_description: '**Enfeebling Humors** (__necromancy__, __occult__) 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.' requirements: null success: null traits: - necromancy - occult trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Exhale Miasma range: null raw_description: '**Exhale Miasma** [Two Actions] (__necromancy__, __occult__) 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.' requirements: null success: null traits: - necromancy - occult trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 11 fort_misc: null misc: +1 status to all saves vs. magic ref: 11 ref_misc: null will: 12 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A green hag adds __entangle__, __outcast's curse__, and __wall of thorns__ to her coven's spells. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Coven range: null raw_description: '**Coven** A green hag adds __entangle__, __outcast''s curse__, and __wall of thorns__ to her coven''s spells.' requirements: null success: null traits: null trigger: null senses: - Perception +10 - darkvision size: Medium skills: - bonus: 9 misc: null name: 'Acrobatics ' - bonus: 11 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Deception ' - bonus: 8 misc: null name: 'Nature ' - bonus: 8 misc: null name: 'Occultism ' - bonus: 9 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 201 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: swim spell_lists: - dc: 20 misc: '' name: Occult Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: at will name: invisibility requirement: null - frequency: at will name: tree shape requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: acid splash requirement: null - frequency: null name: dancing lights requirement: null - frequency: null name: ghost sound requirement: null - frequency: null name: message requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null - heightened_level: 2 level: -1 spells: - frequency: null name: water breathing requirement: null - heightened_level: 1 level: -1 spells: - frequency: null name: pass without trace requirement: null to_hit: 14 traits: - CE - Medium - Hag - Humanoid type: Creature weaknesses: - amount: 5 type: cold iron - ability_mods: cha_mod: 5 con_mod: 7 dex_mod: 5 int_mod: 0 str_mod: 10 wis_mod: 6 ac: 44 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 60 feet, DC 38. effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 60 feet, DC 38. A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: Grendel gains an extra reaction at the start of each of his turns that he can use only to make an Attack of Opportunity with his claw. He can't use more than one Attack of Opportunity triggered by the same action. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability. effects: null failure: null frequency: null full_description: null generic_description: null name: Ferocity range: null raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.' requirements: null success: null traits: null trigger: The monster is reduced to 0 HP. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The persistent damage or condition from the triggering effect doesn't affect Grendel. effects: null failure: null frequency: null full_description: null generic_description: null name: Unstoppable range: null raw_description: '**Unstoppable [Reaction]** **Trigger** Grendel would take __persistent damage__ or gain one of the following conditions: __blinded__, __clumsy__, __confused__, __controlled__, __dazzled__, __deafened__, __doomed__, __drained__, __enfeebled__, __fascinated__, __fatigued__, __fleeing__, __frightened__, __paralyzed__, __petrified__, __sickened__, __slowed__, __stunned__, or __stupefied__; **Effect** The persistent damage or condition from the triggering effect doesn''t affect Grendel.' requirements: null success: null traits: null trigger: 'Grendel would take __persistent damage__ or gain one of the following conditions: __blinded__, __clumsy__, __confused__, __controlled__, __dazzled__, __deafened__, __doomed__, __drained__, __enfeebled__, __fascinated__, __fatigued__, __fleeing__, __frightened__, __paralyzed__, __petrified__, __sickened__, __slowed__, __stunned__, or __stupefied__' description: 'This reaver of the cold marsh is not just a monster; he is a force of nature. Where there is peace and prosperity in the world, Grendel strikes, eager to prove that tranquility is transitory and death is the only constant. He stalks the edge of his fens, seeking settlements where joy holds sway. He strikes under cover of night, primarily targeting celebrations or festivals. The more happiness or joy he can extinguish, the better. Although Grendel is a unique creature, killing him won''t save the world from his ravages for long. Once Grendel''s mother instinctively feels the pain of her violent son''s death, she soon births a replacement. The new Grendel seems to avoid the sites his elder brothers terrorized, as if he instinctively knows that such a place hosts heroes powerful enough to defeat him. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 49' hp: 360 hp_misc: null immunities: null items: null knowledge_checks: dc: 49 skills: - Society languages: - Common level: 19 melee: - action_cost: One Action damage: formula: 4d8+18 type: bludgeoning name: fist plus_damage: - formula: null type: Improved Grab to_hit: 37 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 4d10+18 type: piercing name: jaws plus_damage: null to_hit: 37 traits: - magical - reach 10 feet - versatile B name: Grendel perception: 35 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: Grendel's fist Strikes deal 18 bludgeoning damage on a failure (but no damage on a critical failure). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Hands of the Murderer range: null raw_description: '**Hands of the Murderer** Grendel''s fist Strikes deal 18 bludgeoning damage on a failure (but no damage on a critical failure).' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: Grendel is grabbing a creature effects: null failure: null frequency: null full_description: null generic_description: null name: Tooth Grind range: null raw_description: '**Tooth Grind** **Requirements** Grendel is grabbing a creature; **Effect** Grendel makes a bludgeoning jaws Strike against the creature he''s grabbing. On a hit, the creature also takes 2d6 __persistent bleed damage__ and becomes __wounded 1__, or increases its wounded value by 1 if already wounded. On a critical hit, the creature instead becomes wounded 2, or increases its wounded value by 2 if already wounded. If a creature dies from Tooth Grind, Grendel regains 40 HP; this is a __healing__ effect.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: '' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Throw Rock range: null raw_description: '**__Throw Rock__** ' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d12+18 type: bludgeoning name: rock plus_damage: null to_hit: 37 traits: - brutal - range increment 150 feet rarity: Rare resistances: - amount: 15 type: all (except unarmed attacks) ritual_lists: null saves: fort: 36 fort_misc: null misc: null ref: 32 ref_misc: null will: 31 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: Grendel's hearing is a precise sense to a range of 120 feet. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Keen Hearing range: null raw_description: '**Keen Hearing** Grendel''s hearing is a precise sense to a range of 120 feet.' requirements: null success: null traits: null trigger: null senses: - Perception +35 - darkvision - keen hearing 120 feet size: Large skills: - bonus: 34 misc: null name: 'Acrobatics ' - bonus: 39 misc: null name: 'Athletics ' - bonus: 34 misc: null name: 'Intimidation ' - bonus: 34 misc: null name: 'Stealth ' - bonus: 33 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 136 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - Rare - CE - Large - Humanoid type: Creature weaknesses: null - 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 alignment: N 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. Wild griffons rely on their powerful wings to hold them aloft and their keen eyesight to spy out prey. The speed with which they plunge toward the ground and grab up their victims is shocking. They may tear open victim''s flesh with their razor-sharp beaks, but usually just take their prey to a high, secluded location where they can enjoy their feast without interruptions. On the ground, they take cover and leap out to ambush prey, then fly off with their prize. The exception to this is when a griffon is hunting to feed its offspring, in which case it will almost never purposefully bring a living creature back to its nest for fear of endangering its chicks. Skilled animal trainers long ago learned how to raise griffons as mounts for military forces or powerful individuals. Such mounts are known for their strength, bravery, and unfailing loyalty. They are among the smartest of animals and possess a wisdom not normally afforded most animals; it is thought that a griffon chooses its rider as much as a rider chooses the griffon. The process of training a griffon to accept and carry a rider in flight is a long and expensive ordeal. Griffon trainers charge rich sums for their services, and a ruler who can boast of owning a stable of griffons is the subject of great respect and envy. **__Recall Knowledge - Animal__ (__Nature__)**: DC 19' hp: 60 hp_misc: null immunities: null items: null knowledge_checks: dc: 19 skills: - Nature languages: null level: 4 melee: - action_cost: One Action damage: formula: 2d8+4 type: piercing name: beak plus_damage: null to_hit: 14 traits: - deadly 1d10 - action_cost: One Action damage: formula: 2d6+4 type: piercing name: talon plus_damage: null to_hit: 14 traits: - agile - action_cost: One Action damage: formula: 2d6+4 type: bludgeoning name: wing plus_damage: null to_hit: 14 traits: - reach 10 feet name: Griffon perception: 11 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flying Strafe range: null raw_description: '**Flying Strafe** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pounce range: null raw_description: '**Pounce** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 13 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +11 - darkvision - scent (imprecise) 60 feet size: Large skills: - bonus: 11 misc: null name: 'Acrobatics ' - bonus: 12 misc: null name: 'Athletics ' - bonus: 9 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 194 page_stop: null speed: - amount: 25 type: Land - amount: 60 type: fly spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - 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 alignment: CN 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. **__Recall Knowledge - Fey__ (__Nature__)**: DC 15' hp: 20 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Nature languages: - Common - Sylvan level: 1 melee: - action_cost: One Action damage: formula: 1d4-2 type: bludgeoning name: fist plus_damage: null to_hit: 9 traits: - agile - finesse - magical name: Grig perception: 7 proactive_abilities: - action_cost: One Action critical_failure: As failure, and also slowed 1. critical_success: null 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. effect: null effects: null failure: Flat-footed and -10-foot status penalty to Speeds.Critical Failure As failure, and also slowed 1. frequency: null full_description: null generic_description: null name: Fiddle range: null raw_description: '**Fiddle** (__auditory__, __emotion__, __enchantment__, __mental__, __primal__) 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.' requirements: null success: No effect.Failure Flat-footed and -10-foot status penalty to Speeds.Critical Failure As failure, and also slowed 1. traits: - auditory - emotion - enchantment - mental - primal trigger: null ranged: - action_cost: One Action damage: formula: 1d8 type: sonic name: dissonant note plus_damage: null to_hit: 9 traits: - evocation - magical - range 30 feet - sonic rarity: Common resistances: null ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 9 ref_misc: null will: 9 will_misc: null sense_abilities: null senses: - Perception +7 - low-light vision size: Tiny skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 2 misc: 6 to High Jump or Long Jump name: 'Athletics ' - bonus: 7 misc: null name: 'Performance ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 308 page_stop: null speed: - amount: 25 type: Land - amount: 30 type: fly spell_lists: - dc: 18 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: glitterdust requirement: null - frequency: self only name: invisibility requirement: null - heightened_level: null level: 1 spells: - frequency: null name: illusory disguise requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: ghost sound requirement: null to_hit: null traits: - CN - Tiny - Fey - Sprite type: Creature weaknesses: - amount: 5 type: cold iron - 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 alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 120 feet. While its core is implanted, a grikkitog infests all earth and stone within 120 feet, as long as there is a contiguous physical connection between the earth, including stone objects touching on the ground. This effect spreads even if the grikkitog does not have line of effect, though it can affect earth or stone on the surface and exposed to the air only if at least part of its core is exposed as well. Within the aura, it can grow maws and eyes everywhere. It can make jaws attacks against any creature, originating from any earth or stone in the aura adjacent to that creature. Determine cover from the origin point of the attack, not from the grikkitog's core. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Infestation Aura range: null raw_description: '**Infestation Aura** (__aura__, __earth__, __occult__) 120 feet. While its core is implanted, a grikkitog infests all earth and stone within 120 feet, as long as there is a contiguous physical connection between the earth, including stone objects touching on the ground. This effect spreads even if the grikkitog does not have line of effect, though it can affect earth or stone on the surface and exposed to the air only if at least part of its core is exposed as well. Within the aura, it can grow maws and eyes everywhere. It can make jaws attacks against any creature, originating from any earth or stone in the aura adjacent to that creature. Determine cover from the origin point of the attack, not from the grikkitog''s core.' requirements: null success: null traits: - aura - earth - occult trigger: 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. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 32' hp: 200 hp_misc: null immunities: null items: null knowledge_checks: dc: 32 skills: - Occultism languages: - Terran level: 14 melee: - action_cost: One Action damage: formula: 3d12+14 type: piercing name: jaws plus_damage: - formula: null type: barbed maw to_hit: 29 traits: - magical name: Grikkitog perception: 29 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: Upon Striking a creature with its jaws, the grikkitog can extend its barbed teeth, immobilizing the target unless it succeeds at a DC 34 Reflex save. While __immobilized__, 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Barbed Maw range: null raw_description: '**Barbed Maw** Upon Striking a creature with its jaws, the grikkitog can extend its barbed teeth, immobilizing the target unless it succeeds at a DC 34 Reflex save. While __immobilized__, 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The grikkitog can Burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Earth Glide range: null raw_description: '**Earth Glide** The grikkitog can Burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 10 type: (except adamantine) ritual_lists: null saves: fort: 28 fort_misc: null misc: null ref: 23 ref_misc: null will: 24 will_misc: null sense_abilities: - action_cost: Three Actions critical_failure: null critical_success: null description: The 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Implant Core range: null raw_description: '**Implant Core** [Three Actions] (__manipulate__) The 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.' requirements: null success: null traits: - manipulate trigger: null - action_cost: None critical_failure: null critical_success: null 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 vision. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Manifold Vision range: null raw_description: '**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 vision.' requirements: null success: null traits: null trigger: null senses: - Perception +29 - darkvision - manifold vision - tremorsense (imprecise) 30 feet size: Huge skills: - bonus: 28 misc: null name: 'Athletics ' - bonus: 27 misc: +31 to imitate stone name: 'Deception ' - bonus: 25 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 195 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: burrow spell_lists: null traits: - NE - Huge - Aberration - Earth type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 20 feet. Living creatures in the aura must roll twice on all d20 rolls and use the lower result. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aura of Misfortune range: null raw_description: '**Aura of Misfortune** (__aura__, __divination__, __divine__, __misfortune__) 20 feet. Living creatures in the aura must roll twice on all d20 rolls and use the lower result.' requirements: null success: null traits: - aura - divination - divine - misfortune trigger: null - action_cost: None critical_failure: null critical_success: null description: The grim reaper can choose whether or not it takes positive damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Negative Healing range: null raw_description: '**Negative Healing** The grim reaper can choose whether or not it takes positive damage.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The grim reaper teleports to a square adjacent to the triggering creature and makes a melee Strike against it. If the Strike hits, the grim reaper disrupts the triggering action. effects: null failure: null frequency: null full_description: null generic_description: null name: Lurking Death range: null raw_description: '**Lurking Death** [Reaction] (__teleportation__); **Trigger** A creature within 100 feet makes a ranged attack or uses an action that has the concentrate, manipulate, or move trait. **Effect** The grim reaper teleports to a square adjacent to the triggering creature and makes a melee Strike against it. If the Strike hits, the grim reaper disrupts the triggering action.' requirements: null success: null traits: - teleportation trigger: A creature within 100 feet makes a ranged attack or uses an action that has the concentrate, manipulate, or move trait. 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. While some legends hold that the Grim Reaper appears before everyone as they die, the truth is quite a bit more disturbing. Such vigils in fact lie within the providence of the psychopomps, a race of immortals charged with the protection and guidance of mortal souls through the afterlife. The Grim Reaper has little interest in protecting souls or guiding them. It is instead compelled by sinister agendas arising within the nighted realm of Abaddon, where the Horsemen of the Apocalypse rule. Indeed there are many similarities in shape and form between the Grim Reaper and Charon, the Horseman of Death, but no recorded instance exists of these two powerful entities working together. Instead, the Grim Reaper serves as something of a manifestation of Abaddon itself, and in this regard is believed by some to be an incarnation of the mysterious First Horseman. When the Grim Reaper comes to a world, it does so not as an angel of mercy, but as a relentless harvester of life. Those who fall to the Grim Reaper were not destined to die as much as they were selected, hunted, and murdered. Perhaps the most frightening legends surrounding the Grim Reaper concern its nature as a singular entity, for some believe that more than one grim reaper exists in the Great Beyond. These whispers tell of a cabal of at least nine of these creatures that stalk reality, culling the living as inexplicable servants of true entropy. According to the teaching of some death cults, the final goal of the Grim Reaper is to end the entire cycle of life and death and serve as a silent lord of an empty universe. **__Recall Knowledge - Undead__ (__Religion__)**: DC 52' hp: 320 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison - unconscious items: - scythe knowledge_checks: dc: 52 skills: - Religion languages: - Common - Necril level: 21 melee: - action_cost: One Action damage: formula: 4d10+23 type: slashing name: keen scythe plus_damage: - formula: null type: death strike and energy drain to_hit: 40 traits: - agile - deadly 3d10 - magical - reach 10 feet - trip name: Grim Reaper perception: 41 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Death Strike range: null raw_description: '**Death Strike** (__death__) 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.' requirements: null success: null traits: - death trigger: null - action_cost: None critical_failure: null critical_success: null description: When the grim reaper hits and deals damage with its scythe, it regains 20 Hit Points, and the target must succeed at a DC 43 Fortitude save or become __doomed 1__. If the target is already doomed, the doomed value increases by 1 (to a maximum of doomed 3). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Energy Drain range: null raw_description: '**Energy Drain** When the grim reaper hits and deals damage with its scythe, it regains 20 Hit Points, and the target must succeed at a DC 43 Fortitude save or become __doomed 1__. If the target is already doomed, the doomed value increases by 1 (to a maximum of doomed 3).' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature killed by the grim reaper can't be brought back to life by any means short of divine intervention. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Final Death range: null raw_description: '**Final Death** A creature killed by the grim reaper can''t be brought back to life by any means short of divine intervention.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Infuse Weapon range: null raw_description: '**Infuse Weapon** (__divine__, __evocation__) 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.' requirements: null success: null traits: - divine - evocation trigger: null ranged: null rarity: Rare resistances: - amount: 15 type: all damage ritual_lists: null saves: fort: 37 fort_misc: null misc: +1 status to all saves vs. magic ref: 41 ref_misc: null will: 38 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The grim reaper can choose whether or not it counts as undead for effects that affect undead differently. Even if it does not count as undead, the grim reaper still never counts as a living creature. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Death's Grace range: null raw_description: '**Death''s Grace** The grim reaper can choose whether or not it counts as undead for effects that affect undead differently. Even if it does not count as undead, the grim reaper still never counts as a living creature.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: 'The grim reaper automatically knows the Hit Points, conditions, afflictions, and emotions of all creatures it can see. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Status Sight range: null raw_description: '**Status Sight** The grim reaper automatically knows the Hit Points, conditions, afflictions, and emotions of all creatures it can see. ' requirements: null success: null traits: null trigger: null senses: - Perception +41 - darkvision - see invisibility - status sight - true seeing size: Medium skills: - bonus: 43 misc: null name: 'Acrobatics ' - bonus: 38 misc: null name: 'Athletics ' - bonus: 40 misc: null name: 'Deception ' - bonus: 43 misc: null name: 'Intimidation ' - bonus: 39 misc: null name: 'Religion ' - bonus: 36 misc: null name: 'Society ' - bonus: 43 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 196 page_stop: null speed: - amount: 50 type: Land - amount: 75 type: fly spell_lists: - dc: 47 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 10 spells: - frequency: x4 name: finger of death requirement: null - heightened_level: null level: 7 spells: - frequency: null name: plane shift requirement: null - heightened_level: 6 level: -1 spells: - frequency: null name: true seeing requirement: null - heightened_level: 3 level: -1 spells: - frequency: null name: haste requirement: null - heightened_level: 2 level: -1 spells: - frequency: null name: see invisibility requirement: null to_hit: 37 traits: - Rare - NE - Medium - Undead type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 2 dex_mod: 4 int_mod: 2 str_mod: 4 wis_mod: 3 ac: 22 ac_special: null alignment: CE automatic_abilities: null description: 'These violently murderous fey have one purpose: to stealthily hunt down and slay humanoids brazen enough to dare set foot in the wilderness. Though they prefer to hunt from the shadows, grimstalkers do not fear taking their grisly work to the very edges of civilization. This boldness serves as a reminder that nature can be cruel, capricious, and owes no debt to humanity. Grimstalkers are happy to perform nature''s dirty work and particularly enjoy targeting loggers, hunters, and explorers, regardless of whether they respect the natural setting they work or travel within. Grimstalkers are gaunt and hairless, and their mottled, green and brown flesh gives them the appearance of moss-draped bark. When damaged, they bleed a thick, sap-like blood. They mark their territories by lopping off the heads of their victims and stringing them up in the surrounding trees, a practice that often lures dangerous scavengers into their lands. Carnivorous and thorny plants are often found in wilds where grimstalkers dwell, filling roles that pets might in human society, though grimstalkers tend to treat these "pets" poorly at best. There are few accounts of grimstalkers working with other fey—for the most part, grimstalkers see their kin from the First World as cowards or weaklings, or perhaps both. Even notoriously violent fey such as redcaps shy from them, as grimstalkers consider their own kind the only company worth keeping. Grimstalkers hunt in small bands, using stealth to approach their targets. They surround enemies first, then work to unnerve them by knocking on trees or howling out threats in Aklo to distract and panic their quarry. Of course, a band of grimstalkers won''t stay together for long, quickly succumbing to bickering and infighting. These violent arguments are common pastimes among grimstalkers, often ending with each grimstalker going its own way. Not even the presence of more powerful fey or commanding creatures can keep grimstalkers from their predisposed bickering. Some scholars theorize that this quality speaks to an ancient curse that once afflicted fey who were judged too cantankerous, but in truth, it''s just part of what makes a grimstalker what it is: ill-tempered, confrontational, and bitter. **__Recall Knowledge - Fey__ (__Nature__)**: DC 20' hp: 60 hp_misc: null immunities: null items: null knowledge_checks: dc: 20 skills: - Nature languages: - Aklo - Common level: 5 melee: - action_cost: One Action damage: formula: 2d6+7 type: slashing name: claw plus_damage: - formula: null type: grimstalker sap to_hit: 15 traits: - agile name: Grimstalker perception: 12 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 22 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d6 poison damage and __clumsy 1__ (1 round), **Stage 3** 2d6 poison damage and clumsy 2 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Grimstalker Sap range: null raw_description: '**Grimstalker Sap** (__poison__) **Saving Throw** DC 22 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d6 poison damage and __clumsy 1__ (1 round), **Stage 3** 2d6 poison damage and clumsy 2 (1 round)' requirements: null success: null traits: - poison trigger: null - action_cost: None critical_failure: null critical_success: null description: A grimstalker can always find a path, almost as if foliage parts before it. A grimstalker ignores difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede its progress. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Woodland Stride range: null raw_description: '**Woodland Stride** A grimstalker can always find a path, almost as if foliage parts before it. A grimstalker ignores difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don''t impede its progress.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 15 ref_misc: null will: 12 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A grimstalker can __Hide__ in natural environments, even if it doesn't have cover. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Camouflage range: null raw_description: '**Camouflage** A grimstalker can __Hide__ in natural environments, even if it doesn''t have cover.' requirements: null success: null traits: null trigger: null senses: - Perception +12 - low-light vision size: Medium skills: - bonus: 13 misc: null name: 'Acrobatics ' - bonus: 13 misc: null name: 'Intimidation ' - bonus: 11 misc: null name: 'Nature ' - bonus: 13 misc: null name: 'Stealth ' - bonus: 12 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 137 page_stop: null speed: - amount: 40 type: Land - amount: 20 type: climb - amount: null type: woodland stride spell_lists: - dc: 22 misc: '' name: Primal Innate Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: null name: earthbind requirement: null - frequency: null name: wall of thorns requirement: null - heightened_level: null level: 2 spells: - frequency: null name: entangle requirement: null - frequency: null name: pass without trace requirement: null - frequency: null name: tree shape requirement: null - heightened_level: 3 level: 0 spells: - frequency: null name: tanglefoot requirement: null to_hit: 14 traits: - CE - Medium - Fey type: Creature weaknesses: - amount: 5 type: cold iron - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 3 int_mod: -1 str_mod: 1 wis_mod: 3 ac: 15 ac_special: null alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: A grindylow gains 1 extra reaction at the start of each of its turns that it can use only to make an Attack of Opportunity with a tentacle. It can't use more than one Attack of Opportunity triggered by the same choice. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'The top half of a grindylow looks vaguely like that of a goblin, but from the waist down, their bodies split into a tangle of suckered, wriggling tentacles. They dwell mostly in shallow waters both fresh and briny, including lakes, rivers, coastal regions, and near coral reefs. Grindylows generally organize into schools ranging from a few individuals to a few hundred. Smaller schools can sometimes be brought under the leadership of a powerful aquatic creature, though such alliances last only until the school faces a major setback, at which point the surviving grindylows scatter and form smaller schools of their own. Grindylows aren''t territorial, but they are pragmatic; while they rarely build permanent structures, they will adopt a good hunting ground for generations until driven away by predators. They often lair in mobile shelters, such as a sargasso of seaweed or the hull of an abandoned ship. They are skilled scavengers and hunters that eat anything they can sink their teeth into. Grindylows respect the power of bigger sea predators but have a special hatred for squids (or anything they believe looks like a squid). Sailors plying grindylow-infested waters often paint the images of squids on the bottoms of their hulls in hopes of warding the little terrors off. While this can keep smaller schools at bay, it can also backfire, potentially inciting larger groups to gather for a coordinated attack; this becomes especially more likely if the ship''s route becomes predictable. This hatred of squids does not extend to other tentacled creatures; grindylows consider octopuses to be the epitome of grace and power. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 14' hp: 14 hp_misc: null immunities: null items: - spear knowledge_checks: dc: 14 skills: - Occultism languages: - Aquan level: 0 melee: - action_cost: One Action damage: formula: 1d6+1 type: piercing name: bite plus_damage: null to_hit: 7 traits: - finesse - action_cost: One Action damage: formula: 1d4+1 type: bludgeoning name: tentacle plus_damage: - formula: null type: Grab to_hit: 7 traits: - agile - finesse - trip - action_cost: One Action damage: formula: 1d6+1 type: piercing name: spear plus_damage: null to_hit: 5 traits: null name: Grindylow perception: 5 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: When a grindylow __Grabs__ a creature larger than itself, it attaches to that creature. The __grabbed__ creature is not __immobilized__, but if it moves, the grindylow moves with it. If the creature is Medium or smaller, it takes a -5-foot status penalty to its Speeds while the grindylow is attached. The grindylow is flat-footed while it is attached to a creature. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Clinging Suckers range: null raw_description: '**Clinging Suckers** When a grindylow __Grabs__ a creature larger than itself, it attaches to that creature. The __grabbed__ creature is not __immobilized__, but if it moves, the grindylow moves with it. If the creature is Medium or smaller, it takes a -5-foot status penalty to its Speeds while the grindylow is attached. The grindylow is flat-footed while it is attached to a creature.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The grindylow moves up to 60 feet in a straight line through the water without triggering reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Jet range: null raw_description: '**Jet** [Two Actions] (__move__) The grindylow moves up to 60 feet in a straight line through the water without triggering reactions.' requirements: null success: null traits: - move trigger: null ranged: - action_cost: One Action damage: formula: 1d6+1 type: piercing name: spear plus_damage: null to_hit: 7 traits: - thrown 20 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 7 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +5 - darkvision size: Small skills: - bonus: 5 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Stealth ' - bonus: 5 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 138 page_stop: null speed: - amount: 10 type: Land - amount: 25 type: swim spell_lists: null traits: - CE - Small - Aberration - Amphibious type: Creature weaknesses: null - 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 alignment: N automatic_abilities: null description: 'These sharpshooters are renowned for their patience and their accuracy. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18' hp: 44 hp_misc: null immunities: null items: - leather armor - shortbow (30 arrows) - shortsword knowledge_checks: dc: 18 skills: - Society languages: - Common - Grippli level: 3 melee: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: shortsword plus_damage: null to_hit: 11 traits: - agile - finesse - versatile S name: Grippli Archer perception: 10 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Hail of Arrows range: null raw_description: '**Hail of Arrows** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A grippli ignores difficult terrain in forests and jungles. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Jungle Stride range: null raw_description: '**Jungle Stride** A grippli ignores difficult terrain in forests and jungles.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+2 type: piercing name: shortbow plus_damage: null to_hit: 11 traits: - deadly 1d10 - range increment 60 feet - reload 0 rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 11 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +10 - darkvision size: Small skills: - bonus: 9 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Athletics ' - bonus: 8 misc: null name: 'Nature ' - bonus: 11 misc: +13 in forests name: 'Stealth ' - bonus: 8 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #146: Cult of Cinders' page_start: 87 page_stop: null speed: - amount: 25 type: Land - amount: 20 type: climb spell_lists: null traits: - N - Small - Grippli - Humanoid type: Creature weaknesses: null - 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 alignment: N automatic_abilities: null description: 'The unofficial healers of gripplikind are known as greenspeakers. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 20' hp: 71 hp_misc: null immunities: null items: - dart (4) - staff knowledge_checks: dc: 20 skills: - Society languages: - Common - Grippli level: 5 melee: - action_cost: One Action damage: formula: 1d4+4 type: bludgeoning name: staff plus_damage: null to_hit: 11 traits: - two-hand d8 name: Grippli Greenspeaker perception: 13 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A grippli ignores difficult terrain in forests and jungles. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Jungle Stride range: null raw_description: '**Jungle Stride** A grippli ignores difficult terrain in forests and jungles.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d4+4 type: piercing name: dart plus_damage: null to_hit: 13 traits: - agile - thrown 20 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 13 ref_misc: null will: 13 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'The greenspeaker can use __Diplomacy__ to Make an Impression on and make very simple Requests of plants and fungi. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Green Empathy range: null raw_description: '**Green Empathy** The greenspeaker can use __Diplomacy__ to Make an Impression on and make very simple Requests of plants and fungi. ' requirements: null success: null traits: null trigger: null senses: - Perception +13 - darkvision size: Small skills: - bonus: 11 misc: null name: 'Acrobatics ' - bonus: 9 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Diplomacy ' - bonus: 11 misc: null name: 'Medicine ' - bonus: 14 misc: null name: 'Nature ' - bonus: 11 misc: null name: 'Religion ' - bonus: 11 misc: null name: 'Stealth ' - bonus: 11 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #146: Cult of Cinders' page_start: 87 page_stop: null speed: - amount: 25 type: Land - amount: 20 type: climb spell_lists: - dc: 23 misc: '' name: Primal Prepared Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: null name: animal form requirement: null - frequency: null name: summon plant or fungus requirement: null - heightened_level: null level: 2 spells: - frequency: null name: barkskin requirement: null - frequency: null name: entangle requirement: null - frequency: null name: speak with animals requirement: null - heightened_level: null level: 1 spells: - frequency: null name: jump requirement: null - frequency: null name: pass without trace requirement: null - frequency: null name: shillelagh requirement: null - heightened_level: 3 level: 0 spells: - frequency: null name: acid splash requirement: null - frequency: null name: guidance requirement: null - frequency: null name: know direction requirement: null - frequency: null name: produce flame requirement: null - frequency: null name: tanglefoot requirement: null to_hit: 13 traits: - N - Small - Grippli - Humanoid type: Creature weaknesses: null - 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 alignment: N automatic_abilities: null description: 'Gripplis make their homes in the treetops of tropical jungles and forests. These frog-like humanoids are uniquely adapted to their environment, with oversized eyes that give them keen vision in both light and dark and large toes that allow them to easily scale trees. Gripplis vary widely in physical appearance, with their physiologies influenced by their surrounding environment. Those who live in verdant forests, for example, typically have bright green skin and red eyes. In contrast, gripplis who live in regions of rot and decay have mottled-brown coloration, and those who dwell near lakes or streams may bear bright blue and orange stripes. Typical gripplis stand just over 2 feet tall and weigh approximately 30 pounds. Whatever region they come from, gripplis tend to be peaceful hunter-gatherers. Due to their modest understanding of agriculture, gripplis don''t maintain typical farms like other humanoids do. Rather, they cultivate mushroom patches and gather a wide array of fruits from the surrounding wilderness. While most gripplis hunt insects, some societies also capture and breed them, nurturing herds of giant dragonflies or beetles that they eventually slaughter for food. Particularly enterprising gripplis might even seek out and tame larger flying insects to use as mounts during their hunts. The rearing of such massive insects is no easy feat, however, so gripplis who manage to do so are often heralded as local heroes. Gripplis usually construct their villages in particularly dense copses, stringing thin rope bridges between wide wooden platforms built around each trunk. They make use of broad leaves and thick branches to further obscure their villages, making them especially difficult to spot from the forest floor, and riddle the surrounding forest with labyrinthine trails that only they can navigate. Grippli scouts typically keep watch on the outskirts of grippli settlements. More potent gripplis inhabit the settlements, be they religious leaders, powerful druids, or agile warriors that, due to their small size, focus more on finesse weapons and ranged attacks than on melee tactics. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15' hp: 20 hp_misc: null immunities: null items: - dart (5) - leather armor - net - sickle knowledge_checks: dc: 15 skills: - Society languages: - Common - Grippli level: 1 melee: - action_cost: One Action damage: formula: 1d4+1 type: slashing name: sickle plus_damage: null to_hit: 9 traits: - agile - finesse - trip name: Grippli Scout perception: 8 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The grippli is wielding a net in two hands effects: null failure: null frequency: null full_description: null generic_description: null name: Hurl Net range: null raw_description: '**Hurl Net** **Requirements** The grippli is wielding a net in two hands; **Effect** The grippli makes a ranged Strike (with a +9 modifier) 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Gripplis ignore difficult terrain in forests and jungles. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Jungle Stride range: null raw_description: '**Jungle Stride** Gripplis ignore difficult terrain in forests and jungles.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d4+1 type: piercing name: dart plus_damage: null to_hit: 9 traits: - agile - thrown 20 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 9 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +8 - darkvision size: Small skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 4 misc: null name: 'Athletics ' - bonus: 6 misc: null name: 'Nature ' - bonus: 7 misc: +9 in forests name: 'Stealth ' - bonus: 6 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 139 page_stop: null speed: - amount: 25 type: Land - amount: 20 type: climb - amount: null type: jungle stride spell_lists: null traits: - N - Small - Grippli - Humanoid type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 18' hp: 45 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Nature languages: null level: 3 melee: - action_cost: One Action damage: formula: 2d8+4 type: piercing name: jaws plus_damage: null to_hit: 11 traits: null - action_cost: One Action damage: formula: 1d10+4 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 11 traits: - agile name: Grizzly Bear perception: 10 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The grizzly bear gains a +2 circumstance bonus to damage rolls against creatures it has grabbed. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mauler range: null raw_description: '**Mauler** The grizzly bear gains a +2 circumstance bonus to damage rolls against creatures it has grabbed.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rush range: null raw_description: '**Rush** [Two Actions] 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 6 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +10 - low-light vision - scent (imprecise) 30 feet size: Large skills: - bonus: 11 misc: null name: 'Athletics ' - bonus: 8 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 40 page_stop: null speed: - amount: 35 type: Land spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 4 dex_mod: 2 int_mod: 1 str_mod: 4 wis_mod: 2 ac: 20 ac_special: null alignment: CN automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When a grodair dies, its body explodes in a blast of pressurized water that deals 4d6 bludgeoning damage to creatures within a 15-foot emanation (DC 22 basic Reflex save). A creature that fails its save is pushed 5 feet (or 10 feet on a critical failure). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Death Flood range: null raw_description: '**Death Flood** (__conjuration__, __primal__, __water__) When a grodair dies, its body explodes in a blast of pressurized water that deals 4d6 bludgeoning damage to creatures within a 15-foot emanation (DC 22 basic Reflex save). A creature that fails its save is pushed 5 feet (or 10 feet on a critical failure).' requirements: null success: null traits: - conjuration - primal - water trigger: null description: 'Grodairs are bizarre fishlike creature native to the First World. Their supernatural physiology includes a strange organ with an extradimensional space capable of storing thousands of gallons of water. This grants grodairs the ability to create a suitable environment for themselves anywhere by releasing the water, quickly transforming any surrounding land into a shallow bog. When grodairs wish to leave for a new location, they simply suck up all the water back up. When necessary, grodairs can also travel on land by walking upon the tangle of long, fleshy tentacles that dangle from their bellies. Grodairs have two sets of eyes that function independently. While this makes the creatures difficult to surprise, it also makes them easy to distract. During conversations, they have a tendency to lose focus quickly and have difficulty remembering things. Still, they are avid conversationalists and enjoy hearing tales about the world. While this quality makes grodairs quite likable, they aren''t reliable. They have difficulty following plans or schedules, and they can keep a secret only if they happen to forget it first. For these reasons, grodairs don''t always make the best allies. Grodairs are voracious and curious omnivores who love trying new foods—in fact, the pursuit of new and interesting food is the most common reason that they venture out of First World. They can also capture and store within their throats any small animals and plants easily suspended in water, and eject them for consumption at a later time. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 20 **__Recall Knowledge - Fey__ (__Nature__)**: DC 20' hp: 88 hp_misc: null immunities: null items: null knowledge_checks: dc: 20 skills: - Arcana - Nature languages: - Aquan - Sylvan level: 5 melee: - action_cost: One Action damage: formula: 2d8+7 type: piercing name: jaws plus_damage: null to_hit: 15 traits: null - action_cost: One Action damage: formula: 1d10+7 type: bludgeoning name: tentacle plus_damage: - formula: null type: Knockdown to_hit: 15 traits: null name: Grodair perception: 13 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The grodair transforms all soil, sand, or similar sediment in a 10-foot emanation into mud for 1 round. This mud is difficult terrain for creatures other than grodairs. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Muddy Field range: null raw_description: '**Muddy Field** (__primal__, __transmutation__, __water__) The grodair transforms all soil, sand, or similar sediment in a 10-foot emanation into mud for 1 round. This mud is difficult terrain for creatures other than grodairs.' requirements: null success: null traits: - primal - transmutation - water trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The grodair causes water to pour from a magical sac on its spine, either a stream of water at a rate of 1 gallon per round, or a fountain in a 5-foot-long stream at a rate of 5 gallons per round. It can stop the flow of water as a single action. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Organ of Endless Water range: null raw_description: '**Organ of Endless Water** (__conjuration__, __manipulate__, __primal__, __water__) The grodair causes water to pour from a magical sac on its spine, either a stream of water at a rate of 1 gallon per round, or a fountain in a 5-foot-long stream at a rate of 5 gallons per round. It can stop the flow of water as a single action.' requirements: null success: null traits: - conjuration - manipulate - primal - water trigger: null ranged: - action_cost: One Action damage: formula: 3d6 type: bludgeoning name: water jet plus_damage: - formula: null type: Push 10 feet to_hit: 13 traits: - range increment 60 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 9 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +13 - darkvision size: Medium skills: - bonus: 13 misc: null name: 'Athletics ' - bonus: 13 misc: null name: 'Nature ' - bonus: 11 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 140 page_stop: null speed: - amount: 25 type: Land - amount: 50 type: swim spell_lists: - dc: 22 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: control water requirement: null to_hit: null traits: - CN - Medium - Amphibious - Beast - Fey - Water type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When the grothlut is reduced to 0 Hit Points, its digestive organs rupture, unleashing alchemical acid and poison upon all creatures in a 30-foot emanation. Each creature in the area must succeed at a DC 19 Fortitude save or take 2d6 acid damage and become sickened 1 (double damage and sickened 2 on a critical failure). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Disgusting Demise range: null raw_description: '**Disgusting Demise** (__acid__, __poison__) When the grothlut is reduced to 0 Hit Points, its digestive organs rupture, unleashing alchemical acid and poison upon all creatures in a 30-foot emanation. Each creature in the area must succeed at a DC 19 Fortitude save or take 2d6 acid damage and become sickened 1 (double damage and sickened 2 on a critical failure).' requirements: null success: null traits: - acid - poison trigger: null - action_cost: None critical_failure: null critical_success: null description: 60 feet. Each non-grothlut creature that enters or starts its turn within the area must succeed at a DC 17 Will saving throw or become sickened 1 (sickened 2 on a critical failure). The creature then becomes temporarily immune for 1 minute. The grothlut can activate or deactivate the aura by using a single free action that has the concentrate trait. A grothlut usually does not begin moaning until it senses the presence of a non-grothlut creature, and it usually stops once it doesn't sense any more such creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Piteous Moan range: null raw_description: '**Piteous Moan** (__aura__, __auditory__, __emotion__, __mental__, __occult__) 60 feet. Each non-grothlut creature that enters or starts its turn within the area must succeed at a DC 17 Will saving throw or become sickened 1 (sickened 2 on a critical failure). The creature then becomes temporarily immune for 1 minute. The grothlut can activate or deactivate the aura by using a single free action that has the concentrate trait. A grothlut usually does not begin moaning until it senses the presence of a non-grothlut creature, and it usually stops once it doesn''t sense any more such creatures.' requirements: null success: null traits: - aura - auditory - emotion - mental - occult trigger: 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. Many fleshwarpers consider the grothlut to be a failure of a creation, as the transformation all but stamps out the human consciousness. Others disagree, arguing that warping the creature''s mind makes it all the more useful, since its stupidity makes it pliable and easy to herd. Drow typically use grothluts as guardians that slowly patrol the edges of their enclaves. Once in position, grothluts can be used as crude shock troops, unleashed to soften enemy forces before more-valuable warriors wade in and cut down the enemies who have been nauseated by the grothluts'' exploded organs and flesh. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 18' hp: 50 hp_misc: null immunities: - acid - mental items: null knowledge_checks: dc: 18 skills: - Occultism languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d10+8 type: slashing name: claw plus_damage: null to_hit: 11 traits: - agile name: Grothlut perception: 5 proactive_abilities: null ranged: - action_cost: One Action damage: formula: 2d6 type: acid damage name: digestive spew plus_damage: - formula: 1d6 type: splash acid damage to_hit: 7 traits: - acid - range increment 15 feet - splash rarity: Common resistances: null ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 5 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +5 - darkvision size: Medium skills: - bonus: 11 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 158 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - N - Medium - Aberration - Mindless type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 13' hp: 8 hp_misc: null immunities: null items: null knowledge_checks: dc: 13 skills: - Nature languages: null level: -1 melee: - action_cost: One Action damage: formula: 1d4+1 type: piercing name: Jaws plus_damage: null to_hit: 6 traits: null name: Guard Dog perception: 6 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The dog's Strikes deal 1d4 extra damage to creatures within the __reach__ of at least two of the dog's allies. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pack Attack range: null raw_description: '**Pack Attack** The dog''s Strikes deal 1d4 extra damage to creatures within the __reach__ of at least two of the dog''s allies.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 5 fort_misc: null misc: null ref: 7 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +6 - low-light vision - scent (imprecise) 30 feet size: Small skills: - bonus: 5 misc: null name: 'Acrobatics ' - bonus: 4 misc: null name: 'Athletics ' - bonus: 5 misc: null name: 'Stealth ' - bonus: 4 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 102 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - N - Small - Animal type: Creature weaknesses: null - 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 alignment: LG 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. Guardian nagas usually encourage their young, upon reaching adulthood, to depart the nest and seek out their own natural wonders or ancient ruins to protect. Sometimes generations of guardian nagas might guard the same place, passing the honor of such care from parent to child. In such cases, the parent nagas aim to have at least one of their children elect to stay behind and become the guardian of their ancestral ward, giving the parents the peace of mind that the site they protect will continue to be guarded by their descendants. It is difficult for many societies that vilify serpents or see them as symbols of evil to accept the fact that guardian nagas are benevolent and kindly. Fortunately for these people, guardian nagas are also patient and understanding, and see encounters with such societies as opportunities to educate and expand worldviews. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 29' hp: 175 hp_misc: null immunities: null items: null knowledge_checks: dc: 29 skills: - Occultism languages: - Celestial - Common level: 10 melee: - action_cost: One Action damage: formula: 2d8+8 type: piercing name: fangs plus_damage: - formula: null type: guardian naga venom to_hit: 22 traits: - agile - finesse name: Guardian Naga perception: 22 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Guardian Naga Venom range: null raw_description: '**Guardian Naga Venom** (__poison__) **Saving Throw** DC 29 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 3d6 poison (1 round); **Stage 2** 3d6 poison and __drained 1__ (1 round)' requirements: null success: null traits: - poison trigger: null ranged: - action_cost: One Action damage: null name: spit plus_damage: null to_hit: 22 traits: - agile - poison - range increment 30 feet rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 20 fort_misc: null misc: null ref: 21 ref_misc: null will: 22 will_misc: null sense_abilities: null senses: - Perception +22 - darkvision size: Large skills: - bonus: 22 misc: null name: 'Acrobatics ' - bonus: 18 misc: null name: 'Deception ' - bonus: 21 misc: null name: 'Diplomacy ' - bonus: 21 misc: null name: 'Heaven Lore ' - bonus: 20 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 243 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 29 misc: '' name: Divine Spontaneous Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: breath of life requirement: null - frequency: null name: death ward requirement: null - frequency: null name: flame strike requirement: null - frequency: 4 slots name: heal requirement: null - heightened_level: null level: 4 spells: - frequency: null name: air walk requirement: null - frequency: null name: freedom of movement requirement: null - frequency: null name: remove curse requirement: null - frequency: 4 slots name: restoration requirement: null - heightened_level: null level: 3 spells: - frequency: null name: dispel magic requirement: null - frequency: null name: neutralize poison requirement: null - frequency: null name: remove disease requirement: null - frequency: 4 slots name: searing light requirement: null - heightened_level: null level: 2 spells: - frequency: null name: calm emotions requirement: null - frequency: null name: restoration requirement: null - frequency: null name: see invisibility requirement: null - frequency: 4 slots name: sound burst requirement: null - heightened_level: null level: 1 spells: - frequency: null name: bless requirement: null - frequency: null name: heal requirement: null - frequency: null name: protection requirement: null - frequency: 4 slots name: spirit link requirement: null - heightened_level: 5 level: 0 spells: - frequency: null name: daze requirement: null - frequency: null name: detect magic requirement: null - frequency: null name: light requirement: null - frequency: null name: mage hand requirement: null - frequency: null name: ray of frost requirement: null - frequency: null name: read aura requirement: null - frequency: null name: stabilize requirement: null to_hit: 21 traits: - Uncommon - LG - Large - Aberration type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. Although gugs may seem bestial, they have keen and wicked intellects. Gugs lair far underground, but they sometimes come to the surface to hunt during dark nights, either alone or in small groups. As they possess voracious appetites, most gugs consume the creatures they catch, but some instead kidnap their victims and retreat below the surface, leaving only a lingering stench and odd, clawed paw-prints. Victims are taken to rancid lairs marked with strange runes and sacrificed to the gugs'' wicked gods of blood, darkness, and nightmares. Dire rumors tell of lightless gug cities made of titanic blocks of stone far underground, where powerful gug leaders preach their vile doctrines to mobs of howling gugs. Gugs have a strange relationship with ghouls, which seems to date from their shared origin in a distant subterranean world. Gugs live in fear of ghouls, despite towering over them; however, this strange fear doesn''t apply to ghasts, whom gugs consume as voraciously as they do other creatures. Gugs stand 16 feet tall and weigh 2,000 pounds, although they have an eerie, graceful gait that belies their immense size. Their light step and ability to squeeze through very small crannies makes gugs common bogeymen in tales of strange disappearances or bloody massacres. Some particularly bloodthirsty gugs gain awful powers as gifts from their eldritch patrons. These monsters are known as savants, are never less than 12th level in power, and gain several occult innate spells. Though each savant''s precise mix of spells varies, normally, these spells grant invisibility, offer power to manipulate and change rock, or invoke awful and destructive energies upon living flesh. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 27' hp: 175 hp_misc: null immunities: null items: null knowledge_checks: dc: 27 skills: - Occultism languages: - Undercommon level: 10 melee: - action_cost: One Action damage: formula: 2d12+13 type: piercing name: jaws plus_damage: null to_hit: 23 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d8+13 type: slashing name: claw plus_damage: null to_hit: 23 traits: - agile - reach 15 feet name: Gug perception: 19 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Eerie Flexibility range: null raw_description: '**Eerie Flexibility** 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Furious Claws range: null raw_description: '**Furious Claws** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: claw effect: The monster automatically deals that Strike's damage again to the enemy. effects: null failure: null frequency: null full_description: null generic_description: null name: Rend range: null raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy. requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 22 fort_misc: null misc: null ref: 17 ref_misc: null will: 19 will_misc: null sense_abilities: null senses: - Perception +19 - darkvision size: Large skills: - bonus: 19 misc: +23 to Squeeze name: 'Acrobatics ' - bonus: 23 misc: null name: 'Athletics ' - bonus: 19 misc: null name: 'Stealth ' - bonus: 17 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 198 page_stop: null speed: - amount: 40 type: Land - amount: 20 type: climb spell_lists: null traits: - CE - Large - Aberration type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 120 feet. The guthallath erodes away the physical integrity of all around it. Creatures and objects in the emanation other than the guthallath have their hardness and resistances reduced by 10. At the start of its turn, a creature in the erosion aura's area takes 6d6 bludgeoning damage (basic Fortitude DC 39). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Erosion Aura range: null raw_description: '**Erosion Aura** (__aura__, __primal__) 120 feet. The guthallath erodes away the physical integrity of all around it. Creatures and objects in the emanation other than the guthallath have their hardness and resistances reduced by 10. At the start of its turn, a creature in the erosion aura''s area takes 6d6 bludgeoning damage (basic Fortitude DC 39).' requirements: null success: null traits: - aura - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: The guthallath is immune to spells of lower than 7th level and the activated effects of magic items of lower than 14th level. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Immunity to Magic range: null raw_description: '**Immunity to Magic** The guthallath is immune to spells of lower than 7th level and the activated effects of magic items of lower than 14th level.' requirements: null success: null traits: null trigger: 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. While the guthallath''s ancient enemies are gone, it is an engine of pure destruction, designed to rampage for weeks or even months. While not intelligent enough to enjoy or regret its acts, the guthallath cannot be reasoned with—it is unaffected by most magic, and is unpredictable in how it selects its targets (and creatures it spares). **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 44' hp: 325 hp_misc: null immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - magic (see below) - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 44 skills: - Arcana - Crafting languages: null level: 19 melee: - action_cost: One Action damage: formula: 4d12+18 type: bludgeoning name: fist plus_damage: - formula: null type: Improved Grab or Improved Push 20 feet to_hit: 38 traits: - deadly 3d12 - magical - reach 20 feet - action_cost: One Action damage: formula: 4d8+18 type: bludgeoning name: foot plus_damage: - formula: null type: Improved Knockdown to_hit: 38 traits: - deadly 3d12 - magical - reach 20 feet name: Guthallath perception: 30 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: A guthallath releases two beams of destruction from its eyes. Each beam is a 120-foot line. Everything in either line takes the effect of a hit from a 10th-level __disintegrate__ spell (DC 41 Fortitude). 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Annihilation Beams range: null raw_description: '**Annihilation Beams** [Two Actions] A guthallath releases two beams of destruction from its eyes. Each beam is a 120-foot line. Everything in either line takes the effect of a hit from a 10th-level __disintegrate__ spell (DC 41 Fortitude). 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The guthallath has a creature grabbed. effects: null failure: null frequency: null full_description: null generic_description: null name: Deadly Throw range: null raw_description: '**Deadly Throw** **Requirements** The guthallath has a creature grabbed. **Effect** 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Powerful Blows range: null raw_description: '**Powerful Blows** 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.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Huge or smaller, foot, DC 45 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**Trample** [Three Actions] Huge or smaller, foot, DC 45' requirements: null success: null traits: null trigger: null ranged: null rarity: Rare resistances: - amount: 15 type: physical (except adamantine) ritual_lists: null saves: fort: 38 fort_misc: null misc: null ref: 32 ref_misc: null will: 30 will_misc: null sense_abilities: null senses: - Perception +30 - darkvision - true seeing size: Gargantuan skills: - bonus: 25 misc: null name: 'Acrobatics ' - bonus: 40 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 199 page_stop: null speed: - amount: 40 type: Land - amount: 50 type: burrow spell_lists: - dc: 37 misc: null name: Innate Primal Spells spell_groups: - heightened_level: 8 level: -1 spells: - frequency: null name: true seeing requirement: null - heightened_level: 3 level: -1 spells: - frequency: null name: haste requirement: null to_hit: null traits: - Rare - N - Gargantuan - Construct type: Creature weaknesses: null - ability_mods: cha_mod: 8 con_mod: 4 dex_mod: 7 int_mod: 5 str_mod: 4 wis_mod: 6 ac: 36 ac_special: null alignment: LE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The gylou lashes out with a tentacle, attempting to Grapple the triggering creature. If the triggering Strike was with a melee weapon, the attacking creature can __Release__ the weapon to cause the gylou to automatically fail the __Athletics__ check. effects: null failure: null frequency: null full_description: null generic_description: null name: Reflexive Grab range: null raw_description: '**Reflexive Grab [Reaction]** **Trigger **A creature leaves a square within the gylou''s reach using a __move__ action or attempts a melee Strike against the gylou; **Effect **The gylou lashes out with a tentacle, attempting to Grapple the triggering creature. If the triggering Strike was with a melee weapon, the attacking creature can __Release__ the weapon to cause the gylou to automatically fail the __Athletics__ check.' requirements: null success: null traits: null trigger: A creature leaves a square within the gylou's reach using a __move__ action or attempts a melee Strike against the gylou description: 'Though gylous are deeply entrenched in the expansive and complex machinations of __Hell__, they are highly skilled agents capable of nuanced diplomacy, masterful deception, physical finesse, and nearly any other tasks they set their minds to. This versatility has led to gylous becoming widespread throughout all layers of Hell, enabling them to filter key information to their masters regarding other devils'' plots and schemes. Their allegiance is no secret, but their skills are so great that powerful devils employ one or more gylous regardless. While most gylous have a feminine form (combined with their role, this is the source of their common moniker of "handmaiden"), some have other gender presentations, and nearly all gylous take on carefully cultivated illusions to best suit the roles they fill. More often than not, gylous arise when lesser devils who have demonstrated exceptional utility and invaluable skills are uplifted into a new form, though on rare occasions they are shaped from the souls of evil mortals who showed unparalleled savvy within bureaucratic enterprises. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 32' hp: 240 hp_misc: null immunities: - fire items: null knowledge_checks: dc: 32 skills: - Religion languages: - Celestial - Common - Draconic - Infernal - telepathy 100 feet level: 14 melee: - action_cost: One Action damage: formula: 3d8+12 type: slashing name: claw plus_damage: - formula: 1d6 type: evil to_hit: 30 traits: - agile - evil - finesse - magical - action_cost: One Action damage: formula: 3d12+12 type: bludgeoning name: tentacle plus_damage: - formula: null type: Grab to_hit: 30 traits: - evil - magical - reach 10 feet name: Gylou perception: 28 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The gylou adopts the appearance of any Small or Medium __humanoid__. This doesn't change their Speed or the attack and damage modifiers of their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) The gylou adopts the appearance of any Small or Medium __humanoid__. This doesn''t change their Speed or the attack and damage modifiers of their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning).' requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The gylou demonstrates a preternatural ability for the task at hand. They use their __Deception__ modifier for the triggering check and for all skill checks using the same skill thereafter until the next time the gylou uses this ability or until 24 hours have passed, whichever happens first. effects: null failure: null frequency: once per day full_description: null generic_description: null name: Indispensable Savvy range: null raw_description: '**Indispensable Savvy** [Reaction] **Frequency **once per day; **Trigger **The gylou attempts a skill check but hasn''t rolled yet; **Effect **The gylou demonstrates a preternatural ability for the task at hand. They use their __Deception__ modifier for the triggering check and for all skill checks using the same skill thereafter until the next time the gylou uses this ability or until 24 hours have passed, whichever happens first.' requirements: null success: null traits: null trigger: The gylou attempts a skill check but hasn't rolled yet - action_cost: One Action critical_failure: null critical_success: null description: null effect: The gylou has a Medium or smaller creature __grabbed__ effects: null failure: null frequency: null full_description: null generic_description: null name: Tentacle Encage range: null raw_description: '**Tentacle Encage** (__attack__) **Requirements **The gylou has a Medium or smaller creature __grabbed__; **Effect **The gylou transfers the grabbed creature into their lower body''s net of encaging tentacles, freeing their limbs and tentacles to make Strikes. This has the same effects as __Swallow Whole__ (Medium, 2d12+12 bludgeoning, Rupture 30), except the encaged creature is not at risk of suffocation, and the gylou can bring the encaged creature with them when they cast __dimension door__. A gylou can have only one creature encaged at a time.' requirements: null success: null traits: - attack trigger: null ranged: null rarity: Common resistances: - amount: 10 type: physical (except silver) ritual_lists: - dc: 36 misc: null name: Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: infernal pact requirement: null to_hit: null saves: fort: 22 fort_misc: null misc: +1 status to all saves vs. magic ref: 25 ref_misc: null will: 28 will_misc: null sense_abilities: null senses: - Perception +28 - greater darkvision - true seeing size: Medium skills: - bonus: 27 misc: null name: 'Acrobatics ' - bonus: 25 misc: null name: 'Arcana ' - bonus: 28 misc: null name: 'Athletics ' - bonus: 30 misc: null name: 'Deception ' - bonus: 28 misc: null name: 'Diplomacy ' - bonus: 26 misc: null name: 'Religion ' - bonus: 27 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 75 page_stop: null speed: - amount: 35 type: Land - amount: 35 type: climb spell_lists: - dc: 36 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: null name: dispel magic requirement: null - frequency: null name: dominate requirement: null - heightened_level: null level: 5 spells: - frequency: null name: black tentacles requirement: null - frequency: null name: dimension door requirement: null - frequency: at will name: illusory object requirement: null - heightened_level: null level: 4 spells: - frequency: ×3 name: charm requirement: null - frequency: at will name: dimension door requirement: null - frequency: at will name: enthrall requirement: null - heightened_level: 7 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: 28 traits: - LE - Medium - Devil - Fiend type: Creature weaknesses: - amount: 10 type: good - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 2 int_mod: -4 str_mod: 6 wis_mod: 1 ac: 21 ac_special: null alignment: N automatic_abilities: null description: 'Hadrosaurids are a broad grouping of herbivorous dinosaurs that share characteristic flat snouts filled with rows of grinding teeth well suited for feeding on vegetation. Also known as "duck-billed dinosaurs" due to the unusual shape of their jaws, hadrosaurids are lumbering creatures that can rival an elephant for size, although they tend to be much less aggressive and are prone to flight when confronted with danger rather than stubbornly standing their ground. Many species of hadrosaurids have uniquely shaped crests on their heads that give each species its own unusual profile, making them easily recognizable even to an amateur dinosaur watcher. Giants and other oversized creatures have been known to domesticate hadrosaurids to serve as livestock. Despite their ability to sprint quickly, they don''t make particularly viable mounts due to their timid natures, but in a large group, a panicked gathering of hadrosaurids can wreak great damage with their trampling. A hadrosaurid can walk for short distances on its hind legs but prefers to graze and travel on all fours. The typical hadrosaurid is 20 to 30 feet long and can weigh up to 10,000 pounds. **__Recall Knowledge - Animal__ (__Nature__)**: DC 19' hp: 60 hp_misc: null immunities: null items: null knowledge_checks: dc: 19 skills: - Nature languages: null level: 4 melee: - action_cost: One Action damage: formula: 2d6+8 type: bludgeoning name: tail plus_damage: null to_hit: 14 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d4+8 type: bludgeoning name: foot plus_damage: null to_hit: 12 traits: - reach 15 feet name: Hadrosaurid perception: 13 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The hadrosaurid Strides twice. It has a +20-foot circumstance bonus to its Speed during these Strides. effects: null failure: null frequency: once per minute full_description: null generic_description: null name: Sprint range: null raw_description: '**Sprint** [Two Actions] **Frequency **once per minute; **Effect **The hadrosaurid Strides twice. It has a +20-foot circumstance bonus to its Speed during these Strides.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Large or smaller, foot, DC 21 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**__Trample__** [Three Actions] Large or smaller, foot, DC 21' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 10 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +13 - low-light vision - scent (imprecise) 30 feet size: Huge skills: - bonus: 12 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 81 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - N - Huge - Animal - Dinosaur type: Creature weaknesses: null - ability_mods: cha_mod: 4 con_mod: 5 dex_mod: 6 int_mod: 1 str_mod: 7 wis_mod: 5 ac: 31 ac_special: null alignment: LE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: Barb only. A hamatula gains an extra reaction at the start of each of its turns that it can use only to make an __Attack of Opportunity__. It can't use more than one Attack of Opportunity triggered by the same action. In addition to the normal trigger, a hamatula can make an Attack of Opportunity against a creature that touches it or an adjacent creature that attempts a melee Strike against it. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'Hamatulas are forged in Erebus to protect infernal vaults from those foolish enough to try to rob the archdevil __Mammon__. In case the vicious spines protruding from their bodies and ability to teleport weren''t deadly enough, they are also clever wielders of warding glyphs. They are effective conjured guardians, though they resent being pulled away from their duties in __Hell__. Unlike most fiends, hamatulas are formed from several souls that lack any features distinctive enough to merit another role. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 28' hp: 165 hp_misc: null immunities: - fire items: null knowledge_checks: dc: 28 skills: - Religion languages: - Celestial - Draconic - Infernal - telepathy 100 feet level: 11 melee: - action_cost: One Action damage: formula: 3d8+13 type: piercing name: barb plus_damage: - formula: 1d6 type: evil and bloodletting to_hit: 24 traits: - evil - magical name: Hamatula perception: 24 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: On a critical hit, the hamatula's barbs deal 3d6 __persistent bleed damage__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bloodletting range: null raw_description: '**Bloodletting** On a critical hit, the hamatula''s barbs deal 3d6 __persistent bleed damage__.' requirements: null success: null traits: null trigger: null - action_cost: Free Action critical_failure: null critical_success: null description: null effect: The creature struck must succeed at a DC 27 Will save or become __frightened 2__ (or frightened 3 on a critical failure). Regardless of the result of its saving throw, the creature is then temporarily immune to Frightful Strike for 24 hours. effects: null failure: null frequency: null full_description: null generic_description: null name: Frightful Strike range: null raw_description: '**Frightful Strike** [Free Action] (__divine__, __emotion__, __enchantment__, __fear__, __mental__) **Trigger **The hamatula hits a creature with a barb Strike; **Effect **The creature struck must succeed at a DC 27 Will save or become __frightened 2__ (or frightened 3 on a critical failure). Regardless of the result of its saving throw, the creature is then temporarily immune to Frightful Strike for 24 hours.' requirements: null success: null traits: - divine - emotion - enchantment - fear - mental trigger: The hamatula hits a creature with a barb Strike - action_cost: Two Actions critical_failure: null critical_success: null description: The hamatula makes a barb Strike, then Strides up to half its Speed without triggering reactions. If the Strike hits, the hamatula impales the target with one of its barbs and snaps the barb free as it moves away from the target. This deals an additional 2d8 piercing damage to the target and pins it to an adjacent surface, rendering it __immobilized__ (__Escape__ DC 29). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Impaling Barb range: null raw_description: '**Impaling Barb** [Two Actions] The hamatula makes a barb Strike, then Strides up to half its Speed without triggering reactions. If the Strike hits, the hamatula impales the target with one of its barbs and snaps the barb free as it moves away from the target. This deals an additional 2d8 piercing damage to the target and pins it to an adjacent surface, rendering it __immobilized__ (__Escape__ DC 29).' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A hamatula's __glyph of warding__ innate spell can contain any common spell from the Core Rulebook that meets the criteria in glyph of warding; the hamatula doesn't need to provide the spell. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Warden of Erebus range: null raw_description: '**Warden of Erebus** A hamatula''s __glyph of warding__ innate spell can contain any common spell from the Core Rulebook that meets the criteria in glyph of warding; the hamatula doesn''t need to provide the spell.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d8+13 type: piercing name: hurled barb plus_damage: - formula: 1d6 type: evil and bloodletting to_hit: 23 traits: - evil - magical - range increment 60 feet rarity: Common resistances: - amount: 10 type: physical (except silver) - amount: 10 type: poison ritual_lists: - dc: 27 misc: null name: Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: infernal pact requirement: null to_hit: null saves: fort: 23 fort_misc: null misc: +1 status to all saves vs. magic ref: 20 ref_misc: null will: 20 will_misc: null sense_abilities: null senses: - Perception +24 - greater darkvision size: Medium skills: - bonus: 23 misc: null name: 'Acrobatics ' - bonus: 18 misc: null name: 'Arcana ' - bonus: 21 misc: null name: 'Intimidation ' - bonus: 20 misc: null name: 'Religion ' - bonus: 23 misc: null name: 'Stealth ' - bonus: 22 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 74 page_stop: null speed: - amount: 25 type: Land - amount: 30 type: fly spell_lists: - dc: 27 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - frequency: at will name: glyph of warding requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - heightened_level: null level: 3 spells: - frequency: null name: harm requirement: null - frequency: ×2 name: paralyze requirement: null - heightened_level: 5 level: 0 spells: - frequency: null name: produce flame requirement: null to_hit: 21 traits: - LE - Medium - Devil - Fiend type: Creature weaknesses: - amount: 10 type: good - 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 alignment: CE 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. Harpies live in family groups or larger clans. They are lightweight despite their size, standing 5 feet tall and weighing only around 90 pounds. While most use relatively simple weapons, some harpies take pride in learning and mastering the use of more complex tools of war such as swords and slings. Those who master the use of the bow, in particular, are often regarded as heroes among their kind and terrors among their victims. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 20' hp: 68 hp_misc: null immunities: null items: - club knowledge_checks: dc: 20 skills: - Society languages: - Common level: 5 melee: - action_cost: One Action damage: formula: 1d6+4 type: bludgeoning name: club plus_damage: null to_hit: 12 traits: null - action_cost: One Action damage: formula: 2d6+4 type: slashing name: talon plus_damage: null to_hit: 15 traits: - agile - finesse name: Harpy perception: 12 proactive_abilities: - action_cost: One Action 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. critical_success: null 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. ' effect: null effects: null 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. frequency: null full_description: null generic_description: null name: Captivating Song range: null raw_description: '**Captivating Song** (__auditory__, __concentrate__, __enchantment__, __incapacitation__, __mental__, __primal__) 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.' requirements: null success: The creature is unaffected. traits: - auditory - concentrate - enchantment - incapacitation - mental - primal trigger: null ranged: - action_cost: One Action damage: formula: 1d6+4 type: bludgeoning name: club plus_damage: null to_hit: 15 traits: - thrown 10 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 15 ref_misc: null will: 12 will_misc: null sense_abilities: null senses: - Perception +12 - darkvision size: Medium skills: - bonus: 13 misc: null name: 'Acrobatics ' - bonus: 13 misc: null name: 'Deception ' - bonus: 11 misc: null name: 'Intimidation ' - bonus: 14 misc: +16 singing name: 'Performance ' source: - abbr: Bestiary page_start: 204 page_stop: null speed: - amount: 20 type: Land - amount: 60 type: fly spell_lists: null traits: - CE - Medium - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 2 dex_mod: 4 int_mod: 0 str_mod: 3 wis_mod: 5 ac: 26 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 'Whenever the harrow doll attempts a specific type of saving throw, it rolls twice and takes the higher result. The type of saving throw is determined by the suit that featured most prominently in the doll''s most recent harrow reading: Fortitude (Hammers or Shields), Reflex (Keys or Books), or Will (Stars or Crowns). If the suit of its latest harrow reading is unknown, roll 1d6 at the beginning of combat to randomly determine it.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fortune's Favor range: null raw_description: '**Fortune''s Favor** (__fortune__) Whenever the harrow doll attempts a specific type of saving throw, it rolls twice and takes the higher result. The type of saving throw is determined by the suit that featured most prominently in the doll''s most recent harrow reading: Fortitude (Hammers or Shields), Reflex (Keys or Books), or Will (Stars or Crowns). If the suit of its latest harrow reading is unknown, roll 1d6 at the beginning of combat to randomly determine it.' requirements: null success: null traits: - fortune trigger: null description: 'Harrow dolls are unique constructs that can make predictions about the future. The more elite circuses and traveling shows frequently feature a harrow doll, and many use the doll''s abilities to learn more about locals to better customize shows to their tastes—or to find easy marks for later cons. Upset patrons that try to harm a harrow doll or reclaim their payment quickly learn that the construct is more than capable of defending itself. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 26' hp: 120 hp_misc: null immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - mental - necromancy - nonlethal - paralyzed - poison - sickened - unconscious items: - metal harrow deck knowledge_checks: dc: 26 skills: - Arcana - Crafting languages: - Common level: 8 melee: - action_cost: One Action damage: formula: 2d12+6 type: bludgeoning name: fist plus_damage: - formula: null type: Grab to_hit: 17 traits: - agile - magical name: Harrow Doll perception: 14 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: 'A creature struck by one of the harrow doll''s cards must attempt a DC 25 Will save or be cursed with misfortune, which forces the creature to roll twice and take the lower result on its next roll of a specific type, determined by the card''s suit (roll 1d6 to randomly determine the suit). A creature can be cursed with only one effect from harrowing misfortune at a time, with a new curse overriding any previous curse. The curse ends after 1 minute or after the specified roll is made, whichever comes first. The suits and their effects are: Hammers (melee attack roll), Keys (Reflex save), Shields (Fortitude save), Books (skill check), Stars (Will save), and Crowns (spell attack roll).' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Harrowing Misfortune range: null raw_description: '**Harrowing Misfortune** (__curse__, __misfortune__) A creature struck by one of the harrow doll''s cards must attempt a DC 25 Will save or be cursed with misfortune, which forces the creature to roll twice and take the lower result on its next roll of a specific type, determined by the card''s suit (roll 1d6 to randomly determine the suit). A creature can be cursed with only one effect from harrowing misfortune at a time, with a new curse overriding any previous curse. The curse ends after 1 minute or after the specified roll is made, whichever comes first. The suits and their effects are: Hammers (melee attack roll), Keys (Reflex save), Shields (Fortitude save), Books (skill check), Stars (Will save), and Crowns (spell attack roll).' requirements: null success: null traits: - curse - misfortune trigger: null ranged: - action_cost: One Action damage: formula: 2d8+6 type: slashing name: harrow card plus_damage: - formula: null type: harrowing misfortune to_hit: 18 traits: - magical - range increment 60 feet rarity: Uncommon resistances: - amount: 5 type: physical (except adamantine) ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 16 ref_misc: null will: 17 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'A harrow doll can cast __augury__ as part of a harrow reading, which takes the usual 10 minutes. When casting __locate__, the harrow doll doesn''t need to have previously observed a specific object to learn its direction, but instead can detail the direction only vaguely, using such phrases as "beside a weeping mound" or "beneath the lost sky." When the harrow doll casts __mind reading__, there is no effect if the target critically succeeds its save. Each time a harrow doll makes a harrow reading, it also changes which saving throw is affected by its fortune''s favor ability. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Uncanny Divination range: null raw_description: '**Uncanny Divination** A harrow doll can cast __augury__ as part of a harrow reading, which takes the usual 10 minutes. When casting __locate__, the harrow doll doesn''t need to have previously observed a specific object to learn its direction, but instead can detail the direction only vaguely, using such phrases as "beside a weeping mound" or "beneath the lost sky." When the harrow doll casts __mind reading__, there is no effect if the target critically succeeds its save. Each time a harrow doll makes a harrow reading, it also changes which saving throw is affected by its fortune''s favor ability. ' requirements: null success: null traits: null trigger: null senses: - Perception +14 - darkvision size: Large skills: - bonus: 16 misc: null name: 'Fortune-Telling Lore ' source: - abbr: 'Pathfinder #154: Siege of the Dinosaurs' page_start: 81 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 27 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: null name: locate requirement: null - frequency: null name: mind reading requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: augury requirement: null to_hit: null traits: - Uncommon - N - Large - Construct type: Creature weaknesses: null - 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 alignment: LE 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. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 18 **__Recall Knowledge - Fiend__ (__Religion__)**: DC 18' hp: 40 hp_misc: null immunities: - fire items: null knowledge_checks: dc: 18 skills: - Arcana - Nature - Religion languages: - Infernal - (can't speak any language) level: 3 melee: - action_cost: One Action damage: formula: 1d8+4 type: piercing name: jaws plus_damage: - formula: 1d6 type: evil and 1d6 fire to_hit: 13 traits: - magical name: Hell Hound perception: 9 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** (__divine__, __evocation__, __fire__) 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.' requirements: null success: null traits: - divine - evocation - fire trigger: null ranged: null rarity: Common resistances: - amount: 5 type: cold ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 10 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +9 - darkvision - scent (imprecise) 60 feet size: Medium skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 9 misc: null name: 'Athletics ' - bonus: 8 misc: null name: 'Stealth ' - bonus: 9 misc: +11 to Track name: 'Survival ' source: - abbr: Bestiary page_start: 205 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - LE - Medium - Beast - Fiend - Fire type: Creature weaknesses: null - ability_mods: cha_mod: 1 con_mod: 4 dex_mod: 4 int_mod: 0 str_mod: 6 wis_mod: 3 ac: 25 ac_special: null alignment: LE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The hellcat becomes __invisible__ until its no longer in bright light. If the hellcat uses a hostile action, the invisibility ends after that hostile action is completed. effects: null failure: null frequency: null full_description: null generic_description: null name: Fade into the Light range: null raw_description: '**Fade into the Light [Reaction]** (__divine__, __illusion__) **Trigger** The hellcat begins its turn in bright light; **Effect** The hellcat becomes __invisible__ until its no longer in bright light. If the hellcat uses a hostile action, the invisibility ends after that hostile action is completed.' requirements: null success: null traits: - divine - illusion trigger: The hellcat begins its turn in bright light description: 'Hellcats are devious predators native to the fiery pits of Hell. While the fiendish creatures appears as skeletal smilodons, their bones smoking with heat and dripping with boiling blood, they are not undead. They are living hellspawn with transparent flesh that reveals their burning skeletons. A typical hellcat is 9 feet long and weighs 1,000 pounds. Left to their own devices, hellcats spend their time hunting—that is, seeking and stalking prey just for the thrill of the chase. As fiendish creatures, they do not require mortal sustenance, but they do devour their prey for the sheer pleasure of inflicting pain. They are also far more intelligent than most assume, and they resent being treated as unintelligent animals; those who treat a hellcat as a one may find themself made into a trophy for its pack, as a hellcat goes to great lengths to coordinate elaborate revenge upon those who fail to show proper respect. Though they can''t speak, hellcats know Infernal and can communicate by telepathy with any creature capable of speech. They rarely say much except to make whispered threats and to acknowledge the orders of their diabolic masters. Hellcats are quick to retreat if they are clearly outmatched or up against foes they''re unable to reach, but they never forget prey that escapes them. They often track potential victims and recruit allies, including other hellcats, to make coordinated attacks or ambushes against their foes. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 23 **__Recall Knowledge - Fiend__ (__Religion__)**: DC 23' hp: 110 hp_misc: null immunities: null items: null knowledge_checks: dc: 23 skills: - Arcana - Nature - Religion languages: - Infernal - can't speak any language - telepathy 100 feet level: 7 melee: - action_cost: One Action damage: formula: 2d12+7 type: piercing name: jaws plus_damage: null to_hit: 18 traits: null - action_cost: One Action damage: formula: 2d8+7 type: slashing name: claw plus_damage: null to_hit: 18 traits: - agile name: Hellcat perception: 16 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The hellcat deals an additional 1d6 precision damage to __frightened__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fearful Attack range: null raw_description: '**Fearful Attack** The hellcat deals an additional 1d6 precision damage to __frightened__ creatures.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The hellcat telepathically link its senses to all other hellcats within 100 feet for 10 minutes. It loses this contact with any hellcat that moves out of a 100-foot radius. While linked to at least one ally, the hellcat can't be flanked and gains a +2 status bonus to Will saving throws. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Infernal Mindlink range: null raw_description: '**Infernal Mindlink** (__concentrate__, __divine__, __divination__) The hellcat telepathically link its senses to all other hellcats within 100 feet for 10 minutes. It loses this contact with any hellcat that moves out of a 100-foot radius. While linked to at least one ally, the hellcat can''t be flanked and gains a +2 status bonus to Will saving throws.' requirements: null success: null traits: - concentrate - divine - divination trigger: null - action_cost: Two Actions critical_failure: The creature is frightened 4. critical_success: The creature is unaffected and is temporarily immune for 24 hours. description: "The hellcat produces a low growl to disorient and frighten foes.\ \ The hellcat can cause this vocalization to originate from somewhere else within\ \ 30 feet. Non-__fiends__ in a 15-foot burst must attempt a DC 25 Will save.\ \ The hellcat can't issue another Menacing Growl for 1d4 rounds. \n\n" effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: null name: Menacing Growl range: null raw_description: "**Menacing Growl** [Two Actions] (__auditory__, __emotion__,\ \ __fear__, __mental__) The hellcat produces a low growl to disorient and frighten\ \ foes. The hellcat can cause this vocalization to originate from somewhere\ \ else within 30 feet. Non-__fiends__ in a 15-foot burst must attempt a DC 25\ \ Will save. The hellcat can't issue another Menacing Growl for 1d4 rounds.\ \ \n\n**Critical Success** The creature is unaffected and is temporarily immune\ \ for 24 hours. \n\n**Success** The creature is __frightened 1__. \n\n**Failure**\ \ The creature is frightened 2. \n\n**Critical Failure** The creature is frightened\ \ 4." requirements: null success: The creature is frightened 1. traits: - auditory - emotion - fear - mental trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The hellcat Strides and makes a Strike at the end of that movement. If the hellcat began this action __hidden__, it remains hidden until after the ability's Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pounce range: null raw_description: '**Pounce** The hellcat Strides and makes a Strike at the end of that movement. If the hellcat began this action __hidden__, it remains hidden until after the ability''s Strike.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 10 type: fire - amount: 5 type: physical (except silver) ritual_lists: null saves: fort: 15 fort_misc: null misc: +1 status to all saves vs. magic ref: 17 ref_misc: null will: 12 will_misc: null sense_abilities: null senses: - Perception +16 - darkvision - scent (imprecise) 30 feet size: Large skills: - bonus: 17 misc: null name: 'Acrobatics ' - bonus: 17 misc: null name: 'Athletics ' - bonus: 14 misc: null name: 'Intimidation ' - bonus: 17 misc: null name: 'Stealth ' - bonus: 14 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 141 page_stop: null speed: - amount: 35 type: Land spell_lists: null traits: - LE - Large - Beast - Fiend type: Creature weaknesses: - amount: 5 type: good - 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 alignment: LE 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. A hellcrown usually manifests hours or longer after its body''s death, and only when its body is unattended; this might even take days if the Hellknight perished in a major battle. Typically, no recognizable fragment of the Hellknight''s former personality survives the grisly transformation into a hellcrown, but in rare and particularly tragic cases a hellcrown might remember its life and hold grudges against those it views as the cause of its death. Regardless of whether they retain memories of their lives or have lost all former sense of self, hellcrowns linger around the site of their death, reminding all they encounter of the merciless principles of their order. **__Recall Knowledge - Undead__ (__Religion__)**: DC 17' hp: 20 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison - unconscious items: null knowledge_checks: dc: 17 skills: - Religion languages: - Common level: 1 melee: null name: Hellcrown perception: 10 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: If the hellcrown hits with a nail Strike, the target must attempt a DC 16 Fortitude save. On a failure, the nail is embedded in the creature, making it __enfeebled 1__ for 1 minute and giving it 1 persistent bleed damage (__enfeebled 2__ and 1d4 persistent bleed damage on a critical failure). 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bleeding Nail range: null raw_description: '**Bleeding Nail** If the hellcrown hits with a nail Strike, the target must attempt a DC 16 Fortitude save. On a failure, the nail is embedded in the creature, making it __enfeebled 1__ for 1 minute and giving it 1 persistent bleed damage (__enfeebled 2__ and 1d4 persistent bleed damage on a critical failure). 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Terrifying Stare range: null raw_description: '**Terrifying Stare** (__fear__, __mental__, __visual__) 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.' requirements: null success: null traits: - fear - mental - visual trigger: null ranged: - action_cost: One Action damage: formula: 1d4+2 type: piercing name: nail plus_damage: - formula: null type: bleeding nail to_hit: 9 traits: - range increment 20 feet rarity: Uncommon resistances: null ritual_lists: null saves: fort: 4 fort_misc: null misc: null ref: 6 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +10 - darkvision size: Tiny skills: - bonus: 8 misc: null name: 'Intimidation ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #145: Hellknight Hill' page_start: 90 page_stop: null speed: - amount: 25 type: fly spell_lists: null traits: - Uncommon - LE - Tiny - Undead type: Creature weaknesses: null - ability_mods: cha_mod: 7 con_mod: 5 dex_mod: 4 int_mod: 1 str_mod: 6 wis_mod: 4 ac: 30 ac_special: null alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The herecite warps the caster's prayers into a sacrilegious echo praising the evils of its own deity. The triggering caster must succeed at a DC 29 Will saving throw or their spell is disrupted and their action wasted. effects: null failure: null frequency: null full_description: null generic_description: null name: Perverse Prayer range: null raw_description: '**Perverse Prayer** [Reaction] (__auditory__, __divine__, __evil__) **Trigger** A creature within 30 feet uses the Sustain a Spell action to sustain a divine spell or the Cast a Spell action to cast a divine spell with a verbal component; **Effect** The herecite warps the caster''s prayers into a sacrilegious echo praising the evils of its own deity. The triggering caster must succeed at a DC 29 Will saving throw or their spell is disrupted and their action wasted.' requirements: null success: null traits: - auditory - divine - evil trigger: A creature within 30 feet uses the Sustain a Spell action to sustain a divine spell or the Cast a Spell action to cast a divine spell with a verbal component description: 'Secreted away in the dark corners of unnamed libraries, necromancer''s dens, and heretical scriptoriums, obscure texts describe a horrifying ritual that combines sacrifice and suffering to create a powerful undead being known as a herecite. These monsters, stripped of personal will or desire, are born into the service of an evil god whom they worship unerringly and untiringly, often in spite of any opposing religious leanings they may have had in life. Every herecite harbors an unquenchable self-hatred because it was defiled by such a foul resurrection—a rage it turns outward in an attempt to rob others of their faith and lives. Herecites often outlast the cults that create them. Stranded herecites are drawn to others of their kind, even if they are dedicated to different evil deities, and when brought together they perform rites to magically bind themselves in a group known as a cabal. While cabal members share enhanced magic and defenses, induction into a cabal appears to hold even deeper significance for herecites. The presence of others of their kind with whom they can pray—in verses warped to venerate wicked gods—seems the only solace these tormented beings can find in undeath. Such a fellowship of sorrow is nigh unbreakable, as many an overzealous crusader has discovered far too late. Customarily found within heavily modified temples to the pantheon of gods they collectively worship, herecites act in service to their creators or as protectors of unholy ground. High priests of different evil gods may even trade herecites among themselves, allowing their minions to form cabals strengthened by their varied faiths. A lone herecite cut off from its creators—often because it is the sole remnant of a destroyed temple or its master has perished—may wander far and wide in search of a cabal to join. Other times, the herecite seeks out a place sacred to the deity it worshipped in life. Whether motivated by a desire for contrition or vengeance, the end result of this baleful pilgrimage is always the desecration of the holy site and the slaughter of its congregants, who may in turn rise as lesser forms of undead. **__Recall Knowledge - Undead__ (__Religion__)**: DC 29' hp: 200 hp_misc: negative healing immunities: null items: - +1 striking spiked gauntlet knowledge_checks: dc: 29 skills: - Religion languages: - Common - Draconic - Infernal level: 10 melee: - action_cost: One Action damage: formula: 2d4+10 type: piercing name: unholy spiked gauntlet plus_damage: - formula: 1d6 type: evil to_hit: 22 traits: - agile - free-hand name: Herecite of Zevgavizeb perception: 20 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null description: null effect: The herecite is in a cabal of three or more members, two of which are within 60 feet and have used Cabal Communion within the last round effects: null failure: null frequency: null full_description: null generic_description: null name: Assault the Soul range: null raw_description: '**Assault the Soul** [Three Actions] (__concentrate__, __divine__, __evil__, __necromancy__) **Requirements** The herecite is in a cabal of three or more members, two of which are within 60 feet and have used Cabal Communion within the last round; **Effect** The herecite casts __bind soul__, __spirit blast__, or __spiritual epidemic__ (DC 31). Once a herecite has used this ability (whether or not it was successful), the cabal must wait 24 hours before one of its members can use Assault the Soul again.' requirements: null success: null traits: - concentrate - divine - evil - necromancy trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: With murmurs and chants, the herecite casts its consciousness toward the other members of its cabal. For 1 round, it senses what other members are sensing, knows their thoughts, and knows their exact location. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cabal Communion range: null raw_description: '**Cabal Communion** [Two Actions] (__auditory__, __concentrate__) With murmurs and chants, the herecite casts its consciousness toward the other members of its cabal. For 1 round, it senses what other members are sensing, knows their thoughts, and knows their exact location.' requirements: null success: null traits: - auditory - concentrate trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: Recalling the cruelty of the foul ritual that birthed it, the herecite curses an enemy with a fragment of its blasphemy. The herecite targets one creature within 30 feet, which must attempt a DC 29 Will save. On a failure, the creature is cursed. As long as the creature is cursed, any art object, symbol, or implement of religious significance in the creature's possession—such as a divine spellcasting focus, holy text, fetish, or rendering of a deity—becomes physically corrupted in a way that debases the deity's tenets (a depiction of __Shelyn's__ songbird, for example, might lose its beautiful plumage to reveal a hideous skeletal form beneath). While these items continue to function normally, the cursed creature is __stupefied__ 2 as long as it possesses an object corrupted in this fashion. The creature can cast off its corrupted objects to remove the stupefied condition, but any new religious objects it takes into its possession become similarly corrupted. The curse can be lifted by a __remove curse__ spell or by an __atone__ ritual. After a creature is targeted with this ability, regardless of whether it was affected, it becomes immune to herecites' Curse of Defiled Idols for 1 day. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Curse of Defiled Idols range: null raw_description: '**Curse of Defiled Idols** [Two Actions] (__curse__, __divine__, __evil__) Recalling the cruelty of the foul ritual that birthed it, the herecite curses an enemy with a fragment of its blasphemy. The herecite targets one creature within 30 feet, which must attempt a DC 29 Will save. On a failure, the creature is cursed. As long as the creature is cursed, any art object, symbol, or implement of religious significance in the creature''s possession—such as a divine spellcasting focus, holy text, fetish, or rendering of a deity—becomes physically corrupted in a way that debases the deity''s tenets (a depiction of __Shelyn''s__ songbird, for example, might lose its beautiful plumage to reveal a hideous skeletal form beneath). While these items continue to function normally, the cursed creature is __stupefied__ 2 as long as it possesses an object corrupted in this fashion. The creature can cast off its corrupted objects to remove the stupefied condition, but any new religious objects it takes into its possession become similarly corrupted. The curse can be lifted by a __remove curse__ spell or by an __atone__ ritual. After a creature is targeted with this ability, regardless of whether it was affected, it becomes immune to herecites'' Curse of Defiled Idols for 1 day.' requirements: null success: null traits: - curse - divine - evil trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: - dc: 28 misc: null name: Rituals spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: consecrate requirement: null to_hit: null saves: fort: 19 fort_misc: null misc: null ref: 20 ref_misc: null will: 22 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: Multiple herecites can form a cabal to gain increased magical abilities and defenses. A cabal consists of two to five herecites. The ritual to form a cabal (or to welcome new herecites into an existing cabal) requires 24 hours of worship, prayer, and vile sacrifice, after which point the herecites become magically bound to one another. All herecites in a cabal gain the cleric domain spells granted by each individual herecite's deity, and each herecite's focus pool increases to 3 Focus Points. As long as the cabal exists, herecites in the cabal gain a +2 status bonus to Perception checks and fast healing 10. These benefits persist as long as the cabal consists of two or more herecites that remain within 1 mile of one another. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cabal range: null raw_description: '**Cabal** Multiple herecites can form a cabal to gain increased magical abilities and defenses. A cabal consists of two to five herecites. The ritual to form a cabal (or to welcome new herecites into an existing cabal) requires 24 hours of worship, prayer, and vile sacrifice, after which point the herecites become magically bound to one another. All herecites in a cabal gain the cleric domain spells granted by each individual herecite''s deity, and each herecite''s focus pool increases to 3 Focus Points. As long as the cabal exists, herecites in the cabal gain a +2 status bonus to Perception checks and fast healing 10. These benefits persist as long as the cabal consists of two or more herecites that remain within 1 mile of one another.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: 'A herecite is associated with one evil god and is always of the same alignment as that god. Whenever it wields its deity''s favored weapon, that weapon gains the __unholy__ rune. The herecite''s creators select two domains from their deity; the herecite can cast the domain spells and the advanced domain spells from those domains as cleric focus spells. The herecite can cast the deity''s other granted cleric spells as divine innate spells. Most herecites have 2 Focus Points in their focus pool. The herecite presented here is a herecite of __Zevgavizeb__. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Herecite Deity range: null raw_description: '**Herecite Deity** A herecite is associated with one evil god and is always of the same alignment as that god. Whenever it wields its deity''s favored weapon, that weapon gains the __unholy__ rune. The herecite''s creators select two domains from their deity; the herecite can cast the domain spells and the advanced domain spells from those domains as cleric focus spells. The herecite can cast the deity''s other granted cleric spells as divine innate spells. Most herecites have 2 Focus Points in their focus pool. The herecite presented here is a herecite of __Zevgavizeb__. ' requirements: null success: null traits: null trigger: null senses: - Perception +20 - darkvision - detect alignment (good only) size: Medium skills: - bonus: 20 misc: null name: 'Athletics ' - bonus: 23 misc: null name: 'Intimidation ' - bonus: 22 misc: null name: 'Religion ' - bonus: 19 misc: null name: 'Zevgavizeb Lore ' source: - abbr: 'Pathfinder #153: Life''s Long Shadow' page_start: 80 page_stop: null speed: - amount: 30 type: Land spell_lists: - dc: 28 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: ravening maw requirement: null - heightened_level: null level: 3 spells: - frequency: null name: crisis of faith requirement: null - frequency: at will name: harm requirement: null - frequency: null name: meld into stone requirement: null - heightened_level: null level: 2 spells: - frequency: x3 name: darkness requirement: null - heightened_level: null level: 1 spells: - frequency: null name: ray of enfeeblement requirement: null - heightened_level: 5 level: -1 spells: - frequency: good only name: detect alignment requirement: null to_hit: null - dc: 28 misc: null name: Cleric Focus Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: enduring might requirement: null - frequency: null name: nature's bounty requirement: null - heightened_level: null level: 1 spells: - frequency: null name: athletic rush requirement: null - frequency: null name: vibrant thorns requirement: null to_hit: null traits: - Uncommon - CE - Medium - Undead type: Creature weaknesses: - amount: 10 type: good - ability_mods: cha_mod: 4 con_mod: 6 dex_mod: 3 int_mod: 4 str_mod: 7 wis_mod: 5 ac: 31 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A hezrou revels in the foulness it exudes and becomes distraught when contaminations are purified. The first time in a round when a contamination is purified (such as via __purify food and drink__) or a toxin is neutralized (such as via __neutralize poison__) within 30 feet of a hezrou, the demon takes 6d6 __mental__ damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Purity Vulnerability range: null raw_description: '**Purity Vulnerability** A hezrou revels in the foulness it exudes and becomes distraught when contaminations are purified. The first time in a round when a contamination is purified (such as via __purify food and drink__) or a toxin is neutralized (such as via __neutralize poison__) within 30 feet of a hezrou, the demon takes 6d6 __mental__ damage.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 27 Fortitude save or become __sickened 1__ (plus __slowed 1__ for as long as it's sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against __disease__ and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stench range: null raw_description: '**Stench** (__aura__, __olfactory__) 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 27 Fortitude save or become __sickened 1__ (plus __slowed 1__ for as long as it''s sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against __disease__ and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.' requirements: null success: null traits: - aura - olfactory trigger: null description: "Hezrous dwell in the vast and endless Abyssal swamps, mires, and waterways\ \ and are equally at home on land and in the water. A hezrou's presence has an\ \ obvious effect on nearby flora and water, causing plant life to twist and knot\ \ and infusing water with a foul odor and brackish taste—signs much easier to\ \ spot on the Material Plane than in the Abyss. Long exposure to this corruption\ \ can cause vile transformations and hideous mutations, and entire miserable communities\ \ of corrupted creatures sometimes rise in swamplands where a hezrou dwells. Hezrous\ \ themselves prefer simple pleasures, and they often waste their considerable\ \ intellect in the pursuit of comfortable places to slumber, squealing meals to\ \ eat, or objects of beauty to deface. They do not seek out cults to fawn over\ \ them but will not turn away those who seek to worship on their own. Hezrous\ \ form from the souls of those who abused and polluted their environs or neighbors,\ \ either through the introduction of toxins to the region or the insidious spread\ \ of drugs and poisons through a society. \n\n\n\n**__Recall Knowledge - Fiend__\ \ (__Religion__)**: DC 28" hp: 245 hp_misc: null immunities: null items: null knowledge_checks: dc: 28 skills: - Religion languages: - Abyssal - Celestial - Draconic - telepathy 100 feet level: 11 melee: - action_cost: One Action damage: null name: jaws (evil, magical, reach 10 feet plus_damage: null to_hit: 24< traits: null - action_cost: One Action damage: null name: claw (agile, evil, magical, reach 10 feet plus_damage: null to_hit: 24< traits: null name: Hezrou perception: 21 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The hezrou is grappling a creature effects: null failure: null frequency: null full_description: null generic_description: null name: Poisonous Pustules range: null raw_description: '**Poisonous Pustules** (__poison__) **Requirement **The hezrou is grappling a creature; **Effect **Toxic fluids spurt from burst boils and weeping wens on the hezrou''s body. A creature __grabbed__ or __restrained__ by the hezrou takes 2d12+6 poison damage (DC 30 basic Fortitude save).' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Common resistances: null ritual_lists: - dc: 27 misc: null name: Rituals spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: blight requirement: null - heightened_level: null level: 1 spells: - frequency: null name: abyssal pact requirement: null to_hit: null saves: fort: 23 fort_misc: null misc: +1 to all saves vs. magic ref: 18 ref_misc: null will: 22 will_misc: null sense_abilities: null senses: - Perception +21 - darkvision size: Large skills: - bonus: 21 misc: null name: 'Arcana ' - bonus: 24 misc: null name: 'Athletics ' - bonus: 23 misc: null name: 'Intimidation ' - bonus: 20 misc: +24 in swamps name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 67 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: swim spell_lists: - dc: 27 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: null name: divine wrath requirement: null - frequency: null name: paranoia requirement: null - heightened_level: null level: 5 spells: - frequency: null name: abyssal plague requirement: null - frequency: null name: dimension door requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - frequency: at will name: divine wrath requirement: null - frequency: null name: gaseous form requirement: null to_hit: null traits: - CE - Large - Amphibious - Demon - Fiend type: Creature weaknesses: - amount: 10 type: cold iron - amount: 10 type: good - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Catch Rock range: null raw_description: '**Catch Rock** [Reaction]' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 23' hp: 140 hp_misc: null immunities: null items: - greatpick - hide armor - sack with 5 rocks knowledge_checks: dc: 23 skills: - Society languages: - Common - Jotun level: 7 melee: - action_cost: One Action damage: formula: 1d10+14 type: bludgeoning name: greatclub plus_damage: null to_hit: 19 traits: - backswing - reach 10 feet - shove - action_cost: One Action damage: formula: 1d6+4 type: bludgeoning name: fist plus_damage: null to_hit: 19 traits: - agile - reach 10 feet name: Hill Giant perception: 13 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: '' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Throw Rock range: null raw_description: '**Throw Rock** ' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wide Swing range: null raw_description: '**Wide Swing** 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.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d8+14 type: bludgeoning name: rock plus_damage: null to_hit: 19 traits: - brutal - range increment 120 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 12 ref_misc: null will: 13 will_misc: null sense_abilities: null senses: - Perception +13 - low-light vision size: Large skills: - bonus: 19 misc: null name: 'Athletics ' - bonus: 11 misc: null name: 'Intimidation ' source: - abbr: Bestiary page_start: 170 page_stop: null speed: - amount: 35 type: Land spell_lists: null traits: - CE - Large - Earth - Giant - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: 1 con_mod: 4 dex_mod: 1 int_mod: -4 str_mod: 4 wis_mod: 3 ac: 16 ac_special: null alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: DC 17 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Buck range: null raw_description: '**__Buck__ [Reaction]** DC 17' requirements: null success: null traits: null trigger: null description: 'Hippocampi serve as steeds for aquatic humanoids or roam wild in the sea. **__Recall Knowledge - Animal__ (__Nature__)**: DC 15' hp: 24 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Nature languages: null level: 1 melee: - action_cost: One Action damage: formula: 1d6+4 type: bludgeoning name: tail plus_damage: null to_hit: 7 traits: - reach 10 feet name: Hippocampus perception: 6 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The hippocampus makes a tail Strike, then __Swims__ with a +10-foot circumstance bonus to its swim Speed. It gains a +2 circumstance bonus to AC against reactions triggered by this movement. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sudden Retreat range: null raw_description: '**Sudden Retreat** [Two Actions] The hippocampus makes a tail Strike, then __Swims__ with a +10-foot circumstance bonus to its swim Speed. It gains a +2 circumstance bonus to AC against reactions triggered by this movement.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 4 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +6 - darkvision - scent (imprecise) 30 feet size: Large skills: - bonus: 4 misc: null name: 'Acrobatics ' - bonus: 7 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 142 page_stop: null speed: - amount: 5 type: Land - amount: 40 type: swim spell_lists: null traits: - N - Large - Animal - Aquatic type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 3 int_mod: -4 str_mod: 3 wis_mod: 2 ac: 18 ac_special: null alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: DC 17 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Buck range: null raw_description: '**__Buck__ [Reaction]** DC 17' requirements: null success: null traits: null trigger: null description: 'With the proud bearing of a great raptor and the magnificence of a powerful horse, hippogriffs are thought to be an accidental fusion of creatures or perhaps the creation of a flesh-warping wizard with a keen aesthetic sense. Regardless of their original source, these animals are now a common sight in the skies above their favored plains or hill country. Hippogriffs bear the wings, forelegs, and head of a bird of prey, with feather coloration similar to that of a hawk or eagle, though some breeders have managed to produce specimens with stark-white or coal-black feathers. Their torso, hindquarters, and tail resemble those of a horse and usually are colored bay, chestnut, or gray, with some coats bearing black, pinto, or even palomino coloration. Hippogriffs are similar in size to large horses. Much like their equine cousins, hippogriffs often have to keep wary eyes on the skies above them, as both are preferred meals for hungry griffons and wyverns. Only hippogriffs'' superior speed helps protect them from these predators. Hippogriffs are exceptionally territorial and fiercely protect the lands under their domain. They typically favor sweeping grasslands, rolling hills, and prairies. Exceptionally hardy hippogriffs make their homes nestled into niches on canyon walls, from which they comb the rocky deserts for coyotes, deer, and the occasional humanoid. Hippogriffs prefer mammalian prey, but they graze after every meal to aid in digestion. Since hippogriff hunting habits can be dangerous to both ranchers and their livestock, such communities often set bounties on hippogriffs. As a result, preserved hippogriffs frequently decorate frontier taverns and remote outposts alongside the taxidermic remains of deer, elk, and bears. However, other communities train hippogriffs from hatching to be ridden by elite soldiers in combat— the most notable among these groups in the Inner Sea region is the Sable Company Mercenaries in the city-state of Korvosa. Attempts are sometimes made to train adult hippogriffs in the same manner, but this often proves far more difficult. Hippogriff riders must use special saddles and combat techniques that allow them to act in concert with their mount, fighting effectively while avoiding interfering with the movement of their companion''s wings. **__Recall Knowledge - Animal__ (__Nature__)**: DC 16' hp: 32 hp_misc: null immunities: null items: null knowledge_checks: dc: 16 skills: - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d10+3 type: piercing name: beak plus_damage: null to_hit: 9 traits: null - action_cost: One Action damage: formula: 1d6+3 type: slashing name: talon plus_damage: null to_hit: 9 traits: - agile - action_cost: One Action damage: formula: 1d6+3 type: bludgeoning name: wing plus_damage: null to_hit: 9 traits: - reach 10 feet name: Hippogriff perception: 8 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The hippogriff __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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flying Strafe range: null raw_description: '**Flying Strafe** [Two Actions] The hippogriff __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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 9 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +8 - darkvision - scent (imprecise) 30 feet size: Large skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 7 misc: null name: 'Athletics ' - bonus: 6 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 143 page_stop: null speed: - amount: 30 type: Land - amount: 65 type: fly spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - ability_mods: cha_mod: -2 con_mod: 6 dex_mod: 2 int_mod: -4 str_mod: 6 wis_mod: 4 ac: 21 ac_special: null alignment: N automatic_abilities: null description: 'Typical adult hippos move quickly on land and attack stealthily in the water. Though herbivorous, hippos are notoriously aggressive and territorial. **__Recall Knowledge - Animal__ (__Nature__)**: DC 20' hp: 85 hp_misc: null immunities: null items: null knowledge_checks: dc: 20 skills: - Nature languages: null level: 5 melee: - action_cost: One Action damage: formula: 2d8+8 type: piercing name: jaws plus_damage: null to_hit: 15 traits: - deadly d10 - action_cost: One Action damage: formula: 1d10+8 type: bludgeoning name: foot plus_damage: null to_hit: 13 traits: null name: Hippopotamus perception: 11 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 30 feet effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aquatic Ambush range: null raw_description: '**__Aquatic Ambush__** 30 feet' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The hippopotamus tries to capsize an adjacent aquatic vessel of its size or smaller. The hippopotamus must succeed at an __Athletics__ check with a DC of 25 (reduced by 5 for each size smaller the vessel is than the hippo) or the pilot's __Sailing Lore__ DC, whichever is higher. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Capsize range: null raw_description: '**Capsize** (__attack__) The hippopotamus tries to capsize an adjacent aquatic vessel of its size or smaller. The hippopotamus must succeed at an __Athletics__ check with a DC of 25 (reduced by 5 for each size smaller the vessel is than the hippo) or the pilot''s __Sailing Lore__ DC, whichever is higher.' requirements: null success: null traits: - attack trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Medium or smaller, foot, DC 23 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**__Trample__** [Three Actions] Medium or smaller, foot, DC 23' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 9 ref_misc: null will: 11 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The hippopotamus can hold its breath for 5 minutes. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Deep Breath range: null raw_description: '**Deep Breath** The hippopotamus can hold its breath for 5 minutes.' requirements: null success: null traits: null trigger: null senses: - Perception +11 - low-light vision - scent (imprecise) 30 feet size: Large skills: - bonus: 13 misc: null name: 'Athletics ' - bonus: 11 misc: +13 in water name: 'Stealth ' - bonus: 11 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 144 page_stop: null speed: - amount: 25 type: Land - amount: 20 type: swim spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 26' hp: 120 hp_misc: null immunities: null items: null knowledge_checks: dc: 26 skills: - Nature languages: null level: 8 melee: - action_cost: One Action damage: formula: 2d8+6 type: piercing name: mandibles plus_damage: - formula: 2d6 type: acid to_hit: 20 traits: - acid name: Hive Mother perception: 16 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Armor-Rending Bite range: null raw_description: '**Armor-Rending Bite** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Frenzy Pheromone range: null raw_description: '**Frenzy Pheromone** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spray Acid range: null raw_description: '**Spray Acid** [Two Actions] (__acid__) 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.' requirements: null success: null traits: - acid trigger: null ranged: - action_cost: One Action damage: formula: 5d6 type: acid name: acid spit plus_damage: null to_hit: 17 traits: - acid - range 30 feet rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 18 fort_misc: null misc: null ref: 15 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +16 - darkvision - tremorsense (imprecise) 90 feet size: Huge skills: - bonus: 13 misc: null name: 'Acrobatics ' - bonus: 20 misc: null name: 'Athletics ' - bonus: 11 misc: null name: 'Stealth ' - bonus: 16 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 22 page_stop: null speed: - amount: 25 type: Land - amount: 20 type: burrow spell_lists: null traits: - Uncommon - N - Huge - Animal type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When it's adjacent to at least two other allies, the hobgoblin archer gains a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 to Reflex saves against area effects. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Formation range: null raw_description: '**Formation** When it''s adjacent to at least two other allies, the hobgoblin archer gains a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 to Reflex saves against area effects.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 19' hp: 50 hp_misc: null immunities: null items: - crossbow (20 bolts) - scale mail - shortsword knowledge_checks: dc: 19 skills: - Society languages: - Common - Goblin level: 4 melee: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: shortsword plus_damage: null to_hit: 12 traits: - agile - versatile S name: Hobgoblin Archer perception: 10 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The first time the archer hits with a crossbow attack in a round, it deals 1d8 extra precision damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Crossbow Precision range: null raw_description: '**Crossbow Precision** The first time the archer hits with a crossbow attack in a round, it deals 1d8 extra precision damage.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Perfect Aim range: null raw_description: '**Perfect Aim** 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The archer Strides, Steps, or Sneaks, then Interacts to reload. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Running Reload range: null raw_description: '**Running Reload** The archer Strides, Steps, or Sneaks, then Interacts to reload.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d8+2 type: piercing name: crossbow plus_damage: - formula: null type: crossbow precision to_hit: 14 traits: - range increment 120 feet - reload 1 rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 12 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +10 - darkvision size: Medium skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 207 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - LE - Medium - Goblin - Humanoid type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When it's adjacent to at least two other allies, the hobgoblin general gains a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 to Reflex saves against area effects. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Formation range: null raw_description: '**Formation** When it''s adjacent to at least two other allies, the hobgoblin general gains a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 to Reflex saves against area effects.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 22' hp: 90 hp_misc: null immunities: null items: - +1 glaive - composite shortbow (20 arrows) - half plate knowledge_checks: dc: 22 skills: - Society languages: - Common - Goblin level: 6 melee: - action_cost: One Action damage: formula: 1d8+10 type: slashing name: glaive plus_damage: null to_hit: 17 traits: - deadly 1d8 - forceful - reach name: Hobgoblin General perception: 13 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: On a critical hit, the target of the critical hit is moved 5 feet in a direction of the hobgoblin general's choice. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Polearm Critical Specialization range: null raw_description: '**Polearm Critical Specialization** On a critical hit, the target of the critical hit is moved 5 feet in a direction of the hobgoblin general''s choice.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+8 type: piercing name: composite shortbow plus_damage: null to_hit: 15 traits: - brutal - deadly 1d10 - propulsive - range increment 60 feet - reload 0 rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 15 ref_misc: null will: 13 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'When a hobgoblin general rolls initiative, as long as they can perceive at least one foe, they can yell a mighty battle cry. The hobgoblin general attempts an Intimidate check to Demoralize a single foe within 60 feet as a free action. If successful, any ally with the goblin trait can, as its first action on its first turn of the combat, Stride up to double its speed as a single action. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: General's Cry range: null raw_description: '**General''s Cry** When a hobgoblin general rolls initiative, as long as they can perceive at least one foe, they can yell a mighty battle cry. The hobgoblin general attempts an Intimidate check to Demoralize a single foe within 60 feet as a free action. If successful, any ally with the goblin trait can, as its first action on its first turn of the combat, Stride up to double its speed as a single action. ' requirements: null success: null traits: null trigger: null senses: - Perception +13 - darkvision size: Medium skills: - bonus: 12 misc: null name: 'Acrobatics ' - bonus: 15 misc: null name: 'Athletics ' - bonus: 14 misc: null name: 'Intimidation ' - bonus: 12 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 207 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - LE - Medium - Goblin - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: -1 con_mod: 2 dex_mod: 3 int_mod: 0 str_mod: 3 wis_mod: 2 ac: 18 ac_special: - descr: 20 with shield raised alignment: LE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. effects: null failure: null frequency: null full_description: null generic_description: null name: Shield Block range: null raw_description: '**Shield Block** [Reaction] **Trigger** While you have your shield raised, you would take damage from a physical attack. **Effect** You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield''s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.' requirements: null success: null traits: null trigger: While you have your shield raised, you would take damage from a physical attack. - action_cost: None critical_failure: null critical_success: null description: When it's adjacent to at least two other allies, the hobgoblin soldier gains a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 to Reflex saves against area effects. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Formation range: null raw_description: '**Formation** When it''s adjacent to at least two other allies, the hobgoblin soldier gains a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 to Reflex saves against area effects.' requirements: null success: null traits: null trigger: null description: 'Soldiers make up the bulk of hobgoblin society, whether that society is a village or a military unit. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15' hp: 20 hp_misc: null immunities: null items: - hide armor - longsword - shortbow (10 arrows) - wooden shield (Hardness 3, HP 12, BT 6) knowledge_checks: dc: 15 skills: - Society languages: - Common - Goblin level: 1 melee: - action_cost: One Action damage: formula: 1d8+3 type: slashing name: longsword plus_damage: null to_hit: 8 traits: - versatile P name: Hobgoblin Soldier perception: 7 proactive_abilities: null ranged: - action_cost: One Action damage: formula: 1d6 type: piercing name: shortbow plus_damage: null to_hit: 8 traits: - deadly 1d10 - range increment 60 feet - reload 0 rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 5 fort_misc: null misc: null ref: 6 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +7 - darkvision size: Medium skills: - bonus: 6 misc: null name: 'Athletics ' - bonus: 6 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 206 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - LE - Medium - Goblin - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 5 dex_mod: 4 int_mod: -2 str_mod: 5 wis_mod: 4 ac: 24 ac_special: null alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability. effects: null failure: null frequency: null full_description: null generic_description: null name: Ferocity range: null raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.' requirements: null success: null traits: null trigger: The monster is reduced to 0 HP. description: 'Because they are often described only in drunken retellings of loggers'' or miners'' tales, hodags are considered by many to exist only in the local folklore of remote areas. However, some individuals have actually encountered these dangerous beasts firsthand, and even fewer have lived to tell their tales. Hodags are reptilian creatures the size of bulls. These vicious predators'' long claws can tear creatures apart in seconds. Their backs sport dozens of long spines that run from their snouts all the way down the length of their powerful tails. Their wide mouths are full of sharp and twisted rows of teeth not unlike those of a shark. The hodags'' rough, scaly hides carry hues of green and brown, allowing them to blend into their forest surroundings where they ambush prey. Only their glowing red eyes reveal their presence, though hodags have learned to use this to their advantage by drawing attention to their eyes in one area, then closing their eyes and stealthily moving to another area to cause their prey to misconstrue their location. In the wintertime, when snow and ice blankets a region, hodags grow a foul-smelling coat of greasy, dark-brown fur that sprouts in tufts from between their scales. A typical hodag measures over 10 feet long from snout to tail and weighs upward of 700 pounds. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 24' hp: 90 hp_misc: null immunities: null items: null knowledge_checks: dc: 24 skills: - Arcana - Nature languages: - Common - can't speak any language level: 6 melee: - action_cost: One Action damage: formula: 2d8+8 type: piercing name: jaws plus_damage: null to_hit: 17 traits: null - action_cost: One Action damage: formula: 2d6+8 type: slashing name: claw plus_damage: null to_hit: 17 traits: - agile - action_cost: One Action damage: formula: 2d6+8 type: bludgeoning name: spiked tail plus_damage: - formula: null type: Knockdown to_hit: 17 traits: - reach 10 feet - versatile P name: Hodag perception: 14 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The hodag makes two claw Strikes and one jaws Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rip and Tear range: null raw_description: '**Rip and Tear** [Two Actions] The hodag makes two claw Strikes and one jaws Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The hodag Strides, then makes a Strike against a target in reach. If it moves at least 20 feet and succeeds at its Strike, the hodag deals damage normally and then attempts an __Athletics__ check against the creature's Fortitude DC to toss the enemy into the air. On a success, the tossed creature is thrown 10 feet in a straight line in the direction of the hodag's choice and then lands __prone__. If the creature is knocked into a solid object, it takes 1d6 bludgeoning damage as well before landing prone. The hodag can instead toss a creature straight up in the air. The creature lands in the same square where it started, takes 1d6 bludgeoning damage, and lands prone. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Toss range: null raw_description: '**Toss** [Two Actions] The hodag Strides, then makes a Strike against a target in reach. If it moves at least 20 feet and succeeds at its Strike, the hodag deals damage normally and then attempts an __Athletics__ check against the creature''s Fortitude DC to toss the enemy into the air. On a success, the tossed creature is thrown 10 feet in a straight line in the direction of the hodag''s choice and then lands __prone__. If the creature is knocked into a solid object, it takes 1d6 bludgeoning damage as well before landing prone. The hodag can instead toss a creature straight up in the air. The creature lands in the same square where it started, takes 1d6 bludgeoning damage, and lands prone.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 14 ref_misc: null will: 12 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A hodag sweeps the ground behind it with its tail as it moves, obscuring its tracks. The DCs of checks to __Track__ a hodag are increased by 10. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trackless range: null raw_description: '**Trackless** A hodag sweeps the ground behind it with its tail as it moves, obscuring its tracks. The DCs of checks to __Track__ a hodag are increased by 10.' requirements: null success: null traits: null trigger: null senses: - Perception +14 - darkvision - scent (imprecise) 30 feet size: Large skills: - bonus: 15 misc: null name: 'Athletics ' - bonus: 14 misc: +16 in forests name: 'Stealth ' - bonus: 12 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 145 page_stop: null speed: - amount: 25 type: Land - amount: 15 type: burrow spell_lists: null traits: - Uncommon - N - Large - Beast type: Creature weaknesses: null - 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 alignment: N automatic_abilities: null 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. In most cases, a homunculus doesn''t survive the death of its master for long. Deprived of its creator, a homunculus loses focus and grows increasingly self-destructive, and some even end up battering themselves to destruction. Rarely, a homunculus with a slain master survives the trauma with its mind intact, often seeing itself as its deceased creator''s child or successor and attempting to further its creator''s legacy as best it can. In such cases, and if the homunculus was in close proximity to its master upon that creature''s death, a portion of the dead master''s soul "infects" the surviving homunculus as it passes on to the afterlife. This doesn''t result in a truly soulbound homunculus (see sidebar), since only a fragment of the soul is left behind, but this is still enough to grant the homunculus a greater personality, free will of its own, and perhaps most importantly, the ability to speak. Over time, a few of these "awakened" homunculi even go so far as to become convinced that they are the reincarnation of their prior masters, although their actual personalities never quite reach the depth and complexity of a truly living creature. They are, at best, caricatures of the master, and at worst they become awful, bitter-minded parodies of life itself. Still, a free-willed homunculus might pursue studies in its creator''s class, becoming a unique creature with the abilities of that class if time and fortune permit. Homunculi are created from a mixture of clay, ash, mandrake root, spring water, and a pint of the creator''s own blood. It is possible for a separate donor to provide the blood, but the process is more difficult. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 14' hp: 17 hp_misc: null immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 14 skills: - Arcana - Crafting languages: - Common - (can't speak any language) - master link level: 0 melee: - action_cost: One Action damage: formula: 1d4 type: piercing name: jaws plus_damage: - formula: null type: homunculus poison to_hit: 7 traits: - finesse - magical name: Homunculus perception: 3 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Homunculus Poison range: null raw_description: '**Homunculus Poison** (__poison__) 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)' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 2 fort_misc: null misc: null ref: 7 ref_misc: null will: 3 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A 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 1,500 feet. 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Master Link range: null raw_description: '**Master Link** (__arcane__, __divination__, __mental__) A 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 1,500 feet. 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.' requirements: null success: null traits: - arcane - divination - mental trigger: null senses: - Perception +3 - darkvision size: Tiny skills: - bonus: 5 misc: null name: 'Acrobatics ' - bonus: 5 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 208 page_stop: null speed: - amount: 15 type: Land - amount: 40 type: fly spell_lists: null traits: - N - Tiny - Construct type: Creature weaknesses: null - 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 alignment: LG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. Enemies that start their turn in the area or enter it must attempt a DC 19 Will save. On a failure, they take a -1 status penalty to attack rolls, spell rolls, and damage rolls against any other target while in the aura for 24 hours or until they damage the archon, whichever comes first. On a critical failure, they can't use hostile actions against any other target while in the area for 24 hours or until they damage the archon, whichever comes first. Regardless of the result, a creature is then temporarily immune to further menacing guardian auras for 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Menacing Guardian range: null raw_description: '**Menacing Guardian** (__aura__, __divine__, __enchantment__) 30 feet. Enemies that start their turn in the area or enter it must attempt a DC 19 Will save. On a failure, they take a -1 status penalty to attack rolls, spell rolls, and damage rolls against any other target while in the aura for 24 hours or until they damage the archon, whichever comes first. On a critical failure, they can''t use hostile actions against any other target while in the area for 24 hours or until they damage the archon, whichever comes first. Regardless of the result, a creature is then temporarily immune to further menacing guardian auras for 24 hours.' requirements: null success: null traits: - aura - divine - enchantment trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: A horned archon can also make a Retributive Strike with its composite longbow. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Retributive Strike range: null raw_description: '**Retributive Strike** [Reaction] A horned archon can also make a Retributive Strike with its composite longbow.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Celestial__ (__Religion__)**: DC 19' hp: 65 hp_misc: null immunities: null items: - composite longbow (20 arrows) knowledge_checks: dc: 19 skills: - Religion languages: - Celestial - Draconic - Infernal - tongues level: 4 melee: - action_cost: One Action damage: formula: 2d8+3 type: piercing name: horn plus_damage: - formula: 1d6 type: good and Push to_hit: 11 traits: - magical name: Horned Archon perception: 11 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: Once per day, if an archon sees another creature cast __dimension door__, it can cast an innate __dimension door__ (heightened to 5th level) 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__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Archon's Door range: null raw_description: '**Archon''s Door** Once per day, if an archon sees another creature cast __dimension door__, it can cast an innate __dimension door__ (heightened to 5th level) 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__.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Touch of Charity range: null raw_description: '**Touch of Charity** (__healing__, __manipulate__, __necromancy__) 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.' requirements: null success: null traits: - healing - manipulate - necromancy trigger: null ranged: - action_cost: One Action damage: formula: 1d8+4 type: piercing name: composite longbow plus_damage: - formula: 1d6 type: good to_hit: 14 traits: - deadly 1d10 - magical - range increment 100 feet - reload 0 - volley rarity: Common resistances: null ritual_lists: null saves: fort: 11 fort_misc: null misc: +1 status to all saves vs. magic ref: 10 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +11 - darkvision size: Medium skills: - bonus: 12 misc: null name: 'Acrobatics ' - bonus: 11 misc: null name: 'Nature ' - bonus: 9 misc: null name: 'Religion ' - bonus: 10 misc: null name: 'Stealth ' - bonus: 11 misc: +15 to Track name: 'Survival ' source: - abbr: Bestiary page_start: 27 page_stop: null speed: - amount: 35 type: Land spell_lists: - dc: 21 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: x3 name: dimension door requirement: null - heightened_level: null level: 2 spells: - frequency: x3 name: animal messenger requirement: null - heightened_level: null level: 1 spells: - frequency: animals only, x3 name: charm requirement: null - frequency: x3 name: true strike requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: dancing lights requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null to_hit: null traits: - LG - Medium - Archon - Celestial type: Creature weaknesses: - amount: 5 type: evil - ability_mods: cha_mod: 2 con_mod: 4 dex_mod: 2 int_mod: 0 str_mod: 4 wis_mod: 3 ac: 22 ac_special: null alignment: LG automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Retributive Strike range: null raw_description: '**__Retributive Strike__ [Reaction]**' requirements: null success: null traits: null trigger: null description: 'Among the rank-and-file soldiers of Heaven''s armies, few individuals are more dependable and truer to the cause than the noble hound archons, embodiments of the virtue of diligence. Unlike __horned archons__, who perform at a similar level along Heaven''s grand hierarchy, hound archons do not scout ahead for evil or perform reconnaissance missions in hostile territory. A hound archon''s role is as a soldier in the heart of battle or, occasionally, as a sentinel tasked with protecting a particular strategic location or holy site. **__Recall Knowledge - Celestial__ (__Religion__)**: DC 19' hp: 70 hp_misc: null immunities: null items: - full plate - greatsword knowledge_checks: dc: 19 skills: - Religion languages: - Celestial - Draconic - Infernal - tongues level: 4 melee: - action_cost: One Action damage: formula: 1d12+6 type: slashing name: greatsword plus_damage: - formula: 1d6 type: good to_hit: 14 traits: - good - magical - versatile P - action_cost: One Action damage: formula: 1d6+6 type: piercing name: jaws plus_damage: - formula: 1d6 type: good to_hit: 14 traits: - agile - good - magical name: Hound Archon perception: 13 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: Once per day, if an archon sees another creature cast __dimension door__, the archon can use dimension door (heightened to 5th level) 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 creature used dimension door. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Archon's Door range: null raw_description: '**Archon''s Door** Once per day, if an archon sees another creature cast __dimension door__, the archon can use dimension door (heightened to 5th level) 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 creature used dimension door.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: A hound archon can take the appearance of any canid __animal__ of Small to Large size. This doesn't change their Speed or the attack and damage bonuses for their Strikes, but if the canid's bite attack has the __Knockdown__ ability, then the hound archon's bite attack gains that ability while they are in that form. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) A hound archon can take the appearance of any canid __animal__ of Small to Large size. This doesn''t change their Speed or the attack and damage bonuses for their Strikes, but if the canid''s bite attack has the __Knockdown__ ability, then the hound archon''s bite attack gains that ability while they are in that form.' requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The hound archon carefully makes one greatsword Strike and one jaws Strike in any order. These attacks count toward the hound archon's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Diligent Assault range: null raw_description: '**Diligent Assault** [Two Actions] The hound archon carefully makes one greatsword Strike and one jaws Strike in any order. These attacks count toward the hound archon''s multiple attack penalty, but the multiple attack penalty doesn''t increase until after all the attacks.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 14 fort_misc: null misc: +1 status to all saves vs. magic ref: 8 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +13 - darkvision size: Medium skills: - bonus: 12 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Intimidation ' - bonus: 9 misc: null name: 'Religion ' - bonus: 10 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 22 page_stop: null speed: - amount: 35 type: Land spell_lists: - dc: 19 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: dimension door requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: message requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null to_hit: null traits: - LG - Medium - Archon - Celestial type: Creature weaknesses: - amount: 5 type: evil - ability_mods: cha_mod: 2 con_mod: 2 dex_mod: 6 int_mod: 6 str_mod: 4 wis_mod: 4 ac: 25 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 'Whenever a creature targets the hound with a __mental__ effect, that creature takes 4d6 mental damage (DC 25 basic Will save). On a critical failure, it also becomes __confused__ for 1d4 rounds.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Otherworldly Mind range: null raw_description: '**Otherworldly Mind** (__mental__) Whenever a creature targets the hound with a __mental__ effect, that creature takes 4d6 mental damage (DC 25 basic Will save). On a critical failure, it also becomes __confused__ for 1d4 rounds.' requirements: null success: null traits: - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: 30 feet. The hound of Tindalos's eyes glow balefully, causing painful but bloodless wounds to rip open in the body of a creature that meets its awful gaze. When a creature ends its turn in the aura's emanation, it takes 4d6 slashing damage (DC 25 basic Fortitude save). A creature that critically succeeds at its save is temporarily immune for 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ripping Gaze range: null raw_description: '**Ripping Gaze** (__aura__, __evocation__, __occult__, __visual__) 30 feet. The hound of Tindalos''s eyes glow balefully, causing painful but bloodless wounds to rip open in the body of a creature that meets its awful gaze. When a creature ends its turn in the aura''s emanation, it takes 4d6 slashing damage (DC 25 basic Fortitude save). A creature that critically succeeds at its save is temporarily immune for 24 hours.' requirements: null success: null traits: - aura - evocation - occult - visual trigger: null - action_cost: None critical_failure: null critical_success: null description: When a hound of Tindalos is not adjacent to a structural angle of 90º (or more acute), its resistance to physical damage is suppressed and it becomes __sickened 1__. It can't recover from this sickened condition, but the condition ends automatically once the hound is again adjacent to a suitable angle. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vulnerable to Curved Space range: null raw_description: '**Vulnerable to Curved Space** When a hound of Tindalos is not adjacent to a structural angle of 90º (or more acute), its resistance to physical damage is suppressed and it becomes __sickened 1__. It can''t recover from this sickened condition, but the condition ends automatically once the hound is again adjacent to a suitable angle.' requirements: null success: null traits: null trigger: null description: 'Lean and athirst, the hounds of Tindalos are drawn to those who tamper with the flow of time, travel through time, or use magic or rare alchemical drugs to send their thoughts or perception back or forward in time. Powerful spellcasters can draw them from the __Dimension of Time__ via rare rituals, but doing so attracts the hounds'' ire, so few who traffic in such rituals live long enough to spread their knowledge. While the hounds possess great cunning and cruel intellect, they rarely interact with other creatures—other than to hunt and destroy those who have attracted their unblinking attention. Once a hound catches scent of a mortal to hunt, it calls others of its ilk. The pack then pursues its victim through all space and time until it catches, slays and devours them. Those pursued can escape only by avoiding all angles, as hounds of Tindalos could step through them from nothingness at any time. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 28 ' hp: 90 hp_misc: null immunities: - controlled - emotion items: null knowledge_checks: dc: 28 skills: - Occultism languages: - Aklo level: 7 melee: - action_cost: One Action damage: formula: 2d10+7 type: piercing name: jaws plus_damage: null to_hit: 17 traits: null - action_cost: One Action damage: formula: 2d8+7 type: slashing name: claw plus_damage: null to_hit: 17 traits: - agile name: Hound Of Tindalos perception: 17 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 'The hound of Tindalos casts a 4th-level __dimension door__ spell, but it must transport itself into a space adjacent to an angle of 90º (or more acute) in the structure or environment around it. For example, it could teleport to a space adjacent to a wall (using the angle between the wall and floor) or a corner in a room, or adjacent to a sizable tree growing straight up out of the ground, but not to a flat plain or a room with only curved corners and edges. Once per day, the hound can use this ability to plane shift to or from the __Dimension of Time__, with the same restrictions on what angles it can appear next to.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Angled Entry range: null raw_description: '**Angled Entry** The hound of Tindalos casts a 4th-level __dimension door__ spell, but it must transport itself into a space adjacent to an angle of 90º (or more acute) in the structure or environment around it. For example, it could teleport to a space adjacent to a wall (using the angle between the wall and floor) or a corner in a room, or adjacent to a sizable tree growing straight up out of the ground, but not to a flat plain or a room with only curved corners and edges. Once per day, the hound can use this ability to plane shift to or from the __Dimension of Time__, with the same restrictions on what angles it can appear next to.' requirements: null success: null traits: null trigger: null ranged: null rarity: Rare resistances: - amount: 10 type: mental - amount: 10 type: poison - amount: 10 type: physical ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 17 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +17 - greater darkvision size: Medium skills: - bonus: 17 misc: null name: 'Acrobatics ' - bonus: 15 misc: null name: 'Athletics ' - bonus: 17 misc: null name: 'Occultism ' - bonus: 17 misc: null name: 'Stealth ' - bonus: 13 misc: +17 to Track name: 'Survival ' source: - abbr: Bestiary 2 page_start: 146 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: fly spell_lists: - dc: 21 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 8 spells: - frequency: null name: discern location requirement: null - heightened_level: null level: 4 spells: - frequency: null name: dimensional anchor requirement: null - heightened_level: null level: 3 spells: - frequency: null name: haste requirement: null - frequency: null name: slow requirement: null - heightened_level: null level: 2 spells: - frequency: self only name: invisibility requirement: null to_hit: null traits: - Rare - NE - Medium - Aberration - Time type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: A creature touches the hunting spider's web while the spider is on it. effects: null failure: null frequency: null full_description: null generic_description: null name: Spring Upon Prey range: null raw_description: '**Spring Upon Prey** [Reaction] (__attack__); **Requirement** Initiative has not yet been rolled. **Trigger** A creature touches the hunting spider''s web while the spider is on it. **Effect** The hunting spider automatically notices the creature and Strides, Climbs, or Descends on a Web before it rolls initiative.' requirements: null success: null traits: - attack trigger: Initiative has not yet been rolled. description: 'Hunting spiders are the most common type of giant spider, though not the largest. **__Recall Knowledge - Animal__ (__Nature__)**: DC 15' hp: 16 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Nature languages: null level: 1 melee: - action_cost: One Action damage: formula: 1d6+2 type: piercing name: fangs plus_damage: - formula: null type: hunting spider venom to_hit: 9 traits: - finesse name: Hunting Spider perception: 7 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Descend on a Web range: null raw_description: '**Descend on a Web** (__move__) 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.' requirements: null success: null traits: - move trigger: null - action_cost: None critical_failure: null critical_success: null 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).' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Hunting Spider Venom range: null raw_description: '**Hunting Spider Venom** (__poison__) **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).' requirements: null success: null traits: - poison trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature hit by the hunting spider's web attack is immobilized and stuck to the nearest surface until it Escapes (DC 17). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Web Trap range: null raw_description: '**Web Trap** A creature hit by the hunting spider''s web attack is immobilized and stuck to the nearest surface until it Escapes (DC 17).' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: null name: web plus_damage: null to_hit: 7 traits: - range increment 30 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 9 ref_misc: null will: 5 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The hunting spider has imprecise tremorsense to detect the vibrations of creatures touching its web. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Web Sense range: null raw_description: '**Web Sense** The hunting spider has imprecise tremorsense to detect the vibrations of creatures touching its web.' requirements: null success: null traits: null trigger: null senses: - Perception +7 - darkvision - web sense size: Medium skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 5 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 306 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: climb spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 18' hp: 45 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Nature languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d10+5 type: piercing name: jaws plus_damage: - formula: null type: Knockdown and bonecrunching bite to_hit: 12 traits: null name: Hyaenodon perception: 9 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A creature that is critically hit by a hyaenodon must succeed at a DC 20 Fortitude save or become __wounded 1__ as the creature's bones or cartilage are crushed by the beast's jaws. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bonecrunching Bite range: null raw_description: '**Bonecrunching Bite** A creature that is critically hit by a hyaenodon must succeed at a DC 20 Fortitude save or become __wounded 1__ as the creature''s bones or cartilage are crushed by the beast''s jaws.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The hyaenodon makes a jaws Strike against a __prone__ enemy. If it hits, in addition to dealing damage, the hyaenodon Strides up to 10 feet, dragging the enemy along. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drag range: null raw_description: '**Drag** The hyaenodon makes a jaws Strike against a __prone__ enemy. If it hits, in addition to dealing damage, the hyaenodon Strides up to 10 feet, dragging the enemy along.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The hyaenodon deals an extra 1d6 damage to any creature within reach of at least two of the hyaenodon's allies. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pack Attack range: null raw_description: '**Pack Attack** The hyaenodon deals an extra 1d6 damage to any creature within reach of at least two of the hyaenodon''s allies.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 8 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +9 - low-light vision - scent (imprecise) 30 feet size: Large skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 12 misc: null name: 'Athletics ' - bonus: 8 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 211 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: None critical_failure: null critical_success: null description: 'A hydra ordinarily has five heads. A creature can attempt to sever one of the hydra''s heads by specifically targeting it and dealing damage equal to the head''s Hit Points. A head that is not completely severed returns to full Hit Points at the end of any creature''s turn. A hydra can regrow a severed head using Hydra Regeneration. A creature can prevent this regrowth by dealing acid or fire damage to the stump, cauterizing it. Single-target acid or fire effects need to be targeted at a specific stump, but effects that deal splash damage or affect areas covering the hydra''s whole space cauterize all stumps if they deal acid or fire damage. If the attack that severs a head deals any acid or fire damage, the stump is cauterized instantly. If all five heads are cauterized, the hydra dies.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Head Regrowth range: null raw_description: '**Head Regrowth** A hydra ordinarily has five heads. A creature can attempt to sever one of the hydra''s heads by specifically targeting it and dealing damage equal to the head''s Hit Points. A head that is not completely severed returns to full Hit Points at the end of any creature''s turn. A hydra can regrow a severed head using Hydra Regeneration. A creature can prevent this regrowth by dealing acid or fire damage to the stump, cauterizing it. Single-target acid or fire effects need to be targeted at a specific stump, but effects that deal splash damage or affect areas covering the hydra''s whole space cauterize all stumps if they deal acid or fire damage. If the attack that severs a head deals any acid or fire damage, the stump is cauterized instantly. If all five heads are cauterized, the hydra dies.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The hydra has regeneration equal to 3 x the number of heads it has. If a hydra's body is missing any heads and the remaining stumps have not been cauterized, the hydra attempts a DC 25 Fortitude save after it regains Hit Points from regeneration. On a success, one uncauterized stump regrows two heads; on a critical success, two uncauterized stumps regrow into two heads each. The hydra can never grow more than double the number of heads it ordinarily has. The hydra's regeneration only fully deactivates if all its heads are severed and all stumps are cauterized, at which point it dies. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Hydra Regeneration range: null raw_description: '**Hydra Regeneration** The hydra has regeneration equal to 3 x the number of heads it has. If a hydra''s body is missing any heads and the remaining stumps have not been cauterized, the hydra attempts a DC 25 Fortitude save after it regains Hit Points from regeneration. On a success, one uncauterized stump regrows two heads; on a critical success, two uncauterized stumps regrow into two heads each. The hydra can never grow more than double the number of heads it ordinarily has. The hydra''s regeneration only fully deactivates if all its heads are severed and all stumps are cauterized, at which point it dies.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A hydra gains an extra reaction per round for each of its heads beyond the first, which it can use only to make Attacks of Opportunity. It can't use more than 1 reaction on the same triggering action, even if a creature leaves several squares within its reach, and the hydra must use a different head for each Attack of Opportunity it makes. Whenever one of the hydra's heads is severed, the hydra loses 1 of its extra reactions per round. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Multiple Opportunities range: null raw_description: '**Multiple Opportunities** A hydra gains an extra reaction per round for each of its heads beyond the first, which it can use only to make Attacks of Opportunity. It can''t use more than 1 reaction on the same triggering action, even if a creature leaves several squares within its reach, and the hydra must use a different head for each Attack of Opportunity it makes. Whenever one of the hydra''s heads is severed, the hydra loses 1 of its extra reactions per round.' requirements: null success: null traits: null trigger: null description: 'Hydras are multiheaded, foul-tempered serpentine beasts with voracious appetites, widely feared for their regeneration abilities. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 22' hp: 90 hp_misc: (body), hydra regeneration immunities: - area damage items: null knowledge_checks: dc: 22 skills: - Arcana - Nature languages: null level: 6 melee: - action_cost: One Action damage: formula: 2d6+7 type: piercing name: fangs plus_damage: null to_hit: 16 traits: - reach 10 feet name: Hydra perception: 17 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Focused Assault range: null raw_description: '**Focused Assault** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Storm of Jaws range: null raw_description: '**Storm of Jaws** [Two Actions] 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: slashing ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 12 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +17 - low-light vision - scent (imprecise) 30 feet size: Huge skills: - bonus: 17 misc: null name: 'Athletics ' - bonus: 12 misc: +15 in water name: 'Stealth ' source: - abbr: Bestiary page_start: 210 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: swim spell_lists: null traits: - N - Huge - Beast type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 15' hp: 20 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Nature languages: null level: 1 melee: - action_cost: One Action damage: formula: 1d8+3 type: piercing name: jaws plus_damage: - formula: null type: Knockdown to_hit: 8 traits: null name: Hyena perception: 6 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The hyena makes a jaws Strike against a __prone__ enemy. If it hits, in addition to dealing damage, the hyena Strides up to 10 feet, dragging the enemy along. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drag range: null raw_description: '**Drag** The hyena makes a jaws Strike against a __prone__ enemy. If it hits, in addition to dealing damage, the hyena Strides up to 10 feet, dragging the enemy along.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pack Attack range: null raw_description: '**Pack Attack** The hyena deals an extra 1d4 damage to any creature that''s within reach of at least two of the hyena''s allies.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 8 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +6 - low-light vision - scent (imprecise) 30 feet size: Medium skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 7 misc: null name: 'Athletics ' - bonus: 6 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 211 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - ability_mods: cha_mod: -5 con_mod: 4 dex_mod: 0 int_mod: -5 str_mod: 5 wis_mod: 0 ac: 21 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: harmed by fire (4d6, 1d10 from areas or __persistent damage__); healed by cold (area 1d6 HP); __slowed__ by water effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Golem Antimagic range: null raw_description: '**Golem Antimagic** harmed by fire (4d6, 1d10 from areas or __persistent damage__); healed by cold (area 1d6 HP); __slowed__ by water' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When an ice golem is destroyed, its body explodes in a blast of frigid air and razor-sharp ice, dealing 2d6 slashing damage and 2d6 cold damage to creatures in a 20-foot emanation, with a DC 19 basic Reflex save. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Icy Demise range: null raw_description: '**Icy Demise** (__arcane__, __cold__, __evocation__) When an ice golem is destroyed, its body explodes in a blast of frigid air and razor-sharp ice, dealing 2d6 slashing damage and 2d6 cold damage to creatures in a 20-foot emanation, with a DC 19 basic Reflex save.' requirements: null success: null traits: - arcane - cold - evocation trigger: null - action_cost: None critical_failure: null critical_success: null description: An ice golem can be targeted with __endure elements__ even if it's not willing. If it is targeted, for 1 round it can't use Breath Weapon or benefit from creeping cold, and its fist attack doesn't deal cold damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vulnerable to Endure Elements range: null raw_description: '**Vulnerable to Endure Elements** An ice golem can be targeted with __endure elements__ even if it''s not willing. If it is targeted, for 1 round it can''t use Breath Weapon or benefit from creeping cold, and its fist attack doesn''t deal cold damage.' requirements: null success: null traits: null trigger: null description: 'Ice golems are either carved from massive blocks of ice, or pieced together from individual components that are then fused together through heat and refreezing. In most cases, the resulting shape is little more than a crude approximation of a humanoid form, but given the right talent, an ice golem could be an exquisitely carved statue of a mythical creature, famous persona, or even a deity. While ice golems most frequently serve as guardians in freezing climates, the magic that holds an ice golem together keeps it from melting in warmer temperatures. This, combined with the fact that ice golems lie on the lower end of the scale as far as cost and difficulty to create, gives these constructs unusual features that puts them in great demand. The rich and powerful in hot, arid regions often commission ice golems not only as guardians for their estates and vaults, but for comfort—the presence of an ice golem standing quietly sentinel in the corner of a room can help to keep the chamber at a comfortable temperature. The truly decadent use ice golems as servants to keep drinks cold. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 22' hp: 80 hp_misc: null immunities: - bleed - cold - death effects - disease - doomed - drained - electricity - fatigued - healing - magic (see Golem Antimagic below) - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 22 skills: - Arcana - Crafting languages: null level: 5 melee: - action_cost: One Action damage: formula: 2d6+7 type: bludgeoning name: fist plus_damage: - formula: 1d6 type: cold to_hit: 15 traits: - magical - versatile P name: Ice Golem perception: 9 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The ice golem exhales a blast of freezing mist that deals 6d6 cold damage in a 30-foot cone (DC 22 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__arcane__, __cold__, __evocation__) The ice golem exhales a blast of freezing mist that deals 6d6 cold damage in a 30-foot cone (DC 22 basic Reflex save). It can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - arcane - cold - evocation trigger: null - action_cost: None critical_failure: null critical_success: null description: When the ice golem gets a critical hit with a fist Strike, the target also takes 2d6 __persistent cold damage__ and is __slowed 1__ for 1 round. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Creeping Cold range: null raw_description: '**Creeping Cold** (__arcane__, __cold__, __evocation__) When the ice golem gets a critical hit with a fist Strike, the target also takes 2d6 __persistent cold damage__ and is __slowed 1__ for 1 round.' requirements: null success: null traits: - arcane - cold - evocation trigger: null ranged: null rarity: Uncommon resistances: - amount: 5 type: physical (except adamantine and bludgeoning) ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 11 ref_misc: null will: 9 will_misc: null sense_abilities: null senses: - Perception +9 - darkvision size: Medium skills: - bonus: 15 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 129 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - Uncommon - N - Medium - Cold - Construct - Golem - Mindless type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When a creature slays an ice linnorm, it must succeed at a DC 40 Will save or permanently gain weakness to cold 15. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Curse of Frost range: null raw_description: '**Curse of Frost** (__cold__, __curse__, __primal__) When a creature slays an ice linnorm, it must succeed at a DC 40 Will save or permanently gain weakness to cold 15.' requirements: null success: null traits: - cold - curse - primal trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: Tail only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 38' hp: 330 hp_misc: regeneration 10 (deactivated by cold iron) immunities: - cold - curse - paralyzed - sleep items: null knowledge_checks: dc: 38 skills: - Arcana languages: - Aklo - Draconic - Sylvan level: 17 melee: - action_cost: One Action damage: formula: 3d12+17 type: piercing name: jaws plus_damage: - formula: null type: ice linnorm venom to_hit: 34 traits: - reach 25 feet - magical - action_cost: One Action damage: formula: 3d8+17 type: slashing name: claw plus_damage: null to_hit: 34 traits: - reach 20 feet - agile - magical - action_cost: One Action damage: formula: 3d6+17 type: bludgeoning name: tail plus_damage: - formula: null type: Improved Grab to_hit: 34 traits: - reach 25 feet - agile - magical name: Ice Linnorm perception: 29 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__cold__, __evocation__, __primal__) 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.' requirements: null success: null traits: - cold - evocation - primal trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 2d6+18 bludgeoning, DC 38 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 2d6+18 bludgeoning, DC 38' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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__.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ice Linnorm Venom range: null raw_description: '**Ice Linnorm Venom** (__cold__, __injury__, __poison__) **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__.' requirements: null success: null traits: - cold - injury - poison trigger: null ranged: null rarity: Uncommon resistances: - amount: 15 type: cold iron - amount: 10 type: fire ritual_lists: null saves: fort: 32 fort_misc: null misc: +1 status to all saves vs. magic ref: 28 ref_misc: null will: 27 will_misc: null sense_abilities: null senses: - Perception +29 - darkvision - scent (imprecise) 60 feet - true seeing size: Gargantuan skills: - bonus: 28 misc: null name: 'Acrobatics ' - bonus: 32 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 225 page_stop: null speed: - amount: 35 type: Land - amount: 100 type: fly - amount: 40 type: swim - amount: 128 type: freedom of movement spell_lists: - dc: 38 misc: null name: Primal Innate Spells spell_groups: - heightened_level: 8 level: -1 spells: - frequency: null name: freedom of movement requirement: null - heightened_level: 7 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: null traits: - Uncommon - CE - Gargantuan - Cold - Dragon type: Creature weaknesses: null - 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 alignment: N automatic_abilities: null description: 'Though capable of the same depths of cruelty as their fire mephit kin, ice mephits carry theirs out in a more calculating way. Unlike most mephits, these pale blue mephits prefer solitude to company. Lacking in empathy, they are known for their callousness, and have a reputation for brutal honesty. They also have few moral qualms about acting selfishly and exploiting weakness for their own gain, should the chance arise. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 17' hp: 18 hp_misc: fast healing 2 (when touching ice or snow) immunities: - bleed - cold - paralyzed - poison - sleep items: null knowledge_checks: dc: 17 skills: - Arcana - Nature languages: - Aquan - Auran level: 1 melee: - action_cost: One Action damage: formula: 1d4 type: slashing and 1d4 cold name: claw plus_damage: null to_hit: 9 traits: - agile - finesse name: Ice Mephit perception: 3 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The ice mephit breathes shards of ice in a 15-foot cone that deals 1d6 cold damage and 1d6 piercing damage to each creature within the area (DC 17 basic Reflex save). The ice mephit can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__arcane__, __cold__) The ice mephit breathes shards of ice in a 15-foot cone that deals 1d6 cold damage and 1d6 piercing damage to each creature within the area (DC 17 basic Reflex save). The ice mephit can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - arcane - cold trigger: null ranged: null rarity: Uncommon resistances: - amount: 3 type: fire ritual_lists: null saves: fort: 5 fort_misc: null misc: null ref: 9 ref_misc: null will: 3 will_misc: null sense_abilities: null senses: - Perception +3 - darkvision size: Small skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 5 misc: null name: 'Intimidation ' source: - abbr: Bestiary 2 page_start: 112 page_stop: null speed: - amount: 20 type: Land - amount: 25 type: fly spell_lists: - dc: 17 misc: '' name: Arcane Innate Spells spell_groups: - heightened_level: 1 level: 0 spells: - frequency: null name: chill touch requirement: null - frequency: null name: ray of frost requirement: null to_hit: 9 traits: - Uncommon - N - Small - Air - Elemental - Water type: Creature weaknesses: null - ability_mods: cha_mod: 3 con_mod: 5 dex_mod: 7 int_mod: -1 str_mod: 7 wis_mod: 5 ac: 30 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When the icewyrm dies, it explodes, dealing 8d6 cold damage to each creature in a 10-foot emanation (DC 27 basic Reflex save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Explosion range: null raw_description: '**Explosion** (__cold__) When the icewyrm dies, it explodes, dealing 8d6 cold damage to each creature in a 10-foot emanation (DC 27 basic Reflex save).' requirements: null success: null traits: - cold trigger: null description: 'Resembling wingless, serpentine dragons formed of jagged ice and shot through with veins of nearly frozen water, these elementals dwell within icebergs and enjoy striking out at passing ships or creatures. They''re especially common in frigid stretches of ocean in the Plane of Water, where icebergs cluster together into enormous islands of ice. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 24' hp: 185 hp_misc: null immunities: - bleed - cold - paralyzed - poison - sleep items: null knowledge_checks: dc: 24 skills: - Arcana - Nature languages: - Aquan level: 8 melee: - action_cost: One Action damage: formula: 2d12+13 type: piercing name: jaws plus_damage: null to_hit: 23 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d6+13 type: slashing name: tail plus_damage: - formula: 1d6 type: persistent cold to_hit: 23 traits: - agile - reach 15 feet name: Icewyrm perception: 19 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The icewyrm breathes a 60-foot line of freezing shards of razor-sharp ice, dealing 3d12 cold damage and 3d12 piercing damage to every creature in the line (DC 29 basic Reflex save). The icewyrm can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__cold__, __evocation__, __primal__) The icewyrm breathes a 60-foot line of freezing shards of razor-sharp ice, dealing 3d12 cold damage and 3d12 piercing damage to every creature in the line (DC 29 basic Reflex save). The icewyrm can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - cold - evocation - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: The Icewyrm can Burrow through ice or snow with a Speed of 20 feet. It moves at its full burrow Speed, leaving no tunnels or signs of its passing. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ice Burrow range: null raw_description: '**Ice Burrow** The Icewyrm can Burrow through ice or snow with a Speed of 20 feet. It moves at its full burrow Speed, leaving no tunnels or signs of its passing.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+13 type: piercing name: ice shard plus_damage: - formula: 1d6 type: persistent cold to_hit: 23 traits: - range increment 60 feet rarity: Common resistances: - amount: 10 type: fire ritual_lists: null saves: fort: 20 fort_misc: null misc: null ref: 21 ref_misc: null will: 17 will_misc: null sense_abilities: null senses: - Perception +19 - darkvision size: Huge skills: - bonus: 21 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 115 page_stop: null speed: - amount: 25 type: Land - amount: 20 type: ice burrow - amount: 60 type: swim spell_lists: null traits: - N - Huge - Amphibious - Cold - Elemental - Water type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 3 int_mod: -4 str_mod: 1 wis_mod: 1 ac: 18 ac_special: null alignment: N automatic_abilities: null description: 'Translucent and capable of hanging suspended and near motionless, icicle snakes sense the heat of living creatures as a threat and attempt to use their camouflage and chilling bite against foes. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 16' hp: 35 hp_misc: null immunities: - bleed - cold - paralyzed - poison - sleep items: null knowledge_checks: dc: 16 skills: - Arcana - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d6+1 type: piercing name: jaws plus_damage: - formula: 1d6 type: persistent cold to_hit: 9 traits: - finesse name: Icicle Snake perception: 7 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: Until the next time it acts, the icicle snake appears to be an unassuming icicle. It has an automatic result of 27 on __Deception__ checks and DCs to pass as an icicle. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Icicle range: null raw_description: '**Icicle** (__concentrate__) Until the next time it acts, the icicle snake appears to be an unassuming icicle. It has an automatic result of 27 on __Deception__ checks and DCs to pass as an icicle.' requirements: null success: null traits: - concentrate trigger: null ranged: null rarity: Common resistances: - amount: 5 type: fire ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 9 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +7 - darkvision size: Small skills: - bonus: 7 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 114 page_stop: null speed: - amount: 25 type: Land - amount: 20 type: climb spell_lists: null traits: - N - Small - Cold - Elemental - Water type: Creature weaknesses: null - ability_mods: cha_mod: 7 con_mod: 10 dex_mod: 9 int_mod: 0 str_mod: 11 wis_mod: 8 ac: 43 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 60 feet, DC 45. A creature entering or starting its turn in the aura that fails at a Fortitude save becomes __doomed 1__ and __drained 1__. If the target was already doomed or drained, the values of these conditions increase by 1, to a maximum of doomed 3 and drained 3. A creature that dies while doomed 3 and drained 3 in this way disintegrates into black sand. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aura of Annihilation range: null raw_description: '**Aura of Annihilation** (__aura__, __necromancy__, __occult__) 60 feet, DC 45. A creature entering or starting its turn in the aura that fails at a Fortitude save becomes __doomed 1__ and __drained 1__. If the target was already doomed or drained, the values of these conditions increase by 1, to a maximum of doomed 3 and drained 3. A creature that dies while doomed 3 and drained 3 in this way disintegrates into black sand.' requirements: null success: null traits: - aura - necromancy - occult trigger: null - action_cost: None critical_failure: null critical_success: null description: Unlike most undead, Iffdahsil isn't destroyed at 0 HP. Iffdahsil's fast healing continues to function normally, though on any round it begins its turn at 0 HP, it is __enfeebled 4__ and __slowed 1__ until the start of its next turn. While Iffdahsil is at 0 HP, it can be killed permanently only by simultaneously exposing it to direct sunlight (or a 10th-level __sunburst__ spell) and casting a __miracle__ or __wish__ spell (or similar magic) directed at destroying it. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Unkillable range: null raw_description: '**Unkillable** (__necromancy__, __occult__) Unlike most undead, Iffdahsil isn''t destroyed at 0 HP. Iffdahsil''s fast healing continues to function normally, though on any round it begins its turn at 0 HP, it is __enfeebled 4__ and __slowed 1__ until the start of its next turn. While Iffdahsil is at 0 HP, it can be killed permanently only by simultaneously exposing it to direct sunlight (or a 10th-level __sunburst__ spell) and casting a __miracle__ or __wish__ spell (or similar magic) directed at destroying it.' requirements: null success: null traits: - necromancy - occult trigger: null description: 'The slithering horror known as Iffdahsil is an undead __shoggoth__ that has haunted the vault of the Black Desert for millennia. __Drow__ legends in particular tend to feature Iffdahsil, terrifying the elves from a young age. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 52 **__Recall Knowledge - Undead__ (__Religion__)**: DC 52' hp: 380 hp_misc: fast healing 30, negative healing immunities: - blinded - controlled - critical hits - deafened - death effects - disease - paralyze - poison - precision - sleep - unconscious items: null knowledge_checks: dc: 52 skills: - Occultism - Religion languages: - Aklo - Necril level: 21 melee: - action_cost: One Action damage: formula: 5d10+21 type: piercing name: pseudopod plus_damage: - formula: null type: Grab to_hit: 38 traits: - magical - reach 30 feet name: Iffdahsil perception: 38 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 3d10+17 piercing effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 3d10+17 piercing' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature that begins its turn inside Iffdahsil takes 10d6 negative damage. Iffdahsil gains temporary HP for 1 minute equal to half the damage dealt. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Eat Away range: null raw_description: '**Eat Away** A creature that begins its turn inside Iffdahsil takes 10d6 negative damage. Iffdahsil gains temporary HP for 1 minute equal to half the damage dealt.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: DC 43, 10d6 negative, Escape DC 43, Rupture 45 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Engulf range: null raw_description: '**__Engulf__** [Two Actions] DC 43, 10d6 negative, Escape DC 43, Rupture 45' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: Iffdahsil deals 8d8 piercing damage to each creature in a 10-foot emanation (DC 43 basic Reflex save) and can also attempt to __Grab__ any creatures who critically fail their save as a free action. Iffdahsil is then __flat-footed__ until the start of its next turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tentacular Burst range: null raw_description: '**Tentacular Burst** [Two Actions] Iffdahsil deals 8d8 piercing damage to each creature in a 10-foot emanation (DC 43 basic Reflex save) and can also attempt to __Grab__ any creatures who critically fail their save as a free action. Iffdahsil is then __flat-footed__ until the start of its next turn.' requirements: null success: null traits: null trigger: null ranged: null rarity: Rare resistances: - amount: 20 type: acid - amount: 20 type: cold - amount: 15 type: physical (except magical silver) - amount: 20 type: sonic ritual_lists: null saves: fort: 39 fort_misc: null misc: +1 status to all saves vs. magical effects ref: 36 ref_misc: null will: 35 will_misc: null sense_abilities: null senses: - Perception +38 - darkvision - lifesense (imprecise) 60 feet - scent (imprecise) 60 feet - tremorsense (imprecise) 60 feet size: Gargantuan skills: - bonus: 40 misc: null name: 'Athletics ' - bonus: 36 misc: null name: 'Intimidation ' source: - abbr: 'Pathfinder #155: Lord of the Black Sands' page_start: 81 page_stop: null speed: - amount: 40 type: Land - amount: 40 type: burrow - amount: 25 type: climb spell_lists: - dc: 42 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 9 spells: - frequency: null name: overwhelming presence requirement: null - heightened_level: null level: 8 spells: - frequency: at will, self only name: disappearance requirement: null - frequency: null name: hallucination requirement: null - heightened_level: null level: 7 spells: - frequency: null name: hallucinatory terrain requirement: null to_hit: null traits: - Rare - CE - Gargantuan - Aberration - Undead type: Creature weaknesses: - amount: 20 type: good - ability_mods: cha_mod: 1 con_mod: 2 dex_mod: 3 int_mod: 3 str_mod: 0 wis_mod: 0 ac: 18 ac_special: null alignment: LE automatic_abilities: null description: 'Ifrits'' blood blazes with elemental fire. Most ifrits are second-class citizens who serve under the iron heel of the __efreeti__ and their Dominion of Flame, but those born outside the efreet hierarchy or who choose to flee it live lives of passion in search of fame, glory, and power. Ifrits are fond of fire, but this doesn''t mean they all embrace fire''s destructive nature. Those who seek more productive roles in a society find inspiration in the way flames flit and dance, and they pride themselves in their skills as acrobats or dancers. The church of Sarenrae particularly welcomes ifrit fire dancers, both in appreciation of their skill and to help ensure these ifrits have a safe place apart from their more violent kin. But by and large, ifrits are drawn to professions and callings that allow them to wallow in the glories of fire. Ifrit pyrochemists apply this calling to alchemical teachings, seeing purity in every single bomb thrown or conflagration lit. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15' hp: 18 hp_misc: null immunities: null items: - formula book - alchemist's tools - dagger - flint and steel - studded leather armor knowledge_checks: dc: 15 skills: - Society languages: - Common - Ignan level: 1 melee: - action_cost: One Action damage: formula: 1d4 type: piercing name: dagger plus_damage: null to_hit: 8 traits: - agile - finesse - thrown 10 feet - versatile S name: Ifrit Pyrochemist perception: 3 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The ifrit pyrochemist draws an alchemical bomb with an Interact action and throws it as a ranged Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Quick Bomber range: null raw_description: '**Quick Bomber** The ifrit pyrochemist draws an alchemical bomb with an Interact action and throws it as a ranged Strike.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d8 type: fire name: lesser alchemist's fire plus_damage: - formula: 1 type: persistent fire damage and 1 fire splash damage to_hit: 8 traits: - range increment 30 feet rarity: Common resistances: - amount: 1 type: fire ritual_lists: null saves: fort: 5 fort_misc: null misc: null ref: 6 ref_misc: null will: 3 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'An ifrit pyrochemist carries the following infused items, which last for 24 hours or until the next time the pyrochemist makes their daily preparations: __lesser alchemist''s fire__ (5), __lesser elixir of life__ (2), __lesser smokestick.__ ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Infused Items range: null raw_description: '**Infused Items** An ifrit pyrochemist carries the following infused items, which last for 24 hours or until the next time the pyrochemist makes their daily preparations: __lesser alchemist''s fire__ (5), __lesser elixir of life__ (2), __lesser smokestick.__ ' requirements: null success: null traits: null trigger: null senses: - Perception +3 size: Medium skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Crafting ' - bonus: 4 misc: null name: 'Intimidation ' - bonus: 3 misc: null name: 'Nature ' - bonus: 3 misc: null name: 'Survival ' - bonus: 6 misc: null name: 'Thievery ' source: - abbr: Bestiary 2 page_start: 200 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 16 misc: '' name: Primal Innate Spells spell_groups: - heightened_level: 1 level: 0 spells: - frequency: null name: produce flame requirement: null to_hit: 8 traits: - LE - Medium - Human - Humanoid - Ifrit type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 4 int_mod: -4 str_mod: 7 wis_mod: 4 ac: 24 ac_special: null alignment: N automatic_abilities: null description: 'Iguanodons are large, herbivorous dinosaurs that inhabit swamps and forests where they browse on the abundant vegetation. The iguanodon is capable of moving on two feet or on four, quickly switching from one stance to the other depending on whether it needs to move through dense foliage or to reach delectable morsels hanging up in the canopy. Although iguanodons are herbivores, they are notoriously quick to anger. Their thumb spikes make their claws particularly devastating weapons. A well.placed blow from one of these claws can turn a hungry predator into a cowering beast with one swift strike. Iguanodons are 30 feet long and weigh 6,000 pounds. **__Recall Knowledge - Animal__ (__Nature__)**: DC 22' hp: 95 hp_misc: null immunities: null items: null knowledge_checks: dc: 22 skills: - Nature languages: null level: 6 melee: - action_cost: One Action damage: formula: 2d8+9 type: piercing name: thumb spike plus_damage: null to_hit: 17 traits: - deadly d10 - reach 10 feet - action_cost: One Action damage: formula: 2d10+9 type: bludgeoning name: tail plus_damage: null to_hit: 15 traits: - reach 15 feet name: Iguanodon perception: 14 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The iguanodon makes a thumb spike Strike at an adjacent foe and then Strides up to 15 feet, dragging its thumb spike across the foe to gouge out a brutal wound. If this Strike hits, it deals an extra 1d8 points of slashing damage and the following Stride does not trigger reactions from the creature struck. This thumb spike Strike counts as two attacks when calculating the iguanodon's multiple attack penalty. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Gouging Lunge range: null raw_description: '**Gouging Lunge** [Two Actions] The iguanodon makes a thumb spike Strike at an adjacent foe and then Strides up to 15 feet, dragging its thumb spike across the foe to gouge out a brutal wound. If this Strike hits, it deals an extra 1d8 points of slashing damage and the following Stride does not trigger reactions from the creature struck. This thumb spike Strike counts as two attacks when calculating the iguanodon''s multiple attack penalty.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 12 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +14 - low-light vision - scent (imprecise) 30 feet size: Huge skills: - bonus: 15 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 82 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - N - Huge - Animal - Dinosaur type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 5 dex_mod: 5 int_mod: 7 str_mod: 7 wis_mod: 3 ac: 30 ac_special: null alignment: CN automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 'An imentesh''s vital organs shift and change shape and position constantly. Immediately after the imentesh takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The imentesh is immune to __polymorph__ effects unless it is a willing target. If __blinded__ or __deafened__, the imentesh automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Protean Anatomy range: null raw_description: '**Protean Anatomy** (__divine__, __transmutation__) An imentesh''s vital organs shift and change shape and position constantly. Immediately after the imentesh takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The imentesh is immune to __polymorph__ effects unless it is a willing target. If __blinded__ or __deafened__, the imentesh automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.' requirements: null success: null traits: - divine - transmutation trigger: null description: 'The loquacious proteans known as imenteshes serve as missionaries, spies, and heralds of chaos to further the protean goal of reality''s dissolution. Imenteshes are cunning, curiously diplomatic, and profoundly whimsical. They travel beyond the __Maelstrom__ for their work, frequently adopting extravagant personal attire and decorations that often border upon the garish, all to curry favor with less chaotic beings. **__Recall Knowledge - Monitor__ (__Religion__)**: DC 27' hp: 175 hp_misc: fast healing 5 immunities: null items: null knowledge_checks: dc: 27 skills: - Religion languages: - Abyssal - Celestial - Protean - tongues level: 10 melee: - action_cost: One Action damage: formula: 2d10+11 type: piercing name: jaws plus_damage: - formula: 1d6 type: chaotic and warpwave strike to_hit: 23 traits: - chaotic - magical - reach 10 feet - action_cost: One Action damage: formula: 2d6+11 type: slashing name: claw plus_damage: - formula: 1d6 type: chaotic to_hit: 23 traits: - agile - chaotic - magical - reach 10 feet - action_cost: One Action damage: formula: 2d10+11 type: bludgeoning name: tail plus_damage: - formula: 1d6 type: chaotic and Grab to_hit: 23 traits: - chaotic - magical - reach 15 feet name: Imentesh perception: 19 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The imentesh takes the appearance of any Large 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**__Change Shape__** (__concentrate__, __divine__, __polymorph__, __transmutation__) The imentesh takes the appearance of any Large 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.' requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 1d10+11 bludgeoning, DC 29 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 1d10+11 bludgeoning, DC 29' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: An imentesh inflicts a warpwave on a creature within 100 feet DC 29 Fortitude save to resist). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Inflict Warpwave range: null raw_description: '**Inflict Warpwave** (__divine__, __transmutation__) An imentesh inflicts a warpwave on a creature within 100 feet DC 29 Fortitude save to resist).' requirements: null success: null traits: - divine - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: An imentesh's Strikes deal an additional 2d6 precision damage to __flat-footed__ targets. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** An imentesh''s Strikes deal an additional 2d6 precision damage to __flat-footed__ targets.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Any creature struck and damaged by an imentesh's jaws Strike must succeed at a DC 29 Fortitude save or be subject to a warpwave. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Warpwave Strike range: null raw_description: '**Warpwave Strike** (__divine__, __transmutation__) Any creature struck and damaged by an imentesh''s jaws Strike must succeed at a DC 29 Fortitude save or be subject to a warpwave.' requirements: null success: null traits: - divine - transmutation trigger: null ranged: null rarity: Common resistances: - amount: 10 type: precision - amount: 15 type: protean anatomy ritual_lists: null saves: fort: 21 fort_misc: null misc: +1 status to all saves vs. magic ref: 19 ref_misc: null will: 17 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: An imentesh can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the imentesh 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Entropy Sense range: null raw_description: '**Entropy Sense** (__divination__, __divine__, __prediction__) An imentesh can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the imentesh 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.' requirements: null success: null traits: - divination - divine - prediction trigger: null senses: - Perception +19 - darkvision - entropy sense (imprecise) 60 feet size: Large skills: - bonus: 17 misc: null name: 'Acrobatics ' - bonus: 19 misc: null name: 'Athletics ' - bonus: 21 misc: null name: 'Deception ' - bonus: 19 misc: null name: 'Diplomacy ' - bonus: 21 misc: null name: 'Performance ' - bonus: 21 misc: null name: 'Stealth ' - bonus: 17 misc: null name: 'Thievery ' source: - abbr: Bestiary 2 page_start: 207 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: fly - amount: 25 type: swim - amount: 128 type: freedom of movement spell_lists: - dc: 29 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - frequency: null name: dispel magic requirement: null - frequency: chaotic name: divine wrath requirement: null - frequency: null name: sending requirement: null - heightened_level: null level: 4 spells: - frequency: null name: creation requirement: null - frequency: at will name: dimension door requirement: null - frequency: null name: shatter requirement: null - heightened_level: null level: 3 spells: - frequency: null name: haste requirement: null - frequency: null name: mending requirement: null - frequency: null name: shrink item requirement: null - frequency: null name: slow requirement: null - heightened_level: null level: 1 spells: - frequency: at will, lawful only name: detect alignment requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: freedom of movement requirement: null to_hit: null traits: - CN - Large - Monitor - Protean type: Creature weaknesses: - amount: 10 type: lawful - 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 alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: The immortal ichor doesn't age, nor does it need to eat or breathe. It can die only as a result of violence. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Immortality range: null raw_description: '**Immortality** The immortal ichor doesn''t age, nor does it need to eat or breathe. It can die only as a result of violence.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 39' hp: 350 hp_misc: regeneration 15 (deactivated by good immunities: - acid - critical hits - mental - precision - unconscious - visual items: null knowledge_checks: dc: 39 skills: - Occultism languages: - Abyssal - Aklo - Infernal - Undercommon - telepathy 100 feet level: 15 melee: - action_cost: One Action damage: formula: 3d8+12 type: bludgeoning name: pseudopod plus_damage: - formula: null type: mental erosion to_hit: 27 traits: null name: Immortal Ichor perception: 20 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Corrupt Ally range: null raw_description: '**Corrupt Ally** (__divine__, __enchantment__, __mental__) 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.' requirements: null success: null traits: - divine - enchantment - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: An immortal ichor can cast an initial and advanced domain spell of a __domain__ that belonged to the dead deity from which the ichor arose (the domain spells presented here are from the __destruction__ domain). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dead Spells range: null raw_description: '**Dead Spells** An immortal ichor can cast an initial and advanced domain spell of a __domain__ that belonged to the dead deity from which the ichor arose (the domain spells presented here are from the __destruction__ domain).' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature hit by the ichor's pseudopod is __stupefied 2__ for 1 day unless it succeeds at a DC 35 Will save. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mental Erosion range: null raw_description: '**Mental Erosion** A creature hit by the ichor''s pseudopod is __stupefied 2__ for 1 day unless it succeeds at a DC 35 Will save.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Resanguinate range: null raw_description: '**Resanguinate** [Three Actions] (__divine__, __healing__, __necromancy__) 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).' requirements: null success: null traits: - divine - healing - necromancy trigger: null ranged: null rarity: Rare resistances: - amount: 15 type: physical ritual_lists: null saves: fort: 30 fort_misc: null misc: null ref: 20 ref_misc: null will: 29 will_misc: null sense_abilities: null senses: - Perception +20 - motion sense 60 feet - no vision size: Medium skills: - bonus: 30 misc: null name: 'Ancient History Lore ' - bonus: 30 misc: null name: 'Arcana ' - bonus: 29 misc: null name: 'Religion ' source: - abbr: 'Pathfinder #149: Against the Scarlet Triad' page_start: 88 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: fly spell_lists: - dc: 37 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: x3 name: charm requirement: null - frequency: null name: feeblemind requirement: null - frequency: null name: possession requirement: null - frequency: null name: suggestion requirement: null - heightened_level: null level: 6 spells: - frequency: null name: crisis of faith requirement: null - frequency: at will name: telekinetic haul requirement: null - heightened_level: null level: 3 spells: - frequency: at will name: mind reading requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: telekinetic maneuver requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: charm requirement: null - frequency: at will name: command requirement: null - heightened_level: 7 level: 0 spells: - frequency: null name: telekinetic projectile requirement: null to_hit: 31 - dc: 37 misc: ', 3 Focus Points' name: Cleric Domain Spells spell_groups: - heightened_level: null level: 8 spells: - frequency: null name: cry of destruction requirement: null - frequency: null name: destructive aura requirement: null to_hit: 31 traits: - Rare - NE - Medium - Ooze type: Creature weaknesses: null - 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 alignment: LE 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. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 15' hp: 15 hp_misc: null immunities: - fire items: null knowledge_checks: dc: 15 skills: - Religion languages: - Common - Infernal - telepathy (touch) level: 1 melee: - action_cost: One Action damage: formula: 1d4-1 type: piercing name: stinger plus_damage: - formula: 1d4 type: evil and imp venom to_hit: 9 traits: - agile - evil - finesse - magical name: Imp perception: 7 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: '' effect: null effects: - action_cost: None critical_failure: null critical_success: null description: size Medium; scent (imprecise) 30 feet; **Speed **40 feet; **Melee **tusk +9 (__finesse__), **Damage **1d10-1 piercing effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Boar range: null raw_description: '**Boar **size Medium; scent (imprecise) 30 feet; **Speed **40 feet; **Melee **tusk +9 (__finesse__), **Damage **1d10-1 piercing' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: size Medium; **Speed **25 feet, climb 25 feet; **Melee **fangs +9 (__finesse__, __poison__), **Damage **1d6-1 piercing plus 1d4 poison effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Giant Spider range: null raw_description: '**Giant Spider** size Medium; **Speed **25 feet, climb 25 feet; **Melee **fangs +9 (__finesse__, __poison__), **Damage **1d6-1 piercing plus 1d4 poison' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: scent; **Speed **20 feet; **Melee **jaws +9 (__agile__, __finesse__), **Damage **1 piercing effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rat range: null raw_description: '**Rat **scent; **Speed **20 feet; **Melee **jaws +9 (__agile__, __finesse__), **Damage **1 piercing' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: scent; **Speed **10 feet, fly 40 feet; **Melee **beak +9 (__finesse__), **Damage **1 piercing effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Raven range: null raw_description: '**Raven **scent; **Speed **10 feet, fly 40 feet; **Melee **beak +9 (__finesse__), **Damage **1 piercing' requirements: null success: null traits: null trigger: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: "**Change Shape** (__concentrate__, __divine__, __polymorph__,\ \ __transmutation__) \n\n * **Boar **size Medium; scent (imprecise) 30 feet;\ \ **Speed **40 feet; **Melee **tusk +9 (__finesse__), **Damage **1d10-1 piercing\n\ \n * **Giant Spider** size Medium; **Speed **25 feet, climb 25 feet; **Melee\ \ **fangs +9 (__finesse__, __poison__), **Damage **1d6-1 piercing plus 1d4 poison\n\ \n * **Rat **scent; **Speed **20 feet; **Melee **jaws +9 (__agile__, __finesse__),\ \ **Damage **1 piercing\n\n * **Raven **scent; **Speed **10 feet, fly 40 feet;\ \ **Melee **beak +9 (__finesse__), **Damage **1 piercing" requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The imp regains 1d6 Hit Points. effects: null failure: null frequency: once per round. full_description: null generic_description: null name: Diabolic Healing range: null raw_description: '**Diabolic Healing** (__concentrate__, __divine__, __healing__, __necromancy__) **Frequency** once per round. **Effect** The imp regains 1d6 Hit Points.' requirements: null success: null traits: - concentrate - divine - healing - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null 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)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Imp Venom range: null raw_description: '**Imp Venom** (__poison__) **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)' requirements: null success: null traits: - poison trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null 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. effects: null failure: null frequency: once per day. full_description: null generic_description: null name: Infernal Temptation range: null raw_description: '**Infernal Temptation** (__divine__, __concentrate__, __enchantment__, __evil__, __fortune__) **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.' requirements: null success: null traits: - divine - concentrate - enchantment - evil - fortune trigger: null ranged: null rarity: Common resistances: - amount: 3 type: physical (except silver) - amount: 5 type: poison ritual_lists: null saves: fort: 5 fort_misc: null misc: null ref: 9 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +7 - greater darkvision size: Tiny skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Deception ' - bonus: 5 misc: null name: 'Religion ' source: - abbr: Bestiary page_start: 87 page_stop: null speed: - amount: 20 type: Land - amount: 30 type: fly spell_lists: - dc: 17 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: read omens requirement: null - heightened_level: null level: 2 spells: - frequency: at will, self only name: invisibility requirement: null - heightened_level: null level: 1 spells: - frequency: null name: charm requirement: null - frequency: at will, good only name: detect alignment requirement: null - heightened_level: 1 level: -1 spells: - frequency: null name: detect magic requirement: null to_hit: null traits: - LE - Tiny - Devil - Fiend type: Creature weaknesses: - amount: 3 type: good - ability_mods: cha_mod: 6 con_mod: 4 dex_mod: 4 int_mod: 5 str_mod: 2 wis_mod: 4 ac: 26 ac_special: null alignment: CE automatic_abilities: null description: 'Intellect devourers serve as advance scouts and infiltrators for the powerful force of alien beings called the Dominion of the Black. These monsters roam the Darklands, from which they mount secret invasions of the world above. When an intellect devourer infiltrates a society, its first priority is to acquire a body. It might first seek out a graveyard for a fresh corpse, as this is easier than fighting and killing someone. When the aberration compresses itself into the host''s brain cavity, its real body goes dull to sensation as it connects to the nervous system of its host. If found out, an intellect devourer might quickly inhabit a new body to make its escape, preferably something inconspicuous such as a domestic animal. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 26' hp: 130 hp_misc: null immunities: - blinded - controlled - emotion - possession items: null knowledge_checks: dc: 26 skills: - Occultism languages: - Aklo - Common - Undercommon - can't speak any languages - telepathy 100 feet level: 8 melee: - action_cost: One Action damage: formula: 2d10+5 type: slashing name: talon plus_damage: null to_hit: 18 traits: - agile - finesse name: Intellect Devourer perception: 16 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null description: The intellect devourer reduces in size and burrows into the brain of a creature dead for no longer than 1 day. At the start of the intellect devourer's next turn, the body revives at its maximum Hit Points, controlled by the devourer. The intellect devourer is conscious and can sense everything the possessed body could. Any effect that ends the possession kills the host body with the same effects as Exit Body. The intellect devourer can't use any of the host creature's spells with Body Thief but can use its own spells. The host body slowly decays while inhabited by the intellect devourer, becoming uninhabitable after 7 days unless preserved with __gentle repose__ or a similar effect. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Body Thief range: null raw_description: '**Body Thief** [Three Actions] (__manipulate__, __necromancy__, __occult__, __possession__) The intellect devourer reduces in size and burrows into the brain of a creature dead for no longer than 1 day. At the start of the intellect devourer''s next turn, the body revives at its maximum Hit Points, controlled by the devourer. The intellect devourer is conscious and can sense everything the possessed body could. Any effect that ends the possession kills the host body with the same effects as Exit Body. The intellect devourer can''t use any of the host creature''s spells with Body Thief but can use its own spells. The host body slowly decays while inhabited by the intellect devourer, becoming uninhabitable after 7 days unless preserved with __gentle repose__ or a similar effect.' requirements: null success: null traits: - manipulate - necromancy - occult - possession trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The intellect devourer is controlling a body with Body Thief effects: null failure: null frequency: null full_description: null generic_description: null name: Exit Body range: null raw_description: '**Exit Body** (__move__) **Requirements** The intellect devourer is controlling a body with Body Thief; **Effect** The intellect devourer leaves its host body, which dies instantly and is no longer a suitable host for any Body Thief ability. The intellect devourer appears at full size in an adjacent space.' requirements: null success: null traits: - move trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: The intellect devourer makes two talon Strikes against a __paralyzed__, __restrained__, or __unconscious__ creature, using the same attack modifier as its highest attack modifier. These Strikes gain the __death__ trait. If Ravage kills the target, the intellect devourer may use Body Thief against it as a free action. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ravage range: null raw_description: '**Ravage** [Three Actions] The intellect devourer makes two talon Strikes against a __paralyzed__, __restrained__, or __unconscious__ creature, using the same attack modifier as its highest attack modifier. These Strikes gain the __death__ trait. If Ravage kills the target, the intellect devourer may use Body Thief against it as a free action.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: While an intellect devourer uses Body Thief, it gains the ability to understand and speak all languages known by the host, as well as knowledge of the host body's abilities, identity, role in society, and personality. However, it does not gain the specific memories or knowledge of the host body. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stolen Identity range: null raw_description: '**Stolen Identity** While an intellect devourer uses Body Thief, it gains the ability to understand and speak all languages known by the host, as well as knowledge of the host body''s abilities, identity, role in society, and personality. However, it does not gain the specific memories or knowledge of the host body.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 14 fort_misc: null misc: null ref: 16 ref_misc: null will: 18 will_misc: null sense_abilities: null senses: - Perception +16 - darkvision - lifesense 60 feet size: Small skills: - bonus: 14 misc: null name: 'Athletics ' - bonus: 20 misc: null name: 'Deception ' - bonus: 16 misc: null name: 'Diplomacy ' - bonus: 17 misc: null name: 'Occultism ' - bonus: 17 misc: null name: 'Society ' - bonus: 18 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 147 page_stop: null speed: - amount: 35 type: Land spell_lists: - dc: 27 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: confusion requirement: null - frequency: null name: globe of invulnerability requirement: null - heightened_level: null level: 3 spells: - frequency: ×3 name: soothe requirement: null - heightened_level: null level: 2 spells: - frequency: null name: gentle repose requirement: null - frequency: at will, self only name: invisibility requirement: null - frequency: at will name: paranoia requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: daze requirement: null - frequency: null name: detect magic requirement: null - frequency: null name: read aura requirement: null to_hit: null traits: - Uncommon - CE - Small - Aberration type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: '30 feet. When a creature ends its turn in the aura, it sees pieces of its own body amid the interlocutor''s form. The creature must succeed at a DC 29 Will save or become __stunned 1__.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Glimpse of Stolen Flesh range: null raw_description: '**Glimpse of Stolen Flesh** (__aura__, __divine__, __enchantment__, __fear__, __mental__, __visual__) 30 feet. When a creature ends its turn in the aura, it sees pieces of its own body amid the interlocutor''s form. The creature must succeed at a DC 29 Will save or become __stunned 1__.' requirements: null success: null traits: - aura - divine - enchantment - fear - mental - visual trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. Each interlocutor structures their individual appearance carefully, 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. Interlocutors average 9 feet tall and weigh approximately 800 pounds. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 30' hp: 215 hp_misc: regeneration 20 (deactivated by good or silver immunities: - cold items: null knowledge_checks: dc: 30 skills: - Religion languages: - Common - Infernal - Shadowtongue level: 12 melee: - action_cost: One Action damage: formula: 3d10+13 type: slashing name: claw plus_damage: - formula: 2d6 type: persistent bleed to_hit: 25 traits: - deadly 2d10 - evil - magical - reach 10 feet name: Interlocutor perception: 24 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The interlocutor stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against Glimpse of Stolen Flesh. In addition, if the creature was already __stunned__, on a failed save, it feels its internal organs twist and writhe, and is __clumsy 2__ for 1 minute. After attempting this save, the creature is then temporarily immune until the start of the interlocutor's next turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Focus Gaze range: null raw_description: '**Focus Gaze** (__concentrate__, __divine__, __enchantment__, __fear__, __mental__, __visual__) The interlocutor stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against Glimpse of Stolen Flesh. In addition, if the creature was already __stunned__, on a failed save, it feels its internal organs twist and writhe, and is __clumsy 2__ for 1 minute. After attempting this save, the creature is then temporarily immune until the start of the interlocutor''s next turn.' requirements: null success: null traits: - concentrate - divine - enchantment - fear - mental - visual trigger: null - action_cost: One Action critical_failure: null critical_success: null 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, thus closing the wound, Strikes against the creature deal 1d6 extra precision damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Surgical Rend range: null raw_description: '**Surgical Rend** 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, thus closing the wound, Strikes against the creature deal 1d6 extra precision damage.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 15 type: good - amount: 15 type: silver ritual_lists: null saves: fort: 23 fort_misc: null misc: +1 status to all saves vs. magic ref: 21 ref_misc: null will: 26 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Painsight range: null raw_description: '**Painsight** (divination, divine) A 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.' requirements: null success: null traits: - divination - divine trigger: null senses: - Perception +24 - greater darkvision - painsight size: Large skills: - bonus: 25 misc: null name: 'Athletics ' - bonus: 22 misc: +24 sculpting flesh name: 'Crafting ' - bonus: 25 misc: null name: 'Intimidation ' - bonus: 26 misc: null name: 'Medicine ' - bonus: 22 misc: null name: 'Religion ' - bonus: 19 misc: null name: 'Stealth ' - bonus: 20 misc: null name: 'Torture Lore ' source: - abbr: Bestiary 2 page_start: 285 page_stop: null speed: - amount: 40 type: Land spell_lists: - dc: 33 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: self only, to the Material Plane or Shadow Plane only name: plane shift requirement: null - heightened_level: null level: 5 spells: - frequency: null name: breath of life requirement: null - heightened_level: null level: 4 spells: - frequency: ×2 name: heal requirement: null - frequency: ×2 name: restoration requirement: null - heightened_level: 6 level: 0 spells: - frequency: null name: stabilize requirement: null to_hit: null traits: - LE - Large - Fiend - Velstrac type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 3 dex_mod: 4 int_mod: 2 str_mod: -5 wis_mod: 2 ac: 22 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: If an invidiak attempts to possess a creature and the creature rolls a critical success on its saving throw to resist __possession__, or if an invidiak's possession of a creature is ended prematurely, such as via a successful dispel magic, the invidiak takes 6d6 mental damage and cannot use possession for 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Exorcism Vulnerability range: null raw_description: '**Exorcism Vulnerability** If an invidiak attempts to possess a creature and the creature rolls a critical success on its saving throw to resist __possession__, or if an invidiak''s possession of a creature is ended prematurely, such as via a successful dispel magic, the invidiak takes 6d6 mental damage and cannot use possession for 24 hours.' requirements: null success: null traits: null trigger: null description: "For most demons, possessing a creature requires a ritual, magic item,\ \ or condition, but for invidiaks, who lack a body, possession is akin to donning\ \ a suit of clothing. Known also as shadow demons, invidiaks are formed from envious\ \ mortal souls. \n\n\n\n**__Recall Knowledge - Fiend__ (__Religion__)**: DC 23" hp: 90 hp_misc: null immunities: - disease - poison - precision items: null knowledge_checks: dc: 23 skills: - Religion languages: - Abyssal - Common - telepathy 100 feet level: 7 melee: - action_cost: One Action damage: formula: 2d8 type: cold name: claw plus_damage: - formula: 2d6 type: evil to_hit: 13 traits: - agile - evil - finesse - magical name: Invidiak perception: 15 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: 'Each invidiak has a particular type of creature they prefer possessing, chosen from the following list: __aberration__, __animal__, __beast__, or any __humanoid__ (such as __dwarf__)—in most cases, the favored type of target is __human__. When an invidiak uses possession against a favored host, the duration of possession increases to unlimited, and the effect lasts until dispelled or until the invidiak dismisses it.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Favored Host range: null raw_description: '**Favored Host** Each invidiak has a particular type of creature they prefer possessing, chosen from the following list: __aberration__, __animal__, __beast__, or any __humanoid__ (such as __dwarf__)—in most cases, the favored type of target is __human__. When an invidiak uses possession against a favored host, the duration of possession increases to unlimited, and the effect lasts until dispelled or until the invidiak dismisses it.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The invidiak Strides up to twice their speed. If the invidiak ends their movement in an area of dim light, they become hidden as long as they don't move and the lighting in the area they're in doesn't grow brighter than dim light. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shadow Blend range: null raw_description: '**Shadow Blend** [Two Actions] (__divine__, __illusion__) The invidiak Strides up to twice their speed. If the invidiak ends their movement in an area of dim light, they become hidden as long as they don''t move and the lighting in the area they''re in doesn''t grow brighter than dim light.' requirements: null success: null traits: - divine - illusion trigger: null - action_cost: None critical_failure: null critical_success: null description: An invidiak leaves no body behind when using __possession__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Unbodied Possession range: null raw_description: '**Unbodied Possession** An invidiak leaves no body behind when using __possession__.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: all (except force - amount: null type: ghost touch - amount: null type: or positive ritual_lists: - dc: 26 misc: null name: Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: abyssal pact requirement: null to_hit: null saves: fort: 15 fort_misc: null misc: +1 to all saves vs. magic ref: 16 ref_misc: null will: 13 will_misc: null sense_abilities: null senses: - Perception +15 - darkvision size: Medium skills: - bonus: 15 misc: null name: 'Acrobatics ' - bonus: 18 misc: null name: 'Deception ' - bonus: 13 misc: null name: 'Religion ' - bonus: 15 misc: null name: 'Society ' - bonus: 17 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 65 page_stop: null speed: - amount: 30 type: fly spell_lists: - dc: 26 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: range touch name: possession requirement: null - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - frequency: null name: shadow blast requirement: null - heightened_level: null level: 4 spells: - frequency: null name: darkness requirement: null - frequency: at will name: dimension door requirement: null - heightened_level: null level: 3 spells: - frequency: null name: fear requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: telekinetic projectile requirement: null to_hit: null traits: - CE - Medium - Demon - Fiend - Incorporeal type: Creature weaknesses: - amount: 5 type: cold iron - amount: 5 type: good - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: The invisible stalker is invisible at all times, though when it takes a hostile action of any kind, it is hidden instead of undetected until the start of its next turn, as the vague outline of its humanoid form is faintly visible for a short period of time. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Naturally Invisible range: null raw_description: '**Naturally Invisible** The invisible stalker is invisible at all times, though when it takes a hostile action of any kind, it is hidden instead of undetected until the start of its next turn, as the vague outline of its humanoid form is faintly visible for a short period of time.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 23' hp: 70 hp_misc: null immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 23 skills: - Arcana - Nature languages: - Auran level: 7 melee: - action_cost: One Action damage: formula: 1d10+5 type: bludgeoning name: fist plus_damage: null to_hit: 18 traits: - agile - finesse name: Invisible Stalker perception: 16 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The invisible stalker deals 2d6 extra precision damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The invisible stalker deals 2d6 extra precision damage to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The invisible stalker moves at full Speed while Tracking. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swift Tracker range: null raw_description: '**Swift Tracker** The invisible stalker moves at full Speed while Tracking.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 14 fort_misc: null misc: null ref: 18 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +16 - darkvision size: Medium skills: - bonus: 16 misc: null name: 'Acrobatics ' - bonus: 18 misc: null name: 'Stealth ' - bonus: 15 misc: +19 to Track name: 'Survival ' source: - abbr: Bestiary page_start: 144 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: fly spell_lists: null traits: - N - Medium - Air - Elemental type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 0 int_mod: -4 str_mod: 7 wis_mod: 2 ac: 21 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: An iridescent animal emits phosphorescent bright light in a 15-foot aura. The animal can suppress this display until the end of its next turn as a single action, which has the __concentrate__ trait. The color of the light is determined by the iridescent animal's creator. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Glowing Bones range: null raw_description: '**Glowing Bones** An iridescent animal emits phosphorescent bright light in a 15-foot aura. The animal can suppress this display until the end of its next turn as a single action, which has the __concentrate__ trait. The color of the light is determined by the iridescent animal''s creator.' requirements: null success: null traits: null trigger: null description: 'An iridescent animal is a wild or domesticated animal that has undergone a magical transformation to become a luminescent beast that can glow in the dark and use dazzling light-based powers. Although the effect is glamorous, the life of an iridescent animal is a sad one. The change drastically weakens the animal, diminishing both its strength and its vitality. This effect is desirable for some—particularly the circuses, menageries, and royal courts that typically purchase these glowing beasts—but never for the animal itself. Because the effects of the transformation are so deleterious, the act of creating an iridescent animal is strongly frowned upon by druids and other naturalists, some of whom dedicate their lives to rescuing and fostering these maltreated creatures. The procedure cannot be reversed, and few iridescent animals are fit to live in the wild after the transformation, cementing their lot in life to serve as showy beasts of burden or objects of entertainment and ridicule. **__Recall Knowledge - Animal__ (__Nature__)**: DC 25' hp: 110 hp_misc: null immunities: null items: null knowledge_checks: dc: 25 skills: - Nature languages: null level: 7 melee: - action_cost: One Action damage: formula: 3d8+7 type: piercing name: tusk plus_damage: null to_hit: 14 traits: - reach 10 feet - action_cost: One Action damage: null name: trunk plus_damage: null to_hit: 16 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d10+7 type: bludgeoning name: foot plus_damage: - formula: null type: color splash to_hit: 14 traits: - reach 10 feet name: Iridescent Elephant perception: 11 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: When the iridescent elephant stomps its foot, a bright, disorienting burst of light pulses through its leg. Each creatures adjacent to the iridescent elephant when it makes a foot Strike (regardless of whether or not it hit) must succeed at a DC 24 Will save or be __flat-footed__ until the beginning of the elephant's next turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Color Splash range: null raw_description: '**Color Splash** (__visual__) When the iridescent elephant stomps its foot, a bright, disorienting burst of light pulses through its leg. Each creatures adjacent to the iridescent elephant when it makes a foot Strike (regardless of whether or not it hit) must succeed at a DC 24 Will save or be __flat-footed__ until the beginning of the elephant''s next turn.' requirements: null success: null traits: - visual trigger: null - action_cost: None critical_failure: null critical_success: null description: A Medium or smaller creature hit by the elephant's trunk is __grabbed__. If the elephant moves, it can bring the grabbed creature along with it. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Grabbing Trunk range: null raw_description: '**Grabbing Trunk** A Medium or smaller creature hit by the elephant''s trunk is __grabbed__. If the elephant moves, it can bring the grabbed creature along with it.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Large or smaller, foot, DC 22 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**Trample** [Three Actions] Large or smaller, foot, DC 22' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: The creature is blinded permanently. critical_success: The creature is unaffected. description: null effect: "The iridescent elephant blasts a beam of light from its trunk in a 30-foot\ \ line. Each creature in the area must attempt a DC 22 Fortitude save. \n\n" effects: null failure: The creature is blinded for 1 minute. frequency: once per day full_description: null generic_description: null name: Trunk Beam range: null raw_description: "**Trunk Beam** (__visual__, __light__) **Frequency** once per\ \ day; **Effect** The iridescent elephant blasts a beam of light from its trunk\ \ in a 30-foot line. Each creature in the area must attempt a DC 22 Fortitude\ \ save. \n\n**Critical Success** The creature is unaffected.\n\n**Success**\ \ The creature is __dazzled__ for 1 round.\n\n**Failure** The creature is __blinded__\ \ for 1 minute.\n\n**Critical Failure** The creature is blinded permanently." requirements: null success: The creature is dazzled for 1 round. traits: - visual - light trigger: null ranged: null rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 9 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +11 - scent (imprecise) 30 feet size: Huge skills: - bonus: 15 misc: null name: 'Athletics ' - bonus: 13 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #152: Legacy of the Lost God' page_start: 80 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - Uncommon - N - Huge - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 4 con_mod: 5 dex_mod: 8 int_mod: 4 str_mod: 7 wis_mod: 5 ac: 34 ac_special: null alignment: NE automatic_abilities: null description: 'Irlgaunts resemble titanic spiders or crabs, but with cephalopod-like tendrils erupting from the tips of their chitin-armored legs. Their jagged gray shells allow them to blend into the rocky walls of the high mountain passes and deep ravines that serve as their hunting grounds. Despite their size, they move with incredible alacrity, bounding across chasms and skittering up sheer mountain cliffs without pause. Though they are formidable in melee, irlgaunts have an even more powerful ranged attack. These creatures can pelt their opponents by forcefully regurgitating gastroliths—melon-sized clusters of rocks enveloped in coagulated digestive enzymes strong enough to break down flesh and bone. Gastroliths are fragile and explode on contact, spraying the area with shards of rock and caustic acid. While one might easily mistake an irlgaunt for a simple brutish beast, they have a keen intelligence and use devious hunting strategies. They set traps for travelers and are fond of using gems and magical items taken from previous victims as bait. They have been known to start rockslides or otherwise block passages to reroute explorers into their clutches. They also use their gastroliths to direct the movements of their prey, forcing victims into dead ends at the edge of chasms or cliffs. For the most part, irlgaunts live solitary lives, likely because finding enough food to sustain a community tends to be difficult. However, they still maintain a sense of extended, regional community, actively gathering when organizing for war or to discuss other issues that affect their species or shared territories. They have been known to occasionally ally with giants, but these truces are usually nebulous. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 31' hp: 265 hp_misc: null immunities: null items: null knowledge_checks: dc: 31 skills: - Occultism languages: - Aklo - Common - Jotun - Terran level: 13 melee: - action_cost: One Action damage: formula: 3d8+13 type: piercing name: jaws plus_damage: - formula: 2d6 type: acid to_hit: 26 traits: null - action_cost: One Action damage: formula: 3d10+13 type: bludgeoning name: legs plus_damage: null to_hit: 26 traits: - agile name: Irlgaunt perception: 24 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The irlgaunt violently regurgitates a melonsized clot of brittle stone supernaturally infused with digestive enzymes. The stone and acid explode on impact within a range of 30 feet, dealing 7d6 piercing damage and 7d6 acid damage to creatures in a 20-foot burst (DC 33 basic Reflex save). The irlgaunt can't Regurgitate Gastroliths for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Regurgitate Gastrolith range: null raw_description: '**Regurgitate Gastrolith** [Two Actions] (__acid__, __evocation__, __primal__) The irlgaunt violently regurgitates a melonsized clot of brittle stone supernaturally infused with digestive enzymes. The stone and acid explode on impact within a range of 30 feet, dealing 7d6 piercing damage and 7d6 acid damage to creatures in a 20-foot burst (DC 33 basic Reflex save). The irlgaunt can''t Regurgitate Gastroliths for 1d4 rounds.' requirements: null success: null traits: - acid - evocation - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: The irlgaunt ignores difficult terrain composed of rocks and stone. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stone Step range: null raw_description: '**Stone Step** The irlgaunt ignores difficult terrain composed of rocks and stone.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 22 fort_misc: null misc: null ref: 25 ref_misc: null will: 24 will_misc: null sense_abilities: null senses: - Perception +24 - darkvision size: Large skills: - bonus: 25 misc: null name: 'Acrobatics ' - bonus: 26 misc: null name: 'Athletics ' - bonus: 23 misc: null name: 'Deception ' - bonus: 27 misc: null name: 'Stealth ' - bonus: 22 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 148 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: climb - amount: null type: stone step spell_lists: - dc: 31 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: null name: stone tell requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: meld into stone requirement: null - frequency: at will name: shape stone requirement: null to_hit: null traits: - NE - Large - Aberration - Earth type: Creature weaknesses: - amount: 10 type: bludgeoning - ability_mods: cha_mod: 4 con_mod: 3 dex_mod: 5 int_mod: -2 str_mod: 5 wis_mod: 3 ac: 28 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: '[reaction]' effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [None] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'Irnakurse are surface elves who __drow__ have subjected to particularly cruel and humiliating fleshwarping practices, as drow take special delight in the torment of their surface-dwelling kin. The process of crafting an irnakurse involves twisting an unfortunate elf into a deformed mass of misplaced limbs, loose flesh, and bony protrusions—parts that should be internal are often left on full display to the world. Irnakurse are subject to mental conditioning that causes them to hate their prior forms, and these creatures prefer to attack surface elves over all other targets. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 26' hp: 152 hp_misc: null immunities: null items: null knowledge_checks: dc: 26 skills: - Occultism languages: - Abyssal - Elven - Undercommon - can't speak any language level: 9 melee: - action_cost: One Action damage: formula: 2d12+11 type: piercing name: jaws plus_damage: null to_hit: 20 traits: - reach 10 feet - action_cost: One Action damage: formula: 2d8+11 type: slashing name: tentacle plus_damage: - formula: null type: mind lash to_hit: 20 traits: - agile - reach 20 feet name: Irnakurse perception: 18 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A non-evil creature hit by an irnakurse's tentacle is overwhelmed with corrupted images of a ruined life and must succeed at a DC 28 Will save or be __stunned 2__ (or stunned 4 on a critical failure). After attempting this save, a creature is temporarily immune to Mind Lash for 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mind Lash range: null raw_description: '**Mind Lash** (__emotion__, __enchantment__, __mental__, __occult__) A non-evil creature hit by an irnakurse''s tentacle is overwhelmed with corrupted images of a ruined life and must succeed at a DC 28 Will save or be __stunned 2__ (or stunned 4 on a critical failure). After attempting this save, a creature is temporarily immune to Mind Lash for 24 hours.' requirements: null success: null traits: - emotion - enchantment - mental - occult trigger: null - action_cost: One Action critical_failure: null critical_success: null description: tentacle effect: The monster automatically deals that Strike's damage again to the enemy. effects: null failure: null frequency: null full_description: null generic_description: null name: Rend range: null raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy. requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: The creature is unaffected, and is temporarily immune to Soul Scream for 24 hours. description: null effect: "The irnakurse unleashes an alien shriek of nightmarish horror and pain.\ \ All non-evil creatures within a 10-foot emanation must attempt a DC 28 Will\ \ save. The irnakurse can Sustain Soul Scream for up to 6 rounds; each time\ \ it does, it repeats the effect. \n\n" effects: null failure: null frequency: once per day full_description: null generic_description: null name: Soul Scream range: null raw_description: "**Soul Scream** [Two Actions] (__auditory__, __concentrate__,\ \ __emotion__, __enchantment__, __mental__, __occult__) **Frequency** once per\ \ day; **Effect** The irnakurse unleashes an alien shriek of nightmarish horror\ \ and pain. All non-evil creatures within a 10-foot emanation must attempt a\ \ DC 28 Will save. The irnakurse can Sustain Soul Scream for up to 6 rounds;\ \ each time it does, it repeats the effect. \n\n**Critical Success** The creature\ \ is unaffected, and is temporarily immune to Soul Scream for 24 hours. \n\n\ **Success **The creature is __stupefied 1__ for 1 round. \n\n**Failure **The\ \ creature is stupefied 1. Further failed saves against Soul Scream increase\ \ the condition value by 1, to a maximum of stupefied 4. Each time the character\ \ gets a full night's rest, the stupefied condition gained from Soul Scream\ \ decreases by 1. \n\n**Critical Failure **As failure, except the stupefied\ \ value increases by 2 instead of by 1." requirements: null success: null traits: - auditory - concentrate - emotion - enchantment - mental - occult trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The irnakurse makes up to four tentacle Strikes, each against a different target. These attacks count toward the irnakurse's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all of its attacks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Storm of Tentacles range: null raw_description: '**Storm of Tentacles** [Two Actions] The irnakurse makes up to four tentacle Strikes, each against a different target. These attacks count toward the irnakurse''s multiple attack penalty, but the multiple attack penalty doesn''t increase until after it makes all of its attacks.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 20 fort_misc: null misc: null ref: 18 ref_misc: null will: 16 will_misc: null sense_abilities: null senses: - Perception +18 - darkvision size: Large skills: - bonus: 20 misc: null name: 'Acrobatics ' - bonus: 20 misc: null name: 'Athletics ' - bonus: 20 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 118 page_stop: null speed: - amount: 15 type: Land spell_lists: null traits: - CE - Large - Aberration type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: harmed by acid (6d10, 2d8 from areas and persistent damage); healed by fire (area 2d8 HP); slowed by electricity effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Golem Antimagic range: null raw_description: '**Golem Antimagic** harmed by acid (6d10, 2d8 from areas and persistent damage); healed by fire (area 2d8 HP); slowed by electricity' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Casting __neutralize poison__ on the golem deactivates its Breath Weapon for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vulnerable to Neutralize Poison range: null raw_description: '**Vulnerable to Neutralize Poison** Casting __neutralize poison__ on the golem deactivates its Breath Weapon for 1 minute.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Magical rusting effects, like a rust monster's antennae, affect the iron golem normally. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vulnerable to Rust range: null raw_description: '**Vulnerable to Rust** Magical rusting effects, like a rust monster''s antennae, affect the iron golem normally.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 33' hp: 190 hp_misc: null immunities: - bleed - death effects - disease - doomed - drained - fatigued - fire - healing - magic (see below) - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 33 skills: - Arcana - Crafting languages: null level: 13 melee: - action_cost: One Action damage: formula: 3d10+12 type: bludgeoning name: fist plus_damage: null to_hit: 28 traits: - magical - reach 10 feet name: Iron Golem perception: 21 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__arcane__, __necromancy__, __poison__) 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.' requirements: null success: null traits: - arcane - necromancy - poison trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Inexorable March range: null raw_description: '**Inexorable March** 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Iron Golem Poison range: null raw_description: '**Iron Golem Poison** (__poison__) 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).' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Uncommon resistances: - amount: 15 type: physical (except adamantine) ritual_lists: null saves: fort: 26 fort_misc: null misc: null ref: 21 ref_misc: null will: 22 will_misc: null sense_abilities: null senses: - Perception +21 - darkvision size: Large skills: - bonus: 30 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 188 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - Uncommon - N - Large - Construct - Golem - Mindless type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 7 dex_mod: 5 int_mod: 3 str_mod: 7 wis_mod: 7 ac: 31 ac_special: null alignment: NE automatic_abilities: null description: 'The isqulug''s appearance, though unsettling, might be its least awful aspect. The creature resembles a bipedal amphibian with tentacles instead of arms and a head composed of an undulant mass of what appear to be shifting, slimy transparent eggs filled with writhing larvae. In truth, these larvae constitute the mind and consciousness of the isqulug—its "body" is little more than an organic suit manufactured from the flesh of those it has consumed, analogous to the complex web of a spider or the hive of a colony of bees, but fully capable of movement and violence. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 30' hp: 230 hp_misc: regeneration 10 (deactivated by cold immunities: - swarm mind items: null knowledge_checks: dc: 30 skills: - Occultism languages: - Aklo level: 11 melee: - action_cost: One Action damage: formula: 2d12+11 type: bludgeoning name: tentacle plus_damage: - formula: null type: isqulugia to_hit: 22 traits: - agile - reach 10 feet name: Isqulug perception: 24 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The isqulug expels larvae from the hivemind in its head in a 30-foot cone. Creatures in this area take 6d10 piercing damage as the swarm feeds on their flesh (DC 30 basic Reflex save). Any creature that takes damage is exposed to isqulugia. The isqulug becomes __stupefied 1__ for 1d4 rounds, during which it can't Expel Infestation. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Expel Infestation range: null raw_description: '**Expel Infestation** [Two Actions] The isqulug expels larvae from the hivemind in its head in a 30-foot cone. Creatures in this area take 6d10 piercing damage as the swarm feeds on their flesh (DC 30 basic Reflex save). Any creature that takes damage is exposed to isqulugia. The isqulug becomes __stupefied 1__ for 1d4 rounds, during which it can''t Expel Infestation.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Isqulugia's __sickened__, __slowed__, and __paralyzed__ conditions can't be removed until this affliction is removed; **Saving Throw** DC 30 Fortitude; **Stage 1** sickened 1 (1 hour); **Stage 2** __fatigued__ and sickened 2 (1 day); **Stage 3** fatigued and slowed 1 (1 day); **Stage 4** paralyzed (1 day); **Stage 5**the creature dies, and its body violently transforms into a new isqulug. __Wish__, similar magic, or a 9th-level __resurrect__ ritual can return the victim to life. The new isqulug remains even if the victim is brought back to life. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Isqulugia range: null raw_description: '**Isqulugia** (__disease__, __incapacitation__, __primal__, __transmutation__, __virulent__) Isqulugia''s __sickened__, __slowed__, and __paralyzed__ conditions can''t be removed until this affliction is removed; **Saving Throw** DC 30 Fortitude; **Stage 1** sickened 1 (1 hour); **Stage 2** __fatigued__ and sickened 2 (1 day); **Stage 3** fatigued and slowed 1 (1 day); **Stage 4** paralyzed (1 day); **Stage 5**the creature dies, and its body violently transforms into a new isqulug. __Wish__, similar magic, or a 9th-level __resurrect__ ritual can return the victim to life. The new isqulug remains even if the victim is brought back to life.' requirements: null success: null traits: - disease - incapacitation - primal - transmutation - virulent trigger: null - action_cost: None critical_failure: null critical_success: null description: The isqulug can __Squeeze__ through tight spaces as if it were a Small creature. While Squeezing, it can move at its full Speed. The isqulug can even Squeeze through spaces that typically fit only a Tiny creature, but does so at the standard speed for Squeezing. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Malleability range: null raw_description: '**Malleability** The isqulug can __Squeeze__ through tight spaces as if it were a Small creature. While Squeezing, it can move at its full Speed. The isqulug can even Squeeze through spaces that typically fit only a Tiny creature, but does so at the standard speed for Squeezing.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: An isqulug ignores difficult terrain that's caused by typical features of swamps. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swamp Stride range: null raw_description: '**Swamp Stride** An isqulug ignores difficult terrain that''s caused by typical features of swamps.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: fire ritual_lists: null saves: fort: 24 fort_misc: null misc: null ref: 20 ref_misc: null will: 18 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: An isqulug can precisely sense any creature infected with isqulugia within 30 feet, and knows the current stage of the disease. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Host Scent range: null raw_description: '**Host Scent** An isqulug can precisely sense any creature infected with isqulugia within 30 feet, and knows the current stage of the disease.' requirements: null success: null traits: null trigger: null senses: - Perception +24 - greater darkvision - host scent 30 feet size: Medium skills: - bonus: 22 misc: null name: 'Acrobatics ' - bonus: 24 misc: null name: 'Athletics ' - bonus: 22 misc: null name: 'Nature ' - bonus: 22 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 149 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: swim - amount: null type: swamp stride spell_lists: - dc: 30 misc: '' name: Primal Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: null name: tangling creepers requirement: null - heightened_level: null level: 5 spells: - frequency: null name: control water requirement: null - frequency: at will name: entangle requirement: null - frequency: null name: hallucinatory terrain requirement: null - frequency: at will name: obscuring mist requirement: null - heightened_level: null level: 4 spells: - frequency: null name: fly requirement: null - heightened_level: 5 level: 0 spells: - frequency: null name: dancing lights requirement: null to_hit: 22 traits: - Uncommon - NE - Medium - Aberration - Amphibious type: Creature weaknesses: - amount: 10 type: cold - ability_mods: cha_mod: 8 con_mod: 10 dex_mod: 7 int_mod: 4 str_mod: 11 wis_mod: 9 ac: 49 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 100 feet, DC 43 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 100 feet, DC 43 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: A jabberwock damaged by a vorpal weapon becomes __frightened 2__ (or frightened 4 on a critical hit). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vorpal Fear range: null raw_description: '**Vorpal Fear** A jabberwock damaged by a vorpal weapon becomes __frightened 2__ (or frightened 4 on a critical hit).' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The jabberwock makes a claw Strike against the triggering creature. If the Strike hits, the jabberwock disrupts the triggering action. effects: null failure: null frequency: null full_description: null generic_description: null name: Claws That Catch range: null raw_description: '**Claws That Catch [Reaction]** **Trigger **A creature within the jabberwock''s reach uses a __manipulate__ action or a __move__ action, leaves a square during a move action, makes a ranged attack, or uses a __concentrate__ action; **Effect **The jabberwock makes a claw Strike against the triggering creature. If the Strike hits, the jabberwock disrupts the triggering action.' requirements: null success: null traits: null trigger: A creature within the jabberwock's reach uses a __manipulate__ action or a __move__ action, leaves a square during a move action, makes a ranged attack, or uses a __concentrate__ action description: "Few beasts have inspired as many legends, poems, songs, and myths\ \ in as many cultures, as this bizarre draconic creature. The jabberwock hails\ \ from the fey realm of the First World and is part of a group of powerful __First\ \ World__ creatures known collectively as the Tane.\n\n\n\nLike all members of\ \ the Tane, jabberwocks are living creatures that age, eat, drink, and sleep,\ \ but do not reproduce normally. Instead, they are created directly by the godlike\ \ Eldest who rule the First World, and they serve at the pleasure (or frustration)\ \ of these capricious and mysterious entities. Believed to be the most powerful\ \ of all the Tane, jabberwocks are typically only ever created with one purpose:\ \ to wreak destruction and havoc upon the Material Plane. One of the Eldest might\ \ send a jabberwock to devastate a country, continent, or even entire world in\ \ order to get revenge for some slight made against them by a single mortal. Sometimes,\ \ no specific insult or injury is required, as some of the Eldest resent the very\ \ existence of the Material Plane and periodically create jabberwocks simply to\ \ express the wrath of the First World against its younger and less chaotic sibling.\n\ \n\n\nOnce a jabberwock arrives on the Material Plane, its first order of business\ \ is to seek out a lair. It prefers dwelling in remote forest locations about\ \ a day's flight from civilization—the more dangerous the woodland is to those\ \ who might eventually come hunting it, the better! \n\n\n\nThe relationship between\ \ jabberwocks and __vorpal__ weapons is the subject of much debate and speculation\ \ among scholars, and the various poems, songs, and legends about the jabberwock\ \ do little to clarify the issue, conflicting and diverging on this point. Some\ \ believe that vorpal weapons were first created specifically to combat jabberwocks,\ \ but others take the story one step further. They cite evidence in certain ancient\ \ myths that there may once have been only a single, unique jabberwock, so powerful\ \ that nothing could so much as scratch it—nothing, that is, except for the first\ \ vorpal sword, crafted for that very purpose. So epic was the resulting battle\ \ that it created strange echoes throughout reality, and as a result, these echoes,\ \ in the form of vorpal weapons, can now be found on many worlds. Those who subscribe\ \ to this belief claim that the jabberwocks seen today are but pale imitations\ \ of this proto-jabberwock, and they speculate that only the combined efforts\ \ of several Eldest would be sufficient to create such a creature again.\n\n\n\ \n\n\n## Variant Jabberwocks\n\nThe Eldest have sometimes altered certain aspects\ \ of the jabberwocks they create. Some of the more notorious or legendary variant\ \ jabberwocks include the following.\n\n\n\n**Frumious Jabberwock**: Frumious\ \ jabberwocks have two heads. They are level 24 and gain an extra action on each\ \ of their turns they can use only to make a jaws Strike.\n\n\n\n**Mimsy Jabberwock**:\ \ Typically hailing from wintry regions of the First World, mimsy jabberwocks\ \ have glowing blue-white scales, resist cold instead of fire, and have eyes that\ \ burn with blue flames that deal cold damage instead of fire damage.\n\n\n\n\ **Slithy Jabberwock**: Wreaking destruction beneath the waves, these sinuous and\ \ slimy jabberwocks are amphibious, have a swim Speed of 80 feet instead of the\ \ normal fly Speed, and do not have a wing Strike. A slithy jabberwock's whiffling\ \ aura is activated whenever it swims, makes a tail Strike, or Burbles.\n\n\n\n\ **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 51" hp: 500 hp_misc: regeneration 25 (deactivated by vorpal weapons immunities: - paralyzed - sleep items: null knowledge_checks: dc: 51 skills: - Arcana languages: - Aklo - Common - Draconic - Gnomish - Sylvan level: 23 melee: - action_cost: One Action damage: formula: 4d12+19 type: piercing name: jaws plus_damage: null to_hit: 42 traits: - deadly 2d12 - magical - reach 15 feet - action_cost: One Action damage: formula: 4d8+19 type: slashing name: claw plus_damage: - formula: null type: Improved Grab to_hit: 42 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 4d10+19 type: bludgeoning name: tail plus_damage: - formula: null type: Improved Knockdown to_hit: 42 traits: - magical - reach 15 feet - action_cost: One Action damage: formula: 4d8+19 type: bludgeoning name: wing plus_damage: null to_hit: 40 traits: - magical - agile - reach 15 feet name: Jabberwock perception: 40 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The jabberwock creates a blast of strange noises and shouted nonsense in the various languages it knows (and invariably some languages it doesn't know), creating one of two effects. The jabberwock can't Burble again for 1d4 rounds. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: 60 feet. Each creature in the emanation must succeed at a DC 46 Will save or become __confused__ for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Confusion range: null raw_description: '**Confusion **(__aura__, __emotion__, __enchantment__, __mental__, __primal__) 60 feet. Each creature in the emanation must succeed at a DC 46 Will save or become __confused__ for 1d4 rounds.' requirements: null success: null traits: - aura - emotion - enchantment - mental - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: The jabberwock focuses its Burbling into a 60.foot line of sonic energy that deals 24d6 sonic damage to creatures in the area (DC 46 basic Reflex save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sonic Beam range: null raw_description: '**Sonic Beam **(__evocation__, __primal__, __sonic__) The jabberwock focuses its Burbling into a 60.foot line of sonic energy that deals 24d6 sonic damage to creatures in the area (DC 46 basic Reflex save).' requirements: null success: null traits: - evocation - primal - sonic trigger: null failure: null frequency: null full_description: null generic_description: null name: Burble range: null raw_description: "**Burble** [Two Actions] The jabberwock creates a blast of\ \ strange noises and shouted nonsense in the various languages it knows (and\ \ invariably some languages it doesn't know), creating one of two effects. The\ \ jabberwock can't Burble again for 1d4 rounds.\n\n * **Confusion **(__aura__,\ \ __emotion__, __enchantment__, __mental__, __primal__) 60 feet. Each creature\ \ in the emanation must succeed at a DC 46 Will save or become __confused__\ \ for 1d4 rounds.\n\n * **Sonic Beam **(__evocation__, __primal__, __sonic__)\ \ The jabberwock focuses its Burbling into a 60.foot line of sonic energy that\ \ deals 24d6 sonic damage to creatures in the area (DC 46 basic Reflex save). " requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: If the jabberwock makes a jaws 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Jaws That Bite range: null raw_description: '**Jaws That Bite** If the jabberwock makes a jaws 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.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The jabberwock's wings whiffle, creating __severe winds__ within a 30-foot emanation. These winds move outward from the jabberwock, and they persist until the start of the jabberwock's next turn. During this time, flight of any kind in the emanation requires a successful DC 43 __Acrobatics__ check to __Maneuver in Flight__, and creatures flying toward the jabberwock are moving through greater difficult terrain. Creatures on the ground in the emanation must succeed at a DC 43 __Athletics__ check to approach the jabberwock. effects: null failure: null frequency: null full_description: null generic_description: null name: Whiffling range: null raw_description: '**Whiffling** [Reaction] (__aura__) **Trigger **The jabberwock Flies or makes a wing Strike; **Effect **The jabberwock''s wings whiffle, creating __severe winds__ within a 30-foot emanation. These winds move outward from the jabberwock, and they persist until the start of the jabberwock''s next turn. During this time, flight of any kind in the emanation requires a successful DC 43 __Acrobatics__ check to __Maneuver in Flight__, and creatures flying toward the jabberwock are moving through greater difficult terrain. Creatures on the ground in the emanation must succeed at a DC 43 __Athletics__ check to approach the jabberwock.' requirements: null success: null traits: - aura trigger: The jabberwock Flies or makes a wing Strike ranged: - action_cost: One Action damage: null name: eyes of flame plus_damage: null to_hit: 42 traits: - fire - magical - range increment 60 feet rarity: Rare resistances: - amount: 20 type: fire ritual_lists: null saves: fort: 39 fort_misc: null misc: null ref: 37 ref_misc: null will: 40 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The jabberwock always treats the plane it is currently located on as its home plane. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Planar Acclimation range: null raw_description: '**Planar Acclimation** The jabberwock always treats the plane it is currently located on as its home plane.' requirements: null success: null traits: null trigger: null senses: - Perception +40 - darkvision - scent 120 feet - true seeing size: Huge skills: - bonus: 40 misc: null name: 'Acrobatics ' - bonus: 44 misc: null name: 'Athletics ' - bonus: 41 misc: null name: 'Intimidation ' - bonus: 38 misc: null name: 'Nature ' - bonus: 40 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 150 page_stop: null speed: - amount: 35 type: Land - amount: 60 type: fly spell_lists: - dc: 43 misc: null name: Primal Innate Spells spell_groups: - heightened_level: 10 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: null traits: - Rare - CE - Huge - Dragon - Tane type: Creature weaknesses: - amount: 20 type: vorpal weapons - amount: null type: vorpal fear - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A janni can survive on any Elemental Plane for up to 48 hours, after which it takes 1 damage per hour until it leaves or dies. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Elemental Endurance range: null raw_description: '**Elemental Endurance** A janni can survive on any Elemental Plane for up to 48 hours, after which it takes 1 damage per hour until it leaves or dies.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 19' hp: 60 hp_misc: null immunities: null items: - composite shortbow (20 arrows) - scimitar knowledge_checks: dc: 19 skills: - Arcana - Nature languages: - Common - one elemental language (Aquan - Auran - Ignan - or Terran) - one planar language (Abyssal - Celestial - or Infernal) - telepathy 100 feet level: 4 melee: - action_cost: One Action damage: formula: 1d6+10 type: slashing name: scimitar plus_damage: null to_hit: 14 traits: - forceful +1 - sweep - action_cost: One Action damage: formula: 1d4+10 type: bludgeoning name: fist plus_damage: null to_hit: 14 traits: - agile - magical - nonlethal name: Janni perception: 11 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: null 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). effects: null failure: null frequency: Once per day. full_description: null generic_description: null name: Change Size range: null raw_description: '**Change Size** [Two Actions] (__arcane__, __concentrate__, __polymorph__, __transmutation__) **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).' requirements: null success: null traits: - arcane - concentrate - polymorph - transmutation trigger: null ranged: - action_cost: One Action damage: formula: 1d6+5 type: piercing name: composite shortbow plus_damage: null to_hit: 12 traits: - deadly 1d10 - propulsive - range increment 60 feet - reload 0 rarity: Common resistances: - amount: 5 type: fire ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 10 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +11 - darkvision size: Medium skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 10 misc: null name: 'Arcana ' - bonus: 8 misc: null name: 'Crafting ' - bonus: 7 misc: null name: 'Deception ' - bonus: 11 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 162 page_stop: null speed: - amount: 20 type: Land - amount: 15 type: fly spell_lists: - dc: 21 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: to Astral Plane, Elemental Planes, or Material Plane only name: plane shift requirement: null - heightened_level: null level: 2 spells: - frequency: null name: create food requirement: null - frequency: x3 name: invisibility requirement: null - frequency: null name: speak with animals requirement: null - heightened_level: null level: 1 spells: - frequency: null name: create water requirement: null to_hit: null traits: - N - Medium - Elemental - Genie type: Creature weaknesses: null - 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 alignment: CE 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. **__Recall Knowledge - Fey__ (__Nature__)**: DC 15' hp: 19 hp_misc: null immunities: null items: - shortsword knowledge_checks: dc: 15 skills: - Nature languages: - Undercommon level: 1 melee: - action_cost: One Action damage: formula: 1d6-2 type: piercing name: shortsword plus_damage: null to_hit: 9 traits: - agile - finesse - magical - versatile S name: Jinkin perception: 7 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The jinkin deals 1d6 extra precision damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The jinkin deals 1d6 extra precision damage to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tinker range: null raw_description: '**Tinker** (__curse__, __primal__, __transmutation__) 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.' requirements: null success: null traits: - curse - primal - transmutation trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 10 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +7 - darkvision size: Tiny skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 5 misc: +7 traps name: 'Crafting ' - bonus: 5 misc: null name: 'Deception ' - bonus: 5 misc: null name: 'Nature ' - bonus: 7 misc: null name: 'Stealth ' - bonus: 7 misc: null name: 'Thievery ' source: - abbr: Bestiary page_start: 193 page_stop: null speed: - amount: 30 type: Land spell_lists: - dc: 17 misc: null name: Primal Innate Spells spell_groups: - heightened_level: 1 level: 0 spells: - frequency: null name: prestidigitation requirement: null to_hit: null traits: - CE - Tiny - Fey - Gremlin type: Creature weaknesses: - amount: 2 type: cold iron - ability_mods: cha_mod: 4 con_mod: 8 dex_mod: 4 int_mod: -1 str_mod: 8 wis_mod: 6 ac: 35 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A jotund troll ordinarily has nine heads, and they can use regeneration to regrow a head that is severed from an effect like a __vorpal__ weapon. After regaining Hit Points from regeneration, the jotund troll attempts a DC 8 flat check. On a success, one missing head is fully restored; on a critical success, two missing heads are fully restored. If a jotund troll loses their last remaining head, they die immediately. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Head Regrowth range: null raw_description: '**Head Regrowth** A jotund troll ordinarily has nine heads, and they can use regeneration to regrow a head that is severed from an effect like a __vorpal__ weapon. After regaining Hit Points from regeneration, the jotund troll attempts a DC 8 flat check. On a success, one missing head is fully restored; on a critical success, two missing heads are fully restored. If a jotund troll loses their last remaining head, they die immediately.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A jotund troll gains an extra reaction per round for each of their heads beyond the first, which they can use only to make Attacks of Opportunity with their jaws or to Fast Swallow. They can't use more than 1 reaction for the same triggering action, even if a creature leaves several squares within their reach, and the jotund troll must use a different head for each Attack of Opportunity they make. Whenever one of the jotund troll's heads is severed, the troll loses 1 of their extra reactions per round. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Multiple Opportunities range: null raw_description: '**Multiple Opportunities** A jotund troll gains an extra reaction per round for each of their heads beyond the first, which they can use only to make Attacks of Opportunity with their jaws or to Fast Swallow. They can''t use more than 1 reaction for the same triggering action, even if a creature leaves several squares within their reach, and the jotund troll must use a different head for each Attack of Opportunity they make. Whenever one of the jotund troll''s heads is severed, the troll loses 1 of their extra reactions per round.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Catch Rock range: null raw_description: '**__Catch Rock__ [Reaction]**' requirements: null success: null traits: null trigger: null description: 'Jotund trolls are gigantic, nine-headed horrors who prowl frigid moors, marshes, and wastelands, always alone and always enraged. While each of the jotund troll''s nine heads possess their own brains and senses, they work much more in tandem than the dual-minded nature of the two-headed troll. Despite this, the heads often argue and bicker, particularly over which head gets to eat. The fact that all nine maws lead to the same shared stomach makes little difference in such culinary disagreements. Prevailing wisdom holds that the jotund troll represents a primordial, if not original, shape and design for the first trolls to plague the world, arising from a mythical realm in the Great Beyond known as Jotungard. This sprawling domain, said to be nestled in a remote reach of __Elysium__, is the legendary home of the deities of giant-kind. Whether the jotund troll was created in Jotungard to plague the Material Plane as punishment or challenge, or if it''s merely an evocative legend told by scholars, is unknown. In any case, the jotund trolls themselves likely care little.' hp: 360 hp_misc: regeneration 40 (deactivated by acid or fire immunities: null items: null languages: - Jotun level: 15 melee: - action_cost: One Action damage: formula: 3d12+14 type: piercing name: jaws plus_damage: null to_hit: 29 traits: - reach 15 feet - action_cost: One Action damage: formula: 3d10+14 type: slashing name: claw plus_damage: null to_hit: 29 traits: - agile - reach 15 feet name: Jotund Troll perception: 29 proactive_abilities: - action_cost: Two Actions critical_failure: The creature is confused for 1d4 rounds. critical_success: The creature is unaffected and is temporarily immune to Cacophonous Roar for 24 hours. description: "The jotund troll emits a cacophonous roar from all their heads with\ \ a mystical power that distorts the listener's mind. Each non-troll creature\ \ within 100 feet must attempt a DC 34 Will save. The jotund troll can't use\ \ Cacophonous Roar for 1d4 rounds. \n\n" effect: null effects: null failure: The creature is confused for 1 round. frequency: null full_description: null generic_description: null name: Cacophonous Roar range: null raw_description: "**Cacophonous Roar** [Two Actions] (__auditory__, __emotion__,\ \ __enchantment__, __incapacitation__, __mental__, __primal__) The jotund troll\ \ emits a cacophonous roar from all their heads with a mystical power that distorts\ \ the listener's mind. Each non-troll creature within 100 feet must attempt\ \ a DC 34 Will save. The jotund troll can't use Cacophonous Roar for 1d4 rounds.\ \ \n\n**Critical Success** The creature is unaffected and is temporarily immune\ \ to Cacophonous Roar for 24 hours. \n\n**Success** The creature is __stupefied\ \ 1__ for 1 round. \n\n**Failure** The creature is __confused__ for 1 round.\ \ \n\n**Critical Failure** The creature is confused for 1d4 rounds." requirements: null success: The creature is stupefied 1 for 1 round. traits: - auditory - emotion - enchantment - incapacitation - mental - primal trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The troll uses Swallow Whole. effects: null failure: null frequency: null full_description: null generic_description: null name: Fast Swallow range: null raw_description: '**Fast Swallow** [Reaction] **Trigger** The jotund troll __Grabs__ a creature with their jaws; **Effect** The troll uses Swallow Whole.' requirements: null success: null traits: null trigger: The jotund troll __Grabs__ a creature with their jaws - action_cost: Two Actions critical_failure: null critical_success: null description: The jotund troll makes a number of jaws Strikes up to their number of heads, each against a different target. These attacks count toward the troll's multiple attack penalty, but the penalty doesn't increase until after the jotund troll makes all of these attacks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ravenous Jaws range: null raw_description: '**Ravenous Jaws** [Two Actions] The jotund troll makes a number of jaws Strikes up to their number of heads, each against a different target. These attacks count toward the troll''s multiple attack penalty, but the penalty doesn''t increase until after the jotund troll makes all of these attacks.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: claw effect: The monster automatically deals that Strike's damage again to the enemy. effects: null failure: null frequency: null full_description: null generic_description: null name: Rend range: null raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy. requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Medium, 3d12+8 bludgeoning, Rupture 36 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**__Swallow Whole__** (__attack__) Medium, 3d12+8 bludgeoning, Rupture 36' requirements: null success: null traits: - attack trigger: null - action_cost: One Action critical_failure: null critical_success: null description: '' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Throw Rock range: null raw_description: '**__Throw Rock__** ' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d12+14 type: bludgeoning name: rock plus_damage: null to_hit: 30 traits: - brutal - range increment 120 feet rarity: Rare resistances: null ritual_lists: null saves: fort: 31 fort_misc: null misc: null ref: 23 ref_misc: null will: 23 will_misc: null sense_abilities: null senses: - Perception +29 - darkvision size: Huge skills: - bonus: 29 misc: null name: 'Athletics ' - bonus: 27 misc: null name: 'Intimidation ' source: - abbr: Bestiary 2 page_start: 267 page_stop: null speed: - amount: 30 type: Land - amount: 20 type: climb spell_lists: null traits: - Rare - CE - Huge - Giant - Mutant - Troll type: Creature weaknesses: - amount: 10 type: fire - 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 alignment: NE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The jungle drake Strikes the target with its stinger. If it hits, the jungle drake disrupts the creature's action. effects: null failure: null frequency: null full_description: null generic_description: null name: Twisting Tail range: null raw_description: '**Twisting Tail** [Reaction] **Trigger** A creature within reach of the jungle drake''s stinger uses a move action or leaves a square during a move action it''s using. **Effect** The jungle drake Strikes the target with its stinger. If it hits, the jungle drake disrupts the creature''s action.' requirements: null success: null traits: null trigger: A creature within reach of the jungle drake's stinger uses a move action or leaves a square during a move action it's using. 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. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 22' hp: 90 hp_misc: null immunities: - disease - paralyzed - poison - unconscious items: null knowledge_checks: dc: 22 skills: - Arcana languages: - Draconic level: 6 melee: - action_cost: One Action damage: formula: 2d10+7 type: piercing name: Fangs plus_damage: - formula: null type: predatory grab to_hit: 17 traits: null - action_cost: One Action damage: formula: 2d6+7 type: piercing name: Stinger plus_damage: - formula: null type: Jungle Drake Venom to_hit: 17 traits: - reach 10 feet name: Jungle Drake perception: 13 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The jungle drake makes one Fangs Strike and two Stinger Strikes in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The jungle drake makes one Fangs Strike and two Stinger Strikes in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Jungle Drake Venom range: null raw_description: '**Jungle Drake Venom** (__poison__) **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)' requirements: null success: null traits: - poison trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Predatory Grab range: null raw_description: '**Predatory Grab** 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The jungle drake moves up to twice its Speed. It can do this three times per day. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Speed Surge range: null raw_description: '**Speed Surge** (__move__) The jungle drake moves up to twice its Speed. It can do this three times per day.' requirements: null success: null traits: - move trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spit Venom range: null raw_description: '**Spit Venom** [Two Actions] (__poison__) 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.' requirements: null success: null traits: - poison trigger: null - action_cost: None critical_failure: null critical_success: null description: The jungle drake ignores __difficult terrain__ and __greater difficult terrain__ from non-magical foliage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Woodland Stride range: null raw_description: '**Woodland Stride** The jungle drake ignores __difficult terrain__ and __greater difficult terrain__ from non-magical foliage.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 13 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +13 - darkvision - scent (imprecise) 30 feet size: Large skills: - bonus: 15 misc: null name: 'Acrobatics ' - bonus: 13 misc: null name: 'Athletics ' - bonus: 13 misc: null name: 'Stealth ' - bonus: 11 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 132 page_stop: null speed: - amount: 20 type: Land - amount: 50 type: fly - amount: null type: woodland stride spell_lists: null traits: - NE - Large - Dragon - Earth type: Creature weaknesses: null - ability_mods: cha_mod: 3 con_mod: 4 dex_mod: 5 int_mod: 5 str_mod: 3 wis_mod: 6 ac: 28 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Positive __healing__ effects always heal the jyoti for the maximum amount. It doesn't gain the automatic Hit Points or temporary Hit Points from being on a plane with the positive planar essence. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Positive Energy Affinity range: null raw_description: '**Positive Energy Affinity** Positive __healing__ effects always heal the jyoti for the maximum amount. It doesn''t gain the automatic Hit Points or temporary Hit Points from being on a plane with the positive planar essence.' requirements: null success: null traits: null trigger: null description: 'Jyotis are sometimes called "false phoenixes" (a term they find insulting) by the ignorant or willful. These avian humanoids are native to the __Positive Energy Plane__. They rarely leave this enigmatic realm and view visitors from other planes as stains on the purity of their home. Jyotis particularly distrust divine spellcasters and religious warriors, seeing them as inclined to take credit for manifesting a life force that, from the jyotis'' perspective, is as plentiful and ubiquitous as water is to fish. Despite their distrust of intruders, jyotis rarely attack unprovoked when their homes are not threatened. They are intolerant, however, of those who intrude on the palaces of crystallized light and captured flame in which they dwell. They often chase even those who come bearing gifts away; few visitors have anything they desire, for what they desire most is to be left alone. The jyotis'' full wrath is reserved for natives of the __Shadow Plane__ and the __Negative Energy Plane__. Historically, the promise of battle with the gargoyle-like __sceaduinars__, whom they consider it their duty to oppose, has been the only thing to lure jyoti armies beyond the Positive Energy Plane. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 26 ' hp: 155 hp_misc: null immunities: - death effects - disease - poison items: - +1 striking longspear knowledge_checks: dc: 26 skills: - Society languages: - Common - Jyoti level: 9 melee: - action_cost: One Action damage: formula: 2d8+6 type: piercing name: flaming ghost touch longspear plus_damage: - formula: 1d6 type: fire to_hit: 20 traits: - magical - reach 10 feet - action_cost: One Action damage: formula: 2d12+6 type: piercing name: beak plus_damage: - formula: 1d6 type: fire to_hit: 21 traits: - finesse - action_cost: One Action damage: formula: 2d8+6 type: slashing name: talon plus_damage: - formula: 1d6 type: fire to_hit: 21 traits: - agile - finesse name: Jyoti perception: 21 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The jyoti breathes a blast of searing flame infused with positive energy in a 40-foot cone that deals 8d6 fire damage plus 4d6 positive damage to creatures in the area (DC 28 basic Reflex save). The jyoti can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** (__evocation__, __fire__, __occult__) The jyoti breathes a blast of searing flame infused with positive energy in a 40-foot cone that deals 8d6 fire damage plus 4d6 positive damage to creatures in the area (DC 28 basic Reflex save). The jyoti can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - evocation - fire - occult trigger: null - action_cost: None critical_failure: null critical_success: null description: Any weapon a jyoti wields becomes a __flaming__ __ghost touch__ weapon while the jyoti holds it. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Infuse Weapons range: null raw_description: '**Infuse Weapons** (__occult__, __evocation__) Any weapon a jyoti wields becomes a __flaming__ __ghost touch__ weapon while the jyoti holds it.' requirements: null success: null traits: - occult - evocation trigger: null ranged: null rarity: Common resistances: - amount: 10 type: fire - amount: 10 type: negative ritual_lists: null saves: fort: 15 fort_misc: null misc: +1 status to all saves vs. magic (+2 vs. divine magic) ref: 18 ref_misc: null will: 21 will_misc: +2 vs. divine magic sense_abilities: null senses: - Perception +21 - darkvision size: Medium skills: - bonus: 20 misc: null name: 'Acrobatics ' - bonus: 18 misc: null name: 'Intimidation ' - bonus: 20 misc: null name: 'Occultism ' - bonus: 18 misc: null name: 'Society ' source: - abbr: Bestiary 2 page_start: 153 page_stop: null speed: - amount: 25 type: Land - amount: 60 type: fly spell_lists: - dc: 28 misc: '' name: Occult Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: banishment requirement: null - frequency: null name: breath of life requirement: null - heightened_level: null level: 4 spells: - frequency: null name: dimension door requirement: null - frequency: null name: heal requirement: null - frequency: null name: searing light requirement: null - heightened_level: null level: 3 spells: - frequency: ×3 name: heal requirement: null - heightened_level: null level: 2 spells: - frequency: ×3 name: restoration requirement: null - heightened_level: 5 level: 0 spells: - frequency: null name: disrupt undead requirement: null - frequency: null name: light requirement: null to_hit: 20 traits: - N - Medium - Fire - Humanoid - Positive type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: The first time each round that a creature escapes from the slaver demon's Enslave Soul or the slaver demon witnesses a creature being freed from captivity or mental enslavement, the demon takes 3d6 mental damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Liberation Vulnerability range: null raw_description: '**Liberation Vulnerability** The first time each round that a creature escapes from the slaver demon''s Enslave Soul or the slaver demon witnesses a creature being freed from captivity or mental enslavement, the demon takes 3d6 mental damage.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The slaver demon attempts to __Disarm__ the weapon used in the triggering Strike with a -2 penalty. If it rolls a success, it gets a critical success instead. The demon doesn't need a free hand to use this ability. effects: null failure: null frequency: null full_description: null generic_description: null name: Horn Snare range: null raw_description: '**Horn Snare** [Reaction] **Trigger** A creature misses the slaver demon with a melee weapon Strike. **Effect** The slaver demon attempts to __Disarm__ the weapon used in the triggering Strike with a -2 penalty. If it rolls a success, it gets a critical success instead. The demon doesn''t need a free hand to use this ability.' requirements: null success: null traits: null trigger: A creature misses the slaver demon with a melee weapon Strike. 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. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 27' hp: 200 hp_misc: null immunities: null items: null knowledge_checks: dc: 27 skills: - Religion languages: - Abyssal - Celestial - Draconic - telepathy 100 feet level: 10 melee: - action_cost: One Action damage: formula: 2d10+13 type: piercing name: horns plus_damage: null to_hit: 23 traits: - deadly 1d8 - action_cost: One Action damage: formula: 2d8+13 type: slashing name: claw plus_damage: null to_hit: 23 traits: - agile - action_cost: One Action damage: formula: 2d6+13 type: piercing name: jaws plus_damage: null to_hit: 23 traits: null name: Kalavakus perception: 19 proactive_abilities: - action_cost: Two Actions critical_failure: As failure, and the target also suffers the effects of a failed saving throw against dominate. critical_success: null 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. ' effect: null effects: null failure: The target is enslaved and is enfeebled 2 for 24 hours or until the slaver demon is slain, whichever comes first. frequency: null full_description: null generic_description: null name: Enslave Soul range: null raw_description: '**Enslave Soul** [Two Actions] (__arcane__, __enchantment__, __mental__) 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__.' requirements: null success: The target avoids being enslaved and is temporarily immune for 24 hours. traits: - arcane - enchantment - mental trigger: null ranged: null rarity: Common resistances: null ritual_lists: - dc: 27 misc: null name: Divine Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: abyssal pact requirement: null to_hit: null saves: fort: 21 fort_misc: null misc: +1 status to all saves vs. magic ref: 17 ref_misc: null will: 19 will_misc: null sense_abilities: null senses: - Perception +19 - darkvision size: Medium skills: - bonus: 15 misc: null name: 'Acrobatics ' - bonus: 23 misc: null name: 'Athletics ' - bonus: 22 misc: null name: 'Intimidation ' - bonus: 17 misc: null name: 'Religion ' - bonus: 19 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #147: Tomorrow Must Burn' page_start: 77 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 27 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - heightened_level: null level: 4 spells: - frequency: x2 name: air walk requirement: null - frequency: at will name: dimension door requirement: null - heightened_level: null level: 3 spells: - frequency: null name: haste requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: command requirement: null to_hit: null traits: - CE - Medium - Demon - Fiend type: Creature weaknesses: - amount: 10 type: cold iron - amount: 10 type: good - amount: null type: liberation vulnerability - 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 alignment: CN automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 'A keketar''s vital organs shift and change shape and position constantly. Immediately after the keketar takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The keketar is immune to polymorph effects unless it is a willing target. If blinded or deafened, the keketar automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Protean Anatomy range: null raw_description: '**Protean Anatomy** (__divine__, __transmutation__) A keketar''s vital organs shift and change shape and position constantly. Immediately after the keketar takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The keketar is immune to polymorph effects unless it is a willing target. If blinded or deafened, the keketar automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.' requirements: null success: null traits: - divine - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: 30 feet. A creature using a teleportation ability within the aura or arriving in it via teleportation must succeed at a DC 38 Fortitude save or wink out of existence for 1d4 rounds before completing the teleport. The creature can't act, sense anything, or be targeted. On a successful save, the creature completes the teleport normally but is stunned 1. Keketars are immune to this effect. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spatial Riptide range: null raw_description: '**Spatial Riptide** (__aura__, __divine__, __transmutation__) 30 feet. A creature using a teleportation ability within the aura or arriving in it via teleportation must succeed at a DC 38 Fortitude save or wink out of existence for 1d4 rounds before completing the teleport. The creature can''t act, sense anything, or be targeted. On a successful save, the creature completes the teleport normally but is stunned 1. Keketars are immune to this effect.' requirements: null success: null traits: - aura - divine - transmutation trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. Keketars fill a role in protean society of a sort of priesthood, operating as intermediaries between the other proteans and the Speakers of the Depths. All other proteans defer to keketars, treating them in a way similar to how citizens of a mortal city would treat respected nobles; even more powerful proteans defer to the will of the keketars. As with many religions, dogma and theology are prone to interpretation and change, and among the proteans the situation is perhaps even more pronounced. Whatever the nature of and desires held by the mysterious Speakers of the Depths, individual keketars may come to dramatically different conclusions as to their will and intent. To the proteans, though, this inherent dissonance is a strength rather than a weakness. **__Recall Knowledge - Monitor__ (__Religion__)**: DC 36' hp: 290 hp_misc: fast healing 10 immunities: null items: null knowledge_checks: dc: 36 skills: - Religion languages: - Abyssal - Celestial - Protean - telepathy 100 feet - tongues level: 17 melee: - action_cost: One Action damage: formula: 3d10+15 type: piercing name: jaws plus_damage: - formula: 1d6 type: chaotic and warpwave strike to_hit: 33 traits: - chaotic - magical - reach 10 feet - action_cost: One Action damage: formula: 2d10+15 type: slashing name: claw plus_damage: - formula: 1d6 type: chaotic and warpwave strike to_hit: 33 traits: - agile - chaotic - magical - reach 10 feet - action_cost: One Action damage: formula: 2d10+15 type: bludgeoning name: tail plus_damage: - formula: null type: Grab to_hit: 33 traits: - reach 15 feet name: Keketar perception: 30 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) 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.' requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 1d10+15 bludgeoning, DC 42 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 1d10+15 bludgeoning, DC 42' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Reshape Reality range: null raw_description: '**Reshape Reality** (__concentrate__, __divine__, __polymorph__, __transmutation__) 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.' requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Warpwave Strike range: null raw_description: '**Warpwave Strike** (__divine__, __polymorph__, __transmutation__) 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.' requirements: null success: null traits: - divine - polymorph - transmutation trigger: null ranged: null rarity: Common resistances: - amount: 10 type: precision - amount: 25 type: protean anatomy ritual_lists: null saves: fort: 30 fort_misc: null misc: +1 status to all saves vs. magic ref: 28 ref_misc: null will: 34 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Entropy Sense range: null raw_description: '**Entropy Sense** (__divination__, __divine__, __prediction__) A 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.' requirements: null success: null traits: - divination - divine - prediction trigger: null senses: - Perception +30 - entropy sense (imprecise) 60 feet - darkvision size: Large skills: - bonus: 26 misc: null name: 'Acrobatics ' - bonus: 30 misc: null name: 'Athletics ' - bonus: 33 misc: null name: 'Deception ' - bonus: 35 misc: null name: 'Diplomacy ' - bonus: 35 misc: null name: 'Intimidation ' - bonus: 30 misc: null name: 'Religion ' - bonus: 28 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 269 page_stop: null speed: - amount: 40 type: Land - amount: 50 type: fly - amount: 40 type: swim - amount: 128 type: freedom of movement spell_lists: - dc: 42 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 9 spells: - frequency: chaotic only name: divine wrath requirement: null - frequency: null name: prismatic sphere requirement: null - heightened_level: null level: 8 spells: - frequency: null name: baleful polymorph requirement: null - frequency: null name: confusion requirement: null - heightened_level: null level: 7 spells: - frequency: null name: disintegrate requirement: null - frequency: at will name: dispel magic requirement: null - frequency: at will name: shatter requirement: null - frequency: x3 name: warp mind requirement: null - heightened_level: null level: 6 spells: - frequency: at will, self only name: teleport requirement: null - heightened_level: null level: 5 spells: - frequency: at will name: creation requirement: null - frequency: null name: dimension door requirement: null - frequency: x2, see reshape reality name: hallucinatory terrain requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: confusion requirement: null - frequency: at will name: dimension door requirement: null - heightened_level: null level: 2 spells: - frequency: at will, lawful only name: detect alignment requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: freedom of movement requirement: null to_hit: 32 traits: - CN - Large - Monitor - Protean type: Creature weaknesses: - amount: 15 type: lawful - ability_mods: cha_mod: 4 con_mod: 3 dex_mod: 2 int_mod: -1 str_mod: 5 wis_mod: 3 ac: 21 ac_special: null alignment: NE automatic_abilities: null description: 'Kelpies are malevolent amphibious fey shapechangers intent on luring mortals to their doom. These cruel predators lurk in and around areas of water, slightly preferring freshwater over saltwater. Kelpies lure or drag their prey underwater then drown and devour them, leaving behind only the victim''s heart and liver— the only parts of a meal kelpies find unpleasant. Kelpies are fond of magically disguising itself as fine steeds or attractive strangers to draw in victims, but its true appearance takes the form of a hideous equine with slimy, green flesh resembling aquatic plants. **__Recall Knowledge - Fey__ (__Nature__)**: DC 19' hp: 60 hp_misc: null immunities: null items: null knowledge_checks: dc: 19 skills: - Nature languages: - Aquan - Common - Sylvan level: 4 melee: - action_cost: One Action damage: formula: 2d6+7 type: bludgeoning name: jaws plus_damage: - formula: null type: Grab to_hit: 13 traits: null name: Kelpie perception: 11 proactive_abilities: - action_cost: Two Actions critical_failure: As failure, but the target doesn't consider water a danger and will enter an area of water even if it can't swim or breathe water. If it is attacked by the kelpie or starts to drown, it can attempt a new save at the start of its next turn, but it isn't freed automatically. critical_success: The creature is unaffected and is temporarily immune to Captivating Lure for 24 hours. description: "The kelpie instills an overwhelming attraction to itself within\ \ the mind of a single creature within 60 feet. The target perceives the kelpie\ \ as a desirable person (if the kelpie is in humanoid form) or a valuable steed\ \ (if the kelpie is in equine form) and must attempt a DC 23 Will saving throw.\ \ \n\n" effect: null effects: null failure: The creature is fascinated, and it must spend each of its actions to move closer to the kelpie as expediently as possible while avoiding obvious dangers. If a captivated creature is adjacent to the kelpie, it either attempts to mount the kelpie (if the kelpie is in equine form) or stays still and doesn't act. If the creature is attacked by the kelpie, or if it can't breathe water and enters an area of water, the creature is freed from captivation at the end of the kelpie's turn. frequency: null full_description: null generic_description: null name: Captivating Lure range: null raw_description: "**Captivating Lure** [Two Actions] (__concentrate__, __emotion__,\ \ __enchantment__, __incapacitation__, __mental__, __primal__) The kelpie instills\ \ an overwhelming attraction to itself within the mind of a single creature\ \ within 60 feet. The target perceives the kelpie as a desirable person (if\ \ the kelpie is in humanoid form) or a valuable steed (if the kelpie is in equine\ \ form) and must attempt a DC 23 Will saving throw. \n\n**Critical Success**\ \ The creature is unaffected and is temporarily immune to Captivating Lure for\ \ 24 hours. \n\n**Success** The creature is __stupefied 1__ for 1 round and\ \ is then temporarily immune to Captivating Lure for 24 hours. \n\n**Failure**\ \ The creature is __fascinated__, and it must spend each of its actions to move\ \ closer to the kelpie as expediently as possible while avoiding obvious dangers.\ \ If a captivated creature is adjacent to the kelpie, it either attempts to\ \ mount the kelpie (if the kelpie is in equine form) or stays still and doesn't\ \ act. If the creature is attacked by the kelpie, or if it can't breathe water\ \ and enters an area of water, the creature is freed from captivation at the\ \ end of the kelpie's turn. \n\n**Critical Failure** As failure, but the target\ \ doesn't consider water a danger and will enter an area of water even if it\ \ can't swim or breathe water. If it is attacked by the kelpie or starts to\ \ drown, it can attempt a new save at the start of its next turn, but it isn't\ \ freed automatically." requirements: null success: The creature is stupefied 1 for 1 round and is then temporarily immune to Captivating Lure for 24 hours. traits: - concentrate - emotion - enchantment - incapacitation - mental - primal trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The kelpie can take on the appearance of any Medium or Large animal of an equine nature (such as a horse, __hippocampus__, or pony), or any Small or Medium humanoid. This doesn't change its Speeds or its attack and damage modifiers with its Strikes. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**__Change Shape__** (__concentrate__, __polymorph__, __primal__, __transmutation__) The kelpie can take on the appearance of any Medium or Large animal of an equine nature (such as a horse, __hippocampus__, or pony), or any Small or Medium humanoid. This doesn''t change its Speeds or its attack and damage modifiers with its Strikes.' requirements: null success: null traits: - concentrate - polymorph - primal - transmutation trigger: null ranged: null rarity: Common resistances: - amount: 5 type: fire ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 12 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +11 - low-light vision size: Large skills: - bonus: 11 misc: null name: 'Athletics ' - bonus: 14 misc: null name: 'Deception ' - bonus: 10 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 154 page_stop: null speed: - amount: 35 type: Land - amount: 35 type: swim spell_lists: null traits: - NE - Large - Amphibious - Fey type: Creature weaknesses: - amount: 5 type: cold iron - 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 alignment: NE 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. Like most fey, a kishi''s motives are inscrutable, though to its victims, the kishi''s goal seems simple—to revel in the expression of shock, betrayal, and terror on a victim''s face. Although kishi can cast charm to make unwitting companions complacent, most of these sinister creatures prefer to trick their prey using guile, gifts, and their dashing good looks. Kishi are the ultimate sociopaths, deriving pleasure from the thrill of the hunt as well as the delicious reward at the end. The more uptight, prudish, or haughty a target, the better, for nothing satisfies kishi as much as earning (and destroying) the trust of someone who rarely grants it. When kishi get their new friends or lovers alone, they choose the most dramatic moments to reveal their true, monstrous forms and clamp their jaws down on their victim. Kishi have no desire to share their true nature with the entire village, so they typically aim for the throats of their victims, who, cut off from air, are unable to cry out for help. Kishi consume every part of their victims'' bodies, leaving no trace of the crime—even lapping up any spilled blood and cleaning the murder scene as much as they are able. **__Recall Knowledge - Fey__ (__Nature__)**: DC 24' hp: 138 hp_misc: null immunities: null items: null knowledge_checks: dc: 24 skills: - Nature languages: - Common - Sylvan level: 8 melee: - action_cost: One Action damage: formula: 2d10+9 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 20 traits: null - action_cost: One Action damage: formula: 2d8+9 type: slashing name: claw plus_damage: null to_hit: 20 traits: - agile name: Kishi perception: 14 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 1d10+9 piercing, DC 26 (grabbed by jaws only) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**Constrict** 1d10+9 piercing, DC 26 (grabbed by jaws only)' requirements: null success: null traits: null trigger: null - action_cost: Free Action critical_failure: null critical_success: null description: The kishi switches between showing its attractive human face and its snarling hyena face. A kishi can use its innate spell and its __Deception__ and __Diplomacy__ skills only when its human face is showing, and it can use its jaws Strike only when its hyena face is showing. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Head Spin range: null raw_description: '**Head Spin** [Free Action] The kishi switches between showing its attractive human face and its snarling hyena face. A kishi can use its innate spell and its __Deception__ and __Diplomacy__ skills only when its human face is showing, and it can use its jaws Strike only when its hyena face is showing.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sudden Charge range: null raw_description: '**Sudden Charge** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vice-Like Jaws range: null raw_description: '**Vice-Like Jaws** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 10 type: piercing ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 18 ref_misc: null will: 17 will_misc: null sense_abilities: null senses: - Perception +14 - low-light vision size: Medium skills: - bonus: 20 misc: null name: 'Athletics ' - bonus: 20 misc: null name: 'Deception ' - bonus: 19 misc: null name: 'Diplomacy ' - bonus: 15 misc: null name: 'Society ' - bonus: 18 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #146: Cult of Cinders' page_start: 88 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 27 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: at will name: charm requirement: null to_hit: null traits: - NE - Medium - Fey type: Creature weaknesses: - amount: 10 type: cold iron - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 'A kobold dragon mage''s resistance depends on the color of its scales: **Black** acid 5, **Blue** electricity 5, **Green** poison 5, **Red** fire 5, **White** cold 5.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dragonscaled range: null raw_description: '**Dragonscaled** A kobold dragon mage''s resistance depends on the color of its scales: **Black** acid 5, **Blue** electricity 5, **Green** poison 5, **Red** fire 5, **White** cold 5.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16' hp: 25 hp_misc: null immunities: null items: - staff knowledge_checks: dc: 16 skills: - Society languages: - Common - Draconic level: 2 melee: - action_cost: One Action damage: formula: 1d6-1 type: slashing name: claw plus_damage: null to_hit: 7 traits: - agile - finesse - action_cost: One Action damage: formula: 1d4-1 type: bludgeoning name: staff plus_damage: null to_hit: 3 traits: - two-hand d8 name: Kobold Dragon Mage perception: 5 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null description: null effect: The kobold dragon mage is adjacent to at least one enemy. effects: null failure: null frequency: once per hour full_description: null generic_description: null name: Illusory Retreat range: null raw_description: '**Illusory Retreat** [Three Actions] (__arcane__, __illusion__, __manipulate__, __move__) **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.' requirements: null success: null traits: - arcane - illusion - manipulate - move trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon mage deals an extra 1d6 precision damage to flat-footed creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The dragon mage deals an extra 1d6 precision damage to flat-footed creatures.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: poison (see dragonscaled) ritual_lists: null saves: fort: 4 fort_misc: null misc: null ref: 7 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +5 - darkvision size: Small skills: - bonus: 6 misc: null name: 'Arcana ' - bonus: 8 misc: null name: 'Deception ' - bonus: 8 misc: null name: 'Diplomacy ' - bonus: 10 misc: null name: 'Dragon Lore ' - bonus: 8 misc: null name: 'Intimidation ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 213 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 20 misc: null name: Arcane Spontaneous Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: fear requirement: null - frequency: null name: illusory object requirement: null - frequency: 4 slots name: magic missile requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: detect magic requirement: null - frequency: null name: electric arc requirement: null - frequency: null name: ghost sound requirement: null - frequency: null name: mage hand requirement: null - frequency: null name: tanglefoot requirement: null to_hit: null traits: - LE - Small - Humanoid - Kobold type: Creature weaknesses: null - 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 alignment: LE 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15' hp: 16 hp_misc: null immunities: null items: - crossbow (20 bolts) - leather armor - shortsword - snare kit knowledge_checks: dc: 15 skills: - Society languages: - Common - Draconic level: 1 melee: - action_cost: One Action damage: formula: 1d6 type: piercing name: shortsword plus_damage: null to_hit: 9 traits: - agile - finesse - versatile S name: Kobold Scout perception: 8 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The kobold scout is adjacent to at least one enemy. effects: null failure: null frequency: null full_description: null generic_description: null name: Hurried Retreat range: null raw_description: '**Hurried Retreat** **Requirements** The kobold scout is adjacent to at least one enemy. **Effect** 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. ' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The kobold scout deals an extra 1d6 precision damage to flat-footed creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The kobold scout deals an extra 1d6 precision damage to flat-footed creatures.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d8 type: piercing name: crossbow plus_damage: null to_hit: 9 traits: - range increment 120 feet - reload 1 rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 5 fort_misc: null misc: null ref: 9 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +8 - darkvision size: Small skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 3 misc: +5 traps name: 'Crafting ' - bonus: 6 misc: null name: 'Nature ' - bonus: 7 misc: null name: 'Stealth ' - bonus: 6 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 213 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - LE - Small - Humanoid - Kobold type: Creature weaknesses: null - 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 alignment: LE 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 13' hp: 8 hp_misc: null immunities: null items: - leather armor - sling (20 bullets) - spear knowledge_checks: dc: 13 skills: - Society languages: - Draconic level: -1 melee: - action_cost: One Action damage: formula: 1d6+1 type: piercing name: spear plus_damage: null to_hit: 3 traits: null name: Kobold Warrior perception: 3 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The kobold warrior is adjacent to at least one enemy. effects: null failure: null frequency: null full_description: null generic_description: null name: Hurried Retreat range: null raw_description: '**Hurried Retreat** **Requirements** The kobold warrior is adjacent to at least one enemy. **Effect** 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. ' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The kobold warrior deals an extra 1d4 precision damage to flat-footed creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The kobold warrior deals an extra 1d4 precision damage to flat-footed creatures. ' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d4 type: bludgeoning name: sling plus_damage: null to_hit: 5 traits: - propulsive - range increment 50 feet - reload 1 - action_cost: One Action damage: formula: 1d6+1 type: piercing name: spear plus_damage: null to_hit: 5 traits: - thrown 20 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 4 fort_misc: null misc: null ref: 7 ref_misc: null will: 3 will_misc: null sense_abilities: null senses: - Perception +3 - darkvision size: Small skills: - bonus: 5 misc: null name: 'Acrobatics ' - bonus: 2 misc: +4 traps name: 'Crafting ' - bonus: 5 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 212 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - LE - Small - Humanoid - Kobold type: Creature weaknesses: null - 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 alignment: LN automatic_abilities: 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. **__Recall Knowledge - Monitor__ (__Religion__)**: DC 30' hp: 215 hp_misc: regeneration 15 (deactivated by chaotic immunities: - death effects - disease - emotion - poison - unconscious items: - +1 striking bastard sword knowledge_checks: dc: 30 skills: - Religion languages: - Celestial - Infernal - Utopian - truespeech level: 12 melee: - action_cost: One Action damage: formula: 2d8+13 type: slashing name: bastard sword plus_damage: - formula: 1d6 type: lawful to_hit: 26 traits: - lawful - magical - two-hand d12 - action_cost: One Action damage: formula: 1d10+11 type: bludgeoning name: fist plus_damage: - formula: 1d6 type: lawful to_hit: 23 traits: - agile - lawful - magical name: Kolyarut perception: 23 proactive_abilities: null ranged: null rarity: Common resistances: - amount: 15 type: chaotic ritual_lists: - dc: 32 misc: null name: Divine Rituals spell_groups: - heightened_level: null level: 3 spells: - frequency: null name: geas requirement: null to_hit: null saves: fort: 23 fort_misc: null misc: +1 status to all saves vs. magic ref: 24 ref_misc: null will: 22 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'A kolyarut can speak with and understand any creature that has a language. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Truespeech range: null raw_description: '**Truespeech** A kolyarut can speak with and understand any creature that has a language. ' requirements: null success: null traits: null trigger: null senses: - Perception +23 - (+27 to detect lies) - darkvision size: Medium skills: - bonus: 22 misc: null name: 'Acrobatics ' - bonus: 27 misc: null name: 'Athletics ' - bonus: 22 misc: null name: 'Axis Lore ' - bonus: 20 misc: null name: 'Deception ' - bonus: 20 misc: null name: 'Diplomacy ' - bonus: 22 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 10 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 32 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 8 spells: - frequency: null name: discern location requirement: null - heightened_level: null level: 5 spells: - frequency: null name: command requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: illusory disguise requirement: null - frequency: x2 name: suggestion requirement: null - heightened_level: null level: 3 spells: - frequency: x2 name: paralyze requirement: null - heightened_level: null level: 2 spells: - frequency: self only name: invisibility requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: command requirement: null to_hit: null traits: - LN - Medium - Aeon - Inevitable - Monitor type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 2 dex_mod: 3 int_mod: 1 str_mod: 4 wis_mod: 2 ac: 21 ac_special: null alignment: CN automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 5 feet. The korred's long, animated hair reaches out and interferes with creatures in the area. The korred can select which targets are affected by their animated hair. An affected creature that ends its turn in the emanation must succeed at a DC 18 Reflex save or become __clumsy 1__(clumsy 2 on a critical failure) as long as it remains in the aura. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Animated Hair range: null raw_description: '**Animated Hair** (__aura__, __primal__, __transmutation__) 5 feet. The korred''s long, animated hair reaches out and interferes with creatures in the area. The korred can select which targets are affected by their animated hair. An affected creature that ends its turn in the emanation must succeed at a DC 18 Reflex save or become __clumsy 1__(clumsy 2 on a critical failure) as long as it remains in the aura.' requirements: null success: null traits: - aura - primal - transmutation trigger: null description: 'Korreds are reclusive fey in the form of small, hirsute individuals with long, animated manes of hair. While korreds have a natural affinity and admiration for stones and boulders, they prefer to dwell aboveground in areas of rocky forest or wooded hills rather than in caves. Korreds are a private people who don''t take kindly to intruders, and they invariably work to drive off or kill any non-fey who stumble into their territory. Staunchly proud of their hair, korreds choose their minimal attire so as to allow their body hair to flow freely, often wearing only a belt with a pouch for throwing rocks and trimming shears—though this belt and pouch are rarely visible under their wild manes. **__Recall Knowledge - Fey__ (__Nature__)**: DC 21' hp: 65 hp_misc: null immunities: null items: - club - pouch with 5 rocks knowledge_checks: dc: 21 skills: - Nature languages: - Common - Sylvan level: 4 melee: - action_cost: One Action damage: formula: 2d6+7 type: bludgeoning name: club plus_damage: null to_hit: 14 traits: null name: Korred perception: 12 proactive_abilities: - action_cost: One Action critical_failure: The creature is immobilized until it Escapes (DC 21) or the korred uses Hair Snare again. critical_success: null description: "The korred causes a long, tangled length of their hair to detach\ \ from their body and snake out to coil around an adjacent creature. The creature\ \ must attempt a DC 21 Reflex save. The korred cannot use Hair Snare again for\ \ 1d4 rounds. \n\n" effect: null effects: null failure: The hair wraps around the creature. The creature takes a -10-foot circumstance penalty to all of its Speeds until it Escapes (DC 21) or until the korred uses Hair Snare again (at which point the previous snare drops to the ground, no longer animated). frequency: null full_description: null generic_description: null name: Hair Snare range: null raw_description: "**Hair Snare** (__incapacitation__, __primal__, __transmutation__)\ \ The korred causes a long, tangled length of their hair to detach from their\ \ body and snake out to coil around an adjacent creature. The creature must\ \ attempt a DC 21 Reflex save. The korred cannot use Hair Snare again for 1d4\ \ rounds. \n\n**Success** The creature is unaffected. \n\n**Failure** The hair\ \ wraps around the creature. The creature takes a -10-foot circumstance penalty\ \ to all of its Speeds until it Escapes (DC 21) or until the korred uses Hair\ \ Snare again (at which point the previous snare drops to the ground, no longer\ \ animated). \n\n**Critical Failure** The creature is __immobilized__ until\ \ it Escapes (DC 21) or the korred uses Hair Snare again." requirements: null success: The creature is unaffected. traits: - incapacitation - primal - transmutation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The korred unleashes an otherworldly laugh. Each non-__fey__ creature within a 30-foot burst must attempt a DC 21 Fortitude save. On a failure, the creature is __slowed 1__ for 1 round (or __stunned 1__ on a critical failure). effects: null failure: null frequency: three times per day full_description: null generic_description: null name: Otherworldly Laugh range: null raw_description: '**Otherworldly Laugh** [Two Actions] (__auditory__, __evocation__, __incapacitation__, __primal__, __sonic__) **Frequency** three times per day; **Effect** The korred unleashes an otherworldly laugh. Each non-__fey__ creature within a 30-foot burst must attempt a DC 21 Fortitude save. On a failure, the creature is __slowed 1__ for 1 round (or __stunned 1__ on a critical failure).' requirements: null success: null traits: - auditory - evocation - incapacitation - primal - sonic trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The korred steps into a block of stone large enough for them to fit inside and instantly teleports to any other stone within 30 feet that has the same minimum size. Once the korred enters the stone, they instantly know the rough locations of other sufficiently large stones within 30 feet. They can exit from the original stone, if they prefer. They can't carry extradimensional spaces with them when they Stone Stride; if the korred attempts to do so, Stone Stride fails. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stone Stride range: null raw_description: '**Stone Stride** [Two Actions] (__conjuration__, __earth__, __primal__, __teleportation__) The korred steps into a block of stone large enough for them to fit inside and instantly teleports to any other stone within 30 feet that has the same minimum size. Once the korred enters the stone, they instantly know the rough locations of other sufficiently large stones within 30 feet. They can exit from the original stone, if they prefer. They can''t carry extradimensional spaces with them when they Stone Stride; if the korred attempts to do so, Stone Stride fails.' requirements: null success: null traits: - conjuration - earth - primal - teleportation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: '' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Throw Rock range: null raw_description: '**__Throw Rock__** ' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+7 type: bludgeoning name: rock plus_damage: null to_hit: 14 traits: - brutal - range increment 20 feet - action_cost: One Action damage: formula: 2d6+7 type: bludgeoning name: club plus_damage: null to_hit: 14 traits: - thrown 10 feet rarity: Uncommon resistances: null ritual_lists: null saves: fort: 10 fort_misc: null misc: +1 status to all saves vs. magic ref: 13 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +12 - low-light vision size: Small skills: - bonus: 11 misc: null name: 'Acrobatics ' - bonus: 11 misc: null name: 'Crafting ' - bonus: 13 misc: null name: 'Deception ' - bonus: 13 misc: null name: 'Performance ' - bonus: 11 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 155 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 21 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: null name: stone tell requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: shape stone requirement: null - frequency: at will name: shatter requirement: null to_hit: null traits: - Uncommon - CN - Small - Fey type: Creature weaknesses: - amount: 5 type: cold iron - 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 alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A kraken reshapes the weather within 2 miles of it, with the effect of the __control weather__ ritual centered on the kraken and based on its emotional state, at the GM's discretion. If the kraken dies, the weather returns to normal immediately. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Altered Weather range: null raw_description: '**Altered Weather** (__aura__, __evocation__, __primal__) A kraken reshapes the weather within 2 miles of it, with the effect of the __control weather__ ritual centered on the kraken and based on its emotional state, at the GM''s discretion. If the kraken dies, the weather returns to normal immediately.' requirements: null success: null traits: - aura - evocation - primal trigger: 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. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 40' hp: 360 hp_misc: null immunities: - controlled - emotion items: null knowledge_checks: dc: 40 skills: - Arcana - Nature languages: - Aquan - Common level: 18 melee: - action_cost: One Action damage: formula: 4d10+17 type: bludgeoning name: arm plus_damage: - formula: null type: Grab to_hit: 37 traits: - reach 40 feet - magical - action_cost: One Action damage: formula: 3d10+17 type: bludgeoning name: tentacle plus_damage: - formula: null type: Grab to_hit: 37 traits: - reach 60 feet - agile - magical - action_cost: One Action damage: formula: 3d10+17 type: piercing name: beak plus_damage: null to_hit: 37 traits: - reach 20 feet - magical name: Kraken perception: 34 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 2d10+17 bludgeoning, DC 40. On a failed save, a creature that is holding its breath loses 1d4 rounds worth of air. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 2d10+17 bludgeoning, DC 40. On a failed save, a creature that is holding its breath loses 1d4 rounds worth of air.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Double Attack range: null raw_description: '**Double Attack** 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ink Cloud range: null raw_description: '**Ink Cloud** 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The kraken moves through the water up to 280 feet in a straight line without triggering reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Jet range: null raw_description: '**Jet** (__move__) The kraken moves through the water up to 280 feet in a straight line without triggering reactions.' requirements: null success: null traits: - move trigger: null - action_cost: None critical_failure: null critical_success: null 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Kraken Ink range: null raw_description: '**Kraken Ink** (__poison__) 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).' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: cold - amount: 20 type: poison ritual_lists: null saves: fort: 35 fort_misc: null misc: null ref: 28 ref_misc: null will: 32 will_misc: null sense_abilities: null senses: - Perception +34 - darkvision size: Gargantuan skills: - bonus: 38 misc: null name: 'Athletics ' - bonus: 32 misc: null name: 'Intimidation ' - bonus: 35 misc: null name: 'Nature ' - bonus: 33 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 214 page_stop: null speed: - amount: 10 type: Land - amount: 40 type: swim spell_lists: - dc: 40 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 10 spells: - frequency: animals only name: dominate requirement: null - heightened_level: null level: 8 spells: - frequency: null name: punishing winds requirement: null - heightened_level: null level: 7 spells: - frequency: null name: resist energy requirement: null to_hit: null traits: - Uncommon - NE - Gargantuan - Aquatic - Beast type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: Tail only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: None critical_failure: null critical_success: null description: Whenever the krooth is damaged by a critical hit, it gains a +2 status bonus to attack and damage rolls until the end of its next turn. It can't use reactions while this frenzy lasts. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pain Frenzy range: null raw_description: '**Pain Frenzy** Whenever the krooth is damaged by a critical hit, it gains a +2 status bonus to attack and damage rolls until the end of its next turn. It can''t use reactions while this frenzy lasts.' requirements: null success: null traits: null trigger: 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. Krooths are found alone or in packs. Male krooths are solitary and territorial creatures—fierce, bold, and bloodthirsty. Female krooths, on the other hand, are likely to shy away from potential predators but swiftly turn violent when their brood is threatened. Because their offspring are so vulnerable, female krooths gather in packs to raise their young, sending smaller groups to hunt for food while the rest of the pack watches the brood. Krooths mate only once every 4 or 5 years, and the mating process is a curiously gruesome spectacle. An entire pack of females will hunt as a group for a lone male krooth, claiming their prize in an orgiastic frenzy that can last for an entire day and night. After the mating has finished, the females slay their mate and devour his nutrient-rich flesh, and his organs in particular. These organs contain a unique chemical compound vital to gestation. Many naturalists will pay handsomely for the fresh remains of a male krooth so they can study the strange properties of the creature''s blood and organs. In addition, krooths have poisonous, hollow teeth. When these creatures bite their prey, a tooth breaks off and causes the victim to bleed profusely as their blood pours through the hollow tooth. Whether male or female, krooths seem to be repelled by goblinoid flesh, especially that of bugbears. This doesn''t mean krooths won''t kill goblinoids, especially those threatening their young, but they typically do so using only their claws and tails, and they take great care to clean themselves thoroughly after such a killing. **__Recall Knowledge - Animal__ (__Nature__)**: DC 24' hp: 150 hp_misc: null immunities: null items: null knowledge_checks: dc: 24 skills: - Nature languages: null level: 8 melee: - action_cost: One Action damage: formula: 2d12+9 type: piercing name: jaws plus_damage: - formula: null type: Poison Tooth to_hit: 20 traits: - deadly 1d10 - poison - reach 10 feet - action_cost: One Action damage: formula: 2d8+9 type: slashing name: claw plus_damage: null to_hit: 20 traits: - agile - action_cost: One Action damage: formula: 2d8+9 type: piercing name: tail plus_damage: null to_hit: 20 traits: - reach 15 feet name: Krooth perception: 16 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: '' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aquatic Ambush range: null raw_description: '**Aquatic Ambush** ' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The krooth damaged a creature with its jaws on its most recent action this turn. effects: null failure: null frequency: null full_description: null generic_description: null name: Poison Tooth range: null raw_description: '**Poison Tooth** (__poison__) **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.' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 20 fort_misc: null misc: +4 status to all saves vs. fear ref: 17 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +16 - low-light vision - scent (imprecise) 60 feet size: Large skills: - bonus: 18 misc: null name: 'Athletics ' - bonus: 18 misc: +20 in water name: 'Stealth ' - bonus: 17 misc: +20 to Track a bleeding creature name: 'Survival ' source: - abbr: Bestiary page_start: 215 page_stop: null speed: - amount: 40 type: Land - amount: 30 type: swim spell_lists: null traits: - N - Large - Amphibious - Animal type: Creature weaknesses: null - 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 alignment: CE 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. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 24' hp: 135 hp_misc: null immunities: - controlled items: - +1 striking scimitar knowledge_checks: dc: 24 skills: - Arcana - Nature languages: - Abyssal - Common - Draconic level: 8 melee: - action_cost: One Action damage: formula: 2d6+10 type: slashing name: scimitar plus_damage: null to_hit: 19 traits: - forceful +2 - sweep name: Lamia Matriarch perception: 15 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __occult__, __polymorph__, __transmutation__) 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.' requirements: null success: null traits: - concentrate - occult - polymorph - transmutation trigger: null - action_cost: Three Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dervish Strike range: null raw_description: '**Dervish Strike** [Three Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Matriarch's Caress range: null raw_description: '**Matriarch''s Caress** [Two Actions] (__curse__, __enchantment__, __mental__, __occult__) 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.' requirements: null success: null traits: - curse - enchantment - mental - occult trigger: null ranged: null rarity: Common resistances: - amount: 10 type: mental ritual_lists: null saves: fort: 13 fort_misc: null misc: +1 status to all saves vs. magic ref: 18 ref_misc: null will: 17 will_misc: null sense_abilities: null senses: - Perception +15 - darkvision size: Large skills: - bonus: 18 misc: null name: 'Arcana ' - bonus: 15 misc: null name: 'Cult Lore ' - bonus: 20 misc: null name: 'Deception ' - bonus: 20 misc: null name: 'Diplomacy ' - bonus: 18 misc: null name: 'Intimidation ' - bonus: 17 misc: null name: 'Occultism ' - bonus: 16 misc: null name: 'Stealth ' - bonus: 13 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 217 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: climb - amount: 30 type: swim spell_lists: - dc: 28 misc: null name: Occult Spontaneous Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: null name: dispel magic requirement: null - frequency: null name: enthrall requirement: null - frequency: null name: haste requirement: null - frequency: 4 slots name: mind reading requirement: null - heightened_level: null level: 2 spells: - frequency: null name: blur requirement: null - frequency: null name: death knell requirement: null - frequency: null name: illusory creature requirement: null - frequency: 4 slots name: invisibility requirement: null - heightened_level: null level: 1 spells: - frequency: null name: bless requirement: null - frequency: null name: magic missile requirement: null - frequency: null name: phantom pain requirement: null - frequency: 4 slots name: soothe requirement: null - heightened_level: 3 level: 0 spells: - frequency: null name: daze requirement: null - frequency: null name: detect magic requirement: null - frequency: null name: mage hand requirement: null - frequency: null name: prestidigitation requirement: null - frequency: null name: read aura requirement: null to_hit: null - dc: 28 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: x3 name: charm requirement: null - frequency: x3 name: suggestion requirement: null - heightened_level: null level: 3 spells: - frequency: null name: sleep requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: illusory disguise requirement: null - frequency: at will name: illusory object requirement: null - frequency: null name: mirror image requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: ventriloquism requirement: null to_hit: null traits: - CE - Large - Beast type: Creature weaknesses: null - 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 alignment: CE 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. Whatever the source of this ancient transformation, lamias themselves have grown to enjoy the strengths it has granted them. Regardless, they continue to cling to a hatred of the gods, seeing them as the cause of their monstrous forms and, thus, their eternal exile from the societies they watch with jealous eyes from their lairs amid the ruins of lost civilizations. Because lamias blame divine powers for their curse, they take special delight in the downfall of temples, the suffering and death of champions and clerics, and the spread of dissension within organized religions. While they can brie y assume humanoid form with magic, lamias are usually forced to hide from civilization, making their homes in the barren wilderness. There, they attract cults of their own, gathering up chaotic and evil humanoids. With the help of these cultists, lamias strive to bring down popular faiths, introduce schisms into flourishing churches, and humiliate or defame high-profile religious leaders. Most lamias themselves have no true religious faith in anything, hearing instead a mystical calling that manifests as sighs on the desert wind or murmurs from the dark places between the stars. Lamias are traditionally matriarchal, revering the eldest female among them as leader, mother, and shaman. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 22' hp: 95 hp_misc: null immunities: null items: - +1 spear - javelin (2) knowledge_checks: dc: 22 skills: - Arcana - Nature languages: - Abyssal - Common level: 6 melee: - action_cost: One Action damage: formula: 1d6+8 type: piercing name: spear plus_damage: null to_hit: 17 traits: null - action_cost: One Action damage: formula: 1d6+8 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 17 traits: - agile name: Lamia perception: 13 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Lamia's Caress range: null raw_description: '**Lamia''s Caress** [Two Actions] (__curse__, __enchantment__, __mental__, __occult__) 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.' requirements: null success: null traits: - curse - enchantment - mental - occult trigger: null ranged: - action_cost: One Action damage: formula: 1d4+8 type: piercing name: spear plus_damage: null to_hit: 14 traits: - thrown 20 feet - versatile S - action_cost: One Action damage: formula: 1d6+8 type: piercing name: javelin plus_damage: null to_hit: 15 traits: - thrown 30 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 15 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +13 - darkvision size: Large skills: - bonus: 11 misc: null name: 'Cult Lore ' - bonus: 15 misc: null name: 'Deception ' - bonus: 11 misc: null name: 'Diplomacy ' - bonus: 13 misc: null name: 'Intimidation ' - bonus: 15 misc: null name: 'Stealth ' - bonus: 11 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 216 page_stop: null speed: - amount: 40 type: Land spell_lists: - dc: 25 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: x3 name: charm requirement: null - frequency: null name: suggestion requirement: null - heightened_level: null level: 3 spells: - frequency: null name: sleep requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: humanoid form requirement: null - frequency: null name: mirror image requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: illusory disguise requirement: null - frequency: at will name: illusory object requirement: null - frequency: at will name: ventriloquism requirement: null to_hit: null traits: - CE - Large - Beast type: Creature weaknesses: null - 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 alignment: LG automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: A lantern archon can also make a Retributive Strike with its light ray. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Retributive Strike range: null raw_description: '**Retributive Strike** [Reaction] A lantern archon can also make a Retributive Strike with its light ray.' requirements: null success: null traits: null trigger: 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.\n\n\n\n**__Recall Knowledge - Celestial__ (__Religion__)**:\ \ DC 15" hp: 20 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Religion languages: - Celestial - Draconic - Infernal level: 1 melee: null name: Lantern Archon perception: 6 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Gestalt range: null raw_description: '**Gestalt** [Three Actions] (__concentrate__, __divine__, __transmutation__) 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.' requirements: null success: null traits: - concentrate - divine - transmutation trigger: null - action_cost: One Action critical_failure: null critical_success: null 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__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Lantern of Hope range: null raw_description: '**Lantern of Hope** (__concentrate__, __divine__, __enchantment__, __mental__) 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__.' requirements: null success: null traits: - concentrate - divine - enchantment - mental trigger: null ranged: - action_cost: One Action damage: formula: 1d4 type: fire name: light ray plus_damage: - formula: 1d4 type: good to_hit: 8 traits: - agile - good - fire - magical - range 30 feet rarity: Common resistances: - amount: 3 type: fire ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 10 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +6 - darkvision size: Small skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Diplomacy ' - bonus: 6 misc: null name: 'Religion ' source: - abbr: Bestiary page_start: 26 page_stop: null speed: - amount: 40 type: fly spell_lists: - dc: 17 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: read omens requirement: null - heightened_level: null level: 1 spells: - frequency: at will, evil only name: detect alignment requirement: null - frequency: null name: heal requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: light requirement: null to_hit: null traits: - LG - Small - Archon - Celestial type: Creature weaknesses: - amount: 3 type: evil - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When a leaf leshy dies, a burst of primal energy explodes from its body, restoring 1d4 Hit Points to each plant creature in a 30-foot emanation. This area is filled with tree saplings, becoming difficult terrain. If the terrain is not a viable environment for these trees, they wither after 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Verdant Burst range: null raw_description: '**Verdant Burst** (__healing__) When a leaf leshy dies, a burst of primal energy explodes from its body, restoring 1d4 Hit Points to each plant creature in a 30-foot emanation. This area is filled with tree saplings, becoming difficult terrain. If the terrain is not a viable environment for these trees, they wither after 24 hours.' requirements: null success: null traits: - healing trigger: 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. **__Recall Knowledge - Plant__ (__Nature__)**: DC 14' hp: 15 hp_misc: null immunities: null items: - longspear knowledge_checks: dc: 14 skills: - Nature languages: - Common - Druidic - Sylvan - speak with plants (trees only) level: 0 melee: - action_cost: One Action damage: formula: 1d8-1 type: piercing name: longspear plus_damage: null to_hit: 3 traits: - reach 10 feet name: Leaf Leshy perception: 4 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The leaf leshy transforms into a Small tree. This ability otherwise uses the effects of __tree shape__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __polymorph__, __primal__, __transmutation__) The leaf leshy transforms into a Small tree. This ability otherwise uses the effects of __tree shape__.' requirements: null success: null traits: - concentrate - polymorph - primal - transmutation trigger: null - action_cost: None critical_failure: The target is deafened for 1 minute. critical_success: The target is unaffected and temporarily immune for 24 hours. description: 'When a leaf leshy hits with its seedpod Strike, the target must attempt a DC 16 Fortitude save. ' effect: null effects: null failure: The target is deafened for 1 round. frequency: null full_description: null generic_description: null name: Deafening Blow range: null raw_description: '**Deafening Blow** When a leaf leshy hits with its seedpod Strike, the target must attempt a DC 16 Fortitude save. **Critical Success** The target is unaffected and temporarily immune for 24 hours. **Success** The target is unaffected. **Failure** The target is __deafened__ for 1 round. **Critical Failure** The target is __deafened__ for 1 minute.' requirements: null success: The target is unaffected. traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Glide range: null raw_description: '**Glide** (__move__) 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.' requirements: null success: null traits: - move trigger: null ranged: - action_cost: One Action damage: formula: 1d6 type: bludgeoning name: seedpod plus_damage: - formula: null type: deafening blow to_hit: 6 traits: - range increment 30 feet rarity: Common resistances: null ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 6 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +4 - low-light vision size: Small skills: - bonus: 4 misc: null name: 'Acrobatics ' - bonus: 4 misc: null name: 'Nature ' - bonus: 4 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 218 page_stop: null speed: - amount: 25 type: Land - amount: null type: glide spell_lists: - dc: 14 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: speak with plants requirement: null to_hit: null traits: - N - Small - Leshy - Plant type: Creature weaknesses: - amount: 2 type: fire - 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 alignment: LG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. Enemies that start their turn in the area or enter it must attempt a DC 23 Will save. On a failure, they take a -1 status penalty to attack rolls, spell rolls, and damage rolls against any other target while in the aura for 24 hours or until they damage the archon, whichever comes first. On a critical failure, they can't use hostile actions against any other target while in the area for 24 hours or until they damage the archon, whichever comes first. Regardless of the result, a creature is then temporarily immune to further menacing guardian auras for 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Menacing Guardian range: null raw_description: '**Menacing Guardian** (__aura__, __divine__, __enchantment__) 30 feet. Enemies that start their turn in the area or enter it must attempt a DC 23 Will save. On a failure, they take a -1 status penalty to attack rolls, spell rolls, and damage rolls against any other target while in the aura for 24 hours or until they damage the archon, whichever comes first. On a critical failure, they can''t use hostile actions against any other target while in the area for 24 hours or until they damage the archon, whichever comes first. Regardless of the result, a creature is then temporarily immune to further menacing guardian auras for 24 hours.' requirements: null success: null traits: - aura - divine - enchantment trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: A legion archon can also make a Retributive Strike by throwing its flame of justice. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Retributive Strike range: null raw_description: '**Retributive Strike** [Reaction] A legion archon can also make a Retributive Strike by throwing its flame of justice.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Celestial__ (__Religion__)**: DC 23' hp: 100 hp_misc: null immunities: null items: - full plate knowledge_checks: dc: 23 skills: - Religion languages: - Celestial - Draconic - Infernal - tongues level: 7 melee: - action_cost: One Action damage: formula: 2d10+5 type: slashing name: flame of justice plus_damage: - formula: 1d6 type: fire and 1d6 good to_hit: 18 traits: - magical - versatile P name: Legion Archon perception: 15 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: Once per day, if an archon sees another creature cast __dimension door__, it can cast an innate __dimension door__ (heightened to 5th level) 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__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Archon's Door range: null raw_description: '**Archon''s Door** Once per day, if an archon sees another creature cast __dimension door__, it can cast an innate __dimension door__ (heightened to 5th level) 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__.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flame of Justice range: null raw_description: '**Flame of Justice** (__divine__, __evocation__) 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.' requirements: null success: null traits: - divine - evocation trigger: null ranged: - action_cost: One Action damage: formula: 2d10+5 type: slashing name: flame of justice plus_damage: - formula: 1d6 type: fire and 1d6 good to_hit: 15 traits: - magical - range increment 30 feet - versatile P rarity: Common resistances: - amount: 15 type: fire ritual_lists: null saves: fort: 17 fort_misc: null misc: +1 status to all saves vs. magic ref: 11 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +15 - darkvision size: Medium skills: - bonus: 13 misc: null name: 'Acrobatics ' - bonus: 14 misc: null name: 'Athletics ' - bonus: 16 misc: null name: 'Diplomacy ' - bonus: 16 misc: null name: 'Intimidation ' - bonus: 13 misc: null name: 'Religion ' - bonus: 14 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 28 page_stop: null speed: - amount: 30 type: Land - amount: 60 type: fly spell_lists: - dc: 24 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - heightened_level: null level: 1 spells: - frequency: x3 name: true strike requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: light requirement: null - frequency: null name: message requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null to_hit: null traits: - LG - Medium - Archon - Celestial type: Creature weaknesses: - amount: 10 type: evil - 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 alignment: LE 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). **__Recall Knowledge - Fiend__ (__Religion__)**: DC 14' hp: 20 hp_misc: null immunities: - fire - mental items: null knowledge_checks: dc: 14 skills: - Religion languages: null level: 0 melee: - action_cost: One Action damage: formula: 1d4+2 type: slashing name: claw plus_damage: - formula: 1 type: evil to_hit: 7 traits: - evil - magical name: Lemure perception: 0 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: Lemures have little drive of their own, but other devils can take command of them. A non-lemure devil can issue a command to all lemures within 60 feet of it with a single action, which has the __auditory__ and __concentrate__ traits. The devil picks one of the following orders lemures can understand, and the lemures follow that order. The command and its effects end once the commander is out of the lemure's sight, a new command is issued by the same or another devil, or the lemure dies. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: The lemure attacks one target the commander singles out and gains a +1 circumstance bonus to attack rolls against the target. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Kill range: null raw_description: '**Kill **The lemure attacks one target the commander singles out and gains a +1 circumstance bonus to attack rolls against the target.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The lemure circles the commander and attacks any creature that comes near. It gains a +1 circumstance bonus to AC and saves. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Defend range: null raw_description: '**Defend **The lemure circles the commander and attacks any creature that comes near. It gains a +1 circumstance bonus to AC and saves.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The lemure gains a +10-foot circumstance bonus to its Speed and attempts to get an object or person the commander singles out. It attacks anyone and anything that gets in the way. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fetch range: null raw_description: '**Fetch **The lemure gains a +10-foot circumstance bonus to its Speed and attempts to get an object or person the commander singles out. It attacks anyone and anything that gets in the way.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The lemure performs drudge work dictated by the commander. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Work range: null raw_description: '**Work **The lemure performs drudge work dictated by the commander.' requirements: null success: null traits: null trigger: null failure: null frequency: null full_description: null generic_description: null name: Subservience range: null raw_description: "**Subservience** Lemures have little drive of their own, but\ \ other devils can take command of them. A non-lemure devil can issue a command\ \ to all lemures within 60 feet of it with a single action, which has the __auditory__\ \ and __concentrate__ traits. The devil picks one of the following orders lemures\ \ can understand, and the lemures follow that order. The command and its effects\ \ end once the commander is out of the lemure's sight, a new command is issued\ \ by the same or another devil, or the lemure dies. \n\n * **Kill **The lemure\ \ attacks one target the commander singles out and gains a +1 circumstance bonus\ \ to attack rolls against the target.\n\n * **Defend **The lemure circles the\ \ commander and attacks any creature that comes near. It gains a +1 circumstance\ \ bonus to AC and saves.\n\n * **Fetch **The lemure gains a +10-foot circumstance\ \ bonus to its Speed and attempts to get an object or person the commander singles\ \ out. It attacks anyone and anything that gets in the way.\n\n * **Work **The\ \ lemure performs drudge work dictated by the commander." requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 3 type: physical (except silver) - amount: 5 type: poison ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 5 ref_misc: null will: 3 will_misc: null sense_abilities: null senses: - Perception +0 - greater darkvision size: Medium skills: - bonus: 5 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 86 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - LE - Medium - Devil - Fiend - Mindless type: Creature weaknesses: - amount: 3 type: good - ability_mods: cha_mod: 5 con_mod: 5 dex_mod: 7 int_mod: 7 str_mod: 6 wis_mod: 5 ac: 34 ac_special: null alignment: CE automatic_abilities: null description: 'The monstrous, bloated spiders from the windswept realm of Leng build eerie, dangerous lairs with the aid of magically compelled slaves. Leng spiders have anywhere from five to 13 legs, but never an even number. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 33 ' hp: 235 hp_misc: fast healing 10 immunities: - cold - confused items: null knowledge_checks: dc: 33 skills: - Occultism languages: - Aklo - tongues level: 13 melee: - action_cost: One Action damage: formula: 3d10+14 type: bludgeoning name: web war flail plus_damage: null to_hit: 27 traits: - disarm - magical - reach 15 feet - sweep - trip - action_cost: One Action damage: formula: 3d12+14 type: piercing name: fangs plus_damage: - formula: null type: Leng spider venom to_hit: 27 traits: - reach 10 feet - action_cost: One Action damage: formula: 3d8+14 type: slashing name: leg plus_damage: null to_hit: 27 traits: - agile - reach 10 feet name: Leng Spider perception: 24 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The Leng spider creates a weapon by applying a cord of webbing to heavy objects, such as rocks or chunks of metal, either attaching two heavy objects together to create a web __bola__ or fastening one to its leg to create a web __war flail__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Create Web Weaponry range: null raw_description: '**Create Web Weaponry** (__manipulate__) The Leng spider creates a weapon by applying a cord of webbing to heavy objects, such as rocks or chunks of metal, either attaching two heavy objects together to create a web __bola__ or fastening one to its leg to create a web __war flail__.' requirements: null success: null traits: - manipulate trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The Leng 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 when calculating falling damage. The web can be severed by a Strike that deals slashing damage (AC 30, Hardness 15, 25 HP), causing the Leng spider to fall. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Descend on a Web range: null raw_description: '**Descend on a Web** (__move__) The Leng 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 when calculating falling damage. The web can be severed by a Strike that deals slashing damage (AC 30, Hardness 15, 25 HP), causing the Leng spider to fall.' requirements: null success: null traits: - move trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The Leng spider spins a web within 20 feet of itself to create a __grasping snare__, __stunning snare__, or __warning snare__. The Leng spider's web provides all the raw materials it needs. All save and __Escape__ DCs associated with web traps use the Leng spider's __Crafting__ DC for traps (DC 36). A web trap decays after 24 hours. effects: null failure: null frequency: three times per day full_description: null generic_description: null name: Lay Web Trap range: null raw_description: '**Lay Web Trap** (__manipulate__) **Frequency** three times per day; **Effect** The Leng spider spins a web within 20 feet of itself to create a __grasping snare__, __stunning snare__, or __warning snare__. The Leng spider''s web provides all the raw materials it needs. All save and __Escape__ DCs associated with web traps use the Leng spider''s __Crafting__ DC for traps (DC 36). A web trap decays after 24 hours.' requirements: null success: null traits: - manipulate trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 33 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison damage and __drained 1__ (1 round); **Stage 2** 2d6 poison damage, __confused__, and drained 2 (1 round); the confused effect has the __emotion__ and __mental__ traits.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Leng Spider Venom range: null raw_description: '**Leng Spider Venom** (__poison__) **Saving Throw** DC 33 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison damage and __drained 1__ (1 round); **Stage 2** 2d6 poison damage, __confused__, and drained 2 (1 round); the confused effect has the __emotion__ and __mental__ traits.' requirements: null success: null traits: - poison trigger: null - action_cost: None critical_failure: null critical_success: null description: A Leng spider can use a web bola to __Trip__ a target with the __Athletics__ skill. The skill check takes a -2 circumstance penalty. A web bola deals no damage when used to Trip. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ranged Trip range: null raw_description: '**Ranged Trip** A Leng spider can use a web bola to __Trip__ a target with the __Athletics__ skill. The skill check takes a -2 circumstance penalty. A web bola deals no damage when used to Trip.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d6+14 type: bludgeoning name: web bola plus_damage: null to_hit: 28 traits: - magical - nonlethal - ranged trip - thrown 20 feet rarity: Uncommon resistances: - amount: 15 type: poison - amount: 15 type: sonic ritual_lists: null saves: fort: 22 fort_misc: null misc: +1 status to all saves vs. magic ref: 26 ref_misc: null will: 24 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: While touching its webs, the Leng spider has precise __tremorsense__ to detect the vibrations of creatures touching its web. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Greater Web Sense range: null raw_description: '**Greater Web Sense** While touching its webs, the Leng spider has precise __tremorsense__ to detect the vibrations of creatures touching its web.' requirements: null success: null traits: null trigger: null senses: - Perception +24 - darkvision - detect magic - greater web sense size: Huge skills: - bonus: 24 misc: null name: 'Acrobatics ' - bonus: 27 misc: null name: 'Athletics ' - bonus: 22 misc: +26 to make traps name: 'Crafting ' - bonus: 22 misc: null name: 'Deception ' - bonus: 26 misc: null name: 'Occultism ' - bonus: 24 misc: null name: 'Religion ' - bonus: 26 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 157 page_stop: null speed: - amount: 40 type: Land - amount: 40 type: climb - amount: 6 type: air walk spell_lists: - dc: 33 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: null name: dispel magic requirement: null - frequency: null name: veil requirement: null - frequency: null name: warp mind requirement: null - heightened_level: null level: 6 spells: - frequency: null name: illusory scene requirement: null - frequency: null name: mislead requirement: null - heightened_level: null level: 4 spells: - frequency: ×3 name: charm requirement: null - frequency: null name: freedom of movement requirement: null - heightened_level: 7 level: 0 spells: - frequency: null name: detect magic requirement: null - heightened_level: 7 level: -1 spells: - frequency: null name: air walk requirement: null - frequency: null name: tongues requirement: null to_hit: null traits: - Uncommon - CE - Huge - Aberration - Dream type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 16' hp: 30 hp_misc: null immunities: null items: null knowledge_checks: dc: 16 skills: - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d10+3 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 10 traits: - finesse - action_cost: One Action damage: formula: 1d6+3 type: slashing name: claw plus_damage: null to_hit: 10 traits: - agile - finesse name: Leopard perception: 7 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Maul range: null raw_description: '**Maul** 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pounce range: null raw_description: '**Pounce** 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The leopard deals 1d4 extra precision damage to flat-footed creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The leopard deals 1d4 extra precision damage to flat-footed creatures.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 10 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +7 - low-light vision - scent (imprecise) 30 feet size: Medium skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 7 misc: null name: 'Athletics ' - bonus: 8 misc: +11 in undergrowth name: 'Stealth ' source: - abbr: Bestiary page_start: 52 page_stop: null speed: - amount: 30 type: Land - amount: 20 type: climb spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 4 con_mod: 1 dex_mod: 4 int_mod: 3 str_mod: 1 wis_mod: 3 ac: 18 ac_special: null alignment: CN automatic_abilities: null description: 'Leprechauns are mostly jovial tricksters who prefer mischief over conflict. They fill their days with as much fun, wine, and food as possible. Mostly found in forested regions, leprechauns respect nature and those who protect it. Leprechauns do not attack on sight. Rather, they engage in conversation and try to charm, cajole, or trick those they meet into doing favors for them or freely giving over a treasured item, usually in return for illusory wealth or false promises of wealth and success. These small tricksters are masters at discerning the desires of those they meet—a knack that puts them in a powerful position when bargaining for goods or favors. They aren''t above turning people against each other for their own benefit but generally not to an extent that causes harm. In most cases, a leprechaun doesn''t keep a purloined possession for long. The leprechaun most often returns such stolen prizes just in time to defuse tensions, often as they point out the humor of the situation, hoping to share their amusement and mirth with the victim. In cases where a leprechaun''s trick goes too far and results in an incensed victim, the leprechaun quickly flees the conflict rather than engage in combat. This willingness to return stolen goods or to flee from battles fades as leprechauns grow older. Ancient leprechauns who have lived for thousands of years often spiral into dark bitterness and increasingly use their powers and illusions to lure those who offend them or fail to appreciate a joke into danger... or even death. **__Recall Knowledge - Fey__ (__Nature__)**: DC 16' hp: 25 hp_misc: null immunities: null items: null knowledge_checks: dc: 16 skills: - Nature languages: - Common - Sylvan level: 2 melee: - action_cost: One Action damage: formula: 1d6+3 type: bludgeoning name: club plus_damage: null to_hit: 7 traits: null name: Leprechaun perception: 11 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The leprechaun produces an item out of their hat, from behind their jacket, from within a hole in a tree stump, or from any other unexpected location. This conjured item must be no more than 1 Bulk and must be made of relatively commonplace material (such as cloth, wood, stone, or even low-value metal like iron or lead). It can't rely on intricate artistry or complex moving parts, never fulfills a Cost or the like, and can't be made of precious materials or materials with a rarity of __uncommon__ or higher. The created object is temporary and lasts for 1 hour or until the leprechaun creates a new item, whichever comes first. effects: null failure: null frequency: three times per day full_description: null generic_description: null name: Create Object range: null raw_description: '**Create Object** [Two Actions] (__conjuration__, __manipulate__, __primal__) **Frequency** three times per day; **Effect** The leprechaun produces an item out of their hat, from behind their jacket, from within a hole in a tree stump, or from any other unexpected location. This conjured item must be no more than 1 Bulk and must be made of relatively commonplace material (such as cloth, wood, stone, or even low-value metal like iron or lead). It can''t rely on intricate artistry or complex moving parts, never fulfills a Cost or the like, and can''t be made of precious materials or materials with a rarity of __uncommon__ or higher. The created object is temporary and lasts for 1 hour or until the leprechaun creates a new item, whichever comes first.' requirements: null success: null traits: - conjuration - manipulate - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: When a leprechaun uses their innate spells to deceive, trick, or humiliate a creature, the spell DC increases to 20 and the attack modifier to +11. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Leprechaun Magic range: null raw_description: '**Leprechaun Magic** When a leprechaun uses their innate spells to deceive, trick, or humiliate a creature, the spell DC increases to 20 and the attack modifier to +11.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 11 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +11 - low-light vision size: Small skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 9 misc: null name: 'Deception ' - bonus: 7 misc: null name: 'Gold Lore ' - bonus: 7 misc: null name: 'Nature ' - bonus: 9 misc: null name: 'Performance ' - bonus: 8 misc: null name: 'Thievery ' source: - abbr: Bestiary 2 page_start: 158 page_stop: null speed: - amount: 30 type: Land spell_lists: - dc: 18 misc: '' name: Primal Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: illusory creature requirement: null - frequency: null name: illusory object requirement: null - frequency: self only name: invisibility requirement: null - heightened_level: null level: 1 spells: - frequency: null name: color spray requirement: null - frequency: null name: shillelagh requirement: null - frequency: null name: ventriloquism requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: dancing lights requirement: null - frequency: null name: ghost sound requirement: null - frequency: null name: mage hand requirement: null - frequency: null name: prestidigitation requirement: null - frequency: null name: telekinetic projectile requirement: null to_hit: 10 traits: - CN - Small - Fey type: Creature weaknesses: null - ability_mods: cha_mod: 4 con_mod: 7 dex_mod: 5 int_mod: 2 str_mod: 10 wis_mod: 7 ac: 46 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: '100 feet. Creatures in the emanation cannot recover from __persistent fire damage__.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tenacious Flames range: null raw_description: '**Tenacious Flames** (__aura__, __evocation__, __fire__, __primal__) 100 feet. Creatures in the emanation cannot recover from __persistent fire damage__.' requirements: null success: null traits: - aura - evocation - fire - primal trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'Lerritans are unstoppable giants with skin of volcanic glass and blood of roiling lava. These malicious arsonists would see the world burned to a cinder. They pay homage to __Ymeri__, the evil elemental demigod of fire, and they bully other fiery creatures. When the urge to immolate grows too great to ignore, lerritans burn forests, destroy villages, and boil rivers, but they avoid large bodies of water. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 42' hp: 490 hp_misc: null immunities: - fire - paralyzed - poison - sleep items: - +3 greater striking warhammer knowledge_checks: dc: 42 skills: - Arcana - Nature languages: - Common - Ignan - Jotun - Terran level: 21 melee: - action_cost: One Action damage: formula: 4d12+18 type: bludgeoning name: warhammer plus_damage: - formula: 2d6 type: persistent fire damage to_hit: 40 traits: - magical - reach 25 feet - shove - action_cost: One Action damage: formula: 4d10+18 type: piercing name: jaws plus_damage: - formula: 2d6 type: persistent fire damage to_hit: 39 traits: - agile - reach 25 feet name: Lerritan perception: 35 proactive_abilities: - action_cost: One Action critical_failure: The creature takes double damage and is encased in a rocky crust with lava on the inside. The creature is restrained (Escape DC 46), can't breathe, takes 3d12 persistent fire damage, and can't recover from this persistent fire damage until freed. critical_success: The creature is unaffected. description: "A lerritan can break stony scales off its body to throw; these scales\ \ reform at the end of each round, so the lerritan is never without a supply\ \ of rocks to hurl. __Volcanic Eruption__ [Two Actions] (earth, evocation, fire,\ \ primal); The volcano on the lerritan's back erupts and sends lava bombs raining\ \ down in a 30-foot emanation, dealing 12d12 fire damage. Each creature in the\ \ area must attempt a DC 46 Reflex saving throw. The lava globules quickly cool\ \ into heavy stones, transforming the area into greater difficult terrain for\ \ non-lerritans. The lerritan can't use Volcanic Eruption for 1d4 rounds. \n\ \n" effect: null effects: null failure: The creature takes full damage and is immobilized (Escape DC 46). frequency: null full_description: null generic_description: null name: Throw Rock range: null raw_description: "**__Throw Rock__** A lerritan can break stony scales off its\ \ body to throw; these scales reform at the end of each round, so the lerritan\ \ is never without a supply of rocks to hurl. __Volcanic Eruption__ (earth,\ \ evocation, fire, primal); The volcano on the lerritan's back erupts and sends\ \ lava bombs raining down in a 30-foot emanation, dealing 12d12 fire damage.\ \ Each creature in the area must attempt a DC 46 Reflex saving throw. The lava\ \ globules quickly cool into heavy stones, transforming the area into greater\ \ difficult terrain for non-lerritans. The lerritan can't use Volcanic Eruption\ \ for 1d4 rounds. \n\n**Critical Success** The creature is unaffected. \n\n\ **Success** The creature takes half damage and is __encumbered__ for 1 round.\ \ \n\n**Failure** The creature takes full damage and is __immobilized__ (Escape\ \ DC 46). \n\n**Critical Failure** The creature takes double damage and is encased\ \ in a rocky crust with lava on the inside. The creature is __restrained__ (Escape\ \ DC 46), can't breathe, takes 3d12 __persistent fire damage__, and can't recover\ \ from this persistent fire damage until freed." requirements: null success: The creature takes half damage and is encumbered for 1 round. traits: null trigger: null ranged: - action_cost: One Action damage: formula: 4d6+18 type: bludgeoning name: rock plus_damage: - formula: 2d6 type: persistent fire to_hit: 39 traits: - brutal - range increment 120 feet rarity: Common resistances: - amount: 20 type: piercing - amount: 20 type: slashing ritual_lists: null saves: fort: 38 fort_misc: null misc: null ref: 34 ref_misc: null will: 36 will_misc: null sense_abilities: null senses: - Perception +35 - low-light vision size: Gargantuan skills: - bonus: 41 misc: null name: 'Athletics ' - bonus: 33 misc: null name: 'Crafting ' - bonus: 35 misc: null name: 'Intimidation ' - bonus: 36 misc: null name: 'Religion ' - bonus: 38 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 159 page_stop: null speed: - amount: 50 type: Land spell_lists: - dc: 46 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 10 spells: - frequency: null name: cataclysm requirement: null - heightened_level: null level: 9 spells: - frequency: null name: fireball requirement: null - frequency: null name: meteor swarm requirement: null - heightened_level: null level: 8 spells: - frequency: null name: earthquake requirement: null - heightened_level: null level: 7 spells: - frequency: to the Material Plane, Plane of Fire, or Plane of Earth only name: plane shift requirement: null - heightened_level: 10 level: 0 spells: - frequency: null name: produce flame requirement: null to_hit: null traits: - NE - Gargantuan - Earth - Elemental - Fire type: Creature weaknesses: - amount: 20 type: cold - 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 alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 20 feet. Living creatures in the aura must roll twice on all d20 rolls and use the lower result. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aura of Misfortune range: null raw_description: '**Aura of Misfortune** (__aura__, __divination__, __divine__, __misfortune__) 20 feet. Living creatures in the aura must roll twice on all d20 rolls and use the lower result.' requirements: null success: null traits: - aura - divination - divine - misfortune trigger: null - action_cost: None critical_failure: null critical_success: null description: The lesser death can choose whether or not it takes positive damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Negative Healing range: null raw_description: '**Negative Healing** The lesser death can choose whether or not it takes positive damage.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The lesser death teleports to a square adjacent to the triggering creature and makes a melee Strike against it. If the Strike hits, the lesser death disrupts the triggering action. effects: null failure: null frequency: null full_description: null generic_description: null name: Lurking Death range: null raw_description: '**Lurking Death** [Reaction] (__teleportation__); **Trigger** A creature within 60 feet makes a ranged attack or uses an action that has the concentrate, manipulate, or move trait. **Effect** The lesser death teleports to a square adjacent to the triggering creature and makes a melee Strike against it. If the Strike hits, the lesser death disrupts the triggering action.' requirements: null success: null traits: - teleportation trigger: A creature within 60 feet makes a ranged attack or uses an action that has the concentrate, manipulate, or move trait. 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. **__Recall Knowledge - Undead__ (__Religion__)**: DC 40' hp: 255 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison - unconscious items: - scythe knowledge_checks: dc: 40 skills: - Religion languages: - Common - Necril level: 16 melee: - action_cost: One Action damage: formula: 3d10+14 type: slashing name: keen scythe plus_damage: - formula: 1d12 type: negative to_hit: 32 traits: - agile - deadly 2d10 - magical - reach 10 feet - trip name: Lesser Death perception: 32 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: Any scythe gains the __agile__ trait, can't be disarmed, and becomes a __+2 greater striking__ __keen__ scythe while the lesser death wields it. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Infuse Weapon range: null raw_description: '**Infuse Weapon** (__divine__, __evocation__) Any scythe gains the __agile__ trait, can''t be disarmed, and becomes a __+2 greater striking__ __keen__ scythe while the lesser death wields it.' requirements: null success: null traits: - divine - evocation trigger: null ranged: null rarity: Rare resistances: null ritual_lists: null saves: fort: 30 fort_misc: null misc: +1 status to all saves vs. magic ref: 33 ref_misc: null will: 32 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The lesser death can choose whether or not it counts as undead for effects that affect undead differently. Even if it does not count as undead, the lesser death still never counts as a living creature. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Death's Grace range: null raw_description: '**Death''s Grace** The lesser death can choose whether or not it counts as undead for effects that affect undead differently. Even if it does not count as undead, the lesser death still never counts as a living creature.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: 'The lesser death automatically knows the Hit Points, conditions, afflictions, and emotions of all creatures it can see. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Status Sight range: null raw_description: '**Status Sight** The lesser death automatically knows the Hit Points, conditions, afflictions, and emotions of all creatures it can see. ' requirements: null success: null traits: null trigger: null senses: - Perception +32 - darkvision - see invisibility - status sight - true seeing size: Medium skills: - bonus: 33 misc: null name: 'Acrobatics ' - bonus: 28 misc: null name: 'Athletics ' - bonus: 30 misc: null name: 'Deception ' - bonus: 32 misc: null name: 'Intimidation ' - bonus: 30 misc: null name: 'Religion ' - bonus: 26 misc: null name: 'Society ' - bonus: 35 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 197 page_stop: null speed: - amount: 50 type: Land - amount: 40 type: fly spell_lists: - dc: 38 misc: null name: Divine Innate Spells spell_groups: - heightened_level: 6 level: -1 spells: - frequency: null name: true seeing requirement: null - heightened_level: 3 level: -1 spells: - frequency: null name: haste requirement: null - heightened_level: 2 level: -1 spells: - frequency: null name: see invisibility requirement: null to_hit: null traits: - Rare - NE - Medium - Undead type: Creature weaknesses: null - ability_mods: cha_mod: 4 con_mod: 4 dex_mod: 2 int_mod: 0 str_mod: 6 wis_mod: 2 ac: 21 ac_special: null alignment: CE automatic_abilities: null description: 'The vile and vicious offspring of a demon lord and a monstrous species of hyenas, leucrottas are intelligent and cruel beasts. They use their astounding vocal mimicry to lure unsuspecting creatures near so that they can first torment and then devour them. Leucrottas measure 5 feet at the shoulder and weigh 800 pounds, and they are perpetually filthy. A leucrotta''s oversized jaws are lined with rows of jagged, hardened bony ridges rather than teeth, and it can shear through flesh, bone, and even steel with ease. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 20' hp: 85 hp_misc: null immunities: null items: null knowledge_checks: dc: 20 skills: - Arcana - Nature languages: - Common - one additional language (usually Gnoll) level: 5 melee: - action_cost: One Action damage: formula: 2d8+8 type: slashing name: jagged jaws plus_damage: null to_hit: 15 traits: - fatal d10 - action_cost: One Action damage: formula: 2d4+8 type: bludgeoning name: hoof plus_damage: null to_hit: 13 traits: - agile name: Leucrotta perception: 11 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The leucrotta's last action was Sound Mimicry effects: null failure: null frequency: null full_description: null generic_description: null name: Luring Cry range: null raw_description: '**Luring Cry** [Two Actions] (__aura__, __enchantment__, __incapacitation__, __linguistic__, __mental__, __primal__) 60 feet; **Requirements** The leucrotta''s last action was Sound Mimicry; **Effect** The leucrotta utters a plaintive cry to draw its prey closer. Each creature within the emanation that was deceived by Sound Mimicry must succeed at a DC 19 Will save or become **fascinated** and compelled to move toward the sound of the leucrotta''s voice on their turn. Fascinated creatures are also **flat-footed**. If the leucrotta attacks, the fascinated condition ends only for the creature that is attacked. If the leucrotta speaks a creature''s name while using its Luring Cry, that creature takes a -2 circumstance penalty to their saving throw to resist the ability. On a successful save, a creature is temporarily immune to Luring Cry for 24 hours.' requirements: null success: null traits: - aura - enchantment - incapacitation - linguistic - mental - primal trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The leucrotta perfectly imitates voices and speech and attempts a __Deception__ check against listeners' Will DC to fool them. The leucrotta gains a +4 bonus to this Deception check if it has listened to the creature it's imitating for at least 10 minutes at any point in the last 24 hours. The leucrotta can't duplicate voice-based abilities or spells, though it can perfectly mimic the sound of verbal spellcasting and can attempt to deceive __constructs__ or __undead__ that respond to voice commands. The leucrotta can't imitate speech in languages it doesn't know. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sound Mimicry range: null raw_description: '**Sound Mimicry** The leucrotta perfectly imitates voices and speech and attempts a __Deception__ check against listeners'' Will DC to fool them. The leucrotta gains a +4 bonus to this Deception check if it has listened to the creature it''s imitating for at least 10 minutes at any point in the last 24 hours. The leucrotta can''t duplicate voice-based abilities or spells, though it can perfectly mimic the sound of verbal spellcasting and can attempt to deceive __constructs__ or __undead__ that respond to voice commands. The leucrotta can''t imitate speech in languages it doesn''t know.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 9 ref_misc: null will: 11 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A leucrotta can learn any language it hears spoken for at least 10 minutes, adding it to its languages known and replacing the language it previously learned using this ability. Typically, a leucrotta knows Gnoll as the language granted by this ability. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Language Adaptation range: null raw_description: '**Language Adaptation** A leucrotta can learn any language it hears spoken for at least 10 minutes, adding it to its languages known and replacing the language it previously learned using this ability. Typically, a leucrotta knows Gnoll as the language granted by this ability.' requirements: null success: null traits: null trigger: null senses: - Perception +11 - darkvision - scent (imprecise) 30 feet size: Large skills: - bonus: 13 misc: null name: 'Athletics ' - bonus: 13 misc: null name: 'Deception ' - bonus: 11 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 162 page_stop: null speed: - amount: 50 type: Land - amount: 25 type: climb spell_lists: null traits: - CE - Large - Beast type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. Leukodaemons radiate infection. All creatures within 30 feet of a leukodaemon take a -2 status penalty to saves against disease effects. If a creature within range contracts or progresses a disease, all adjacent creatures are exposed to the same disease, at the same DC. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Infectious Aura range: null raw_description: '**Infectious Aura** (__aura__, __disease__) 30 feet. Leukodaemons radiate infection. All creatures within 30 feet of a leukodaemon take a -2 status penalty to saves against disease effects. If a creature within range contracts or progresses a disease, all adjacent creatures are exposed to the same disease, at the same DC.' requirements: null success: null traits: - aura - disease trigger: 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. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 26' hp: 155 hp_misc: null immunities: - death effects - disease items: - +1 striking composite longbow (50 arrows) knowledge_checks: dc: 26 skills: - Religion languages: - Common - Daemonic - telepathy 100 feet level: 9 melee: - action_cost: One Action damage: formula: 2d12+9 type: piercing name: jaws plus_damage: - formula: 1d6 type: evil and daemonic pestilence to_hit: 21 traits: - disease - evil - magical - reach 10 feet - action_cost: One Action damage: formula: 2d8+9 type: slashing name: claw plus_damage: - formula: 1d6 type: evil and daemonic pestilence to_hit: 21 traits: - agile - disease - evil - magical - reach 10 feet name: Leukodaemon perception: 20 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__evocation__, __divine__) 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).' requirements: null success: null traits: - evocation - divine trigger: null - action_cost: None critical_failure: null critical_success: null 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 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Daemonic Pestilence range: null raw_description: '**Daemonic Pestilence** (__disease__) 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' requirements: null success: null traits: - disease trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Quicken Pestilence range: null raw_description: '**Quicken Pestilence** (__divine__, __manipulate__, __necromancy__) 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.' requirements: null success: null traits: - divine - manipulate - necromancy trigger: null ranged: - action_cost: One Action damage: formula: 2d8+9 type: piercing name: composite longbow plus_damage: - formula: 1d6 type: evil and daemonic pestilence to_hit: 21 traits: - deadly 1d10 - disease - evil - magical - propulsive - range increment 100 feet - reload 0 - volley 30 feet rarity: Common resistances: - amount: 10 type: good ritual_lists: null saves: fort: 15 fort_misc: null misc: +1 status to all saves vs. magic ref: 21 ref_misc: null will: 19 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null 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. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Plaguesense range: null raw_description: '**Plaguesense** 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. ' requirements: null success: null traits: null trigger: null senses: - Perception +20 - darkvision - plaguesense 60 feet size: Large skills: - bonus: 18 misc: null name: 'Acrobatics ' - bonus: 18 misc: null name: 'Intimidation ' - bonus: 20 misc: null name: 'Medicine ' - bonus: 20 misc: null name: 'Religion ' - bonus: 18 misc: null name: 'Stealth ' - bonus: 16 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 72 page_stop: null speed: - amount: 25 type: Land - amount: 40 type: fly spell_lists: - dc: 26 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - frequency: x2 name: dispel magic requirement: null - heightened_level: null level: 1 spells: - frequency: at will, good only name: detect alignment requirement: null to_hit: null traits: - NE - Large - Daemon - Fiend type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 9 dex_mod: 7 int_mod: -3 str_mod: 8 wis_mod: 5 ac: 40 ac_special: null alignment: NE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The leydroth attempts an __Intimidation__ check to counteract the triggering spell. effects: null failure: null frequency: null full_description: null generic_description: null name: Menace to Magic range: null raw_description: '**Menace to Magic [Reaction]** (__abjuration__, __primal__) **Trigger** A creature within 60 feet Casts a Spell; **Effect** The leydroth attempts an __Intimidation__ check to counteract the triggering spell.' requirements: null success: null traits: - abjuration - primal trigger: A creature within 60 feet Casts a Spell description: 'In ancient times, a cabal of primalists imbued an amalgam of beasts with both supernatural might and a hatred of magic itself, hoping to achieve a potent weapon for use against arcane spellcasters. Effective beyond expectation, the first leydroths broke free and turned on their creators. Worse, the leydroths bred true, and these reclusive predators have long outlived their original creators. Leydroths look like distorted, apelike felines with many-branching horns growing from the backs of their heads. Their thickly muscled limbs end in glowing claws. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 38' hp: 315 hp_misc: null immunities: null items: null knowledge_checks: dc: 38 skills: - Arcana - Nature languages: - Aklo level: 17 melee: - action_cost: One Action damage: formula: 3d10+16 type: piercing name: jaws plus_damage: - formula: 1d10 type: persistent bleed to_hit: 33 traits: - magical - reach 10 feet - action_cost: One Action damage: formula: 3d10+16 type: slashing name: claw plus_damage: null to_hit: 33 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 3d12+16 type: bludgeoning name: horn sweep plus_damage: null to_hit: 33 traits: - magical - reach 10 feet - sweep - versatile P name: Leydroth perception: 30 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The leydroth unleashes a bestial roar that reverberates within a 30-foot emanation. It rolls an __Intimidation__ check and compares the result to the Will DC of each creature in the area, with the effects of __Demoralize__. It also uses this result to attempt to counteract each spell or magical effect in the area, plus one item or effect on each creature in the area, with the effects of __dispel magic__. The leydroth can't use Dispelling Roar again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dispelling Roar range: null raw_description: '**Dispelling Roar** [Two Actions] (__abjuration__, __auditory__, __emotion__, __fear__, __mental__, __primal__) The leydroth unleashes a bestial roar that reverberates within a 30-foot emanation. It rolls an __Intimidation__ check and compares the result to the Will DC of each creature in the area, with the effects of __Demoralize__. It also uses this result to attempt to counteract each spell or magical effect in the area, plus one item or effect on each creature in the area, with the effects of __dispel magic__. The leydroth can''t use Dispelling Roar again for 1d4 rounds.' requirements: null success: null traits: - abjuration - auditory - emotion - fear - mental - primal trigger: null - action_cost: Free Action critical_failure: null critical_success: null description: null effect: The leydroth casts its innate __dispel magic__, targeting one effect on the creature struck. effects: null failure: null frequency: once per round full_description: null generic_description: null name: Dispelling Strike range: null raw_description: '**Dispelling Strike** [Free Action] (__abjuration__, __primal__) **Frequency** once per round; **Trigger** The leydroth hits a creature, object, or spell effect with a Strike; **Effect** The leydroth casts its innate __dispel magic__, targeting one effect on the creature struck.' requirements: null success: null traits: - abjuration - primal trigger: The leydroth hits a creature, object, or spell effect with a Strike - action_cost: None critical_failure: null critical_success: null description: Any time a leydroth counteracts a spell or item, the spell's caster or the creature holding the item takes 8d6 mental damage (DC 38 basic Will save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spell Feedback range: null raw_description: '**Spell Feedback** (__primal__) Any time a leydroth counteracts a spell or item, the spell''s caster or the creature holding the item takes 8d6 mental damage (DC 38 basic Will save).' requirements: null success: null traits: - primal trigger: null ranged: null rarity: Uncommon resistances: - amount: 15 type: all (except non-magical) ritual_lists: null saves: fort: 32 fort_misc: null misc: +2 status to all saves vs. magic ref: 30 ref_misc: null will: 28 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The leydroth detects the source and school of each source of magic within 60 feet as an imprecise sense. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Magic Sense range: null raw_description: '**Magic Sense** (__primal__) The leydroth detects the source and school of each source of magic within 60 feet as an imprecise sense.' requirements: null success: null traits: - primal trigger: null senses: - Perception +30 - darkvision - magic sense (imprecise) 60 feet size: Large skills: - bonus: 32 misc: null name: 'Acrobatics ' - bonus: 33 misc: null name: 'Athletics ' - bonus: 28 misc: null name: 'Deception ' - bonus: 28 misc: null name: 'Intimidation ' - bonus: 32 misc: null name: 'Stealth ' - bonus: 30 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 163 page_stop: null speed: - amount: 50 type: Land spell_lists: - dc: 38 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 9 spells: - frequency: ×2 name: disjunction requirement: null - heightened_level: null level: 7 spells: - frequency: at will name: dispel magic requirement: null to_hit: null traits: - Uncommon - NE - Large - Beast type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 60 feet, DC 29 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 60 feet, DC 29 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The lich expends a prepared spell to counter the triggering creature's casting of that same spell. The lich loses its spell slot as if it had cast the triggering spell. The lich then attempts to counteract the triggering spell. effects: null failure: null frequency: null full_description: null generic_description: null name: Counterspell range: null raw_description: '**Counterspell** [Reaction] **Trigger** A creature casts a spell the lich has prepared. **Effect** The lich expends a prepared spell to counter the triggering creature''s casting of that same spell. The lich loses its spell slot as if it had cast the triggering spell. The lich then attempts to counteract the triggering spell.' requirements: null success: null traits: null trigger: A creature casts a spell the lich has prepared. description: 'A wizard whose insatiable desire for arcane power eclipsed their mortal life, the lich is a truly devious and versatile spellcaster. **__Recall Knowledge - Undead__ (__Religion__)**: DC 35' hp: 190 hp_misc: negative healing, rejuvenation immunities: - death effects - disease - paralyzed - poison - unconscious items: - potion of invisibility - scroll of teleport - staff of fire (greater) knowledge_checks: dc: 35 skills: - Religion languages: - Abyssal - Aklo - Common - Draconic - Elven - Infernal - Necril - Undercommon level: 12 melee: - action_cost: One Action damage: formula: 4d8 type: negative name: hand plus_damage: - formula: null type: paralyzing touch to_hit: 24 traits: - finesse - magical name: Lich perception: 20 proactive_abilities: - action_cost: Free Action critical_failure: null critical_success: null description: 6th level effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drain Phylactery range: null raw_description: '**Drain Phylactery** [Free Action] 6th level' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: DC 32 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Paralyzing Touch range: null raw_description: '**Paralyzing Touch** (__arcane__, __curse__, __incapacitation__, __necromancy__) DC 32' requirements: null success: null traits: - arcane - curse - incapacitation - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Steady Spellcasting range: null raw_description: '**Steady Spellcasting** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Rare resistances: - amount: 10 type: cold - amount: 10 type: physical (except magic bludgeoning) ritual_lists: null saves: fort: 17 fort_misc: null misc: +1 status to all saves vs. positive ref: 21 ref_misc: null will: 23 will_misc: null sense_abilities: null senses: - Perception +20 - darkvision size: Medium skills: - bonus: 28 misc: null name: 'Arcana ' - bonus: 24 misc: can craft magic items name: 'Crafting ' - bonus: 17 misc: null name: 'Deception ' - bonus: 19 misc: null name: 'Diplomacy ' - bonus: 22 misc: null name: 'Religion ' - bonus: 20 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 221 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 36 misc: '' name: Arcane Prepared Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: null name: chain lightning requirement: null - frequency: null name: dominate requirement: null - frequency: null name: vampiric exsanguination requirement: null - heightened_level: null level: 5 spells: - frequency: null name: cloudkill requirement: null - frequency: x2 name: cone of cold requirement: null - frequency: null name: wall of ice requirement: null - heightened_level: null level: 4 spells: - frequency: null name: dimension door requirement: null - frequency: null name: dispel magic requirement: null - frequency: null name: fire shield requirement: null - frequency: null name: fly requirement: null - heightened_level: null level: 3 spells: - frequency: null name: blindness requirement: null - frequency: null name: locate requirement: null - frequency: null name: magic missile requirement: null - frequency: null name: vampiric touch requirement: null - heightened_level: null level: 2 spells: - frequency: null name: false life requirement: null - frequency: null name: mirror image requirement: null - frequency: null name: resist energy requirement: null - frequency: null name: see invisibility requirement: null - heightened_level: null level: 1 spells: - frequency: null name: fleet step requirement: null - frequency: x2 name: ray of enfeeblement requirement: null - frequency: null name: true strike requirement: null - heightened_level: 6 level: 0 spells: - frequency: null name: detect magic requirement: null - frequency: null name: mage hand requirement: null - frequency: null name: message requirement: null - frequency: null name: ray of frost requirement: null - frequency: null name: shield requirement: null to_hit: 26 traits: - Rare - NE - Medium - Undead type: Creature weaknesses: null - 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 alignment: CG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A lillend's auditory and sonic effects attempt to counteract any effect that would directly control, manipulate, or prevent them from expressing themself freely, such as silence. She can also spend an action, which has concentrate trait, to speak forcefully and counteract such effects. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Free Expression range: null raw_description: '**Free Expression** A lillend''s auditory and sonic effects attempt to counteract any effect that would directly control, manipulate, or prevent them from expressing themself freely, such as silence. She can also spend an action, which has concentrate trait, to speak forcefully and counteract such effects.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Celestial__ (__Religion__)**: DC 23' hp: 145 hp_misc: null immunities: null items: - +1 longsword - virtuoso harp knowledge_checks: dc: 23 skills: - Religion languages: - Celestial - Draconic - Infernal - speak with animals - speak with plants - tongues level: 7 melee: - action_cost: One Action damage: formula: 1d8+10 type: slashing name: longsword plus_damage: - formula: 1d6 type: chaotic and 1d6 good to_hit: 18 traits: - chaotic - magical - versatile P - action_cost: One Action damage: formula: 2d6+10 type: bludgeoning name: tail plus_damage: - formula: 1d6 type: chaotic - formula: 1d6 type: good - formula: null type: Grab to_hit: 18 traits: - agile - magical - reach 10 feet name: Lillend perception: 16 proactive_abilities: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 14 fort_misc: null misc: null ref: 16 ref_misc: null will: 16 will_misc: null sense_abilities: null senses: - Perception +16 - darkvision size: Large skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 16 misc: null name: 'Deception ' - bonus: 18 misc: null name: 'Diplomacy ' - bonus: 14 misc: null name: 'Nature ' - bonus: 20 misc: null name: 'Performance ' - bonus: 14 misc: null name: 'Religion ' - bonus: 12 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 32 page_stop: null speed: - amount: 25 type: Land - amount: 45 type: fly spell_lists: - dc: 26 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: counter performance requirement: null - frequency: null name: hallucinatory terrain requirement: null - frequency: null name: heal requirement: null - frequency: null name: inspire heroics requirement: null - frequency: null name: sound burst requirement: null - frequency: null name: suggestion requirement: null - heightened_level: null level: 3 spells: - frequency: null name: sleep requirement: null - heightened_level: null level: 2 spells: - frequency: null name: darkness requirement: null - frequency: null name: invisibility requirement: null - heightened_level: null level: 1 spells: - frequency: null name: charm requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: daze requirement: null - frequency: null name: detect magic requirement: null - frequency: null name: ghost sound requirement: null - frequency: null name: inspire competence requirement: null - frequency: null name: inspire courage requirement: null - frequency: null name: light requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: speak with plants requirement: null - heightened_level: 2 level: -1 spells: - frequency: null name: speak with animals requirement: null to_hit: null traits: - CG - Large - Azata - Celestial type: Creature weaknesses: - amount: 10 type: cold iron - amount: 10 type: evil - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 4 int_mod: -4 str_mod: 6 wis_mod: 2 ac: 22 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A lion visitant takes 7 additional damage from whips. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Whip Vulnerability range: null raw_description: '**Whip Vulnerability** A lion visitant takes 7 additional damage from whips.' requirements: null success: null traits: null trigger: null description: 'Scars and other marks of obvious mistreatment are the clearest indicators that an undead animal is no mere zombie. **__Recall Knowledge - Animal__ (__Nature__)**: DC 20 **__Recall Knowledge - Undead__ (__Religion__)**: DC 20' hp: 95 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison - unconscious items: null knowledge_checks: dc: 20 skills: - Nature - Religion languages: null level: 5 melee: - action_cost: One Action damage: formula: 2d6+8 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 15 traits: null - action_cost: One Action damage: formula: 2d4+8 type: slashing name: claw plus_damage: null to_hit: 15 traits: - agile name: Lion Visitant perception: 13 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The visitant deals an extra 1d4 damage to any creature that's within reach of at least two of the visitant's allies. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pack Attack range: null raw_description: '**Pack Attack** The visitant deals an extra 1d4 damage to any creature that''s within reach of at least two of the visitant''s allies.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The visitant Strides and makes a Strike at the end of that movement. If the visitant began this action hidden, it remains hidden until after the ability's Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pounce range: null raw_description: '**Pounce** The visitant Strides and makes a Strike at the end of that movement. If the visitant began this action hidden, it remains hidden until after the ability''s Strike.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: The creature is frightened 3. critical_success: The creature is unaffected. description: "The visitant lets out a loud and horrifying roar. Each creature\ \ within 100 feet must attempt at a Will save. No matter the result, affected\ \ creatures are then temporarily immune to the effect for 1 minute. \n\n" effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: null name: Roar range: null raw_description: "**Roar** The visitant lets out a loud and horrifying roar.\ \ Each creature within 100 feet must attempt at a Will save. No matter the result,\ \ affected creatures are then temporarily immune to the effect for 1 minute.\ \ \n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature\ \ is frightened 1.\n\n**Failure** The creature is frightened 2.\n\n**Critical\ \ Failure** The creature is frightened 3." requirements: null success: The creature is frightened 1. traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The visitant deals an extra 1d8 precision damage to flat-footed creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The visitant deals an extra 1d8 precision damage to flat-footed creatures.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 7 type: positive - amount: null type: whip vulnerability ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 11 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +13 - darkvision - lifesense (imprecise) 60 feet size: Large skills: - bonus: 13 misc: null name: 'Acrobatics ' - bonus: 13 misc: null name: 'Athletics ' - bonus: 13 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #152: Legacy of the Lost God' page_start: 83 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - NE - Large - Animal - Undead type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 18' hp: 45 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Nature languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d10+6 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 11 traits: null - action_cost: One Action damage: formula: 1d8+6 type: slashing name: claw plus_damage: null to_hit: 11 traits: - agile name: Lion perception: 9 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The lion deals 1d4 extra damage to any creature that's within reach of at least two of the lion's allies effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pack Attack range: null raw_description: '**Pack Attack** The lion deals 1d4 extra damage to any creature that''s within reach of at least two of the lion''s allies' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pounce range: null raw_description: '**Pounce** 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The lion deals 1d6 extra precision damage to flat-footed creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The lion deals 1d6 extra precision damage to flat-footed creatures.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 10 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +9 - low-light vision - scent (imprecise) 30 feet size: Large skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 11 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 52 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - ability_mods: cha_mod: -1 con_mod: 4 dex_mod: -1 int_mod: -4 str_mod: 4 wis_mod: 2 ac: 17 ac_special: null alignment: N automatic_abilities: null description: 'Living boulders roll and glide through the Plane of Earth, gathering gemstones and metal shards until their surfaces resemble a ship''s hull covered in barnacles. Barely more intelligent than many animals, living boulders fill much the same role on the Plane of Earth as the great herd animals found on Material Plane worlds. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 16' hp: 36 hp_misc: null immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 16 skills: - Arcana - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d8+6 type: piercing name: jaws plus_damage: null to_hit: 10 traits: null name: Living Boulder perception: 6 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A living boulder can __Burrow__ through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Earth Glide range: null raw_description: '**Earth Glide** A living boulder can __Burrow__ through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The living boulder Strides twice, and can then make a Strike with its jaws. This jaws Strike gains __Knockdown__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rolling Charge range: null raw_description: '**Rolling Charge** [Two Actions] The living boulder Strides twice, and can then make a Strike with its jaws. This jaws Strike gains __Knockdown__.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 5 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +6 - darkvision - tremorsense 30 feet size: Small skills: - bonus: 8 misc: null name: 'Athletics ' - bonus: 5 misc: +7 in rocky areas name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 108 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: burrow - amount: null type: earth glide spell_lists: null traits: - N - Small - Earth - Elemental type: Creature weaknesses: null - ability_mods: cha_mod: 1 con_mod: 1 dex_mod: 4 int_mod: -2 str_mod: 2 wis_mod: 2 ac: 19 ac_special: null alignment: CN automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When a creature attempts to Strike a living graffiti and critically misses, the attacker hits the surface (a wall, canvas, or so on) behind the living graffiti. This may damage or break the weapon or surface. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Backdrop range: null raw_description: '**Backdrop** When a creature attempts to Strike a living graffiti and critically misses, the attacker hits the surface (a wall, canvas, or so on) behind the living graffiti. This may damage or break the weapon or surface.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A living graffiti can move only along flat surfaces such as floors and walls. If the surface it's on is destroyed (such as a portrait hit by a __fireball__ spell or a puddle being splashed), the graffiti takes 2d6 damage and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the living graffiti is destroyed. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Surface-Bound range: null raw_description: '**Surface-Bound** A living graffiti can move only along flat surfaces such as floors and walls. If the surface it''s on is destroyed (such as a portrait hit by a __fireball__ spell or a puddle being splashed), the graffiti takes 2d6 damage and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the living graffiti is destroyed.' requirements: null success: null traits: null trigger: null description: "A living graffiti is a painting or drawing that has come to life by\ \ way of strange magic. It typically looks like a cartoonish humanoid made of\ \ wet oil paint. These two-dimensional beings are unbound from the canvases on\ \ which they were originally drawn and can move along any flat surface they touch,\ \ including walls, floors, furniture, doors, and even bodies of still water. They\ \ cannot exist apart from the surfaces they traverse except in brief bursts, which\ \ they typically use to harass or attack nearby creatures. Although they are not\ \ incredibly intelligent, living graffiti exhibit a mischievous spitefulness and\ \ seeming desire to make the real world as much of a caricature as their own two-dimensional\ \ domain. \n\n## Variant Living Graffiti\n\n The living graffiti below is but\ \ one type of this strange creature. Other living graffiti exist, made from media\ \ like chalk, pastels, ink, or tempera, or even more archaic materials like mud,\ \ beeswax, or blood. The following are a few examples of the kinds of abilities\ \ such a variant living graffiti might have. \n\n\n\n**Blood**: The living graffiti\ \ gains the following ability.\n\n**Absorb Blood** Anytime a creature within 5\ \ feet of the living graffiti takes slashing, piercing, or __persistent bleed__\ \ damage, the graffiti gains a number of temporary HP equal to half the damage\ \ dealt to the adjacent creature. \n\n\n\n**Chalk**: The living graffiti gains\ \ the following ability. \n\n**Cone of Chalk** [Two Actions] The living graffiti\ \ expels a 15-foot cone of chalk. Creatures in the area must succeed at a DC 20\ \ Reflex save or be blinded for 1 round. The living graffiti can't use Cone of\ \ Chalk again for 1d4 rounds. \n\n\n\n**Ink**: The living graffiti's HP increases\ \ to 60 and its splatter Strike deals 2d6 damage (in addition to blinding for\ \ 1 round), but it gains the following weakness.\n\n**Water Weakness** When the\ \ living graffiti is doused with water or starts its turn in water (either through\ \ a spell or some other effect, such as pouring a bucket of water over it), it\ \ takes 2d6 damage.\n\n\n\n**__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**:\ \ DC 18" hp: 50 hp_misc: null immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - necromancy - nonlethal - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 18 skills: - Arcana - Crafting languages: - Common - (can't speak any language) level: 3 melee: - action_cost: One Action damage: formula: 2d4+4 type: bludgeoning name: fist plus_damage: null to_hit: 13 traits: - agile - finesse name: Living Graffiti perception: 9 proactive_abilities: null ranged: - action_cost: One Action damage: formula: 1d4+4 type: null name: splatter plus_damage: - formula: null type: blinded 1 round to_hit: 11 traits: - nonlethal - range increment 20 feet rarity: Common resistances: null ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 11 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +9 - darkvision size: Medium skills: - bonus: 11 misc: null name: 'Acrobatics ' - bonus: 5 misc: null name: 'Crafting ' - bonus: 10 misc: null name: 'Deception ' - bonus: 11 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #151: The Show Must Go On' page_start: 84 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - CN - Medium - Construct type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The living landslide crumbles into the ground, Burrowing down 10 feet. This Burrowing does not trigger reactions. The living landslide can't Crumble again for 1d4 rounds. effects: null failure: null frequency: null full_description: null generic_description: null name: Crumble range: null raw_description: '**Crumble** [Reaction] **Trigger** The living landslide takes damage from a hostile source while atop rock or earth. **Effect** The living landslide crumbles into the ground, Burrowing down 10 feet. This Burrowing does not trigger reactions. The living landslide can''t Crumble again for 1d4 rounds.' requirements: null success: null traits: null trigger: The living landslide takes damage from a hostile source while atop rock or earth. description: 'Living landslides resemble humanoids made of earth and gravel. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 20' hp: 90 hp_misc: null immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 20 skills: - Arcana - Nature languages: - Terran level: 5 melee: - action_cost: One Action damage: formula: 2d8+8 type: bludgeoning name: fist plus_damage: null to_hit: 16 traits: - reach 10 feet name: Living Landslide perception: 12 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Earth Glide range: null raw_description: '**Earth Glide** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 8 ref_misc: null will: 10 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: When not touching solid ground, the living landslide is slowed 1 and can't use reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Earthbound range: null raw_description: '**Earthbound** When not touching solid ground, the living landslide is slowed 1 and can''t use reactions.' requirements: null success: null traits: null trigger: null senses: - Perception +12 - darkvision - tremorsense (imprecise) 60 feet size: Medium skills: - bonus: 14 misc: null name: 'Athletics ' - bonus: 8 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 146 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: burrow - amount: null type: earth glide spell_lists: null traits: - N - Medium - Earth - Elemental type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A creature that Strikes a living sap with a melee weapon must succeed at a DC 24 Reflex save or be disarmed of that weapon. If the creature critically fails, the weapon ends up in the living sap's space. A creature that hits a living sap with an unarmed attack must succeed at a DC 24 Reflex save or become __grabbed__ by the living sap until the end of its next turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Adhesive Body range: null raw_description: '**Adhesive Body** A creature that Strikes a living sap with a melee weapon must succeed at a DC 24 Reflex save or be disarmed of that weapon. If the creature critically fails, the weapon ends up in the living sap''s space. A creature that hits a living sap with an unarmed attack must succeed at a DC 24 Reflex save or become __grabbed__ by the living sap until the end of its next turn.' requirements: null success: null traits: null trigger: 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. Jungle-dwelling alchemists such as __gripplis__ cherish the sap of the sharinga tree for its unique adhesive properties. The sap has been used for centuries to create tanglefoot bags, glue, and hard resin. Residue collected from a living sap is even more fascinating from an alchemical standpoint. Though harvesting a living sap is very dangerous, some alchemists will risk death (if not their own, then that of hearty adventurers for hire) in order to procure these easily worked ingredients. To increase the odds of a successful harvest, such employers are often willing to supply offensive aids such as lesser frost vials; living sap hunters learned long ago that cold energy is effective against these creatures and luckily doesn''t harm the harvestable reagents. **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 24' hp: 175 hp_misc: null immunities: - critical hits - mental - piercing - precision - slashing - unconscious - visual items: null knowledge_checks: dc: 24 skills: - Occultism languages: null level: 6 melee: - action_cost: One Action damage: formula: 2d8+8 type: bludgeoning name: pseudopod plus_damage: - formula: null type: entangling residue to_hit: 17 traits: null name: Living Sap perception: 7 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: DC 22, 2d6 acid, Escape DC 24, Rupture 10 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Engulf range: null raw_description: '**Engulf** [Two Actions] DC 22, 2d6 acid, Escape DC 24, Rupture 10' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature hit by a living sap's pseudopod Strike must succeed at a DC 24 Reflex save or become __grabbed__ until the end of the living sap's next turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Entangling Residue range: null raw_description: '**Entangling Residue** A creature hit by a living sap''s pseudopod Strike must succeed at a DC 24 Reflex save or become __grabbed__ until the end of the living sap''s next turn.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: cold ritual_lists: null saves: fort: 18 fort_misc: null misc: null ref: 7 ref_misc: null will: 5 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: Living sap can sense nearby motion through vibration and air movement. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Motion Sense range: null raw_description: '**Motion Sense** Living sap can sense nearby motion through vibration and air movement.' requirements: null success: null traits: null trigger: null senses: - Perception +7 - motion sense 60 feet - no vision size: Medium skills: - bonus: 17 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #146: Cult of Cinders' page_start: 89 page_stop: null speed: - amount: 10 type: Land - amount: 10 type: climb spell_lists: null traits: - Uncommon - N - Medium - Mindless - Ooze type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 4 int_mod: -3 str_mod: 3 wis_mod: 1 ac: 22 ac_special: null alignment: N automatic_abilities: null description: 'A living thunderclap is a humanoid-shaped storm cloud that cracks and booms with thunder. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 19' hp: 50 hp_misc: null immunities: - bleed - paralyzed - poison - sleep - sonic items: null knowledge_checks: dc: 19 skills: - Arcana - Nature languages: - Auran level: 4 melee: - action_cost: One Action damage: formula: 2d6+6 type: bludgeoning name: gust plus_damage: - formula: null type: Push 5 feet to_hit: 14 traits: - agile - finesse name: Living Thunderclap perception: 9 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The living thunderclap doesn't trigger reactions when it moves. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swiftness range: null raw_description: '**Swiftness** The living thunderclap doesn''t trigger reactions when it moves.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The living thunderclap emits a bolt of lightning that crashes with deafening thunder. The living thunderclap makes a lightning bolt Strike that deals 1d12 electricity damage. If it hits, the target and any creatures within a 15-foot emanation around the target take 2d6 sonic damage and must attempt a DC 18 basic Fortitude save. Any creature that fails its save is also __deafened__ for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Thunderbolt range: null raw_description: '**Thunderbolt** [Two Actions] (__electricity__, __evocation__, __primal__, __sonic__) The living thunderclap emits a bolt of lightning that crashes with deafening thunder. The living thunderclap makes a lightning bolt Strike that deals 1d12 electricity damage. If it hits, the target and any creatures within a 15-foot emanation around the target take 2d6 sonic damage and must attempt a DC 18 basic Fortitude save. Any creature that fails its save is also __deafened__ for 1d4 rounds.' requirements: null success: null traits: - electricity - evocation - primal - sonic trigger: null ranged: - action_cost: One Action damage: formula: 2d12 type: electricity name: lightning bolt plus_damage: null to_hit: 14 traits: - electricity - range increment 50 feet rarity: Common resistances: null ritual_lists: - dc: 42 misc: null name: Rituals spell_groups: - heightened_level: null level: 2 spells: - frequency: shadows only name: create undead requirement: null to_hit: null saves: fort: 10 fort_misc: null misc: null ref: 12 ref_misc: null will: 9 will_misc: null sense_abilities: null senses: - Perception +9 - darkvision size: Medium skills: - bonus: 12 misc: null name: 'Acrobatics ' - bonus: 12 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 106 page_stop: null speed: - amount: 50 type: fly - amount: null type: swiftness spell_lists: - dc: 42 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 10 spells: - frequency: null name: massacre requirement: null - heightened_level: null level: 9 spells: - frequency: at will name: darkness requirement: null - frequency: null name: finger of death requirement: null - heightened_level: null level: 8 spells: - frequency: at will name: vampiric exsanguination requirement: null - heightened_level: 10 level: 0 spells: - frequency: null name: detect magic requirement: null to_hit: null traits: - N - Medium - Air - Elemental type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. Water in the area that is in the same body of water as the living waterfall is difficult terrain for Swimming creatures that don't have the water trait. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vortex range: null raw_description: '**Vortex** (__aura__, __water__) 30 feet. Water in the area that is in the same body of water as the living waterfall is difficult terrain for Swimming creatures that don''t have the water trait.' requirements: null success: null traits: - aura - water trigger: null description: 'Living waterfalls are humanoid-shaped columns of churning water. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 20' hp: 90 hp_misc: null immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 20 skills: - Arcana - Nature languages: - Aquan level: 5 melee: - action_cost: One Action damage: formula: 2d8+7 type: bludgeoning name: wave plus_damage: - formula: null type: Push or Pull 5 feet to_hit: 15 traits: - reach 10 feet name: Living Waterfall perception: 10 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drench range: null raw_description: '**Drench** (__abjuration__, __primal__, __water__) 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).' requirements: null success: null traits: - abjuration - primal - water trigger: null ranged: null rarity: Common resistances: - amount: 5 type: fire ritual_lists: null saves: fort: 14 fort_misc: null misc: null ref: 12 ref_misc: null will: 10 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: When not touching water, the living waterfall is slowed 1 and can't use reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Water-Bound range: null raw_description: '**Water-Bound** When not touching water, the living waterfall is slowed 1 and can''t use reactions.' requirements: null success: null traits: null trigger: null senses: - Perception +10 - darkvision size: Large skills: - bonus: 13 misc: null name: 'Athletics ' - bonus: 12 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 152 page_stop: null speed: - amount: 20 type: Land - amount: 60 type: swim spell_lists: null traits: - N - Large - Aquatic - Elemental - Water type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The living whirlwind disperses. Until the end of the current turn, it can't be attacked or targeted, doesn't take up space, and any auras or emanations it has are suppressed. At the end of the turn, the living whirlwind reforms in any space in which it can fit within 25 feet of where it dispersed and any auras or emanations it has are restored as long as their duration didn't run out while it was dispersed. effects: null failure: null frequency: null full_description: null generic_description: null name: Disperse range: null raw_description: '**Disperse** [Reaction] **Trigger** The living whirlwind takes damage from a hostile action. **Effect** The living whirlwind disperses. Until the end of the current turn, it can''t be attacked or targeted, doesn''t take up space, and any auras or emanations it has are suppressed. At the end of the turn, the living whirlwind reforms in any space in which it can fit within 25 feet of where it dispersed and any auras or emanations it has are restored as long as their duration didn''t run out while it was dispersed.' requirements: null success: null traits: null trigger: The living whirlwind takes damage from a hostile action. description: 'A living whirlwind resembles a roughly humanoid-shaped dust devil. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 20' hp: 50 hp_misc: null immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 20 skills: - Arcana - Nature languages: - Auran level: 5 melee: - action_cost: One Action damage: formula: 2d6+7 type: bludgeoning name: gust plus_damage: - formula: null type: Push 5 feet to_hit: 14 traits: - finesse - reach 10 feet name: Living Whirlwind perception: 10 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The living whirlwind's movement doesn't trigger reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swiftness range: null raw_description: '**Swiftness** The living whirlwind''s movement doesn''t trigger reactions.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 16 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +10 - darkvision size: Medium skills: - bonus: 16 misc: null name: 'Acrobatics ' - bonus: 14 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 144 page_stop: null speed: - amount: 50 type: fly - amount: null type: swiftness spell_lists: null traits: - N - Medium - Air - Elemental type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When the living wild fire dies, it explodes, dealing 3d6 fire damage to each creature in a 10-foot emanation (DC 19 basic Reflex save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Explosion range: null raw_description: '**Explosion** (__fire__) When the living wild fire dies, it explodes, dealing 3d6 fire damage to each creature in a 10-foot emanation (DC 19 basic Reflex save).' requirements: null success: null traits: - fire trigger: null description: 'Living wildfires appear as humanoids made of living fire. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 20' hp: 80 hp_misc: explosion immunities: - bleed - fire - paralyzed - poison - sleep items: null knowledge_checks: dc: 20 skills: - Arcana - Nature languages: - Ignan level: 5 melee: - action_cost: One Action damage: formula: 2d6+6 type: fire name: tendril plus_damage: - formula: 2d4 type: persistent fire to_hit: 15 traits: - agile - finesse - reach 10 feet name: Living Wildfire perception: 10 proactive_abilities: null ranged: - action_cost: One Action damage: formula: 2d6+3 type: fire name: fire mote plus_damage: null to_hit: 15 traits: - range increment 60 feet rarity: Common resistances: - amount: 5 type: cold ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 15 ref_misc: null will: 10 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The living wildfire ignores the concealed condition from smoke. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Smoke Vision range: null raw_description: '**Smoke Vision** The living wildfire ignores the concealed condition from smoke.' requirements: null success: null traits: null trigger: null senses: - Perception +10 - darkvision - smoke vision size: Medium skills: - bonus: 13 misc: null name: 'Acrobatics ' source: - abbr: Bestiary page_start: 148 page_stop: null speed: - amount: 50 type: Land spell_lists: null traits: - N - Medium - Elemental - Fire type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 2 int_mod: -1 str_mod: 3 wis_mod: 2 ac: 16 ac_special: - descr: 18 with shield raised alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. effects: null failure: null frequency: null full_description: null generic_description: null name: Shield Block range: null raw_description: '**Shield Block** [Reaction] **Trigger** While you have your shield raised, you would take damage from a physical attack. **Effect** You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield''s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.' requirements: null success: null traits: null trigger: While you have your shield raised, you would take damage from a physical attack. 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15' hp: 21 hp_misc: null immunities: null items: - flail - javelin (3) - wooden shield (Hardness 3, HP 12, BT 6) knowledge_checks: dc: 15 skills: - Society languages: - Draconic - Iruxi level: 1 melee: - action_cost: One Action damage: formula: 1d6+3 type: bludgeoning name: flail plus_damage: null to_hit: 8 traits: - disarm - sweep - trip - action_cost: One Action damage: formula: 1d6+3 type: piercing name: jaws plus_damage: null to_hit: 8 traits: null - action_cost: One Action damage: formula: 1d4+3 type: bludgeoning name: tail plus_damage: null to_hit: 8 traits: - agile - action_cost: One Action damage: formula: 1d6+3 type: piercing name: javelin plus_damage: null to_hit: 7 traits: - thrown 30 feet name: Lizardfolk Defender perception: 7 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A lizardfolk defender can hold their breath for 175 rounds (17-1/2 minutes). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Deep Breath range: null raw_description: '**Deep Breath** A lizardfolk defender can hold their breath for 175 rounds (17-1/2 minutes).' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Non-lizardfolk creatures in difficult terrain and non-lizardfolk creatures that are in water and lack a swim Speed are __flat-footed__ to the lizardfolk defender. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Terrain Advantage range: null raw_description: '**Terrain Advantage** Non-lizardfolk creatures in difficult terrain and non-lizardfolk creatures that are in water and lack a swim Speed are __flat-footed__ to the lizardfolk defender.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 7 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +7 size: Medium skills: - bonus: 5 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Athletics ' - bonus: 5 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 230 page_stop: null speed: - amount: 25 type: Land - amount: 15 type: swim spell_lists: null traits: - N - Medium - Humanoid - Lizardfolk type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15' hp: 17 hp_misc: null immunities: null items: - blowgun (10 darts, 1 of which is coated with giant centipede venom) knowledge_checks: dc: 15 skills: - Society languages: - Common - Draconic - Iruxi level: 1 melee: - action_cost: One Action damage: formula: 1d6+2 type: piercing name: jaws plus_damage: null to_hit: 7 traits: null - action_cost: One Action damage: formula: 1d4+2 type: bludgeoning name: tail plus_damage: null to_hit: 8 traits: - agile - finesse name: Lizardfolk Scout perception: 8 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A lizardfolk scout can hold their breath for 150 rounds (15 minutes). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Deep Breath range: null raw_description: '**Deep Breath** A lizardfolk scout can hold their breath for 150 rounds (15 minutes).' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null 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)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Giant Centipede Venom range: null raw_description: '**Giant Centipede Venom** (__poison__) **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)' requirements: null success: null traits: - poison trigger: null - action_cost: None critical_failure: null critical_success: null description: If the lizardfolk scout starts its turn undetected by a creature or hidden from it, that creature is __flat-footed__ against the scout's attacks until the end of the scout's turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Hidden Movement range: null raw_description: '**Hidden Movement** If the lizardfolk scout starts its turn undetected by a creature or hidden from it, that creature is __flat-footed__ against the scout''s attacks until the end of the scout''s turn.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The lizardfolk scout deals an extra 1d6 precision damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The lizardfolk scout deals an extra 1d6 precision damage to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Non-lizardfolk creatures in difficult terrain and non-lizardfolk creatures that are in water and lack a swim Speed are __flat-footed__ to the lizardfolk scout. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Terrain Advantage range: null raw_description: '**Terrain Advantage** Non-lizardfolk creatures in difficult terrain and non-lizardfolk creatures that are in water and lack a swim Speed are __flat-footed__ to the lizardfolk scout.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: null name: blowgun plus_damage: null to_hit: 8 traits: - agile - nonlethal - range increment 20 feet - reload 1 rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 8 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +8 size: Medium skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 5 misc: null name: 'Athletics ' - bonus: 4 misc: null name: 'Diplomacy ' - bonus: 6 misc: null name: 'Nature ' - bonus: 6 misc: null name: 'Stealth ' - bonus: 8 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 231 page_stop: null speed: - amount: 25 type: Land - amount: 20 type: swim spell_lists: null traits: - N - Medium - Humanoid - Lizardfolk type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16' hp: 30 hp_misc: null immunities: null items: - staff knowledge_checks: dc: 16 skills: - Society languages: - Draconic - Iruxi level: 2 melee: - action_cost: One Action damage: formula: 1d6+2 type: bludgeoning name: staff plus_damage: null to_hit: 8 traits: - two-hand d8 - action_cost: One Action damage: formula: 1d6+2 type: piercing name: jaws plus_damage: null to_hit: 8 traits: null - action_cost: One Action damage: formula: 1d4+2 type: bludgeoning name: tail plus_damage: null to_hit: 8 traits: - agile - finesse name: Lizardfolk Stargazer perception: 8 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A lizardfolk stargazer can hold their breath for 200 rounds (20 minutes). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Deep Breath range: null raw_description: '**Deep Breath** A lizardfolk stargazer can hold their breath for 200 rounds (20 minutes).' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 6 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +8 size: Medium skills: - bonus: 4 misc: null name: 'Diplomacy ' - bonus: 6 misc: null name: 'Iruxi Lore ' - bonus: 8 misc: null name: 'Nature ' - bonus: 6 misc: null name: 'Stealth ' - bonus: 8 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 231 page_stop: null speed: - amount: 25 type: Land - amount: 20 type: swim spell_lists: - dc: 20 misc: '' name: Primal Prepared Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: charm requirement: null - frequency: null name: heal requirement: null - frequency: null name: magic fang requirement: null - frequency: null name: shillelagh requirement: null - frequency: null name: summon animal requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: guidance requirement: null - frequency: null name: know direction requirement: null - frequency: null name: produce flame requirement: null - frequency: null name: stabilize requirement: null to_hit: 10 traits: - N - Medium - Humanoid - Lizardfolk type: Creature weaknesses: null - ability_mods: cha_mod: 1 con_mod: 3 dex_mod: -5 int_mod: -5 str_mod: 3 wis_mod: 0 ac: 11 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 5 feet. A luminous ooze constantly sheds distracting multicolored light. A creature that ends its turn within the aura must attempt a DC 21 Fortitude save or become __dazzled__ until the end of its next turn. On a critical failure, it instead becomes __blinded__ until the end of its next turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bedazzling range: null raw_description: '**Bedazzling** (__aura__, __light__, __visual__) 5 feet. A luminous ooze constantly sheds distracting multicolored light. A creature that ends its turn within the aura must attempt a DC 21 Fortitude save or become __dazzled__ until the end of its next turn. On a critical failure, it instead becomes __blinded__ until the end of its next turn.' requirements: null success: null traits: - aura - light - visual trigger: null - action_cost: None critical_failure: null critical_success: null description: Whenever the luminous ooze's electricity immunity prevents it from taking damage, it gains 8 temporary HP. Until the end of its next turn, the luminous ooze's pseudopod Strike deals an additional 1d6 points of electricity damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Lightning Catcher range: null raw_description: '**Lightning Catcher** Whenever the luminous ooze''s electricity immunity prevents it from taking damage, it gains 8 temporary HP. Until the end of its next turn, the luminous ooze''s pseudopod Strike deals an additional 1d6 points of electricity damage.' requirements: null success: null traits: null trigger: null description: 'Luminous oozes are strange globular creatures that glow with brilliant multicolored light. Unlike many oozes, which rely on camouflage and stealth to attack their prey, luminous oozes attract victims with their impressive light displays before blinding them and launching into a frenzied attack. They are often found on the ceilings or walls of dark caverns, and more than a few curious spelunkers have met their end simply by investigating their strange yet beautiful light. The effects of electricity on luminous oozes are ill understood, though those who have studied these creatures liken their static-absorbing power to that of lightning rods. These creatures are highly sought after by status-hungry socialites, flamboyant barkeeps, and daring showrunners, for in addition to being dangerous monsters, luminous oozes are also incredible sources of beautiful prismatic light, comparable to a magical light show but available for a fraction of the price. The trick, of course, is capturing and penning such a specimen. The most reliable means of caging a luminous ooze is with a permanent wall of force shaped into a cube or sphere, but few have the means to create or commission such an enclosure. Instead, most people who find themselves in possession of a luminous ooze simply put it in a thick glass box. As long as they are well fed, luminous oozes accept this treatment, though woe be unto anyone in the vicinity if a hungry luminous ooze should escape from its display case. **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 19' hp: 80 hp_misc: null immunities: - critical hits - electricity - mental - precision - unconscious - visual items: null knowledge_checks: dc: 19 skills: - Occultism languages: null level: 4 melee: - action_cost: One Action damage: formula: 2d8+5 type: bludgeoning name: pseudopod plus_damage: null to_hit: 13 traits: null name: Luminous Ooze perception: 6 proactive_abilities: - action_cost: Two Actions critical_failure: The creature is blinded for 1 minute. critical_success: The creature is unaffected description: 'The ooze glows with blinding brightness. All creatures within a 30-foot emanation must attempt a DC 21 Fortitude save. ' effect: null effects: null failure: The creature is blinded until the end of its next turn. frequency: null full_description: null generic_description: null name: Light Up range: null raw_description: '**Light Up** [Two Actions] (__light__, __visual__) The ooze glows with blinding brightness. All creatures within a 30-foot emanation must attempt a DC 21 Fortitude save. **Critical Success** The creature is unaffected **Success** The creature is __dazzled__ until the end of its next turn. **Failure** The creature is __blinded__ until the end of its next turn. **Critical Failure** The creature is blinded for 1 minute.' requirements: null success: The creature is dazzled until the end of its next turn. traits: - light - visual trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 3 ref_misc: null will: 6 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A luminous ooze can sense nearby motion through vibration and air movement. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Motion Sense range: null raw_description: '**Motion Sense** A luminous ooze can sense nearby motion through vibration and air movement.' requirements: null success: null traits: null trigger: null senses: - Perception +6 - motion sense 60 feet - no vision size: Small skills: - bonus: 11 misc: null name: 'Athletics ' source: - abbr: 'Pathfinder #151: The Show Must Go On' page_start: 85 page_stop: null speed: - amount: 25 type: Land - amount: 15 type: climb spell_lists: null traits: - N - Small - Mindless - Ooze type: Creature weaknesses: null - ability_mods: cha_mod: 3 con_mod: 4 dex_mod: 4 int_mod: 1 str_mod: 2 wis_mod: 4 ac: 24 ac_special: null alignment: N automatic_abilities: null description: 'Lunar nagas are skilled diviners and astrologers whose dark scales and white hair sparkle with motes of light that mimic the night skies to which they are forever drawn. While they are less physically imposing than other nagas, they possess a graceful beauty that many find entrancing, even without the help of the naga''s inherent magical abilities. Earning a lunar naga''s trust is difficult, but not impossible, especially for someone who shares the creature''s interest in the celestial sphere. As they have no hands, lunar nagas use __mage hand__ to manipulate delicate instruments and fine telescopes to observe the night sky. They track the positions of celestial bodies, recording their discoveries in esoteric journals. At their best, lunar nagas are wise and mysterious beings who seek to expand their knowledge of the cosmos. At their worst, after too much exposure to the unfathomable entities that dwell in the darkness between the stars, they become dark prophets who drive others to commit terrible deeds in the name of abominable masters. On Golarion, the lunar nagas of the nation of Nagajor use their abilities to serve many communities as soothsayers. A few have founded observatories in which they and their followers explore the night sky. Some nagas even use their knowledge of the stars as navigators on ships or overland caravans. In the broader world, where people do not give nagas deference as nearly divine rulers, lunar nagas try to avoid contact with outsiders or use their magical powers of disguise to hide their true forms from all but their most worthy allies. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 24' hp: 100 hp_misc: null immunities: null items: null knowledge_checks: dc: 24 skills: - Occultism languages: - Aklo - Celestial - Common level: 6 melee: - action_cost: One Action damage: formula: 2d6+8 type: piercing name: fangs plus_damage: - formula: null type: lunar naga venom to_hit: 16 traits: - agile - finesse name: Lunar Naga perception: 16 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: 'DC 24, attack +16; **3rd** __heal__, __lightning bolt__, __slow__ (4 slots); **2nd** __glitterdust__, __humanoid form__, __invisibility__, __web__ (4 slots); **1st** __charm__, __fleet step__, __heal__, __spider sting__ (4 slots); **Cantrips** **(3rd)** __dancing lights__, __daze__, __detect magic__, __mage hand__, __read aura__ ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Primal Spontaneous Spells range: null raw_description: '**Primal Spontaneous Spells** DC 24, attack +16; **3rd** __heal__, __lightning bolt__, __slow__ (4 slots); **2nd** __glitterdust__, __humanoid form__, __invisibility__, __web__ (4 slots); **1st** __charm__, __fleet step__, __heal__, __spider sting__ (4 slots); **Cantrips** **(3rd)** __dancing lights__, __daze__, __detect magic__, __mage hand__, __read aura__ ' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: "The lunar naga twists the coils of their serpentine body, causing the\ \ starlike motes on their scales to shift and move as they glow brighter, creating\ \ a mesmerizing swirl of light and darkness. All creatures within a 30.foot\ \ emanation must succeed at a DC 21 Will save or become __fascinated__ until\ \ the end of the naga\x81fs next turn (on a critical failure, fascinated creatures\ \ drop whatever items they are carrying as well). The lunar naga can Sustain\ \ a Spell on Hypnosis. If the naga moves, affected creatures are compelled to\ \ remain within 30 feet of the naga and must spend each of its actions moving\ \ closer to the naga as expediently as possible on its next turn. If a creature\ \ is unable to end its turn within 30 feet of the naga, the effect ends for\ \ that creature." effects: null failure: null frequency: once per day full_description: null generic_description: null name: Hypnosis range: null raw_description: "**Hypnosis** [Two Actions] (__concentrate__, __enchantment__,\ \ __incapacitation__, __mental__, __primal__, __visual__) **Frequency** once\ \ per day; **Effect** The lunar naga twists the coils of their serpentine body,\ \ causing the starlike motes on their scales to shift and move as they glow\ \ brighter, creating a mesmerizing swirl of light and darkness. All creatures\ \ within a 30.foot emanation must succeed at a DC 21 Will save or become __fascinated__\ \ until the end of the naga\x81fs next turn (on a critical failure, fascinated\ \ creatures drop whatever items they are carrying as well). The lunar naga can\ \ Sustain a Spell on Hypnosis. If the naga moves, affected creatures are compelled\ \ to remain within 30 feet of the naga and must spend each of its actions moving\ \ closer to the naga as expediently as possible on its next turn. If a creature\ \ is unable to end its turn within 30 feet of the naga, the effect ends for\ \ that creature." requirements: null success: null traits: - concentrate - enchantment - incapacitation - mental - primal - visual trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 24; **Maximum Duration** 6 rounds; **Stage 1** __stupefied 1__ (1 round); **Stage 2** as stage 1 (1 round); **Stage 3** __stupefied 2__ (1 round); **Stage 4** __unconscious__ (1 round). Once a creature falls unconscious from lunar naga venom, they remain asleep for 1d8 hours unless woken.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Lunar Naga Venom range: null raw_description: '**Lunar Naga Venom** (__poison__, __sleep__) **Saving Throw** DC 24; **Maximum Duration** 6 rounds; **Stage 1** __stupefied 1__ (1 round); **Stage 2** as stage 1 (1 round); **Stage 3** __stupefied 2__ (1 round); **Stage 4** __unconscious__ (1 round). Once a creature falls unconscious from lunar naga venom, they remain asleep for 1d8 hours unless woken.' requirements: null success: null traits: - poison - sleep trigger: null ranged: null rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 16 ref_misc: null will: 17 will_misc: null sense_abilities: null senses: - Perception +16 - darkvision size: Large skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 11 misc: null name: 'Astronomy Lore ' - bonus: 15 misc: null name: 'Deception ' - bonus: 15 misc: null name: 'Diplomacy ' - bonus: 13 misc: null name: 'Nature ' - bonus: 14 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 178 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - Uncommon - N - Large - Aberration type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 2 dex_mod: 5 int_mod: 2 str_mod: 0 wis_mod: 4 ac: 22 ac_special: null alignment: NE automatic_abilities: null description: 'These malicious and strange fey appear as fairies about 2 feet tall, with insectile wings, large eyes, and bulbous heads. They slaughter and cause mischief in a pattern only their alien intellect understands, but they''ve been seen to take particular umbrage against dwarves, gnomes, and creatures who live in darkness. With their grudges and pursuit of their own wicked and sadistic whims, lurkers in light deftly overturn the conventional wisdom that creatures associated with light are benign and friendly. While lurkers in light are fey and have ties to the __First World__, these creatures are often found elsewhere in the Great Beyond. They are particularly fond of invading the __Shadow Plane__ to bring light to those who dwell there-not to help, but to spread misery and pain among those to whom light is agonizing. **__Recall Knowledge - Fey__ (__Nature__)**: DC 20' hp: 72 hp_misc: null immunities: - blinded items: null knowledge_checks: dc: 20 skills: - Nature languages: - Aklo - Common - Sylvan level: 5 melee: - action_cost: One Action damage: formula: 2d6+2 type: slashing name: claw plus_damage: null to_hit: 14 traits: - agile - finesse name: Lurker In Light perception: 13 proactive_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The lurker in light is in an area of bright light effects: null failure: null frequency: null full_description: null generic_description: null name: Blend with Light range: null raw_description: '**Blend with Light** [Reaction] **Trigger** The lurker in light uses a __move__ action; **Requirements** The lurker in light is in an area of bright light; **Effect** The lurker in light becomes __invisible__ until it enters an area of dim light or darkness, or until it uses a hostile action.' requirements: null success: null traits: null trigger: The lurker in light uses a __move__ action - action_cost: None critical_failure: As failure, but the creature sheds bright light in a 20-foot emanation for the duration of the effect. In addition, the creature is dazzled on its first turn after failing this save. critical_success: null description: "A creature that takes damage from a lurker in light's mote of light\ \ must attempt a DC 22 Will save. \n\n" effect: null effects: null failure: The creature is lined in golden light for 1 minute and can't be concealed during this time. If the creature becomes invisible, it is concealed rather than being undetected. frequency: null full_description: null generic_description: null name: Lurker's Glow range: null raw_description: "**Lurker's Glow** (__evocation__, __light__, __primal__) A creature\ \ that takes damage from a lurker in light's mote of light must attempt a DC\ \ 22 Will save. \n\n**Success** The creature is unaffected and is temporarily\ \ immune to lurker's glow for 24 hours. \n\n**Failure** The creature is lined\ \ in golden light for 1 minute and can't be __concealed__ during this time.\ \ If the creature becomes __invisible__, it is concealed rather than being __undetected__.\ \ \n\n**Critical Failure** As failure, but the creature sheds bright light in\ \ a 20-foot emanation for the duration of the effect. In addition, the creature\ \ is __dazzled__ on its first turn after failing this save." requirements: null success: The creature is unaffected and is temporarily immune to lurker's glow for 24 hours. traits: - evocation - light - primal trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The lurker in light has reduced a living creature to 0 Hit Points on this turn or its previous turn and has a __summon fey__ innate spell available effects: null failure: null frequency: null full_description: null generic_description: null name: Ritual Gate range: null raw_description: '**Ritual Gate** (__conjuration__, __primal__) **Requirements** The lurker in light has reduced a living creature to 0 Hit Points on this turn or its previous turn and has a __summon fey__ innate spell available; **Effect** The lurker in light casts summon fey with only a verbal component, using the act of slaughter to replace the normal material and somatic components for the spell. If the fey creature summoned has the same alignment as the lurker in light, the lurker in light can sustain the summon fey spell for up to 1 hour instead of 1 minute.' requirements: null success: null traits: - conjuration - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: A lurker in light's Strikes deal an additional 2d6 precision damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** A lurker in light''s Strikes deal an additional 2d6 precision damage to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d4+2 type: force name: mote of light plus_damage: - formula: null type: lurker's glow to_hit: 14 traits: - agile - magical - range increment 10 feet rarity: Common resistances: - amount: 5 type: cold iron ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 14 ref_misc: null will: 13 will_misc: null sense_abilities: null senses: - Perception +13 - low-light vision size: Small skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 11 misc: null name: 'Nature ' - bonus: 11 misc: null name: 'Occultism ' - bonus: 14 misc: null name: 'Stealth ' - bonus: 13 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 169 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: fly spell_lists: - dc: 22 misc: '' name: Primal Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: only when in bright light, and only to an area in bright light name: dimension door requirement: null - frequency: null name: summon fey requirement: null - heightened_level: null level: 3 spells: - frequency: null name: blindness requirement: null - frequency: null name: searing light requirement: null - frequency: null name: summon fey requirement: null - heightened_level: 3 level: 0 spells: - frequency: null name: dancing lights requirement: null - frequency: null name: ghost sound requirement: null - frequency: null name: light requirement: null - frequency: null name: mage hand requirement: null to_hit: 14 traits: - NE - Small - Fey type: Creature weaknesses: null - 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 alignment: CG 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. Though light-hearted creatures, lyrakiens don''t let their whimsical personalities get in the way of protecting breathtaking natural locations. Often called "glistenwings" by gnomes and halflings, they are frequently mistaken for sprites or similar fey, a bit of confusion that many lyrakiens dind amusing and fertile ground for shenanigans involving those they deem deserving of a bit of unexpected fun and discord in their lives. **__Recall Knowledge - Celestial__ (__Religion__)**: DC 15' hp: 25 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Religion languages: - Celestial - Common - Draconic - Infernal level: 1 melee: - action_cost: One Action damage: formula: 1d4-2 type: bludgeoning name: fist plus_damage: - formula: 1 type: chaotic and 1 good to_hit: 9 traits: - agile - chaotic - finesse - good - magical name: Lyrakien perception: 8 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Starlight Blast range: null raw_description: '**Starlight Blast** [Two Actions] (__chaotic__, __good__, __light__) 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.' requirements: null success: null traits: - chaotic - good - light trigger: null ranged: - action_cost: One Action damage: formula: 1d4 type: chaotic and 1d4 good name: starlight ray plus_damage: null to_hit: 9 traits: - chaotic - good - light - range 10 feet rarity: Common resistances: null ritual_lists: null saves: fort: 4 fort_misc: null misc: null ref: 7 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +8 - darkvision size: Tiny skills: - bonus: 9 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Diplomacy ' - bonus: 8 misc: null name: 'Performance ' - bonus: 6 misc: null name: 'Religion ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 30 page_stop: null speed: - amount: 25 type: Land - amount: 50 type: fly spell_lists: - dc: 17 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: read omens requirement: null - heightened_level: null level: 1 spells: - frequency: at will, evil only name: detect alignment requirement: null - frequency: null name: heal requirement: null - frequency: null name: illusory object requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: dancing lights requirement: null - frequency: null name: daze requirement: null - frequency: null name: detect magic requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: freedom of movement requirement: null to_hit: null traits: - CG - Tiny - Azata - Celestial type: Creature weaknesses: - amount: 3 type: cold iron - amount: 3 type: evil - ability_mods: cha_mod: 0 con_mod: 5 dex_mod: 3 int_mod: -4 str_mod: 6 wis_mod: 4 ac: 28 ac_special: null alignment: N automatic_abilities: null description: 'Whether skittering through Abyssal wastelands or basking in the searing sand of the deepest deserts, magma scorpions have charred carapaces constantly emitting vision-warping waves of heat. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 24' hp: 155 hp_misc: null immunities: - bleed - fire - paralyzed - poison - sleep items: null knowledge_checks: dc: 24 skills: - Arcana - Nature languages: null level: 8 melee: - action_cost: One Action damage: formula: 2d6+9 type: bludgeoning name: pincer plus_damage: - formula: 1d6 type: persistent fire and Grab to_hit: 20 traits: - agile - reach 10 feet - action_cost: One Action damage: formula: 1d10+9 type: piercing name: tail sting plus_damage: - formula: 1d6 type: persistent fire and magma scorpion venom to_hit: 20 traits: - reach 10 feet name: Magma Scorpion perception: 18 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 26 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 fire damage (1 round) and __enfeebled 1__; **Stage 2** 3d6 fire damage and enfeebled 2 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Magma Scorpion Venom range: null raw_description: '**Magma Scorpion Venom** (__fire__, __injury__, __poison__) **Saving Throw** DC 26 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 fire damage (1 round) and __enfeebled 1__; **Stage 2** 3d6 fire damage and enfeebled 2 (1 round)' requirements: null success: null traits: - fire - injury - poison trigger: null ranged: - action_cost: One Action damage: formula: 1d6+9 type: fire name: magma spit plus_damage: - formula: 1d6 type: persistent fire to_hit: 17 traits: - fire - range increment 40 feet rarity: Common resistances: - amount: 10 type: cold ritual_lists: null saves: fort: 19 fort_misc: null misc: null ref: 14 ref_misc: null will: 16 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The magma scorpion ignores the __concealed__ condition from smoke. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Smoke Vision range: null raw_description: '**Smoke Vision** The magma scorpion ignores the __concealed__ condition from smoke.' requirements: null success: null traits: null trigger: null senses: - Perception +18 - darkvision - smoke vision size: Large skills: - bonus: 18 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 111 page_stop: null speed: - amount: 40 type: Land - amount: 30 type: climb spell_lists: null traits: - N - Large - Elemental - Fire type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: The mammoth reduces the effects it suffers from cold environments by one step. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cold Adaptation range: null raw_description: '**Cold Adaptation** The mammoth reduces the effects it suffers from cold environments by one step.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 27' hp: 190 hp_misc: null immunities: null items: null knowledge_checks: dc: 27 skills: - Nature languages: null level: 10 melee: - action_cost: One Action damage: formula: 3d8+12 type: piercing name: tusk plus_damage: null to_hit: 22 traits: - reach 15 feet - action_cost: One Action damage: null name: trunk plus_damage: null to_hit: 22 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d10+12 type: bludgeoning name: foot plus_damage: null to_hit: 22 traits: - reach 10 feet name: Mammoth perception: 18 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dual Tusks range: null raw_description: '**Dual Tusks** 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A Medium or smaller creature hit by the mammoth's trunk is __grabbed__. If the mammoth moves, it can bring the __grabbed__ creature along with it. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Grabbing Trunk range: null raw_description: '**Grabbing Trunk** A Medium or smaller creature hit by the mammoth''s trunk is __grabbed__. If the mammoth moves, it can bring the __grabbed__ creature along with it.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Large or smaller, foot, DC 28 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**Trample** [Three Actions] Large or smaller, foot, DC 28' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 21 fort_misc: null misc: +2 status to all saves vs. cold ref: 15 ref_misc: null will: 18 will_misc: null sense_abilities: null senses: - Perception +18 - low-light vision - scent (imprecise) 30 feet size: Huge skills: - bonus: 22 misc: null name: 'Athletics ' - bonus: 19 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 154 page_stop: null speed: - amount: 45 type: Land spell_lists: null traits: - N - Huge - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 5 int_mod: -1 str_mod: 2 wis_mod: 2 ac: 21 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Whenever a mandragora begins its turn in an area of magical darkness, it is __slowed 1__ on that turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vulnerability to Supernatural Darkness range: null raw_description: '**Vulnerability to Supernatural Darkness** Whenever a mandragora begins its turn in an area of magical darkness, it is __slowed 1__ on that turn.' requirements: null success: null traits: null trigger: null description: 'A mandragora looks like a freshly pulled tuber that has grown into the malformed shape of a child with a grotesque face and hideously bloated body. These insidious little plants typically form when a mandrake root is watered with a __demon''s__ blood. Upon absorbing the otherworldly properties of the demon''s blood, the root animates and is forced to seek out blood to feast from, lest it die of thirst. Always famished and in search for sustenance, mandragoras live haunted, pained lives and perform vile and desperate acts to acquire the blood they crave. While they prefer magically infused blood such as that of unicorns, fey, or sorcerers, and they can also feed off of potions, alchemical bombs, and other magical elixirs, a mandragora can subsist on the blood of non-magical creatures. They find the flavor of mundane blood to be bland and bitter, and they do not blanch at voicing these complaints to the creatures from which they drink. While the typical mandragora is the size of a human child, some of these evil plants continue to grow and grow, reaching sizes more comparable to those of giants. Sometimes as they grow, they form additional limbs or rudimentary faces, eventually transforming into truly hideous mockeries of the human form. **__Recall Knowledge - Plant__ (__Nature__)**: DC 19' hp: 60 hp_misc: null immunities: null items: null knowledge_checks: dc: 19 skills: - Nature languages: - Abyssal - Common level: 4 melee: - action_cost: One Action damage: formula: 2d8+4 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 14 traits: - finesse - action_cost: One Action damage: formula: 2d4+4 type: slashing name: thorny vine plus_damage: - formula: null type: mandragora venom to_hit: 14 traits: - agile - finesse - reach 10 feet name: Mandragora perception: 11 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The mandragora has a creature __grabbed__ effects: null failure: null frequency: null full_description: null generic_description: null name: Blood Drain range: null raw_description: '**Blood Drain** **Requirements** The mandragora has a creature __grabbed__; **Effect** The mandragora drains blood from the creature it has grabbed, dealing 2d6 damage. If the creature is a __demon__, __fey__, or __sorcerer__, the mandragora gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a mandragora is __drained 1__ until it receives healing of any kind or amount.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 21 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and __stupefied 1__ (1 round); **Stage 2** 1d6 poison damage, __confused__, and stupefied 1 (1 round); **Stage 3** 2d6 poison damage, confused, and stupefied 1 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mandragora Venom range: null raw_description: '**Mandragora Venom** (__poison__) **Saving Throw** DC 21 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and __stupefied 1__ (1 round); **Stage 2** 1d6 poison damage, __confused__, and stupefied 1 (1 round); **Stage 3** 2d6 poison damage, confused, and stupefied 1 (1 round)' requirements: null success: null traits: - poison trigger: null - action_cost: One Action critical_failure: The creature is sickened 2 and slowed 1. As long as the creature remains sickened, this slowed condition value can't be reduced below 1. critical_success: The creature is unaffected. description: null effect: "The mandragora emits an unsettling shriek. Each non-mandragora creature\ \ within 30 feet must attempt a DC 25 Will save. \n\n" effects: null failure: The creature is sickened 2. frequency: once per day full_description: null generic_description: null name: Piercing Shriek range: null raw_description: "**Piercing Shriek** (__auditory__, __evocation__, __mental__,\ \ __primal__) **Frequency** once per day; **Effect** The mandragora emits an\ \ unsettling shriek. Each non-mandragora creature within 30 feet must attempt\ \ a DC 25 Will save. \n\n**Critical Success** The creature is unaffected. \n\ \n**Success** The creature is __sickened 1__. \n\n**Failure** The creature is\ \ sickened 2. \n\n**Critical Failure** The creature is sickened 2 and __slowed\ \ 1__. As long as the creature remains sickened, this slowed condition value\ \ can't be reduced below 1." requirements: null success: The creature is sickened 1. traits: - auditory - evocation - mental - primal trigger: null ranged: null rarity: Common resistances: - amount: 5 type: bludgeoning - amount: 5 type: electricity ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 13 ref_misc: null will: 8 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A mandragora can smell creatures with blood as an imprecise sense at a range of 30 feet, and it can smell __demons__, __fey__, and __sorcerers__ with blood as a precise sense at a range of 30 feet. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Blood Scent range: null raw_description: '**Blood Scent** A mandragora can smell creatures with blood as an imprecise sense at a range of 30 feet, and it can smell __demons__, __fey__, and __sorcerers__ with blood as a precise sense at a range of 30 feet.' requirements: null success: null traits: null trigger: null senses: - Perception +11 - blood scent - low-light vision size: Small skills: - bonus: 10 misc: null name: 'Acrobatics ' - bonus: 10 misc: null name: 'Athletics ' - bonus: 12 misc: +20 in vegetation name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 170 page_stop: null speed: - amount: 30 type: Land - amount: 10 type: burrow - amount: 30 type: climb spell_lists: null traits: - CE - Small - Plant type: Creature weaknesses: - amount: 5 type: fire - ability_mods: cha_mod: -1 con_mod: 4 dex_mod: 3 int_mod: -4 str_mod: 3 wis_mod: 1 ac: 16 ac_special: null alignment: N automatic_abilities: null description: 'While manta rays might appear daunting, they are generally docile. Manta rays are found in temperate or tropical oceans, and they generally stay in the upper reaches or at the surface of deeper waters. These rays are filter feeders that subsist on plankton. They can also eat larger fish or aquatic creatures as the need arises, but rarely attack anything Small or larger. Many underwater cultures, particularly aquatic elves, raise and farm manta rays to serve as messengers, beasts of burden, or even pets. Manta rays don''t make particularly good mounts, but some aquatic civilizations use them to draw underwater carriages. **__Recall Knowledge - Animal__ (__Nature__)**: DC 15' hp: 24 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Nature languages: null level: 1 melee: - action_cost: One Action damage: formula: 1d8+3 type: bludgeoning name: tail plus_damage: null to_hit: 8 traits: - agile name: Manta Ray perception: 6 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The manta ray Swims, making one tail Strike at any point along the way. The Strike deals half damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Strafing Rush range: null raw_description: '**Strafing Rush** The manta ray Swims, making one tail Strike at any point along the way. The Strike deals half damage.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The manta ray Swims twice. It has a +10-foot circumstance bonus to its Speed during these actions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swift Swimmer range: null raw_description: '**Swift Swimmer** [Two Actions] The manta ray Swims twice. It has a +10-foot circumstance bonus to its Speed during these actions.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 9 ref_misc: null will: 6 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A manta ray in water can use its electrolocation as an imprecise sense at the listed range to detect living creatures that are in the same body of water as itself. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Electrolocation range: null raw_description: '**Electrolocation** A manta ray in water can use its electrolocation as an imprecise sense at the listed range to detect living creatures that are in the same body of water as itself.' requirements: null success: null traits: null trigger: null senses: - Perception +6 - electrolocation (imprecise) 30 feet - low-light vision size: Large skills: - bonus: 8 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 226 page_stop: null speed: - amount: 40 type: swim spell_lists: null traits: - N - Large - Animal - Aquatic type: Creature weaknesses: null - 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 alignment: LE 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. Although the anthropomorphic face of the manticore suggests a keen intellect, most creatures of its kind are simple-minded killers. They can be clever liars, however, and their voices have a strangely musical sound that has lured many unwitting travelers into an ambush. A manticore discovered by uneducated humanoids (especially those who are both lawful and evil) can sometimes become the center of adoration and even worship; a manticore in this situation swiftly gives in to its laziness and allows its acolytes to bring it tribute in the form of food and treasure, feasting upon its own followers when offerings become scarce. Stronger humanoids who encounter a manticore can cow it through intimidation and violence, sometimes even forcing it into service as a mount. As long as the manticore is well fed with human flesh and its master leads it to victory, a manticore mount can prove surprisingly loyal. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 22' hp: 90 hp_misc: null immunities: null items: null knowledge_checks: dc: 22 skills: - Arcana - Nature languages: - Common level: 6 melee: - action_cost: One Action damage: formula: 2d8+8 type: piercing name: jaws plus_damage: null to_hit: 17 traits: null - action_cost: One Action damage: formula: 2d6+8 type: slashing name: claw plus_damage: null to_hit: 17 traits: - agile name: Manticore perception: 14 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 'The manticore flings up to two spikes from its tail, targeting either two different creatures or a single creature. If the manticore targets two different creatures, these creatures must be within 20 feet of one another, and the manticore makes a separate Strike against each; this counts as only one Strike for the manticore''s multiple attack penalty, and the penalty doesn''t increase until after both attacks. If the manticore fires both spikes at the same creature, it makes a single Strike. If the attack hits, it deals the damage of a single spike, but the target is pinned in place, Rendering it immobilized. A creature that succeeds at a DC 23 __Athletics__ check (attempted as a single action) can pull the spike free. A manticore can hurl no more than 12 spikes in 24 hours.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spike Volley range: null raw_description: '**Spike Volley** The manticore flings up to two spikes from its tail, targeting either two different creatures or a single creature. If the manticore targets two different creatures, these creatures must be within 20 feet of one another, and the manticore makes a separate Strike against each; this counts as only one Strike for the manticore''s multiple attack penalty, and the penalty doesn''t increase until after both attacks. If the manticore fires both spikes at the same creature, it makes a single Strike. If the attack hits, it deals the damage of a single spike, but the target is pinned in place, Rendering it immobilized. A creature that succeeds at a DC 23 __Athletics__ check (attempted as a single action) can pull the spike free. A manticore can hurl no more than 12 spikes in 24 hours.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d10+5 type: piercing name: spike plus_damage: null to_hit: 14 traits: - range increment 40 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 12 ref_misc: null will: 12 will_misc: null sense_abilities: null senses: - Perception +14 - darkvision - scent (imprecise) 30 feet size: Large skills: - bonus: 10 misc: null name: 'Acrobatics ' - bonus: 15 misc: null name: 'Athletics ' - bonus: 11 misc: null name: 'Intimidation ' - bonus: 12 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 232 page_stop: null speed: - amount: 25 type: Land - amount: 40 type: fly spell_lists: null traits: - LE - Large - Beast type: Creature weaknesses: null - 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 alignment: CN automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 40 feet. Water in the aura that is also in the same body of water as the marid is difficult terrain for Swimming creatures. Creatures with the water trait are immune. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vortex range: null raw_description: '**Vortex** (__aura__, __water__) 40 feet. Water in the aura that is also in the same body of water as the marid is difficult terrain for Swimming creatures. Creatures with the water trait are immune.' requirements: null success: null traits: - aura - water trigger: 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. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 28' hp: 145 hp_misc: null immunities: null items: - +1 striking trident knowledge_checks: dc: 28 skills: - Arcana - Nature languages: - Aquan - Common level: 9 melee: - action_cost: One Action damage: formula: 2d8+11 type: piercing name: trident plus_damage: null to_hit: 21 traits: - magical - reach 10 feet - action_cost: One Action damage: formula: 1d4+11 type: bludgeoning name: fist plus_damage: null to_hit: 20 traits: - agile - magical - nonlethal - reach 10 feet name: Marid perception: 18 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__arcane__, __concentrate__, __polymorph__, __transmutation__) 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.' requirements: null success: null traits: - arcane - concentrate - polymorph - transmutation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rush of Water range: null raw_description: '**Rush of Water** [Two Actions] (__arcane__, __evocation__, __water__) 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.' requirements: null success: null traits: - arcane - evocation - water trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The marid makes a trident Strike, dealing an extra 2d6 persistent bleed damage on a hit (4d6 on a critical hit). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Skewer range: null raw_description: '**Skewer** The marid makes a trident Strike, dealing an extra 2d6 persistent bleed damage on a hit (4d6 on a critical hit).' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d8+11 type: piercing name: trident plus_damage: null to_hit: 21 traits: - magical - thrown 20 feet rarity: Uncommon resistances: - amount: 10 type: fire ritual_lists: null saves: fort: 18 fort_misc: null misc: null ref: 21 ref_misc: null will: 17 will_misc: null sense_abilities: null senses: - Perception +18 - darkvision - detect alignment - detect magic - wavesense (imprecise) 60 feet size: Large skills: - bonus: 20 misc: +24 to swim name: 'Athletics ' - bonus: 16 misc: null name: 'Crafting ' - bonus: 19 misc: null name: 'Diplomacy ' - bonus: 18 misc: null name: 'Nature ' - bonus: 16 misc: null name: 'Performance ' - bonus: 14 misc: null name: 'Society ' - bonus: 18 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 165 page_stop: null speed: - amount: 20 type: Land - amount: 40 type: swim spell_lists: - dc: 28 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: at will, to Astral Plane, Elemental Planes, or Material Plane only name: plane shift requirement: null - heightened_level: null level: 5 spells: - frequency: at will name: control water requirement: null - frequency: null name: hallucinatory terrain requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: hydraulic push requirement: null - frequency: null name: hydraulic torrent requirement: null - frequency: null name: solid fog requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: blur requirement: null - frequency: null name: illusory object requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: detect magic requirement: null - heightened_level: 1 level: -1 spells: - frequency: evil or good only name: detect alignment requirement: null to_hit: null traits: - Uncommon - CN - Large - Elemental - Genie - Water type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 100 feet. Commanded or allied evil creatures in the aura of lower level than the marilith gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Commander's Aura range: null raw_description: '**Commander''s Aura** (__aura__, __divine__, __enchantment__) 100 feet. Commanded or allied evil creatures in the aura of lower level than the marilith gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.' requirements: null success: null traits: - aura - divine - enchantment trigger: null - action_cost: None critical_failure: null critical_success: null description: A marilith's pride feeds their strength, so the sting of failure wounds them. If the marilith uses a damaging spell or makes a Strike on their turn but doesn't deal any damage that turn, they take 3d6+10 mental damage at the end of their turn and their commander's aura deactivates until the end of their next turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Failure Vulnerability range: null raw_description: '**Failure Vulnerability** A marilith''s pride feeds their strength, so the sting of failure wounds them. If the marilith uses a damaging spell or makes a Strike on their turn but doesn''t deal any damage that turn, they take 3d6+10 mental damage at the end of their turn and their commander''s aura deactivates until the end of their next turn.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: A marilith gains 5 extra reactions per round that they can use only to make Attacks of Opportunity. The demon can't use more than one on the same triggering action, even if a creature leaves several squares in the marilith's reach, and the marilith must use a different weapon for each Attack of Opportunity. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. Mariliths are among the greatest tacticians in the Abyss, and they have an almost supernatural knack for understanding the ripples of chaos and the unpredictable nature of demonic life. Their ability to command armies rises as much from their commanding presence as it does their ability to read into the potential results of any possible act and a sufficient understanding of the flow of entropy to allow them to predict likely outcomes. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 36' hp: 380 hp_misc: null immunities: null items: - longsword (6) knowledge_checks: dc: 36 skills: - Religion languages: - Abyssal - Celestial - Draconic - telepathy 100 feet level: 17 melee: - action_cost: One Action damage: formula: 3d8+16 type: slashing name: cold iron silver longsword plus_damage: - formula: 1d6 type: evil to_hit: 35 traits: - evil - magical - reach 10 feet - versatile P - action_cost: One Action damage: formula: 3d12+16 type: bludgeoning name: tail plus_damage: - formula: 1d6 type: evil and Grab to_hit: 33 traits: - evil - magical - reach 10 feet name: Marilith perception: 30 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bladestorm range: null raw_description: '**Bladestorm** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The marilith makes two Strikes, each with a different weapon, and they use the remaining weapons for protection. The demon gains a circumstance bonus to AC for 1 round equal to the number of weapons not used for attacks. If the marilith later uses any of those weapons to attack (including for an Attack of Opportunity), the bonus to AC decreases by 1 for each weapon used. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Defensive Assault range: null raw_description: '**Defensive Assault** [Two Actions] The marilith makes two Strikes, each with a different weapon, and they use the remaining weapons for protection. The demon gains a circumstance bonus to AC for 1 round equal to the number of weapons not used for attacks. If the marilith later uses any of those weapons to attack (including for an Attack of Opportunity), the bonus to AC decreases by 1 for each weapon used.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The marilith attacks a single target with all the weapons they wield in their arms, overwhelming the target with multiple attacks and leaving almost nowhere to dodge. The demon makes a longsword Strike. On a successful attack, the marilith deals longsword damage to the target, plus an additional 1d8 damage for every longsword they wield beyond the first (typically 5d8 extra damage). 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Focused Assault range: null raw_description: '**Focused Assault** [Two Actions] The marilith attacks a single target with all the weapons they wield in their arms, overwhelming the target with multiple attacks and leaving almost nowhere to dodge. The demon makes a longsword Strike. On a successful attack, the marilith deals longsword damage to the target, plus an additional 1d8 damage for every longsword they wield beyond the first (typically 5d8 extra damage). 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 2d12+13 bludgeoning, DC 39 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Greater Constrict range: null raw_description: '**Greater Constrict** 2d12+13 bludgeoning, DC 39' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Infuse Weapons range: null raw_description: '**Infuse Weapons** (__divine__, __evocation__) 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.' requirements: null success: null traits: - divine - evocation trigger: null ranged: null rarity: Common resistances: null ritual_lists: - dc: 38 misc: null name: Divine Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: abyssal pact requirement: null to_hit: null saves: fort: 31 fort_misc: null misc: +1 status to all saves vs. magic ref: 29 ref_misc: null will: 27 will_misc: null sense_abilities: null senses: - Perception +30 - darkvision - true seeing size: Large skills: - bonus: 33 misc: null name: 'Acrobatics ' - bonus: 30 misc: null name: 'Deception ' - bonus: 30 misc: null name: 'Diplomacy ' - bonus: 32 misc: null name: 'Intimidation ' - bonus: 29 misc: null name: 'Religion ' - bonus: 29 misc: null name: 'Stealth ' - bonus: 31 misc: null name: 'Warfare Lore ' source: - abbr: Bestiary page_start: 81 page_stop: null speed: - amount: 40 type: Land - amount: 40 type: fly (from fly) spell_lists: - dc: 38 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 9 spells: - frequency: x2 name: blade barrier requirement: null - frequency: x2 name: weapon storm requirement: null - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - heightened_level: 6 level: -1 spells: - frequency: null name: true seeing requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: fly requirement: null to_hit: null traits: - CE - Large - Demon - Fiend type: Creature weaknesses: - amount: 15 type: cold iron - amount: 15 type: good - ability_mods: cha_mod: 8 con_mod: 8 dex_mod: 4 int_mod: 4 str_mod: 6 wis_mod: 6 ac: 37 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. A creature that enters or begins its turn in this aura's emanation must attempt a DC 33 Will save. Regardless of the result of the saving throw, the creature is temporarily immune for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fascination of Flame range: null raw_description: '**Fascination of Flame** (__aura__, __emotion__, __enchantment__, __mental__, __primal__) 30 feet. A creature that enters or begins its turn in this aura''s emanation must attempt a DC 33 Will save. Regardless of the result of the saving throw, the creature is temporarily immune for 1 minute.' requirements: null success: null traits: - aura - emotion - enchantment - mental - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature is unaffected. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Success range: null raw_description: '**Critical Success** The creature is unaffected.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature loses any resistance to fire for 1 round. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Success range: null raw_description: '**Success** The creature loses any resistance to fire for 1 round.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature loses any resistance to fire for 1 hour. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Failure range: null raw_description: '**Failure** The creature loses any resistance to fire for 1 hour.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature loses any resistance to fire for 1 hour and gains weakness 15 to fire for the same duration. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Failure range: null raw_description: '**Critical Failure** The creature loses any resistance to fire for 1 hour and gains weakness 15 to fire for the same duration.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The marrmora is healed by the fire damage, regaining Hit Points equal to half the damage the fire effect would have dealt. effects: null failure: null frequency: null full_description: null generic_description: null name: Absorb Flame range: null raw_description: '**Absorb Flame [Reaction]** **Trigger** The marrmora is targeted by a __fire__ spell or effect, or is in the area of a fire effect; **Effect** The marrmora is healed by the fire damage, regaining Hit Points equal to half the damage the fire effect would have dealt.' requirements: null success: null traits: null trigger: The marrmora is targeted by a __fire__ spell or effect, or is in the area of a fire effect description: 'On the __First World__, marrmoras dwell in ruined wildlands perpetually scourged by fire and rarely, if ever, travel elsewhere. When a wildfire devastates a wilderness region on the Material Plane and results in the death of other fey, marrmoras can be drawn across the planar boundary to revel in the resulting destruction. They seek to reignite the fires that beckoned them, to gather up and feed upon the charred remains of those who perished within (particularly the bodies of dead fey), though they do grow homesick if they spend too much time away from the First World. They are burdened by a capricious but persistent rage and are unfailingly cruel. While they are capable of negotiation and intelligent interaction, they almost never bargain in good faith and typically interact with others only as a means to more efficiently spread their fiery devastation. A marmorra''s twisted appearance evokes the look of an __arboreal__ whose bark has been burnt down to charcoal. They have nearly featureless faces and hands ending in long, sharp claws. Their broken flesh looks like charcoal-burnt wood, riddled with cracks that still glow with an unwholesome heat. They trail ash wherever they walk, and wisps of smoke curl off of their bodies. Though marrmoras enjoy the sight of any woodland and its inhabitants roasting in the flames of their carefully curated fires, there is little that brings more pleasure to a marrmora than the sight of good-aligned plant creatures cooking to a crisp. **__Recall Knowledge - Fey__ (__Nature__)**: DC 34' hp: 280 hp_misc: null immunities: - fire items: null knowledge_checks: dc: 34 skills: - Nature languages: - Common - Elven - Sylvan level: 15 melee: - action_cost: One Action damage: formula: 3d6+14 type: slashing name: claw plus_damage: - formula: 3d6 type: fire and 1d6 persistent fire to_hit: 29 traits: null name: Marrmora perception: 27 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The marrmora is not under the effect of __fire shield__ effects: null failure: null frequency: null full_description: null generic_description: null name: Igniting Assault range: null raw_description: '**Igniting Assault** **Requirement** The marrmora is not under the effect of __fire shield__; **Effect** The marrmora makes a claw Strike. If it hits, it can immediately cast one of its available fire shield innate spells as a free action.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 6d6 type: fire name: flame jet plus_damage: - formula: 2d6 type: persistent fire to_hit: 29 traits: - fire - range increment 40 feet rarity: Common resistances: - amount: 10 type: physical (except slashing) ritual_lists: null saves: fort: 29 fort_misc: null misc: null ref: 25 ref_misc: null will: 27 will_misc: null sense_abilities: null senses: - Perception +27 - low-light vision size: Medium skills: - bonus: 25 misc: null name: 'Acrobatics ' - bonus: 25 misc: null name: 'Athletics ' - bonus: 30 misc: null name: 'Deception ' - bonus: 30 misc: null name: 'Intimidation ' - bonus: 30 misc: null name: 'Nature ' - bonus: 27 misc: null name: 'Stealth ' - bonus: 27 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 171 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: fly spell_lists: - dc: 36 misc: '' name: Primal Innate Spells spell_groups: - heightened_level: null level: 8 spells: - frequency: null name: fire shield requirement: null - frequency: null name: fireball requirement: null - heightened_level: null level: 7 spells: - frequency: fire elemental only name: elemental form requirement: null - frequency: null name: volcanic eruption requirement: null - frequency: null name: wall of fire requirement: null - heightened_level: null level: 6 spells: - frequency: x3 name: fire shield requirement: null - frequency: x3 name: fireball requirement: null - frequency: at will, appears as a burnt, dead tree name: tree shape requirement: null - heightened_level: 8 level: 0 spells: - frequency: null name: produce flame requirement: null to_hit: 28 traits: - NE - Medium - Fey - Fire type: Creature weaknesses: - amount: 15 type: cold iron - ability_mods: cha_mod: 1 con_mod: 4 dex_mod: 3 int_mod: 0 str_mod: 6 wis_mod: 3 ac: 27 ac_special: null alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Catch Rock range: null raw_description: '**__Catch Rock__** [Reaction]' requirements: null success: null traits: null trigger: null description: 'Dwellers of brackish coastal salt marshes and fetid bogs and swamps, marsh giants are hideous in appearance indeed, with fishlike mouths, slimy gray-green skin, and dark, beady eyes. They prefer to eat the flesh of those they slay in battle, but many are also cannibals. It is perhaps this vicious behavior that keeps the creatures in check, for if a fellow marsh giant becomes too dangerous and powerful, it runs the risk of being ambushed and consumed by its clan. Marsh giants are insular and mysterious, dedicating much of their lives to zealous worship of sea-dwelling deities or stranger entities. While there is no central religion followed by all marsh giants, many are known to venerate the demon lord __Dagon__, while others worship even more powerful monstrosities from the Elder Mythos, such as distant, dreaming Cthulhu. Only rarely do more than a dozen marsh giants settle together in a location, but when they do it is often for a religious purpose. Whatever call from the deep draws them together also tugs at nearby creatures such as boggards or skum, who look upon marsh giants in fear and reverence. The grim, terrifying chants and screams coming from such an encampment are a sure sign of terror to come for any other residents of the area. Barely topping 11 feet tall and 1,000 pounds, marsh giants are small for giants but make up for their relatively diminutive stature with their zealotry. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 24' hp: 150 hp_misc: null immunities: null items: - +1 striking gaff - sack with 5 rocks knowledge_checks: dc: 24 skills: - Society languages: - Aklo - Common - Jotun level: 8 melee: - action_cost: One Action damage: formula: 2d6+14 type: bludgeoning name: gaff plus_damage: null to_hit: 20 traits: - magical - reach 10 feet - trip - versatile P - action_cost: One Action damage: formula: 2d6+14 type: bludgeoning name: fist plus_damage: null to_hit: 20 traits: - agile - reach 10 feet name: Marsh Giant perception: 16 proactive_abilities: - action_cost: One Action critical_failure: As failure, but the giant drops its gaff as well. critical_success: The target takes 6d6+14 piercing damage and loses 5 rounds' worth of air if they were holding their breath. description: null effect: A creature adjacent to the marsh giant is __prone__ in water at least 1 foot deep effects: null failure: The target is unaffected. frequency: null full_description: null generic_description: null name: Hook Shake range: null raw_description: "**Hook Shake** **Requirements** A creature adjacent to the\ \ marsh giant is __prone__ in water at least 1 foot deep; **Effect** The marsh\ \ giant uses its gaff to shake the creature back and forth and hold it underwater.\ \ The giant attempts an __Athletics__ check against the target's Fortitude DC.\ \ \n\n**Critical Success** The target takes 6d6+14 piercing damage and loses\ \ 5 rounds' worth of air if they were __holding their breath__. \n\n**Success**\ \ The target takes 3d6+14 piercing damage and loses 3 rounds' worth of air if\ \ they were holding their breath. \n\n**Failure** The target is unaffected.\ \ \n\n**Critical Failure** As failure, but the giant drops its gaff as well." requirements: null success: The target takes 3d6+14 piercing damage and loses 3 rounds' worth of air if they were holding their breath. traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: '' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Throw Rock range: null raw_description: '**__Throw Rock__** ' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to create an awful wound, dealing 3d6 __persistent bleed damage__ to the creature. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Twist the Hook range: null raw_description: '**Twist the Hook** [Two Actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to create an awful wound, dealing 3d6 __persistent bleed damage__ to the creature.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d6+14 type: bludgeoning name: rock plus_damage: null to_hit: 20 traits: - brutal - range increment 120 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 18 fort_misc: null misc: null ref: 13 ref_misc: null will: 17 will_misc: null sense_abilities: null senses: - Perception +16 - low-light vision size: Large skills: - bonus: 18 misc: null name: 'Athletics ' - bonus: 15 misc: null name: 'Intimidation ' - bonus: 17 misc: null name: 'Religion ' source: - abbr: Bestiary 2 page_start: 125 page_stop: null speed: - amount: 35 type: Land - amount: 20 type: swim spell_lists: - dc: 23 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: mariner's curse requirement: null - heightened_level: null level: 2 spells: - frequency: null name: augury requirement: null - frequency: null name: obscuring mist requirement: null to_hit: null traits: - CE - Large - Amphibious - Giant - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: 6 con_mod: 6 dex_mod: 4 int_mod: 1 str_mod: 8 wis_mod: 5 ac: 37 ac_special: null alignment: LN automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: ' [Reaction]' effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'A marut is tasked with hunting mortals who cheat death by artificially extending their lifespans. This includes those who seek undeath, such as liches and vampires, but also includes those who use powerful magic to cling to their youth, use divination to discover and avoid an appointed death, or call too often on the power of resurrection. Once the marut has selected its target, the inevitable pursues its quarry without surcease or deviation until either it or the target is dead. Maruts seem to be carved from stone and clad in golden armor, yet they move with the deliberate grace of a creature made of flesh and bone. A marut never rushes, but its thunderous footfalls are relentless as it pursues its target. Though able to speak any language, the marut is taciturn even among inevitables. **__Recall Knowledge - Monitor__ (__Religion__)**: DC 34' hp: 230 hp_misc: regeneration 15 (deactivated by chaotic immunities: - death effects - disease - emotion - poison - unconscious items: null knowledge_checks: dc: 34 skills: - Religion languages: - Celestial - Infernal - Utopian - truespeech level: 15 melee: - action_cost: One Action damage: formula: 3d8+11 type: bludgeoning name: fist plus_damage: - formula: 1d6 type: lawful and fists of thunder and lightning to_hit: 30 traits: - lawful - magical - reach 10 feet name: Marut perception: 26 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The marut is anathema to beings that unnaturally extend their existence, including undead. Its fists bypass such creatures' resistances to damage and apply the creatures' highest weakness to damage. If a marut kills a creature that rejuvenates, like a lich or ghost, it always knows that the creature isn't fully defeated. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Final End range: null raw_description: '**Final End** The marut is anathema to beings that unnaturally extend their existence, including undead. Its fists bypass such creatures'' resistances to damage and apply the creatures'' highest weakness to damage. If a marut kills a creature that rejuvenates, like a lich or ghost, it always knows that the creature isn''t fully defeated.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Each time the marut makes a fist Strike, it chooses either lightning or thunder. If it chooses lightning, the attack deals an additional 2d12 electricity damage and the target must succeed at a DC 33 Fortitude save or be __blinded__ for 1 minute. If it chooses thunder, the attack deals an additional 3d8 sonic damage and the target must succeed at a DC 36 Fortitude save or be __deafened__ for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fists of Thunder and Lightning range: null raw_description: '**Fists of Thunder and Lightning** (__divine__, __evocation__, __incapacitation__) Each time the marut makes a fist Strike, it chooses either lightning or thunder. If it chooses lightning, the attack deals an additional 2d12 electricity damage and the target must succeed at a DC 33 Fortitude save or be __blinded__ for 1 minute. If it chooses thunder, the attack deals an additional 3d8 sonic damage and the target must succeed at a DC 36 Fortitude save or be __deafened__ for 1 minute.' requirements: null success: null traits: - divine - evocation - incapacitation trigger: null ranged: null rarity: Common resistances: - amount: 15 type: chaotic ritual_lists: - dc: 36 misc: null name: Rituals spell_groups: - heightened_level: null level: 3 spells: - frequency: null name: geas requirement: null to_hit: null saves: fort: 27 fort_misc: null misc: +2 status to all saves vs. magic ref: 25 ref_misc: null will: 26 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A marut can speak with and understand any creature with a language. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Truespeech range: null raw_description: '**Truespeech** A marut can speak with and understand any creature with a language.' requirements: null success: null traits: null trigger: null senses: - Perception +26 - darkvision - true seeing size: Large skills: - bonus: 31 misc: null name: 'Athletics ' - bonus: 22 misc: null name: 'Axis Lore ' - bonus: 27 misc: null name: 'Diplomacy ' - bonus: 29 misc: null name: 'Intimidation ' - bonus: 26 misc: null name: 'Religion ' - bonus: 28 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 10 page_stop: null speed: - amount: 25 type: Land - amount: 6 type: air walk spell_lists: - dc: 37 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 8 spells: - frequency: null name: chain lightning requirement: null - frequency: null name: dispel magic requirement: null - frequency: null name: earthquake requirement: null - frequency: null name: harm requirement: null - heightened_level: null level: 7 spells: - frequency: null name: fear requirement: null - frequency: null name: plane shift requirement: null - frequency: null name: wall of force requirement: null - heightened_level: null level: 5 spells: - frequency: null name: command requirement: null - frequency: null name: locate requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - heightened_level: 8 level: -1 spells: - frequency: null name: air walk requirement: null - frequency: null name: true seeing requirement: null to_hit: null traits: - LN - Large - Aeon - Inevitable - Monitor type: Creature weaknesses: null - ability_mods: cha_mod: -2 con_mod: 5 dex_mod: 0 int_mod: -4 str_mod: 8 wis_mod: 2 ac: 26 ac_special: null alignment: N automatic_abilities: null description: 'Not to be confused with the larger mammoth, mastodons are primeval elephants who dwell predominantly in temperate forests. There, they travel in close-knit social groups and feed on the forest vegetation. **__Recall Knowledge - Animal__ (__Nature__)**: DC 26' hp: 175 hp_misc: null immunities: null items: null knowledge_checks: dc: 26 skills: - Nature languages: null level: 9 melee: - action_cost: One Action damage: formula: 3d8+12 type: piercing name: tusk plus_damage: null to_hit: 21 traits: - reach 15 feet - action_cost: One Action damage: null name: trunk plus_damage: null to_hit: 21 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d10+12 type: bludgeoning name: foot plus_damage: null to_hit: 21 traits: - reach 10 feet name: Mastodon perception: 17 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The mastodon makes two tusk Strikes, each against a different creature. This counts as one attack for the mastodon's multiple attack penalty, and the penalty doesn't increase until after both attacks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dual Tusks range: null raw_description: '**Dual Tusks** The mastodon makes two tusk Strikes, each against a different creature. This counts as one attack for the mastodon''s multiple attack penalty, and the penalty doesn''t increase until after both attacks.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A Medium or smaller creature hit by the mastodon's trunk is __grabbed__. If the mastodon moves, it can bring the grabbed creature along with it. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Grabbing Trunk range: null raw_description: '**Grabbing Trunk** A Medium or smaller creature hit by the mastodon''s trunk is __grabbed__. If the mastodon moves, it can bring the grabbed creature along with it.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Large or smaller, foot, DC 27 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**__Trample__** [Three Actions] Large or smaller, foot, DC 27' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 20 fort_misc: null misc: null ref: 13 ref_misc: null will: 17 will_misc: null sense_abilities: null senses: - Perception +17 - low-light vision - scent (imprecise) 30 feet size: Huge skills: - bonus: 21 misc: null name: 'Athletics ' - bonus: 17 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 116 page_stop: null speed: - amount: 45 type: Land spell_lists: null traits: - N - Huge - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 0 dex_mod: 1 int_mod: -5 str_mod: 3 wis_mod: 0 ac: 17 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A severely damaged mechanical carny has a chance of malfunctioning. If a mechanical carny has 15 or fewer Hit Points at the start of its turn, it must succeed at a DC 5 flat check or go haywire. A haywire mechanical carny wildly attacks the nearest living creature, or the nearest object if no creatures are nearby. It takes a -1 circumstance penalty to Strikes but deals an additional 1d6 bludgeoning damage plus __Knockdown__. This effect lasts 10 minutes or until the mechanical carny is destroyed. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Haywire range: null raw_description: '**Haywire** A severely damaged mechanical carny has a chance of malfunctioning. If a mechanical carny has 15 or fewer Hit Points at the start of its turn, it must succeed at a DC 5 flat check or go haywire. A haywire mechanical carny wildly attacks the nearest living creature, or the nearest object if no creatures are nearby. It takes a -1 circumstance penalty to Strikes but deals an additional 1d6 bludgeoning damage plus __Knockdown__. This effect lasts 10 minutes or until the mechanical carny is destroyed.' requirements: null success: null traits: null trigger: null description: "Mechanical carnies are constructs manufactured to serve as entertainers,\ \ cleaners, and guards at carnivals and circuses. The first of these constructs\ \ was created by a gnome inventor who yearned for a tireless companion who could\ \ make her laugh and smile. Her invention was so successful that it has spawned\ \ countless imitations and knockoffs throughout the Inner Sea, and mechanical\ \ carnies of some form or another are a staple throughout metropolitan lands in\ \ both Avistan and Garund. \n\n## Other Mechanical Carnies\n\n The statistics\ \ here represent a relatively simple mechanical carny; the extravagance and range\ \ of a mechanical carny's abilities are limited only by the skill and imagination\ \ of its creator. To represent other kinds of mechanical carnies, you can swap\ \ out the mechanical carny's Berserk and Berserk Slam abilities with one of the\ \ following.\n\n\n\n**Bounce Back** [Reaction] **Requirement** The mechanical\ \ carny takes damage from a melee attack; **Effect** The mechanical carny wobbles\ \ violently to and fro, making two headbutt Strikes: the first against the creature\ \ (if any) on the opposite side of itself from the creature that triggered this\ \ reaction and the second against the creature that triggered this reaction.\n\ \n\n\n**Spring-Loaded Jump** (__move__) The mechanical carny leaps up to 25 feet\ \ into the air and lands within 25 feet (or a distance equal to the height of\ \ the carny's jump, if fewer) of where it started, taking no falling damage.\n\ \n\n\n**Water Cannon** (__water__) The mechanical carny sprays a 15-foot cone\ \ of water, dealing 2d6+4 nonlethal bludgeoning to creatures in the area (DC 18\ \ basic Reflex save) and extinguishing any non-magical fires.\n\n\n\n**__Recall\ \ Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 16" hp: 33 hp_misc: null immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 16 skills: - Arcana - Crafting languages: - Common - (can speak pre-recorded phrases only) level: 2 melee: - action_cost: One Action damage: formula: 2d4+4 type: bludgeoning name: spring-loaded fist plus_damage: null to_hit: 11 traits: - nonlethal - reach 10 feet - action_cost: One Action damage: formula: 2d4+4 type: bludgeoning name: headbutt plus_damage: null to_hit: 11 traits: null name: Mechanical Carny perception: 6 proactive_abilities: null ranged: null rarity: Common resistances: - amount: 3 type: physical (except adamantine) ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 11 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +6 - low-light vision size: Medium skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 9 misc: null name: 'Athletics ' - bonus: 6 misc: null name: 'Performance ' source: - abbr: 'Pathfinder #151: The Show Must Go On' page_start: 86 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - N - Medium - Construct - Mindless type: Creature weaknesses: - amount: 6 type: electricity - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. When a creature ends its turn in the aura, it must attempt a DC 25 Fortitude save. If the creature fails, it becomes slowed 1 for 1 minute. The medusa can deactivate or activate this aura by using a single action, which has the concentrate trait. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Petrifying Gaze range: null raw_description: '**Petrifying Gaze** (__arcane__, __aura__, __transmutation__, __visual__) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 25 Fortitude save. If the creature fails, it becomes slowed 1 for 1 minute. The medusa can deactivate or activate this aura by using a single action, which has the concentrate trait.' requirements: null success: null traits: - arcane - aura - transmutation - visual trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The medusa makes a snake fangs Strike against the creature. effects: null failure: null frequency: null full_description: null generic_description: null name: Biting Snakes range: null raw_description: '**Biting Snakes** [Reaction] **Trigger** A creature ends its turn adjacent to the medusa. **Effect** The medusa makes a snake fangs Strike against the creature.' requirements: null success: null traits: null trigger: A creature ends its turn adjacent to the medusa. 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. Exceptionally agile and surprisingly hardy, a medusa rarely backs down from a conflict even when cornered. Many adventurers who thought themselves readied to resist the effects of a medusa''s gaze have nevertheless fallen to a medusa, as these creatures are also often deadly archers able to riddle their foes with venom-coated arrows from a distance. Still, a medusa may barter for their life if no alternatives remain, and the secrets carried by these powerful villains often make it more than worth sparing the monster''s life. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 23' hp: 105 hp_misc: null immunities: null items: - +1 composite shortbow (60 arrows) - shortsword knowledge_checks: dc: 23 skills: - Society languages: - Common level: 7 melee: - action_cost: One Action damage: formula: 1d6+8 type: piercing name: shortsword plus_damage: - formula: null type: serpent venom to_hit: 18 traits: - agile - finesse - versatile S - action_cost: One Action damage: formula: 1d4+8 type: piercing name: snake fangs plus_damage: - formula: null type: serpent venom to_hit: 16 traits: - agile - finesse name: Medusa perception: 16 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Focus Gaze range: null raw_description: '**Focus Gaze** (__arcane__, __concentrate__, __incapacitation__, __transmutation__, __visual__) 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.' requirements: null success: null traits: - arcane - concentrate - incapacitation - transmutation - visual trigger: null - action_cost: None critical_failure: null critical_success: null 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)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Serpent Venom range: null raw_description: '**Serpent Venom** (__poison__) **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)' requirements: null success: null traits: - poison trigger: null ranged: - action_cost: One Action damage: formula: 1d6+7 type: piercing name: composite shortbow plus_damage: - formula: null type: serpent venom to_hit: 19 traits: - deadly 1d10 - magical - propulsive - range increment 60 feet - reload 0 rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 16 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +16 - darkvision size: Medium skills: - bonus: 16 misc: null name: 'Deception ' - bonus: 14 misc: null name: 'Diplomacy ' - bonus: 16 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 234 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - LE - Medium - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: -2 con_mod: 4 dex_mod: 2 int_mod: -4 str_mod: 7 wis_mod: 2 ac: 25 ac_special: null alignment: N automatic_abilities: null description: 'Megalanias, like their smaller cousins the giant monitor lizards, strike fast and use their powerful bite to grip their prey. They prefer to swallow their prey whole rather than risk others getting a bite of a hard-won meal. **__Recall Knowledge - Animal__ (__Nature__)**: DC 23' hp: 125 hp_misc: null immunities: null items: null knowledge_checks: dc: 23 skills: - Nature languages: null level: 7 melee: - action_cost: One Action damage: formula: 2d10+9 type: piercing name: jaws plus_damage: - formula: null type: Grab and megalania venom to_hit: 18 traits: - reach 10 feet name: Megalania perception: 15 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 25 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and __clumsy 1__ (1 round); **Stage 2** 2d6 poison damage, clumsy 2, and __flat-footed__ (1 round); **Stage 3** 2d6 poison damage, clumsy 3, and flat-footed (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Megalania Venom range: null raw_description: '**Megalania Venom** (__poison__) **Saving Throw** DC 25 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and __clumsy 1__ (1 round); **Stage 2** 2d6 poison damage, clumsy 2, and __flat-footed__ (1 round); **Stage 3** 2d6 poison damage, clumsy 3, and flat-footed (1 round)' requirements: null success: null traits: - poison trigger: null - action_cost: None critical_failure: null critical_success: null description: Large, 2d10+7 bludgeoning, Rupture 16 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**__Swallow Whole__** (__attack__) Large, 2d10+7 bludgeoning, Rupture 16' requirements: null success: null traits: - attack trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 15 ref_misc: null will: 13 will_misc: null sense_abilities: null senses: - Perception +15 - low-light vision - scent (imprecise) 60 feet size: Huge skills: - bonus: 18 misc: null name: 'Athletics ' - bonus: 15 misc: +17 in undergrowth name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 168 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: swim spell_lists: null traits: - N - Huge - Animal type: Creature weaknesses: null - 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 alignment: N automatic_abilities: 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 28' hp: 180 hp_misc: null immunities: null items: null knowledge_checks: dc: 28 skills: - Nature languages: null level: 9 melee: - action_cost: One Action damage: formula: 2d12+10 type: piercing name: jaws plus_damage: - formula: null type: Improved Grab to_hit: 22 traits: - reach 10 feet - action_cost: One Action damage: formula: 2d8+10 type: piercing name: tail plus_damage: - formula: null type: Push 15 feet to_hit: 22 traits: - agile - reach 15 feet name: Megalodon perception: 20 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breach range: null raw_description: '**Breach** (__attack__, __move__) 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.' requirements: null success: null traits: - attack - move trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The shark hit with a jaws Strike on its most recent action this turn. effects: null failure: null frequency: null full_description: null generic_description: null name: Savage range: null raw_description: '**Savage** **Requirement** The shark hit with a jaws Strike on its most recent action this turn. **Effect** The creature the shark hit takes 2d12 slashing damage.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Huge, 2d8+5 bludgeoning, Rupture 20 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**Swallow Whole** (__attack__) Huge, 2d8+5 bludgeoning, Rupture 20' requirements: null success: null traits: - attack trigger: null ranged: null rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 21 fort_misc: null misc: null ref: 16 ref_misc: null will: 17 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The shark can smell blood in the water from up to 1 mile away. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Blood Scent range: null raw_description: '**Blood Scent** The shark can smell blood in the water from up to 1 mile away.' requirements: null success: null traits: null trigger: null senses: - Perception +20 - blood scent - scent (imprecise) 100 feet size: Gargantuan skills: - bonus: 21 misc: null name: 'Athletics ' - bonus: 19 misc: null name: 'Stealth ' - bonus: 16 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 291 page_stop: null speed: - amount: 80 type: swim spell_lists: null traits: - Uncommon - N - Gargantuan - Animal - Aquatic type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 24' hp: 150 hp_misc: null immunities: null items: null knowledge_checks: dc: 24 skills: - Nature languages: null level: 8 melee: - action_cost: One Action damage: formula: 2d8+10 type: bludgeoning name: fist plus_damage: null to_hit: 21 traits: - agile - reach 20 feet - action_cost: One Action damage: formula: 2d10+10 type: piercing name: jaws plus_damage: null to_hit: 21 traits: - reach 10 feet name: Megaprimatus perception: 15 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: A megaprimatus makes two fist Strikes against the same target. If both hit, the attack deals an additional 2d6 bludgeoning damage, the target is __flat-footed__, and the target takes a -20-foot status penalty to all Speeds until the end of its next turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mangling Rend range: null raw_description: '**Mangling Rend** [Two Actions] A megaprimatus makes two fist Strikes against the same target. If both hit, the attack deals an additional 2d6 bludgeoning damage, the target is __flat-footed__, and the target takes a -20-foot status penalty to all Speeds until the end of its next turn.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: The creature is frightened 2 and fleeing until the end of its next turn. critical_success: No effect and temporarily immune for 1 minute. 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. ' effect: null effects: null failure: The creature is frightened 1. frequency: null full_description: null generic_description: null name: Terrifying Display range: null raw_description: '**Terrifying Display** [Two Actions] (__auditory__, __emotion__, __fear__, __mental__) 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.' requirements: null success: The creature is unaffected. traits: - auditory - emotion - fear - mental trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 19 fort_misc: null misc: null ref: 16 ref_misc: null will: 13 will_misc: null sense_abilities: null senses: - Perception +15 - low-light vision - scent (imprecise) 30 feet size: Gargantuan skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 19 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 23 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: climb spell_lists: null traits: - N - Gargantuan - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 6 con_mod: 6 dex_mod: 5 int_mod: 3 str_mod: 7 wis_mod: 4 ac: 31 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 20 feet. A meladaemon emanates an aura of intense hunger. Each round a creature begins its turn in the aura, it must attempt a DC 27 Fortitude save. On a failure, the creature takes 1d6 negative damage (2d6 on a critical failure) and becomes __fatigued__. This fatigue ends as soon as the creature eats any food. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Consumptive Aura range: null raw_description: '**Consumptive Aura** (__aura__, __divine__) 20 feet. A meladaemon emanates an aura of intense hunger. Each round a creature begins its turn in the aura, it must attempt a DC 27 Fortitude save. On a failure, the creature takes 1d6 negative damage (2d6 on a critical failure) and becomes __fatigued__. This fatigue ends as soon as the creature eats any food.' requirements: null success: null traits: - aura - divine trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The meladaemon swipes at the triggering creature, which must immediately attempt a save against the meladaemon's withering touch. effects: null failure: null frequency: null full_description: null generic_description: null name: Withering Opportunity range: null raw_description: '**Withering Opportunity [Reaction]** **Trigger **The meladaemon is attacked by an adjacent creature and the attack misses; **Effect **The meladaemon swipes at the triggering creature, which must immediately attempt a save against the meladaemon''s withering touch.' requirements: null success: null traits: null trigger: The meladaemon is attacked by an adjacent creature and the attack misses description: 'Meladaemons personify death by starvation and thirst, and revel in spreading the same despair that brought about their mortal demise. When they aren''t blighting fields, massacring livestock, or tainting water supplies, they experiment on prisoners to study how long creatures can go without sustenance and the deleterious effects that result from such deprivation. Fiercely loyal to Trelmarixian, Horseman of Famine, they serve no other beings. They work alongside other daemons if Trelmarixian wills it, but are notoriously traitorous. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 28' hp: 225 hp_misc: null immunities: - death effects items: null knowledge_checks: dc: 28 skills: - Religion languages: - Common - Daemonic - telepathy 100 feet level: 11 melee: - action_cost: One Action damage: formula: 2d12+13 type: null name: bite plus_damage: - formula: 1d6 type: evil and daemonic famine to_hit: 24 traits: - evil - magical - reach 10 feet - action_cost: One Action damage: formula: 2d8+13 type: slashing name: claw plus_damage: - formula: 1d6 type: evil - formula: null type: Grab - formula: null type: withering touch to_hit: 24 traits: - agile - evil - magical - reach 10 feet name: Meladaemon perception: 21 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw **DC 29 Fortitude; **Stage 1 **carrier (1 day); **Stage 2 **__enfeebled 1__ (1 day); **Stage 3 **enfeebled 2 (1 day); **Stage 4 **as stage 3; **Stage 5 **enfeebled 3 (1 week); **Stage 6 **dead' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Daemonic Famine range: null raw_description: '**Daemonic Famine** (__disease__) **Saving Throw **DC 29 Fortitude; **Stage 1 **carrier (1 day); **Stage 2 **__enfeebled 1__ (1 day); **Stage 3 **enfeebled 2 (1 day); **Stage 4 **as stage 3; **Stage 5 **enfeebled 3 (1 week); **Stage 6 **dead' requirements: null success: null traits: - disease trigger: null - action_cost: None critical_failure: null critical_success: null description: When the meladaemon hits with a claw Strike or a creature begins its turn grabbed by the meladaemon, the creature must attempt a DC 30 Fortitude save. On a failure, the creature takes 1d6 negative damage and becomes __fatigued__. This fatigue ends when the creature drinks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Withering Touch range: null raw_description: '**Withering Touch** (__divine__, __evil__, __necromancy__) When the meladaemon hits with a claw Strike or a creature begins its turn grabbed by the meladaemon, the creature must attempt a DC 30 Fortitude save. On a failure, the creature takes 1d6 negative damage and becomes __fatigued__. This fatigue ends when the creature drinks.' requirements: null success: null traits: - divine - evil - necromancy trigger: null ranged: null rarity: Common resistances: - amount: 10 type: good ritual_lists: - dc: 31 misc: null name: Rituals spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: blight requirement: null to_hit: null saves: fort: 23 fort_misc: null misc: +1 status to all saves vs. magic ref: 20 ref_misc: null will: 19 will_misc: null sense_abilities: null senses: - Perception +21 - darkvision - lifesense (imprecise) 30 feet size: Large skills: - bonus: 20 misc: null name: 'Acrobatics ' - bonus: 23 misc: null name: 'Deception ' - bonus: 23 misc: null name: 'Intimidation ' - bonus: 20 misc: null name: 'Religion ' - bonus: 23 misc: null name: 'Stealth ' - bonus: 19 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 58 page_stop: null speed: - amount: 25 type: Land - amount: 50 type: fly spell_lists: - dc: 31 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: null name: phantom pain requirement: null - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - frequency: null name: fear requirement: null - frequency: at will name: magic missile requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - heightened_level: null level: 1 spells: - frequency: good only, at will name: detect alignment requirement: null to_hit: null traits: - NE - Large - Daemon - Fiend type: Creature weaknesses: null - ability_mods: cha_mod: 6 con_mod: 2 dex_mod: 6 int_mod: 2 str_mod: 4 wis_mod: 5 ac: 30 ac_special: null alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The melody on the wind recreates the auditory effect, gaining the bonuses for itself and its allies as long as the original effect persists. effects: null failure: null frequency: null full_description: null generic_description: null name: Hostile Duet range: null raw_description: '**Hostile Duet [Reaction]** **Trigger **A hostile creature within 30 feet creates an effect with the __auditory__ trait that provides bonuses to itself or its allies; **Effect **The melody on the wind recreates the auditory effect, gaining the bonuses for itself and its allies as long as the original effect persists.' requirements: null success: null traits: null trigger: A hostile creature within 30 feet creates an effect with the __auditory__ trait that provides bonuses to itself or its allies - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The melody on the wind attempts to counteract the spell. If it succeeds, the spell effect is caught in a blast of wind that sweeps it back to its origin, affecting the caster. Targets of the triggering effect other than the melody on the wind are still affected normally. effects: null failure: null frequency: null full_description: null generic_description: null name: Retune range: null raw_description: '**Retune [Reaction]** **Trigger **The melody on the wind is targeted by a spell with the __auditory__ trait; **Effect **The melody on the wind attempts to counteract the spell. If it succeeds, the spell effect is caught in a blast of wind that sweeps it back to its origin, affecting the caster. Targets of the triggering effect other than the melody on the wind are still affected normally.' requirements: null success: null traits: null trigger: The melody on the wind is targeted by a spell with the __auditory__ trait description: 'This cloud of song and sound has been caught by the wind and carried across the air. While the melody on the wind (known by some as a song elemental, despite the fact that no such place as a plane of song exists in the known multiverse) might enjoy the beauty of music, it is by nature a destructive elemental force. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 27' hp: 170 hp_misc: null immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 27 skills: - Arcana - Nature languages: - Auran level: 10 melee: - action_cost: One Action damage: formula: 2d10+10 type: bludgeoning name: wind gust plus_damage: - formula: null type: Push to_hit: 23 traits: - agile - finesse name: Melody On The Wind perception: 21 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: "The melody on the wind sings in a sonorous chorus. Any creature\ \ in a 30-foot emanation must attempt a DC 30 Will save to resist becoming fascinated\ \ by the melody on the wind. A creature that succeeds at its save is temporarily\ \ immune for 24 hours. \n\n**Critical Success **The creature is unaffected.\ \ \n\n**Success **The creature is __fascinated__ for 1 round. \n\n**Failure\ \ **The creature is fascinated for 1d4 rounds." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mesmerizing Melody range: null raw_description: "**Mesmerizing Melody** (__auditory__, __concentrate__, __enchantment__,\ \ __mental__, __primal__) The melody on the wind sings in a sonorous chorus.\ \ Any creature in a 30-foot emanation must attempt a DC 30 Will save to resist\ \ becoming fascinated by the melody on the wind. A creature that succeeds at\ \ its save is temporarily immune for 24 hours. \n\n**Critical Success **The\ \ creature is unaffected. \n\n**Success **The creature is __fascinated__ for\ \ 1 round. \n\n**Failure **The creature is fascinated for 1d4 rounds." requirements: null success: null traits: - auditory - concentrate - enchantment - mental - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: The melody on the wind's movement doesn't trigger reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swiftness range: null raw_description: '**Swiftness** The melody on the wind''s movement doesn''t trigger reactions.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d8+10 type: sonic name: solid refrain plus_damage: null to_hit: 23 traits: - range increment 70 feet rarity: Common resistances: null ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 22 ref_misc: null will: 19 will_misc: null sense_abilities: null senses: - Perception +21 - darkvision size: Huge skills: - bonus: 22 misc: null name: 'Acrobatics ' - bonus: 22 misc: null name: 'Performance ' - bonus: 22 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 107 page_stop: null speed: - amount: 100 type: fly - amount: null type: swiftness spell_lists: null traits: - N - Huge - Air - Elemental type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15' hp: 19 hp_misc: null immunities: null items: - trident (2) knowledge_checks: dc: 15 skills: - Society languages: - Aquan - Common level: 1 melee: - action_cost: One Action damage: formula: 1d8+2 type: piercing name: trident plus_damage: null to_hit: 7 traits: null name: Merfolk Warrior perception: 6 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aquatic Dash range: null raw_description: '**Aquatic Dash** [Two Actions] 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.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d8+2 type: piercing name: trident plus_damage: null to_hit: 9 traits: - thrown 20 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 9 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +6 - low-light vision size: Medium skills: - bonus: 5 misc: +7 to Swim name: 'Athletics ' - bonus: 4 misc: null name: 'Medicine ' source: - abbr: Bestiary page_start: 235 page_stop: null speed: - amount: 5 type: Land - amount: 30 type: swim spell_lists: null traits: - N - Medium - Aquatic - Humanoid - Merfolk type: Creature weaknesses: null - 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 alignment: N automatic_abilities: null description: 'Merfolk wavecallers use their primal power to call forth allies and defend their people with deadly magic. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16' hp: 30 hp_misc: null immunities: null items: - dagger knowledge_checks: dc: 16 skills: - Society languages: - Aquan - Common level: 2 melee: - action_cost: One Action damage: formula: 1d4+3 type: piercing name: dagger plus_damage: null to_hit: 9 traits: - agile - versatile S name: Merfolk Wavecaller perception: 8 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The target is fully submerged in water, within 30 feet of the merfolk wavecaller, and holding its breath. effects: null failure: null frequency: null full_description: null generic_description: null name: Hydraulic Asphyxiation range: null raw_description: '**Hydraulic Asphyxiation** (__divine__, __evocation__, __water__) **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).' requirements: null success: null traits: - divine - evocation - water trigger: null ranged: - action_cost: One Action damage: formula: 1d4+3 type: piercing name: dagger plus_damage: null to_hit: 9 traits: - agile - thrown 10 feet - versatile S rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 6 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +8 - low-light vision size: Medium skills: - bonus: 7 misc: +9 to Swim name: 'Athletics ' - bonus: 6 misc: null name: 'Deception ' - bonus: 8 misc: null name: 'Nature ' - bonus: 8 misc: null name: 'Religion ' source: - abbr: Bestiary page_start: 235 page_stop: null speed: - amount: 5 type: Land - amount: 30 type: swim spell_lists: - dc: 18 misc: '' name: Primal Prepared Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: charm requirement: null - frequency: null name: heal requirement: null - frequency: null name: hydraulic push requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: dancing lights requirement: null - frequency: null name: detect magic requirement: null - frequency: null name: electric arc requirement: null - frequency: null name: ray of frost requirement: null - frequency: null name: stabilize requirement: null to_hit: 10 traits: - N - Medium - Aquatic - Humanoid - Merfolk type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: The mimic is coated in an adhesive slime. Any creature that hits the mimic, is hit by the mimic, or otherwise touches the mimic must succeed at a DC 23 Reflex save or become grabbed (Escape DC 23). A weapon that hits the mimic is stuck to the mimic and can be removed with a successful DC 23 Athletics check (made as a single action). A mimic can have any number of objects or creatures stuck to it at a time. The mimic can release a stuck creature or object by using a single action, and the adhesive dissolves 1 minute after the mimic dies, releasing all stuck objects and creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Adhesive range: null raw_description: '**Adhesive** The mimic is coated in an adhesive slime. Any creature that hits the mimic, is hit by the mimic, or otherwise touches the mimic must succeed at a DC 23 Reflex save or become grabbed (Escape DC 23). A weapon that hits the mimic is stuck to the mimic and can be removed with a successful DC 23 Athletics check (made as a single action). A mimic can have any number of objects or creatures stuck to it at a time. The mimic can release a stuck creature or object by using a single action, and the adhesive dissolves 1 minute after the mimic dies, releasing all stuck objects and creatures.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The triggering creature is automatically stuck by the mimic's adhesive (it receives no save). The mimic then makes a pseudopod Strike against any creature adjacent to the mimic. Object Lesson can't be used again until the mimic escapes and takes on a new disguise. effects: null failure: null frequency: null full_description: null generic_description: null name: Object Lesson range: null raw_description: '**Object Lesson** [Reaction] **Trigger** A creature touches or physically interacts with the mimic while the mimic is transformed using Mimic Object. **Effect** The triggering creature is automatically stuck by the mimic''s adhesive (it receives no save). The mimic then makes a pseudopod Strike against any creature adjacent to the mimic. Object Lesson can''t be used again until the mimic escapes and takes on a new disguise.' requirements: null success: null traits: null trigger: A creature touches or physically interacts with the mimic while the mimic is transformed using Mimic Object. 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. Mimics possess complex alien minds, and while often cruel and self-serving, they also enjoy conversation with their prey from time to time. For unknown reasons, they are especially interested in humanoids. Mimics have a strong dislike for others of their kind and tend to live alone. A mimic can remain in its alternate form for an extremely long period of time, sometimes remaining disguised in a dungeon chamber for decades. Regardless of how long it waits, the mimic remains vigilant and alert, ready to strike at any moment. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 19' hp: 75 hp_misc: null immunities: null items: null knowledge_checks: dc: 19 skills: - Occultism languages: - Common level: 4 melee: - action_cost: One Action damage: formula: 2d8+4 type: bludgeoning name: pseudopod plus_damage: - formula: null type: adhesive to_hit: '' traits: null name: Mimic perception: 9 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mimic Object range: null raw_description: '**Mimic Object** (__concentrate__, __polymorph__) 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.' requirements: null success: null traits: - concentrate - polymorph trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 9 ref_misc: null will: 9 will_misc: null sense_abilities: null senses: - Perception +9 - darkvision size: Medium skills: - bonus: 12 misc: null name: 'Athletics ' - bonus: 8 misc: null name: 'Deception ' - bonus: 10 misc: applies only to the dungeon it lives in name: 'Dwelling Lore ' source: - abbr: Bestiary page_start: 236 page_stop: null speed: - amount: 10 type: Land spell_lists: null traits: - N - Medium - Aberration type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: 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. Minotaurs are known to dwell in mazes, but they can also be found hiding in old ruins and other forgotten corners of the world. In any case, they are solitary creatures, only rarely sharing territory with others of their kind or even more powerful beings that have cowed them into service. Everyone else is little more than prey to be hunted. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 19' hp: 70 hp_misc: null immunities: null items: - greataxe knowledge_checks: dc: 19 skills: - Society languages: - Jotun level: 4 melee: - action_cost: One Action damage: formula: 1d12+8 type: slashing name: greataxe plus_damage: null to_hit: 14 traits: - reach 10 feet - sweep - action_cost: One Action damage: formula: 1d8+8 type: piercing name: horn plus_damage: null to_hit: 14 traits: null name: Minotaur perception: 12 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Axe Swipe range: null raw_description: '**Axe Swipe** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Hunted Fear range: null raw_description: '**Hunted Fear** 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Powerful Charge range: null raw_description: '**Powerful Charge** [Two Actions] 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 8 ref_misc: null will: 10 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'A minotaur automatically critically succeeds at Survival checks to avoid becoming lost or to find its way, including those from the __maze__ spell. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Natural Cunning range: null raw_description: '**Natural Cunning** A minotaur automatically critically succeeds at Survival checks to avoid becoming lost or to find its way, including those from the __maze__ spell. ' requirements: null success: null traits: null trigger: null senses: - Perception +12 - darkvision size: Large skills: - bonus: 14 misc: null name: 'Athletics ' - bonus: 9 misc: null name: 'Intimidation ' - bonus: 12 misc: natural cunning name: 'Survival ' source: - abbr: Bestiary page_start: 237 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - CE - Large - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 4 int_mod: 1 str_mod: 4 wis_mod: 5 ac: 20 ac_special: null alignment: N automatic_abilities: null description: 'The tentacled mist stalker shrouds itself in a cloak of mist through which its single, never-blinking eye can see with clarity, allowing it an advantage when stalking its prey. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 19' hp: 58 hp_misc: null immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 19 skills: - Arcana - Nature languages: - Aquan level: 4 melee: - action_cost: One Action damage: formula: 2d8+4 type: bludgeoning name: tentacle plus_damage: - formula: null type: Grab to_hit: 14 traits: - finesse - sweep - reach 10 feet name: Mist Stalker perception: 13 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 1d8+4 bludgeoning, DC 21 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**Constrict** 1d8+4 bludgeoning, DC 21' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The mist stalker makes its mist cloud congeal, causing the aura to be difficult terrain until the start of the mist stalker's next turn. In addition, the mist stalker can make the mist even thicker around a single Medium or smaller creature within the cloud. The creature must succeed at a DC 20 Reflex save or become __immobilized__ until it __Escapes__ or it is no longer in the mist cloud's emanation. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Solidify Mist range: null raw_description: '**Solidify Mist** (__primal__, __transmutation__, __water__) The mist stalker makes its mist cloud congeal, causing the aura to be difficult terrain until the start of the mist stalker''s next turn. In addition, the mist stalker can make the mist even thicker around a single Medium or smaller creature within the cloud. The creature must succeed at a DC 20 Reflex save or become __immobilized__ until it __Escapes__ or it is no longer in the mist cloud''s emanation.' requirements: null success: null traits: - primal - transmutation - water trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 12 ref_misc: null will: 11 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 15 feet. The mist stalker is surrounded by mist. Creatures in the aura are __concealed__. If wind disperses the aura, it returns automatically at the start of the mist stalker's turn. This cloud is suppressed in water. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mist Cloud range: null raw_description: '**Mist Cloud** (__aura__, __conjuration__, __primal__, __water__) 15 feet. The mist stalker is surrounded by mist. Creatures in the aura are __concealed__. If wind disperses the aura, it returns automatically at the start of the mist stalker''s turn. This cloud is suppressed in water.' requirements: null success: null traits: - aura - conjuration - primal - water trigger: null - action_cost: None critical_failure: null critical_success: null description: The mist stalker ignores the __concealed__ condition from mist and fog. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mist Vision range: null raw_description: '**Mist Vision** The mist stalker ignores the __concealed__ condition from mist and fog.' requirements: null success: null traits: null trigger: null senses: - Perception +13 - darkvision - mist vision size: Medium skills: - bonus: 11 misc: null name: 'Athletics ' - bonus: 12 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 114 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: climb - amount: 30 type: swim spell_lists: null traits: - N - Medium - Amphibious - Elemental - Water type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: 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. **__Recall Knowledge - Fey__ (__Nature__)**: DC 13' hp: 10 hp_misc: null immunities: null items: - dart (10) - shortsword knowledge_checks: dc: 13 skills: - Nature languages: - Undercommon level: -1 melee: - action_cost: One Action damage: formula: 1d6-1 type: piercing name: shortsword plus_damage: null to_hit: 8 traits: - agile - finesse - versatile S name: Mitflit perception: 4 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vengeful Anger range: null raw_description: '**Vengeful Anger** (__emotion__, __mental__) 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.' requirements: null success: null traits: - emotion - mental trigger: null ranged: - action_cost: One Action damage: formula: 1d4-1 type: piercing name: dart plus_damage: null to_hit: 8 traits: - agile - range increment 20 feet - thrown rarity: Common resistances: null ritual_lists: null saves: fort: 2 fort_misc: null misc: null ref: 7 ref_misc: null will: 4 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Self-Loathing range: null raw_description: '**Self-Loathing** (__emotion__, __mental__) A 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.' requirements: null success: null traits: - emotion - mental trigger: null - action_cost: None critical_failure: null critical_success: null 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. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vermin Empathy range: null raw_description: '**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. ' requirements: null success: null traits: null trigger: null senses: - Perception +4 - darkvision - scent (imprecise) 30 feet size: Small skills: - bonus: 5 misc: null name: 'Acrobatics ' - bonus: 1 misc: +7 vs. arthropods name: 'Diplomacy ' - bonus: 3 misc: null name: 'Nature ' - bonus: 5 misc: null name: 'Stealth ' - bonus: 5 misc: null name: 'Thievery ' source: - abbr: Bestiary page_start: 192 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: climb spell_lists: - dc: 16 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: at will, arthropods only name: speak with animals requirement: null - heightened_level: null level: 1 spells: - frequency: null name: bane requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: prestidigitation requirement: null to_hit: null traits: - LE - Small - Fey - Gremlin type: Creature weaknesses: - amount: 2 type: cold iron - ability_mods: cha_mod: 5 con_mod: 4 dex_mod: 4 int_mod: 1 str_mod: 6 wis_mod: 3 ac: 28 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Resistances piercing 10, slashing 5 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: unconscious range: null raw_description: '**__unconscious__** Resistances piercing 10, slashing 5' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A living creature slain by a mohrg that had a lower level than the mohrg rises as a mohrg spawn after 1d4 rounds, on its turn. This mohrg spawn is under the command of the mohrg that created it. If the creator of the mohrg spawn is destroyed, the mohrg spawn is destroyed as well, immediately collapsing into a pile of decayed flesh and bones. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mohrg Spawn range: null raw_description: '**Mohrg Spawn** (__occult__, __necromancy__) A living creature slain by a mohrg that had a lower level than the mohrg rises as a mohrg spawn after 1d4 rounds, on its turn. This mohrg spawn is under the command of the mohrg that created it. If the creator of the mohrg spawn is destroyed, the mohrg spawn is destroyed as well, immediately collapsing into a pile of decayed flesh and bones.' requirements: null success: null traits: - occult - necromancy trigger: null description: "The weight of murder wears heavy on the soul. With souls marked by\ \ a lifetime of dealing death, these killers, whether mass murderers, bloodthirsty\ \ soldiers, or sadistic executioners, sometimes do not let judgment and lawful\ \ execution stanch their slaying sprees. When such individuals are brought to\ \ justice, they may rise after death as mohrgs to continue their ruinous work.\n\ \n\n\nDrawn to others of their kind, mohrgs prefer to hunt in small groups, occasionally\ \ in partnership with weaker free-willed undead such as shadows and wights. They\ \ seek out weak prey and revel in causing drawn-out suffering. Some mohrgs haunt\ \ locations they favored in life, reenacting old crimes on new victims. They may\ \ even skulk about in public, wearing rags, cloaks, or freshly harvested skins\ \ to hide their nature. The most dangerous mohrgs are those who grow powerful\ \ enough to no longer fear being struck down again and openly assault settlements\ \ in an attempt to turn living towns into mass graves.\n\n\n\nSince those slain\ \ by a mohrg rise soon thereafter as mohrg spawn, the murders of a mohrg rarely\ \ go unnoticed for long, even when they take extra care to prey only on a society's\ \ dregs. Since mohrg spawn remain under a mohrg's control, a canny mohrg might\ \ order its spawn to remain in hiding to keep its presence secret until a point\ \ where it feels confident unleashing its undead army upon a doomed settlement.\ \ Mohrgs retain a twisted sentimentality for the crimes of their mortal life,\ \ seeking out trinkets that remind them of favorite murders. When not out hunting,\ \ mohrgs arrange their mementos into disturbing shrines. Often, these trinkets\ \ are valuable objects, and might even provide important clues to ongoing mysteries.\n\ \n\n\n\n\n## Mohrg Spawn\n\n When a creature returns after death as a mohrg spawn,\ \ its flesh decays away save for its entrails, and it grows a long, awful tongue.\ \ The creature gains the undead trait and becomes chaotic evil, and it loses any\ \ abilities that come from it being a living creature. It gains __darkvision__,\ \ __negative healing__, and the mohrg's immunities and resistances. If the creature\ \ had hands, it gains a claw Strike (an unarmed attack that deals slashing damage).\ \ The creature also gains a tongue Strike, an __agile__ attack that causes paralysis,\ \ as the mohrg ability; the Fortitude save uses the DC for the __mohrg spawn's\ \ level__. Mohrg spawn cannot create mohrg spawn of their own.\n\n\n\n**__Recall\ \ Knowledge - Undead__ (__Religion__)**: DC 24" hp: 120 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison items: null knowledge_checks: dc: 24 skills: - Religion languages: - Common - Necril level: 8 melee: - action_cost: One Action damage: formula: 2d10+9 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 20 traits: null - action_cost: One Action damage: null name: tongue plus_damage: null to_hit: 20 traits: - agile name: Mohrg perception: 17 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A living creature hit by a mohrg's tongue Strike must succeed at a DC 26 Fortitude save or become __paralyzed__. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each attempt. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Paralysis range: null raw_description: '**Paralysis** (__occult__, __incapacitation__, __necromancy__) A living creature hit by a mohrg''s tongue Strike must succeed at a DC 26 Fortitude save or become __paralyzed__. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each attempt.' requirements: null success: null traits: - occult - incapacitation - necromancy trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 18 fort_misc: null misc: null ref: 16 ref_misc: null will: 13 will_misc: null sense_abilities: null senses: - Perception +17 - darkvision size: Medium skills: - bonus: 16 misc: null name: 'Acrobatics ' - bonus: 18 misc: null name: 'Athletics ' - bonus: 19 misc: null name: 'Intimidation ' - bonus: 15 misc: null name: 'Society ' - bonus: 18 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 172 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - CE - Medium - Undead type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 28' hp: 172 hp_misc: null immunities: null items: null knowledge_checks: dc: 28 skills: - Nature languages: null level: 9 melee: - action_cost: One Action damage: formula: 2d12+10 type: piercing name: jaws plus_damage: null to_hit: 22 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d6+10 type: bludgeoning name: tail plus_damage: null to_hit: 22 traits: - reach 20 feet - action_cost: One Action damage: formula: 2d8+10 type: bludgeoning name: foot plus_damage: null to_hit: 22 traits: - reach 10 feet name: Mokele-Mbembe perception: 15 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null description: Large or smaller, foot, DC 28 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**Trample** [Three Actions] Large or smaller, foot, DC 28' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: The creature is stunned 3. critical_success: The creature is unaffected. 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. ' effect: null effects: null failure: The creature is stunned 2. frequency: null full_description: null generic_description: null name: Whip Tail range: null raw_description: '**Whip Tail** [Two Actions] (__sonic__) 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__. ' requirements: null success: The creature is stunned 1. traits: - sonic trigger: null ranged: null rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 21 fort_misc: null misc: null ref: 15 ref_misc: null will: 17 will_misc: null sense_abilities: null senses: - Perception +15 - darkvision - scent (imprecise) 30 feet size: Huge skills: - bonus: 20 misc: null name: 'Athletics ' - bonus: 19 misc: null name: 'Stealth ' - bonus: 17 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #146: Cult of Cinders' page_start: 90 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: swim spell_lists: null traits: - Uncommon - N - Huge - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 5 dex_mod: 4 int_mod: 4 str_mod: 7 wis_mod: 4 ac: 33 ac_special: null alignment: NG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 20 feet. Allies in the aura gain a +2 status bonus to saving throws against __death__ effects and effects that target or manipulate their souls. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spiritual Warden range: null raw_description: '**Spiritual Warden** (__abjuration__, __aura__, __divine__) 20 feet. Allies in the aura gain a +2 status bonus to saving throws against __death__ effects and effects that target or manipulate their souls.' requirements: null success: null traits: - abjuration - aura - divine trigger: null description: 'Monadic devas stand vigil along the River of Souls as it passes from the mortal realm into the __Ethereal Plane__. Those who seek to fish souls out for their own use stalk this metaphysical river, and it is against these predators that monadic devas fight. At other times, monadic devas work to guide newcomers to the River of Souls who might be in danger of drifting from the current and lingering as ghosts. Monadic devas often find their tasks place them in alliances with __psychopomps__, and they work well with the monitors despite the philosophical divide between their views on a soul''s inherent goodness. A monadic deva is 7 feet tall and weighs 220 pounds. **__Recall Knowledge - Celestial__ (__Religion__)**: DC 30' hp: 245 hp_misc: null immunities: - death effects items: - +1 striking mace knowledge_checks: dc: 30 skills: - Religion languages: - Celestial - Draconic - Infernal - tongues level: 12 melee: - action_cost: One Action damage: formula: 2d6+15 type: bludgeoning name: holy mace plus_damage: - formula: 1d6 type: force and 1d6 good to_hit: 28 traits: - good - magical - shove name: Monadic Deva perception: 25 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: Any weapon gains the effect of a __holy__ property rune while a monadic deva wields it. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Holy Armaments range: null raw_description: '**Holy Armaments** (__divine__, __evocation__) Any weapon gains the effect of a __holy__ property rune while a monadic deva wields it.' requirements: null success: null traits: - divine - evocation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: "The monadic deva speaks a word to cause a creature's soul to recoil\ \ at its sins or an undead creature to recoil at its lack of a soul. One non-good\ \ living or undead target within 40 feet takes 5d10 good damage and must attempt\ \ a DC 32 Fortitude save. Regardless of the outcome, the target is then temporarily\ \ immune for 10 minutes. \n\n**Critical Success **The target is unaffected.\ \ \n\n**Success **The target takes half damage and is __stunned 1__. \n\n**Failure\ \ **The target takes full damage and is stunned 2. \n\n**Critical Failure **The\ \ target takes double damage and is stunned 4." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rebuke Soul range: null raw_description: "**Rebuke Soul** (__auditory__, __divine__, __enchantment__,\ \ __good__, __incapacitation__) The monadic deva speaks a word to cause a creature's\ \ soul to recoil at its sins or an undead creature to recoil at its lack of\ \ a soul. One non-good living or undead target within 40 feet takes 5d10 good\ \ damage and must attempt a DC 32 Fortitude save. Regardless of the outcome,\ \ the target is then temporarily immune for 10 minutes. \n\n**Critical Success\ \ **The target is unaffected. \n\n**Success **The target takes half damage and\ \ is __stunned 1__. \n\n**Failure **The target takes full damage and is stunned\ \ 2. \n\n**Critical Failure **The target takes double damage and is stunned\ \ 4." requirements: null success: null traits: - auditory - divine - enchantment - good - incapacitation trigger: null - action_cost: None critical_failure: null critical_success: null description: When a monadic deva hits a target for the second time during its turn with its mace, it deals an additional 2d12 force damage as its weapon shimmers with ripples of power. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Solid Blow range: null raw_description: '**Solid Blow** (__divine__, __evocation__, __force__) When a monadic deva hits a target for the second time during its turn with its mace, it deals an additional 2d12 force damage as its weapon shimmers with ripples of power.' requirements: null success: null traits: - divine - evocation - force trigger: null ranged: null rarity: Common resistances: - amount: 10 type: evil ritual_lists: - dc: 32 misc: null name: Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: angelic messenger requirement: null to_hit: null saves: fort: 24 fort_misc: null misc: +1 to all saves vs. magic ref: 21 ref_misc: null will: 20 will_misc: null sense_abilities: null senses: - Perception +25 - darkvision size: Medium skills: - bonus: 25 misc: null name: 'Arcana ' - bonus: 24 misc: null name: 'Diplomacy ' - bonus: 22 misc: null name: 'Intimidation ' - bonus: 20 misc: null name: 'Occultism ' - bonus: 25 misc: null name: 'Religion ' - bonus: 22 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 15 page_stop: null speed: - amount: 30 type: Land - amount: 60 type: fly spell_lists: - dc: 31 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: null name: divine wrath requirement: null - frequency: null name: heal requirement: null - frequency: null name: paralyze requirement: null - frequency: null name: remove curse requirement: null - frequency: null name: remove disease requirement: null - heightened_level: null level: 5 spells: - frequency: null name: creation requirement: null - frequency: null name: remove fear requirement: null - heightened_level: null level: 4 spells: - frequency: null name: charm requirement: null - heightened_level: null level: 2 spells: - frequency: at will, self only name: invisibility requirement: null - heightened_level: null level: 1 spells: - frequency: at will, evil only name: detect alignment requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null to_hit: null traits: - NG - Medium - Angel - Celestial type: Creature weaknesses: null - ability_mods: cha_mod: 3 con_mod: 4 dex_mod: 0 int_mod: -2 str_mod: 7 wis_mod: 4 ac: 24 ac_special: null alignment: N automatic_abilities: null description: 'These enormous plants have thick, knotted trunks festooned with fanged blossoms. A gaping mouth sits at the top of the trunk, capable of swallowing most creatures smaller than the moonflower whole. Moonflowers can move slowly on their powerful roots or use them to attack, but usually they dig them deeply into the surrounding ground and remain stationary to await prey. Though moonflowers can''t speak in the conventional sense, they communicate telepathically with other moonflowers. Explorers who encounter a single moonflower can thus be assured that any other moonflowers in the vicinity will be prepared for them. Those who manage to intercept a moonflower''s telepathic communications are assaulted by visions of dreadful, primeval jungles ruled over by titanic plant life. Whether this is some vision of the past or a dream of the future shared by all moonflowers is unknown. Moonflowers are alien life-forms from a long-dead planet, but their proliferation throughout the galaxy has been ensured through the machinations of the Dominion of the Black, a sinister, alien organization from the dark places between the stars. **__Recall Knowledge - Plant__ (__Nature__)**: DC 26' hp: 120 hp_misc: fast healing 10 immunities: - electricity items: null knowledge_checks: dc: 26 skills: - Nature languages: - telepathy 1 mile (other moonflowers only) level: 8 melee: - action_cost: One Action damage: formula: 2d10+10 type: piercing name: bite plus_damage: - formula: null type: Grab to_hit: 20 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d8+10 type: bludgeoning name: root plus_damage: null to_hit: 20 traits: - agile - reach 15 feet name: Moonflower perception: 16 proactive_abilities: - action_cost: Two Actions critical_failure: The creature is blinded for 1d4 rounds. critical_success: null description: "50 feet. The moonflower releases a pulse of bright light. Each non-moonflower\ \ creature in the emanation must attempt a DC 23 Fortitude save. The moonflower\ \ can't use Light Pulse again for 1d4 rounds. \n\n" effect: null effects: null failure: The creature is dazzled for 1d4 rounds. frequency: null full_description: null generic_description: null name: Light Pulse range: null raw_description: "**Light Pulse** [Two Actions] (__evocation__, __light__, __primal__,\ \ __visual__) 50 feet. The moonflower releases a pulse of bright light. Each\ \ non-moonflower creature in the emanation must attempt a DC 23 Fortitude save.\ \ The moonflower can't use Light Pulse again for 1d4 rounds. \n\n**Success**\ \ The creature is unaffected. \n\n**Failure** The creature is __dazzled__ for\ \ 1d4 rounds. \n\n**Critical Failure** The creature is __blinded__ for 1d4 rounds." requirements: null success: The creature is unaffected. traits: - evocation - light - primal - visual trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The swallowed creature is wrapped in a tight cocoon and extruded from the moonflower's body into an adjacent square. The creature continues to be Swallowed Whole. It can't use __Acrobatics__ to __Escape__ a pod, but other creatures can attempt to Rupture the pod. The cocooned creature takes half damage from any damage dealt to the cocoon. Once the cocoon is Ruptured, it deflates and decays. effects: null failure: null frequency: null full_description: null generic_description: null name: Pod Prison range: null raw_description: '**Pod Prison** [Reaction] **Trigger** The moonflower has swallowed a creature; **Effect** The swallowed creature is wrapped in a tight cocoon and extruded from the moonflower''s body into an adjacent square. The creature continues to be Swallowed Whole. It can''t use __Acrobatics__ to __Escape__ a pod, but other creatures can attempt to Rupture the pod. The cocooned creature takes half damage from any damage dealt to the cocoon. Once the cocoon is Ruptured, it deflates and decays.' requirements: null success: null traits: null trigger: The moonflower has swallowed a creature - action_cost: None critical_failure: null critical_success: null description: "Should a Small or larger creature die within a pod prison, the pod\ \ transforms into an adult moonflower with full Hit Points after 1d4 hours of\ \ growth. The newly formed moonflower has its own consciousness, but some aspect\ \ of its trunk or blossoms resembles the creature that died within. The dead\ \ creature\x81fs equipment remains inside the new moonflower and can be retrieved\ \ if the moonflower is slain." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pod Spawn range: null raw_description: "**Pod Spawn** Should a Small or larger creature die within a\ \ pod prison, the pod transforms into an adult moonflower with full Hit Points\ \ after 1d4 hours of growth. The newly formed moonflower has its own consciousness,\ \ but some aspect of its trunk or blossoms resembles the creature that died\ \ within. The dead creature\x81fs equipment remains inside the new moonflower\ \ and can be retrieved if the moonflower is slain." requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Large, 2d10+10 bludgeoning and 2d6 acid, Rupture 21 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**__Swallow Whole__** (__attack__) Large, 2d10+10 bludgeoning and 2d6 acid, Rupture 21' requirements: null success: null traits: - attack trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: physical (except slashing) ritual_lists: null saves: fort: 18 fort_misc: null misc: null ref: 10 ref_misc: null will: 16 will_misc: null sense_abilities: null senses: - Perception +16 - darkvision size: Huge skills: - bonus: 19 misc: can't Jump or Swim name: 'Athletics ' - bonus: 14 misc: +18 in thick vegetation name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 173 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - Uncommon - N - Huge - Plant type: Creature weaknesses: - amount: 10 type: fire - ability_mods: cha_mod: 1 con_mod: 1 dex_mod: 3 int_mod: -2 str_mod: 4 wis_mod: 3 ac: 17 ac_special: null alignment: CE automatic_abilities: null description: 'Originating from humans long lost from the world of light, morlocks are brutal monsters that dwell in the tangled tunnels of the upper reaches of the Darklands. Their wiry frames mask the strength of their limbs and their swift reactions, and their arms are long enough that they can drop into an uncanny, four-limbed shuffle for speed or stealth. They no longer remember the lives their ancestors led on the surface, although many morlocks still dwell in the shattered ruins of their ancient homes. Some morlocks worship the statues of humans from these bygone eras as gods, but others now worship __Lamashtu__, __Rovagug__, or other violent deities. Morlock young are insatiable and clamor for even the slightest morsel of food, even consuming their siblings if no other meal presents itself. Most morlocks encourage the practice to ensure their ancestral group as a whole grows stronger. A typical morlock stands just over 5 feet tall and weighs roughly 150 pounds. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16' hp: 38 hp_misc: null immunities: null items: - club knowledge_checks: dc: 16 skills: - Society languages: - Undercommon level: 2 melee: - action_cost: One Action damage: formula: 1d6+4 type: bludgeoning name: club plus_damage: null to_hit: 9 traits: null - action_cost: One Action damage: formula: 1d4+4 type: piercing name: jaws plus_damage: null to_hit: 9 traits: - agile name: Morlock perception: 7 proactive_abilities: - action_cost: Two Actions critical_failure: "The morlock injures itself, taking 2d6 damage (typically bludgeoning,\ \ piercing, or slashing, but potentially a different type at the GM\x81fs discretion)." critical_success: The target gains 4d6 HP and a +1 circumstance bonus to attack rolls for 1 minute. description: "The morlock tinkers with an adjacent construct or mechanical hazard.\ \ They attempt a __Crafting__ check against the construct's or hazard's Fortitude\ \ DC. The morlock can't succeed if the target's level is more than double the\ \ morlock's. \n\n" effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Instinctual Tinker range: null raw_description: "**Instinctual Tinker** [Two Actions] The morlock tinkers with\ \ an adjacent construct or mechanical hazard. They attempt a __Crafting__ check\ \ against the construct's or hazard's Fortitude DC. The morlock can't succeed\ \ if the target's level is more than double the morlock's. \n\n**Critical Success**\ \ The target gains 4d6 HP and a +1 circumstance bonus to attack rolls for 1\ \ minute. \n\n**Success** The target gains 2d6 HP. \n\n**Critical Failure**\ \ The morlock injures itself, taking 2d6 damage (typically bludgeoning, piercing,\ \ or slashing, but potentially a different type at the GM\x81fs discretion)." requirements: null success: The target gains 2d6 HP. traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The morlock Strides up to twice its Speed, during which it attempts a __High Jump__ or a __Long Jump__. At any point during its movement, the morlock can make a melee Strike against an enemy in its reach. The morlock then can't use Leap Attack for 1 round. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Leap Attack range: null raw_description: '**Leap Attack** [Two Actions] The morlock Strides up to twice its Speed, during which it attempts a __High Jump__ or a __Long Jump__. At any point during its movement, the morlock can make a melee Strike against an enemy in its reach. The morlock then can''t use Leap Attack for 1 round.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: "A morlock\x81fs Strikes deal an extra 1d6 precision damage to __flat-footed__\ \ creatures." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: "**__Sneak Attack__** A morlock\x81fs Strikes deal an extra 1d6\ \ precision damage to __flat-footed__ creatures." requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A morlock can share the same space as another morlock, but no more than two morlocks can occupy the same space. When morlocks share the same space, they gain a +1 circumstance bonus to attack rolls. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swarming Stance range: null raw_description: '**Swarming Stance** A morlock can share the same space as another morlock, but no more than two morlocks can occupy the same space. When morlocks share the same space, they gain a +1 circumstance bonus to attack rolls.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+4 type: bludgeoning name: club plus_damage: null to_hit: 8 traits: - range increment 10 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 7 fort_misc: null misc: +2 status to all saves vs. disease and poison ref: 11 ref_misc: null will: 9 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: ' ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Light Blindness range: null raw_description: "**__Light Blindness__** \n\n" requirements: null success: null traits: null trigger: null senses: - Perception +7 - darkvision size: Medium skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 8 misc: +11 Climbing name: 'Athletics ' - bonus: 8 misc: Repair only name: 'Crafting ' - bonus: 9 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 174 page_stop: null speed: - amount: 30 type: Land - amount: 20 type: climb spell_lists: null traits: - CE - Medium - Humanoid type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The morrigna makes a web wrappings Strike against the triggering creature. If the strike is a critical hit, the triggering action is disrupted. effects: null failure: null frequency: null full_description: null generic_description: null name: Wrappings Lash range: null raw_description: '**Wrappings Lash** [Reaction] **Trigger** A creature within reach of the morrigna''s web wrappings uses an action to Strike or attempt a skill check. **Effect** The morrigna makes a web wrappings Strike against the triggering creature. If the strike is a critical hit, the triggering action is disrupted.' requirements: null success: null traits: null trigger: A creature within reach of the morrigna's web wrappings uses an action to Strike or attempt a skill check. 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. **__Recall Knowledge - Monitor__ (__Religion__)**: DC 34' hp: 240 hp_misc: regeneration 20 (deactivated by acid or fire) immunities: - death effects - disease items: - +2 striking bo staff knowledge_checks: dc: 34 skills: - Religion languages: - Abyssal - Celestial - Infernal - Necril - Requian - speak with animals - tongues level: 15 melee: - action_cost: One Action damage: formula: 2d8+14 type: bludgeoning name: bo staff plus_damage: - formula: null type: spirit touch to_hit: 31 traits: - magical - parry - reach 10 feet - trip - action_cost: One Action damage: formula: 3d12+14 type: bludgeoning name: web wrappings plus_damage: - formula: null type: Grab and spirit touch to_hit: 29 traits: - magical - reach 10 feet name: Morrigna perception: 28 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) 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.' requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: Three Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spider Minions range: null raw_description: '**Spider Minions** [Three Actions] (__conjuration__, __divine__) 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.' requirements: null success: null traits: - conjuration - divine trigger: null - action_cost: None critical_failure: null critical_success: null description: A morrigna's Strikes affect incorporeal creatures as though etched with a __ghost touch__ property rune and deal 4d6 negative damage to living creatures or 4d6 positive damage to undead. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spirit Touch range: null raw_description: '**Spirit Touch** A morrigna''s Strikes affect incorporeal creatures as though etched with a __ghost touch__ property rune and deal 4d6 negative damage to living creatures or 4d6 positive damage to undead.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 15 type: negative - amount: 15 type: poison ritual_lists: - dc: 37 misc: null name: Divine Rituals spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: call spirit requirement: null to_hit: null saves: fort: 25 fort_misc: null misc: +1 status to all saves vs. magic ref: 27 ref_misc: null will: 29 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'A psychopomp senses the vital essence of living and undead creatures within the listed range. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Lifesense range: null raw_description: '**Lifesense** (__divination__, __divine__) A psychopomp senses the vital essence of living and undead creatures within the listed range. ' requirements: null success: null traits: - divination - divine trigger: null senses: - Perception +28 - darkvision - lifesense 60 feet size: Medium skills: - bonus: 27 misc: null name: 'Athletics ' - bonus: 28 misc: null name: 'Boneyard Lore ' - bonus: 27 misc: null name: 'Diplomacy ' - bonus: 29 misc: null name: 'Intimidation ' - bonus: 29 misc: null name: 'Religion ' - bonus: 24 misc: null name: 'Society ' - bonus: 27 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 271 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: climb (spider climb) spell_lists: - dc: 35 misc: '' name: Divine Spontaneous Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: null name: field of life requirement: null - frequency: null name: heal requirement: null - frequency: 4 slots name: spirit blast requirement: null - heightened_level: null level: 5 spells: - frequency: null name: death ward requirement: null - frequency: null name: dispel magic requirement: null - frequency: 4 slots name: sending requirement: null - heightened_level: null level: 4 spells: - frequency: null name: freedom of movement requirement: null - frequency: null name: read omens requirement: null - frequency: 4 slots name: spell immunity requirement: null - heightened_level: null level: 3 spells: - frequency: null name: blindness requirement: null - frequency: null name: crisis of faith requirement: null - frequency: 4 slots name: dream message requirement: null - heightened_level: null level: 2 spells: - frequency: null name: calm emotions requirement: null - frequency: null name: see invisibility requirement: null - frequency: 4 slots name: silence requirement: null - heightened_level: null level: 1 spells: - frequency: null name: bane requirement: null - frequency: null name: bless requirement: null - frequency: 4 slots name: ray of enfeeblement requirement: null - heightened_level: 8 level: 0 spells: - frequency: null name: chill touch requirement: null - frequency: null name: detect magic requirement: null - frequency: null name: disrupt undead requirement: null - frequency: null name: read aura requirement: null - frequency: null name: stabilize requirement: null to_hit: 30 - dc: 37 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: talking corpse requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null - heightened_level: 2 level: -1 spells: - frequency: null name: speak with animals requirement: null - frequency: null name: spider climb requirement: null to_hit: null traits: - N - Medium - Monitor - Psychopomp type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 4 dex_mod: 4 int_mod: 4 str_mod: 6 wis_mod: 5 ac: 30 ac_special: null alignment: NG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 20 feet. Allies in the movanic deva's aura gain a +1 status bonus to all saving throws, resistance 10 to positive and negative damage, and are unharmed by the effects of a plane's __positive__ and __negative__ traits. Animals in the aura of 12th level or lower don't attack the movanic deva or the deva's allies unless they are controlled or otherwise forced to attack. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aura of Vitality range: null raw_description: '**Aura of Vitality** (__abjuration__, __aura__, __divine__) 20 feet. Allies in the movanic deva''s aura gain a +1 status bonus to all saving throws, resistance 10 to positive and negative damage, and are unharmed by the effects of a plane''s __positive__ and __negative__ traits. Animals in the aura of 12th level or lower don''t attack the movanic deva or the deva''s allies unless they are controlled or otherwise forced to attack.' requirements: null success: null traits: - abjuration - aura - divine trigger: null description: 'Movanic devas are stewards of the flow of good creatures'' souls through the cycle of life and death, from the point a creature is born to the day it dies. These angels arise from the souls of stalwart nurturers and protectors, and share a specific connection with a creature''s vital essence—its life force. Movanic devas are most concerned with guiding and protecting good creatures during their mortal lives, so once a soul has passed into the River of Souls, the movanic deva leaves its protection to the soul angels, or monadic devas. As part of their stewardship over good creatures, movanic devas can waken within animals a level of sapience to allow them to become kindly and benevolent as well, thus increasing the flow of goodness into the afterlife. They also spend time patrolling the __Positive Energy Plane__ and __Negative Energy Plane__, seeking to contain significant threats to life. **__Recall Knowledge - Celestial__ (__Religion__)**: DC 27' hp: 195 hp_misc: null immunities: - negative items: - +1 striking bastard sword knowledge_checks: dc: 27 skills: - Religion languages: - Celestial - Draconic - Infernal - tongues level: 10 melee: - action_cost: One Action damage: formula: 2d8+9 type: slashing name: flaming bastard sword plus_damage: - formula: 1d6 type: fire and 1d6 good to_hit: 23 traits: - good - magical - two-hand d12 name: Movanic Deva perception: 22 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The movanic deva attempts to unravel unwelcome magic effects on allies within its aura of vitality to protect them from malevolent forces. The movanic deva attempts a counteract check against as many spell effects affecting allies in the area as it wishes with a +19 counteract modifier and a counteract level of 4, rolling once for the selected effects. effects: null failure: null frequency: once per day full_description: null generic_description: null name: Dispelling Field range: null raw_description: '**Dispelling Field** [Two Actions] (__divine__, __transmutation__) **Frequency **once per day; **Effect **The movanic deva attempts to unravel unwelcome magic effects on allies within its aura of vitality to protect them from malevolent forces. The movanic deva attempts a counteract check against as many spell effects affecting allies in the area as it wishes with a +19 counteract modifier and a counteract level of 4, rolling once for the selected effects.' requirements: null success: null traits: - divine - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: When a movanic deva wields a weapon, that weapon gains the effect of a __flaming__ rune. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flaming Armaments range: null raw_description: '**Flaming Armaments** (__divine__, __transmutation__) When a movanic deva wields a weapon, that weapon gains the effect of a __flaming__ rune.' requirements: null success: null traits: - divine - transmutation trigger: null ranged: null rarity: Common resistances: - amount: 10 type: evil ritual_lists: - dc: 29 misc: null name: Rituals spell_groups: - heightened_level: null level: 6 spells: - frequency: null name: awaken animal requirement: null - heightened_level: null level: 1 spells: - frequency: null name: angelic messenger requirement: null to_hit: null saves: fort: 21 fort_misc: null misc: +1 to all saves vs. magic ref: 17 ref_misc: null will: 19 will_misc: null sense_abilities: null senses: - Perception +22 - darkvision size: Medium skills: - bonus: 20 misc: null name: 'Athletics ' - bonus: 22 misc: null name: 'Diplomacy ' - bonus: 22 misc: null name: 'Intimidation ' - bonus: 22 misc: null name: 'Nature ' - bonus: 19 misc: null name: 'Religion ' - bonus: 17 misc: null name: 'Stealth ' - bonus: 17 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 14 page_stop: null speed: - amount: 30 type: Land - amount: 40 type: fly spell_lists: - dc: 29 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: divine wrath requirement: null - frequency: null name: remove curse requirement: null - frequency: null name: remove disease requirement: null - frequency: null name: remove fear requirement: null - heightened_level: null level: 4 spells: - frequency: null name: create food requirement: null - frequency: ×3 name: heal requirement: null - heightened_level: null level: 2 spells: - frequency: at will, self only name: invisibility requirement: null - heightened_level: null level: 1 spells: - frequency: at will, evil only name: detect alignment requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null to_hit: null traits: - NG - Medium - Angel - Celestial type: Creature weaknesses: null - 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 alignment: CN automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A mu spore is a massive creature and takes up a space of 10 squares by 10 squares (50 feet by 50 feet). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Enormous range: null raw_description: '**Enormous** A mu spore is a massive creature and takes up a space of 10 squares by 10 squares (50 feet by 50 feet).' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: 60 feet. A living creature that enters the area or ends its turn within it is corrupted by spores. It must succeed at a DC 42 Fortitude save or be clumsy 1, enfeebled 1, and slowed 1 for 1 round. Fungi and plants are immune. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spores range: null raw_description: '**Spores** (__aura__) 60 feet. A living creature that enters the area or ends its turn within it is corrupted by spores. It must succeed at a DC 42 Fortitude save or be clumsy 1, enfeebled 1, and slowed 1 for 1 round. Fungi and plants are immune.' requirements: null success: null traits: - aura trigger: null - action_cost: Free Action critical_failure: null critical_success: null description: null effect: The spore uses Grab on the triggering creature. There is no limit to how many creatures it can grab with the sticky tendrils that cover its body. effects: null failure: null frequency: null full_description: null generic_description: null name: Grasping Tendrils range: null raw_description: '**Grasping Tendrils** [Free Action] **Trigger** A creature within 10 feet of the mu spore moves or attacks the mu spore. **Effect** The spore uses Grab on the triggering creature. There is no limit to how many creatures it can grab with the sticky tendrils that cover its body.' requirements: null success: null traits: null trigger: A creature within 10 feet of the mu spore moves or attacks the mu spore. 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. Many societies tell tales of vast mu spores appearing over cities at the dawn of apocalyptic events, but they''re more than just ravenous eaters of nations. Mu spores often possess rare or esoteric knowledge, and if peaceful contact can be made, this lore can be quite valuable. Their spores can also be used to craft certain foul drugs or deadly alchemical poisons, but harvesting these ingredients is dangerous, as the spores are not viable for long once they''ve been shed, forcing alchemists seeking to harvest them to operate in perilously close proximity to the abominations. **__Recall Knowledge - Fungus__ (__Nature__)**: DC 42' hp: 350 hp_misc: regeneration 50 (deactivated by sonic) immunities: null items: null knowledge_checks: dc: 42 skills: - Nature languages: - Aklo - Common - Terran - Undercommon level: 21 melee: - action_cost: One Action damage: formula: 4d12+18 type: piercing name: jaws plus_damage: - formula: null type: Improved Grab to_hit: 40 traits: - deadly 3d12 - reach 30 feet name: Mu Spore perception: 36 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The mu spore releases a cloud of burrowing spores in a 400-foot cone. The spores deal 22d6 piercing damage to all creatures, objects, and wooden structures in the area, but not to plants or fungi (DC 46 basic Reflex save). The mu spore can't use this ability again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cough Spores range: null raw_description: '**Cough Spores** [Two Actions] The mu spore releases a cloud of burrowing spores in a 400-foot cone. The spores deal 22d6 piercing damage to all creatures, objects, and wooden structures in the area, but not to plants or fungi (DC 46 basic Reflex save). The mu spore can''t use this ability again for 1d4 rounds.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Enormous Inhalation range: null raw_description: '**Enormous Inhalation** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The spore uses Swallow Whole. effects: null failure: null frequency: null full_description: null generic_description: null name: Fast Swallow range: null raw_description: '**Fast Swallow** [Reaction] **Trigger** The mu spore Grabs a creature with its jaws. **Effect** The spore uses Swallow Whole.' requirements: null success: null traits: null trigger: The mu spore Grabs a creature with its jaws. - action_cost: One Action critical_failure: null critical_success: null description: 15 bludgeoning, DC 45. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Greater Constrict range: null raw_description: '**Greater Constrict** 15 bludgeoning, DC 45.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The mu spore still deals 18 piercing damage if its jaws Strike is a failure (but not on critical failure) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Overpowering Jaws range: null raw_description: '**Overpowering Jaws** The mu spore still deals 18 piercing damage if its jaws Strike is a failure (but not on critical failure)' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Gargantuan, 20d6+9 acid, Rupture 37. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**Swallow Whole** (__attack__) Gargantuan, 20d6+9 acid, Rupture 37.' requirements: null success: null traits: - attack trigger: null ranged: null rarity: Common resistances: - amount: 20 type: acid - amount: 10 type: all (except sonic) ritual_lists: null saves: fort: 38 fort_misc: null misc: null ref: 32 ref_misc: null will: 38 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The mu spore senses vibrations in the air through its aerial spores. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Windsense range: null raw_description: '**Windsense** The mu spore senses vibrations in the air through its aerial spores.' requirements: null success: null traits: null trigger: null senses: - Perception +36 - low-light vision - windsense 240 feet size: Gargantuan skills: - bonus: 26 misc: null name: 'Acrobatics ' - bonus: 41 misc: null name: 'Athletics ' - bonus: 38 misc: null name: 'Nature ' - bonus: 36 misc: null name: 'Occultism ' source: - abbr: Bestiary page_start: 238 page_stop: null speed: - amount: 40 type: Land - amount: 50 type: fly spell_lists: null traits: - CN - Gargantuan - Fungus type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 0 int_mod: -2 str_mod: 4 wis_mod: 3 ac: 16 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: If a mudwretch takes any damage from __horrid wilting__ or a similar effect, takes 10 or more fire damage from a single effect, or spends more than 24 hours outside of a source of sufficient hydration (such as a swamp, river, well, or recent rainfall), it becomes dehydrated. While dehydrated, the mudwretch can't Spew Mud, is __sickened 2__, and is __slowed 1__ until it either fully immerses in water, spends 1 minute in the rain, or rehydrates in another way (such as via Gory Hydration). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Susceptible to Desiccation range: null raw_description: '**Susceptible to Desiccation** If a mudwretch takes any damage from __horrid wilting__ or a similar effect, takes 10 or more fire damage from a single effect, or spends more than 24 hours outside of a source of sufficient hydration (such as a swamp, river, well, or recent rainfall), it becomes dehydrated. While dehydrated, the mudwretch can''t Spew Mud, is __sickened 2__, and is __slowed 1__ until it either fully immerses in water, spends 1 minute in the rain, or rehydrates in another way (such as via Gory Hydration).' requirements: null success: null traits: null trigger: null description: 'In its resting form, a mudwretch looks like a large puddle of thick, dark mud, heaped at the center in a slightly drier patch of loam. When a living creature approaches, though, the mudwretch lurches upward, piling its muddy flesh upon itself to form a roughly humanoid shape, often in vague mockery of the approaching creature''s general form in cases where the creature is a humanoid itself. Mudwretches possess a low level of intellect, and while they do not form societies or cultures of their own, they are attracted to ruins or abandoned settlements. They have little need to eat, but without a constant source of moisture, a mudwretch dries out, suffering from low throbbing aches until it can resaturate. Often, blood from living creatures has to do—a dried mudwretch is more dangerous to intruders than one that''s comfortably wallowing on a river bank. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 16' hp: 40 hp_misc: null immunities: - bleed - critical hits - paralyzed - poison - sleep items: null knowledge_checks: dc: 16 skills: - Arcana - Nature languages: - Terran level: 2 melee: - action_cost: One Action damage: formula: 1d8+4 type: bludgeoning name: fist plus_damage: - formula: null type: Grab to_hit: 10 traits: - agile name: Mudwretch perception: 9 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 1d8+2 bludgeoning, DC 18 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 1d8+2 bludgeoning, DC 18' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The mudwretch deals Constrict damage to a living creature that has blood effects: null failure: null frequency: null full_description: null generic_description: null name: Gory Hydration range: null raw_description: '**Gory Hydration** [Reaction] **Requirements** The mudwretch is dehydrated; **Trigger** The mudwretch deals Constrict damage to a living creature that has blood; **Effect** The mudwretch squeezes harder, dealing 1d6 __persistent bleed damage__ to the target. The mudwretch absorbs this blood, removing any penalties it had as a result of being dehydrated.' requirements: null success: null traits: null trigger: The mudwretch is dehydrated - action_cost: One Action critical_failure: null critical_success: null description: Until it next acts, the mudwretch appears to be an ordinary puddle of mud. It has an automatic result of 20 on __Deception__ checks to pass as a mud puddle and can make a fist Strike against a creature that walks onto the mud puddle as a reaction. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mud Puddle range: null raw_description: '**Mud Puddle** (__concentrate__) Until it next acts, the mudwretch appears to be an ordinary puddle of mud. It has an automatic result of 20 on __Deception__ checks to pass as a mud puddle and can make a fist Strike against a creature that walks onto the mud puddle as a reaction.' requirements: null success: null traits: - concentrate trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The mudwretch spews a 20-foot line of pressurized mud that deals 2d10 bludgeoning damage (DC 18 basic Reflex save). On a critical failure, a creature also takes a -10-foot status penalty to its Speeds for 1 round. The mudwretch can't Spew Mud again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spew Mud range: null raw_description: '**Spew Mud** [Two Actions] (__conjuration__, __primal__) The mudwretch spews a 20-foot line of pressurized mud that deals 2d10 bludgeoning damage (DC 18 basic Reflex save). On a critical failure, a creature also takes a -10-foot status penalty to its Speeds for 1 round. The mudwretch can''t Spew Mud again for 1d4 rounds.' requirements: null success: null traits: - conjuration - primal trigger: null ranged: null rarity: Common resistances: - amount: 3 type: acid - amount: 3 type: physical (except bludgeoning) ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 4 ref_misc: null will: 9 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 10 feet. The ground in the area is difficult terrain for all non-mudwretch creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Muddy Field range: null raw_description: '**Muddy Field** (__aura__) 10 feet. The ground in the area is difficult terrain for all non-mudwretch creatures.' requirements: null success: null traits: - aura trigger: null senses: - Perception +9 - darkvision size: Medium skills: - bonus: 8 misc: null name: 'Athletics ' - bonus: 6 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 176 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: swim spell_lists: null traits: - N - Medium - Earth - Elemental - Water type: Creature weaknesses: - amount: 5 type: fire - 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 alignment: N automatic_abilities: - action_cost: Free Action critical_failure: null critical_success: null description: null effect: The mukradi confines the debilitating effect to a certain portion of its nervous system, ignoring the effect but causing a maw of its choice to go dormant for the effect's duration. That maw can't be used for a Strike or Breath Weapon during that time. This ability can't be used if all the mukradi's heads are dormant. effects: null failure: null frequency: null full_description: null generic_description: null name: Partitioned Anatomy range: null raw_description: '**Partitioned Anatomy** [Free Action] **Trigger** The mukradi would be confused, paralyzed, slowed, or stunned. **Effect** The mukradi confines the debilitating effect to a certain portion of its nervous system, ignoring the effect but causing a maw of its choice to go dormant for the effect''s duration. That maw can''t be used for a Strike or Breath Weapon during that time. This ability can''t be used if all the mukradi''s heads are dormant.' requirements: null success: null traits: null trigger: The mukradi would be confused, paralyzed, slowed, or stunned. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The mukradi's Breath Weapon recharges. It can use its Breath Weapon immediately as part of this reaction. It can't use this reaction again until it recharges its Breath Weapon naturally. effects: null failure: null frequency: null full_description: null generic_description: null name: Spitting Rage range: null raw_description: '**Spitting Rage** [Reaction] **Trigger** A creature scores a critical hit on the mukradi. **Effect** The mukradi''s Breath Weapon recharges. It can use its Breath Weapon immediately as part of this reaction. It can''t use this reaction again until it recharges its Breath Weapon naturally.' requirements: null success: null traits: null trigger: A creature scores a critical hit on the mukradi. 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. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 34' hp: 300 hp_misc: null immunities: null items: null knowledge_checks: dc: 34 skills: - Arcana - Nature languages: null level: 15 melee: - action_cost: One Action damage: formula: 2d12+17 type: piercing name: acid maw plus_damage: - formula: 3d6 type: acid to_hit: 32 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 2d12+17 type: piercing name: flame maw plus_damage: - formula: 3d6 type: fire to_hit: 32 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 2d12+17 type: piercing name: shock maw plus_damage: - formula: 3d6 type: electricity to_hit: 32 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 2d10+17 type: piercing name: leg plus_damage: null to_hit: 32 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 3d10+17 type: slashing name: tail lash plus_damage: - formula: null type: Knockdown to_hit: 32 traits: - magical - reach 30 feet name: Mukradi perception: 24 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: 10-foot-wide, 60-foot line of acid dealing 16d6 acid damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Acid Maw range: null raw_description: '**Acid Maw** (__acid__) 10-foot-wide, 60-foot line of acid dealing 16d6 acid damage.' requirements: null success: null traits: - acid trigger: null - action_cost: None critical_failure: null critical_success: null description: 60-foot cone of fire dealing 16d6 fire damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flame Maw range: null raw_description: '**Flame Maw** (__fire__) 60-foot cone of fire dealing 16d6 fire damage.' requirements: null success: null traits: - fire trigger: null - action_cost: None critical_failure: null critical_success: null description: 120-foot line of electricity dealing 16d6 electricity damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shock Maw range: null raw_description: '**Shock Maw** (__electricity__) 120-foot line of electricity dealing 16d6 electricity damage.' requirements: null success: null traits: - electricity trigger: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: "**Breath Weapon** [Two Actions] (__evocation__, __primal__)\ \ 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. \n\n * **Acid Maw** (__acid__) 10-foot-wide,\ \ 60-foot line of acid dealing 16d6 acid damage.\n\n * **Flame Maw** (__fire__)\ \ 60-foot cone of fire dealing 16d6 fire damage.\n\n * **Shock Maw** (__electricity__)\ \ 120-foot line of electricity dealing 16d6 electricity damage." requirements: null success: null traits: - evocation - primal trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pull Apart range: null raw_description: '**Pull Apart** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Thrash range: null raw_description: '**Thrash** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Huge or smaller, leg, DC 36 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**Trample** [Three Actions] Huge or smaller, leg, DC 36' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 20 type: acid - amount: 20 type: electricity - amount: 20 type: fire ritual_lists: null saves: fort: 32 fort_misc: null misc: null ref: 23 ref_misc: null will: 26 will_misc: null sense_abilities: null senses: - Perception +24 - darkvision - tremorsense (imprecise) 60 feet size: Gargantuan skills: - bonus: 32 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 239 page_stop: null speed: - amount: 60 type: Land - amount: 60 type: burrow - amount: 60 type: climb spell_lists: null traits: - N - Gargantuan - Beast type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. Living creatures are frightened 1 while in a mummy guardian's despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave the area. When a creature first enters the area, it must succeed at a DC 22 Will save (after taking the penalty from being frightened) or be paralyzed for 1 round. The creature is then temporarily immune for 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Despair range: null raw_description: '**Despair** (__aura__, __divine__, __emotion__, __enchantment__, __fear__, __incapacitation__, __mental__) 30 feet. Living creatures are frightened 1 while in a mummy guardian''s despair aura. They can''t naturally recover from this fear while in the area but recover instantly once they leave the area. When a creature first enters the area, it must succeed at a DC 22 Will save (after taking the penalty from being frightened) or be paralyzed for 1 round. The creature is then temporarily immune for 24 hours.' requirements: null success: null traits: - aura - divine - emotion - enchantment - fear - incapacitation - mental trigger: 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. Regardless of the method of their creation, mummy guardians are more than just physical shells of flesh and bone—they retain fragmented, distorted versions of their minds, with only enough memories of their living personality remaining to fuel their undead anger and jealousy of those who yet live. This burning rage only intensifies over the centuries of waiting within a crypt for the chance to actually act, and thus when most mummy guardians are awoken by tomb robbers or adventurers, they stop at nothing in pursuit of glorious slaughter. **__Recall Knowledge - Undead__ (__Religion__)**: DC 22' hp: 110 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison - unconscious items: null knowledge_checks: dc: 22 skills: - Religion languages: - Necril - plus any one ancient language level: 6 melee: - action_cost: One Action damage: formula: 2d6+7 type: bludgeoning name: fist plus_damage: - formula: null type: mummy rot to_hit: 16 traits: null name: Mummy Guardian perception: 16 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mummy Rot range: null raw_description: '**Mummy Rot** (__curse__, __disease__, __divine__, __necromancy__, __negative__) 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)' requirements: null success: null traits: - curse - disease - divine - necromancy - negative trigger: null ranged: null rarity: Common resistances: - amount: 5 type: fire ritual_lists: null saves: fort: 14 fort_misc: null misc: null ref: 10 ref_misc: null will: 16 will_misc: null sense_abilities: null senses: - Perception +16 - darkvision size: Medium skills: - bonus: 15 misc: null name: 'Athletics ' - bonus: 11 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 240 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - LE - Medium - Mummy - Undead type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. Living creatures are frightened 1 while in a mummy guardian's despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave the area. When a creature first enters the area, it must succeed at a DC 26 Will save (after taking the penalty from being frightened) or be paralyzed for 1d4 rounds. The creature is then temporarily immune for 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Great Despair range: null raw_description: '**Great Despair** (__aura__, __divine__, __emotion__, __enchantment__, __fear__, __incapacitation__, __mental__) 30 feet. Living creatures are frightened 1 while in a mummy guardian''s despair aura. They can''t naturally recover from this fear while in the area but recover instantly once they leave the area. When a creature first enters the area, it must succeed at a DC 26 Will save (after taking the penalty from being frightened) or be paralyzed for 1d4 rounds. The creature is then temporarily immune for 24 hours.' requirements: null success: null traits: - aura - divine - emotion - enchantment - fear - incapacitation - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: When a mummy pharaoh is destroyed, necromantic energies rebuild its body in its tomb over 1d10 days. If the re-forming body is destroyed during that time, the process starts anew. A slain mummy pharaoh can be destroyed for good with a __consecrate__ ritual. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rejuvenation range: null raw_description: '**Rejuvenation** (__divine__, __necromancy__) When a mummy pharaoh is destroyed, necromantic energies rebuild its body in its tomb over 1d10 days. If the re-forming body is destroyed during that time, the process starts anew. A slain mummy pharaoh can be destroyed for good with a __consecrate__ ritual.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null description: 100 feet. Commanded or allied undead in the aura that have a lower level than the mummy pharaoh gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Undead Mastery range: null raw_description: '**Undead Mastery** (__aura__, __divine__, __necromancy__) 100 feet. Commanded or allied undead in the aura that have a lower level than the mummy pharaoh gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.' requirements: null success: null traits: - aura - divine - necromancy trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: The mummy pharaoh can use Attack of Opportunity when a creature within its reach uses a concentrate action, in addition to its normal trigger. It can disrupt triggering concentrate actions, and it disrupts actions on any hit, not just a critical hit. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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). **__Recall Knowledge - Undead__ (__Religion__)**: DC 31' hp: 165 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison - unconscious items: - +1 striking longspear knowledge_checks: dc: 31 skills: - Religion languages: - Necril - plus any two ancient languages level: 9 melee: - action_cost: One Action damage: formula: 1d10+11 type: bludgeoning name: fist plus_damage: - formula: null type: insidious mummy rot to_hit: 20 traits: - agile - action_cost: One Action damage: formula: 2d8+11 type: piercing name: longspear plus_damage: - formula: null type: insidious mummy rot to_hit: 21 traits: - magical - reach 10 feet name: Mummy Pharaoh perception: 20 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The mummy pharaoh can deliver insidious mummy rot through melee weapons it wields. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Channel Rot range: null raw_description: '**Channel Rot** (__divine__, __necromancy__) The mummy pharaoh can deliver insidious mummy rot through melee weapons it wields.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null 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) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Insidious Mummy Rot range: null raw_description: '**Insidious Mummy Rot** (__curse__, __disease__, __divine__, __necromancy__) 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)' requirements: null success: null traits: - curse - disease - divine - necromancy trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sandstorm Wrath range: null raw_description: '**Sandstorm Wrath** [Two Actions] (__concentrate__, __divine__, __evocation__, __fire__) 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.' requirements: null success: null traits: - concentrate - divine - evocation - fire trigger: null ranged: null rarity: Rare resistances: - amount: 10 type: fire ritual_lists: null saves: fort: 19 fort_misc: null misc: +1 status to all saves vs. positive ref: 15 ref_misc: null will: 20 will_misc: null sense_abilities: null senses: - Perception +20 - darkvision size: Medium skills: - bonus: 18 misc: null name: 'Deception ' - bonus: 20 misc: null name: 'Intimidation ' - bonus: 15 misc: null name: 'Occultism ' - bonus: 20 misc: null name: 'Religion ' - bonus: 13 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 241 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - Rare - LE - Medium - Mummy - Undead type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 2 dex_mod: 4 int_mod: 0 str_mod: -5 wis_mod: 3 ac: 21 ac_special: null alignment: CE automatic_abilities: null description: 'For performers who die before their time and whose love of the theater is stronger than death''s grasp, the show does indeed go on. Such actors rise from the grave to become muse phantoms—undead spirits that haunt opera houses or auditoriums and possess the bodies of living actors to continue their art. A host is often utterly unaware of being possessed by a muse phantom. Like egotistical parasites, muse phantoms assume command of their unwitting thespian shells only during big shows with packed audiences, and even then the host might chalk up their sudden lack of control to the transcendence of performance, not the nefarious influence of some paranormal entity. In time, a performer''s mind can become utterly warped by the spirit''s domination, twisting artistic temperament and vanity into evil selfishness and tireless obsession. **__Recall Knowledge - Spirit__ (__Occultism__)**: DC 22 **__Recall Knowledge - Undead__ (__Religion__)**: DC 22' hp: 50 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison - precision - unconscious items: null knowledge_checks: dc: 22 skills: - Occultism - Religion languages: - Common - Necril level: 5 melee: - action_cost: One Action damage: formula: 2d6+5 type: negative name: phantom hand plus_damage: null to_hit: 13 traits: - agile - finesse - magical name: Muse Phantom perception: 10 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null description: null effect: The muse phantom's thespian aura is active effects: null failure: null frequency: null full_description: null generic_description: null name: Grand Finale range: null raw_description: '**Grand Finale** [Three Actions] (__mental__, __occult__) **Requirements** The muse phantom''s thespian aura is active; **Effect** The muse ceases its thespian aura and deals 4d8 mental damage to creatures in a 30-foot burst, including the creature it is possessing, if any (DC 22 basic Will save). Creatures that fail their Will saves are __fascinated__ by the muse phantom for 1 minute. The muse phantom can''t use Grand Finale again for 1d4 rounds.' requirements: null success: null traits: - mental - occult trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The phantom muse attempts to possess an adjacent corporeal creature. This has the same effect as the possession spell (DC 20), except the duration is 1d4 hours, and since the phantom muse doesn't have a physical body, it is unaffected by that restriction of the spell. If the target is at least trained in __Performance__, the DC of this ability is 24. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Muse Possession range: null raw_description: '**Muse Possession** [Two Actions] The phantom muse attempts to possess an adjacent corporeal creature. This has the same effect as the possession spell (DC 20), except the duration is 1d4 hours, and since the phantom muse doesn''t have a physical body, it is unaffected by that restriction of the spell. If the target is at least trained in __Performance__, the DC of this ability is 24.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d4+5 type: sonic name: resonating note plus_damage: null to_hit: 15 traits: - magical - range 60 feet - sonic rarity: Uncommon resistances: - amount: 5 type: all damage (except force - amount: null type: ghost touch - amount: null type: or positive - amount: null type: double resistance vs. non-magical) ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 13 ref_misc: null will: 14 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: '30 feet. The muse phantom inspires a supernatural emotional response—either comedy or drama. Each creature that begins its turn in the aura must attempt a DC 20 Will save; on a failure, the creature is affected as long as it remains within the aura. If the muse phantom is emitting a comedic aura, affected creatures become __clumsy 1__; if it is emitting a dramatic aura, affected creatures instead become __stupefied 1__. The muse phantom can change its aura from comedic to dramatic or vice-versa, or cease or activate this aura, by spending a single action, which has the __concentrate__ trait. A creature possessed by a muse phantom is immune to this aura.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Thespian Aura range: null raw_description: '**Thespian Aura** (__aura__, __emotion__, __mental__, __occult__) 30 feet. The muse phantom inspires a supernatural emotional response—either comedy or drama. Each creature that begins its turn in the aura must attempt a DC 20 Will save; on a failure, the creature is affected as long as it remains within the aura. If the muse phantom is emitting a comedic aura, affected creatures become __clumsy 1__; if it is emitting a dramatic aura, affected creatures instead become __stupefied 1__. The muse phantom can change its aura from comedic to dramatic or vice-versa, or cease or activate this aura, by spending a single action, which has the __concentrate__ trait. A creature possessed by a muse phantom is immune to this aura.' requirements: null success: null traits: - aura - emotion - mental - occult trigger: null senses: - Perception +10 - darkvision size: Medium skills: - bonus: 14 misc: null name: 'Deception ' - bonus: 14 misc: null name: 'Diplomacy ' - bonus: 13 misc: null name: 'Occultism ' - bonus: 16 misc: null name: 'Performance ' - bonus: 11 misc: null name: 'Theater Lore ' source: - abbr: 'Pathfinder #152: Legacy of the Lost God' page_start: 81 page_stop: null speed: - amount: 25 type: fly spell_lists: - dc: 22 misc: '' name: Occult Spontaneous Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: hideous laughter requirement: null - frequency: at will, self only name: invisibility requirement: null - heightened_level: null level: 1 spells: - frequency: null name: charm requirement: null - frequency: null name: fear requirement: null - frequency: null name: mindlink requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: ghost sound requirement: null - frequency: null name: telekinetic projectile requirement: null to_hit: 14 traits: - Uncommon - CE - Medium - Incorporeal - Spirit - Undead type: Creature weaknesses: null - ability_mods: cha_mod: 6 con_mod: 5 dex_mod: 9 int_mod: 5 str_mod: 7 wis_mod: 3 ac: 39 ac_special: null alignment: CN automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet, DC 33. Swirling winds of noxious, flammable gas surround a muurfeli. An open flame, spark, or similar fire effect in the area causes an explosion that deals 20d6 fire damage to all creatures in the aura (including the muurfeli) and temporarily disables the aura for 1 minute. When the muurfeli takes damage from an ability with the __water__ trait or fails a saving throw against a water effect, their firedamp winds aura is disabled for 1 minute. A creature that enters or begins its turn in the aura must attempt a Fortitude save. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Firedamp Winds range: null raw_description: '**Firedamp Winds** (__air__, __aura__) 30 feet, DC 33. Swirling winds of noxious, flammable gas surround a muurfeli. An open flame, spark, or similar fire effect in the area causes an explosion that deals 20d6 fire damage to all creatures in the aura (including the muurfeli) and temporarily disables the aura for 1 minute. When the muurfeli takes damage from an ability with the __water__ trait or fails a saving throw against a water effect, their firedamp winds aura is disabled for 1 minute. A creature that enters or begins its turn in the aura must attempt a Fortitude save.' requirements: null success: null traits: - air - aura trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature is unaffected. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Success range: null raw_description: '**Critical Success** The creature is unaffected.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature is __sickened 1__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Success range: null raw_description: '**Success** The creature is __sickened 1__.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature is sickened 2. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Failure range: null raw_description: '**Failure** The creature is sickened 2.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature is sickened 2 and __fatigued__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Failure range: null raw_description: '**Critical Failure** The creature is sickened 2 and __fatigued__.' requirements: null success: null traits: null trigger: null description: 'Whereas typical __djinn__ can cleanse or clear areas with their arcane winds, the air magic of muurfeli is tainted by the Black Desert''s noxious radiation and mixed with the realm''s ambient fetid winds. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 40' hp: 300 hp_misc: null immunities: null items: - +2 greater striking scimitar knowledge_checks: dc: 40 skills: - Arcana - Nature languages: - Auran - Undercommon level: 16 melee: - action_cost: One Action damage: formula: 3d10+15 type: bludgeoning name: fist plus_damage: - formula: 2d6 type: poison to_hit: 29 traits: - agile - finesse - magical - nonlethal - reach 10 feet - action_cost: One Action damage: formula: 3d6+17 type: slashing name: scimitar plus_damage: - formula: 2d6 type: poison to_hit: 31 traits: - forceful - magical - reach 10 feet - sweep name: Muurfeli perception: 30 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The muurfeli can take on the form of an owl. The owl form always looks the same, but the muurfeli can choose to become either Tiny or Small in this form. This transformation doesn't change their Speed or the attack and damage bonuses of their Strikes, but might change the damage type their Strikes deal (typically to slashing). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**__Change Shape__** (__arcane__, __concentrate__, __polymorph__, __transmutation__) The muurfeli can take on the form of an owl. The owl form always looks the same, but the muurfeli can choose to become either Tiny or Small in this form. This transformation doesn''t change their Speed or the attack and damage bonuses of their Strikes, but might change the damage type their Strikes deal (typically to slashing).' requirements: null success: null traits: - arcane - concentrate - polymorph - transmutation trigger: null ranged: - action_cost: One Action damage: formula: 2d8+7 type: bludgeoning name: fetid winds plus_damage: - formula: 2d8+5 type: poison to_hit: 31 traits: - air - evocation - magical - poison - range increment 20 feet rarity: Rare resistances: - amount: 15 type: fire - amount: 15 type: poison ritual_lists: null saves: fort: 25 fort_misc: null misc: null ref: 31 ref_misc: null will: 27 will_misc: null sense_abilities: null senses: - Perception +30 - darkvision - detect magic size: Large skills: - bonus: 33 misc: null name: 'Acrobatics ' - bonus: 27 misc: null name: 'Arcana ' - bonus: 31 misc: null name: 'Athletics ' - bonus: 28 misc: null name: 'Deception ' - bonus: 31 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #155: Lord of the Black Sands' page_start: 78 page_stop: null speed: - amount: 35 type: Land - amount: 50 type: fly spell_lists: - dc: 36 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: null name: cloudkill requirement: null - heightened_level: null level: 5 spells: - frequency: null name: illusory creature requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: burning hands requirement: null - frequency: null name: gaseous form requirement: null - frequency: at will, self only name: invisibility requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: enhance victuals requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: detect magic requirement: null to_hit: null traits: - Rare - CN - Large - Air - Elemental - Genie type: Creature weaknesses: - amount: 10 type: cold - ability_mods: cha_mod: 4 con_mod: 6 dex_mod: 4 int_mod: 2 str_mod: 6 wis_mod: 3 ac: 27 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. When a non-demon ends its turn in the aura, it must attempt a DC 23 Fortitude save. If it fails, it becomes __drained 1__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Death-Stealing Gaze range: null raw_description: '**Death-Stealing Gaze** (__aura__, __divine__, __necromancy__, __visual__) 30 feet. When a non-demon ends its turn in the aura, it must attempt a DC 23 Fortitude save. If it fails, it becomes __drained 1__.' requirements: null success: null traits: - aura - divine - necromancy - visual trigger: null - action_cost: None critical_failure: null critical_success: null description: A nabasu denied food suffers painful backlash as their demonic nature feeds on their own corrupted spirituality. If a nabasu's Consume Death is disrupted (such as by a fighter using __Disruptive Stance__) or a creature resists the effect with a critical success, the nabasu takes 4d6 __mental__ damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Starvation Vulnerability range: null raw_description: '**Starvation Vulnerability** A nabasu denied food suffers painful backlash as their demonic nature feeds on their own corrupted spirituality. If a nabasu''s Consume Death is disrupted (such as by a fighter using __Disruptive Stance__) or a creature resists the effect with a critical success, the nabasu takes 4d6 __mental__ damage.' requirements: null success: null traits: null trigger: null description: 'Nabasus are birthed directly into the Material Plane from the __Abyss__, an invasive infestation that releases the newly formed and ravenously hungry demons directly into the midst of their favored prey: mortal life. Nabasus feed on sapient creatures, but they never quite manage to sate their eternal hunger, even as they grow more and more powerful. Once they have sufficiently feasted, the demons become worthy to make the return trip to the Abyss, where they undergo a vile transformation, finally digesting their accumulated meals and deforming further into powerful __vrolikais__. Nabasus form from the souls of evil gluttons, particularly from cannibals, blood-drinkers, and those who prefer the tang of undead flesh. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 24' hp: 165 hp_misc: null immunities: null items: null knowledge_checks: dc: 24 skills: - Religion languages: - Abyssal - Celestial - Draconic - telepathy 100 feet level: 8 melee: - action_cost: One Action damage: formula: 2d12+9 type: piercing name: jaws plus_damage: - formula: 1d6 type: evil to_hit: 20 traits: - evil - magical - action_cost: One Action damage: formula: 2d8+9 type: slashing name: claw plus_damage: - formula: 1d6 type: evil to_hit: 20 traits: - agile - evil - magical name: Nabasu perception: 17 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: "The nabasu focuses their death-stealing gaze upon a single target\ \ they can see within 30 feet. The target must immediately attempt a Fortitude\ \ save against death-stealing gaze. \n\n**Critical Success **The creature is\ \ unaffected and the nabasu suffers starvation vulnerability. \n\n**Success\ \ **The creature is unaffected. \n\n**Failure **The creature is affected by\ \ deathstealing gaze and becomes __drained 1__. If the creature was already\ \ drained 1 by the death-stealing gaze before attempting the save, a failed\ \ save increases the value of the drained condition by 1, to a maximum of drained\ \ 4. The nabasu gains 10 temporary Hit Points, and the drained creature is temporarily\ \ immune until the start of the nabasu's next turn. \n\n**Critical Failure **As\ \ failure, but the creature increases the amount of drain by 2." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Consume Death range: null raw_description: "**Consume Death** (__concentrate__, __divine__, __necromancy__,\ \ __visual__) The nabasu focuses their death-stealing gaze upon a single target\ \ they can see within 30 feet. The target must immediately attempt a Fortitude\ \ save against death-stealing gaze. \n\n**Critical Success **The creature is\ \ unaffected and the nabasu suffers starvation vulnerability. \n\n**Success\ \ **The creature is unaffected. \n\n**Failure **The creature is affected by\ \ deathstealing gaze and becomes __drained 1__. If the creature was already\ \ drained 1 by the death-stealing gaze before attempting the save, a failed\ \ save increases the value of the drained condition by 1, to a maximum of drained\ \ 4. The nabasu gains 10 temporary Hit Points, and the drained creature is temporarily\ \ immune until the start of the nabasu's next turn. \n\n**Critical Failure **As\ \ failure, but the creature increases the amount of drain by 2." requirements: null success: null traits: - concentrate - divine - necromancy - visual trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature that dies while suffering drain from a nabasu's death-stealing gaze rises as a __ghoul__ the next midnight. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stolen Death range: null raw_description: '**Stolen Death** A creature that dies while suffering drain from a nabasu''s death-stealing gaze rises as a __ghoul__ the next midnight.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: - dc: 26 misc: null name: Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: abyssal pact requirement: null to_hit: null saves: fort: 19 fort_misc: null misc: +1 to all saves vs. magic ref: 16 ref_misc: null will: 16 will_misc: null sense_abilities: null senses: - Perception +17 - darkvision size: Medium skills: - bonus: 18 misc: null name: 'Acrobatics ' - bonus: 16 misc: null name: 'Arcana ' - bonus: 16 misc: null name: 'Religion ' - bonus: 18 misc: null name: 'Stealth ' - bonus: 17 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 66 page_stop: null speed: - amount: 25 type: Land - amount: 50 type: fly spell_lists: - dc: 26 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - frequency: null name: grim tendrils requirement: null - frequency: null name: paralyze requirement: null - frequency: null name: vampiric touch requirement: null to_hit: null traits: - CE - Medium - Demon - Fiend type: Creature weaknesses: - amount: 5 type: cold iron - amount: 5 type: good - 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 alignment: CG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. DC 23. On a failed save, the target is stunned 1 for this turn and whenever it begins its turn within 30 feet of the naiad queen for the next 24 hours, even if it can't see her on subsequent turns. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Nymph's Beauty range: null raw_description: '**Nymph''s Beauty** (__aura__, __emotion__, __enchantment__, __mental__, __primal__, __visual__) 30 feet. DC 23. On a failed save, the target is stunned 1 for this turn and whenever it begins its turn within 30 feet of the naiad queen for the next 24 hours, even if it can''t see her on subsequent turns.' requirements: null success: null traits: - aura - emotion - enchantment - mental - primal - visual trigger: 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. Most naiad queens treat those who respect their domains with kindness, but they are fierce and quick in eliminating foes. Their blinding beauty and breadth of offensive spells make naiad queens fierce opponents if forced into a fight. **__Recall Knowledge - Fey__ (__Nature__)**: DC 25' hp: 100 hp_misc: null immunities: null items: null knowledge_checks: dc: 25 skills: - Nature languages: - Common - Elven - Sylvan level: 7 melee: - action_cost: One Action damage: formula: 2d6+6 type: bludgeoning name: aqueous fist plus_damage: null to_hit: 17 traits: - agile - finesse - magical - water name: Naiad Queen perception: 18 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__polymorph__, __primal__, __transmutation__)' requirements: null success: null traits: - polymorph - primal - transmutation trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Focus Beauty range: null raw_description: '**Focus Beauty** (__emotion__, __enchantment__, __incapacitation__, __mental__, __primal__, __visual__) 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.' requirements: null success: null traits: - emotion - enchantment - incapacitation - mental - primal - visual trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Inspiration range: null raw_description: '**Inspiration** [Three Actions] (__emotion__, __enchantment__, __mental__, __primal__)' requirements: null success: null traits: - emotion - enchantment - mental - primal trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: While within any body of water in her domain, the naiad queen heals 28 Hit Points every 10 minutes. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Water Healing range: null raw_description: '**Water Healing** [Two Actions] (__concentrate__, __healing__, __necromancy__, __primal__) While within any body of water in her domain, the naiad queen heals 28 Hit Points every 10 minutes.' requirements: null success: null traits: - concentrate - healing - necromancy - primal trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: fire ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 18 ref_misc: null will: 17 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tied to the Land range: null raw_description: '**Tied to the Land**' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The naiad can use Diplomacy to Make an Impression on and make very simple Requests of animals. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wild Empathy range: null raw_description: '**Wild Empathy** The naiad can use Diplomacy to Make an Impression on and make very simple Requests of animals.' requirements: null success: null traits: null trigger: null senses: - Perception +18 - low-light vision - speak with animals size: Medium skills: - bonus: 16 misc: null name: 'Acrobatics ' - bonus: 9 misc: +13 to Swim name: 'Athletics ' - bonus: 20 misc: null name: 'Diplomacy ' - bonus: 15 misc: null name: 'Medicine ' - bonus: 15 misc: null name: 'Nature ' - bonus: 20 misc: null name: 'Performance ' - bonus: 14 misc: null name: 'Stealth ' - bonus: 15 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 248 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: swim spell_lists: - dc: 28 misc: '' name: Primal Prepared Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: heal requirement: null - frequency: null name: summon animal requirement: null - heightened_level: null level: 3 spells: - frequency: null name: earthbind requirement: null - frequency: null name: haste requirement: null - frequency: null name: heal requirement: null - heightened_level: null level: 2 spells: - frequency: null name: animal messenger requirement: null - frequency: null name: faerie fire requirement: null - frequency: null name: tree shape requirement: null - heightened_level: null level: 1 spells: - frequency: null name: fleet step requirement: null - frequency: null name: gust of wind requirement: null - frequency: null name: negate aroma requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: detect magic requirement: null - frequency: null name: guidance requirement: null - frequency: null name: light requirement: null - frequency: null name: ray of frost requirement: null - frequency: null name: stabilize requirement: null to_hit: 18 - dc: 28 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: at will name: tidal surge requirement: null - heightened_level: null level: 1 spells: - frequency: null name: charm requirement: null - frequency: null name: create water requirement: null to_hit: null traits: - Uncommon - CG - Medium - Amphibious - Fey - Nymph - Water type: Creature weaknesses: - amount: 10 type: cold iron - 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 alignment: CG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A naiad bonds to a spring, pool, pond, or similar-sized water feature. While within 300 feet of her bonded body of water, she can use her innate tidal surge at will. She doesn't recover Hit Points or reduce the drained condition when resting beyond that range. Unlike most other nymphs, she doesn't suffer penalties from being apart from her bonded body of water. A naiad can perform a 24-hour ritual to bond herself to a new body of water. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Water Dependent range: null raw_description: '**Water Dependent** A naiad bonds to a spring, pool, pond, or similar-sized water feature. While within 300 feet of her bonded body of water, she can use her innate tidal surge at will. She doesn''t recover Hit Points or reduce the drained condition when resting beyond that range. Unlike most other nymphs, she doesn''t suffer penalties from being apart from her bonded body of water. A naiad can perform a 24-hour ritual to bond herself to a new body of water.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Fey__ (__Nature__)**: DC 15' hp: 20 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Nature languages: - Common - Elven - Sylvan - speak with animals level: 1 melee: - action_cost: One Action damage: formula: 1d6 type: bludgeoning name: aqueous fist plus_damage: null to_hit: 8 traits: - agile - finesse - magical - water name: Naiad perception: 6 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: While within her bonded body of water (see water dependent above), the naiad heals 1 Hit Point every 10 minutes. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Water Healing range: null raw_description: '**Water Healing** [Two Actions] (__concentrate__, __healing__, __necromancy__, __primal__) While within her bonded body of water (see water dependent above), the naiad heals 1 Hit Point every 10 minutes.' requirements: null success: null traits: - concentrate - healing - necromancy - primal trigger: null ranged: null rarity: Common resistances: - amount: 3 type: fire ritual_lists: null saves: fort: 3 fort_misc: null misc: null ref: 6 ref_misc: null will: 8 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The naiad can use Diplomacy to Make an Impression on and make very simple Requests of animals. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wild Empathy range: null raw_description: '**Wild Empathy** The naiad can use Diplomacy to Make an Impression on and make very simple Requests of animals.' requirements: null success: null traits: null trigger: null senses: - Perception +6 - low-light vision size: Medium skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 3 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Diplomacy ' - bonus: 6 misc: null name: 'Nature ' - bonus: 6 misc: null name: 'Stealth ' - bonus: 4 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 246 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: swim spell_lists: - dc: 17 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: charm requirement: null - frequency: null name: create water requirement: null - frequency: null name: tidal surge requirement: null - heightened_level: 2 level: -1 spells: - frequency: null name: speak with animals requirement: null to_hit: null traits: - CG - Medium - Amphibious - Fey - Nymph - Water type: Creature weaknesses: - amount: 3 type: cold iron - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A nalfeshnee's greed is such that losing possessions causes them harm. If an item is stolen from a nalfeshnee, the demon takes 3d6+10 __mental__ damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Forfeiture Aversion range: null raw_description: '**Forfeiture Aversion** A nalfeshnee''s greed is such that losing possessions causes them harm. If an item is stolen from a nalfeshnee, the demon takes 3d6+10 __mental__ damage.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The nalfeshnee attempts to __Disarm__ the weapon used in the triggering Strike at a -2 circumstance penalty. On a success, the nalfeshnee steals the weapon. effects: null failure: null frequency: null full_description: null generic_description: null name: Greedy Grab range: null raw_description: '**Greedy Grab [Reaction]** **Trigger **A creature critically fails a weapon Strike against the nalfeshnee; **Effect **The nalfeshnee attempts to __Disarm__ the weapon used in the triggering Strike at a -2 circumstance penalty. On a success, the nalfeshnee steals the weapon.' requirements: null success: null traits: null trigger: A creature critically fails a weapon Strike against the nalfeshnee description: 'Nalfeshnees are huge, corpulent, boar-headed demons that hoard treasures and knowledge alike and form from the souls of avaricious mortals. Few demons understand the inner workings of the __Abyss__ itself like nalfeshnees, and it''s not unusual for a nalfeshnee to see itself as a servitor of the Abyss itself first rather than bow before a demon lord. Some claim stewardship over the fleshy realms that birth new demons, while others guard sites of particular significance deep in the plane''s secret reaches. A nalfeshnee''s realm in the Abyss can easily surpass the strength and size of the largest mortal kingdoms, for nalfeshnees display a singular gift for managing and manipulating the chaos of the Abyss. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 32' hp: 365 hp_misc: null immunities: null items: null knowledge_checks: dc: 32 skills: - Religion languages: - Abyssal - Celestial - Draconic - telepathy 100 feet level: 14 melee: - action_cost: One Action damage: formula: 3d12+14 type: piercing name: jaws plus_damage: null to_hit: 29 traits: - magical - reach 15 feet - action_cost: One Action damage: formula: 3d8+14 type: slashing name: claw plus_damage: null to_hit: 29 traits: - agile - magical - reach 15 feet name: Nalfeshnee perception: 25 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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 their 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__), they vomit up all the items. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Claim Wealth range: null raw_description: '**Claim Wealth** (__conjuration__, __divine__, __extradimensional__) 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 their 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__), they vomit up all the items.' requirements: null success: null traits: - conjuration - divine - extradimensional trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: Beams of unholy light shoot 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 successful DC 34 Reflex save. For 1 minute, the 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 the sickness requires a successful DC 29 Will save instead of a Fortitude save. Ending the sickness this way ends the slowed condition and makes the creature temporarily immune to Light of Avarice for 24 hours. If the creature removes or drops the item, both conditions end immediately but the creature doesn't become immune to Light of Avarice. effects: null failure: null frequency: once per hour full_description: null generic_description: null name: Light of Avarice range: null raw_description: '**Light of Avarice** [Two Actions] (__divine__, __enchantment__, __light__, __mental__) **Frequency **once per hour; **Effect **Beams of unholy light shoot 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 successful DC 34 Reflex save. For 1 minute, the 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 the sickness requires a successful DC 29 Will save instead of a Fortitude save. Ending the sickness this way ends the slowed condition and makes the creature temporarily immune to Light of Avarice for 24 hours. If the creature removes or drops the item, both conditions end immediately but the creature doesn''t become immune to Light of Avarice.' requirements: null success: null traits: - divine - enchantment - light - mental trigger: null ranged: null rarity: Common resistances: null ritual_lists: - dc: 34 misc: null name: Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: abyssal pact requirement: null to_hit: null saves: fort: 28 fort_misc: null misc: +1 status to all saves vs. magic ref: 22 ref_misc: null will: 23 will_misc: null sense_abilities: null senses: - Perception +25 - darkvision - true seeing size: Huge skills: - bonus: 25 misc: null name: 'Abyss Lore ' - bonus: 25 misc: null name: 'Arcana ' - bonus: 28 misc: null name: 'Athletics ' - bonus: 26 misc: null name: 'Deception ' - bonus: 24 misc: null name: 'Diplomacy ' - bonus: 28 misc: null name: 'Intimidation ' - bonus: 25 misc: null name: 'Religion ' source: - abbr: Bestiary 2 page_start: 68 page_stop: null speed: - amount: 30 type: Land - amount: 40 type: fly spell_lists: - dc: 34 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: at will name: dispel magic requirement: null - frequency: at will name: divine wrath requirement: null - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - frequency: at will name: illusory object requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - heightened_level: 6 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: null traits: - CE - Huge - Demon - Fiend type: Creature weaknesses: - amount: 15 type: cold iron - amount: 15 type: good - 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 alignment: CN automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 'A naunet''s vital organs shift and change shape and position constantly. Immediately after the naunet takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The naunet is immune to polymorph effects unless it is a willing target. If blinded or deafened, the naunet automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Protean Anatomy range: null raw_description: '**Protean Anatomy** (__divine__, __transmutation__) A naunet''s vital organs shift and change shape and position constantly. Immediately after the naunet takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The naunet is immune to polymorph effects unless it is a willing target. If blinded or deafened, the naunet automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.' requirements: null success: null traits: - divine - transmutation trigger: null 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. All proteans are prone to unpredictable fits and unexpected action, but compared to most others, naunets are much more bestial. Always ready for a fight, naunets pride themselves in acting swiftly and striking before unpleasant distractions like diplomacy can blunt a combat''s beginning. **__Recall Knowledge - Monitor__ (__Religion__)**: DC 23' hp: 120 hp_misc: fast healing 2 immunities: null items: null knowledge_checks: dc: 23 skills: - Religion languages: - Abyssal - Celestial - Protean level: 7 melee: - action_cost: One Action damage: formula: 2d10+8 type: piercing name: jaws plus_damage: - formula: 1d6 type: chaotic to_hit: 18 traits: - chaotic - magical - reach 10 feet - action_cost: One Action damage: formula: 2d8+8 type: bludgeoning name: tail plus_damage: - formula: 1d6 type: chaotic and Grab to_hit: 18 traits: - chaotic - magical - reach 15 feet - action_cost: One Action damage: formula: 2d8+6 type: piercing name: tentacle plus_damage: - formula: 1d6 type: chaotic and confounding slam to_hit: 18 traits: - agile - chaotic - magical - reach 10 feet name: Naunet perception: 14 proactive_abilities: - action_cost: Free Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Adaptive Strike range: null raw_description: '**Adaptive Strike** [Free Action] (__divine__, __polymorph__, __transmutation__) 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.' requirements: null success: null traits: - divine - polymorph - transmutation trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) 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.' requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Confounding Slam range: null raw_description: '**Confounding Slam** (__divine__, __emotion__, __enchantment__, __mental__) 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.' requirements: null success: null traits: - divine - emotion - enchantment - mental trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 1d8+8 bludgeoning, DC 26 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 1d8+8 bludgeoning, DC 26' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: precision - amount: 10 type: protean anatomy ritual_lists: null saves: fort: 18 fort_misc: null misc: +1 status to all saves vs. magic ref: 14 ref_misc: null will: 12 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Entropy Sense range: null raw_description: '**Entropy Sense** (__divination__, __divine__, __prediction__) A 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.' requirements: null success: null traits: - divination - divine - prediction trigger: null senses: - Perception +14 - entropy sense (imprecise) 30 feet - darkvision size: Large skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 16 misc: null name: 'Athletics ' - bonus: 16 misc: null name: 'Intimidation ' - bonus: 14 misc: null name: 'Stealth ' - bonus: 12 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 267 page_stop: null speed: - amount: 25 type: Land - amount: 30 type: fly - amount: 25 type: swim - amount: 128 type: freedom of movement spell_lists: - dc: 26 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - heightened_level: null level: 4 spells: - frequency: null name: acid arrow requirement: null - frequency: null name: solid fog requirement: null - heightened_level: null level: 3 spells: - frequency: at will name: shatter requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: obscuring mist requirement: null - heightened_level: null level: 1 spells: - frequency: at will, lawful only name: detect alignment requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: freedom of movement requirement: null to_hit: 16 traits: - CN - Large - Monitor - Protean type: Creature weaknesses: - amount: 5 type: lawful - ability_mods: cha_mod: -5 con_mod: 0 dex_mod: 4 int_mod: -5 str_mod: 3 wis_mod: 2 ac: 19 ac_special: null alignment: N automatic_abilities: null description: 'Although the necrophidius is a mindless construct with no particular ability to comprehend the complexities of good or evil, these sinister-looking constructs are often crafted by evil or macabre creators seeking to imbue their guardians with a frightening aesthetic. Constructed from bones harvested from serpents and humans, a necrophidius is animated by occult magic, not unlife. Each necrophidius is built from the skeleton of a large snake, but its skull has been replaced by that of a humanoid creature. Some death cults or particularly cruel crafters seek out the skulls of specific individuals against whom they bear grudges to provide the head for their necrophidius. The final step of the construction is the alteration of the teeth and jaws to give the creature a more serpentine visage, complete with fangs. If a necrophidius''s creator dies, the construct follows the last series of commands it was given. If it cannot do so, the necrophidius aimlessly wanders the area near where it last served its creator and attacks any creatures it encounters. Some believe that those who know the secrets of a necrophidius''s origins can command it, provided its original creator no longer exists and no one else currently commands it. There are also a number of reports concerning strangely aware and intelligent necrophidiuses that roam with a purpose and track down or hunt specific living creatures they interpret as the targets of former assassination missions. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 18' hp: 50 hp_misc: null immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 18 skills: - Arcana - Crafting languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d10+3 type: piercing name: jaws plus_damage: - formula: null type: necrophidic paralysis to_hit: 8 traits: - agile - finesse name: Necrophidius perception: 9 proactive_abilities: - action_cost: Three Actions critical_failure: As failure, but stunned 3. critical_success: The creature is unaffected and is temporarily immune for 24 hours. description: "The necrophidius sways, its serpentine form undulating and clattering\ \ in a hypnotic rhythm. Each creature that witnesses the dance must attempt\ \ a DC 18 Will save. \n\n" effect: null effects: null failure: The creature is distracted by the swaying, becoming stunned 1. After it recovers, it is flat-footed until the end of the necrophidius's next turn. frequency: null full_description: null generic_description: null name: Dance of Death range: null raw_description: "**Dance of Death** [Three Actions] (__enchantment__, __mental__,\ \ __occult__, __visual__) The necrophidius sways, its serpentine form undulating\ \ and clattering in a hypnotic rhythm. Each creature that witnesses the dance\ \ must attempt a DC 18 Will save. \n\n**Critical Success** The creature is unaffected\ \ and is temporarily immune for 24 hours. \n\n**Success** The creature is unnerved\ \ by the swaying and becomes __flat-footed__ until the end of the necrophidius's\ \ next turn. \n\n**Failure** The creature is distracted by the swaying, becoming\ \ __stunned 1__. After it recovers, it is flat-footed until the end of the necrophidius's\ \ next turn. \n\n**Critical Failure** As failure, but stunned 3." requirements: null success: The creature is unnerved by the swaying and becomes flat-footed until the end of the necrophidius's next turn. traits: - enchantment - mental - occult - visual trigger: null - action_cost: None critical_failure: null critical_success: null description: A living creature bitten by a necrophidius must succeed at a DC 20 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 for each save attempted. A creature that succeeds at this save is temporarily immune to necrophidic paralysis for 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Necrophidic Paralysis range: null raw_description: '**Necrophidic Paralysis** (__incapacitation__, __occult__, __necromancy__) A living creature bitten by a necrophidius must succeed at a DC 20 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 for each save attempted. A creature that succeeds at this save is temporarily immune to necrophidic paralysis for 24 hours.' requirements: null success: null traits: - incapacitation - occult - necromancy trigger: null ranged: null rarity: Common resistances: - amount: 5 type: bludgeoning ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 11 ref_misc: null will: 9 will_misc: null sense_abilities: null senses: - Perception +9 - darkvision size: Medium skills: - bonus: 9 misc: null name: 'Acrobatics ' - bonus: 10 misc: null name: 'Athletics ' - bonus: 9 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 180 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - N - Medium - Construct - Mindless type: Creature weaknesses: null - ability_mods: cha_mod: 8 con_mod: 6 dex_mod: 4 int_mod: 8 str_mod: 9 wis_mod: 6 ac: 37 ac_special: null alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The neothelid creates an extradimensional wormhole at the triggering creature's initial location that persists for up to 1 minute. If the neothelid moves into the wormhole's space, the neothelid teleports to the same destination as the triggering creature. effects: null failure: null frequency: null full_description: null generic_description: null name: Dimensional Wormhole range: null raw_description: '**Dimensional Wormhole [Reaction]** (__conjuration__, __occult__, __teleportation__) **Trigger** A creature the neothelid is aware of uses a __teleportation__ effect; **Effect** The neothelid creates an extradimensional wormhole at the triggering creature''s initial location that persists for up to 1 minute. If the neothelid moves into the wormhole''s space, the neothelid teleports to the same destination as the triggering creature.' requirements: null success: null traits: - conjuration - occult - teleportation trigger: A creature the neothelid is aware of uses a __teleportation__ effect description: 'This gigantic, mauve worm has a hooked mouth with multiple circular bands of teeth and four barbed tongues. A wielder of terrible occult powers and a vast alien intellect, the neothelid serves the ageless horrors that dwell in strange dimensions beyond known reality—the Outer Gods and Great Old Ones of the Elder Mythos. Neothelids pass down these mysteries to the eerie wormlike creatures they spawn and create in preparation for a future where the worms below shall rule—a time when all other life is nothing more than food. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 36' hp: 345 hp_misc: null immunities: - acid items: null knowledge_checks: dc: 36 skills: - Occultism languages: - Aklo - Alghollthu - Undercommon - telepathy 100 feet level: 15 melee: - action_cost: One Action damage: formula: 3d12+13 type: piercing name: jaws plus_damage: - formula: null type: Improved Grab to_hit: 28 traits: - reach 15 feet - action_cost: One Action damage: formula: 3d8+13 type: slashing name: rasping tongue plus_damage: null to_hit: 28 traits: - agile - fatal d10 - reach 25 feet name: Neothelid perception: 29 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The neothelid breathes a spray of acid that deals 16d6 acid damage in a 60-foot cone (DC 38 basic Reflex save). The neothelid can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__acid__, __evocation__, __occult__) The neothelid breathes a spray of acid that deals 16d6 acid damage in a 60-foot cone (DC 38 basic Reflex save). The neothelid can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - acid - evocation - occult trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The neothelid casts a __suggestion__ spell it has available on the creature that failed its Will save. effects: null failure: null frequency: null full_description: null generic_description: null name: Instant Suggestion range: null raw_description: '**Instant Suggestion** [Reaction] **Trigger** A creature fails a Will save against a spell or effect created by the neothelid; **Effect** The neothelid casts a __suggestion__ spell it has available on the creature that failed its Will save.' requirements: null success: null traits: null trigger: A creature fails a Will save against a spell or effect created by the neothelid - action_cost: Two Actions critical_failure: null critical_success: null description: The neothelid's four tongues lash out in a frenzy at several targets. It makes up to four rasping tongue Strikes, each against a different target. These attacks count toward the neothelid's multiple attack penalty, but the multiple attack penalty doesn't increase until after the neothelid makes all of its attacks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Lashing Tongues range: null raw_description: '**Lashing Tongues** [Two Actions] The neothelid''s four tongues lash out in a frenzy at several targets. It makes up to four rasping tongue Strikes, each against a different target. These attacks count toward the neothelid''s multiple attack penalty, but the multiple attack penalty doesn''t increase until after the neothelid makes all of its attacks.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Large, 2d12 bludgeoning plus 2d12 acid, Rupture 27 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**Swallow Whole** Large, 2d12 bludgeoning plus 2d12 acid, Rupture 27' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: 15 type: mental ritual_lists: - dc: 38 misc: null name: Rituals spell_groups: - heightened_level: null level: 3 spells: - frequency: null name: geas requirement: null - heightened_level: null level: 2 spells: - frequency: null name: inveigle requirement: null to_hit: null saves: fort: 27 fort_misc: null misc: +1 status to all saves vs. magic ref: 23 ref_misc: null will: 29 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The neothelid uses its mind as a precise sense at the listed range to notice all non-__mindless__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Thoughtsense range: null raw_description: '**Thoughtsense** (__divination__, __mental__, __occult__) The neothelid uses its mind as a precise sense at the listed range to notice all non-__mindless__ creatures.' requirements: null success: null traits: - divination - mental - occult trigger: null senses: - Perception +29 - greater darkvision - thoughtsense 100 feet size: Gargantuan skills: - bonus: 25 misc: null name: 'Acrobatics ' - bonus: 28 misc: null name: 'Athletics ' - bonus: 29 misc: null name: 'Deception ' - bonus: 27 misc: null name: 'Diplomacy ' - bonus: 29 misc: null name: 'Intimidation ' - bonus: 29 misc: null name: 'Occultism ' source: - abbr: Bestiary 2 page_start: 181 page_stop: null speed: - amount: 30 type: Land - amount: 50 type: fly spell_lists: - dc: 38 misc: '' name: Occult Innate Spells spell_groups: - heightened_level: null level: 8 spells: - frequency: null name: charm requirement: null - frequency: null name: suggestion requirement: null - frequency: null name: summon entity requirement: null - heightened_level: null level: 7 spells: - frequency: null name: phantasmal calamity requirement: null - frequency: null name: teleport requirement: null - heightened_level: null level: 6 spells: - frequency: ×3 name: scrying requirement: null - frequency: at will name: suggestion requirement: null - heightened_level: null level: 5 spells: - frequency: at will name: mind probe requirement: null - frequency: at will name: telekinetic haul requirement: null - heightened_level: 8 level: 0 spells: - frequency: null name: daze requirement: null - frequency: null name: detect magic requirement: null - frequency: null name: mage hand requirement: null - frequency: null name: telekinetic projectile requirement: null to_hit: 30 traits: - Uncommon - CE - Gargantuan - Aberration type: Creature weaknesses: - amount: 15 type: cold iron - ability_mods: cha_mod: 7 con_mod: 5 dex_mod: 7 int_mod: 3 str_mod: 0 wis_mod: 5 ac: 30 ac_special: null alignment: CN automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When underwater, the nereid's body is __invisible__. The nereid can dismiss or resume this transparency as an action that has the __concentrate__ trait. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Watery Transparency range: null raw_description: '**Watery Transparency** (__primal__, __transmutation__, __water__) When underwater, the nereid''s body is __invisible__. The nereid can dismiss or resume this transparency as an action that has the __concentrate__ trait.' requirements: null success: null traits: - primal - transmutation - water trigger: null description: 'Nereids are aquatic fey with deep ties to water. They share some similarities with naiads, but they are not guardians and do not bind themselves to a specific body of water. Although they are primarily aquatic creatures, their unique ability to imbue their vitality into a supernatural shawl allows them to travel on land as well. A nereid must be careful when manifesting a shawl, however, as their life essence is bound to it, so it can be stolen or destroyed to threaten the nereid. Nereids prefer to exist in isolation. Left to their own devices, they avoid combat, but when forced to fight, their ability to transform the natural waters in their flesh into poison serves them as well as any weapon. Often, ignorant sailors lump all water-dwelling fey into a single category of "aquatic tempters," regardless of the fey''s type or gender, using these creatures'' names interchangeably to represent the concept of a beautiful figure who exists to lure mortals to a drowning death. Whereas naiads have more patience and often seek to educate the ignorant regarding the harm that stereotypes can cause, nereids and rusalkas have little patience for such methods. Rusalkas are the primary source for the legends of fey preying upon sailors, and nereids loathe them for that, as they prefer to live apart from humanity and enjoy the beauty of the natural world in peace. When a nereid learns of a rusalka''s increased activity, it often seeks out the rusalka to route them—not so much out of an urge to protect humanoids (in whom nereids traditionally have little interest), but to prevent the rusalka from inadvertently riling up violent responses from humanoids who can''t be bothered to note the difference between a murderous fey and one who just wants to be left alone. **__Recall Knowledge - Fey__ (__Nature__)**: DC 27' hp: 175 hp_misc: null immunities: - poison items: null knowledge_checks: dc: 27 skills: - Nature languages: - Aquan - Common - Sylvan level: 10 melee: - action_cost: One Action damage: formula: 6d6 type: poison name: poisonous touch plus_damage: null to_hit: 23 traits: - agile - finesse - magical name: Nereid perception: 20 proactive_abilities: - action_cost: Two Actions critical_failure: The creature chokes on the water and runs out of air. It falls unconscious and starts drowning. If the creature is above water, it recovers from drowning as soon as it succeeds at a saving throw against suffocation. critical_success: null description: "The nereid touches a creature and causes water from its own body\ \ to flow into the creature's lungs. If the creature cannot breathe water, it\ \ must attempt a DC 29 Fortitude save. \n\n" effect: null effects: null failure: The creature becomes sickened 3 as it chokes on the water. frequency: null full_description: null generic_description: null name: Drowning Touch range: null raw_description: "**Drowning Touch** [Two Actions] (__conjuration__, __incapacitation__,\ \ __primal__, __water__) The nereid touches a creature and causes water from\ \ its own body to flow into the creature's lungs. If the creature cannot breathe\ \ water, it must attempt a DC 29 Fortitude save. \n\n**Success** The creature\ \ is unaffected and is temporarily immune to Drowning Touch for 24 hours. \n\ \n**Failure** The creature becomes __sickened 3__ as it chokes on the water.\ \ \n\n**Critical Failure** The creature chokes on the water and runs out of\ \ air. It falls unconscious and starts __drowning__. If the creature is above\ \ water, it recovers from drowning as soon as it succeeds at a saving throw\ \ against suffocation." requirements: null success: The creature is unaffected and is temporarily immune to Drowning Touch for 24 hours. traits: - conjuration - incapacitation - primal - water trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: The nereid divests themself of part of their connection to the __First World__ and imbues this essence into a flowing shawl that enables them to function on land. The nereid can Dismiss this effect as long as they are touching the shawl. As long as the shawl exists, the nereid gains the __amphibious__ trait. A nonnereid who carries the shawl also gains the amphibious trait. If a nereid's shawl is destroyed rather than Dismissed, the nereid can't Manifest a Shawl for 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Manifest Shawl range: null raw_description: '**Manifest Shawl** [Three Actions] (__conjuration__, __primal__) The nereid divests themself of part of their connection to the __First World__ and imbues this essence into a flowing shawl that enables them to function on land. The nereid can Dismiss this effect as long as they are touching the shawl. As long as the shawl exists, the nereid gains the __amphibious__ trait. A nonnereid who carries the shawl also gains the amphibious trait. If a nereid''s shawl is destroyed rather than Dismissed, the nereid can''t Manifest a Shawl for 24 hours.' requirements: null success: null traits: - conjuration - primal trigger: null ranged: null rarity: Common resistances: - amount: 10 type: cold iron ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 22 ref_misc: null will: 18 will_misc: null sense_abilities: null senses: - Perception +20 - low-light vision size: Medium skills: - bonus: 12 misc: +18 to Swim name: 'Athletics ' - bonus: 20 misc: null name: 'Deception ' - bonus: 22 misc: null name: 'Diplomacy ' - bonus: 22 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 182 page_stop: null speed: - amount: 25 type: Land - amount: 50 type: swim spell_lists: - dc: 29 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: water elementals only name: summon elemental requirement: null - heightened_level: null level: 5 spells: - frequency: null name: control water requirement: null - frequency: ×3, water only 4th suggestion name: elemental form requirement: null to_hit: null traits: - CN - Medium - Aquatic - Fey - Water type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The Nessian warhound's Breath Weapon recharges. It can immediately use it as part of this reaction. effects: null failure: null frequency: null full_description: null generic_description: null name: Hellish Revenge range: null raw_description: '**Hellish Revenge** [Reaction] **Trigger** The Nessian warhound is critically hit by any Strike. **Effect** The Nessian warhound''s Breath Weapon recharges. It can immediately use it as part of this reaction.' requirements: null success: null traits: null trigger: The Nessian warhound is critically hit by any Strike. 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. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 26 **__Recall Knowledge - Fiend__ (__Religion__)**: DC 26' hp: 150 hp_misc: null immunities: - fire items: null knowledge_checks: dc: 26 skills: - Arcana - Nature - Religion languages: - Infernal - (can't speak any language) level: 9 melee: - action_cost: One Action damage: formula: 2d8+6 type: piercing name: jaws plus_damage: - formula: 1d6 type: evil and 2d6 fire to_hit: 21 traits: - magical name: Nessian Warhound perception: 19 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** (__divine__, __evocation__, __fire__) 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.' requirements: null success: null traits: - divine - evocation - fire trigger: null ranged: null rarity: Common resistances: - amount: 10 type: cold ritual_lists: null saves: fort: 21 fort_misc: null misc: null ref: 19 ref_misc: null will: 16 will_misc: null sense_abilities: null senses: - Perception +19 - darkvision - scent (imprecise) 120 feet size: Large skills: - bonus: 18 misc: null name: 'Acrobatics ' - bonus: 19 misc: null name: 'Athletics ' - bonus: 18 misc: null name: 'Stealth ' - bonus: 20 misc: +22 to Track name: 'Survival ' source: - abbr: Bestiary page_start: 205 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - LE - Large - Beast - Fiend - Fire type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: 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. A night hag is a canny mastermind and soul broker, willing to consider any deal as long as she is convinced she has the upper hand. Although a night hag finds it easy to travel the Ethereal Plane and prey upon helpless souls that can''t fight back, these souls are also the least desirable to the evil outsiders the night hag bargains with, and so a night hag gathers allies and minions that allow her to prey on more potent souls without personally risking herself. Their favored minions are nightmares, with whom they share a special bond. Above all, night hags avoid fighting foes that can harry them on the Ethereal Plane, picking fights only when they are certain they can escape. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 26 **__Recall Knowledge - Humanoid__ (__Society__)**: DC 26' hp: 170 hp_misc: null immunities: - sleep items: - heartstone knowledge_checks: dc: 26 skills: - Religion - Society languages: - Abyssal - Aklo - Celestial - Common - Infernal level: 9 melee: - action_cost: One Action damage: formula: 2d8+8 type: piercing name: jaws plus_damage: - formula: 1d6 type: evil and Abyssal plague to_hit: 20 traits: - magical - action_cost: One Action damage: formula: 2d10+8 type: slashing name: claw plus_damage: - formula: 1d6 type: evil to_hit: 20 traits: - agile - magical name: Night Hag perception: 18 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Abyssal Plague range: null raw_description: '**Abyssal Plague** (__disease__) 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)' requirements: null success: null traits: - disease trigger: null - action_cost: One Action critical_failure: null critical_success: null 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __occult__, __polymorph__, __transmutation__) 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).' requirements: null success: null traits: - concentrate - occult - polymorph - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dream Haunting range: null raw_description: '**Dream Haunting** (__enchantment__, __occult__, __mental__) 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.' requirements: null success: null traits: - enchantment - occult - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature __flat-footed__ to the night hag takes a -2 circumstance penalty to checks and DCs to defend against her spells. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spell Ambush range: null raw_description: '**Spell Ambush** A creature __flat-footed__ to the night hag takes a -2 circumstance penalty to checks and DCs to defend against her spells.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 10 type: mental ritual_lists: null saves: fort: 19 fort_misc: null misc: +2 status to all saves vs. magic, -2 to all saves if the night hag does not have her heartstone ref: 17 ref_misc: null will: 18 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A night hag adds __dominate__, __nightmare__, __scrying__, and __spellwrack__ to her coven's spells. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Coven range: null raw_description: '**Coven** A night hag adds __dominate__, __nightmare__, __scrying__, and __spellwrack__ to her coven''s spells.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Nightmare Rider range: null raw_description: '**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. ' requirements: null success: null traits: null trigger: null senses: - Perception +18 - darkvision size: Medium skills: - bonus: 18 misc: null name: 'Arcana ' - bonus: 18 misc: null name: 'Deception ' - bonus: 18 misc: null name: 'Diplomacy ' - bonus: 14 misc: null name: 'Intimidation ' - bonus: 20 misc: null name: 'Occultism ' - bonus: 20 misc: null name: 'Religion ' source: - abbr: Bestiary page_start: 202 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 28 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 9 spells: - frequency: at will, from heartstone name: bind soul requirement: null - frequency: at will, from heartstone name: ethereal jaunt requirement: null - heightened_level: null level: 8 spells: - frequency: null name: dream council requirement: null - heightened_level: null level: 5 spells: - frequency: null name: nightmare requirement: null - frequency: x2, from heartstone name: shadow blast requirement: null - heightened_level: null level: 3 spells: - frequency: at will name: dream message requirement: null - frequency: at will name: magic missile requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: invisibility requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: ray of enfeeblement requirement: null - frequency: at will name: sleep requirement: null - heightened_level: 3 level: -1 spells: - frequency: null name: detect magic requirement: null - heightened_level: 2 level: -1 spells: - frequency: all alignments simultaneously name: detect alignment requirement: null to_hit: null traits: - NE - Medium - Fiend - Hag - Humanoid type: Creature weaknesses: - amount: 10 type: cold iron - 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 alignment: NE automatic_abilities: null description: 'Nightmares are flaming equine harbingers of death. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 22 **__Recall Knowledge - Fiend__ (__Religion__)**: DC 22' hp: 100 hp_misc: null immunities: null items: null knowledge_checks: dc: 22 skills: - Arcana - Nature - Religion languages: - Abyssal - Daemonic - Infernal level: 6 melee: - action_cost: One Action damage: formula: 2d10+6 type: piercing name: jaws plus_damage: - formula: 1d6 type: evil to_hit: 16 traits: - evil - magical - action_cost: One Action damage: formula: 1d8+6 type: bludgeoning name: hoof plus_damage: - formula: 1d6 type: evil and 1d8 fire to_hit: 16 traits: - agile - evil - fire - magical name: Nightmare perception: 14 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flaming Gallop range: null raw_description: '**Flaming Gallop** [Two Actions] (__fire__) 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.' requirements: null success: null traits: - fire trigger: null ranged: null rarity: Common resistances: - amount: 10 type: fire ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 15 ref_misc: null will: 12 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 15 feet. 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Smoke range: null raw_description: '**Smoke** (__aura__) 15 feet. 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.' requirements: null success: null traits: - aura trigger: null senses: - Perception +14 - darkvision size: Large skills: - bonus: 13 misc: null name: 'Acrobatics ' - bonus: 16 misc: null name: 'Athletics ' - bonus: 14 misc: null name: 'Intimidation ' - bonus: 12 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 244 page_stop: null speed: - amount: 40 type: Land - amount: 90 type: fly spell_lists: - dc: 24 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: self and rider only name: plane shift requirement: null to_hit: null traits: - NE - Large - Beast - Fiend type: Creature weaknesses: null - 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 alignment: NE 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. Niliths are actually extensions of much deadlier creatures that dwell in a distant dimension beyond dreams—in a way, niliths are little more than remote feeding machines for the unknown alien entities to which they are connected. Scholars and dimensional travelers have attempted to uncover the exact mechanisms of this mysterious connection, but they have yet to decipher the truth. Indeed, many who investigate the nature of the nilith''s bond are driven to madness before getting anywhere close. The odd connection to otherworldly beings might help explain the longevity of these creatures, as it is believed that niliths can live for thousands of years. Thankfully for others, niliths are solitary creatures that hate the company of their own kind, likely because these harbingers of nightmares have no wish to taste the horrors they bring to others. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 27' hp: 150 hp_misc: null immunities: null items: null knowledge_checks: dc: 27 skills: - Occultism languages: - Aklo - Common - telepathy 30 feet level: 10 melee: - action_cost: One Action damage: formula: 2d10+9 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 23 traits: - agile - finesse - magical - action_cost: One Action damage: formula: 2d12+9 type: piercing name: fangs plus_damage: null to_hit: 23 traits: - finesse - magical name: Nilith perception: 19 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The nilith has a creature grabbed. effects: null failure: null frequency: null full_description: null generic_description: null name: Mind Crush range: null raw_description: '**Mind Crush** (__enchantment__, __mental__, __occult__) **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.' requirements: null success: null traits: - enchantment - mental - occult trigger: null ranged: null rarity: Common resistances: - amount: 10 type: mental - amount: 5 type: physical (except silver) ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 20 ref_misc: null will: 20 will_misc: null sense_abilities: null senses: - Perception +19 - darkvision size: Medium skills: - bonus: 21 misc: null name: 'Acrobatics ' - bonus: 17 misc: null name: 'Athletics ' - bonus: 23 misc: null name: 'Intimidation ' - bonus: 19 misc: null name: 'Occultism ' - bonus: 21 misc: null name: 'Stealth ' - bonus: 17 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 245 page_stop: null speed: - amount: 25 type: Land - amount: 30 type: climb spell_lists: - dc: 29 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: hallucination requirement: null - frequency: null name: mind probe requirement: null - heightened_level: null level: 4 spells: - frequency: null name: blink requirement: null - frequency: null name: confusion requirement: null - frequency: null name: crushing despair requirement: null - frequency: null name: dream message requirement: null - frequency: at will, self only name: invisibility requirement: null - frequency: null name: nightmare requirement: null - heightened_level: null level: 3 spells: - frequency: at will name: mind reading requirement: null - heightened_level: 5 level: 0 spells: - frequency: null name: mage hand requirement: null - frequency: null name: message requirement: null - frequency: null name: read aura requirement: null - frequency: null name: shield requirement: null to_hit: null traits: - NE - Medium - Aberration type: Creature weaknesses: null - ability_mods: cha_mod: 4 con_mod: 1 dex_mod: 3 int_mod: 0 str_mod: 0 wis_mod: 1 ac: 16 ac_special: null alignment: N automatic_abilities: null description: 'These aquatic fey often guard ponds, rivers, lakes, and springs, protecting their bucolic homes from the advances of predators and careless humanoids alike. Nixies tend to be reclusive and try to keep their presence hidden from humanoids, hoping trespassers won''t give them cause to act. Stories of minor miracles granted by nixies to those they befriend encourage humanoids to seek out these reclusive fey, and ironically make it even more unlikely for a nixie to grant such a boon. On the other hand, if someone approaches a nixie with respect, or even better, a positive attitude that displays just the right amount of humility and easygoing openness, a nixie is far more likely to respond positively to any requests for aid. Often a nixie will ask those who seek their assistance to perform a task for them first; such requests can be minor acts of entertainment (such as telling a rousing story or performing a requested song), but in other cases the nixie might need more significant aid, such as driving off an unwanted local predator or investigating the source of pollution near their home. Nixies resort to violence only if no other tactic works. They much prefer solutions that rely upon primal magic to defuse conflicts before they can escalate to bloodshed. In pursuit of such resolutions, nixies rely on their ability to charm individuals and, when they can establish magical influence, encourage intruders to leave peacefully. While some nixies try to confuse intruders and subtly guide them from the area, others use local animals and beasts to scare off trespassers. Occasionally, nixies recruit charmed humanoids to act as protectors or help with a task that is simply too big for them to deal with. If this task is underwater, nixies use their magic to temporarily grant the ability to breathe water to the charmed creature. Only those who manage to befriend a nixie are given invitations to return to swim or dine with the fey, and only the most trusted of allies are granted a minor wish. Nixies appear as aquatic humanoids the size of a child, with large eyes, catfish-like whiskers, and webbed fingers and toes. They have scaly skin, pointed ears, and long hair the color of seaweed. Nixies often form small communities, even building underwater societies if their numbers are great enough. In many cultures'' folklore, there are stories of nixie nations hidden at the bottom of particularly large lakes. **__Recall Knowledge - Fey__ (__Nature__)**: DC 15' hp: 25 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Nature languages: - Aquan - Sylvan level: 1 melee: - action_cost: One Action damage: formula: 1d6 type: slashing name: claw plus_damage: null to_hit: 7 traits: - agile - finesse name: Nixie perception: 6 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null description: null effect: The nixie can duplicate any 1st-level spell or produce any effect with a power level in line with a 1st-level spell, but only in response to the request or desire of a non-fey creature. The creature whose desire is granted can never again benefit from that particular nixie's Grant Desire ability. effects: null failure: null frequency: once per day full_description: null generic_description: null name: Grant Desire range: null raw_description: '**Grant Desire** [Three Actions] (__divination__, __primal__) **Frequency** once per day; **Effect** The nixie can duplicate any 1st-level spell or produce any effect with a power level in line with a 1st-level spell, but only in response to the request or desire of a non-fey creature. The creature whose desire is granted can never again benefit from that particular nixie''s Grant Desire ability.' requirements: null success: null traits: - divination - primal trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 6 fort_misc: null misc: +1 status to all saves vs. magic ref: 10 ref_misc: null will: 6 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The nixie can use __Diplomacy__ to __Make an Impression__ on and make very simple Requests of __aquatic__ or __amphibious__ animals. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wild Empathy range: null raw_description: '**Wild Empathy** The nixie can use __Diplomacy__ to __Make an Impression__ on and make very simple Requests of __aquatic__ or __amphibious__ animals.' requirements: null success: null traits: null trigger: null senses: - Perception +6 - low-light vision size: Small skills: - bonus: 6 misc: null name: 'Athletics ' - bonus: 5 misc: null name: 'Nature ' - bonus: 8 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 183 page_stop: null speed: - amount: 20 type: Land - amount: 30 type: swim spell_lists: - dc: 17 misc: '' name: Primal Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: water breathing requirement: null - heightened_level: null level: 1 spells: - frequency: ×3 name: charm requirement: null - frequency: null name: hydraulic push requirement: null to_hit: 9 traits: - N - Small - Aquatic - Fey type: Creature weaknesses: - amount: 3 type: cold iron - ability_mods: cha_mod: 7 con_mod: 6 dex_mod: 6 int_mod: 6 str_mod: 7 wis_mod: 10 ac: 46 ac_special: null alignment: LN automatic_abilities: null description: "Ancient beyond imagining, norns are powerful fey women who hold in\ \ their hands the physical manifestation of fate and destiny in the form of golden\ \ thread. They watch over all life, intervening with reluctance when called upon—or\ \ with a vengeance when the strands of fate are twisted and abused by lesser beings.\n\ \n\n\nNorns' relationship with the Eldest of the First World is complex. Many\ \ among norns serve __Magdh__ the Three, the triune Eldest who some norns believe\ \ to be the first norn triumvirate bound together into one entity, as Magdh has\ \ three bodies: a Maiden, a Mother, and a Matriarch. Magdh claims to be watching\ \ the threads of fate for some ominous prophesied cataclysm, and in addition to\ \ assisting in her divinations, Magdh expects the norns who serve her to follow\ \ her cryptic commands to help nudge the future away from the brink. However,\ \ norns are powerful beings in their own right, themselves capable of granting\ \ divine power, and many balk at serving the enigmatic demigod. These norns find\ \ the other Eldest even more alien and challenging to interact with, for they\ \ believe that while the Eldest wield great power, even these powerful beings\ \ should not be granted leave to meddle with fate as much as they desire.\n\n\n\ \nWhile even the weakest of the Eldest could destroy an unaffiliated norn with\ \ ease, they tend to obey the proclamations and judgments of norns when they are\ \ spoken. These norns, for their part, use their perceived neutrality judiciously.\ \ They know better than to issue too many demands to the Eldest, lest the capricious\ \ demigods grow frustrated and tired of norns' interference. And so the balance\ \ of power remains tenuous between unaffiliated norns and the Eldest, as it has\ \ for eons. However, norns know that it's merely a matter of time before the Eldest\ \ lose their respect for this tradition and start acting entirely as they please,\ \ despite norns' best efforts to rein in their most disruptive actions.\n\n\n\n\ A norn stands 14 feet tall and weighs 800 pounds.\n\n\n\n\n\n## Worshipping Norns\n\ \n On the Material Plane, some mortals worship norns as deities, while others,\ \ especially witches and bards, admire them as patrons or muses. Those who uphold\ \ norns as deities are known as __Followers of Fate__. Norns do little to discourage\ \ this veneration, but neither do they go out of their way to support such worship.\ \ Clerics who venerate norns might worship a specific norn or norn triumvirate,\ \ or all norns as a whole, but they gain the same benefits regardless of their\ \ choice. The religious symbol of Followers of Fate is a pair of shears cutting\ \ a golden thread, and their areas of concern are destiny, fate, and the aging\ \ process.\n\n\n\n**__Recall Knowledge - Fey__ (__Nature__)**: DC 45" hp: 375 hp_misc: regeneration 20 (deactivated by cold iron immunities: - flat-footed - negative items: null knowledge_checks: dc: 45 skills: - Nature languages: - Common - Jotun - Sylvan - tongues level: 20 melee: - action_cost: One Action damage: formula: 4d6+15 type: slashing name: norn shears plus_damage: - formula: 5d6 type: negative and sever fate to_hit: 38 traits: - deadly 2d12 - magical - reach 10 feet - versatile P - action_cost: One Action damage: formula: 4d10+15 type: negative name: hand of fate plus_damage: - formula: null type: sever fate to_hit: 38 traits: - agile - magical - reach 10 feet name: Norn perception: 41 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: When a creature is subject to a __fortune__ effect from a norn and a __misfortune__ effect from any source other than a norn (or vice versa), the norn's effect automatically counteracts the other effect and then takes place normally, rather than the two effects canceling each other out. If both the fortune and misfortune effect are from a norn, then the two cancel each other out as normal. At the GM's discretion, powerful entities related to fate or luck, like __Desna__, __Magdh__, or __Pharasma__, count as a norn for the purpose of this ability. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fated range: null raw_description: '**Fated** When a creature is subject to a __fortune__ effect from a norn and a __misfortune__ effect from any source other than a norn (or vice versa), the norn''s effect automatically counteracts the other effect and then takes place normally, rather than the two effects canceling each other out. If both the fortune and misfortune effect are from a norn, then the two cancel each other out as normal. At the GM''s discretion, powerful entities related to fate or luck, like __Desna__, __Magdh__, or __Pharasma__, count as a norn for the purpose of this ability.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When a norn deals negative damage with a Strike, she regains 10 Hit Points. The target must succeed at a DC 39 Fortitude save or become __drained 1__ (drained 2 on a critical failure). Further negative damage dealt by the norn increases the drained condition value by 1 on a failed save (or by 2 on a critical failure), to a maximum of drained 4. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sever Fate range: null raw_description: '**Sever Fate** (__necromancy__, __occult__) When a norn deals negative damage with a Strike, she regains 10 Hit Points. The target must succeed at a DC 39 Fortitude save or become __drained 1__ (drained 2 on a critical failure). Further negative damage dealt by the norn increases the drained condition value by 1 on a failed save (or by 2 on a critical failure), to a maximum of drained 4.' requirements: null success: null traits: - necromancy - occult trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The creature rolls the saving throw twice, and then the norn decides which result applies. If the norn chooses the lower roll, this is a __misfortune__ effect; if she chooses the higher roll, it's a __fortune__ effect; if they're the same, she decides which trait to apply. effects: null failure: null frequency: null full_description: null generic_description: null name: Shift Fate range: null raw_description: '**Shift Fate** [Reaction] (__divination__, __occult__) **Trigger** A creature within 120 feet attempts a saving throw; **Effect** The creature rolls the saving throw twice, and then the norn decides which result applies. If the norn chooses the lower roll, this is a __misfortune__ effect; if she chooses the higher roll, it''s a __fortune__ effect; if they''re the same, she decides which trait to apply.' requirements: null success: null traits: - divination - occult trigger: A creature within 120 feet attempts a saving throw - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The norn produces a golden thread linked to the fate of a creature within 100 feet of her, then snips it short with her shears. The target takes 100 negative damage (DC 42 basic Fortitude save). If the target is reduced to 0 Hit Points from this damage, the thread is completely severed and the creature dies immediately. A creature slain by Snip Thread can't be restored to life except by __miracle__, __wish__, or similarly powerful magic; or by divine intervention. Regardless of the outcome of their saving throw, a creature targeted by Snip Thread then becomes temporarily immune for 24 hours. The norn can't use Snip Thread again for 1d4 rounds. effects: null failure: null frequency: three times per day full_description: null generic_description: null name: Snip Thread range: null raw_description: '**Snip Thread** [Two Actions] (__death__, __manipulate__, __necromancy__, __occult__) **Frequency** three times per day; **Effect** The norn produces a golden thread linked to the fate of a creature within 100 feet of her, then snips it short with her shears. The target takes 100 negative damage (DC 42 basic Fortitude save). If the target is reduced to 0 Hit Points from this damage, the thread is completely severed and the creature dies immediately. A creature slain by Snip Thread can''t be restored to life except by __miracle__, __wish__, or similarly powerful magic; or by divine intervention. Regardless of the outcome of their saving throw, a creature targeted by Snip Thread then becomes temporarily immune for 24 hours. The norn can''t use Snip Thread again for 1d4 rounds.' requirements: null success: null traits: - death - manipulate - necromancy - occult trigger: null ranged: null rarity: Rare resistances: - amount: 20 type: cold iron ritual_lists: - dc: 42 misc: null name: Rituals spell_groups: - heightened_level: null level: 7 spells: - frequency: null name: legend lore requirement: null - heightened_level: null level: 3 spells: - frequency: null name: geas requirement: null to_hit: null saves: fort: 34 fort_misc: null misc: +1 status to all saves vs. magic ref: 30 ref_misc: null will: 38 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A norn automatically rolls a 20 when she rolls initiative. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sense Fate range: null raw_description: '**Sense Fate** (__fortune__) A norn automatically rolls a 20 when she rolls initiative.' requirements: null success: null traits: - fortune trigger: null - action_cost: None critical_failure: null critical_success: null description: 'This functions as the __coven__ ability, except only norns can join a triumvirate, and it functions only as long as exactly three norns are part of the triumvirate. A triumvirate grants the following spells: __alter reality__ (once per day), __cataclysm__, __discern location__, __foresight__, and __revival__.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Triumvirate range: null raw_description: '**Triumvirate** This functions as the __coven__ ability, except only norns can join a triumvirate, and it functions only as long as exactly three norns are part of the triumvirate. A triumvirate grants the following spells: __alter reality__ (once per day), __cataclysm__, __discern location__, __foresight__, and __revival__.' requirements: null success: null traits: null trigger: null senses: - Perception +41 - detect magic - greater darkvision - lifesense 120 feet - true seeing size: Large skills: - bonus: 36 misc: null name: 'Crafting ' - bonus: 35 misc: null name: 'Deception ' - bonus: 37 misc: null name: 'Intimidation ' - bonus: 28 misc: all name: ' ' - bonus: 38 misc: null name: 'Medicine ' - bonus: 34 misc: null name: 'Occultism ' - bonus: 31 misc: null name: 'Performance ' - bonus: 34 misc: null name: 'Religion ' source: - abbr: Bestiary 2 page_start: 184 page_stop: null speed: - amount: 35 type: Land - amount: 35 type: fly spell_lists: - dc: 42 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 10 spells: - frequency: null name: time stop requirement: null - heightened_level: null level: 9 spells: - frequency: null name: power word kill requirement: null - frequency: null name: retrocognition requirement: null - frequency: null name: weird requirement: null - heightened_level: null level: 8 spells: - frequency: null name: maze requirement: null - frequency: null name: wind walk requirement: null - heightened_level: null level: 7 spells: - frequency: at will name: dispel magic requirement: null - frequency: at will name: read omens requirement: null - frequency: at will name: spellwrack requirement: null - heightened_level: 10 level: -1 spells: - frequency: null name: detect magic requirement: null - frequency: null name: mind blank requirement: null - frequency: null name: tongues requirement: null - frequency: null name: true seeing requirement: null to_hit: null traits: - Rare - LN - Large - Fey type: Creature weaknesses: null - 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 alignment: N automatic_abilities: null 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. **__Recall Knowledge - Monitor__ (__Religion__)**: DC 15' hp: 18 hp_misc: null immunities: - death effects - disease items: null knowledge_checks: dc: 15 skills: - Religion languages: - Abyssal - Celestial - Infernal - Requian level: 1 melee: - action_cost: One Action damage: formula: 1d4-1 type: piercing name: beak plus_damage: - formula: null type: spirit touch to_hit: 6 traits: - finesse - magical name: Nosoi perception: 6 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) 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.' requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: One Action 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. critical_success: null 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. ' effect: null effects: null failure: The creature is fascinated. frequency: null full_description: null generic_description: null name: Haunting Melody range: null raw_description: '**Haunting Melody** (__auditory__, __concentrate__, __divine__, __enchantment__, __incapacitation__, __mental__) 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.' requirements: null success: null traits: - auditory - concentrate - divine - enchantment - incapacitation - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: A nosoi's Strikes affect incorporeal creatures as though etched with a __ghost touch__ property rune and deal 1d6 negative damage to living creatures or 1d6 positive damage to undead. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spirit Touch range: null raw_description: '**Spirit Touch** A nosoi''s Strikes affect incorporeal creatures as though etched with a __ghost touch__ property rune and deal 1d6 negative damage to living creatures or 1d6 positive damage to undead.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 3 type: negative - amount: 3 type: poison ritual_lists: null saves: fort: 4 fort_misc: null misc: null ref: 8 ref_misc: null will: 6 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A psychopomp senses the vital essence of living and undead creatures within the listed range. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Lifesense range: null raw_description: '**Lifesense** (__divination__, __divine__) A psychopomp senses the vital essence of living and undead creatures within the listed range.' requirements: null success: null traits: - divination - divine trigger: null senses: - Perception +6 - darkvision - lifesense 60 feet size: Tiny skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Boneyard Lore ' - bonus: 8 misc: null name: 'Library Lore ' - bonus: 6 misc: null name: 'Performance ' - bonus: 6 misc: null name: 'Religion ' - bonus: 2 misc: null name: 'Society ' - bonus: 6 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 270 page_stop: null speed: - amount: 15 type: Land - amount: 40 type: fly spell_lists: - dc: 16 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: read omens requirement: null - frequency: null name: talking corpse requirement: null - heightened_level: null level: 2 spells: - frequency: at will, self only name: invisibility requirement: null - frequency: null name: sound burst requirement: null to_hit: null traits: - N - Tiny - Monitor - Psychopomp type: Creature weaknesses: null - ability_mods: cha_mod: 4 con_mod: 4 dex_mod: 3 int_mod: 1 str_mod: 6 wis_mod: 3 ac: 28 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 30 feet, DC 25 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 30 feet, DC 25 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: Unpolluted fresh water burns a nuckelavee like acid, dealing 1d6 damage to it and causing it to be __sickened 2__. A nuckelavee can't heal from damage when it's in an area that isn't polluted (subject to GM discretion). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Purity Vulnerability range: null raw_description: '**Purity Vulnerability** Unpolluted fresh water burns a nuckelavee like acid, dealing 1d6 damage to it and causing it to be __sickened 2__. A nuckelavee can''t heal from damage when it''s in an area that isn''t polluted (subject to GM discretion).' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'When pollution despoils a natural waterway, it draws the dreaded nuckelavee to it from the __First World__. This spirit of wrath is a grisly sight to behold: a horselike monstrosity with the gnarled upper body of a humanoid growing directly from its back. Further enhancing the awfulness, not a patch of skin exists on the misshapen hybrid form, as though it survived its own flaying. When a nuckelavee rides forth from its domain, it wreaks a trail of destruction across the lands surrounding its path. Nuckelavees are considered among the cruelest and most monstrous fey, seen by some as just desserts visited upon those who would befoul the waters of their homes. A nuckelavee, though, doesn''t discriminate between those who pollute and those who merely have the misfortune to be in the wrong place at the wrong time. **__Recall Knowledge - Fey__ (__Nature__)**: DC 26' hp: 190 hp_misc: null immunities: - disease - poison items: - +1 striking bastard sword knowledge_checks: dc: 26 skills: - Nature languages: - Aklo - Common - Sylvan level: 9 melee: - action_cost: One Action damage: formula: 2d8+12 type: slashing name: bastard sword plus_damage: - formula: 1d6 type: poison and mortasheen to_hit: 21 traits: - magical - reach 10 feet - two-hand d12 - action_cost: One Action damage: formula: 2d8+12 type: piercing name: jaws plus_damage: - formula: 1d6 type: poison and mortasheen to_hit: 20 traits: - agile - action_cost: One Action damage: formula: 2d6+12 type: bludgeoning name: hoof plus_damage: - formula: null type: mortasheen to_hit: 20 traits: null name: Nuckelavee perception: 16 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The nuckelavee breathes a 30-foot cone of foulness, dealing 8d6 negative damage (DC 28 basic Fortitude save) to living creatures in the area. A creature that fails also takes 2d6 __persistent bleed damage__. The nuckelavee can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__disease__, __necromancy__, __poison__, __primal__) The nuckelavee breathes a 30-foot cone of foulness, dealing 8d6 negative damage (DC 28 basic Fortitude save) to living creatures in the area. A creature that fails also takes 2d6 __persistent bleed damage__. The nuckelavee can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - disease - necromancy - poison - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: The target can't recover from the __fatigued__ condition caused by mortasheen until the disease is cured. Mortasheen gains the __virulent__ trait against __animals__ and __plants__; **Saving Throw** DC 28 Fortitude; **Stage 1** Carrier with no ill effect (1 day); **Stage 2** __drained 1__ and fatigued (1 day); **Stage 3** drained 2 and fatigued (1 day); **Stage 4** dead effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mortasheen range: null raw_description: '**Mortasheen** (__disease__) The target can''t recover from the __fatigued__ condition caused by mortasheen until the disease is cured. Mortasheen gains the __virulent__ trait against __animals__ and __plants__; **Saving Throw** DC 28 Fortitude; **Stage 1** Carrier with no ill effect (1 day); **Stage 2** __drained 1__ and fatigued (1 day); **Stage 3** drained 2 and fatigued (1 day); **Stage 4** dead' requirements: null success: null traits: - disease trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Medium or smaller, hoof, DC 28 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**__Trample__** [Three Actions] Medium or smaller, hoof, DC 28' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 10 type: cold iron ritual_lists: - dc: 28 misc: null name: Rituals spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: blight requirement: null to_hit: null saves: fort: 19 fort_misc: null misc: null ref: 16 ref_misc: null will: 20 will_misc: null sense_abilities: null senses: - Perception +16 - low-light vision size: Large skills: - bonus: 19 misc: null name: 'Athletics ' - bonus: 19 misc: null name: 'Intimidation ' - bonus: 16 misc: null name: 'Nature ' - bonus: 18 misc: null name: 'Stealth ' - bonus: 16 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 186 page_stop: null speed: - amount: 40 type: Land - amount: 40 type: swim spell_lists: - dc: 28 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: control water requirement: null - heightened_level: null level: 3 spells: - frequency: null name: stinking cloud requirement: null to_hit: null traits: - NE - Large - Amphibious - Fey type: Creature weaknesses: null - ability_mods: cha_mod: 1 con_mod: 3 dex_mod: 4 int_mod: -1 str_mod: 1 wis_mod: -1 ac: 18 ac_special: null alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The nuglub lashes out at the triggering creature's knees and tries to knock them __prone__. The nuglub makes an Acrobatics check against the creature's Reflex DC. On a success, the target falls and lands prone. effects: null failure: null frequency: null full_description: null generic_description: null name: Kneecapper range: null raw_description: '**Kneecapper [Reaction]** **Trigger** A Medium creature within the nuglub''s reach leaves a square during its __move__ action; **Effect** The nuglub lashes out at the triggering creature''s knees and tries to knock them __prone__. The nuglub makes an Acrobatics check against the creature''s Reflex DC. On a success, the target falls and lands prone.' requirements: null success: null traits: null trigger: A Medium creature within the nuglub's reach leaves a square during its __move__ action description: 'The "towering" hunchbacked nuglubs are among the largest gremlins, though they''re not quite three feet tall. Nuglubs have three glowing blue eyes and black, oily hair on their head and back that covers them like a cloak. Nuglubs enjoy killing with a glee that other gremlins reserve for sabotage. Indeed, they spend long hours preparing ambushes for unwary travelers or plotting the murders of sleeping villagers. Though less technically inclined than their kin, nuglubs do enjoy building traps. They delight in stealthily constructing traps in places their victims consider familiar, such as front doors and the floors around beds. If someone else gets blamed for the mayhem the nuglub creates, all the better. In combat, nuglubs focus on targets wearing metal armor. Some attribute this to envy on the part of the nuglubs, who find it difficult to fit armor on their twisted bodies. Nuglubs are particularly talented at causing those nearby to stumble over them and fall prone. Once an enemy falls to the ground, all the nuglubs descend upon the target, biting and scratching until nothing remains. Nuglubs rarely gather in groups larger than half a dozen, as quarrels often lead to violence and cannibalism. A lone nuglub who bullies a group of smaller gremlins is more likely to get their way, and thus less likely to attack their allies. **__Recall Knowledge - Fey__ (__Nature__)**: DC 16' hp: 34 hp_misc: null immunities: null items: null knowledge_checks: dc: 16 skills: - Nature languages: - Undercommon level: 2 melee: - action_cost: One Action damage: formula: 1d8+1 type: piercing name: bite plus_damage: - formula: null type: Grab to_hit: 11 traits: - finesse - action_cost: One Action damage: formula: 1d6+1 type: slashing name: claw plus_damage: null to_hit: 11 traits: - agile - finesse name: Nuglub perception: 5 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A nuglub's Strikes deal an additional 1d6 precision damage to __flat-footed__ targets, or 1d10 if the target is __prone__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** A nuglub''s Strikes deal an additional 1d6 precision damage to __flat-footed__ targets, or 1d10 if the target is __prone__.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 10 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +5 - darkvision size: Small skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 5 misc: +7 traps name: 'Crafting ' - bonus: 7 misc: null name: 'Intimidation ' - bonus: 8 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 135 page_stop: null speed: - amount: 30 type: Land - amount: 20 type: climb spell_lists: - dc: 18 misc: '' name: Primal Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: shatter requirement: null - heightened_level: null level: 1 spells: - frequency: null name: grease requirement: null - frequency: null name: shocking grasp requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: prestidigitation requirement: null to_hit: 8 traits: - CE - Small - Fey - Gremlin type: Creature weaknesses: - amount: 2 type: cold iron - ability_mods: cha_mod: 3 con_mod: 6 dex_mod: 5 int_mod: 0 str_mod: 7 wis_mod: 5 ac: 29 ac_special: null alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The nyogoth sprays its acidic blood on adjacent creatures, dealing 6d6 acid damage (DC 29 basic Reflex save). effects: null failure: null frequency: null full_description: null generic_description: null name: Caustic Blood range: null raw_description: '**Caustic Blood [Reaction]** **Trigger** The nyogoth takes piercing or slashing damage; **Effect** The nyogoth sprays its acidic blood on adjacent creatures, dealing 6d6 acid damage (DC 29 basic Reflex save).' requirements: null success: null traits: null trigger: The nyogoth takes piercing or slashing damage description: 'Little more than a coiled mass of intestines encircling a massive gaping maw, this qlippoth is an __Abyssal__ scavenger, subsisting on the filth and leftovers of __demons__ and qlippoth alike, although it relishes any opportunity to consume living prey. Despite this seeming lowly role in the Abyssal ecosystem, a nyogoth is far from a stupid beast and can orchestrate cunning ambushes to secure its next meal. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 29' hp: 175 hp_misc: null immunities: - acid - controlled - fear items: null knowledge_checks: dc: 29 skills: - Religion languages: - Abyssal - telepathy 100 ft. level: 10 melee: - action_cost: One Action damage: formula: 2d6+13 type: piercing name: jaws plus_damage: - formula: 2d6 type: acid - formula: 1d6 type: chaotic - formula: null type: Grab to_hit: 23 traits: - chaotic - magical - action_cost: One Action damage: formula: 2d6+13 type: piercing name: tentacle mouth plus_damage: - formula: 1d6 type: acid - formula: 1d6 type: chaotic - formula: null type: Grab to_hit: 23 traits: - agile - chaotic - magical - reach 10 feet name: Nyogoth perception: 19 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The nyogoth has __grabbed__ a creature effects: null failure: null frequency: null full_description: null generic_description: null name: Feeding Frenzy range: null raw_description: '**Feeding Frenzy** **Requirement** The nyogoth has __grabbed__ a creature; **Effect** The nyogoth slavers and chews at the grabbed creature, dealing 2d6+7 slashing and 1d6 acid damage (DC 29 basic Fortitude save).' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: The creature is stunned 5 and sickened 2. critical_success: null description: "The nyogoth untangles its tentacles and prolapses its many mouths,\ \ turning itself inside out in a truly nauseating display. Creatures in a 30-foot\ \ emanation must attempt a DC 29 Will save, after which they are temporarily\ \ immune to further Nauseating Displays for 1 minute. \n\n**Critical** Success\ \ The creature is unaffected. \n\n" effect: null effects: null failure: The creature is stunned 3 and sickened 1. frequency: null full_description: null generic_description: null name: Nauseating Display range: null raw_description: "**Nauseating Display** [Two Actions] (__concentrate__, __emotion__,\ \ __enchantment__, __fear__, __incapacitation__, __mental__, __occult__, __visual__)\ \ The nyogoth untangles its tentacles and prolapses its many mouths, turning\ \ itself inside out in a truly nauseating display. Creatures in a 30-foot emanation\ \ must attempt a DC 29 Will save, after which they are temporarily immune to\ \ further Nauseating Displays for 1 minute. \n\n**Critical** Success The creature\ \ is unaffected. \n\n**Success** The creature is __sickened 1__. \n\n**Failure**\ \ The creature is __stunned 3__ and sickened 1. \n\n**Critical Failure** The\ \ creature is stunned 5 and sickened 2." requirements: null success: The creature is sickened 1. traits: - concentrate - emotion - enchantment - fear - incapacitation - mental - occult - visual trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: mental ritual_lists: null saves: fort: 20 fort_misc: null misc: null ref: 19 ref_misc: null will: 16 will_misc: null sense_abilities: null senses: - Perception +19 - darkvision size: Medium skills: - bonus: 21 misc: null name: 'Acrobatics ' - bonus: 21 misc: null name: 'Athletics ' - bonus: 19 misc: null name: 'Intimidation ' - bonus: 16 misc: null name: 'Occultism ' - bonus: 21 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 214 page_stop: null speed: - amount: 5 type: Land - amount: 25 type: fly spell_lists: - dc: 26 misc: '' name: Occult Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: cloudkill requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: acid arrow requirement: null - frequency: null name: dimension door requirement: null - heightened_level: null level: 3 spells: - frequency: at will name: fear requirement: null to_hit: 20 traits: - Uncommon - CE - Medium - Fiend - Qlippoth type: Creature weaknesses: - amount: 10 type: lawful - amount: 10 type: physical (except cold iron) - ability_mods: cha_mod: -5 con_mod: 5 dex_mod: 6 int_mod: -5 str_mod: 9 wis_mod: 0 ac: 40 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: An obsidian golem that submerges itself in lava or magma takes no damage from it, and for as long as it remains submerged, it becomes __slowed 2__ and gains __fast healing 15__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Assimilate Lava range: null raw_description: '**Assimilate Lava** An obsidian golem that submerges itself in lava or magma takes no damage from it, and for as long as it remains submerged, it becomes __slowed 2__ and gains __fast healing 15__.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: harmed by sonic (8d10, 2d10 from area or persistent damage); healed by cold (area 2d10 HP); __slowed__ by fire effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Golem Antimagic range: null raw_description: '**Golem Antimagic** harmed by sonic (8d10, 2d10 from area or persistent damage); healed by cold (area 2d10 HP); __slowed__ by fire' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Casting a __shatter__ spell on an obsidian golem affects the golem normally, but also causes jagged chunks of obsidian to flake off its body. The squares on which the golem was standing (or the squares below it, if it was flying) become difficult terrain. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vulnerable to Shatter range: null raw_description: '**Vulnerable to Shatter** Casting a __shatter__ spell on an obsidian golem affects the golem normally, but also causes jagged chunks of obsidian to flake off its body. The squares on which the golem was standing (or the squares below it, if it was flying) become difficult terrain.' requirements: null success: null traits: null trigger: null description: 'The art of golem animation is not limited to societies with access to expensive crafting materials or a long history of arcane mastery. Among the resource-poor __xulgaths__ who dwell in the Darklands, especially those hardy clutches that call the Black Desert their home, obsidian is one of the most common crafting materials available. Combine this ingredient with a powerful spellcaster and the xulgath tradition of inflection—magically warping and working normally inflexible stone—and the end result is an obsidian golem. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 37' hp: 230 hp_misc: null immunities: - bleed - death effects - disease - doomed - drained - fatigued - fire (see below) - healing - magic (see below) - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 37 skills: - Arcana - Crafting languages: null level: 16 melee: - action_cost: One Action damage: formula: 4d10+15 type: piercing name: fist plus_damage: null to_hit: 33 traits: - deadly d10 - magical - reach 10 feet - versatile S - action_cost: One Action damage: formula: 3d10+15 type: piercing name: wing plus_damage: null to_hit: 31 traits: - agile - deadly d10 - magical - reach 10 feet - versatile S name: Obsidian Golem perception: 28 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The obsidian golem slings razor-sharp shards of itself in a 15-foot cone. Creatures in the area take 4d8+9 slashing damage (DC 37 basic Reflex save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fling Shards range: null raw_description: '**Fling Shards** The obsidian golem slings razor-sharp shards of itself in a 15-foot cone. Creatures in the area take 4d8+9 slashing damage (DC 37 basic Reflex save).' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: An obsidian golem's body is so sharp that it tears through armor like a knife through butter. Whenever the golem scores a critical hit with a fist Strike against a creature wearing non-__adamantine armor__, the creature's armor becomes __broken__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shred Armor range: null raw_description: '**Shred Armor** An obsidian golem''s body is so sharp that it tears through armor like a knife through butter. Whenever the golem scores a critical hit with a fist Strike against a creature wearing non-__adamantine armor__, the creature''s armor becomes __broken__.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 4d8+15 type: piercing name: obsidian sliver plus_damage: null to_hit: 32 traits: - deadly d8 - magical - range increment 30 feet - versatile S rarity: Uncommon resistances: - amount: 15 type: physical (except adamantine or bludgeoning) ritual_lists: null saves: fort: 29 fort_misc: null misc: null ref: 24 ref_misc: null will: 26 will_misc: null sense_abilities: null senses: - Perception +28 - darkvision size: Large skills: - bonus: 33 misc: null name: 'Athletics ' source: - abbr: 'Pathfinder #155: Lord of the Black Sands' page_start: 80 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: fly spell_lists: null traits: - Uncommon - N - Large - Construct - Golem - Mindless type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Whenever an ochre jelly is hit by an attack or effect that would deal slashing, piercing, or electricity damage and the ochre jelly has at least 10 HP, the jelly splits into two identical jellies with half the original's HP. One jelly is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or sturdy to push). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Split range: null raw_description: '**Split** Whenever an ochre jelly is hit by an attack or effect that would deal slashing, piercing, or electricity damage and the ochre jelly has at least 10 HP, the jelly splits into two identical jellies with half the original''s HP. One jelly is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or sturdy to push).' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 20' hp: 150 hp_misc: null immunities: - acid - critical hits - electricity - mental - piercing - precision - slashing - unconscious - visual items: null knowledge_checks: dc: 20 skills: - Occultism languages: null level: 5 melee: - action_cost: One Action damage: formula: 1d8+7 type: bludgeoning name: pseudopod plus_damage: - formula: 2d4 type: acid and Grab to_hit: 15 traits: null name: Ochre Jelly perception: 7 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 1d8+3 bludgeoning plus 1d4 acid, DC 23 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**Constrict** 1d8+3 bludgeoning plus 1d4 acid, DC 23' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: An ochre jelly's acid damages only flesh—not bone, stone, wood, or other materials. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ochre Acid range: null raw_description: '**Ochre Acid** An ochre jelly''s acid damages only flesh—not bone, stone, wood, or other materials.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 4 ref_misc: null will: 7 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A ochre jelly can sense nearby motion through vibration and air movement. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Motion Sense range: null raw_description: '**Motion Sense** A ochre jelly can sense nearby motion through vibration and air movement.' requirements: null success: null traits: null trigger: null senses: - Perception +7 - motion sense 60 feet - no vision size: Large skills: - bonus: 13 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 255 page_stop: null speed: - amount: 15 type: Land - amount: 10 type: climb spell_lists: null traits: - N - Large - Mindless - Ooze type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. A creature entering the aura must succeed at a DC 28 Fortitude save or become sickened 1 until the end of its turn (plus slowed 1 for as long as it is sickened on a critical failure). While within the aura, an affected creature takes a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Putrid Stench range: null raw_description: '**Putrid Stench** (__aura__) 30 feet. A creature entering the aura must succeed at a DC 28 Fortitude save or become sickened 1 until the end of its turn (plus slowed 1 for as long as it is sickened on a critical failure). While within the aura, an affected creature takes a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.' requirements: null success: null traits: - aura trigger: null - action_cost: None critical_failure: null critical_success: null description: A ofalth gains fast healing 2 when in an area with a high concentration of debris, junk, or excrement, such as a refuse heap or sewer. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Filth Wallow range: null raw_description: '**Filth Wallow** A ofalth gains fast healing 2 when in an area with a high concentration of debris, junk, or excrement, such as a refuse heap or sewer.' requirements: null success: null traits: null trigger: 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. Though ofalths have a limited intellect, they still exhibit a vile curiosity. They are no strangers to dissecting their prey after it has succumbed to their wasting disease—a terrible and aptly named affliction that causes the victim''s blood to seep from its pores. When an ofalth manages to secure a victim alive, it may even torture its food by consuming it bit by bit while it shrieks for mercy. Ofalths'' domains typically overlap with those of otyughs, who fear ofalths, though otyughs have also been known to band together in order to take down an ofalth for its rubbery flesh, which the otyughs consider an intoxicating delicacy. On the other hand, ofalths seem to particularly enjoy taking otyughs apart one piece at a time. They have been known to keep a captured otyugh alive for days or even weeks, forcing the otyugh to endure the cloying scent of its own body decaying before the ofalth feeds. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 27' hp: 170 hp_misc: fllth wallow immunities: - disease - poison items: null knowledge_checks: dc: 27 skills: - Occultism languages: - Common - (can't speak any language) level: 10 melee: - action_cost: One Action damage: formula: 2d12+13 type: bludgeoning name: fist plus_damage: - formula: null type: wretched weeps to_hit: 23 traits: - reach 10 feet name: Ofalth perception: 18 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wretched Weeps range: null raw_description: '**Wretched Weeps** (__disease__) **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)' requirements: null success: null traits: - disease trigger: null ranged: - action_cost: One Action damage: formula: 2d10+7 type: bludgeoning name: fling offal plus_damage: - formula: null type: wretched weeps to_hit: 19 traits: - range increment 30 feet rarity: Common resistances: null ritual_lists: null saves: fort: 22 fort_misc: null misc: null ref: 17 ref_misc: null will: 18 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Refuse Pile range: null raw_description: '**Refuse Pile** 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.' requirements: null success: null traits: null trigger: null senses: - Perception +18 - darkvision size: Large skills: - bonus: 23 misc: null name: 'Athletics ' - bonus: 19 misc: +23 in trash and rubbish name: 'Stealth ' source: - abbr: Bestiary page_start: 251 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - CE - Large - Aberration type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 23' hp: 130 hp_misc: null immunities: null items: - +1 ogre hook - breastplate - javelin (6) knowledge_checks: dc: 23 skills: - Society languages: - Common - Jotun level: 7 melee: - action_cost: One Action damage: formula: 1d10+11 type: piercing name: ogre hook plus_damage: null to_hit: 19 traits: - deadly 1d10 - reach 10 feet - trip name: Ogre Boss perception: 12 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bellowing Command range: null raw_description: '**Bellowing Command** (__auditory__, __fear__, __linguistic__) 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.' requirements: null success: null traits: - auditory - fear - linguistic trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The ogre boss makes an ogre hook Strike against the creature they tripped. effects: null failure: null frequency: null full_description: null generic_description: null name: Sweeping Hook range: null raw_description: '**Sweeping Hook** [Reaction] **Trigger** The ogre boss successfully Trips a creature using an ogre hook. **Effect** The ogre boss makes an ogre hook Strike against the creature they tripped.' requirements: null success: null traits: null trigger: The ogre boss successfully Trips a creature using an ogre hook. ranged: - action_cost: One Action damage: formula: 1d6+11 type: piercing name: javelin plus_damage: null to_hit: 12 traits: - thrown 30 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 12 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +12 - darkvision size: Large skills: - bonus: 16 misc: null name: 'Athletics ' - bonus: 16 misc: null name: 'Intimidation ' - bonus: 11 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 253 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - CE - Large - Giant - Humanoid type: Creature weaknesses: null - 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 alignment: CE 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 19' hp: 70 hp_misc: null immunities: null items: - greataxe - leather armor knowledge_checks: dc: 19 skills: - Society languages: - Jotun level: 4 melee: - action_cost: One Action damage: formula: 1d12+8 type: slashing name: greataxe plus_damage: null to_hit: 14 traits: - reach 10 feet - sweep - action_cost: One Action damage: formula: 1d8+8 type: piercing name: jaws plus_damage: - formula: null type: Grab and Glutton's Feast to_hit: 14 traits: null name: Ogre Glutton perception: 6 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: If the ogre glutton damages a living creature with their jaws Strike, they gain 1d4 temporary Hit Points for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Glutton's Feast range: null raw_description: '**Glutton''s Feast** If the ogre glutton damages a living creature with their jaws Strike, they gain 1d4 temporary Hit Points for 1 minute.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Glutton's Rush range: null raw_description: '**Glutton''s Rush** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Small, 2d4+4 bludgeoning, Rupture 14 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**Swallow Whole** (__attack__) Small, 2d4+4 bludgeoning, Rupture 14' requirements: null success: null traits: - attack trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 14 fort_misc: null misc: null ref: 7 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +6 - darkvision size: Large skills: - bonus: 12 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Intimidation ' - bonus: 6 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 253 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - CE - Large - Giant - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: -4 con_mod: 4 dex_mod: 4 int_mod: -5 str_mod: 6 wis_mod: 2 ac: 23 ac_special: null alignment: N automatic_abilities: null description: 'These terrifying creatures grow as large as elephants. The placement of their eyes above their wide mandibles evokes the grimacing visage of an ogre''s leer. __Ogres__ themselves find the appearance of ogre spider faces simultaneously amusing and adorable, but in most cases, ogres'' attempts to keep these spiders as pets result in dead ogres and well-fed spiders. **__Recall Knowledge - Animal__ (__Nature__)**: DC 20' hp: 70 hp_misc: null immunities: null items: null knowledge_checks: dc: 20 skills: - Nature languages: null level: 5 melee: - action_cost: One Action damage: formula: 2d8+8 type: null name: bite plus_damage: - formula: null type: ogre spider venom to_hit: 15 traits: null name: Ogre Spider perception: 13 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: An ogre spider can fit through tight spaces as if it were a Large creature. While __Squeezing__, it can move at its full speed. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Eerie Flexibility range: null raw_description: '**Eerie Flexibility** An ogre spider can fit through tight spaces as if it were a Large creature. While __Squeezing__, it can move at its full speed.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** Fortitude DC 22; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d6 poison damage, __clumsy 1__, and __enfeebled 1__ (1 round); **Stage 3** 2d6 poison damage, clumsy 1, and enfeebled 1 (1 round); **Stage 4** 2d6 poison damage, clumsy 2, and enfeebled 2 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ogre Spider Venom range: null raw_description: '**Ogre Spider Venom** (__poison__) **Saving Throw** Fortitude DC 22; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d6 poison damage, __clumsy 1__, and __enfeebled 1__ (1 round); **Stage 3** 2d6 poison damage, clumsy 1, and enfeebled 1 (1 round); **Stage 4** 2d6 poison damage, clumsy 2, and enfeebled 2 (1 round)' requirements: null success: null traits: - poison trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature hit by the ogre spider's web attack is __immobilized__ and stuck to the nearest surface until it __Escapes__ (DC 22). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Web Trap range: null raw_description: '**Web Trap** A creature hit by the ogre spider''s web attack is __immobilized__ and stuck to the nearest surface until it __Escapes__ (DC 22).' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: null name: web plus_damage: null to_hit: 13 traits: - range increment 30 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 13 ref_misc: null will: 9 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The ogre spider has __imprecise tremorsense__ to detect the vibrations of creatures touching its web. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Web Sense range: null raw_description: '**Web Sense** The ogre spider has __imprecise tremorsense__ to detect the vibrations of creatures touching its web.' requirements: null success: null traits: null trigger: null senses: - Perception +13 - darkvision - web sense size: Huge skills: - bonus: 13 misc: null name: 'Acrobatics ' - bonus: 13 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 249 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: climb spell_lists: null traits: - N - Huge - Animal type: Creature weaknesses: null - 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 alignment: CE 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18' hp: 50 hp_misc: null immunities: null items: - hide armor - javelin (6) - ogre hook knowledge_checks: dc: 18 skills: - Society languages: - Jotun level: 3 melee: - action_cost: One Action damage: formula: 1d10+7 type: piercing name: ogre hook plus_damage: null to_hit: 12 traits: - deadly 1d10 - reach 10 feet - trip name: Ogre Warrior perception: 5 proactive_abilities: null ranged: - action_cost: One Action damage: formula: 1d6+7 type: piercing name: javelin plus_damage: null to_hit: 6 traits: - thrown 30 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 6 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +5 - darkvision size: Large skills: - bonus: 12 misc: null name: 'Athletics ' - bonus: 9 misc: null name: 'Intimidation ' source: - abbr: Bestiary page_start: 252 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - CE - Large - Giant - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: 8 con_mod: 7 dex_mod: 6 int_mod: 2 str_mod: 10 wis_mod: 6 ac: 44 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 60 feet. Any creature that begins its turn in the aura is __doomed 1__ for as long as it remains in the aura and for 1 hour thereafter. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aura of Doom range: null raw_description: '**Aura of Doom** (__aura__, __death__, __divine__) 60 feet. Any creature that begins its turn in the aura is __doomed 1__ for as long as it remains in the aura and for 1 hour thereafter.' requirements: null success: null traits: - aura - death - divine trigger: null description: 'Even daemons fear the most massive and terrifying of their kind, olethrodaemons. No single entity could embody the level of evil necessary to manifest one; instead, these living war machines are made from the souls of many—or so the story goes. Other theories suggest that the four Horsemen of the Apocalypse are responsible for creating the olethrodaemons, or that olethrodaemons are merely the seeping run-off of an even greater being: a mysterious fifth Horseman. Whatever the truth, olethrodaemons are real, and their existence is terrifying enough to instill paralyzing existential dread. With dozens of unblinking glowing eyes above a drooling maw, two sets of four muscled limbs, and countless horns, olethrodaemons resemble no other creature known to mortalkind. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 40' hp: 450 hp_misc: null immunities: - death effects items: - soul gem knowledge_checks: dc: 40 skills: - Religion languages: - Common - Daemonic - telepathy 100 feet level: 20 melee: - action_cost: One Action damage: formula: 4d12+17 type: piercing name: jaws plus_damage: - formula: 1d6 type: evil and Grab to_hit: 38 traits: - evil - magical - reach 10 feet - action_cost: One Action damage: formula: 4d8+17 type: slashing name: claw plus_damage: - formula: 1d6 type: evil and Grab to_hit: 38 traits: - agile - evil - magical - reach 15 feet name: Olethrodaemon perception: 33 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: or [Three Actions] (__divine__, __negative__) The daemon expels a shrieking black cloud of smoke from its mouth in a 120-foot line or a 60-foot cone. (or both a line and a cone in the same direction if it spends 3 actions). Living creatures in the area take 24d6 negative damage (DC 45 basic Reflex save). The olethrodaemon can't use Apocalypse Breath again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Apocalypse Breath range: null raw_description: '**Apocalypse Breath** [Two Actions] or (__divine__, __negative__) The daemon expels a shrieking black cloud of smoke from its mouth in a 120-foot line or a 60-foot cone. (or both a line and a cone in the same direction if it spends 3 actions). Living creatures in the area take 24d6 negative damage (DC 45 basic Reflex save). The olethrodaemon can''t use Apocalypse Breath again for 1d4 rounds.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The olethrodaemon has a soul gem effects: null failure: null frequency: null full_description: null generic_description: null name: Soul Crush range: null raw_description: '**Soul Crush** [Two Actions] (__manipulate__) **Requirement **The olethrodaemon has a soul gem; **Effect **The olethrodaemon crushes the soul gem in one hand and regains the use of Apocalypse Breath or any one of its innate spells.' requirements: null success: null traits: - manipulate trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Huge, 4d10+10 bludgeoning and __drained 2__, Rupture 43. An olethrodaemon has numerous stomachs connected by labyrinthine digestive organs. Swallowed creatures cannot __Escape__, but can attempt to cut their way out with a 1d6 roll. On a roll of 1-3, the creature cuts into yet another stomach. On a roll of 4-6, the creature manages to cut its way out of the olethrodaemon. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**__Swallow Whole__** (__attack__) Huge, 4d10+10 bludgeoning and __drained 2__, Rupture 43. An olethrodaemon has numerous stomachs connected by labyrinthine digestive organs. Swallowed creatures cannot __Escape__, but can attempt to cut their way out with a 1d6 roll. On a roll of 1-3, the creature cuts into yet another stomach. On a roll of 4-6, the creature manages to cut its way out of the olethrodaemon.' requirements: null success: null traits: - attack trigger: null ranged: null rarity: Common resistances: - amount: 20 type: good ritual_lists: - dc: 42 misc: null name: Rituals spell_groups: - heightened_level: null level: 8 spells: - frequency: 9th name: control weather requirement: null to_hit: null saves: fort: 35 fort_misc: null misc: +1 status to all saves vs. magic ref: 32 ref_misc: null will: 34 will_misc: null sense_abilities: null senses: - Perception +33 - darkvision - tremorsense (imprecise) 120 feet - true seeing size: Gargantuan skills: - bonus: 40 misc: null name: 'Athletics ' - bonus: 38 misc: null name: 'Intimidation ' - bonus: 34 misc: null name: 'Religion ' source: - abbr: Bestiary 2 page_start: 63 page_stop: null speed: - amount: 35 type: Land - amount: 35 type: burrow - amount: 40 type: fly spell_lists: - dc: 42 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 10 spells: - frequency: null name: cataclysm requirement: null - frequency: null name: massacre requirement: null - heightened_level: null level: 9 spells: - frequency: ×3 name: disintegrate requirement: null - frequency: null name: disjunction requirement: null - frequency: null name: wail of the banshee requirement: null - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - heightened_level: null level: 1 spells: - frequency: good only, at will name: detect alignment requirement: null - heightened_level: 10 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: 34 traits: - NE - Gargantuan - Daemon - Fiend type: Creature weaknesses: null - ability_mods: cha_mod: 4 con_mod: 4 dex_mod: 3 int_mod: 3 str_mod: 6 wis_mod: 3 ac: 27 ac_special: null alignment: LE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'Onidoshi, or ogre mages, are oni with the material form of an __ogre__. Onidoshi''s supernatural prowess and overwhelming intellect are enough to awe and cow entire families of rank-and-file ogres. Because of this, onidoshi are often found at the head of ogre war parties or orchestrating these violent campaigns from behind the scenes. It''s rare for onidoshi to lead solitary existences, but those who do prefer to maraud the countryside or exploit villages and hoard the spoils for themselves. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 24 **__Recall Knowledge - Humanoid__ (__Society__)**: DC 24' hp: 125 hp_misc: regeneration 7 (deactivated by acid or fire immunities: null items: - +1 striking falchion - breastplate - composite shortbow with 20 arrows knowledge_checks: dc: 24 skills: - Religion - Society languages: - Common - Jotun level: 8 melee: - action_cost: One Action damage: formula: 2d10+9 type: slashing name: falchion plus_damage: null to_hit: 21 traits: - forceful - magical - reach 10 feet - sweep - action_cost: One Action damage: formula: 2d8+9 type: bludgeoning name: fist plus_damage: null to_hit: 20 traits: - agile - evil - magical - reach 10 feet name: Onidoshi perception: 17 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The onidoshi takes on the appearance of an __ogre__. This doesn't change their Speed or Strike attack and damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**__Change Shape__** (__concentrate__, __polymorph__, __primal__, __transmutation__) The onidoshi takes on the appearance of an __ogre__. This doesn''t change their Speed or Strike attack and damage.' requirements: null success: null traits: - concentrate - polymorph - primal - transmutation trigger: null ranged: - action_cost: One Action damage: formula: 2d6+9 type: piercing name: composite shortbow plus_damage: null to_hit: 17 traits: - deadly 1d10 - range increment 100 feet - reload 0 rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 18 fort_misc: null misc: +1 status on all saves vs. magic ref: 15 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +17 - darkvision size: Large skills: - bonus: 15 misc: null name: 'Acrobatics ' - bonus: 13 misc: null name: 'Arcana ' - bonus: 16 misc: null name: 'Athletics ' - bonus: 18 misc: null name: 'Deception ' - bonus: 18 misc: null name: 'Intimidation ' - bonus: 17 misc: null name: 'Nature ' source: - abbr: Bestiary 2 page_start: 188 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: fly spell_lists: - dc: 24 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: cone of cold requirement: null - heightened_level: null level: 4 spells: - frequency: null name: charm requirement: null - frequency: null name: gaseous form requirement: null - frequency: null name: sleep requirement: null - heightened_level: null level: 3 spells: - frequency: null name: fear requirement: null - heightened_level: null level: 2 spells: - frequency: null name: darkness requirement: null - frequency: at will, self only name: invisibility requirement: null to_hit: null traits: - LE - Large - Fiend - Giant - Humanoid - Oni type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 2 dex_mod: 1 int_mod: -2 str_mod: 3 wis_mod: 0 ac: 14 ac_special: null alignment: N automatic_abilities: null description: 'Slick in every sense of the word, ooze mephits are unapologetic sycophants, shamelessly flattering anyone they may be able to con a favor out of, although their lack of intelligence and subtlety means that only the most vain or trusting targets fail to see through their honeyed words. Lacking proper bones, these ocher-colored mephits have bodies consisting primarily of ooze and muck. They smell disgusting, and their touch leaves stains that are almost impossible to get out. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 17' hp: 24 hp_misc: fast healing 2 (when touching mud or slime) immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 17 skills: - Arcana - Nature languages: - Aquan - Terran level: 1 melee: - action_cost: One Action damage: formula: 1d6+3 type: bludgeoning name: fist plus_damage: null to_hit: 8 traits: null name: Ooze Mephit perception: 3 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The ooze mephit spits toxic slime in a 15-foot cone that deals 2d6 poison damage to each creature within the area (DC 17 basic Reflex save). The ooze mephit can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__arcane__, __poison__) The ooze mephit spits toxic slime in a 15-foot cone that deals 2d6 poison damage to each creature within the area (DC 17 basic Reflex save). The ooze mephit can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - arcane - poison trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 4 ref_misc: null will: 3 will_misc: null sense_abilities: null senses: - Perception +3 - darkvision size: Small skills: - bonus: 6 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Diplomacy ' source: - abbr: Bestiary 2 page_start: 113 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: fly spell_lists: - dc: 17 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: grease requirement: null to_hit: null traits: - Uncommon - N - Small - Earth - Elemental - Water type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability. effects: null failure: null frequency: null full_description: null generic_description: null name: Ferocity range: null raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.' requirements: null success: null traits: null trigger: The monster is reduced to 0 HP. 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 14' hp: 15 hp_misc: null immunities: null items: - javelin (3) - orc knuckle dagger (2) - shoddy breastplate knowledge_checks: dc: 14 skills: - Society languages: - Orcish level: 0 melee: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: orc knuckle dagger plus_damage: null to_hit: 7 traits: - agile - disarm - action_cost: One Action damage: formula: 1d4+3 type: bludgeoning name: fist plus_damage: null to_hit: 7 traits: - agile - nonlethal name: Orc Brute perception: 5 proactive_abilities: null ranged: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: javelin plus_damage: null to_hit: 4 traits: - thrown 30 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 4 ref_misc: null will: 2 will_misc: null sense_abilities: null senses: - Perception +5 - darkvision size: Medium skills: - bonus: 5 misc: null name: 'Athletics ' - bonus: 2 misc: null name: 'Intimidation ' source: - abbr: Bestiary page_start: 256 page_stop: null speed: - amount: 25 type: Speed spell_lists: null traits: - CE - Medium - Humanoid - Orc type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability. effects: null failure: null frequency: null full_description: null generic_description: null name: Ferocity range: null raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.' requirements: null success: null traits: null trigger: The monster is reduced to 0 HP. description: 'When orcs raid, the strongest is chosen as the leader, backed up by brothers, sisters, and other immediate family. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16' hp: 32 hp_misc: null immunities: null items: - greatclub - hide armor - javelin (6) knowledge_checks: dc: 16 skills: - Society languages: - Common - Orcish level: 2 melee: - action_cost: One Action damage: formula: 1d10+4 type: bludgeoning name: greatclub plus_damage: null to_hit: 10 traits: - backswing - shove - action_cost: One Action damage: formula: 1d4+4 type: bludgeoning name: fist plus_damage: null to_hit: 10 traits: - agile - nonlethal name: Orc Warchief perception: 11 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Battle Cry range: null raw_description: '**Battle Cry** (__auditory__, __concentrate__, __emotion__, __mental__) 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.' requirements: null success: null traits: - auditory - concentrate - emotion - mental trigger: null ranged: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: javelin plus_damage: null to_hit: 8 traits: - thrown 30 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 6 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +11 - darkvision size: Medium skills: - bonus: 8 misc: null name: 'Athletics ' - bonus: 6 misc: null name: 'Intimidation ' - bonus: 5 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 257 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - CE - Medium - Humanoid - Orc type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability. effects: null failure: null frequency: null full_description: null generic_description: null name: Ferocity range: null raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.' requirements: null success: null traits: null trigger: The monster is reduced to 0 HP. 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15' hp: 23 hp_misc: null immunities: null items: - breastplate - javelin (4) - orc necksplitter - shortsword (2) knowledge_checks: dc: 15 skills: - Society languages: - Orcish level: 1 melee: - action_cost: One Action damage: formula: 1d8+4 type: slashing name: orc necksplitter plus_damage: null to_hit: 7 traits: - forceful - sweep - action_cost: One Action damage: formula: 1d6+4 type: slashing name: shortsword plus_damage: null to_hit: 7 traits: - agile - versatile P - action_cost: One Action damage: formula: 1d4+4 type: bludgeoning name: fist plus_damage: null to_hit: 7 traits: - agile - nonlethal name: Orc Warrior perception: 6 proactive_abilities: null ranged: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: javelin plus_damage: null to_hit: 5 traits: - thrown 30 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 7 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +6 - darkvision size: Medium skills: - bonus: 7 misc: null name: 'Athletics ' - bonus: 4 misc: null name: 'Intimidation ' - bonus: 4 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 257 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - CE - Medium - Humanoid - Orc type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 5 dex_mod: 2 int_mod: -4 str_mod: 7 wis_mod: 3 ac: 21 ac_special: null alignment: N automatic_abilities: null description: 'While many know orcas as "killer whales," they are actually the largest species of dolphin. These powerful animals hunt together in pods to take down seals, sharks, and even true whales. Adult orcas are typically 15-25 feet long and weigh 8,000-12,000 pounds. **__Recall Knowledge - Animal__ (__Nature__)**: DC 20' hp: 75 hp_misc: null immunities: null items: null knowledge_checks: dc: 20 skills: - Nature languages: null level: 5 melee: - action_cost: One Action damage: formula: 2d8+9 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 13 traits: null name: Orca perception: 12 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 30 feet. An orca can travel no further than 5 feet onto land as part of an Aquatic Ambush. After it does so, it is __prone__ until it __Crawls__ to return to the water. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aquatic Ambush range: null raw_description: '**__Aquatic Ambush__** 30 feet. An orca can travel no further than 5 feet onto land as part of an Aquatic Ambush. After it does so, it is __prone__ until it __Crawls__ to return to the water.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The orca __Swims__ up to its swim Speed, then __Leaps__ vertically out of the water up to 25 feet in the air, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the orca splashes back down into the water. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breach range: null raw_description: '**Breach** [Two Actions] The orca __Swims__ up to its swim Speed, then __Leaps__ vertically out of the water up to 25 feet in the air, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water''s surface). After the Strike, the orca splashes back down into the water.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 14 fort_misc: null misc: null ref: 11 ref_misc: null will: 12 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: An orca can use its hearing as a __precise sense__ at the listed range, but only underwater. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aquatic Echolocation range: null raw_description: '**Aquatic Echolocation** An orca can use its hearing as a __precise sense__ at the listed range, but only underwater.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: An orca can hold its breath for 2 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Deep Breath range: null raw_description: '**Deep Breath** An orca can hold its breath for 2 hours.' requirements: null success: null traits: null trigger: null senses: - Perception +12 - aquatic echolocation 120 feet - low-light vision size: Huge skills: - bonus: 14 misc: null name: 'Athletics ' - bonus: 13 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 84 page_stop: null speed: - amount: 60 type: swim spell_lists: null traits: - N - Huge - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 1 int_mod: 0 str_mod: 4 wis_mod: 2 ac: 19 ac_special: - descr: 21 with shield raised alignment: LN automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. effects: null failure: null frequency: null full_description: null generic_description: null name: Shield Block range: null raw_description: '**Shield Block** [Reaction] **Trigger** While you have your shield raised, you would take damage from a physical attack. **Effect** You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield''s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.' requirements: null success: null traits: null trigger: While you have your shield raised, you would take damage from a physical attack. description: 'Elemental earth laces through the bones of oreads, who appear similar to stone statues of their mortal ancestry, with delicate crystals in place of hair, fur, or scales. Oreads are stoic and slow to plan but are of steadfast resolve and unwavering in their convictions. The typical oread cherishes quiet seclusion. Yet as they age, many oreads find themselves inexplicably drawn to some far-flung location with a pull like that exerted on the needle of a compass—intangible, constant, and ultimately irresistible. The destination of this mysterious pilgrimage is unique to each oread, though it usually ends in some place of great mystical power, natural splendor, or esoteric learning. Most oreads are drawn to a place with which they are somewhat familiar, but a rare few feel drawn to travel in a seemingly random direction, departing with only their hope that they''ll discover whatever mystery lies at the end of their invisible path. Many oreads find that the role of a guard suits their personality well, for in such a role they can feel as if they are helping to promote order but also find time to stand vigil as lone sentinels over a specific portion of a fortification or a remote location on a wilderness trail. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15' hp: 20 hp_misc: null immunities: null items: - bastard sword - full plate - light hammer - steel shield (Hardness 5, HP 20, BT 10) knowledge_checks: dc: 15 skills: - Society languages: - Common - Terran level: 1 melee: - action_cost: One Action damage: formula: 1d8+4 type: slashing name: bastard sword plus_damage: null to_hit: 9 traits: - two-hand d12 name: Oread Guard perception: 7 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The guard makes a melee Strike. This counts as two attacks when calculating the guard's multiple attack penalty. If this Strike hits, the guard deals an extra die of weapon damage. effects: null failure: null frequency: once per round full_description: null generic_description: null name: Power Attack range: null raw_description: '**Power Attack** [Two Actions] **Frequency** once per round; **Effect** The guard makes a melee Strike. This counts as two attacks when calculating the guard''s multiple attack penalty. If this Strike hits, the guard deals an extra die of weapon damage.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+4 type: bludgeoning name: light hammer plus_damage: null to_hit: 6 traits: - agile - thrown 20 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 6 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +7 size: Medium skills: - bonus: 7 misc: null name: 'Athletics ' - bonus: 3 misc: null name: 'Crafting ' - bonus: 5 misc: null name: 'Medicine ' - bonus: 3 misc: null name: 'Society ' - bonus: 5 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 201 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - LN - Medium - Human - Humanoid - Oread type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 2 dex_mod: 4 int_mod: 2 str_mod: 0 wis_mod: 4 ac: 21 ac_special: null alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. When a creature ends its turn in the aura, it hears the wounds on the ostiarius's body whisper obscene truths. The creature must succeed at a DC 21 Will save or become __sickened 1__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Whispering Wounds range: null raw_description: '**Whispering Wounds** (__aura__, __divine__, __enchantment__, __mental__, __visual__) 30 feet. When a creature ends its turn in the aura, it hears the wounds on the ostiarius''s body whisper obscene truths. The creature must succeed at a DC 21 Will save or become __sickened 1__.' requirements: null success: null traits: - aura - divine - enchantment - mental - visual trigger: null description: 'Ostiariuses, as emissaries of the velstracs, tend to the portals between the __Shadow Plane__ and the Material Plane. They not only escort other velstracs into the world of mortals, but also work to entice mortals into the realms of the velstracs— from which most mortals never leave. Among the most pleasant and persuasive of the velstracs, ostiariuses are prepared to converse for hours upon any topic, and they are skilled at returning, again and again, to the subject of the delights found in their perverse philosophies. Ostiariuses stand over 6 feet tall, and individuals range from skeletally thin to hugely corpulent. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 20' hp: 67 hp_misc: regeneration 5 (deactivated by good or silver immunities: - cold items: null knowledge_checks: dc: 20 skills: - Religion languages: - Common - Infernal - Shadowtongue - telepathy 100 feet level: 5 melee: - action_cost: One Action damage: formula: 2d6+2 type: slashing name: claw plus_damage: - formula: 2d6 type: persistent bleed to_hit: 13 traits: - agile - evil - finesse - magical name: Ostiarius perception: 15 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The ostiarius inspires their willing allies and themself by whispering words of courage from their wounds. The ostiarius and their allies in a 50-foot emanation gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects. The ostiarius can Sustain Compel Courage. Non-velstracs who accept this compelled courage find bleeding wounds opening on their own bodies to whisper in thanks. They take 1 __persistent bleed damage__ and can't attempt a flat check to end this damage as long as they're compelled. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Compel Courage range: null raw_description: '**Compel Courage** (__auditory__, __divine__, __emotion__, __enchantment__, __linguistic__, __mental__) The ostiarius inspires their willing allies and themself by whispering words of courage from their wounds. The ostiarius and their allies in a 50-foot emanation gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects. The ostiarius can Sustain Compel Courage. Non-velstracs who accept this compelled courage find bleeding wounds opening on their own bodies to whisper in thanks. They take 1 __persistent bleed damage__ and can''t attempt a flat check to end this damage as long as they''re compelled.' requirements: null success: null traits: - auditory - divine - emotion - enchantment - linguistic - mental trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The ostiarius stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against Whispering Wounds. In addition, if the creature was already __sickened__ and fails its save, the creature is __fascinated__ by the ostiarius and can't use hostile actions. This fascination lasts for 1 round or until the ostiarius takes any hostile action against the creature or the creature's allies. Whether the creature succeeds at or fails the save, it is temporarily immune for 1 hour. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Focus Gaze range: null raw_description: '**Focus Gaze** (__concentrate__, __divine__, __enchantment__, __fear__, __mental__, __visual__) The ostiarius stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against Whispering Wounds. In addition, if the creature was already __sickened__ and fails its save, the creature is __fascinated__ by the ostiarius and can''t use hostile actions. This fascination lasts for 1 round or until the ostiarius takes any hostile action against the creature or the creature''s allies. Whether the creature succeeds at or fails the save, it is temporarily immune for 1 hour.' requirements: null success: null traits: - concentrate - divine - enchantment - fear - mental - visual trigger: null ranged: null rarity: Common resistances: - amount: 5 type: good - amount: 5 type: silver ritual_lists: - dc: 22 misc: null name: Rituals spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: inveigle requirement: null to_hit: null saves: fort: 9 fort_misc: null misc: +1 status to all saves vs. magic ref: 15 ref_misc: null will: 13 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A 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 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Painsight range: null raw_description: '**Painsight** (__divination__, __divine__) A 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' requirements: null success: null traits: - divination - divine trigger: null - action_cost: None critical_failure: null critical_success: null description: The ostiarius always knows the direction and distance to the closest portal between the __Shadow Plane__ and the Material Plane. This sense functions only on these two planes. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sense Portal range: null raw_description: '**Sense Portal** (__divination__, __divine__) The ostiarius always knows the direction and distance to the closest portal between the __Shadow Plane__ and the Material Plane. This sense functions only on these two planes.' requirements: null success: null traits: - divination - divine trigger: null senses: - Perception +15 - greater darkvision - painsight - sense portal size: Medium skills: - bonus: 13 misc: null name: 'Acrobatics ' - bonus: 12 misc: null name: 'Deception ' - bonus: 12 misc: null name: 'Diplomacy ' - bonus: 16 misc: null name: 'Intimidation ' - bonus: 11 misc: null name: 'Religion ' - bonus: 11 misc: null name: 'Torture Lore ' source: - abbr: Bestiary 2 page_start: 281 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 24 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: null name: enthrall requirement: null - frequency: null name: wanderer's guide requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: calm emotions requirement: null - frequency: null name: darkness requirement: null - frequency: null name: silence requirement: null - heightened_level: 3 level: 0 spells: - frequency: null name: shield requirement: null to_hit: null traits: - LE - Medium - Fiend - Velstrac type: Creature weaknesses: null - ability_mods: cha_mod: 4 con_mod: 4 dex_mod: 5 int_mod: 3 str_mod: 5 wis_mod: 4 ac: 28 ac_special: null alignment: LE automatic_abilities: null description: 'An osyluth is an unparalleled inquisitor that revels in the sadism and torture for which __Hell__ is so well known. These devils'' charge is to seek out heresies, both among mortals and among other fiends—a commandment they uphold with unwavering fervor. They spawn within the Styx-fed swamps of Hell''s fifth layer, Stygia; where heresies and the souls of heretics stagnate, osyluths eventually rise. In the remote corners of that same layer of Hell, they build massive, calcified hives where they perform their vile interrogations and perfect their torturous arts upon lesser devils and petitioners alike. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 26' hp: 135 hp_misc: null immunities: - fire items: null knowledge_checks: dc: 26 skills: - Religion languages: - Celestial - Draconic - Infernal - telepathy 100 feet level: 9 melee: - action_cost: One Action damage: formula: 2d10+11 type: piercing name: jaws plus_damage: - formula: 1d6 type: evil to_hit: 21 traits: - evil - magical - action_cost: One Action damage: formula: 2d6+11 type: slashing name: claw plus_damage: - formula: 1d6 type: evil to_hit: 21 traits: - agile - evil - magical - reach 10 feet - action_cost: One Action damage: formula: 1d10+11 type: piercing name: stinger plus_damage: - formula: 1d6 type: evil and osyluth venom to_hit: 21 traits: - evil - magical - reach 15 feet name: Osyluth perception: 21 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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 and enfeebled 2 (1 round). Once a creature reaches stage 3, it takes a -4 status penalty to Will saves against attempts to __Coerce__ it for 1 hour (this is a mental effect).' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Osyluth Venom range: null raw_description: '**Osyluth Venom** (__poison__) **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 and enfeebled 2 (1 round). Once a creature reaches stage 3, it takes a -4 status penalty to Will saves against attempts to __Coerce__ it for 1 hour (this is a mental effect).' requirements: null success: null traits: - poison trigger: null - action_cost: None critical_failure: null critical_success: null description: The osyluth can cast innate __invisibility__ using only 1 action. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Quick Invisibility range: null raw_description: '**Quick Invisibility** The osyluth can cast innate __invisibility__ using only 1 action.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: An osyluth deals an extra 2d6 damage whenever they Strike an __enfeebled__, __frightened__, or __prone__ creature. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sadistic Strike range: null raw_description: '**Sadistic Strike** An osyluth deals an extra 2d6 damage whenever they Strike an __enfeebled__, __frightened__, or __prone__ creature.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The osyluth telepathically questions a creature affected by zone of truth. After 1 round, if the creature intentionally refuses to answer the question, it takes 2d6 __mental__ damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stygian Inquisitor range: null raw_description: '**Stygian Inquisitor** (__linguistic__, __mental__) The osyluth telepathically questions a creature affected by zone of truth. After 1 round, if the creature intentionally refuses to answer the question, it takes 2d6 __mental__ damage.' requirements: null success: null traits: - linguistic - mental trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The osyluth sweeps their tail in a 15-foot cone. Each creature in the cone must succeed at a DC 26 Reflex save or be knocked __prone__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tail Sweep range: null raw_description: '**Tail Sweep** The osyluth sweeps their tail in a 15-foot cone. Each creature in the cone must succeed at a DC 26 Reflex save or be knocked __prone__.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d6+8 type: piercing name: bone shard plus_damage: null to_hit: 21 traits: - evil - magical - range increment 30 feet rarity: Common resistances: - amount: 10 type: physical (except silver) - amount: 10 type: poison ritual_lists: - dc: 25 misc: null name: Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: infernal pact requirement: null to_hit: null saves: fort: 17 fort_misc: null misc: +1 status to all saves vs. magic ref: 18 ref_misc: null will: 17 will_misc: null sense_abilities: null senses: - Perception +21 - greater darkvision size: Large skills: - bonus: 18 misc: null name: 'Arcana ' - bonus: 19 misc: null name: 'Deception ' - bonus: 21 misc: null name: 'Intimidation ' - bonus: 17 misc: null name: 'Religion ' - bonus: 20 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 73 page_stop: null speed: - amount: 35 type: Land - amount: 30 type: fly spell_lists: - dc: 25 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - frequency: null name: phantom pain requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - frequency: ×2 name: dimensional anchor requirement: null - frequency: null name: discern lies requirement: null - frequency: null name: zone of truth requirement: null - heightened_level: null level: 2 spells: - frequency: at will, self only name: invisibility requirement: null to_hit: null traits: - LE - Large - Devil - Fiend type: Creature weaknesses: - amount: 10 type: good - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 40 feet. A creature entering the aura must succeed at a DC 20 Fortitude save or be sickened 1 (plus slowed 1 for the same duration on a critical failure). On a success, the creature is temporarily immune to the sickened and slowed effects of this stench for 1 hour. Regardless of the save, while within the aura, creatures take a -2 circumstance penalty to saves against diseases. An otyugh's stench is due to the offal and refuse that it wallows in, so cleaning the creature thoroughly (with __create water__ and sufficient scrubbing, for example) deactivates the aura, while a sufficiently plugged nose allows an individual to avoid exposure to the stench. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stench range: null raw_description: '**Stench** (__aura__, __olfactory__) 40 feet. A creature entering the aura must succeed at a DC 20 Fortitude save or be sickened 1 (plus slowed 1 for the same duration on a critical failure). On a success, the creature is temporarily immune to the sickened and slowed effects of this stench for 1 hour. Regardless of the save, while within the aura, creatures take a -2 circumstance penalty to saves against diseases. An otyugh''s stench is due to the offal and refuse that it wallows in, so cleaning the creature thoroughly (with __create water__ and sufficient scrubbing, for example) deactivates the aura, while a sufficiently plugged nose allows an individual to avoid exposure to the stench.' requirements: null success: null traits: - aura - olfactory trigger: 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. Most assume that otyughs originally evolved in swamps and moved into sewers as civilization encroached on their natural habitats. True or not, they are now one of the larger predators in those dank environs. Otyughs are territorial, but they have been known to form loose collectives, even giving each other important-sounding titles like "king of offal" and "duchess of slime" to indicate their rank and station in their sludgy underworld beneath the streets. Those who run across an otyugh might be surprised to hear it speak, shouting at intruders to leave its putrid home or demanding tribute in the form of trash or other prizes of dubious nature. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 19' hp: 70 hp_misc: null immunities: - disease items: null knowledge_checks: dc: 19 skills: - Occultism languages: - Common level: 4 melee: - action_cost: One Action damage: formula: 2d6+6 type: piercing name: jaws plus_damage: - formula: null type: filth fever to_hit: 14 traits: null - action_cost: One Action damage: formula: 1d6+6 type: bludgeoning name: tentacle plus_damage: - formula: null type: Grab to_hit: 14 traits: - agile - reach 10 feet name: Otyugh perception: 10 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 1d6+6 bludgeoning, DC 22 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 1d6+6 bludgeoning, DC 22' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Filth Fever range: null raw_description: '**Filth Fever** (__disease__) 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' requirements: null success: null traits: - disease trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The otyugh attempts to move all creatures that it has grabbed into other spaces within the reach of its tentacles, rolling a single __Athletics__ 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Reposition range: null raw_description: '**Reposition** The otyugh attempts to move all creatures that it has grabbed into other spaces within the reach of its tentacles, rolling a single __Athletics__ 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 8 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +10 - darkvision - scent (imprecise) 30 feet size: Large skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 14 misc: null name: 'Athletics ' - bonus: 8 misc: +11 in lair name: 'Stealth ' source: - abbr: Bestiary page_start: 258 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - N - Large - Aberration type: Creature weaknesses: null - 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 alignment: N 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. Although their origin is lost to time, owlbears are assumed to be the result of a magical experiment to make a more cunning predator. According to the legend, the wizard was too successful and ended up being the flrst victim of the beast. Today, owlbears can be found around the world, with a variety of features. While the most common subspecies looks like a brown bear with the features of a great horned owl, owlbears from the frozen north might resemble polar bears mixed with snowy owls, and in temperate rain forests they might resemble black bears with the heads of barn owls. Most owlbears live solitary lives, gathering only to mate and raise cubs, which are hatched from eggs. An owlbear''s territory usually extends to around 5 miles from its lair, with clear signs of its habitat appearing with 1 mile (clawed up trees, gigantic feathers, and shredded carcasses). The lair of an owlbear rarely holds anything of value, but some adventurers have found trinkets, coins, and even jewelry in the massive pellets of undigested bones these monsters leave behind. **__Recall Knowledge - Animal__ (__Nature__)**: DC 19' hp: 70 hp_misc: null immunities: null items: null knowledge_checks: dc: 19 skills: - Nature languages: null level: 4 melee: - action_cost: One Action damage: formula: 1d10+6 type: piercing name: talon plus_damage: - formula: null type: Grab to_hit: 14 traits: - agile - action_cost: One Action damage: formula: 1d12+6 type: piercing name: beak plus_damage: null to_hit: 14 traits: null name: Owlbear perception: 13 proactive_abilities: - action_cost: One Action critical_failure: The creature is fleeing for 1 round and frightened 3. critical_success: The creature is unaffected. 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. ' effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: null name: Bloodcurdling Screech range: null raw_description: '**Bloodcurdling Screech** (__auditory__, __emotion__, __fear__, __mental__) 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__.' requirements: null success: The creature is frightened 1. traits: - auditory - emotion - fear - mental trigger: null - action_cost: One Action critical_failure: null critical_success: The target is unaffected. description: null effect: The owlbear has a creature grabbed with its talons. effects: null failure: The target is sickened 1 and slowed 1 as long as it remains sickened. frequency: null full_description: null generic_description: null name: Gnaw range: null raw_description: '**Gnaw** **Requirements** The owlbear has a creature grabbed with its talons. **Effect** The owlbear attempts to disembowel the creature with a beak Strike. If the Strike hits, the target must attempt a DC 22 Will save. **Critical Success** The target is unaffected. **Success** The target is __sickened 1__. **Failure** The target is __sickened 1__ and __slowed 1__ as long as it remains __sickened__.' requirements: null success: The target is sickened 1. traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Screeching Advance range: null raw_description: '**Screeching Advance** [Two Actions] (__auditory__, __emotion__, __fear__, __mental__) 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.' requirements: null success: null traits: - auditory - emotion - fear - mental trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 7 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +13 - low-light vision - scent (imprecise) 30 feet size: Large skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 14 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Intimidation ' source: - abbr: Bestiary page_start: 259 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 3 int_mod: -4 str_mod: 4 wis_mod: 3 ac: 19 ac_special: null alignment: N automatic_abilities: null description: 'Pachycephalosauruses are normally peaceful herbivorous dinosaurs, but they grow much more violent during their mating season, when they fight one another to win over mates and warn away interlopers. They also defend themselves vehemently when potential predators stray too close to their herd. The pachycephalosaurus''s skull has a distinctive dome-shaped crown surrounded by numerous blunt, bony horns. This feature, combined with the dinosaur''s powerful, compact neck, allows it to make battering-ram-like charges capable of inflicting great damage. Some __humanoid__ groups have successfully trained pachycephalosauruses for use as mounts, but the creatures aren''t particularly well suited to the task. Pachycephalosauruses grow to a length of 15 feet and weigh 1,400 pounds. **__Recall Knowledge - Animal__ (__Nature__)**: DC 18' hp: 65 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Nature languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d10+6 type: bludgeoning name: skull plus_damage: null to_hit: 11 traits: - forceful - reach 10 feet name: Pachycephalosaurus perception: 10 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The pachycephalosaurus Strides up to its Speed. If it ends its movement within melee reach of a target, it can make a skull Strike against that target. If the pachycephalosaurus critically hits with this Strike, the creature hit is __stunned 1__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Clobbering Charge range: null raw_description: '**Clobbering Charge** [Two Actions] The pachycephalosaurus Strides up to its Speed. If it ends its movement within melee reach of a target, it can make a skull Strike against that target. If the pachycephalosaurus critically hits with this Strike, the creature hit is __stunned 1__.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: "The pachycephalosaurus digs in and flings its head up, shoving its foe\ \ away. It attempts an __Athletics__ check against the target's Fortitude DC.\ \ \n\n" effects: null failure: null frequency: null full_description: null generic_description: null name: Sudden Shove range: null raw_description: "**Sudden Shove** [Reaction] (__attack__) **Trigger **The pachycephalosaurus\ \ damages a Medium or smaller foe with its skull Strike; **Effect **The pachycephalosaurus\ \ digs in and flings its head up, shoving its foe away. It attempts an __Athletics__\ \ check against the target's Fortitude DC. \n\n**Critical Success **The pachycephalosaurus\ \ pushes the opponent up to 10 feet away from itself and knocks the target __prone__.\ \ \n\n**Success **The pachycephalosaurus pushes the opponent back 5 feet. \n\ \n**Failure **The pachycephalosaurus fails to push the opponent. \n\n**Critical\ \ Failure **As failure, but the failed attempt leaves the pachycephalosaurus\ \ __flat-footed__ for 1 round." requirements: null success: null traits: - attack trigger: The pachycephalosaurus damages a Medium or smaller foe with its skull Strike ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 11 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +10 - low-light vision - scent (imprecise) 30 feet size: Large skills: - bonus: 11 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Intimidation ' source: - abbr: Bestiary 2 page_start: 80 page_stop: null speed: - amount: 35 type: Land spell_lists: null traits: - N - Large - Animal - Dinosaur type: Creature weaknesses: null - 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 alignment: NG automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: DC 19 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Buck range: null raw_description: '**Buck** [Reaction] DC 19' requirements: null success: null traits: null trigger: 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. Pegasi are highly intelligent beasts and have a strong sense of pride and honor. The best way to entreat a pegasus is by speaking to it with grace and offering gifts appropriate to a creature of such majesty. Prospective riders who seek the mount for a worthy cause or virtuous quest have a much easier time coaxing a pegasus into granting its favor. Regardless, a pegasus never accepts a bit or saddle, for reasons both practical (a standard horse saddle interferes with its wings) and purely egotistical. In the wild, pegasi live in small herds and establish territories on remote mountains where they are relatively safe from hunters and slavers. They mature at the same rate as horses and can even breed with other equines, though the outcome of such unions is typically a foal with the traits of its least magical parent. On rare occasions, the interbreeding of a pegasus and a unicorn may result in a winged unicorn with characteristics of both parents and an unrivaled sense of righteousness. Some pegasi carry in them the blood of a mighty and heroic ancestor. These champions of pegasus-kind dedicate their long lives to the pursuit of justice. They possess powerful supernatural abilities to aid them in this fight, such as resistance to fire and poison, immunity to petrification, and holy hoof attacks. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 18' hp: 55 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Arcana - Nature languages: - Common - (can't speak any language) level: 3 melee: - action_cost: One Action damage: formula: 1d8+5 type: bludgeoning name: hoof plus_damage: null to_hit: 10 traits: null - action_cost: One Action damage: formula: 1d6+5 type: bludgeoning name: wing plus_damage: null to_hit: 10 traits: - agile name: Pegasus perception: 12 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The pegasus is Flying without a rider. effects: null failure: null frequency: null full_description: null generic_description: null name: Assisted Mount range: null raw_description: '**Assisted Mount** **Requirement** The pegasus is Flying without a rider. **Effect** 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Gallop range: null raw_description: '**Gallop** [Two Actions] 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 11 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +12 - darkvision - scent (imprecise) 30 feet size: Large skills: - bonus: 11 misc: null name: 'Acrobatics ' - bonus: 10 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 260 page_stop: null speed: - amount: 40 type: Land - amount: 80 type: fly spell_lists: null traits: - NG - Large - Beast type: Creature weaknesses: null - ability_mods: cha_mod: 3 con_mod: 5 dex_mod: 3 int_mod: -2 str_mod: 7 wis_mod: 5 ac: 30 ac_special: null alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: If the peluda takes 30 or more slashing damage from a critical hit, the attacker severs the peluda's tail. The peluda takes 2d6 __persistent bleed damage__ and can't make tail attacks until their tail grows back (in about 1 week). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vulnerable Tail range: null raw_description: '**Vulnerable Tail** If the peluda takes 30 or more slashing damage from a critical hit, the attacker severs the peluda''s tail. The peluda takes 2d6 __persistent bleed damage__ and can''t make tail attacks until their tail grows back (in about 1 week).' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The peluda shifts their position and makes a quill Strike against the attacking creature. This Strike doesn't count toward the peluda's multiple attack penalty, and the peluda's multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Quill Thrust range: null raw_description: '**Quill Thrust [Reaction]** **Trigger** A creature within 10 feet attempts a melee Strike against the peluda; **Effect** The peluda shifts their position and makes a quill Strike against the attacking creature. This Strike doesn''t count toward the peluda''s multiple attack penalty, and the peluda''s multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within 10 feet attempts a melee Strike against the peluda description: 'Peludas are wild and savage dragons that favor reedy marshlands, sparsely forested bogs, and river valleys for lairs. A single peluda typically claims a stretch of waterways a few miles in length, then systematically drives off any potential rivals so that the peluda can despoil the land as they please, leaving clawed footprints on muddy riverbanks, toppling trees, and impaling half-eaten corpses on their quills as trophies left to rot. They venture beyond their domains to hunt, roasting prey with their breath or pulverizing them with their tails, burning and killing for cruel sport before slithering, sated, back to their mucky lairs. Peludas despise weakness and loathe creatures smaller than themselves, especially humanoids, whom they see as fragile and soft, good only for eating or breaking. In contrast, peludas have a massive inferiority complex regarding more impressive creatures—especially larger and stronger dragons. Peludas will try anything to become stronger, including ingesting shiny coins, gems, and jewelry, which old folk tales claim will strengthen their quills and fire breath. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 27' hp: 170 hp_misc: null immunities: - fire - paralyzed - sleep items: null knowledge_checks: dc: 27 skills: - Arcana languages: - Draconic level: 10 melee: - action_cost: One Action damage: formula: 2d12+13 type: piercing name: jaws plus_damage: null to_hit: 23 traits: - reach 10 feet - action_cost: One Action damage: formula: 2d6 type: piercing name: quill plus_damage: - formula: null type: peluda venom to_hit: 23 traits: - agile - reach 10 feet - action_cost: One Action damage: formula: 2d6+13 type: bludgeoning name: tail plus_damage: - formula: null type: Improved Knockdown to_hit: 23 traits: - reach 15 feet - versatile piercing name: Peluda perception: 21 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The peluda breathes a torrent of flames that deals 7d10 fire damage in a 60-foot line (DC 29 basic Reflex save). They can't use their Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__evocation__, __fire__, __primal__) The peluda breathes a torrent of flames that deals 7d10 fire damage in a 60-foot line (DC 29 basic Reflex save). They can''t use their Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - evocation - fire - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 29 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison and __flat-footed__ (1 round); **Stage 2** 2d6 poison, __enfeebled 1__, and flat-footed (1 round); **Stage 3** 2d6 poison, enfeebled 2, and flat-footed (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Peluda Venom range: null raw_description: '**Peluda Venom** (__poison__) **Saving Throw** DC 29 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison and __flat-footed__ (1 round); **Stage 2** 2d6 poison, __enfeebled 1__, and flat-footed (1 round); **Stage 3** 2d6 poison, enfeebled 2, and flat-footed (1 round)' requirements: null success: null traits: - poison trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The peluda bristles their quills and shakes, sending dozens of spear-like barbs in every direction. All creatures within 30 feet take 11d6 piercing damage (DC 29 basic Reflex save) and are exposed to peluda venom if they take any damage. The peluda can't use Quill Barrage again for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Quill Barrage range: null raw_description: '**Quill Barrage** [Two Actions] The peluda bristles their quills and shakes, sending dozens of spear-like barbs in every direction. All creatures within 30 feet take 11d6 piercing damage (DC 29 basic Reflex save) and are exposed to peluda venom if they take any damage. The peluda can''t use Quill Barrage again for 1 minute.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 21 fort_misc: null misc: +1 status to all saves vs. magic ref: 17 ref_misc: null will: 19 will_misc: null sense_abilities: null senses: - Perception +21 - darkvision size: Large skills: - bonus: 23 misc: null name: 'Athletics ' - bonus: 19 misc: null name: 'Intimidation ' source: - abbr: Bestiary 2 page_start: 196 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: swim spell_lists: null traits: - LE - Large - Dragon - Fire type: Creature weaknesses: null - ability_mods: cha_mod: 3 con_mod: 2 dex_mod: 3 int_mod: 0 str_mod: 4 wis_mod: 5 ac: 21 ac_special: null alignment: CE automatic_abilities: null description: 'The peryton is an amalgam of horror, merging the features of a stag, wolf, and hawk. They love using shadows to stalk their victims before ripping out their still-beating hearts and relishing the dying pulse as they swallow them whole, so the doomed victims spends their last moments watching as their flesh is consumed. Despite perytons'' animalistic appearance and brutal behavior, they are viciously cunning and as intelligent as humans. Their preferred tactic is to find a lone traveler and stalk it from on high. Most perytons are loners who loathe all other creatures. These feelings extend to other perytons as well, and adult males attack each other on sight as surely as they attack anything else. Once per year, perytons mate. The males offer up hearts they have collected from humanoids to attract females. Those that manage to secure a mate rarely survive long though, as their mating ritual is short and violent. Female perytons generally abandon their eggs after laying them, so newly hatched perytons must fend for themselves from the moment they emerge. A lone peryton typically builds a nest in a rocky overhang or an exceptionally tall and strong tree where they can observe nearby lands. Although they aren''t particularly interested in wealth, perytons do like to collect small objects from their victims. During those times between hunts, they sometimes study these trophies in order to relive the memories of victims'' last moments and the taste of victims'' hearts. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 19' hp: 60 hp_misc: null immunities: null items: null knowledge_checks: dc: 19 skills: - Arcana - Nature languages: - Common level: 4 melee: - action_cost: One Action damage: formula: 1d12+7 type: piercing name: antler plus_damage: null to_hit: 14 traits: - deadly d8 - action_cost: One Action damage: formula: 1d8+7 type: slashing name: fangs plus_damage: null to_hit: 14 traits: - agile name: Peryton perception: 13 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The peryton rips out the heart of an adjacent corpse with their jaws. The creature must have died in the last minute. As the peryton rips the heart free and swallows it whole, they regain 2d6 HP, and any non-peryton that witnesses this event must succeed at a DC 21 Will save or become __frightened 1__ (or frightened 2 on a critical failure). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Heart Ripper range: null raw_description: '**Heart Ripper** (__attack__, __emotion__, __fear__, __visual__) The peryton rips out the heart of an adjacent corpse with their jaws. The creature must have died in the last minute. As the peryton rips the heart free and swallows it whole, they regain 2d6 HP, and any non-peryton that witnesses this event must succeed at a DC 21 Will save or become __frightened 1__ (or frightened 2 on a critical failure).' requirements: null success: null traits: - attack - emotion - fear - visual trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The target must be casting a shadow effects: null failure: null frequency: null full_description: null generic_description: null name: Mimic Shadow range: null raw_description: '**Mimic Shadow** (__necromancy__, __occult__, __shadow__) **Requirements** The target must be casting a shadow; **Effect** The peryton Flies, going no higher than 20 feet over the target creature. The target creature must succeed at a DC 21 Will save or the peryton''s shadow changes to match that cast by the target creature. With their shadow so transformed, the peryton gains a +2 status bonus to attack and damage rolls against that creature. In addition, each time the peryton successfully Strikes that creature, the creature must succeed at a DC 21 Will save or become __frightened 1__, or increase its frightened condition by 1 if it''s already frightened. This is an __emotion__ and __fear__ effect. The shadow remains transformed for 1 hour or until the peryton Mimics a Shadow again, whichever comes first.' requirements: null success: null traits: - necromancy - occult - shadow trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 11 ref_misc: null will: 13 will_misc: null sense_abilities: null senses: - Perception +13 - darkvision size: Medium skills: - bonus: 11 misc: null name: 'Acrobatics ' - bonus: 11 misc: null name: 'Intimidation ' - bonus: 11 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 197 page_stop: null speed: - amount: 25 type: Land - amount: 50 type: fly spell_lists: null traits: - CE - Medium - Beast type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 2 dex_mod: 2 int_mod: 2 str_mod: 2 wis_mod: 2 ac: 15 ac_special: null alignment: Any automatic_abilities: null description: 'When a mortal dies, their soul travels to the __Boneyard__ in the Outer Planes where they are judged by __Pharasma__, the goddess of the dead. Once they have been judged, their soul is sent on to their final reward or punishment in the afterlife, and in the process is transformed into a creature known as a petitioner. This process grants the soul a new body, one whose shape is the result of the prevailing philosophical forces of the plane to which it is sent. The petitioner''s memories from their life are typically wiped nearly clean, allowing them to retain only a few hazy fragments akin to half-remembered dreams. Regardless of the petitioner''s size, power, or nature in life, they''re a Medium creature in their afterlife. Existence as a petitioner can last for eons, but this state is not necessarily eternal. Deities, powerful denizens of the Great Beyond, or even the outer planes themselves can further change the petitioner''s nature by transforming them into raw quintessence, spiritual essence that is then used to expand a plane''s physical manifestation, or by transforming the petitioner into a new form of supernatural life such as a __celestial__, __monitor__, or __fiend__. Should a petitioner die, their body breaks down in a process akin to decay, their nature reverting back to the quintessence or elements that make up their plane. This represents the true end of a soul''s journey: their associated life essence travels back to the heart of the Great Beyond to be recycled into the __Positive Energy plane__, fueling the creation of entirely new souls.' hp: 22 hp_misc: null immunities: null items: null languages: - see Planar Incarnation level: 1 melee: null name: Petitioner perception: 7 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: "All petitioners are formed from and personify the nature of the\ \ plane on which they manifest, and their statistics are adjusted as summarized\ \ below. They also gain any trait associated with creatures from their plane.\ \ \n\n**__Abaddon__ (the Hunted)** The hunted appear as Medium sized versions\ \ of themselves from their prior lives, and they exist to be pursued and consumed\ \ by daemons; **Alignment** NE; **Language** __Daemonic__; **Additional Ability**\ \ __fast healing 5__; **Melee** fist +7, **Damage** 1d8+2 bludgeoning \n\n**__Abyss__\ \ (the Larvae)** The larvae appear as maggot-like grubs with the face the petitioners\ \ had in life; **Alignment** CE; **Language** __Abyssal__; **Additional Ability**\ \ immune to __disease__ and __poison__; **Melee** jaws +7, **Damage** 1d8+2\ \ piercing \n\n**__Astral Plane__ (the Untethered)** The untethered appear as\ \ astrally projected versions of their mortal forms, yet they lack a silver\ \ cord; **Alignment** any; **Language** any one spoken in life (such as __Common__);\ \ **Additional Ability** fly Speed 20 feet; **Melee** fist +7, **Damage** 1d8+2\ \ bludgeoning \n\n**__Axis__ (the Unmade)** The unmade appear as parchment-skinned\ \ humanoids covered in lines of close black script; **Alignment** LN; **Language**\ \ __Utopian__; **Additional Ability** immune to __emotion__ and __fear__; **Melee**\ \ fist +7, **Damage** 1d8+2 bludgeoning \n\n**__Boneyard__ (the Dead)** The\ \ dead appear as animated skeletons of the type of creature they were when they\ \ were alive; **Alignment** N; **Language** __Requian__; **Additional Ability**\ \ resist piercing and slashing 3; Melee claw +7, Damage 1d8+2 slashing \n\n\ **Dead Vault (the Caged)** The caged are sent to __Rovagug's__ prison plane,\ \ the Dead Vault; they appear as chained versions of their mortal bodies, save\ \ that their faces are hideous insectile visages; **Alignment** CE; **Language**\ \ __Abyssal__; **Additional Ability** __Rend__ bite; **Melee** bite +7, **Damage**\ \ 1d8+2 piercing \n\n**__Dimension of Dreams__ (the Dreamers)** The dreamers\ \ appear as their ideal appearance, age, and gender from their mortal bodies;\ \ **Alignment** any; **Language** __Aklo__; **Additional Ability** +1 circumstance\ \ bonus on all saving throws; **Melee** fist +7, **Damage** 1d8+2 bludgeoning\ \ \n\n**__Elysium__ (the Chosen)** The chosen appear as idealized versions of\ \ their mortal selves with glowing eyes; **Alignment** CG; **Language** __Celestial__;\ \ **Additional Ability** immune to __blindness__ and __dazzled__; **Melee**\ \ fist +7, **Damage** 1d8+2 bludgeoning \n\n**__Ethereal Plane__ (the Terrorized)**\ \ The terrorized appear as sickly, haunted-looking versions of their mortal\ \ selves; **Alignment** any; **Language** any one spoken in life (such as __Common__);\ \ **Additional Ability** immune to bleed and __death__ effects; **Melee** fist\ \ +7, **Damage** 1d8+2 bludgeoning \n\n**__Heaven__ (the Elect)** The elect\ \ have golden halos and ghostly wings, but they otherwise appear as their mortal\ \ forms; **Alignment** LG; **Language** __Celestial__; **Additional Ability**\ \ fly Speed 20 feet; **Melee** wing +7, **Damage** 1d8+2 bludgeoning \n\n**__Hell__\ \ (the Damned)** The damned look like terribly scarred or mutilated versions\ \ of their mortal selves; **Alignment** LE; **Language** __Infernal__; **Additional\ \ Ability** immune to fire; **Melee** jaws +7, **Damage** 1d8+2 piercing \n\n\ **__Maelstrom__ (the Shapeless)** The shapeless appear as half-melted reflections\ \ of their former mortal selves; **Alignment** CN; **Language** __Protean__;\ \ **Additional Ability** immune to critical hits and precision; **Melee** fist\ \ +7, **Damage** 1d8+2 bludgeoning \n\n**Material Plane (the Remnants)** The\ \ remnants are among the rarest of petitioners; they appear as plain, bland\ \ versions of the ancestry of their mortal lives; **Alignment** any; **Language**\ \ any one spoken in life (such as __Common__); **Additional Ability** __ferocity__;\ \ **Melee** fist +7, **Damage** 1d8+2 bludgeoning \n\n**__Nirvana__ (the Cleansed)**\ \ The cleansed take on animal forms that match their personalities in life;\ \ **Alignment** NG; **Language** __Celestial__; **Additional Ability** speed\ \ 35 feet; **Melee** claw +7, **Damage** 1d8+2 slashing \n\n**__Plane of Air__\ \ (the Air Pneuma)** Air pneuma appear as versions of their mortal selves composed\ \ of air; **Alignment** any; **Language** __Auran__; **Additional Ability**\ \ fly Speed 20 feet; **Melee** gust +7 (air), **Damage** 1d8+2 bludgeoning \n\ \n**__Plane of Earth__ (the Earth Pneuma)** Earth pneuma appear as versions\ \ of their mortal selves built of earth or stone; **Alignment** any; **Language**\ \ __Terran__; **Additional Ability** burrow Speed 20 feet; **Melee** fist +7\ \ (earth), **Damage** 1d8+2 bludgeoning \n\n**__Plane of Fire__ (the Fire Pneuma)**\ \ Fire pneuma appear as versions of their mortal selves shaped from flame; **Alignment**\ \ any; **Language** __Ignan__; **Additional Ability** immunity to fire; **Melee**\ \ cinder +7 (fire), **Damage** 1d8+2 fire \n\n**__Plane of Water__ (the Water\ \ Pneuma)** Water pneuma appear as versions of their mortal selves formed of\ \ flowing water; **Alignment** any; **Language** __Aquan__; **Additional Ability**\ \ __amphibious__, swim Speed 20 feet; **Melee** current +7 (water), **Damage**\ \ 1d8+2 bludgeoning \n\n**__Positive Energy Plane__ (the Enlightened)** The\ \ enlightened appear as diaphanous, radiant versions of their mortal selves;\ \ **Alignment** any good; **Language** __Jyoti__; **Additional Ability** __fast\ \ healing 5__; **Melee** glowing touch +7, **Damage** 1d8+2 positive \n\n**__Shadow\ \ Plane__ (the Mutilated)** The mutilated appear as they did in their mortal\ \ lives, yet are covered in wounds or partially adorned or wrapped in chains;\ \ **Alignment** any evil; **Language** __Shadowtongue__; **Additional Ability**\ \ immune to bleed and __fear__; **Melee** chain +7, **Damage** 1d8+2 bludgeoning" effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Planar Incarnation range: null raw_description: "**Planar Incarnation** All petitioners are formed from and personify\ \ the nature of the plane on which they manifest, and their statistics are adjusted\ \ as summarized below. They also gain any trait associated with creatures from\ \ their plane. \n\n**__Abaddon__ (the Hunted)** The hunted appear as Medium\ \ sized versions of themselves from their prior lives, and they exist to be\ \ pursued and consumed by daemons; **Alignment** NE; **Language** __Daemonic__;\ \ **Additional Ability** __fast healing 5__; **Melee** fist +7, **Damage** 1d8+2\ \ bludgeoning \n\n**__Abyss__ (the Larvae)** The larvae appear as maggot-like\ \ grubs with the face the petitioners had in life; **Alignment** CE; **Language**\ \ __Abyssal__; **Additional Ability** immune to __disease__ and __poison__;\ \ **Melee** jaws +7, **Damage** 1d8+2 piercing \n\n**__Astral Plane__ (the Untethered)**\ \ The untethered appear as astrally projected versions of their mortal forms,\ \ yet they lack a silver cord; **Alignment** any; **Language** any one spoken\ \ in life (such as __Common__); **Additional Ability** fly Speed 20 feet; **Melee**\ \ fist +7, **Damage** 1d8+2 bludgeoning \n\n**__Axis__ (the Unmade)** The unmade\ \ appear as parchment-skinned humanoids covered in lines of close black script;\ \ **Alignment** LN; **Language** __Utopian__; **Additional Ability** immune\ \ to __emotion__ and __fear__; **Melee** fist +7, **Damage** 1d8+2 bludgeoning\ \ \n\n**__Boneyard__ (the Dead)** The dead appear as animated skeletons of the\ \ type of creature they were when they were alive; **Alignment** N; **Language**\ \ __Requian__; **Additional Ability** resist piercing and slashing 3; Melee\ \ claw +7, Damage 1d8+2 slashing \n\n**Dead Vault (the Caged)** The caged are\ \ sent to __Rovagug's__ prison plane, the Dead Vault; they appear as chained\ \ versions of their mortal bodies, save that their faces are hideous insectile\ \ visages; **Alignment** CE; **Language** __Abyssal__; **Additional Ability**\ \ __Rend__ bite; **Melee** bite +7, **Damage** 1d8+2 piercing \n\n**__Dimension\ \ of Dreams__ (the Dreamers)** The dreamers appear as their ideal appearance,\ \ age, and gender from their mortal bodies; **Alignment** any; **Language**\ \ __Aklo__; **Additional Ability** +1 circumstance bonus on all saving throws;\ \ **Melee** fist +7, **Damage** 1d8+2 bludgeoning \n\n**__Elysium__ (the Chosen)**\ \ The chosen appear as idealized versions of their mortal selves with glowing\ \ eyes; **Alignment** CG; **Language** __Celestial__; **Additional Ability**\ \ immune to __blindness__ and __dazzled__; **Melee** fist +7, **Damage** 1d8+2\ \ bludgeoning \n\n**__Ethereal Plane__ (the Terrorized)** The terrorized appear\ \ as sickly, haunted-looking versions of their mortal selves; **Alignment**\ \ any; **Language** any one spoken in life (such as __Common__); **Additional\ \ Ability** immune to bleed and __death__ effects; **Melee** fist +7, **Damage**\ \ 1d8+2 bludgeoning \n\n**__Heaven__ (the Elect)** The elect have golden halos\ \ and ghostly wings, but they otherwise appear as their mortal forms; **Alignment**\ \ LG; **Language** __Celestial__; **Additional Ability** fly Speed 20 feet;\ \ **Melee** wing +7, **Damage** 1d8+2 bludgeoning \n\n**__Hell__ (the Damned)**\ \ The damned look like terribly scarred or mutilated versions of their mortal\ \ selves; **Alignment** LE; **Language** __Infernal__; **Additional Ability**\ \ immune to fire; **Melee** jaws +7, **Damage** 1d8+2 piercing \n\n**__Maelstrom__\ \ (the Shapeless)** The shapeless appear as half-melted reflections of their\ \ former mortal selves; **Alignment** CN; **Language** __Protean__; **Additional\ \ Ability** immune to critical hits and precision; **Melee** fist +7, **Damage**\ \ 1d8+2 bludgeoning \n\n**Material Plane (the Remnants)** The remnants are among\ \ the rarest of petitioners; they appear as plain, bland versions of the ancestry\ \ of their mortal lives; **Alignment** any; **Language** any one spoken in life\ \ (such as __Common__); **Additional Ability** __ferocity__; **Melee** fist\ \ +7, **Damage** 1d8+2 bludgeoning \n\n**__Nirvana__ (the Cleansed)** The cleansed\ \ take on animal forms that match their personalities in life; **Alignment**\ \ NG; **Language** __Celestial__; **Additional Ability** speed 35 feet; **Melee**\ \ claw +7, **Damage** 1d8+2 slashing \n\n**__Plane of Air__ (the Air Pneuma)**\ \ Air pneuma appear as versions of their mortal selves composed of air; **Alignment**\ \ any; **Language** __Auran__; **Additional Ability** fly Speed 20 feet; **Melee**\ \ gust +7 (air), **Damage** 1d8+2 bludgeoning \n\n**__Plane of Earth__ (the\ \ Earth Pneuma)** Earth pneuma appear as versions of their mortal selves built\ \ of earth or stone; **Alignment** any; **Language** __Terran__; **Additional\ \ Ability** burrow Speed 20 feet; **Melee** fist +7 (earth), **Damage** 1d8+2\ \ bludgeoning \n\n**__Plane of Fire__ (the Fire Pneuma)** Fire pneuma appear\ \ as versions of their mortal selves shaped from flame; **Alignment** any; **Language**\ \ __Ignan__; **Additional Ability** immunity to fire; **Melee** cinder +7 (fire),\ \ **Damage** 1d8+2 fire \n\n**__Plane of Water__ (the Water Pneuma)** Water\ \ pneuma appear as versions of their mortal selves formed of flowing water;\ \ **Alignment** any; **Language** __Aquan__; **Additional Ability** __amphibious__,\ \ swim Speed 20 feet; **Melee** current +7 (water), **Damage** 1d8+2 bludgeoning\ \ \n\n**__Positive Energy Plane__ (the Enlightened)** The enlightened appear\ \ as diaphanous, radiant versions of their mortal selves; **Alignment** any\ \ good; **Language** __Jyoti__; **Additional Ability** __fast healing 5__; **Melee**\ \ glowing touch +7, **Damage** 1d8+2 positive \n\n**__Shadow Plane__ (the Mutilated)**\ \ The mutilated appear as they did in their mortal lives, yet are covered in\ \ wounds or partially adorned or wrapped in chains; **Alignment** any evil;\ \ **Language** __Shadowtongue__; **Additional Ability** immune to bleed and\ \ __fear__; **Melee** chain +7, **Damage** 1d8+2 bludgeoning" requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 7 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +7 - darkvision size: Medium skills: - bonus: 7 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Planar Lore ' source: - abbr: Bestiary 2 page_start: 198 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - Any - Medium - Petitioner type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A signed contract carried by a living contract devil (including draped over its horns) is immune to damage from all creatures other than that contract devil. A contract devil is immune to mental effects that would make it destroy, nullify, or alter a contract. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ward Contract range: null raw_description: '**Ward Contract** A signed contract carried by a living contract devil (including draped over its horns) is immune to damage from all creatures other than that contract devil. A contract devil is immune to mental effects that would make it destroy, nullify, or alter a contract.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 27' hp: 150 hp_misc: null immunities: - fire - ward contract items: null knowledge_checks: dc: 27 skills: - Religion languages: - Abyssal - Aklo - Celestial - Common - Draconic - Infernal - Undercommon - telepathy 100 feet - tongues level: 10 melee: - action_cost: One Action damage: formula: 3d6+11 type: slashing name: binding contract plus_damage: - formula: 1d6 type: evil - formula: null type: Grab - formula: null type: infernal wound to_hit: 23 traits: - agile - disarm - evil - magical - reach 10 feet - trip - action_cost: One Action damage: formula: 3d10+11 type: piercing and infernal wound name: horn plus_damage: null to_hit: 21 traits: - magical name: Phistophilus perception: 21 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null 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.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draft Contract range: null raw_description: '**Draft Contract** [Three Actions] (__conjuration__, __divine__, __manipulate__) 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.' requirements: null success: null traits: - conjuration - divine - manipulate trigger: null - action_cost: None critical_failure: null critical_success: null description: A contract devil can cast a 10th-level innate __scrying__ spell at will, but only to target a creature with which it has a contract. The target automatically critically fails its save. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Infernal Investment range: null raw_description: '**Infernal Investment** A contract devil can cast a 10th-level innate __scrying__ spell at will, but only to target a creature with which it has a contract. The target automatically critically fails its save.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Infernal Wound range: null raw_description: '**Infernal Wound** (__divine__, __necromancy__) 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.' requirements: null success: null traits: - divine - necromancy trigger: null ranged: null rarity: Common resistances: - amount: 10 type: physical (except silver) - amount: 10 type: poison ritual_lists: - dc: 31 misc: null name: Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: infernal pact requirement: null to_hit: null saves: fort: 18 fort_misc: null misc: +1 status to all saves vs. magic ref: 18 ref_misc: null will: 23 will_misc: null sense_abilities: null senses: - Perception +21 - greater darkvision size: Medium skills: - bonus: 19 misc: null name: 'Arcana ' - bonus: 23 misc: null name: 'Deception ' - bonus: 21 misc: null name: 'Diplomacy ' - bonus: 21 misc: null name: 'Intimidation ' - bonus: 25 misc: null name: 'Legal Lore ' - bonus: 19 misc: null name: 'Religion ' - bonus: 19 misc: null name: 'Society ' - bonus: 18 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 90 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 31 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 10 spells: - frequency: at will, see infernal investment name: scrying requirement: null - heightened_level: null level: 7 spells: - frequency: null name: plane shift requirement: null - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - frequency: null name: fireball requirement: null - frequency: null name: illusory scene requirement: null - frequency: null name: lightning bolt requirement: null - frequency: at will name: locate requirement: null - frequency: null name: mind probe requirement: null - frequency: at will name: sending requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - frequency: null name: private sanctum requirement: null - frequency: null name: silence requirement: null - heightened_level: null level: 3 spells: - frequency: at will name: mind reading requirement: null - heightened_level: 7 level: 0 spells: - frequency: null name: detect magic requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null to_hit: null traits: - LE - Medium - Devil - Fiend type: Creature weaknesses: - amount: 10 type: good - 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 alignment: NG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When a phoenix dies, it collapses into a pile of smoldering ashes before returning to life fully healed 1d4 rounds later, as if subject to a 7th-level __resurrect__ ritual. Self-resurrection happens only if there are some remains to resurrect; for instance, a phoenix killed by a __disintegrate__ spell can't use this ability. A phoenix whose remains rest within an area devoted to an evil deity by __consecrate__ can't self-resurrect until its remains are no longer in that area. A phoenix can self-resurrect only once per year. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Self-Resurrection range: null raw_description: '**Self-Resurrection** (__healing__, __necromancy__, __primal__) When a phoenix dies, it collapses into a pile of smoldering ashes before returning to life fully healed 1d4 rounds later, as if subject to a 7th-level __resurrect__ ritual. Self-resurrection happens only if there are some remains to resurrect; for instance, a phoenix killed by a __disintegrate__ spell can''t use this ability. A phoenix whose remains rest within an area devoted to an evil deity by __consecrate__ can''t self-resurrect until its remains are no longer in that area. A phoenix can self-resurrect only once per year.' requirements: null success: null traits: - healing - necromancy - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: 20 feet. 4d6 fire, DC 37 basic Reflex save. While this aura is active, any adjacent creature that hits the phoenix with a melee attack or otherwise touches it takes 2d6 fire damage. The phoenix can activate or deactivate the aura with a single action, which has the concentrate trait. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shroud of Flame range: null raw_description: '**Shroud of Flame** (__aura__, __evocation__, __fire__, __primal__) 20 feet. 4d6 fire, DC 37 basic Reflex save. While this aura is active, any adjacent creature that hits the phoenix with a melee attack or otherwise touches it takes 2d6 fire damage. The phoenix can activate or deactivate the aura with a single action, which has the concentrate trait.' requirements: null success: null traits: - aura - evocation - fire - primal trigger: 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. Phoenixes enjoy the company of metallic dragons, and when the two dwell in close proximity, they can forge lifelong friendships, sharing their resources and words of wisdom while keeping each other updated on regional news. While most phoenixes are benevolent, they are not infallible. When a phoenix loses its way or falls under the influence of evil, it still retains its strong appetite for knowledge. Evil phoenixes are known to assault universities and libraries in their pursuit for power—not only to gain new information, but also to set fire to the texts and thus hoard that knowledge for themselves. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 39' hp: 300 hp_misc: regeneration 20 (deactivated by cold or evil), self-resurrection immunities: - fire items: null knowledge_checks: dc: 39 skills: - Arcana - Nature languages: - Auran - Celestial - Common - Ignan level: 15 melee: - action_cost: One Action damage: formula: 1d12+9 type: piercing name: beak plus_damage: - formula: 3d8 type: fire and 2d10 persistent fire to_hit: 30 traits: - finesse - fire - magical - reach 20 feet - action_cost: One Action damage: formula: 1d6+6 type: piercing name: talon plus_damage: - formula: 3d8 type: fire and 2d10 persistent fire to_hit: 30 traits: - agile - finesse - fire - magical - reach 20 feet name: Phoenix perception: 27 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flaming Strafe range: null raw_description: '**Flaming Strafe** (__evocation__, __fire__, __primal__) 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).' requirements: null success: null traits: - evocation - fire - primal trigger: null ranged: - action_cost: One Action damage: formula: 6d6 type: fire name: flame jet plus_damage: - formula: 2d10 type: persistent fire to_hit: 30 traits: - fire - range increment 40 feet rarity: Rare resistances: - amount: 10 type: cold - amount: 10 type: evil ritual_lists: null saves: fort: 27 fort_misc: null misc: +1 status to all saves vs. magic ref: 31 ref_misc: null will: 28 will_misc: null sense_abilities: null senses: - Perception +27 - darkvision - detect magic - see invisibility size: Gargantuan skills: - bonus: 30 misc: null name: 'Acrobatics ' - bonus: 27 misc: null name: 'Athletics ' - bonus: 31 misc: null name: 'Diplomacy ' - bonus: 27 misc: null name: 'Intimidation ' - bonus: 25 misc: null name: 'Nature ' source: - abbr: Bestiary page_start: 261 page_stop: null speed: - amount: 25 type: Land - amount: 70 type: fly spell_lists: - dc: 39 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 8 spells: - frequency: at will name: continual flame requirement: null - frequency: x3 name: dispel magic requirement: null - frequency: null name: flame strike requirement: null - frequency: x3 name: heal requirement: null - frequency: null name: remove curse requirement: null - frequency: x3 name: wall of fire requirement: null - heightened_level: null level: 7 spells: - frequency: at will name: dispel magic requirement: null - heightened_level: null level: 6 spells: - frequency: x3 name: restoration requirement: null - heightened_level: 8 level: 0 spells: - frequency: null name: light requirement: null - heightened_level: 8 level: -1 spells: - frequency: null name: detect magic requirement: null - heightened_level: 6 level: -1 spells: - frequency: null name: see invisibility requirement: null to_hit: null traits: - Rare - NG - Gargantuan - Beast - Fire type: Creature weaknesses: null - ability_mods: cha_mod: 3 con_mod: 6 dex_mod: 4 int_mod: 2 str_mod: 6 wis_mod: 3 ac: 28 ac_special: null alignment: NE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The creature takes an additional 2d8 poison damage even if it succeeds at its save. effects: null failure: null frequency: null full_description: null generic_description: null name: Enhance Venom range: null raw_description: '**Enhance Venom [Reaction]** (__divine__, __misfortune__, __necromancy__, __poison__) **Trigger **A creature within 30 feet attempts a saving throw against piscovenom; **Effect **The creature takes an additional 2d8 poison damage even if it succeeds at its save.' requirements: null success: null traits: - divine - misfortune - necromancy - poison trigger: A creature within 30 feet attempts a saving throw against piscovenom description: 'Scions of death by poisoning, piscodaemons are cruel even by daemonic standards, delighting in slow and painful suffering. To a piscodaemon, death is but the icing on a putrescent cake—its true pleasure comes from watching, hearing, smelling, and even tasting raw anguish. While poisons and venoms are piscodaemons'' preferred tools, their cruel claws are more than capable of tearing enemies asunder if necessary. Piscodaemons dwell in fetid swamps and noxious waterways, including the River Styx, the Bile Sluice, and the Drowning Court of Charon, Horseman of Death. They are often accompanied by cadres of hydrodaemons—representations of death by drowning. While they are cunning commanders, piscodaemons are apt to forget their station in the heat of battle and slice their way to the center of the fray. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 27' hp: 200 hp_misc: null immunities: - death effects - poison items: null knowledge_checks: dc: 27 skills: - Religion languages: - Common - Daemonic - telepathy 100 feet level: 10 melee: - action_cost: One Action damage: formula: 2d10+12 type: slashing name: claw plus_damage: - formula: 1d6 type: evil and Grab to_hit: 23 traits: - evil - magical - action_cost: One Action damage: formula: 2d6+12 type: bludgeoning name: tentacle plus_damage: - formula: 1d6 type: evil and piscovenom to_hit: 23 traits: - agile - evil - magical name: Piscodaemon perception: 19 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 2d10+6 bludgeoning, DC 30 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**Constrict** 2d10+6 bludgeoning, DC 30' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The piscodaemon makes two claw Strikes against the same creature. If both hit, the creature takes 2d10 __persistent bleed damage__ and is exposed to piscovenom. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Gory Rend range: null raw_description: '**Gory Rend** [Two Actions] The piscodaemon makes two claw Strikes against the same creature. If both hit, the creature takes 2d10 __persistent bleed damage__ and is exposed to piscovenom.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw **DC 30 Fortitude; **Maximum Duration **6 rounds; **Stage 1** 1d8 poison and __enfeebled 1__ (1 round); **Stage 2 **2d8 poison and enfeebled 1 (1 round); **Stage 3 **4d8 poison and enfeebled 2 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Piscovenom range: null raw_description: '**Piscovenom** (__poison__) **Saving Throw **DC 30 Fortitude; **Maximum Duration **6 rounds; **Stage 1** 1d8 poison and __enfeebled 1__ (1 round); **Stage 2 **2d8 poison and enfeebled 1 (1 round); **Stage 3 **4d8 poison and enfeebled 2 (1 round)' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Common resistances: - amount: 10 type: good ritual_lists: null saves: fort: 22 fort_misc: null misc: +1 status to all saves vs. magic ref: 16 ref_misc: null will: 19 will_misc: null sense_abilities: null senses: - Perception +19 - darkvision - see invisibility size: Medium skills: - bonus: 22 misc: null name: 'Athletics ' - bonus: 19 misc: null name: 'Intimidation ' - bonus: 17 misc: null name: 'Medicine ' - bonus: 22 misc: null name: 'Stealth ' - bonus: 19 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 58 page_stop: null speed: - amount: 25 type: Land - amount: 40 type: swim spell_lists: - dc: 29 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - frequency: ×3 name: stinking cloud requirement: null - heightened_level: null level: 1 spells: - frequency: at will, good only name: detect alignment requirement: null - frequency: at will name: detect poison requirement: null - heightened_level: 2 level: -1 spells: - frequency: null name: see invisibility requirement: null to_hit: null traits: - NE - Medium - Amphibious - Daemon - Fiend type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 100 feet. Commanded or allied evil creatures in the aura of lower level than the pit fiend gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Commander's Aura range: null raw_description: '**Commander''s Aura** (__aura__, __divine__, __enchantment__) 100 feet. Commanded or allied evil creatures in the aura of lower level than the pit fiend gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.' requirements: null success: null traits: - aura - divine - enchantment trigger: null - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 20 feet, DC 42 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 20 feet, DC 42 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - divine - emotion - enchantment - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: The pit fiend can make an Attack of Opportunity when a creature within reach uses a concentrate action, in addition to the usual trigger. The devil can disrupt triggering concentrate actions, and they disrupt actions on any hit, not only a critical hit. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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.\n\n\n\nPit fiends themselves\ \ are crafted deep within the nightmarish bowels of Nessus, the ninth layer of\ \ Hell, to serve the whims of archdevils and infernal dukes. Those pit fiends\ \ that don't leave Nessus to command infernal legions in the upper layers of Hell\ \ often form the courts of Hell's elite, gathering cabals and sects that shape\ \ Hell's political landscape through subterfuge and manipulation. But many pit\ \ fiends see themselves as living embodiments of hellfire, the all-encompassing\ \ wrath of Hell, and thus prefer to dwell in realms consumed by fire. In Avernus,\ \ Dis, Malebolge, Nessus, and Phlegethon, pit fiends build vast citadels of brimstone\ \ wreathed in flame to lord over.\n\n\n\nPit fiends tower over other devils, standing\ \ at least 16 feet tall, weighing over 1,000 pounds, and brandishing wingspans\ \ in excess of 20 feet. \n\n## Infernal Dukes\n\n Elite members of Hell's political\ \ infrastructure and leadership hierarchy, the dukes of Hell are chosen from among\ \ the most tyrannical, oppressive, and conniving devils. While not all infernal\ \ dukes are pit fiends, a pit fiend's natural disposition toward conquest and\ \ oppression often make it an ideal candidate for this position. To create an\ \ infernal duke, adjust the pit fiend to be between 21st and 25th level. Because\ \ of their physical prowess, manipulative nature, and powerful spellcasting abilities,\ \ infernal dukes make excellent villains for long-running campaigns.\n\n\n\n**__Recall\ \ Knowledge - Fiend__ (__Religion__)**: DC 40" hp: 335 hp_misc: regeneration 30 (deactivated by good) immunities: - fire items: null knowledge_checks: dc: 40 skills: - Religion languages: - Celestial - Common - Draconic - Infernal - telepathy 100 feet level: 20 melee: - action_cost: One Action damage: formula: 4d10+17 type: piercing name: jaws plus_damage: - formula: 2d6 type: evil and pit fiend venom to_hit: 40 traits: - evil - magical - poison - reach 10 feet - action_cost: One Action damage: formula: 4d6+17 type: slashing name: claw plus_damage: - formula: 2d6 type: evil to_hit: 38 traits: - agile - evil - magical - reach 10 feet - action_cost: One Action damage: formula: 4d10+17 type: bludgeoning name: tail plus_damage: - formula: 2d6 type: evil and Improved Grab to_hit: 36 traits: - evil - magical - reach 10 feet - action_cost: One Action damage: formula: 4d6+17 type: slashing name: wing plus_damage: - formula: 2d6 type: evil to_hit: 36 traits: - evil - magical - reach 15 feet name: Pit Fiend perception: 37 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 2d10+17 bludgeoning plus 2d6 evil, DC 43 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 2d10+17 bludgeoning plus 2d6 evil, DC 43' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: The pit fiend fails to shape any devils and draws the ire of an archdevil for its waste of resources. critical_success: The pit fiend shapes two devils from the massed lemures instead of one. 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. ' effect: null effects: null failure: The devil shaped from the lemures is 2 levels lower than the intended devil. frequency: null full_description: null generic_description: null name: Devil Shaping range: null raw_description: '**Devil Shaping** (__divine__, __downtime__, __transmutation__) 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.' requirements: null success: The pit fiend shapes a devil of the desired type and level. traits: - divine - downtime - transmutation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The pit fiend Flies and makes a wing Strike at any point during its movement. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fast Swoop range: null raw_description: '**Fast Swoop** The pit fiend Flies and makes a wing Strike at any point during its movement.' requirements: null success: null traits: null trigger: null - action_cost: Free Action critical_failure: null critical_success: null description: null 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). effects: null failure: null frequency: once per round. full_description: null generic_description: null name: Masterful Quickened Casting range: null raw_description: '**Masterful Quickened Casting** [Free Action] (__concentrate__) **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).' requirements: null success: null traits: - concentrate trigger: null - action_cost: None critical_failure: null critical_success: null 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)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pit Fiend Venom range: null raw_description: '**Pit Fiend Venom** (__poison__) **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)' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Common resistances: - amount: 15 type: physical (except silver) - amount: 15 type: poison ritual_lists: - dc: 42 misc: null name: Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: infernal pact requirement: null to_hit: null saves: fort: 37 fort_misc: null misc: +1 status to all saves vs. magic ref: 32 ref_misc: null will: 35 will_misc: null sense_abilities: null senses: - Perception +37 - greater darkvision - true seeing size: Large skills: - bonus: 34 misc: null name: 'Acrobatics ' - bonus: 32 misc: null name: 'Arcana ' - bonus: 33 misc: null name: 'Athletics ' - bonus: 39 misc: null name: 'Deception ' - bonus: 34 misc: null name: 'Diplomacy ' - bonus: 39 misc: null name: 'Intimidation ' - bonus: 37 misc: null name: 'Religion ' - bonus: 36 misc: null name: 'Society ' - bonus: 34 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 92 page_stop: null speed: - amount: 35 type: Land - amount: 50 type: fly spell_lists: - dc: 42 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 10 spells: - frequency: null name: meteor swarm requirement: null - frequency: once per year name: miracle requirement: null - frequency: null name: power word stun requirement: null - heightened_level: null level: 9 spells: - frequency: at will name: bind soul requirement: null - heightened_level: null level: 8 spells: - frequency: at will name: dispel magic requirement: null - frequency: at will name: divine decree requirement: null - frequency: at will name: fireball requirement: null - frequency: null name: scrying requirement: null - frequency: at will name: wall of fire requirement: null - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - heightened_level: 8 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: null traits: - LE - Large - Devil - Fiend type: Creature weaknesses: - amount: 15 type: good - 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 alignment: CN 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. **__Recall Knowledge - Fey__ (__Nature__)**: DC 19' hp: 40 hp_misc: null immunities: null items: - longbow (60 arrows) - shortsword knowledge_checks: dc: 19 skills: - Nature languages: - Common - Sylvan level: 4 melee: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: shortsword plus_damage: null to_hit: 13 traits: - agile - finesse - magical - versatile S name: Pixie perception: 12 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: The target suffers the effects of a charm spell, except it doesn't gain a bonus to its save if the only hostile act was the pixie firing its bow, and the pixie can choose to direct the target's adoration toward another creature rather than itself. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Charm range: null raw_description: '**Charm** (emotion, enchantment, incapacitation, mental) The target suffers the effects of a charm spell, except it doesn''t gain a bonus to its save if the only hostile act was the pixie firing its bow, and the pixie can choose to direct the target''s adoration toward another creature rather than itself.' requirements: null success: null traits: - emotion - enchantment - incapacitation - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: On a failed Will save, the target loses the last 5 minutes of its memory. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Memory Loss range: null raw_description: '**Memory Loss** (divination, mental) On a failed Will save, the target loses the last 5 minutes of its memory.' requirements: null success: null traits: - divination - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: The target suffers the effects of a 3rd-level sleep spell. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sleep range: null raw_description: '**Sleep** (enchantment, incapacitation, mental, sleep) The target suffers the effects of a 3rd-level sleep spell.' requirements: null success: null traits: - enchantment - incapacitation - mental - sleep trigger: null - action_cost: None critical_failure: null critical_success: null description: The target takes 4d6 mental damage, depending on its basic Will save. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Subdual range: null raw_description: '**Subdual** (enchantment, mental, nonlethal) The target takes 4d6 mental damage, depending on its basic Will save.' requirements: null success: null traits: - enchantment - mental - nonlethal trigger: null failure: null frequency: null full_description: null generic_description: null name: Sprinkle Pixie Dust range: null raw_description: "**Sprinkle Pixie Dust** (__manipulate__) 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.\n\n * **Charm** (emotion, enchantment, incapacitation, mental)\ \ The target suffers the effects of a charm spell, except it doesn't gain a\ \ bonus to its save if the only hostile act was the pixie firing its bow, and\ \ the pixie can choose to direct the target's adoration toward another creature\ \ rather than itself.\n\n * **Memory Loss** (divination, mental) On a failed\ \ Will save, the target loses the last 5 minutes of its memory.\n\n * **Sleep**\ \ (enchantment, incapacitation, mental, sleep) The target suffers the effects\ \ of a 3rd-level sleep spell.\n\n * **Subdual** (enchantment, mental, nonlethal)\ \ The target takes 4d6 mental damage, depending on its basic Will save." requirements: null success: null traits: - manipulate trigger: null ranged: - action_cost: One Action damage: formula: 1d8+4 type: piercing name: longbow plus_damage: null to_hit: 13 traits: - deadly 1d10 - magical - range increment 100 feet - reload 0 - volley 20 feet rarity: Common resistances: null ritual_lists: null saves: fort: 8 fort_misc: null misc: +1 status to all saves vs. magic ref: 14 ref_misc: null will: 12 will_misc: null sense_abilities: null senses: - Perception +12 - low-light vision size: Small skills: - bonus: 13 misc: null name: 'Acrobatics ' - bonus: 11 misc: null name: 'Deception ' - bonus: 10 misc: null name: 'Nature ' - bonus: 11 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 309 page_stop: null speed: - amount: 15 type: Land - amount: 45 type: fly spell_lists: - dc: 21 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: at will, self only name: invisibility requirement: null - heightened_level: null level: 3 spells: - frequency: null name: dispel magic requirement: null - heightened_level: null level: 2 spells: - frequency: null name: entangle requirement: null - frequency: null name: faerie fire requirement: null - heightened_level: null level: 1 spells: - frequency: null name: illusory disguise requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: dancing lights requirement: null - frequency: null name: detect magic requirement: null - frequency: null name: ghost sound requirement: null - frequency: null name: shield requirement: null to_hit: null traits: - CN - Small - Fey - Sprite type: Creature weaknesses: - amount: 5 type: cold iron - 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 alignment: NE automatic_abilities: null description: 'Plague zombies are infested with hideous contagions. **__Recall Knowledge - Undead__ (__Religion__)**: DC 15' hp: 50 hp_misc: negative healing immunities: - death effects - disease - mental - paralyzed - poison - unconscious items: null knowledge_checks: dc: 15 skills: - Religion languages: null level: 1 melee: - action_cost: One Action damage: formula: 1d8+4 type: bludgeoning name: fist plus_damage: - formula: null type: Grab and zombie rot to_hit: 9 traits: null name: Plague Zombie perception: 3 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The plague zombie has a creature grabbed or restrained. effects: null failure: null frequency: null full_description: null generic_description: null name: Jaws range: null raw_description: '**Jaws** (__attack__) **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.' requirements: null success: null traits: - attack trigger: null - action_cost: None critical_failure: null critical_success: null 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 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Zombie Rot range: null raw_description: '**Zombie Rot** (__disease__, __necromancy__) 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' requirements: null success: null traits: - disease - necromancy trigger: null ranged: null rarity: Common resistances: - amount: 10 type: positive - amount: 10 type: slashing ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 3 ref_misc: null will: 4 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A zombie is permanently slowed 1 and can't use reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Slow range: null raw_description: '**Slow** A zombie is permanently slowed 1 and can''t use reactions.' requirements: null success: null traits: null trigger: null senses: - Perception +3 - darkvision size: Medium skills: - bonus: 7 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 340 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - NE - Medium - Mindless - Undead - Zombie type: Creature weaknesses: null - ability_mods: cha_mod: 6 con_mod: 6 dex_mod: 3 int_mod: 5 str_mod: 8 wis_mod: 6 ac: 39 ac_special: null alignment: NG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 20 feet. Allies in the planetar's aura gain a +2 status bonus to AC against evil creatures and a +2 status bonus to damage rolls against evil creatures. The area in the aura is difficult terrain for evil creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aura of Righteousness range: null raw_description: '**Aura of Righteousness** (__aura__, __divine__, __evocation__) 20 feet. Allies in the planetar''s aura gain a +2 status bonus to AC against evil creatures and a +2 status bonus to damage rolls against evil creatures. The area in the aura is difficult terrain for evil creatures.' requirements: null success: null traits: - aura - divine - evocation trigger: null description: 'The beings of righteous fury known as planetars are known to be the least patient of angels. They exist to destroy evil that cannot be redeemed, and they often leave prolonged dialogue to other angels. Of course, no planetar ignores the importance of diplomacy, but they know that others among the angelic hosts are better suited to that task, while they focus on the larger picture. In angelic armies, planetars serve as commanders or generals. They stand at least 9 feet tall and weigh over 500 pounds. **__Recall Knowledge - Celestial__ (__Religion__)**: DC 37' hp: 300 hp_misc: regeneration 15 (deactivated by evil immunities: null items: - +2 greater striking greatsword knowledge_checks: dc: 37 skills: - Religion languages: - Celestial - Draconic - Infernal - tongues level: 16 melee: - action_cost: One Action damage: formula: 3d12+16 type: slashing name: holy greatsword plus_damage: - formula: 1d6 type: good to_hit: 32 traits: - good - magical - versatile P name: Planetar perception: 28 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The planetar makes a greatsword Strike against a target it detects as evil. If the target is evil, the Strike deals three extra weapon damage dice and deals 1d6 __persistent__ good damage to the target. The planetar can convert all the physical damage from the attack into good damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Blade of Justice range: null raw_description: '**Blade of Justice** [Two Actions] The planetar makes a greatsword Strike against a target it detects as evil. If the target is evil, the Strike deals three extra weapon damage dice and deals 1d6 __persistent__ good damage to the target. The planetar can convert all the physical damage from the attack into good damage.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The planetar can take on the appearance of any Small or Medium humanoid. This doesn't change their Speed or Strikes. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) The planetar can take on the appearance of any Small or Medium humanoid. This doesn''t change their Speed or Strikes.' requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: Any weapon gains the effect of a __holy__ property rune while a planetar wields it. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Holy Armaments range: null raw_description: '**Holy Armaments** (__divine__, __evocation__) Any weapon gains the effect of a __holy__ property rune while a planetar wields it.' requirements: null success: null traits: - divine - evocation trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: - dc: 37 misc: null name: Rituals spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: call spirit requirement: null - frequency: null name: resurrect requirement: null - heightened_level: null level: 1 spells: - frequency: null name: angelic messenger requirement: null to_hit: null saves: fort: 28 fort_misc: null misc: +1 status to all saves vs. magic ref: 25 ref_misc: null will: 28 will_misc: null sense_abilities: null senses: - Perception +28 - (32 to detect illusions) darkvision - true seeing size: Large skills: - bonus: 32 misc: null name: 'Athletics ' - bonus: 32 misc: null name: 'Intimidation ' - bonus: 32 misc: null name: 'Religion ' source: - abbr: Bestiary 2 page_start: 15 page_stop: null speed: - amount: 25 type: Land - amount: 60 type: fly spell_lists: - dc: 37 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 8 spells: - frequency: null name: dispel magic requirement: null - frequency: null name: divine wrath requirement: null - frequency: null name: earthquake requirement: null - frequency: null name: heal requirement: null - frequency: null name: power word stun requirement: null - frequency: null name: sunburst requirement: null - heightened_level: null level: 7 spells: - frequency: null name: charm requirement: null - frequency: null name: plane shift requirement: null - frequency: null name: power word blind requirement: null - frequency: at will name: remove fear requirement: null - heightened_level: null level: 6 spells: - frequency: null name: blade barrier requirement: null - frequency: at will name: dispel magic requirement: null - heightened_level: null level: 5 spells: - frequency: null name: breath of life requirement: null - frequency: null name: death ward requirement: null - frequency: null name: freedom of movement requirement: null - frequency: ×3 name: restoration requirement: null - heightened_level: null level: 2 spells: - frequency: at will, self only name: invisibility requirement: null - frequency: null name: remove paralysis requirement: null - heightened_level: 5 level: -1 spells: - frequency: evil only name: detect alignment requirement: null - frequency: null name: tongues requirement: null - frequency: null name: true seeing requirement: null to_hit: 29 traits: - Uncommon - NG - Large - Angel - Celestial type: Creature weaknesses: - amount: 15 type: evil - 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 alignment: LN automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The critical failure becomes a normal failure. effects: null failure: null frequency: null full_description: null generic_description: null name: Reality Twist range: null raw_description: '**Reality Twist** [Reaction] **Trigger** The pleroma critically fails the saving throw. **Effect** The critical failure becomes a normal failure.' requirements: null success: null traits: null trigger: The pleroma critically fails the saving throw. 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. Pleromas see the multiverse as both eternal and cyclical, doomed and malleable, ending only if these cycles ever become unbalanced. They believe the current Convergence is necessary to obtain this essential balance, and act to ensure that the grand design of the Monad is carried out to the smallest detail. **__Recall Knowledge - Monitor__ (__Religion__)**: DC 40' hp: 335 hp_misc: regeneration 20 (deactivated by chaotic immunities: - negative - positive items: null knowledge_checks: dc: 40 skills: - Religion languages: - envisioning level: 20 melee: - action_cost: One Action damage: formula: 5d8+18 type: positive or negative damage name: energy touch plus_damage: - formula: 1d6 type: lawful to_hit: 36 traits: - agile - lawful - magical name: Pleroma perception: 37 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A pleroma's touch deals its choice of positive or negative damage, but neither energy can be used to heal a creature. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Energy Touch range: null raw_description: '**Energy Touch** A pleroma''s touch deals its choice of positive or negative damage, but neither energy can be used to heal a creature.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sphere of Creation range: null raw_description: '**Sphere of Creation** [Two Actions] (__incapacitation__, __magical__) 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__.' requirements: null success: null traits: - incapacitation - magical trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sphere of Oblivion range: null raw_description: '**Sphere of Oblivion** [Two Actions] (__incapacitation__, __magical__) 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.' requirements: null success: null traits: - incapacitation - magical trigger: null ranged: - action_cost: One Action damage: null name: Sphere of Oblivion plus_damage: null to_hit: 37 traits: - magical rarity: Common resistances: - amount: 20 type: chaotic ritual_lists: null saves: fort: 32 fort_misc: null misc: +1 status to all saves vs. magic ref: 31 ref_misc: null will: 37 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null 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 100 feet 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Envisioning range: null raw_description: '**Envisioning** 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 100 feet 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.' requirements: null success: null traits: null trigger: null senses: - Perception +37 - darkvision - lifesense 120 feet - true seeing size: Large skills: - bonus: 33 misc: null name: 'Acrobatics ' - bonus: 38 misc: null name: 'Arcana ' - bonus: 34 misc: null name: 'Deception ' - bonus: 34 misc: null name: 'Diplomacy ' - bonus: 38 misc: null name: 'Occultism ' - bonus: 39 misc: null name: 'Religion ' - bonus: 35 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 10 page_stop: null speed: - amount: 40 type: fly - amount: 128 type: freedom of movement spell_lists: - dc: 47 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 10 spells: - frequency: null name: alter reality requirement: null - heightened_level: null level: 9 spells: - frequency: null name: banishment requirement: null - frequency: null name: blade barrier requirement: null - frequency: null name: disjunction requirement: null - frequency: null name: overwhelming presence requirement: null - heightened_level: null level: 8 spells: - frequency: x2 name: disintegrate requirement: null - frequency: null name: unrelenting observation requirement: null - heightened_level: null level: 7 spells: - frequency: null name: plane shift requirement: null - frequency: null name: retrocognition requirement: null - heightened_level: null level: 5 spells: - frequency: at will name: creation requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: create food requirement: null - frequency: at will name: shape stone requirement: null - heightened_level: null level: 3 spells: - frequency: at will name: hypercognition requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: detect alignment requirement: null - frequency: at will name: shape wood requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: create water requirement: null - heightened_level: 8 level: -1 spells: - frequency: null name: true seeing requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: freedom of movement requirement: null to_hit: 37 traits: - LN - Large - Aeon - Monitor type: Creature weaknesses: null - ability_mods: cha_mod: -1 con_mod: 5 dex_mod: 1 int_mod: -4 str_mod: 5 wis_mod: 1 ac: 22 ac_special: null alignment: N automatic_abilities: null description: 'Polar bears are known for their pale fur, with black eyes, lips, and toe pads. They are aggressively predatory creatures, stalking prey for miles on land or across the icy waters of frozen oceans. They are also amazing ambush predators, leaping from the water to ambush seals resting on ice floes. If they are desperate, polar bears hunt not only other animals but also humanoids. **__Recall Knowledge - Animal__ (__Nature__)**: DC 20' hp: 73 hp_misc: null immunities: null items: null knowledge_checks: dc: 20 skills: - Nature languages: null level: 5 melee: - action_cost: One Action damage: formula: 2d8+7 type: piercing name: jaws plus_damage: null to_hit: 15 traits: null - action_cost: One Action damage: formula: 2d6+7 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 15 traits: - agile name: Polar Bear perception: 12 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The polar bear gains a +3 circumstance bonus to damage rolls against creatures it has __grabbed__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mauler range: null raw_description: '**Mauler** The polar bear gains a +3 circumstance bonus to damage rolls against creatures it has __grabbed__.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The polar bear's Strikes deal an additional 1d6 precision damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The polar bear''s Strikes deal an additional 1d6 precision damage to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 14 fort_misc: null misc: null ref: 10 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +12 - low-light vision - scent (imprecise) 60 feet size: Large skills: - bonus: 14 misc: null name: 'Athletics ' - bonus: 10 misc: +14 in icy or snowy areas name: 'Stealth ' - bonus: 10 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 36 page_stop: null speed: - amount: 35 type: Land - amount: 15 type: swim spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A poltergeist is naturally invisible. It becomes visible only when it uses Frighten. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Natural Invisibility range: null raw_description: '**Natural Invisibility** A poltergeist is naturally invisible. It becomes visible only when it uses Frighten.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When a poltergeist is destroyed, it re-forms, fully healed, where it was destroyed after 2d4 days. A poltergeist can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rejuvenation range: null raw_description: '**Rejuvenation** (__necromancy__, __occult__) When a poltergeist is destroyed, it re-forms, fully healed, where it was destroyed after 2d4 days. A poltergeist can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.' requirements: null success: null traits: - necromancy - occult trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The poltergeist makes a telekinetic object Strike against the triggering creature. effects: null failure: null frequency: null full_description: null generic_description: null name: Telekinetic Defense range: null raw_description: '**Telekinetic Defense** [Reaction] **Trigger** A creature approaches within 10 feet of the poltergeist. **Effect** The poltergeist makes a telekinetic object Strike against the triggering creature.' requirements: null success: null traits: null trigger: A creature approaches within 10 feet of the poltergeist. 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. **__Recall Knowledge - Spirit__ (__Occultism__)**: DC 20 **__Recall Knowledge - Undead__ (__Religion__)**: DC 20' hp: 55 hp_misc: rejuvenation immunities: - death effects - disease - paralyzed - poison - precision - unconscious items: null knowledge_checks: dc: 20 skills: - Occultism - Religion languages: - Common level: 5 melee: null name: Poltergeist perception: 11 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The poltergeist must be invisible. effects: null failure: null frequency: null full_description: null generic_description: null name: Frighten range: null raw_description: '**Frighten** (__concentrate__, __emotion__, __fear__, __incapacitation__, __mental__) **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.' requirements: null success: null traits: - concentrate - emotion - fear - incapacitation - mental trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. \n\n * When this effect is\ \ spread out among multiple foes, the poltergeist makes a telekinetic object\ \ Strike at a -2 penalty against each creature within 30 feet. These count as\ \ one attack for the poltergeist's multiple attack penalty, and the penalty\ \ doesn't increase until after all the attacks.\n\n * When this effect has\ \ only one target, the poltergeist makes a telekinetic object Strike against\ \ the target, and the damage increases to 3d12. It deals 1d12 damage on a failure,\ \ and no damage on a critical failure." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Telekinetic Storm range: null raw_description: "**Telekinetic Storm** [Two Actions] (__concentrate__, __evocation__,\ \ __occult__) 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. \n\n * When this effect\ \ is spread out among multiple foes, the poltergeist makes a telekinetic object\ \ Strike at a -2 penalty against each creature within 30 feet. These count as\ \ one attack for the poltergeist's multiple attack penalty, and the penalty\ \ doesn't increase until after all the attacks.\n\n * When this effect has\ \ only one target, the poltergeist makes a telekinetic object Strike against\ \ the target, and the damage increases to 3d12. It deals 1d12 damage on a failure,\ \ and no damage on a critical failure." requirements: null success: null traits: - concentrate - evocation - occult trigger: null ranged: - action_cost: One Action damage: formula: 2d12 type: bludgeoning, piercing, or slashing (depending on object) name: telekinetic object plus_damage: null to_hit: 13 traits: - evocation - magical - occult - range increment 60 feet rarity: Common resistances: - amount: 5 type: all damage (except force - amount: null type: ghost touch - amount: null type: or positive - amount: null type: double resistance against non-magical) ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 14 ref_misc: null will: 13 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A poltergeist is tied to a location and can't travel more than 120 feet from the place where it was created or formed. Some poltergeists are instead bound to a specific room, building, or similar area effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Site Bound range: null raw_description: '**Site Bound** A poltergeist is tied to a location and can''t travel more than 120 feet from the place where it was created or formed. Some poltergeists are instead bound to a specific room, building, or similar area' requirements: null success: null traits: null trigger: null senses: - Perception +11 - darkvision size: Medium skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 15 misc: null name: 'Intimidation ' - bonus: 14 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 264 page_stop: null speed: - amount: 20 type: fly spell_lists: - dc: 23 misc: '' name: Occult Innate Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: at will name: telekinetic maneuver requirement: null - heightened_level: 3 level: 0 spells: - frequency: null name: mage hand requirement: null to_hit: 13 traits: - LE - Medium - Incorporeal - Spirit - Undead type: Creature weaknesses: null - 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 alignment: N 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. The poracha''s most iconic feature is its ability to bend reality to teleport, or jaunt, short distances. But a poracha can also rest within objects, allowing it to safely sleep inside. Given that a poracha experiences time very slowly while hiding within objects, it can sleep inside of one for an extended period. Once it wakes, a poracha departs to play in the living world. Porachas especially enjoy resting inside roadside milestones, to maximize their chances of coming across travelers. Porachas rarely tread humanoid-occupied lands, preferring the company of the kami and their natural habitat in the Forest of Spirits. Though they enjoy occasional conversation, they''re extremely sensitive to sound; they speak softly and request the same from those they speak with. Their territories span vast swaths of the wood, making them ideal allies for hunters or treasure seekers who would otherwise become lost in the dense trees. But porachas are nothing if not flckle, and typically demand inscrutable favors in return for their aid, such as the planting of a rare sapling in a particular grotto or the clearing of an invasive monster species around a treasured spring. Any attempt to coerce or trick a poracha into service is ill advised, for these sacred beasts have many friends among the kami as well as others of their kind. Though they generally don''t travel in groups, porachas know where to find more of their kind in times of need, and an organized pack of porachas is a disorienting threat. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 21' hp: 50 hp_misc: null immunities: null items: null knowledge_checks: dc: 21 skills: - Arcana - Nature languages: - Common - Sylvan level: 4 melee: - action_cost: One Action damage: formula: 2d6+7 type: piercing name: jaws plus_damage: null to_hit: 13 traits: - finesse - magical - action_cost: One Action damage: formula: 2d4+7 type: slashing name: claw plus_damage: null to_hit: 13 traits: - agile - finesse - magical name: Poracha perception: 10 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Jaunt range: null raw_description: '**Jaunt** (__conjuration__, __move__, __primal__, __teleportation__) 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.' requirements: null success: null traits: - conjuration - move - primal - teleportation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Object Meld range: null raw_description: '**Object Meld** [Two Actions] (__primal__, __transmutation__) 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.' requirements: null success: null traits: - primal - transmutation trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 13 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +10 - tremorsense (imprecise) 10 feet - darkvision size: Medium skills: - bonus: 13 misc: null name: 'Acrobatics ' - bonus: 9 misc: null name: 'Athletics ' - bonus: 11 misc: null name: 'Deception ' - bonus: 11 misc: null name: 'Diplomacy ' - bonus: 13 misc: null name: 'Stealth ' - bonus: 10 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 265 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - Uncommon - N - Medium - Beast type: Creature weaknesses: - amount: 5 type: sonic - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. When a creature ends its turn in the aura, it must succeed at a DC 38 Will save or become __doomed 1__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Unnerving Gaze range: null raw_description: '**Unnerving Gaze** (__aura__, __divine__, __enchantment__, __mental__, __visual__) 30 feet. When a creature ends its turn in the aura, it must succeed at a DC 38 Will save or become __doomed 1__.' requirements: null success: null traits: - aura - divine - enchantment - mental - visual trigger: null description: 'Velstrac storytellers and historians are known as precentors. Trailed by horrific choirs, precentors perform in the courts of the velstrac demagogues. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 37' hp: 295 hp_misc: regeneration 25 (deactivated by good or silver immunities: - cold items: null knowledge_checks: dc: 37 skills: - Religion languages: - Common - Infernal - Shadowtongue level: 16 melee: - action_cost: One Action damage: formula: 4d10+6 type: slashing name: claw plus_damage: - formula: 1d6 type: persistent bleed to_hit: 31 traits: - agile - finesse - reach 10 feet name: Precentor perception: 32 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The precentor adds a creature that is affected by its Tormenting Touch and is within 100 feet to its choir of screams. A precentor can have any number of creatures in its choir, although a creature no longer affected by Tormenting Touch leaves the choir immediately. Creatures in a precentor's choir of screams are __fascinated__ 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Assemble Choir range: null raw_description: '**Assemble Choir** [Two Actions] The precentor adds a creature that is affected by its Tormenting Touch and is within 100 feet to its choir of screams. A precentor can have any number of creatures in its choir, although a creature no longer affected by Tormenting Touch leaves the choir immediately. Creatures in a precentor''s choir of screams are __fascinated__ 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Focus Gaze range: null raw_description: '**Focus Gaze** (__concentrate__, __divine__, __enchantment__, __mental__, __visual__) 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. ' requirements: null success: null traits: - concentrate - divine - enchantment - mental - visual trigger: null - action_cost: One Action critical_failure: The target is stupefied 4. critical_success: The target is unaffected. 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. ' effect: null effects: null failure: The target is stupefied 3. frequency: null full_description: null generic_description: null name: Tormenting Touch range: null raw_description: '**Tormenting Touch** (__divine__, __emotion__, __enchantment__, __mental__) 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.' requirements: null success: The target is stupefied 1. traits: - divine - emotion - enchantment - mental trigger: null ranged: null rarity: Uncommon resistances: - amount: 20 type: good - amount: 20 type: silver ritual_lists: null saves: fort: 25 fort_misc: null misc: +1 status to all saves vs. magic ref: 29 ref_misc: null will: 30 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Painsight range: null raw_description: '**Painsight** (__divination__, __divine__) A 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.' requirements: null success: null traits: - divination - divine trigger: null senses: - Perception +32 - darkvision - detect magic - painsight - true seeing size: Medium skills: - bonus: 27 misc: null name: 'Acrobatics ' - bonus: 28 misc: null name: 'Athletics ' - bonus: 32 misc: null name: 'Deception ' - bonus: 34 misc: null name: 'Diplomacy ' - bonus: 32 misc: null name: 'Intimidation ' - bonus: 34 misc: null name: 'Performance ' - bonus: 30 misc: null name: 'Religion ' - bonus: 29 misc: null name: 'Stealth ' - bonus: 26 misc: null name: 'Torture Lore ' source: - abbr: 'Pathfinder #147: Tomorrow Must Burn' page_start: 85 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: fly (from fly) spell_lists: - dc: 38 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 9 spells: - frequency: null name: wail of the banshee requirement: null - heightened_level: null level: 8 spells: - frequency: null name: harm requirement: null - frequency: at will, self only, to the Material or Shadow Plane only name: plane shift requirement: null - heightened_level: null level: 5 spells: - frequency: at will name: sound burst requirement: null - frequency: at will name: synesthesia requirement: null - heightened_level: 8 level: 0 spells: - frequency: null name: daze requirement: null - frequency: null name: sigil requirement: null - heightened_level: 8 level: -1 spells: - frequency: null name: detect magic requirement: null - frequency: null name: mind blank requirement: null - heightened_level: 6 level: -1 spells: - frequency: null name: fly requirement: null - frequency: null name: true seeing requirement: null to_hit: null traits: - Uncommon - LE - Medium - Fiend - Velstrac type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 16' hp: 35 hp_misc: null immunities: null items: null knowledge_checks: dc: 16 skills: - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d10+3 type: piercing name: beak plus_damage: null to_hit: 10 traits: null name: Pteranodon perception: 8 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The pteranodon Flies up to its Speed and makes one beak Strike at any point during that movement. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swoop range: null raw_description: '**Swoop** [Two Actions] The pteranodon Flies up to its Speed and makes one beak Strike at any point during that movement.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 10 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +8 - low-light vision - scent (imprecise) 30 feet size: Large skills: - bonus: 10 misc: null name: 'Acrobatics ' - bonus: 7 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 272 page_stop: null speed: - amount: 10 type: Land - amount: 40 type: fly spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 20 feet. Creatures other than animals, gremlins, and gnolls in the aura become extremely unlucky (DC 16 Will save; creature must roll this Will save twice and take the worse result). On a successful save, the creature is temporarily immune to pugwampi unluck auras for 24 hours. On a failure, the creature must roll twice and take the worse result on all checks as long as it is within the aura. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Unluck Aura range: null raw_description: '**Unluck Aura** (__aura__, __divination__, __mental__, __misfortune__, __primal__) 20 feet. Creatures other than animals, gremlins, and gnolls in the aura become extremely unlucky (DC 16 Will save; creature must roll this Will save twice and take the worse result). On a successful save, the creature is temporarily immune to pugwampi unluck auras for 24 hours. On a failure, the creature must roll twice and take the worse result on all checks as long as it is within the aura.' requirements: null success: null traits: - aura - divination - mental - misfortune - primal trigger: 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. **__Recall Knowledge - Fey__ (__Nature__)**: DC 14' hp: 17 hp_misc: null immunities: null items: - shortbow (60 arrows) - shortsword knowledge_checks: dc: 14 skills: - Nature languages: - Gnoll - Undercommon level: 0 melee: - action_cost: One Action damage: formula: 1d6-3 type: slashing name: shortsword plus_damage: null to_hit: 8 traits: - agile - finesse - magical - versatile S name: Pugwampi perception: 6 proactive_abilities: null ranged: - action_cost: One Action damage: formula: 1d6 type: piercing name: shortbow plus_damage: null to_hit: 8 traits: - deadly 1d10 - magical - range increment 60 feet - reload 0 rarity: Common resistances: null ritual_lists: null saves: fort: 5 fort_misc: null misc: null ref: 8 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +6 - (-2 to hear things) - darkvision size: Tiny skills: - bonus: 2 misc: null name: 'Crafting ' - bonus: 2 misc: null name: 'Deception ' - bonus: 4 misc: null name: 'Nature ' - bonus: 5 misc: null name: 'Stealth ' - bonus: 5 misc: null name: 'Thievery ' source: - abbr: Bestiary page_start: 193 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 16 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: at will name: speak with animals requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: prestidigitation requirement: null to_hit: null traits: - NE - Tiny - Fey - Gremlin type: Creature weaknesses: - amount: 2 type: cold iron - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: The purple worm recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It's also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Inexorable range: null raw_description: '**Inexorable** The purple worm recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It''s also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The purple worm negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can't be avoided in this way. effects: null failure: null frequency: once per day full_description: null generic_description: null name: Shake It Off range: null raw_description: '**Shake It Off** [Reaction] **Frequency** once per day; **Trigger** The purple worm would be affected by a condition or adverse effect (such as __baleful polymorph__). **Effect** The purple worm negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can''t be avoided in this way.' requirements: null success: null traits: null trigger: The purple worm would be affected by a condition or adverse effect (such as __baleful polymorph__). 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 31' hp: 270 hp_misc: null immunities: null items: null knowledge_checks: dc: 31 skills: - Nature languages: null level: 13 melee: - action_cost: One Action damage: formula: 3d10+15 type: piercing name: jaws plus_damage: - formula: null type: Improved Grab to_hit: 28 traits: - deadly 2d10 - reach 15 feet - action_cost: One Action damage: formula: 2d12+15 type: piercing name: stinger plus_damage: - formula: null type: purple worm venom to_hit: 28 traits: - agile - poison - reach 15 feet - action_cost: One Action damage: formula: 1d10+13 type: bludgeoning name: body plus_damage: null to_hit: 26 traits: - reach 15 feet name: Purple Worm perception: 20 proactive_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The worm uses Swallow Whole. effects: null failure: null frequency: null full_description: null generic_description: null name: Fast Swallow range: null raw_description: '**Fast Swallow** [Reaction] **Trigger** The purple worm Grabs a creature. **Effect** The worm uses Swallow Whole.' requirements: null success: null traits: null trigger: The purple worm Grabs a creature. - action_cost: None critical_failure: null critical_success: 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).' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Purple Worm Venom range: null raw_description: '**Purple Worm Venom** (__poison__) **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).' requirements: null success: null traits: - poison trigger: null - action_cost: None critical_failure: null critical_success: null description: 'The purple worm can violently regurgitate a creature or boulder it has swallowed to make a ranged Strike. The Strike deals bludgeoning damage depending on the size of the projectile: Tiny deals 2d6+13, Small 3d6+13, Medium 4d6+13, Large 5d6+13, and Huge 6d6+13. A regurgitated creature takes falling damage from the height of the target or from 20 feet, whichever is greater.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.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Regurgitate range: null raw_description: '**Regurgitate** The purple worm can violently regurgitate a creature or boulder it has swallowed to make a ranged Strike. The Strike deals bludgeoning damage depending on the size of the projectile: Tiny deals 2d6+13, Small 3d6+13, Medium 4d6+13, Large 5d6+13, and Huge 6d6+13. A regurgitated creature takes falling damage from the height of the target or from 20 feet, whichever is greater.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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rock Tunneler range: null raw_description: '**Rock Tunneler** 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Huge, 3d6+9 bludgeoning, Rupture 24 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**Swallow Whole** Huge, 3d6+9 bludgeoning, Rupture 24' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Thrash range: null raw_description: '**Thrash** [Two Actions] 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.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: null name: regurgitate plus_damage: null to_hit: 26 traits: - brutal - range increment 60 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 28 fort_misc: null misc: null ref: 21 ref_misc: null will: 21 will_misc: null sense_abilities: null senses: - Perception +20 - darkvision - tremorsense (imprecise) 100 feet size: Gargantuan skills: - bonus: 30 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 56 page_stop: null speed: - amount: 40 type: Land - amount: 40 type: burrow - amount: 20 type: swim spell_lists: null traits: - N - Gargantuan - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 7 con_mod: 7 dex_mod: 6 int_mod: 4 str_mod: 9 wis_mod: 7 ac: 43 ac_special: null alignment: NE automatic_abilities: null description: 'Few creatures embody war''s sheer amount of bloodshed and loss of life as deeply as the purrodaemons, deacons of war. These giant humanoid daemons are bedecked in black, unholy armor, with weapons piercing their flesh at every opening. Far from wounds, however, these weapons are the purrodaemon''s arsenal. A purrodaemon can, with frightening swiftness and nauseating ease, extract a weapon from its own flesh as though drawing a sword from a sheath, and their blood is so tainted with evil that weapons steeped in it become powerful tools of war. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 38' hp: 335 hp_misc: null immunities: - bleed - death effects items: - +2 greater striking glaive - soul gem - steeped weapon knowledge_checks: dc: 38 skills: - Religion languages: - Common - Daemonic - telepathy 100 feet level: 18 melee: - action_cost: One Action damage: formula: 3d8+17 type: slashing name: glaive plus_damage: - formula: 2d6 type: evil and 4d6 persistent bleed to_hit: 37 traits: - deadly d8 - evil - forceful - magical - reach 15 feet name: Purrodaemon perception: 33 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The purrodaemon causes a weapon that has steeped in their flesh (see Steep Weapon) to telekinetically launch from their flesh. The purrodaemon makes a hurled weapon Strike without using their hands. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Hurl Weapon range: null raw_description: '**Hurl Weapon** (__divine__, __evocation__) The purrodaemon causes a weapon that has steeped in their flesh (see Steep Weapon) to telekinetically launch from their flesh. The purrodaemon makes a hurled weapon Strike without using their hands.' requirements: null success: null traits: - divine - evocation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: A steeped weapon that's no longer sheathed in the purrodaemon's body is within 120 feet of the daemon effects: null failure: null frequency: null full_description: null generic_description: null name: Recall Weapon range: null raw_description: '**Recall Weapon** (__evocation__) **Requirements **A steeped weapon that''s no longer sheathed in the purrodaemon''s body is within 120 feet of the daemon; **Effect **The steeped weapon swiftly flies through the air to resheath itself in the purrodaemon''s body. If a creature is along this flight path, the purrodaemon can make a hurled weapon Strike against the target; if it hits, the weapon drops to the ground in a square adjacent to the creature.' requirements: null success: null traits: - evocation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 'The purrodaemon sheathes a weapon in their own flesh. This deals no damage to the purrodaemon, which can have up to 10 weapons sheathed in their body at a time. A steeped weapon must be one that deals piercing or slashing damage. If a purrodaemon __Interacts__ to crush a soul gem, one weapon of their choice sheathed in their flesh becomes enchanted with the daemon''s fiendish power and becomes a +2 __greater striking__ weapon that can be used in place of their glaive or hurled at targets (with a +2 item bonus to the hurled weapon''s attack modifier and an extra d10 of damage). This magical quality fades 24 hours after it ceases being sheathed in the daemon''s living body. A steeped weapon can be __Disarmed__.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Steep Weapon range: null raw_description: '**Steep Weapon** (__manipulate__) The purrodaemon sheathes a weapon in their own flesh. This deals no damage to the purrodaemon, which can have up to 10 weapons sheathed in their body at a time. A steeped weapon must be one that deals piercing or slashing damage. If a purrodaemon __Interacts__ to crush a soul gem, one weapon of their choice sheathed in their flesh becomes enchanted with the daemon''s fiendish power and becomes a +2 __greater striking__ weapon that can be used in place of their glaive or hurled at targets (with a +2 item bonus to the hurled weapon''s attack modifier and an extra d10 of damage). This magical quality fades 24 hours after it ceases being sheathed in the daemon''s living body. A steeped weapon can be __Disarmed__.' requirements: null success: null traits: - manipulate trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The purrodaemon is hit with a weapon that deals piercing damage effects: null failure: null frequency: null full_description: null generic_description: null name: Twist the Blade range: null raw_description: '**Twist the Blade** [Reaction] **Requirements **The purrodaemon has fewer than 10 weapons sheathed in their body; **Trigger **The purrodaemon is hit with a weapon that deals piercing damage; **Effect **The purrodaemon seizes the triggering weapon. The weapon''s wielder must attempt a DC 40 Reflex save. On a failure, the weapon is disarmed and falls to an adjacent square. On a critical failure, the weapon is sheathed in the purrodaemon''s body as though the daemon had used Steep Weapon.' requirements: null success: null traits: null trigger: The purrodaemon has fewer than 10 weapons sheathed in their body ranged: - action_cost: One Action damage: formula: 2d10+12 type: piercing name: hurled weapon plus_damage: - formula: 1d6 type: evil and 4d6 persistent bleed to_hit: 35 traits: - deadly 1d10 - evil - magical - propulsive - range 120 feet rarity: Common resistances: - amount: 15 type: piercing ritual_lists: null saves: fort: 33 fort_misc: null misc: +1 status to all saves vs. magic ref: 30 ref_misc: null will: 29 will_misc: null sense_abilities: null senses: - Perception +33 - darkvision - true seeing size: Large skills: - bonus: 37 misc: null name: 'Athletics ' - bonus: 35 misc: null name: 'Intimidation ' - bonus: 30 misc: null name: 'Religion ' - bonus: 34 misc: null name: 'Stealth ' - bonus: 33 misc: null name: 'Survival ' - bonus: 32 misc: null name: 'Warfare Lore ' source: - abbr: Bestiary 2 page_start: 61 page_stop: null speed: - amount: 25 type: Land - amount: 50 type: fly spell_lists: - dc: 37 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 9 spells: - frequency: null name: bind soul requirement: null - frequency: null name: blade barrier requirement: null - frequency: null name: chain lightning requirement: null - heightened_level: null level: 7 spells: - frequency: null name: flame strike requirement: null - frequency: null name: teleport requirement: null - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - heightened_level: null level: 1 spells: - frequency: good only, at will name: detect alignment requirement: null - heightened_level: 6 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: null traits: - NE - Large - Daemon - Fiend type: Creature weaknesses: - amount: 15 type: good - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: The quasit's link to a mortal soul gave it birth, but it presents a vulnerability. Once per round, a creature can present an object related to something virtuous or good in the life of the quasit's creator (such as a beloved daughter's doll) as an Interact action to automatically deal the quasit 2d6 mental damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Virtue Aversion range: null raw_description: '**Virtue Aversion** The quasit''s link to a mortal soul gave it birth, but it presents a vulnerability. Once per round, a creature can present an object related to something virtuous or good in the life of the quasit''s creator (such as a beloved daughter''s doll) as an Interact action to automatically deal the quasit 2d6 mental damage.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 15' hp: 25 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Religion languages: - Abyssal - Common - telepathy (touch) level: 1 melee: - action_cost: One Action damage: formula: 1d6-1 type: slashing name: claw plus_damage: - formula: 1d4 type: evil and quasit venom to_hit: 9 traits: - agile - evil - finesse - magical - poison name: Quasit perception: 7 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The quasit restores 1d6 HP to itself. effects: null failure: null frequency: once per round full_description: null generic_description: null name: Abyssal Healing range: null raw_description: '**Abyssal Healing** (__concentrate__, __divine__, __healing__, __necromancy__) **Frequency** once per round; **Effect** The quasit restores 1d6 HP to itself.' requirements: null success: null traits: - concentrate - divine - healing - necromancy trigger: null - action_cost: One Action critical_failure: null critical_success: null description: '' effect: null effects: - action_cost: None critical_failure: null critical_success: null description: echolocation 40 feet; Speed 15 feet, fly Speed 30 feet; **Melee **fangs +7, **Damage **1d4-1 piercing; **Melee **wing +7 (agile), **Damage **1d4-1 bludgeoning effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bat range: null raw_description: '**Bat **echolocation 40 feet; Speed 15 feet, fly Speed 30 feet; **Melee **fangs +7, **Damage **1d4-1 piercing; **Melee **wing +7 (agile), **Damage **1d4-1 bludgeoning' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Speed 10 feet, climb 10 feet; **Melee **mandibles +7 (poison), **Damage **1 piercing plus 1d4 poison effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Centipede range: null raw_description: '**Centipede **Speed 10 feet, climb 10 feet; **Melee **mandibles +7 (poison), **Damage **1 piercing plus 1d4 poison' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: scent (imprecise) 30 feet; Speed 5 feet; **Melee **jaws +7, **Damage **1 bludgeoning effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Toad range: null raw_description: '**Toad **scent (imprecise) 30 feet; Speed 5 feet; **Melee **jaws +7, **Damage **1 bludgeoning' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: size Medium; scent (imprecise) 30 feet; Speed 40 feet, climb 10 feet; **Melee **jaws +7, **Damage **1d10-1 piercing plus Knockdown effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wolf range: null raw_description: '**Wolf **size Medium; scent (imprecise) 30 feet; Speed 40 feet, climb 10 feet; **Melee **jaws +7, **Damage **1d10-1 piercing plus Knockdown' requirements: null success: null traits: null trigger: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: "**Change Shape** (__concentrate__, __divine__, __polymorph__,\ \ __transmutation__) \n\n * **Bat **echolocation 40 feet; Speed 15 feet, fly\ \ Speed 30 feet; **Melee **fangs +7, **Damage **1d4-1 piercing; **Melee **wing\ \ +7 (agile), **Damage **1d4-1 bludgeoning\n\n * **Centipede **Speed 10 feet,\ \ climb 10 feet; **Melee **mandibles +7 (poison), **Damage **1 piercing plus\ \ 1d4 poison\n\n * **Toad **scent (imprecise) 30 feet; Speed 5 feet; **Melee\ \ **jaws +7, **Damage **1 bludgeoning\n\n * **Wolf **size Medium; scent (imprecise)\ \ 30 feet; Speed 40 feet, climb 10 feet; **Melee **jaws +7, **Damage **1d10-1\ \ piercing plus Knockdown" requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison (1 round); **Stage 2** As stage 1; **Stage 3** 1d6 poison and __slowed 1__ (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Quasit Venom range: null raw_description: '**Quasit Venom** (__poison__) **Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison (1 round); **Stage 2** As stage 1; **Stage 3** 1d6 poison and __slowed 1__ (1 round)' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 4 fort_misc: null misc: null ref: 10 ref_misc: null will: 7 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Abyssal Knowledge range: null raw_description: '**Abyssal Knowledge** 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.' requirements: null success: null traits: null trigger: null senses: - Perception +7 - darkvision size: Tiny skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 4 misc: null name: 'Arcana ' - bonus: 7 misc: null name: 'Deception ' - bonus: 5 misc: null name: 'Intimidation ' - bonus: 5 misc: null name: 'Religion ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 76 page_stop: null speed: - amount: 15 type: Land - amount: 35 type: fly spell_lists: - dc: 17 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: read omens requirement: null - heightened_level: null level: 2 spells: - frequency: at will, good only name: detect alignment requirement: null - frequency: at will, self only name: invisibility requirement: null - heightened_level: null level: 1 spells: - frequency: null name: fear requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: detect magic requirement: null to_hit: null traits: - CE - Tiny - Demon - Fiend type: Creature weaknesses: - amount: 3 type: cold iron - amount: 3 type: good - 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 alignment: LN automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. The aura sheds dim light. Creatures in the emanation gain a +2 circumstance bonus to saving throws against emotion effects. The quatoid can activate or deactivate its calming bioluminescence as a single action, which has the concentrate trait. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Calming Bioluminescence range: null raw_description: '**Calming Bioluminescence** (__aura__, __emotion__, __mental__, __visual__) 30 feet. The aura sheds dim light. Creatures in the emanation gain a +2 circumstance bonus to saving throws against emotion effects. The quatoid can activate or deactivate its calming bioluminescence as a single action, which has the concentrate trait.' requirements: null success: null traits: - aura - emotion - mental - visual trigger: 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. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 23' hp: 120 hp_misc: null immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 23 skills: - Arcana - Nature languages: - Aquan - Common level: 7 melee: - action_cost: One Action damage: formula: 2d12+6 type: bludgeoning name: tentacle plus_damage: - formula: null type: Grab to_hit: 16 traits: - reach 10 feet name: Quatoid perception: 18 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 1d12+6 bludgeoning, DC 25 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 1d12+6 bludgeoning, DC 25' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: bludgeoning - amount: 5 type: fire ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 15 ref_misc: null will: 18 will_misc: null sense_abilities: null senses: - Perception +18 - darkvision size: Small skills: - bonus: 15 misc: null name: 'Athletics ' - bonus: 12 misc: null name: 'Diplomacy ' - bonus: 17 misc: null name: 'Elemental Lore ' - bonus: 17 misc: null name: 'Occultism ' - bonus: 17 misc: null name: 'Society ' - bonus: 13 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 153 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: swim spell_lists: - dc: 27 misc: '' name: Primal Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: at will name: hydraulic push requirement: null to_hit: 17 traits: - LN - Small - Aquatic - Elemental - Water type: Creature weaknesses: null - 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 alignment: CE 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. Quelaunts are known to associate with other aberrant horrors, including brain collectors and other creatures associated with the Dominion of the Black. However, the more prevalent theory paints them as more alien—perhaps invasive beings from another dimension of pure thought and feeling—and claims that in their natural state they have no physical bodies at all. Few dare speculate further; the only known autopsy of a quelaunt resulted in the researcher''s suicide just days afterward and all the notes were mysteriously destroyed. Whatever secrets there are to be unlocked in the anatomy of these bizarre monsters are apparently important enough to warrant great protection from quelaunts, even after death. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 34' hp: 305 hp_misc: null immunities: null items: null knowledge_checks: dc: 34 skills: - Occultism languages: - Aklo - (can't speak any language) - telepathy 100 feet level: 15 melee: - action_cost: One Action damage: formula: 3d8+12 type: slashing name: claw plus_damage: null to_hit: 30 traits: - agile - magical - reach 10 feet name: Quelaunt perception: 29 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: 'The quelaunt can cast the following cleric domain spells as 8th-level occult innate spells at will without spending Focus Points: __blind ambition__, __captivating adoration__, and __delusional pride__.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Emotional Focus range: null raw_description: '**Emotional Focus** The quelaunt can cast the following cleric domain spells as 8th-level occult innate spells at will without spending Focus Points: __blind ambition__, __captivating adoration__, and __delusional pride__.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: The quelaunt casts up to three spells chosen from its at-will innate spells and its emotional focus spells. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Emotional Frenzy range: null raw_description: '**Emotional Frenzy** [Three Actions] The quelaunt casts up to three spells chosen from its at-will innate spells and its emotional focus spells.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null 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. effects: null failure: null frequency: once per round full_description: null generic_description: null name: Feed on Emotion range: null raw_description: '**Feed on Emotion** (__attack__, __emotion__, __incapacitation__, __mental__) **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.' requirements: null success: null traits: - attack - emotion - incapacitation - mental trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rapid Strikes range: null raw_description: '**Rapid Strikes** [Two Actions] (__attack__) 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.' requirements: null success: null traits: - attack trigger: null - action_cost: Free Action critical_failure: null critical_success: null description: null 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. effects: null failure: null frequency: null full_description: null generic_description: null name: Spiral of Despair range: null raw_description: '**Spiral of Despair** [Free Action] (__emotion__, __mental__) **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. ' requirements: null success: null traits: - emotion - mental trigger: A creature fails a saving throw to resist one of the quelaunt's innate spells or emotional focus spells. ranged: null rarity: Common resistances: - amount: 15 type: mental ritual_lists: null saves: fort: 27 fort_misc: null misc: null ref: 26 ref_misc: null will: 31 will_misc: +33 vs. emotion sense_abilities: null senses: - Perception +29 - tremorsense (imprecise) 60 feet size: Large skills: - bonus: 30 misc: null name: 'Deception ' - bonus: 30 misc: null name: 'Intimidation ' - bonus: 27 misc: null name: 'Occultism ' source: - abbr: Bestiary page_start: 273 page_stop: null speed: - amount: 40 type: Land - amount: 6 type: air walk spell_lists: - dc: 39 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: x3 name: crushing despair requirement: null - heightened_level: null level: 3 spells: - frequency: at will name: fear requirement: null - heightened_level: null level: 2 spells: - frequency: null name: hideous laughter requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: air walk requirement: null to_hit: null traits: - CE - Large - Aberration type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 5 dex_mod: 3 int_mod: 6 str_mod: 7 wis_mod: 5 ac: 30 ac_special: null alignment: LG automatic_abilities: null description: 'These sacred feathered serpents tirelessly serve the powers of law and good. Some operate directly as messengers and intermediaries of the deities, while others operate independently in aiding the cause of righteousness. Either way, they watch over mortals and try to influence and aid them from the shadows, shifting from plane to plane to spread wisdom and healing where they are needed. Some quetz couatls are worshipped as divinities in remote or isolated societies, and while they do not encourage such veneration, they use the trust placed in them to foster peace and cooperation with others. Quetz couatls are typically 10 to 20 feet long, with iridescent blue and green scales. Their glorious wings of rainbow-hued feathers span 15 feet and weigh nearly a ton. They are carnivorous, feeding on birds, mammals, and even the occasional evil __humanoid__. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 29' hp: 175 hp_misc: null immunities: null items: null knowledge_checks: dc: 29 skills: - Arcana - Nature languages: - Celestial - Common - Draconic - telepathy 100 feet level: 10 melee: - action_cost: One Action damage: formula: 2d10+13 type: piercing name: jaws plus_damage: - formula: null type: quetz couatl venom and Grab to_hit: 23 traits: - magical name: Quetz Couatl perception: 21 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 2d10+7 bludgeoning, DC 29 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Greater Constrict range: null raw_description: '**__Greater Constrict__** 2d10+7 bludgeoning, DC 29' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A quetz couatl's venom deals good damage rather than poison damage to fiends; **Saving Throw **DC 29 Fortitude; **Maximum Duration **6 rounds; **Stage 1 **2d6 poison damage and __enfeebled 1__ (1 round); **Stage 2 **2d8 poison damage, enfeebled 1, and __flat-footed__ (1 round); **Stage 3 **2d10 poison damage, enfeebled 2, and flat-footed (1 round) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Quetz Couatl Venom range: null raw_description: '**Quetz Couatl Venom** (__poison__) A quetz couatl''s venom deals good damage rather than poison damage to fiends; **Saving Throw **DC 29 Fortitude; **Maximum Duration **6 rounds; **Stage 1 **2d6 poison damage and __enfeebled 1__ (1 round); **Stage 2 **2d8 poison damage, enfeebled 1, and __flat-footed__ (1 round); **Stage 3 **2d10 poison damage, enfeebled 2, and flat-footed (1 round)' requirements: null success: null traits: - poison trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: "The quetz couatl spreads its multicolored wings and radiant plumage.\ \ Each enemy within 30 feet must attempt a DC 29 Will save. \n\n**Critical Success\ \ **The creature is unaffected and is temporarily immune to Radiant Wings for\ \ 24 hours. \n\n**Success **The creature is __dazzled__ for 1 round. \n\n**Failure\ \ **The creature is dazzled for 1 minute. \n\n**Critical Failure **As failure,\ \ but if the creature is evil, it is also __stunned 3__." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Radiant Wings range: null raw_description: "**Radiant Wings** [Two Actions] (__divine__, __enchantment__,\ \ __incapacitation__, __mental__, __visual__) The quetz couatl spreads its multicolored\ \ wings and radiant plumage. Each enemy within 30 feet must attempt a DC 29\ \ Will save. \n\n**Critical Success **The creature is unaffected and is temporarily\ \ immune to Radiant Wings for 24 hours. \n\n**Success **The creature is __dazzled__\ \ for 1 round. \n\n**Failure **The creature is dazzled for 1 minute. \n\n**Critical\ \ Failure **As failure, but if the creature is evil, it is also __stunned 3__." requirements: null success: null traits: - divine - enchantment - incapacitation - mental - visual trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The quetz couatl has a Medium or smaller creature __grabbed__ or __restrained__ in its jaws effects: null failure: null frequency: null full_description: null generic_description: null name: Wrap in Coils range: null raw_description: '**Wrap in Coils** **Requirements **The quetz couatl has a Medium or smaller creature __grabbed__ or __restrained__ in its jaws; **Effect **The quetz couatl moves the creature into its coils, freeing its fangs to make attacks, then uses __Greater Constrict__ against the creature. The quetz couatl can hold as many creatures in its coils as will fit in its space.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 19 fort_misc: null misc: null ref: 19 ref_misc: null will: 21 will_misc: null sense_abilities: null senses: - Perception +21 - darkvision - detect alignment size: Large skills: - bonus: 16 misc: null name: 'Acrobatics ' - bonus: 19 misc: null name: 'Arcana ' - bonus: 22 misc: null name: 'Diplomacy ' - bonus: 22 misc: null name: 'Nature ' - bonus: 19 misc: null name: 'Occultism ' - bonus: 22 misc: null name: 'Religion ' - bonus: 16 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 54 page_stop: null speed: - amount: 15 type: Land - amount: 50 type: fly spell_lists: - dc: 29 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: at will name: ethereal jaunt requirement: null - frequency: self only name: plane shift requirement: null - heightened_level: null level: 5 spells: - frequency: null name: breath of life requirement: null - frequency: null name: divine wrath requirement: null - heightened_level: null level: 4 spells: - frequency: null name: charm requirement: null - frequency: null name: gaseous form requirement: null - heightened_level: null level: 3 spells: - frequency: at will name: mind reading requirement: null - heightened_level: null level: 2 spells: - frequency: self only, at will name: invisibility requirement: null - heightened_level: 5 level: 0 spells: - frequency: null name: disrupt undead requirement: null - frequency: null name: light requirement: null - frequency: null name: mage hand requirement: null - heightened_level: 5 level: -1 spells: - frequency: all alignments simultaneously name: detect alignment requirement: null to_hit: null traits: - Uncommon - LG - Large - Beast - Couatl type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 23' hp: 110 hp_misc: null immunities: null items: null knowledge_checks: dc: 23 skills: - Nature languages: null level: 7 melee: - action_cost: One Action damage: formula: 2d10+10 type: piercing name: beak plus_damage: - formula: 1d8 type: persistent bleed to_hit: 17 traits: - deadly 1d10 - reach 10 feet - action_cost: One Action damage: formula: 2d8+10 type: piercing name: talon plus_damage: - formula: null type: Grab to_hit: 17 traits: null name: Quetzalcoatlus perception: 15 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Snatch range: null raw_description: '**Snatch** 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The quetzacoaltus Flies up to its Speed and makes one beak or talon Strike at any point during that movement. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swoop range: null raw_description: '**Swoop** [Two Actions] The quetzacoaltus Flies up to its Speed and makes one beak or talon Strike at any point during that movement.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 17 ref_misc: null will: 12 will_misc: null sense_abilities: null senses: - Perception +15 - low-light vision - scent (imprecise) 30 feet size: Huge skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 17 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 272 page_stop: null speed: - amount: 15 type: Land - amount: 50 type: fly spell_lists: null traits: - N - Huge - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 3 con_mod: 1 dex_mod: 4 int_mod: 3 str_mod: 0 wis_mod: 1 ac: 22 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: The quickling takes a -2 status penalty to saving throws against effects that cause the __slowed__ condition. If the quickling ever becomes slowed, they lose their supernatural speed, can't Fade from View, and become __sickened 1__ for the duration of the slow. They also can't reduce this sickened condition for the duration of the slowed effect. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Slow Susceptibility range: null raw_description: '**Slow Susceptibility** The quickling takes a -2 status penalty to saving throws against effects that cause the __slowed__ condition. If the quickling ever becomes slowed, they lose their supernatural speed, can''t Fade from View, and become __sickened 1__ for the duration of the slow. They also can''t reduce this sickened condition for the duration of the slowed effect.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The quickling darts aside, gaining a +2 circumstance bonus to AC, then Strides up to half their Speed after the Strike resolves. effects: null failure: null frequency: null full_description: null generic_description: null name: Can't Catch Me range: null raw_description: '**Can''t Catch Me [Reaction]** **Trigger** The quickling is targeted by a Strike; **Effect** The quickling darts aside, gaining a +2 circumstance bonus to AC, then Strides up to half their Speed after the Strike resolves.' requirements: null success: null traits: null trigger: The quickling is targeted by a Strike description: 'Few creatures can match a quickling''s speed. These malicious fey creatures delight in striking with blinding speed and accuracy, racing in to stab and slash at foes before scampering away for cover with maddening— even frightening—swiftness. Stories of people simply doubling over, bleeding from what appear to be spontaneously opening wounds, are often eyewitness accounts of quickling attacks. Quicklings actively hate the "slow-paced dullards" they encounter every day, delighting in inflicting suffering and pain on creatures they deem too sluggish to matter. While they are related to kinder fey such as __brownies__ and __pixies__, quicklings care only for their own merriment. They see their own cruel pranks as the height of humor and have full confidence that their speed and invisibility will keep them safe from harm. They occasionally form gangs of up to a dozen individuals, although the group usually devolves very quickly into mayhem, as they inevitably perform increasingly deadly pranks against each other. **__Recall Knowledge - Fey__ (__Nature__)**: DC 20' hp: 25 hp_misc: null immunities: null items: - lethargy poison (3 doses) - shortsword knowledge_checks: dc: 20 skills: - Nature languages: - Aklo - Common - Sylvan level: 3 melee: - action_cost: One Action damage: formula: 1d6+2 type: piercing name: shortsword plus_damage: - formula: null type: lethargy poison to_hit: 11 traits: - agile - finesse - versatile S name: Quickling perception: 9 proactive_abilities: - action_cost: Free Action critical_failure: null critical_success: null description: null effect: The quickling used no __attack__, __manipulate__, or __move__ actions in the previous round effects: null failure: null frequency: null full_description: null generic_description: null name: Fade from View range: null raw_description: '**Fade from View** [Free Action] **Requirements** The quickling used no __attack__, __manipulate__, or __move__ actions in the previous round; **Effect** The quickling becomes __invisible__ until it uses an attack, manipulate, or move action. The quickling can''t use Fade from View again for 1d4 rounds.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The quickling's Strikes deal an extra 1d6 precision damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The quickling''s Strikes deal an extra 1d6 precision damage to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The quickling's speed, combined with nearly instantaneous acceleration and deceleration, enables them to move in astonishing ways. As long as they have a firm surface to travel across, they can Stride their full movement vertically or horizontally. They can even run across unstable surfaces, such as water, in the same way, although dangerous surfaces (acid, lava, etc.) harm them as normal. They must end their movement on a horizontal surface capable of bearing their weight or else they fall. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Supernatural Speed range: null raw_description: '**Supernatural Speed** The quickling''s speed, combined with nearly instantaneous acceleration and deceleration, enables them to move in astonishing ways. As long as they have a firm surface to travel across, they can Stride their full movement vertically or horizontally. They can even run across unstable surfaces, such as water, in the same way, although dangerous surfaces (acid, lava, etc.) harm them as normal. They must end their movement on a horizontal surface capable of bearing their weight or else they fall.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 13 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +9 - low-light vision size: Small skills: - bonus: 13 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Crafting ' - bonus: 8 misc: null name: 'Deception ' - bonus: 8 misc: null name: 'Nature ' - bonus: 11 misc: null name: 'Stealth ' - bonus: 6 misc: null name: 'Survival ' - bonus: 11 misc: null name: 'Thievery ' source: - abbr: Bestiary 2 page_start: 218 page_stop: null speed: - amount: 100 type: Land spell_lists: - dc: 20 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: shatter requirement: null - heightened_level: null level: 1 spells: - frequency: null name: ventriloquism requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: dancing lights requirement: null - frequency: null name: prestidigitation requirement: null to_hit: null traits: - Uncommon - CE - Small - Fey type: Creature weaknesses: - amount: 5 type: cold iron - ability_mods: cha_mod: 0 con_mod: 5 dex_mod: 6 int_mod: -2 str_mod: 7 wis_mod: 5 ac: 31 ac_special: null alignment: NE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: Tentacle only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'Quoppopaks combine the most terrifying aspects of water striders, octopuses, and vampire bats into one evil, water-dwelling monster. Their bodies consist of an oval abdomen, eight hollow tentacles, and a thick, tail-like limb ending in a ventral tube, which resembles a lamprey''s mouth and is capable of intaking fluids at an astounding rate. While quoppopaks can clumsily maneuver on land, they prefer to move on water; quoppopaks glide along the surface of lakes or the ocean by thrusting their ventral tubes into the water, cycling liquid up through their bodies, then spraying the water back out in a high-pressure stream through their hollow, spear-like tentacles. Though the ventral tube can''t expel fluids, it still poses a substantial threat to other creatures. Quoppopaks have gills, but they are located inside the creatures'' abdomens, allowing them to draw their air from the water they siphon through their ventral tubes. Quoppopaks can hold some water in their abdomens for quick forays on land, but this is akin to humans holding their breath to go underwater, and the monsters'' water reserves quickly deplete. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 28' hp: 195 hp_misc: null immunities: null items: null knowledge_checks: dc: 28 skills: - Occultism languages: - Aquan level: 11 melee: - action_cost: One Action damage: formula: 3d8+13 type: piercing name: beak plus_damage: null to_hit: 24 traits: - reach 10 feet - action_cost: One Action damage: formula: 2d8+13 type: bludgeoning name: tentacle plus_damage: - formula: null type: Grab to_hit: 24 traits: - agile - reach 15 feet - action_cost: One Action damage: formula: 2d6+13 type: slashing name: ventral tube plus_damage: - formula: 1d6 type: persistent bleed to_hit: 24 traits: - reach 10 feet name: Quoppopak perception: 22 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The quoppopak's ventral tube is in water effects: null failure: null frequency: null full_description: null generic_description: null name: Flooding Thrust range: null raw_description: '**Flooding Thrust** [Two Actions] **Requirements** The quoppopak''s ventral tube is in water; **Effect** The quoppopak uses Tentacle Stab against a creature within reach; if either of these Strikes hits, the creature must attempt a DC 30 Reflex save. On a failed save, the quoppopak shoots water through its tentacles into the creature, dealing 2d6+5 bludgeoning damage and making the creature __sickened 1__ as its internal organs fill with water (double damage and sickened 2 on a critical failure).' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The quoppopak makes two tentacle Strikes against the same creature. These Strikes deal piercing damage instead of bludgeoning, and the quoppopak can't __Grab__ with them. Its multiple attack penalty doesn't increase until after both attacks. effects: null failure: null frequency: once per round full_description: null generic_description: null name: Tentacle Stab range: null raw_description: '**Tentacle Stab** **Frequency** once per round; **Effect** The quoppopak makes two tentacle Strikes against the same creature. These Strikes deal piercing damage instead of bludgeoning, and the quoppopak can''t __Grab__ with them. Its multiple attack penalty doesn''t increase until after both attacks.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The quoppopak can stand and move on the surface of water or other liquids without falling through. It can go underwater if it wishes, but it must __Swim__ to do so. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Water Glide range: null raw_description: '**Water Glide** The quoppopak can stand and move on the surface of water or other liquids without falling through. It can go underwater if it wishes, but it must __Swim__ to do so.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d6+13 type: bludgeoning name: water jet plus_damage: - formula: null type: Push 5 feet to_hit: 23 traits: - range 100 feet - water rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 22 fort_misc: null misc: null ref: 23 ref_misc: null will: 18 will_misc: null sense_abilities: null senses: - Perception +22 - low-light vision size: Large skills: - bonus: 23 misc: null name: 'Acrobatics ' - bonus: 22 misc: null name: 'Athletics ' - bonus: 23 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 219 page_stop: null speed: - amount: 15 type: Land - amount: 40 type: swim - amount: 30 type: water glide spell_lists: null traits: - NE - Large - Aberration - Aquatic type: Creature weaknesses: null - ability_mods: cha_mod: 6 con_mod: 6 dex_mod: 7 int_mod: -1 str_mod: 9 wis_mod: 5 ac: 40 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 'Any creature that Strikes the qurashith with a melee weapon must attempt a DC 37 Reflex save. On a failure, the creature is disarmed of its weapon, which becomes stuck to the qurashith''s body; if the Strike was an unarmed attack, the creature''s limb sticks to the qurashith''s body and the creature becomes __immobilized__. A creature must succeed at a DC 31 Athletics check to retrieve a stuck weapon. On a failure, the creature takes 2d6 acid damage and the weapon remains stuck, and on a critical failure, the creature also becomes stuck to the qurashith and becomes immobilized. A stuck creature takes 2d6 acid damage each round it remains stuck to the qurashith and can use an __Escape__ action to try to free itself from the monster (DC 31). __**Frightful Presence**__ (__aura__, __emotion__, __fear__, __mental__) 90 feet, DC 33' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Adhesive Body range: null raw_description: '**Adhesive Body** Any creature that Strikes the qurashith with a melee weapon must attempt a DC 37 Reflex save. On a failure, the creature is disarmed of its weapon, which becomes stuck to the qurashith''s body; if the Strike was an unarmed attack, the creature''s limb sticks to the qurashith''s body and the creature becomes __immobilized__. A creature must succeed at a DC 31 Athletics check to retrieve a stuck weapon. On a failure, the creature takes 2d6 acid damage and the weapon remains stuck, and on a critical failure, the creature also becomes stuck to the qurashith and becomes immobilized. A stuck creature takes 2d6 acid damage each round it remains stuck to the qurashith and can use an __Escape__ action to try to free itself from the monster (DC 31). __**Frightful Presence**__ (__aura__, __emotion__, __fear__, __mental__) 90 feet, DC 33' requirements: null success: null traits: null trigger: null description: 'Qurashith—or "gluttonwings" in the Common tongue—are fearsome, bat-like predators that haunt the upper reaches of Gluttondark''s cavern-worlds. These monstrosities are no mere beasts. A qurashith does not simply devour its victims; once it kills its prey, it physically subsumes the creature into its own body, metabolizing the prey''s spiritual essence. Close inspection of a qurashith reveals that its body is an amalgamation of the fiend and its extraplanar and mortal victims, bound together by webs of demonic scar tissue and sticky acidic pus. While the individual personalities of a qurashith''s victims gradually metabolize and diffuse into its very substance over time, a particularly charismatic or magically powerful victim might exert some influence over the qurashith''s mind for a short time. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 41 **__Recall Knowledge - Fiend__ (__Religion__)**: DC 41' hp: 340 hp_misc: null immunities: null items: null knowledge_checks: dc: 41 skills: - Occultism - Religion languages: - Abyssal - telepathy 120 feet - tongues level: 17 melee: - action_cost: One Action damage: formula: 3d12+17 type: piercing name: jaws plus_damage: - formula: null type: paralytic spittle to_hit: 34 traits: - chaotic - evil - magical - reach 15 feet - action_cost: One Action damage: formula: 3d10+15 type: slashing name: claw plus_damage: null to_hit: 32 traits: - agile - chaotic - evil - magical - reach 15 feet name: Qurashith perception: 33 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A creature that takes damage from a qurashith's jaws or spittle must succeed at a DC 39 Fortitude save or be __slowed 1__ for 1d4 rounds (slowed 2 on a critical failure). If a creature is already slowed when it fails its save, it becomes __paralyzed__ for 1 round. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Paralytic Spittle range: null raw_description: '**Paralytic Spittle** A creature that takes damage from a qurashith''s jaws or spittle must succeed at a DC 39 Fortitude save or be __slowed 1__ for 1d4 rounds (slowed 2 on a critical failure). If a creature is already slowed when it fails its save, it becomes __paralyzed__ for 1 round.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The qurashith unleashes a debilitating psionic scream. Creatures in a 60-foot cone must succeed at a DC 35 Will save or become __stupefied__ 2 (stupefied 4 on a critical failure) for 1 minute. A creature that critically succeeds at its Will save is immune to the qurashith's Psychic Howl for 24 hours. The qurashith can't use Psychic Howl again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Psychic Howl range: null raw_description: '**Psychic Howl** [Two Actions] The qurashith unleashes a debilitating psionic scream. Creatures in a 60-foot cone must succeed at a DC 35 Will save or become __stupefied__ 2 (stupefied 4 on a critical failure) for 1 minute. A creature that critically succeeds at its Will save is immune to the qurashith''s Psychic Howl for 24 hours. The qurashith can''t use Psychic Howl again for 1d4 rounds.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: claw effect: The monster automatically deals that Strike's damage again to the enemy. effects: null failure: null frequency: null full_description: null generic_description: null name: Rend range: null raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy. requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 6d6 type: acid and paralytic saliva name: spittle plus_damage: null to_hit: 30 traits: - range 60 feet rarity: Rare resistances: - amount: 15 type: acid ritual_lists: null saves: fort: 29 fort_misc: null misc: null ref: 30 ref_misc: null will: 28 will_misc: null sense_abilities: null senses: - Perception +33 - greater darkvision - scent (imprecise) 60 feet - true seeing size: Huge skills: - bonus: 30 misc: null name: 'Acrobatics ' - bonus: 32 misc: null name: 'Athletics ' - bonus: 29 misc: null name: 'Deception ' - bonus: 32 misc: null name: 'Stealth ' - bonus: 28 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #154: Siege of the Dinosaurs' page_start: 82 page_stop: null speed: - amount: 20 type: Land - amount: 60 type: fly spell_lists: - dc: 35 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: at will, self only name: teleport requirement: null - heightened_level: 6 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: null traits: - Rare - CE - Huge - Aberration - Fiend type: Creature weaknesses: - amount: 15 type: good - amount: 15 type: lawful - ability_mods: cha_mod: 0 con_mod: 5 dex_mod: 6 int_mod: 6 str_mod: 9 wis_mod: 5 ac: 40 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 60 feet. A creature that uses a __teleportation__ ability within the aura's emanation or enters it via a teleportation ability must succeed a DC 38 Will save or become __sickened 1__ and have its destination changed to a point of the radiant warden's choosing within the emanation. On a successful save, the creature arrives as intended but is still sickened 1. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Gatekeeper Aura range: null raw_description: '**Gatekeeper Aura** (__abjuration__, __aura__, __occult__) 60 feet. A creature that uses a __teleportation__ ability within the aura''s emanation or enters it via a teleportation ability must succeed a DC 38 Will save or become __sickened 1__ and have its destination changed to a point of the radiant warden''s choosing within the emanation. On a successful save, the creature arrives as intended but is still sickened 1.' requirements: null success: null traits: - abjuration - aura - occult trigger: null description: 'The enigmatic and strange radiant wardens were constructed thousands of years ago to protect observatories and scholars against the incursion of alien aggressors from the Dominion of the Black. Over time, their roles as guardians expanded to include watching over any region where the laws of time and space have worn thin, particularly near portals and permanent gates between planets, planes, or dimensions. Named for both the radial nature of the concentric rings that make up their bodies as well as the glowing radiance of their attacks, radiant wardens carry on their orders, defending sites from invasion with single-minded purpose. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 38' hp: 300 hp_misc: null immunities: - bleed - death effects - disease - doomed - drained - fatigued - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 38 skills: - Arcana - Crafting languages: - any one ancient language (such as Jistkan) level: 17 melee: - action_cost: One Action damage: formula: 3d12+15 type: bludgeoning name: hammer plus_damage: - formula: null type: radiant blow to_hit: 32 traits: - magical - reach 15 feet - shove name: Radiant Warden perception: 30 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: Until it acts, the radiant warden appears to be an orrery (or similar large mechanical contraption, such as a telescope). It has an automatic result of 53 on __Deception__ checks and DCs to convincingly pass as such a machine. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Orrery range: null raw_description: '**Orrery** (__concentrate__) Until it acts, the radiant warden appears to be an orrery (or similar large mechanical contraption, such as a telescope). It has an automatic result of 53 on __Deception__ checks and DCs to convincingly pass as such a machine.' requirements: null success: null traits: - concentrate trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The radiant warden releases a 50-foot cone of bright energy that deals 10d12 force damage (DC 38 basic Reflex save). The radiant warden can't use Radiant Blast for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Radiant Blast range: null raw_description: '**Radiant Blast** [Two Actions] (__evocation__, __force__, __occult__) The radiant warden releases a 50-foot cone of bright energy that deals 10d12 force damage (DC 38 basic Reflex save). The radiant warden can''t use Radiant Blast for 1d4 rounds.' requirements: null success: null traits: - evocation - force - occult trigger: null - action_cost: None critical_failure: null critical_success: null description: When a creature is hit by the radiant warden's hammer Strike, a flash of radiant energy attempts to anchor the creature in place. The creature must attempt a DC 38 Will save; on a failure, the creature can't use any __teleportation__ effects for 1 minute. On a critical failure, the creature is also permanently __blinded__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Radiant Blow range: null raw_description: '**Radiant Blow** When a creature is hit by the radiant warden''s hammer Strike, a flash of radiant energy attempts to anchor the creature in place. The creature must attempt a DC 38 Will save; on a failure, the creature can''t use any __teleportation__ effects for 1 minute. On a critical failure, the creature is also permanently __blinded__.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 4d10 type: force name: radiant beam plus_damage: null to_hit: 32 traits: - magical - reach 15 feet rarity: Uncommon resistances: - amount: 15 type: mental - amount: 15 type: physical (except adamantine) ritual_lists: null saves: fort: 32 fort_misc: null misc: null ref: 29 ref_misc: null will: 28 will_misc: null sense_abilities: null senses: - Perception +30 - darkvision size: Gargantuan skills: - bonus: 32 misc: null name: 'Arcana ' - bonus: 36 misc: null name: 'Astronomy Lore ' - bonus: 33 misc: null name: 'Athletics ' - bonus: 32 misc: null name: 'Occultism ' source: - abbr: Bestiary 2 page_start: 220 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: fly spell_lists: - dc: 38 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 9 spells: - frequency: null name: teleport requirement: null - heightened_level: null level: 8 spells: - frequency: ×3 name: collective transposition requirement: null - frequency: null name: scintillating pattern requirement: null - heightened_level: null level: 7 spells: - frequency: null name: dimensional lock requirement: null - frequency: null name: prismatic spray requirement: null - heightened_level: null level: 5 spells: - frequency: at will name: dimension door requirement: null to_hit: null traits: - Uncommon - N - Gargantuan - Construct type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The raja rakshasa has an unexpended spell slot that can be used to cast __dispel magic__. effects: null failure: null frequency: null full_description: null generic_description: null name: Scoff at the Divine range: null raw_description: '**Scoff at the Divine** [Reaction] **Trigger** A creature within 30 feet casts a divine spell or uses a divine ability. **Requirements** The raja rakshasa has an unexpended spell slot that can be used to cast __dispel magic__. **Effect** The raja rakshasa expends a spell slot that could be used to cast dispel magic and attempts to counteract the triggering spell or ability. The raja rakshasa can''t Scoff at the Divine for 1d4 rounds.' requirements: null success: null traits: null trigger: A creature within 30 feet casts a divine spell or uses a divine ability. 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. More than any other types of rakshasa, rajas scoff at religion. They understand the power of the divine, yet they view themselves as the only things worthy of worship from mortal creatures; not even their own immortals are deemed deserving of such glorification. Raja rakshasas often form close-knit families that work together to bring down mortal cities or to rule them from the shadows within. Such families of rakshasas often incorporate other breeds of the fiend, often using dandasukas as favored servants or stealthy spies. Even though a raja family works together to achieve a shared goal, infighting and treachery among their own is a constant threat. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 27' hp: 155 hp_misc: null immunities: null items: - +1 striking kukri knowledge_checks: dc: 27 skills: - Religion languages: - Common - Infernal - Undercommon level: 10 melee: - action_cost: One Action damage: formula: 2d6+10 type: slashing name: kukri plus_damage: null to_hit: 23 traits: - agile - finesse - magical - trip - action_cost: One Action damage: formula: 2d12+10 type: piercing name: fangs plus_damage: null to_hit: 20 traits: - agile - magical - action_cost: One Action damage: formula: 2d8+10 type: slashing name: claw plus_damage: null to_hit: 22 traits: - agile - finesse - magical name: Raja Rakshasa perception: 19 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __occult__, __polymorph__, __transmutation__) 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.' requirements: null success: null traits: - concentrate - occult - polymorph - transmutation trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Disturbing Vision range: null raw_description: '**Disturbing Vision** (__concentrate__, __enchantment__, __mental__, __occult__) 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.' requirements: null success: null traits: - concentrate - enchantment - mental - occult trigger: null ranged: null rarity: Common resistances: - amount: 10 type: physical (except piercing) ritual_lists: null saves: fort: 19 fort_misc: null misc: +2 status to all saves vs. magic, +3 status to all saves vs. divine magic ref: 21 ref_misc: null will: 18 will_misc: null sense_abilities: null senses: - Perception +19 - darkvision size: Medium skills: - bonus: 23 misc: null name: 'Deception ' - bonus: 21 misc: null name: 'Diplomacy ' - bonus: 21 misc: null name: 'Intimidation ' - bonus: 18 misc: null name: 'Occultism ' - bonus: 19 misc: null name: 'Performance ' - bonus: 20 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 275 page_stop: null speed: - amount: 35 type: Land spell_lists: - dc: 31 misc: null name: Occult Spontaneous Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: dispel magic requirement: null - frequency: null name: hallucination requirement: null - frequency: 3 slots name: shadow blast requirement: null - heightened_level: null level: 4 spells: - frequency: null name: clairvoyance requirement: null - frequency: null name: dispel magic requirement: null - frequency: null name: fly requirement: null - frequency: 4 slots name: suggestion requirement: null - heightened_level: null level: 3 spells: - frequency: null name: clairaudience requirement: null - frequency: null name: dispel magic requirement: null - frequency: null name: nondetection requirement: null - frequency: 4 slots name: vampiric touch requirement: null - heightened_level: null level: 2 spells: - frequency: null name: blur requirement: null - frequency: null name: hideous laughter requirement: null - frequency: 4 slots name: invisibility requirement: null - heightened_level: null level: 1 spells: - frequency: null name: charm requirement: null - frequency: null name: illusory object requirement: null - frequency: 4 slots name: item facade requirement: null - heightened_level: 5 level: 0 spells: - frequency: null name: detect magic requirement: null - frequency: null name: ghost sound requirement: null - frequency: null name: mage hand requirement: null - frequency: null name: read aura requirement: null - frequency: null name: sigil requirement: null to_hit: null - dc: 31 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: at will name: mind reading requirement: null to_hit: null traits: - LE - Medium - Fiend - Rakshasa type: Creature weaknesses: - amount: 10 type: good - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 15' hp: 14 hp_misc: null immunities: - precision - swarm mind items: null knowledge_checks: dc: 15 skills: - Nature languages: null level: 1 melee: null name: Rat Swarm perception: 5 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Filth Fever range: null raw_description: '**Filth Fever** (__disease__) 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' requirements: null success: null traits: - disease trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swarming Bites range: null raw_description: '**Swarming Bites** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 6 type: physical (except bludgeoning) ritual_lists: null saves: fort: 2 fort_misc: null misc: null ref: 7 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +5 - low-light vision - scent (imprecise) 30 feet size: Large skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 4 misc: +6 to Climb or Swim name: 'Athletics ' - bonus: 6 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 276 page_stop: null speed: - amount: 30 type: Land - amount: 10 type: climb spell_lists: null traits: - N - Large - Animal - Swarm type: Creature weaknesses: - amount: 3 type: area damage - amount: 3 type: splash damage - 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 alignment: LN automatic_abilities: null description: 'Ratfolk grenadiers use alchemy and stealth to defend their communities. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 19' hp: 60 hp_misc: null immunities: null items: - alchemist's tools - hand crossbow (20 bolts) - studded leather armor knowledge_checks: dc: 19 skills: - Society languages: - Common level: 4 melee: - action_cost: One Action damage: formula: 1d4 type: piercing name: fangs plus_damage: null to_hit: 12 traits: - agile - finesse name: Ratfolk Grenadier perception: 10 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A ratfolk grenadier has stretchy cheek pouches that can store up to 1 cubic foot of objects (though no more than 4 light items). 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cheek Pouches range: null raw_description: '**Cheek Pouches** A ratfolk grenadier has stretchy cheek pouches that can store up to 1 cubic foot of objects (though no more than 4 light items). 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The ratfolk grenadier draws an alchemical bomb with an Interact action and throws it as a ranged Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Quick Bomber range: null raw_description: '**Quick Bomber** The ratfolk grenadier draws an alchemical bomb with an Interact action and throws it as a ranged Strike.' requirements: null success: null traits: null trigger: null - action_cost: Free Action critical_failure: null critical_success: null description: null effect: The ratfolk grenadier stores one held item of light or negligible Bulk in its cheek pouches. effects: null failure: null frequency: once per round. full_description: null generic_description: null name: Quick Stow range: null raw_description: '**Quick Stow** [Free Action] **Frequency** once per round. **Effect** The ratfolk grenadier stores one held item of light or negligible Bulk in its cheek pouches.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swarming range: null raw_description: '**Swarming** 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.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6 type: piercing name: hand crossbow plus_damage: null to_hit: 12 traits: - range increment 60 feet - reload 1 - action_cost: One Action damage: null name: alchemical bomb plus_damage: null to_hit: 13 traits: - range increment 20 feet - splash rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 13 ref_misc: null will: 9 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null 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. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Infused Items range: null raw_description: '**Infused Items** 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. ' requirements: null success: null traits: null trigger: null senses: - Perception +10 - darkvision size: Small skills: - bonus: 9 misc: null name: 'Acrobatics ' - bonus: 12 misc: null name: 'Crafting ' - bonus: 7 misc: null name: 'Deception ' - bonus: 10 misc: null name: 'Society ' - bonus: 12 misc: null name: 'Stealth ' - bonus: 9 misc: null name: 'Thievery ' source: - abbr: Bestiary page_start: 277 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - LN - Small - Humanoid - Ratfolk type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 0 dex_mod: 3 int_mod: -4 str_mod: 0 wis_mod: 4 ac: 19 ac_special: null alignment: N automatic_abilities: null description: 'A flock of ravens is known as an unkindness. Certainly the name lives up to its meaning when a swarm of ravens decides to work together. In most cases, a raven swarm like the one presented here won''t attack larger foes, but when manipulated by supernatural forces or simple desperation born from hunger, an unkindness of ravens can be a surprisingly dangerous foe. **__Recall Knowledge - Animal__ (__Nature__)**: DC 18' hp: 30 hp_misc: null immunities: - precision - swarm mind items: null knowledge_checks: dc: 18 skills: - Nature languages: null level: 3 melee: null name: Raven Swarm perception: 9 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: There are few things as dangerously persistent in the natural world as an angry unkindness of ravens. A raven swarm can hound its prey through most barriers. Simple latches, unsecured chimney flues, loosely shuttered windows, and similar obstacles rarely keep an unkindness away. A raven swarm attempts a __Thievery__ check to bypass many of these simple obstructions, typically against DC 20. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Enraged Cunning range: null raw_description: '**Enraged Cunning** There are few things as dangerously persistent in the natural world as an angry unkindness of ravens. A raven swarm can hound its prey through most barriers. Simple latches, unsecured chimney flues, loosely shuttered windows, and similar obstacles rarely keep an unkindness away. A raven swarm attempts a __Thievery__ check to bypass many of these simple obstructions, typically against DC 20.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The ravens' angry pecking deals 1d8 piercing damage to each enemy in the swarm's space (DC 20 basic Reflex save). A creature that critically fails its save is __blinded__ for 1d4 rounds as the ravens focus their attacks on the target's vulnerable face. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swarming Beaks range: null raw_description: '**Swarming Beaks** The ravens'' angry pecking deals 1d8 piercing damage to each enemy in the swarm''s space (DC 20 basic Reflex save). A creature that critically fails its save is __blinded__ for 1d4 rounds as the ravens focus their attacks on the target''s vulnerable face.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 2 type: bludgeoning - amount: 5 type: piercing - amount: 5 type: slashing ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 12 ref_misc: null will: 9 will_misc: null sense_abilities: null senses: - Perception +9 - low-light vision size: Large skills: - bonus: 10 misc: null name: 'Acrobatics ' - bonus: 10 misc: null name: 'Thievery ' source: - abbr: Bestiary 2 page_start: 221 page_stop: null speed: - amount: 10 type: Land - amount: 40 type: fly spell_lists: null traits: - N - Large - Animal - Swarm type: Creature weaknesses: - amount: 5 type: area damage - amount: 5 type: splash damage - ability_mods: cha_mod: 0 con_mod: 0 dex_mod: 3 int_mod: -4 str_mod: -3 wis_mod: 3 ac: 15 ac_special: null alignment: N automatic_abilities: null description: 'These omnivorous birds are cunning and opportunistic scavengers. Capable of solving simple puzzles in order to retrieve desired items, ravens gather at the periphery of civilization, raiding it as needed when they are not hunting in the wilds. Whether singularly, in pairs, or as a flock, ravens live off scraps as often as they do carrion or prey. They are also unusually social among their own kind, even alerting other ravens to large carcasses with loud, croaking cries; it is rumored that this extends between flocks as well. **__Recall Knowledge - Animal__ (__Nature__)**: DC 13' hp: 7 hp_misc: null immunities: null items: null knowledge_checks: dc: 13 skills: - Nature languages: null level: -1 melee: - action_cost: One Action damage: formula: 1d6 type: piercing name: beak plus_damage: null to_hit: 7 traits: - finesse name: Raven perception: 5 proactive_abilities: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 2 fort_misc: null misc: null ref: 7 ref_misc: null will: 5 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A raven can use simple items as tools, such as poking a stick at an opening to tease out a piece of food. They are also quite adept at stealing objects. A raven can't use __Thievery__ to __Palm an Object__, __Disable a Device__, or __Pick a Lock__, but it can use Thievery to __Steal__ light objects that it can carry in its beak or talons or to accomplish other relatively simple tasks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cunning range: null raw_description: '**Cunning** A raven can use simple items as tools, such as poking a stick at an opening to tease out a piece of food. They are also quite adept at stealing objects. A raven can''t use __Thievery__ to __Palm an Object__, __Disable a Device__, or __Pick a Lock__, but it can use Thievery to __Steal__ light objects that it can carry in its beak or talons or to accomplish other relatively simple tasks.' requirements: null success: null traits: null trigger: null senses: - Perception +5 - low-light vision size: Tiny skills: - bonus: 5 misc: null name: 'Acrobatics ' - bonus: 5 misc: null name: 'Thievery ' source: - abbr: Bestiary 2 page_start: 221 page_stop: null speed: - amount: 10 type: Land - amount: 40 type: fly spell_lists: null traits: - N - Tiny - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 4 con_mod: 6 dex_mod: 0 int_mod: -5 str_mod: 8 wis_mod: 4 ac: 35 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 31 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 31 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The ravener's brittle bones shatter, spraying bone shards everywhere. Every creature within a 10-foot emanation of the ravener husk takes 7d6 piercing damage (DC 31 basic Reflex save). effects: null failure: null frequency: null full_description: null generic_description: null name: Boneshatter range: null raw_description: '**Boneshatter [Reaction]** **Trigger** The ravener husk takes any amount of bludgeoning damage; **Effect** The ravener''s brittle bones shatter, spraying bone shards everywhere. Every creature within a 10-foot emanation of the ravener husk takes 7d6 piercing damage (DC 31 basic Reflex save).' requirements: null success: null traits: null trigger: The ravener husk takes any amount of bludgeoning damage description: 'Raveners require a steady diet of souls, and a ravener that''s unable to feed for too long eventually cannibalizes their own soul. Should a ravener''s soul ward ever be reduced to 0 Hit Points by hunger while the ravener has more than 1 Hit Point (see Soul Ward), they lose all traces of their former identity and descend into a feral, nearly mindless state. Even if a ravener husk later consumes soul energy, the transformation can be reversed only via Ravenous Repast. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 37 **__Recall Knowledge - Undead__ (__Religion__)**: DC 37' hp: 325 hp_misc: null immunities: - death effects - disease - paralyzed - poison - sleep items: null knowledge_checks: dc: 37 skills: - Arcana - Religion languages: null level: 14 melee: - action_cost: One Action damage: formula: 3d8+16 type: piercing name: jaws plus_damage: - formula: 2d6 type: negative to_hit: 30 traits: - magical - reach 15 feet - action_cost: One Action damage: formula: 3d4+16 type: slashing name: claw plus_damage: - formula: 2d6 type: negative to_hit: 30 traits: - agile - magical - reach 10 feet name: Ravener Husk perception: 26 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The ravener husk breathes a torrent of negative energy that deals 16d6 negative damage in a 40-foot cone (DC 34 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__divine__, __evocation__, __negative__) The ravener husk breathes a torrent of negative energy that deals 16d6 negative damage in a 40-foot cone (DC 34 basic Reflex save). They can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - divine - evocation - negative trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: null effect: The ravener husk makes a jaws Strike against a deceased creature that has been dead no longer than 1 minute, was good aligned, and was at least level 15 in life. The ravener attempts a DC 5 flat check; if successful, they transform back into a ravener with 1 Hit Point in their soul ward. effects: null failure: null frequency: once per day full_description: null generic_description: null name: Ravenous Repast range: null raw_description: '**Ravenous Repast** [Three Actions] (__divine__, __necromancy__) **Frequency** once per day; **Effect** The ravener husk makes a jaws Strike against a deceased creature that has been dead no longer than 1 minute, was good aligned, and was at least level 15 in life. The ravener attempts a DC 5 flat check; if successful, they transform back into a ravener with 1 Hit Point in their soul ward.' requirements: null success: null traits: - divine - necromancy trigger: null ranged: null rarity: Rare resistances: - amount: 10 type: good ritual_lists: null saves: fort: 28 fort_misc: null misc: null ref: 22 ref_misc: null will: 26 will_misc: null sense_abilities: null senses: - Perception +26 - darkvision - soulsense 60 feet size: Gargantuan skills: - bonus: 22 misc: null name: 'Acrobatics ' - bonus: 28 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 224 page_stop: null speed: - amount: 60 type: Land - amount: 180 type: fly spell_lists: null traits: - Rare - CE - Gargantuan - Dragon - Undead type: Creature weaknesses: null - ability_mods: cha_mod: 8 con_mod: 9 dex_mod: 5 int_mod: 5 str_mod: 9 wis_mod: 6 ac: 47 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 90 feet, DC 42. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cowering Fear range: null raw_description: '**Cowering Fear** (__aura__, __emotion__, __fear__, __mental__) 90 feet, DC 42.' requirements: null success: null traits: - aura - emotion - fear - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: 10 feet, 4d6 fire damage (DC 41 basic Reflex save) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dragon Heat range: null raw_description: '**Dragon Heat** (__arcane__, __aura__, __evocation__, __fire__) 10 feet, 4d6 fire damage (DC 41 basic Reflex save)' requirements: null success: null traits: - arcane - aura - evocation - fire trigger: null - action_cost: None critical_failure: null critical_success: null description: 200 HP effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Soul Ward range: null raw_description: '**Soul Ward** 200 HP' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: Jaws only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Free Action critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Discorporate range: null raw_description: '**Discorporate [Free Action]**' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The ravener makes all the choices to determine the targets, destination, and other effects of the spell, as though they were the caster. effects: null failure: null frequency: null full_description: null generic_description: null name: Redirect Fire range: null raw_description: '**Redirect Fire [Reaction]** (__abjuration__, __arcane__) **Trigger** A creature within 100 feet casts a __fire__ spell, or a fire spell otherwise comes into effect from a source within 100 feet; **Effect** The ravener makes all the choices to determine the targets, destination, and other effects of the spell, as though they were the caster.' requirements: null success: null traits: - abjuration - arcane trigger: A creature within 100 feet casts a __fire__ spell, or a fire spell otherwise comes into effect from a source within 100 feet description: 'The ravener presented here was once an __ancient red dragon__. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 47 **__Recall Knowledge - Undead__ (__Religion__)**: DC 47' hp: 500 hp_misc: null immunities: - death effects - disease - fire - paralyzed - poison - sleep items: null knowledge_checks: dc: 47 skills: - Arcana - Religion languages: - Abyssal - Common - Draconic - Dwarven - Jotun - Necril - Orcish level: 21 melee: - action_cost: One Action damage: formula: 4d10+17 type: piercing name: jaws plus_damage: - formula: 3d6 type: fire and 2d6 negative to_hit: 39 traits: - fire - magical - reach 20 feet - action_cost: One Action damage: formula: 4d8+17 type: slashing name: claw plus_damage: - formula: 2d6 type: negative to_hit: 39 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 4d10+15 type: slashing name: tail plus_damage: - formula: 2d6 type: negative to_hit: 37 traits: - magical - reach 25 feet - action_cost: One Action damage: formula: 3d8+15 type: slashing name: wing plus_damage: - formula: 2d6 type: negative to_hit: 37 traits: - agile - magical - reach 20 feet name: Ravener perception: 37 proactive_abilities: - action_cost: Free Action critical_failure: null critical_success: null description: DC 44 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Consume Soul range: null raw_description: '**Consume Soul** [Free Action] DC 44' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The ravener 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 +34), the original caster loses control of the spell or magical fire, control is transferred to the ravener, and this action counts as the ravener having Sustained the Spell with the action (if applicable). The ravener can choose to end the spell instead of taking control, if they choose. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Manipulate Flames range: null raw_description: '**Manipulate Flames** (__arcane__, __concentrate__, __transmutation__) The ravener 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 +34), the original caster loses control of the spell or magical fire, control is transferred to the ravener, and this action counts as the ravener having Sustained the Spell with the action (if applicable). The ravener can choose to end the spell instead of taking control, if they choose.' requirements: null success: null traits: - arcane - concentrate - transmutation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The ravener breathes a blast of flame that deals 20d6 fire damage plus 4d6 __persistent negative damage__ (DC 44 basic Reflex save). A creature that fails its save is also __drained 1__ (or drained 2 on a critical failure). If a creature is drained by the ravener's Ravenous Breath Weapon, the ravener's soul ward gains 5 HP. The ravener can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ravenous Breath Weapon range: null raw_description: '**Ravenous Breath Weapon** [Two Actions] (__arcane__, __evocation__, __fire__) The ravener breathes a blast of flame that deals 20d6 fire damage plus 4d6 __persistent negative damage__ (DC 44 basic Reflex save). A creature that fails its save is also __drained 1__ (or drained 2 on a critical failure). If a creature is drained by the ravener''s Ravenous Breath Weapon, the ravener''s soul ward gains 5 HP. The ravener can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - arcane - evocation - fire trigger: null - action_cost: None critical_failure: null critical_success: null description: '' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vicious Criticals range: null raw_description: '**Vicious Criticals** ' requirements: null success: null traits: null trigger: null ranged: null rarity: Rare resistances: - amount: 20 type: cold - amount: 20 type: good ritual_lists: null saves: fort: 38 fort_misc: null misc: +1 status to all saves vs. magic ref: 34 ref_misc: null will: 37 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: Smoke doesn't impair an ancient red ravener's vision; it ignores the __concealed__ condition from smoke. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Smoke Vision range: null raw_description: '**Smoke Vision** Smoke doesn''t impair an ancient red ravener''s vision; it ignores the __concealed__ condition from smoke.' requirements: null success: null traits: null trigger: null senses: - Perception +37 - darkvision - scent (imprecise) 60 feet - smoke vision - soulsense 60 feet size: Gargantuan skills: - bonus: 32 misc: null name: 'Acrobatics ' - bonus: 37 misc: null name: 'Arcana ' - bonus: 39 misc: null name: 'Athletics ' - bonus: 38 misc: null name: 'Deception ' - bonus: 38 misc: null name: 'Diplomacy ' - bonus: 40 misc: null name: 'Intimidation ' - bonus: 35 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 224 page_stop: null speed: - amount: 60 type: Land - amount: 180 type: fly spell_lists: - dc: 44 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 8 spells: - frequency: at will name: wall of fire requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: suggestion requirement: null - heightened_level: 9 level: 0 spells: - frequency: null name: detect magic requirement: null - frequency: null name: read aura requirement: null to_hit: null traits: - Rare - CE - Gargantuan - Dragon - Fire - Undead type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: If a redcap sees a creature brandish a religious symbol of a good deity (which requires an interact action by that creature) or use one to cast a divine spell, the redcap must attempt a DC 19 Will save. It then becomes temporarily immune to all brandished religious symbols for 10 minutes. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Divine Revulsion range: null raw_description: '**Divine Revulsion** (__emotion__, __fear__, __mental__) If a redcap sees a creature brandish a religious symbol of a good deity (which requires an interact action by that creature) or use one to cast a divine spell, the redcap must attempt a DC 19 Will save. It then becomes temporarily immune to all brandished religious symbols for 10 minutes.' requirements: null success: null traits: - emotion - fear - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: The redcap is unaffected. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Success range: null raw_description: '**Critical Success** The redcap is unaffected.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The redcap is frightened 2. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Success range: null raw_description: '**Success** The redcap is frightened 2.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The redcap gains the fleeing condition for 1 round and is frightened 4. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Failure range: null raw_description: '**Failure** The redcap gains the fleeing condition for 1 round and is frightened 4.' requirements: null success: null traits: null trigger: null 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. **__Recall Knowledge - Fey__ (__Nature__)**: DC 20' hp: 60 hp_misc: fast healing 10 immunities: null items: - iron boots - red cap - scythe knowledge_checks: dc: 20 skills: - Nature languages: - Common - Sylvan level: 5 melee: - action_cost: One Action damage: formula: 1d10+10 type: slashing name: scythe plus_damage: null to_hit: 15 traits: - deadly 1d10 - trip - action_cost: One Action damage: formula: 1d6+8 type: piercing name: boot plus_damage: null to_hit: 13 traits: - agile - versatile B name: Redcap perception: 12 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Blood Soak range: null raw_description: '**Blood Soak** (__manipulate__) 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.' requirements: null success: null traits: - manipulate trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: 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. effects: null failure: null frequency: null full_description: null generic_description: null name: Deadly Cleave range: null raw_description: '**Deadly Cleave** [Reaction] **Trigger** The redcap reduces a creature to 0 Hit Points with a scythe Strike. **Effect** 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.' requirements: null success: null traits: null trigger: The redcap reduces a creature to 0 Hit Points with a scythe Strike. - action_cost: One Action critical_failure: null critical_success: null description: The redcap Strides up to half its Speed and makes a boot Strike at any point during that movement. If the boot Strike hits a __prone__ creature, it deals an extra 2d6 persistent bleed damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stomp range: null raw_description: '**Stomp** The redcap Strides up to half its Speed and makes a boot Strike at any point during that movement. If the boot Strike hits a __prone__ creature, it deals an extra 2d6 persistent bleed damage.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 15 ref_misc: null will: 10 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'A 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. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Red Cap range: null raw_description: '**Red Cap** (__necromancy__, __primal__) A 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. ' requirements: null success: null traits: - necromancy - primal trigger: null senses: - Perception +12 - low-light vision size: Small skills: - bonus: 13 misc: null name: 'Acrobatics ' - bonus: 15 misc: null name: 'Athletics ' - bonus: 11 misc: null name: 'Deception ' - bonus: 13 misc: null name: 'Intimidation ' - bonus: 10 misc: null name: 'Nature ' - bonus: 13 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 278 page_stop: null speed: - amount: 50 type: Land spell_lists: null traits: - CE - Small - Fey type: Creature weaknesses: - amount: 5 type: cold iron - amount: null type: divine revulsion - ability_mods: cha_mod: 0 con_mod: 1 dex_mod: 4 int_mod: -4 str_mod: 1 wis_mod: 1 ac: 17 ac_special: null alignment: N automatic_abilities: null description: 'The common reef octopus is a risky but valuable catch for coastal fishers. **__Recall Knowledge - Animal__ (__Nature__)**: DC 15' hp: 20 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Nature languages: null level: 1 melee: - action_cost: One Action damage: formula: 1d10+1 type: piercing name: beak plus_damage: - formula: null type: reef octopus venom to_hit: 9 traits: - finesse - action_cost: One Action damage: formula: 1d6+1 type: bludgeoning name: arm plus_damage: - formula: null type: Grab to_hit: 9 traits: - agile - finesse name: Reef Octopus perception: 7 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The reef octopus can change the color of its skin to __Hide__ even if it doesn't have cover. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Camouflage range: null raw_description: '**Camouflage** The reef octopus can change the color of its skin to __Hide__ even if it doesn''t have cover.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The reef octopus emits a cloud of dark-brown ink in a 10-foot emanation. This cloud has no effect outside of water. Creatures inside the cloud are __hidden__ 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ink Cloud range: null raw_description: '**Ink Cloud** The reef octopus emits a cloud of dark-brown ink in a 10-foot emanation. This cloud has no effect outside of water. Creatures inside the cloud are __hidden__ 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The reef octopus moves up to 80 feet in a straight line through the water without triggering reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Jet range: null raw_description: '**Jet** [Two Actions] The reef octopus moves up to 80 feet in a straight line through the water without triggering reactions.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage and __flat-footed__ (1 round); **Stage 2** 1d6 poison damage and flat-footed (1 round); **Stage 3** 1d8 poison damage and flat-footed (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Reef Octopus Venom range: null raw_description: '**Reef Octopus Venom** (__poison__) **Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage and __flat-footed__ (1 round); **Stage 2** 1d6 poison damage and flat-footed (1 round); **Stage 3** 1d8 poison damage and flat-footed (1 round)' requirements: null success: null traits: - poison trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The reef octopus makes up to four arm Strikes with different arms, each against a different target. These attacks count toward the octopus's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all of its attacks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Writhing Arms range: null raw_description: '**Writhing Arms** [Two Actions] The reef octopus makes up to four arm Strikes with different arms, each against a different target. These attacks count toward the octopus''s multiple attack penalty, but the multiple attack penalty doesn''t increase until after it makes all of its attacks.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 3 type: cold ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 9 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +7 - low-light vision size: Small skills: - bonus: 6 misc: null name: 'Athletics ' - bonus: 9 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 187 page_stop: null speed: - amount: 10 type: Land - amount: 30 type: swim spell_lists: null traits: - N - Small - Animal - Aquatic type: Creature weaknesses: null - 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 alignment: CN automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The reefclaw makes a claw Strike before dying. effects: null failure: null frequency: null full_description: null generic_description: null name: Death Frenzy range: null raw_description: '**Death Frenzy** [Reaction] **Trigger** The reefclaw is reduced to 0 Hit Points. **Effect** The reefclaw makes a claw Strike before dying.' requirements: null success: null traits: null trigger: The reefclaw is reduced to 0 Hit Points. 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. While reefclaws can''t speak, they are intelligent enough to understand the local language of humanoids near their hunting grounds. The creatures sometimes listen to conversations, either to gain intelligence on the best place to ambush aquatic or land-dwelling prey, or merely for entertainment value—reefclaws are particularly fond of listening to people with high-pitched voices. Reefclaws are usually solitary hunters, but small swarms of female reefclaws have been known to gather around a single male for mating purposes or together for the communal raising of their broods. In the latter case, the females will perform widespread hunts in order to bring back a large enough bounty to feed their young. Such hunting parties are extremely dangerous—they''ve been known to tip over small flshing boats and attack those who fall overboard. Once a reefclaw has decided upon a course of action, it follows through even if doing so spells its own end. More than one reefclaw survivor has said that the creature released its bone-crushing grasp only after its brains were leaking from its broken skull, and even then the reefclaw was able to perform a terrible last slash as part of its dying breath. During mating season, female reefclaws are often a little more pragmatic and release their prey before endangering themselves and their offspring. Despite their intelligence and the accompanying moral quandaries, reefclaws frequently find their way onto the dinner plates of land-dwelling hunters such as humans and hobgoblins. According to those who have a taste for reefclaw flesh, the meat is either delectably sweet (for reefclaws raised in colder waters) or slightly tangy (in the case of warm-water reefclaws). Most civilized people who know of reefclaws'' intellect find the act of eating them distasteful, but this does not dissuade unscrupulous nobles in coastal regions, for whom reefclaw meat is a delicacy well worth the expense. Likewise, fisherfolk whose focus is on the bottom line of their ledgers are more than willing to hunt the dangerous creatures—or, even better, hire out the task to naive adventurers. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 15' hp: 17 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Occultism languages: - Common - (can't speak any language) level: 1 melee: - action_cost: One Action damage: formula: 1d6+1 type: slashing name: claw plus_damage: - formula: null type: reefclaw venom and Grab to_hit: 9 traits: - finesse name: Reefclaw perception: 8 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 1d6 bludgeoning, DC 17 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 1d6 bludgeoning, DC 17' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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).' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Reefclaw Venom range: null raw_description: '**Reefclaw Venom** (__poison__) **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).' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 9 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +8 - darkvision size: Small skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 4 misc: +8 to Swim name: 'Athletics ' source: - abbr: Bestiary page_start: 279 page_stop: null speed: - amount: 5 type: Land - amount: 30 type: swim spell_lists: null traits: - CN - Small - Aberration - Aquatic type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: The remnant of Barzillai draws on the power of haunts, reinforcing his form when they are nearby. His resistance to all damage increases to 12 while he's within 60 feet of a haunt. When a haunt within 60 feet of Barzillai is disabled, he takes 20 force damage from the backlash. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Haunted Form range: null raw_description: '**Haunted Form** (__divine__, __necromancy__) The remnant of Barzillai draws on the power of haunts, reinforcing his form when they are nearby. His resistance to all damage increases to 12 while he''s within 60 feet of a haunt. When a haunt within 60 feet of Barzillai is disabled, he takes 20 force damage from the backlash.' requirements: null success: null traits: - divine - necromancy trigger: 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. Remnants of Barzillai can manifest anywhere throughout Ravounel, and even after one remnant is defeated, another might arise later on. The undead inquisitor can be put to rest permanently only by retrieving his mace before it disappears, then burying it in a location consecrated by good clerics, where it must remain for at least a year undisturbed. While a remnant of Barzillai can draw power from any haunt it is associated with, remnants tend to do so with specific haunts. The haunts presented on pages 27-28 are commonly associated with remnants of Barzillai. These are far from the only haunts Barzillai can create, however; the Silver Ravens'' records mention many phenomena associated with the undead being, some of which deal with themes of various birds, the scents of mint and tea, and ghostly figures in heavy armor. **__Recall Knowledge - Undead__ (__Religion__)**: DC 32' hp: 135 hp_misc: null immunities: - death effects - disease - paralyzed - poison - precision - unconscious items: null knowledge_checks: dc: 32 skills: - Religion languages: - Aklo - Azlanti - Common - Draconic - Elven - Gnomish - Halfling - Infernal - Jotun - Shadowtongue - Strix - Varisian level: 10 melee: - action_cost: One Action damage: formula: 2d6+8 type: bludgeoning name: burning mace plus_damage: - formula: 2d6 type: fire to_hit: 22 traits: - magical - fire - shove name: Remnant of Barzillai perception: 22 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null description: null effect: The remnant of Barzillai is within Ravounel. effects: null failure: null frequency: three times per day full_description: null generic_description: null name: Create Haunt range: null raw_description: '**Create Haunt** [Three Actions] (__divine__, __necromancy__) **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.' requirements: null success: null traits: - divine - necromancy trigger: null ranged: null rarity: Rare resistances: - amount: 8 type: all damage (except force - amount: null type: ghost touch - amount: null type: or positive - amount: null type: double resistance vs. non-magical) - amount: null type: haunted form ritual_lists: null saves: fort: 14 fort_misc: null misc: null ref: 21 ref_misc: null will: 23 will_misc: null sense_abilities: null senses: - Perception +22 - darkvision size: Medium skills: - bonus: 21 misc: null name: 'Arcana ' - bonus: 23 misc: null name: 'Deception ' - bonus: 21 misc: null name: 'Religion ' - bonus: 19 misc: null name: 'Society ' - bonus: 21 misc: null name: 'Torture Lore ' source: - abbr: 'Pathfinder #147: Tomorrow Must Burn' page_start: 80 page_stop: null speed: - amount: 25 type: fly spell_lists: null traits: - Rare - LE - Medium - Incorporeal - Undead type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 5 feet. A creature that starts its turn in the aura takes 1d6 fire damage. Whenever the remorhaz takes damage from an enemy, this damage increases to 2d6 until the start of its next turn. Any creature that hits a remorhaz with an unarmed Strike takes 2d6 fire damage, and a weapon that hits a remorhaz takes 2d6 fire damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Heat range: null raw_description: '**Heat** (__aura__, __evocation__, __fire__, __primal__) 5 feet. A creature that starts its turn in the aura takes 1d6 fire damage. Whenever the remorhaz takes damage from an enemy, this damage increases to 2d6 until the start of its next turn. Any creature that hits a remorhaz with an unarmed Strike takes 2d6 fire damage, and a weapon that hits a remorhaz takes 2d6 fire damage.' requirements: null success: null traits: - aura - evocation - fire - primal trigger: 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. Remorhazes are carnivores. Their diet includes arctic animals such as elk, but a hungry remorhaz readily devours anything it can catch and kill. It commonly lurks beneath ice or snow and ambushes prey with a sudden upward strike. Many victims die before even knowing what attacked them. Those who survive the worm''s initial onslaught must face not only its deadly jaws, but also its hideously hot body. This heat can melt weapons, scorch armor, and burn flesh—all tactics the remorhaz uses to disable and defeat its foes. A remorhaz''s internal fire allows it to burrow through ice and snow with ease. It leaves smooth tunnels in its wake as melted ice refreezes to leave the telltale signs of its passage. Most people underestimate a remorhaz''s intelligence, assuming it to be a mere animal. However, remorhazes are capable of learning languages. Frost giants in particular use this trait to form alliances with them. The giants provide food, protection, and shelter for the worm, and in return the remorhaz acts as a guard beast and helps the giants build fortresses and forge metal weapons. The giants also employ the worms as war beasts, using them to undermine enemy positions. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 25' hp: 120 hp_misc: null immunities: - cold - fire items: null knowledge_checks: dc: 25 skills: - Arcana - Nature languages: - Jotun - (can't speak any language) level: 7 melee: - action_cost: One Action damage: formula: 2d10+9 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 18 traits: - reach 15 feet - action_cost: One Action damage: formula: 1d10+3 type: bludgeoning name: tail plus_damage: - formula: 2d6 type: fire to_hit: 18 traits: - fire - reach 15 feet name: Remorhaz perception: 14 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__evocation__, __fire__, __primal__) 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.' requirements: null success: null traits: - evocation - fire - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: A remorhaz can leave a tunnel when it burrows through ice or snow, and it usually does. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ice Tunneler range: null raw_description: '**Ice Tunneler** A remorhaz can leave a tunnel when it burrows through ice or snow, and it usually does.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Large, 2d8+5 bludgeoning plus 2d6 fire, Rupture 12 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**Swallow Whole** Large, 2d8+5 bludgeoning plus 2d6 fire, Rupture 12' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Thrash range: null raw_description: '**Thrash** [Two Actions] 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 18 fort_misc: null misc: null ref: 15 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +14 - darkvision - tremorsense (imprecise) 60 feet size: Huge skills: - bonus: 18 misc: null name: 'Athletics ' - bonus: 13 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 280 page_stop: null speed: - amount: 35 type: Land - amount: 30 type: burrow spell_lists: null traits: - Uncommon - N - Huge - Beast type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 4 dex_mod: 3 int_mod: 0 str_mod: 5 wis_mod: 3 ac: 23 ac_special: null alignment: LN automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: If a revenant sees their own reflection or any object that was important to them in life, they must attempt a DC 25 Will save. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Self-Loathing range: null raw_description: '**Self-Loathing** (__emotion__, __mental__, __visual__) If a revenant sees their own reflection or any object that was important to them in life, they must attempt a DC 25 Will save.' requirements: null success: null traits: - emotion - mental - visual trigger: null - action_cost: None critical_failure: null critical_success: null description: The revenant is unaffected and can no longer be affected by that reflection or object in this way. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Success range: null raw_description: '**Critical Success** The revenant is unaffected and can no longer be affected by that reflection or object in this way.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The revenant is distracted by self-loathing and becomes __slowed 1__ for 1 round. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Success range: null raw_description: '**Success** The revenant is distracted by self-loathing and becomes __slowed 1__ for 1 round.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The revenant becomes __fascinated__ by the source that triggered their self-loathing and does everything they can to destroy it until the end of the revenant's next turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Failure range: null raw_description: '**Failure** The revenant becomes __fascinated__ by the source that triggered their self-loathing and does everything they can to destroy it until the end of the revenant''s next turn.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The revenant becomes __immobilized__ as long as the source of their self-loathing is apparent, until they're attacked, or until they see their murderer. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Failure range: null raw_description: '**Critical Failure** The revenant becomes __immobilized__ as long as the source of their self-loathing is apparent, until they''re attacked, or until they see their murderer.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: If the revenant's murderer dies, the revenant is immediately destroyed. A revenant that can't sense their murderer must attempt a DC 11 flat check once every 24 hours to avoid becoming __immobilized__ and __prone__; they immediately rise again once they can sense their murderer. A murderer who becomes undead does not trigger the revenant's destruction until the murderer is finally destroyed. The revenant gains a +2 status bonus to checks and DCs against their murderer. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Undying Vendetta range: null raw_description: '**Undying Vendetta** (__emotion__, __necromancy__, __occult__) If the revenant''s murderer dies, the revenant is immediately destroyed. A revenant that can''t sense their murderer must attempt a DC 11 flat check once every 24 hours to avoid becoming __immobilized__ and __prone__; they immediately rise again once they can sense their murderer. A murderer who becomes undead does not trigger the revenant''s destruction until the murderer is finally destroyed. The revenant gains a +2 status bonus to checks and DCs against their murderer.' requirements: null success: null traits: - emotion - necromancy - occult trigger: null description: 'Revenants are obsessed, undead stalkers who arise from their own murders and are driven by only one thing: revenge against their killers. The common wisdom is that revenants arise only from individuals who have been utterly betrayed or abandoned to die a grueling death, but even then such victims might not rise from their graves. In other cases, revenants might even rise from what might legitimately be considered an accident if the revenant doesn''t understand the full circumstances of their demise. In such cases, it doesn''t matter that the "murderer" may not have intended to kill, for revenants understands no pity and can never forgive. Revenants have little memory of their lives other than anything they might need to recall in order to achieve their goal of vengeance. **__Recall Knowledge - Animal__ (__Nature__)**: DC 22 **__Recall Knowledge - Undead__ (__Religion__)**: DC 22' hp: 115 hp_misc: null immunities: - death effects - disease - paralyzed - poison - sleep items: null knowledge_checks: dc: 22 skills: - Nature - Religion languages: - any one spoken in life by their murderer (typically Common) level: 6 melee: - action_cost: One Action damage: formula: 2d8+5 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 17 traits: - agile name: Revenant perception: 14 proactive_abilities: - action_cost: Two Actions critical_failure: The creature is frightened 3 and paralyzed for 1d4 rounds. critical_success: The creature is unaffected. description: "The revenant wails horribly. Each creature within a 60-foot burst\ \ must attempt a DC 23 Will save. Regardless of the outcome of their saving\ \ throw, affected creatures are then immune to Baleful Shriek for 1 hour. The\ \ revenant's murderer never improves their degree of success due to this ability's\ \ incapacitation trait. The revenant can't use Baleful Shriek again for 1d4\ \ rounds. \n\n" effect: null effects: null failure: The creature is frightened 2 and paralyzed for 1 round. frequency: null full_description: null generic_description: null name: Baleful Shriek range: null raw_description: "**Baleful Shriek** [Two Actions] (__auditory__, __emotion__,\ \ __fear__, __incapacitation__, __mental__) The revenant wails horribly. Each\ \ creature within a 60-foot burst must attempt a DC 23 Will save. Regardless\ \ of the outcome of their saving throw, affected creatures are then immune to\ \ Baleful Shriek for 1 hour. The revenant's murderer never improves their degree\ \ of success due to this ability's incapacitation trait. The revenant can't\ \ use Baleful Shriek again for 1d4 rounds. \n\n**Critical Success** The creature\ \ is unaffected. \n\n**Success** The creature is __frightened 2__. \n\n**Failure**\ \ The creature is frightened 2 and __paralyzed__ for 1 round. \n\n**Critical\ \ Failure** The creature is frightened 3 and paralyzed for 1d4 rounds." requirements: null success: The creature is frightened 2. traits: - auditory - emotion - fear - incapacitation - mental trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 2d6+5 bludgeoning, DC 24 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 2d6+5 bludgeoning, DC 24' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: physical (except slashing) ritual_lists: null saves: fort: 14 fort_misc: null misc: null ref: 13 ref_misc: null will: 17 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A revenant knows the direction of their murderer (as long as both are on the same plane), but not the distance. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sense Murderer range: null raw_description: '**Sense Murderer** (__divination__, __occult__, __scrying__) A revenant knows the direction of their murderer (as long as both are on the same plane), but not the distance.' requirements: null success: null traits: - divination - occult - scrying trigger: null senses: - Perception +14 - darkvision - sense murderer size: Medium skills: - bonus: 15 misc: null name: 'Athletics ' - bonus: 14 misc: null name: 'Intimidation ' source: - abbr: Bestiary 2 page_start: 227 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - LN - Medium - Animal - Undead type: Creature weaknesses: null - ability_mods: cha_mod: -1 con_mod: 4 dex_mod: 0 int_mod: -4 str_mod: 6 wis_mod: 3 ac: 22 ac_special: null alignment: N automatic_abilities: null description: 'Rhinoceroses are short-tempered, territorial, and easily startled, and these traits combined with their innate ferocity means their natural instinct when disturbed is to attack. When intruders disturb or surprise rhinoceroses, the animals respond by charging directly at the interlopers and then lashing out with their mighty horns. **__Recall Knowledge - Animal__ (__Nature__)**: DC 19' hp: 70 hp_misc: null immunities: null items: null knowledge_checks: dc: 19 skills: - Nature languages: null level: 4 melee: - action_cost: One Action damage: formula: 2d8+6 type: piercing name: horn plus_damage: null to_hit: 14 traits: null - action_cost: One Action damage: formula: 2d6+6 type: bludgeoning name: foot plus_damage: null to_hit: 12 traits: null name: Rhinoceros perception: 9 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The rhinoceros Strides twice, then makes a horn Strike. As long as the rhinoceros moved at least 20 feet, the Strike's damage increases to 3d8+6. A Medium or smaller creature struck by this attack must succeed at a DC 21 Reflex save or be automatically __Shoved__ back 5 feet and knocked __prone__ by the force of the blow. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rhinoceros Charge range: null raw_description: '**Rhinoceros Charge** [Two Actions] The rhinoceros Strides twice, then makes a horn Strike. As long as the rhinoceros moved at least 20 feet, the Strike''s damage increases to 3d8+6. A Medium or smaller creature struck by this attack must succeed at a DC 21 Reflex save or be automatically __Shoved__ back 5 feet and knocked __prone__ by the force of the blow.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Medium or smaller, foot, DC 18 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**__Trample__** [Three Actions] Medium or smaller, foot, DC 18' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 14 fort_misc: null misc: null ref: 8 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +9 - scent (imprecise) 30 feet size: Large skills: - bonus: 12 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 228 page_stop: null speed: - amount: 35 type: Land spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: DC 17 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Buck range: null raw_description: '**Buck** [Reaction] DC 17' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 15' hp: 20 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Nature languages: null level: 1 melee: - action_cost: One Action damage: formula: 1d6+2 type: piercing name: Jaws plus_damage: null to_hit: 7 traits: null name: Riding Dog perception: 7 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The dog's Strikes deal 1d4 extra damage to creatures within the __reach__ of at least two of the dog's allies. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pack Attack range: null raw_description: '**Pack Attack** The dog''s Strikes deal 1d4 extra damage to creatures within the __reach__ of at least two of the dog''s allies.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 5 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +7 - low-light vision - scent (imprecise) 30 feet size: Medium skills: - bonus: 5 misc: null name: 'Acrobatics ' - bonus: 7 misc: null name: 'Athletics ' - bonus: 5 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 102 page_stop: null speed: - amount: 35 type: Land spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: DC 16 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Buck range: null raw_description: '**Buck** [Reaction] DC 16' requirements: null success: null traits: null trigger: null description: 'Horses serve as mounts and beasts of burden in many societies. They are loyal and typically gentle creatures, and they are invaluable to those looking to travel long distances. Smaller folk, like gnomes and halflings, often utilize ponies as mounts, while horses are the favored steeds for humans and other Medium humanoids. Most horses that the average humanoid encounters are domesticated, though large herds of these powerful animals can be found in the wild. **__Recall Knowledge - Animal__ (__Nature__)**: DC 15' hp: 22 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Nature languages: null level: 1 melee: - action_cost: One Action damage: formula: 1d6+4 type: bludgeoning name: hoof plus_damage: null to_hit: 7 traits: null name: Riding Horse perception: 5 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The riding horse Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Gallop range: null raw_description: '**Gallop** [Two Actions] The riding horse Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 6 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +5 - low-light vision - scent (imprecise) 30 feet size: Large skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 7 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 209 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: DC 15 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Buck range: null raw_description: '**Buck** [Reaction] DC 15' requirements: null success: null traits: null trigger: null description: 'Horses serve as mounts and beasts of burden in many societies. They are loyal and typically gentle creatures, and they are invaluable to those looking to travel long distances. Smaller folk, like gnomes and halflings, often utilize ponies as mounts, while horses are the favored steeds for humans and other Medium humanoids. Most horses that the average humanoid encounters are domesticated, though large herds of these powerful animals can be found in the wild. **__Recall Knowledge - Animal__ (__Nature__)**: DC 14' hp: 16 hp_misc: null immunities: null items: null knowledge_checks: dc: 14 skills: - Nature languages: null level: 0 melee: - action_cost: One Action damage: formula: 1d4+3 type: bludgeoning name: hoof plus_damage: null to_hit: 5 traits: null name: Riding Pony perception: 4 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The riding pony Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Gallop range: null raw_description: '**Gallop** [Two Actions] The riding pony Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 4 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +4 - low-light vision - scent (imprecise) 30 feet size: Medium skills: - bonus: 4 misc: null name: 'Acrobatics ' - bonus: 7 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 209 page_stop: null speed: - amount: 35 type: Land spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The river drake attempts to Strike the triggering creature with its tail. If it hits, the creature takes a -2 circumstance penalty to the triggering roll. effects: null failure: null frequency: null full_description: null generic_description: null name: Tail Lash range: null raw_description: '**Tail Lash** [Reaction] **Trigger** A creature within reach of the river drake''s tail uses an action to Strike or attempt a skill check. **Effect** The river drake attempts to Strike the triggering creature with its tail. If it hits, the creature takes a -2 circumstance penalty to the triggering roll.' requirements: null success: null traits: null trigger: A creature within reach of the river drake's tail uses an action to Strike or attempt a skill check. 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. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 18' hp: 45 hp_misc: null immunities: - paralyzed - unconscious items: null knowledge_checks: dc: 18 skills: - Arcana languages: - Draconic level: 3 melee: - action_cost: One Action damage: formula: 2d8+3 type: piercing name: Fangs plus_damage: null to_hit: 12 traits: null - action_cost: One Action damage: formula: 2d6+3 type: bludgeoning name: Tail plus_damage: null to_hit: 12 traits: - reach 10 feet name: River Drake perception: 9 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Caustic Mucus range: null raw_description: '**Caustic Mucus** [Two Actions] (__acid__, __arcane__, __evocation__) 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.' requirements: null success: null traits: - acid - arcane - evocation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The river drake makes one Fangs Strike and two Tail Strikes in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The river drake makes one Fangs Strike and two Tail Strikes in any order.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The river drake moves up to twice its Speed. It can do this three times per day effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Speed Surge range: null raw_description: '**Speed Surge** (__move__) The river drake moves up to twice its Speed. It can do this three times per day' requirements: null success: null traits: - move trigger: null ranged: null rarity: Common resistances: - amount: 10 type: acid ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 9 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +9 - darkvision - scent (imprecise) 30 feet size: Medium skills: - bonus: 11 misc: null name: 'Acrobatics ' - bonus: 10 misc: null name: 'Athletics ' - bonus: 6 misc: null name: 'Intimidation ' - bonus: 9 misc: null name: 'Stealth ' - bonus: 7 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 131 page_stop: null speed: - amount: 20 type: Land - amount: 50 type: fly - amount: 30 type: swim spell_lists: null traits: - NE - Medium - Amphibious - Dragon - Water type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The roc makes a wing Strike against the triggering creature. If the roc Pushes the creature, it disrupts the triggering move action. effects: null failure: null frequency: null full_description: null generic_description: null name: Wing Rebuff range: null raw_description: '**Wing Rebuff** [Reaction] **Trigger** A creature moves from beyond the reach of the roc''s wing to within the reach of the roc''s wing. **Effect** The roc makes a wing Strike against the triggering creature. If the roc Pushes the creature, it disrupts the triggering move action.' requirements: null success: null traits: null trigger: A creature moves from beyond the reach of the roc's wing to within the reach of the roc's wing. 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. Rocs usually nest among mountaintops and cliffs inaccessible to all but the bravest of terrestrial dwellers. They are long-range predators that hunt both land and sea in search for massive prey to sustain them and their young. Rocs are antisocial and lone hunters who compete with each other in fierce aerial battles to protect territory. But about once a decade, a mating couple pairs up to raise their chicks. Once the chicks are old enough to hunt on their own, the parents separate to once again engage in lone hunting. Particularly skilled druids or rangers might capture and train a roc to serve as a flying mount or hunting companion, though examples of such an incredible feat of domestication are few and far between. The easiest way to rear a roc is to do so from the moment it hatches, since the chick imprints on the first creature it sees. Acquiring a roc egg is by no means an easy feat, though, and is often a death sentence for the would-be egg-snatcher. **__Recall Knowledge - Animal__ (__Nature__)**: DC 26' hp: 180 hp_misc: null immunities: null items: null knowledge_checks: dc: 26 skills: - Nature languages: null level: 9 melee: - action_cost: One Action damage: formula: 2d10+12 type: piercing name: beak plus_damage: null to_hit: 21 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d8+12 type: slashing name: talon plus_damage: - formula: null type: Improved Grab to_hit: 21 traits: - agile - reach 15 feet - action_cost: One Action damage: formula: 2d6+10 type: bludgeoning name: wing plus_damage: - formula: null type: Improved Push 10 feet to_hit: 21 traits: - agile - reach 30 feet name: Roc perception: 18 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flying Strafe range: null raw_description: '**Flying Strafe** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Snack range: null raw_description: '**Snack** A roc gains a +2 circumstance bonus to hit with its beak Strike if the target is grabbed or restrained in its talon.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A roc can Fly at half Speed while it has a creature __grabbed__ or __restrained__ in either or both of its talons, carrying that creature along with it. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Snatch range: null raw_description: '**Snatch** A roc can Fly at half Speed while it has a creature __grabbed__ or __restrained__ in either or both of its talons, carrying that creature along with it.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 20 fort_misc: null misc: null ref: 17 ref_misc: null will: 16 will_misc: null sense_abilities: null senses: - Perception +18 - low-light vision size: Gargantuan skills: - bonus: 15 misc: null name: 'Acrobatics ' - bonus: 21 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 281 page_stop: null speed: - amount: 20 type: Land - amount: 60 type: fly spell_lists: null traits: - N - Gargantuan - Animal type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The roper makes a strand Strike against the triggering creature. effects: null failure: null frequency: null full_description: null generic_description: null name: Reactive Lash range: null raw_description: '**Reactive Lash** [Reaction] **Trigger** A creature within reach of the roper''s strand leaves a square during a move action it''s using. **Effect** The roper makes a strand Strike against the triggering creature.' requirements: null success: null traits: null trigger: A creature within reach of the roper's strand leaves a square during a move action it's using. 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. Ropers do not form large societies (although they can often be found living alongside other deep-dwelling denizens), but they often congregate in small clusters and sometimes hunt in groups. Particularly interested in the philosophy of life and death and the flner points of the more cruel and sinister religions of the world, a roper can talk or argue for hours with those it initially sought merely to eat. Quick-thinking spelunkers can sometimes stave off a roper''s appetite by entertaining it with stories or discussions of philosophy, but ropers do not willingly allow such intriguing prey to escape alive. Stories speak of particularly skilled debaters and philosophers who have been kept for days or even years as pets or conversational companions by roper clusters, but in the end, if such pets don''t eventually escape, the ropers'' appetites win out over their intellectual curiosity—especially in cases where the pets constantly outmaneuver their keepers'' wits and patience. A roper is 9 feet tall and weighs 2,200 pounds. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 29' hp: 215 hp_misc: null immunities: null items: null knowledge_checks: dc: 29 skills: - Occultism languages: - Aklo - Undercommon level: 10 melee: - action_cost: One Action damage: formula: 2d12+12 type: piercing name: jaws plus_damage: null to_hit: 21 traits: null - action_cost: One Action damage: null name: strand plus_damage: null to_hit: 23 traits: - reach 50 feet name: Roper perception: 21 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The roper extends or retracts six thin, sticky tendrils from its body. While the strands are extended, the roper takes a -4 circumstance penalty to __Stealth__ checks, and while they're retracted, it can't use its strand Strikes. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Extend Strands range: null raw_description: '**Extend Strands** The roper extends or retracts six thin, sticky tendrils from its body. While the strands are extended, the roper takes a -4 circumstance penalty to __Stealth__ checks, and while they''re retracted, it can''t use its strand Strikes.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The roper makes a strand Strike with each of its strands (except those that are immobilizing creatures). 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flurry of Strands range: null raw_description: '**Flurry of Strands** The roper makes a strand Strike with each of its strands (except those that are immobilizing creatures). 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The roper pulls every creature grabbed by its strands toward itself. The roper rolls a single __Athletics__ 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pull the Strands range: null raw_description: '**Pull the Strands** [Two Actions] The roper pulls every creature grabbed by its strands toward itself. The roper rolls a single __Athletics__ 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Any creature hit by a roper's strand is __enfeebled 1__ and __grabbed__. Each additional hit from a strand increases the enfeebled condition value by 1 (to a maximum of __enfeebled 4__). 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sticky Strand range: null raw_description: '**Sticky Strand** Any creature hit by a roper''s strand is __enfeebled 1__ and __grabbed__. Each additional hit from a strand increases the enfeebled condition value by 1 (to a maximum of __enfeebled 4__). 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: electricity ritual_lists: null saves: fort: 20 fort_misc: null misc: +2 status to all saves vs. magic ref: 15 ref_misc: null will: 21 will_misc: null sense_abilities: null senses: - Perception +21 - darkvision size: Large skills: - bonus: 22 misc: null name: 'Athletics ' - bonus: 17 misc: +21 about caves name: 'Nature ' - bonus: 19 misc: null name: 'Religion ' - bonus: 17 misc: +25 in stony or icy areas name: 'Stealth ' source: - abbr: Bestiary page_start: 282 page_stop: null speed: - amount: 10 type: Land - amount: 10 type: climb spell_lists: null traits: - Uncommon - CE - Large - Aberration type: Creature weaknesses: - amount: 10 type: fire - 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 alignment: LE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: The rune giant gains an additional reaction at the beginning of each of its turns that it can only use for an Attack of Opportunity. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Catch Rock range: null raw_description: '**Catch Rock** [Reaction]' requirements: null success: null traits: null trigger: 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. Rune giants'' striking charcoal flesh is decorated by dozens of runes, which are potent manifestations of their eldritch powers. Rune giants are towering creatures, averaging at 40 feet in height and weighing 25,000 pounds. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 37' hp: 330 hp_misc: null immunities: - fire items: - +1 striking longspear - +2 greater striking greatsword - +1 splint mail knowledge_checks: dc: 37 skills: - Society languages: - Common - Jotun - Terran level: 16 melee: - action_cost: One Action damage: formula: 3d12+17 type: slashing name: greatsword plus_damage: null to_hit: 33 traits: - magical - reach 20 feet - versatile P - action_cost: One Action damage: formula: 2d8+17 type: piercing name: longspear plus_damage: null to_hit: 32 traits: - magical - reach 25 feet - action_cost: One Action damage: formula: 3d8+17 type: bludgeoning name: fist plus_damage: null to_hit: 31 traits: - agile - reach 20 feet name: Rune Giant perception: 28 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: When a rune giant casts a mental spell against another giant, the DC is 39, rather than 35. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Command Giants range: null raw_description: '**Command Giants** When a rune giant casts a mental spell against another giant, the DC is 39, rather than 35.' requirements: null success: null traits: null trigger: null - action_cost: Free Action critical_failure: null critical_success: null description: When a rune giant casts its innate __sending__ spell, it can also cast __suggestion__ on the target. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Demand range: null raw_description: '**Demand** [Free Action] (__arcane__, __enchantment__, __mental__) When a rune giant casts its innate __sending__ spell, it can also cast __suggestion__ on the target.' requirements: null success: null traits: - arcane - enchantment - mental trigger: null - action_cost: Free Action critical_failure: null critical_success: The creature is unaffected. description: null 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. ' effects: null failure: The creature is blinded for 1 round. frequency: null full_description: null generic_description: null name: Flashing Runes range: null raw_description: '**Flashing Runes** [Free Action] (__arcane__, __evocation__, __light__) **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.' requirements: null success: The creature is dazzled for 1 round. traits: - arcane - evocation - light trigger: The rune giant uses an arcane ability or casts an arcane spell. - action_cost: One Action critical_failure: null critical_success: null 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.' effect: null effects: - action_cost: None critical_failure: null critical_success: null description: The weapon gains the __deadly__ trait with three weapon damage dice of the same die size as for the base weapon, and a creature hit with the weapon is drained 1 unless it succeeds at a DC 35 Fortitude save. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rune of Destruction range: null raw_description: '**Rune of Destruction** The weapon gains the __deadly__ trait with three weapon damage dice of the same die size as for the base weapon, and a creature hit with the weapon is drained 1 unless it succeeds at a DC 35 Fortitude save.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The weapon deals an additional 3d6 fire damage on all attacks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rune of Flames range: null raw_description: '**Rune of Flames** The weapon deals an additional 3d6 fire damage on all attacks.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the weapon hits, the giant can Push the target back 10 feet, or 20 feet on a critical hit. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rune of Smiting range: null raw_description: '**Rune of Smiting** When the weapon hits, the giant can Push the target back 10 feet, or 20 feet on a critical hit.' requirements: null success: null traits: null trigger: null failure: null frequency: null full_description: null generic_description: null name: Invoke Rune range: null raw_description: "**Invoke Rune** (__arcane__, __concentrate__, __electricity__,\ \ __evocation__) 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).\n\nA 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. \n\n * **Rune of Destruction**\ \ The weapon gains the __deadly__ trait with three weapon damage dice of the\ \ same die size as for the base weapon, and a creature hit with the weapon is\ \ drained 1 unless it succeeds at a DC 35 Fortitude save.\n\n * **Rune of Flames**\ \ The weapon deals an additional 3d6 fire damage on all attacks.\n\n * **Rune\ \ of Smiting** When the weapon hits, the giant can Push the target back 10 feet,\ \ or 20 feet on a critical hit." requirements: null success: null traits: - arcane - concentrate - electricity - evocation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: '' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Throw Rock range: null raw_description: '**Throw Rock** ' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wide Swing range: null raw_description: '**Wide Swing** 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.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d12+17 type: bludgeoning name: rock plus_damage: null to_hit: 31 traits: - brutal - range increment 120 feet rarity: Uncommon resistances: null ritual_lists: null saves: fort: 33 fort_misc: null misc: null ref: 26 ref_misc: null will: 28 will_misc: null sense_abilities: null senses: - Perception +28 - low-light vision size: Gargantuan skills: - bonus: 28 misc: null name: 'Arcana ' - bonus: 32 misc: null name: 'Athletics ' - bonus: 28 misc: null name: 'Crafting ' - bonus: 28 misc: null name: 'Intimidation ' - bonus: 27 misc: null name: 'Society ' source: - abbr: Bestiary page_start: 175 page_stop: null speed: - amount: 45 type: Land - amount: 6 type: air walk spell_lists: - dc: 35 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 8 spells: - frequency: null name: charm requirement: null - frequency: null name: suggestion requirement: null - heightened_level: null level: 6 spells: - frequency: x3 name: dominate requirement: null - frequency: null name: true seeing requirement: null - heightened_level: null level: 5 spells: - frequency: null name: sending requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: charm requirement: null - frequency: at will name: suggestion requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: air walk requirement: null to_hit: null traits: - Uncommon - LE - Gargantuan - Evil - Giant - Humanoid type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A rusalka is __concealed__ while underwater. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Blurred Form range: null raw_description: '**Blurred Form** A rusalka is __concealed__ while underwater.' requirements: null success: null traits: null trigger: null description: 'These androgynous, river-dwelling fey delight in manipulating the emotions of those unfortunate enough to fall into their grasp, using humiliation to break their victims'' wills. Rusalkas enjoy keeping their broken toys nearby, both for continuing entertainment and to aid in the rusalkas'' defense, as the shame their captives feel often drives them to become obsessively loyal to these fey. **__Recall Knowledge - Fey__ (__Nature__)**: DC 30' hp: 230 hp_misc: null immunities: null items: null knowledge_checks: dc: 30 skills: - Nature languages: - Common - Sylvan level: 12 melee: - action_cost: One Action damage: formula: 3d8+10 type: bludgeoning name: tresses plus_damage: - formula: null type: Improved Grab to_hit: 24 traits: - agile - finesse - reach 15 feet name: Rusalka perception: 22 proactive_abilities: - action_cost: One Action 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. critical_success: null 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. \n\n" effect: null effects: null failure: The creature is fascinated and must spend each of its actions to move closer to the rusalka, 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. frequency: null full_description: null generic_description: null name: Beckoning Call range: null raw_description: "**Beckoning Call** (__auditory__, __concentrate__, __enchantment__,\ \ __incapacitation__, __mental__, __primal__) 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. \n\n**Success** The creature\ \ is unaffected. \n\n**Failure** The creature is __fascinated__ and must spend\ \ each of its actions to move closer to the rusalka, 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. \n\n**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." requirements: null success: The creature is unaffected. traits: - auditory - concentrate - enchantment - incapacitation - mental - primal trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 2d8+10 bludgeoning, DC 32 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 2d8+10 bludgeoning, DC 32' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A rusalka can have up to eight creatures grabbed within their tresses at a time. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Entangling Tresses range: null raw_description: '**Entangling Tresses** A rusalka can have up to eight creatures grabbed within their tresses at a time.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The rusalka attempts an __Athletics__ check against 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flowing Hair range: null raw_description: '**Flowing Hair** The rusalka attempts an __Athletics__ check against 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action 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. critical_success: The target is unaffected. 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.\ \ \n\n" effect: null effects: null failure: The creature is sickened 1 and stunned 1. frequency: null full_description: null generic_description: null name: Shameful Touch range: null raw_description: "**Shameful Touch** (__emotion__, __enchantment__, __mental__,\ \ __primal__) 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. \n\n**Critical Success** The target is unaffected. \n\n**Success**\ \ The target is __sickened 1__. \n\n**Failure** The creature is sickened 1 and\ \ __stunned 1__. \n\n**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." requirements: null success: The target is sickened 1. traits: - emotion - enchantment - mental - primal trigger: null ranged: null rarity: Common resistances: - amount: 10 type: fire ritual_lists: null saves: fort: 21 fort_misc: null misc: null ref: 25 ref_misc: null will: 21 will_misc: null sense_abilities: null senses: - Perception +22 - low-light vision size: Medium skills: - bonus: 21 misc: null name: 'Acrobatics ' - bonus: 22 misc: null name: 'Athletics ' - bonus: 25 misc: null name: 'Deception ' - bonus: 21 misc: null name: 'Diplomacy ' - bonus: 21 misc: null name: 'Nature ' - bonus: 23 misc: +25 to sing name: 'Performance ' - bonus: 25 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 229 page_stop: null speed: - amount: 25 type: Land - amount: 50 type: swim - amount: 371 type: water walk spell_lists: - dc: 35 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: at will name: charm requirement: null - frequency: at will name: control water requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: invisibility requirement: null - frequency: at will name: obscuring mist requirement: null - heightened_level: 6 level: -1 spells: - frequency: null name: water walk requirement: null to_hit: null traits: - NE - Medium - Aquatic - Fey - Water type: Creature weaknesses: - amount: 15 type: cold iron - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The rust monster makes a tail Strike against the triggering creature. effects: null failure: null frequency: null full_description: null generic_description: null name: Tail Trip range: null raw_description: '**Tail Trip** [Reaction] **Trigger** A creature carrying a metal item attempts to move out of a square within reach of the rust monster''s tail. **Effect** The rust monster makes a tail Strike against the triggering creature.' requirements: null success: null traits: null trigger: A creature carrying a metal item attempts to move out of a square within reach of the rust monster's tail. 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. Rust monsters aren''t inherently aggressive creatures, but they''re voracious oxidivores, meaning they consume the rust created by their antennae. The creatures savagely attack anything that gets between them and a possible meal, and they relentlessly pursue any source of metal. A rust monster can be distracted by a single metal-rich item, but they are often encountered in groups of three or more, sharply raising the cost of escape. Rust monsters are a terrible scourge in mining communities. If a group of rust monsters discovers rich veins of ore, they can multiply quickly. By weakening tunnels, attacking workers, and consuming the source of the miners'' livelihood, these aberrations have created many mountainside ghost towns. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 18' hp: 40 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Occultism languages: null level: 3 melee: - action_cost: One Action damage: null name: antenna plus_damage: null to_hit: 10 traits: - finesse - action_cost: One Action damage: formula: 1d10+4 type: piercing name: mandibles plus_damage: null to_hit: 8 traits: - finesse - action_cost: One Action damage: formula: 1d4+2 type: bludgeoning name: tail plus_damage: - formula: null type: Improved Knockdown to_hit: 8 traits: - finesse name: Rust Monster perception: 8 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The rust monster attempts to Disarm a metal item a creature is holding using its antenna (with the same modifier as an antenna Strike). 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Antenna Disarm range: null raw_description: '**Antenna Disarm** The rust monster attempts to Disarm a metal item a creature is holding using its antenna (with the same modifier as an antenna Strike). 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A rust monster's antenna causes metal to rapidly rust and corrode. If it succeeds at an antenna Strike or Disarm attempt with its antenna, the rust monster deals 2d6 damage (doubled on a critical hit) 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rust range: null raw_description: '**Rust** A rust monster''s antenna causes metal to rapidly rust and corrode. If it succeeds at an antenna Strike or Disarm attempt with its antenna, the rust monster deals 2d6 damage (doubled on a critical hit) 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 10 ref_misc: null will: 6 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A rust monster can smell metal as a precise sense. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Metal Scent range: null raw_description: '**Metal Scent** A rust monster can smell metal as a precise sense.' requirements: null success: null traits: null trigger: null senses: - Perception +8 - darkvision - metal scent 30 feet size: Medium skills: - bonus: 7 misc: +13 to Disarm a metal item name: 'Athletics ' source: - abbr: Bestiary page_start: 283 page_stop: null speed: - amount: 35 type: Land - amount: 10 type: climb spell_lists: null traits: - N - Medium - Aberration type: Creature weaknesses: null - 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 alignment: NE 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\x81fs, and indeed they can echolocate\ \ to locate prey much like bats can, though their eyes are also capable of seeing\ \ in low light.\n\n\n\nSome believe that sabosans are distant descendants of humans\ \ who were afflicted with vampirism but managed to avoid succumbing to undeath.\ \ Others posit they were once a tribe of demon worshippers whose dark rites transformed\ \ them into their current forms. No matter their true origins, sabosans have infamous\ \ reputations among residents of towns and cities south of the equator. Even mere\ \ rumors of sabosans in an area are enough to set off city-wide hunts, and the\ \ truly superstitious aren\x81ft above setting fires near every grotto, nook,\ \ and foxhole they come across in order to smoke out the nocturnal creatures.\n\ \n\n\nSabosans hunt during the twilight hours or just after dark, when their echolocation\ \ gives them a predatory edge over their sleeping prey. They are capable hunters\ \ but indiscriminating when it comes to food sources; their rapid metabolisms\ \ means sabosans must eat nearly 20 pounds of meat and fruit per day (supplemented,\ \ naturally, with copious amounts of blood).\n\n\n\n**__Recall Knowledge - Humanoid__\ \ (__Society__)**: DC 20" hp: 78 hp_misc: null immunities: null items: - spear knowledge_checks: dc: 20 skills: - Society languages: - Abyssal - Mwangi level: 5 melee: - action_cost: One Action damage: formula: 2d8+4 type: piercing name: jaws plus_damage: - formula: 1 type: persistent bleed to_hit: 14 traits: null - action_cost: One Action damage: formula: 2d6+4 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 15 traits: - agile - finesse - action_cost: One Action damage: formula: 1d6+4 type: piercing name: spear plus_damage: null to_hit: 13 traits: null name: Sabosan perception: 10 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The sabosan has a creature grabbed. effects: null failure: null frequency: null full_description: null generic_description: null name: Drain Blood range: null raw_description: '**Drain Blood** **Requirement** The sabosan has a creature grabbed. **Effect** The sabosan drains blood from the creature. The creature must succeed at a DC 23 Fortitude save or become __drained 1__. The sabosan gains a number of temporary Hit Points equal to the number of Hit Points lost by the creature.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fell Shriek range: null raw_description: '**Fell Shriek** [Two Actions] (__auditory__) 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.' requirements: null success: null traits: - auditory trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Powerful Charge range: null raw_description: '**Powerful Charge** [Two Actions] 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.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: spear plus_damage: null to_hit: 14 traits: - thrown 20 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 14 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +10 - echolocation 20 feet - low-light vision - scent (imprecise) 30 feet size: Medium skills: - bonus: 16 misc: null name: 'Acrobatics ' - bonus: 11 misc: null name: 'Athletics ' - bonus: 16 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #146: Cult of Cinders' page_start: 91 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: fly spell_lists: null traits: - NE - Medium - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 6 dex_mod: 5 int_mod: 0 str_mod: 6 wis_mod: 3 ac: 30 ac_special: null alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: '30 feet. When a creature ends its turn in the aura, it sees a vision of the sacristan groveling in pitiable servitude. The creature must succeed at a DC 27 Will save or become __stunned 1__.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Staggering Servitude range: null raw_description: '**Staggering Servitude** (__aura__, __divine__, __enchantment__, __fear__, __mental__, __visual__) 30 feet. When a creature ends its turn in the aura, it sees a vision of the sacristan groveling in pitiable servitude. The creature must succeed at a DC 27 Will save or become __stunned 1__.' requirements: null success: null traits: - aura - divine - enchantment - fear - mental - visual trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'Sacristans are failures among the velstracs, creatures whose bodies and minds have been utterly broken by the velstracs'' torments. These unfortunates are assembled from scrap metal, nerveless flesh, and bits of darkness into loyal agents who take ecstatic pleasure in serving other velstracs. Sacristans are empowered by a miniature gateway to the __Shadow Plane__ deep in their mouths. By distending their jaws, they can howl with the shrieks and windstorms of that plane. Sacristans vary in appearance but are the size of maimed humans. Their features are redundant or absent and they are wrapped in barbed and rusted chains. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 27' hp: 175 hp_misc: regeneration 10 (deactivated by good or silver immunities: - cold items: null knowledge_checks: dc: 27 skills: - Religion languages: - Common - Infernal - Shadowtongue level: 10 melee: - action_cost: One Action damage: formula: 2d8+9 type: piercing name: barbed chain plus_damage: - formula: 1d6 type: evil and 2d6 persistent bleed to_hit: 22 traits: - evil - magical - reach 10 feet - trip - versatile S name: Sacristan perception: 19 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The sacristan stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against Staggering Servitude. In addition, if the creature was already __stunned__, on a failed save its revulsion toward the sacristan's presence causes it to be __stupefied 2__ for 1 minute. After attempting this save, the creature is then temporarily immune until the start of the sacristan's next turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Focus Gaze range: null raw_description: '**Focus Gaze** (__concentrate__, __divine__, __enchantment__, __fear__, __mental__, __visual__) The sacristan stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against Staggering Servitude. In addition, if the creature was already __stunned__, on a failed save its revulsion toward the sacristan''s presence causes it to be __stupefied 2__ for 1 minute. After attempting this save, the creature is then temporarily immune until the start of the sacristan''s next turn.' requirements: null success: null traits: - concentrate - divine - enchantment - fear - mental - visual trigger: null - action_cost: Three Actions critical_failure: The creature takes 20 mental damage, and is confused and deafened for 1 round. critical_success: The creature is unaffected and is then temporarily immune for 24 hours. description: null effect: "The sacristan opens their mouth to unloose the wailing howls and mind-twisting\ \ darkness of the __Shadow Plane__. This creates a 30-foot emanation of darkness\ \ and wailing sounds around the sacristan. Creatures with __darkvision__ can't\ \ see through this darkness. The sacristan can Sustain Shadow Scream for up\ \ to 1 minute. Non-velstrac creatures in the area when the ability is used,\ \ as well as those who enter or start their turn in the area, must attempt a\ \ DC 28 Will save. \n\n" effects: null failure: The creature is confused and deafened for 1 round. frequency: once per hour full_description: null generic_description: null name: Shadow Scream range: null raw_description: "**Shadow Scream** [Three Actions] (__aura__, __concentrate__,\ \ __darkness__, __divine__, __evocation__, __mental__, __sonic__) **Frequency**\ \ once per hour; **Effect** The sacristan opens their mouth to unloose the wailing\ \ howls and mind-twisting darkness of the __Shadow Plane__. This creates a 30-foot\ \ emanation of darkness and wailing sounds around the sacristan. Creatures with\ \ __darkvision__ can't see through this darkness. The sacristan can Sustain\ \ Shadow Scream for up to 1 minute. Non-velstrac creatures in the area when\ \ the ability is used, as well as those who enter or start their turn in the\ \ area, must attempt a DC 28 Will save. \n\n**Critical Success** The creature\ \ is unaffected and is then temporarily immune for 24 hours. \n\n**Success**\ \ The creature is __deafened__ for 1 round. \n\n**Failure** The creature is\ \ __confused__ and deafened for 1 round. \n\n**Critical Failure** The creature\ \ takes 20 mental damage, and is confused and deafened for 1 round." requirements: null success: The creature is deafened for 1 round. traits: - aura - concentrate - darkness - divine - evocation - mental - sonic trigger: null ranged: null rarity: Common resistances: - amount: 10 type: good - amount: 10 type: silver ritual_lists: null saves: fort: 22 fort_misc: null misc: +1 status to all saves vs. magic ref: 19 ref_misc: null will: 17 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A 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 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Painsight range: null raw_description: '**Painsight** (__divination__, __divine__) A 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' requirements: null success: null traits: - divination - divine trigger: null senses: - Perception +19 - greater darkvision - painsight size: Medium skills: - bonus: 19 misc: null name: 'Acrobatics ' - bonus: 22 misc: null name: 'Athletics ' - bonus: 18 misc: null name: 'Intimidation ' - bonus: 21 misc: null name: 'Stealth ' - bonus: 16 misc: null name: 'Torture Lore ' source: - abbr: Bestiary 2 page_start: 283 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 29 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: chilling darkness requirement: null - heightened_level: null level: 3 spells: - frequency: null name: fear requirement: null to_hit: null traits: - LE - Medium - Fiend - Velstrac type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 23' hp: 125 hp_misc: null immunities: - bleed - fire - paralyzed - poison - sleep items: - +1 ranseur knowledge_checks: dc: 23 skills: - Arcana - Nature languages: - Common - Ignan level: 7 melee: - action_cost: One Action damage: formula: 2d10+7 type: piercing name: ranseur plus_damage: null to_hit: 18 traits: - disarm - magical - reach 10 feet - action_cost: One Action damage: formula: 1d8+7 type: bludgeoning name: tail plus_damage: - formula: 1d6 type: fire and Grab to_hit: 17 traits: - agile - reach 10 feet name: Salamander perception: 15 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Armor of Flames range: null raw_description: '**Armor of Flames** 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 1d8+4 bludgeoning plus 1d6 fire, DC 25 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 1d8+4 bludgeoning plus 1d6 fire, DC 25' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 10 type: cold ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 16 ref_misc: null will: 13 will_misc: null sense_abilities: null senses: - Perception +15 - darkvision size: Medium skills: - bonus: 12 misc: null name: 'Acrobatics ' - bonus: 17 misc: null name: 'Athletics ' - bonus: 15 misc: +17 for blacksmithing name: 'Crafting ' - bonus: 12 misc: null name: 'Deception ' - bonus: 14 misc: null name: 'Intimidation ' - bonus: 13 misc: null name: 'Society ' source: - abbr: Bestiary page_start: 148 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - CE - Medium - Elemental - Fire type: Creature weaknesses: null - ability_mods: cha_mod: 1 con_mod: 4 dex_mod: 2 int_mod: 0 str_mod: 5 wis_mod: 2 ac: 24 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When the sand sentry takes fire or lightning damage, its outer layer of sand fuses into sheets of hardened glass for 1 minute. This increases the sand sentry's AC to 26 and grants it resistance 5 to acid, cold, electricity, fire, force, piercing, and slashing damage. A sand sentry can't use earth glide while glass armor is active. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Glass Armor range: null raw_description: '**Glass Armor** When the sand sentry takes fire or lightning damage, its outer layer of sand fuses into sheets of hardened glass for 1 minute. This increases the sand sentry''s AC to 26 and grants it resistance 5 to acid, cold, electricity, fire, force, piercing, and slashing damage. A sand sentry can''t use earth glide while glass armor is active.' requirements: null success: null traits: null trigger: null description: 'Shifting back and forth between a detailed likeness of a human and a muted and featureless bipedal form, this creature of pure sand moves with an eerie grace. The sand sentry is often called upon by spellcasters to stand guard over an area of great importance—these elementals are patient participants in such roles, making them well suited for long-term service. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 22' hp: 94 hp_misc: null immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 22 skills: - Arcana - Nature languages: - Terran level: 6 melee: - action_cost: One Action damage: formula: 2d8+8 type: bludgeoning name: fist plus_damage: - formula: null type: blinding sand to_hit: 17 traits: null name: Sand Sentry perception: 14 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: When the sand sentry critically hits with a fist Strike, the target is blinded for 1 round. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Blinding Sand range: null raw_description: '**Blinding Sand** When the sand sentry critically hits with a fist Strike, the target is blinded for 1 round.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A sand sentry can __Burrow__ through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Earth Glide range: null raw_description: '**Earth Glide** A sand sentry can __Burrow__ through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 12 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +14 - darkvision - tremorsense (imprecise) 60 feet size: Medium skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 14 misc: +17 in sand name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 109 page_stop: null speed: - amount: 25 type: Land - amount: 50 type: burrow - amount: null type: earth glide spell_lists: null traits: - N - Medium - Earth - Elemental type: Creature weaknesses: null - ability_mods: cha_mod: 3 con_mod: 5 dex_mod: 4 int_mod: 0 str_mod: 6 wis_mod: 4 ac: 27 ac_special: null alignment: NE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: '** Hoof only.' effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'While some creatures have been fused to create a new entity that''s graceful and beautiful, the Sandpoint Devil is the opposite. It has the hooves and body of a powerful horse, but it walks on its hind legs in a perverse parody of a humanoid gait. Its equine face has been distorted and elongated with skeletal, yellowed fangs and milky eyes. The pox-spotted hide along the creature''s back bears a draconic tail with dark, spiny plates and two torn, bat-like wings. The legendary Sandpoint Devil appears only on moonless nights when mists gather around the coast. Most encounters end with missing livestock or children, with little left behind other than oddly placed hoofprints that reek of brimstone. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 34 **__Recall Knowledge - Fiend__ (__Religion__)**: DC 34' hp: 165 hp_misc: null immunities: - fire - fear items: null knowledge_checks: dc: 34 skills: - Arcana - Nature - Religion languages: - Abyssal - Varisian level: 8 melee: - action_cost: One Action damage: formula: 2d10+12 type: piercing name: jaws plus_damage: null to_hit: 20 traits: null - action_cost: One Action damage: formula: 2d6+12 type: bludgeoning name: hoof plus_damage: null to_hit: 20 traits: - agile - versatile S name: Sandpoint Devil perception: 16 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: "The Sandpoint Devil breathes a 30-foot cone of flame that deals\ \ 6d10 fire damage. Each creature in the area must attempt a DC 26 Reflex save.\ \ The Sandpoint Devil can't use Accursed Breath for 1d4 rounds. \n\nCritical\ \ Success The creature is unaffected. \n\nSuccess The creature takes half damage.\ \ \n\nFailure The creature takes full damage and is __sickened 2__ by the agonizing\ \ pain of its burns. \n\nCritical Failure The creature takes full damage and\ \ is cursed. The victim's flesh appears charred and burned, and the pain of\ \ being burned alive never fully vanishes. The cursed creature takes a -2 status\ \ penalty to all checks from the constant pain. Healing doesn't alter the appearance\ \ of the burns or lessen the penalty, but removing the curse does." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Accursed Breath range: null raw_description: "**Accursed Breath** [Two Actions] (__curse__, __evocation__,\ \ __fire__, __occult__) The Sandpoint Devil breathes a 30-foot cone of flame\ \ that deals 6d10 fire damage. Each creature in the area must attempt a DC 26\ \ Reflex save. The Sandpoint Devil can't use Accursed Breath for 1d4 rounds.\ \ \n\nCritical Success The creature is unaffected. \n\nSuccess The creature\ \ takes half damage. \n\nFailure The creature takes full damage and is __sickened\ \ 2__ by the agonizing pain of its burns. \n\nCritical Failure The creature\ \ takes full damage and is cursed. The victim's flesh appears charred and burned,\ \ and the pain of being burned alive never fully vanishes. The cursed creature\ \ takes a -2 status penalty to all checks from the constant pain. Healing doesn't\ \ alter the appearance of the burns or lessen the penalty, but removing the\ \ curse does." requirements: null success: null traits: - curse - evocation - fire - occult trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The Sandpoint Devil unleashes a bloodcurdling howl that can be heard for miles. Each creature within a 100-foot emanation must succeed at a DC 26 Will save or become __frightened 2__ (frightened 3 and __fleeing__ as long as it remains frightened on a critical failure). Creatures that attempt this Will save are then immune to Devil's Howl for 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Devil's Howl range: null raw_description: '**Devil''s Howl** [Two Actions] (__auditory__, __emotion__, __enchantment__, __fear__, __mental__, __occult__) The Sandpoint Devil unleashes a bloodcurdling howl that can be heard for miles. Each creature within a 100-foot emanation must succeed at a DC 26 Will save or become __frightened 2__ (frightened 3 and __fleeing__ as long as it remains frightened on a critical failure). Creatures that attempt this Will save are then immune to Devil''s Howl for 24 hours.' requirements: null success: null traits: - auditory - emotion - enchantment - fear - mental - occult trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Medium or smaller, hoof, DC 23 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**__Trample__** [Three Actions] Medium or smaller, hoof, DC 23' requirements: null success: null traits: null trigger: null ranged: null rarity: Rare resistances: - amount: 5 type: cold iron ritual_lists: null saves: fort: 19 fort_misc: null misc: +1 status to all saves vs. magic ref: 14 ref_misc: null will: 16 will_misc: null sense_abilities: null senses: - Perception +16 - greater darkvision - scent (imprecise) 30 feet size: Large skills: - bonus: 16 misc: null name: 'Acrobatics ' - bonus: 18 misc: null name: 'Athletics ' - bonus: 18 misc: null name: 'Intimidation ' - bonus: 18 misc: null name: 'Stealth ' - bonus: 16 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 230 page_stop: null speed: - amount: 35 type: Land - amount: 50 type: fly spell_lists: - dc: 23 misc: '' name: Occult Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: dimension door requirement: null - frequency: null name: phantasmal killer requirement: null - heightened_level: null level: 3 spells: - frequency: null name: stinking cloud requirement: null - heightened_level: null level: 2 spells: - frequency: null name: obscuring mist requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: gust of wind requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: produce flame requirement: null to_hit: 15 traits: - Rare - NE - Large - Beast - Fiend type: Creature weaknesses: null - ability_mods: cha_mod: 6 con_mod: 6 dex_mod: 6 int_mod: 2 str_mod: 10 wis_mod: 6 ac: 43 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When the sard dies, its body explodes in a 30-foot emanation. All creatures in the area take 10d6 electricity damage and 10d6 piercing damage (DC 43 basic Reflex save). Any creature that takes piercing damage is also exposed to sard venom. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Splintering Death range: null raw_description: '**Splintering Death** (__electricity__, __evocation__, __primal__) When the sard dies, its body explodes in a 30-foot emanation. All creatures in the area take 10d6 electricity damage and 10d6 piercing damage (DC 43 basic Reflex save). Any creature that takes piercing damage is also exposed to sard venom.' requirements: null success: null traits: - electricity - evocation - primal trigger: null description: 'An immense, gnarled, tree awoken with raw, primal power by one of the fey Eldest of the First World, this monster—one of the legendary Tane—skitters on huge, spidery roots and thrashes its branches as fiery lightning courses within its blackened bark, a living manifestation of the violent clash between ancient forest and stormy sky. **__Recall Knowledge - Plant__ (__Nature__)**: DC 44' hp: 400 hp_misc: null immunities: - electricity items: null knowledge_checks: dc: 44 skills: - Nature languages: - Aklo - Arboreal - Common - Sylvan level: 19 melee: - action_cost: One Action damage: formula: 4d6+18 type: bludgeoning name: trunk plus_damage: - formula: 3d6 type: persistent electricity to_hit: 37 traits: - fatal d12 - reach 20 feet - action_cost: One Action damage: formula: 4d8+18 type: piercing name: branch plus_damage: - formula: null type: sard venom to_hit: 37 traits: - agile - reach 20 feet - action_cost: One Action damage: formula: 4d6+18 type: bludgeoning name: root plus_damage: - formula: 1d6 type: electricity to_hit: 37 traits: - reach 10 feet name: Sard perception: 35 proactive_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: An instant before the target takes the electricity damage from the triggering event, the sard's electrical sparks glow red. The target must succeed at a DC 41 Will save or lose any electricity resistance it has until this curse is lifted. effects: null failure: null frequency: null full_description: null generic_description: null name: Lightning-Struck Curse range: null raw_description: '**Lightning-Struck Curse** [Reaction] (__curse__, __necromancy__, __primal__) **Trigger** The sard is about to damage a creature that has electricity resistance; **Effect** An instant before the target takes the electricity damage from the triggering event, the sard''s electrical sparks glow red. The target must succeed at a DC 41 Will save or lose any electricity resistance it has until this curse is lifted.' requirements: null success: null traits: - curse - necromancy - primal trigger: The sard is about to damage a creature that has electricity resistance - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 41 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 2d6 electricity damage, 2d6 poison damage, and __clumsy 2__ (1 round); **Stage 2** 3d6 electricity damage, 3d6 poison damage, clumsy 2, and __slowed 1__ (1 round); **Stage 3** 4d6 electricity damage, 4d6 poison damage, clumsy 2, and slowed 2 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sard Venom range: null raw_description: '**Sard Venom** (__poison__, __primal__, __virulent__) **Saving Throw** DC 41 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 2d6 electricity damage, 2d6 poison damage, and __clumsy 2__ (1 round); **Stage 2** 3d6 electricity damage, 3d6 poison damage, clumsy 2, and __slowed 1__ (1 round); **Stage 3** 4d6 electricity damage, 4d6 poison damage, clumsy 2, and slowed 2 (1 round)' requirements: null success: null traits: - poison - primal - virulent trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The sard makes up to four thorn Strikes, each against a different target. The sard's multiple attack penalty doesn't increase until after all the attacks have been made. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Thorn Volley range: null raw_description: '**Thorn Volley** [Two Actions] The sard makes up to four thorn Strikes, each against a different target. The sard''s multiple attack penalty doesn''t increase until after all the attacks have been made.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Huge or smaller, root, DC 39 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**__Trample__** [Three Actions] Huge or smaller, root, DC 39' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 4d4+16 type: piercing name: thorn plus_damage: - formula: null type: sard venom to_hit: 35 traits: - deadly d10 - primal - propulsive - range 180 feet rarity: Rare resistances: - amount: 15 type: fire - amount: 15 type: physical (except slashing) ritual_lists: - dc: 39 misc: null name: Rituals spell_groups: - heightened_level: null level: 8 spells: - frequency: doesn't require secondary casters name: control weather requirement: null to_hit: null saves: fort: 35 fort_misc: null misc: +1 status to all saves vs. magic ref: 31 ref_misc: null will: 33 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The sard treats the plane it is located on as its home plane. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Planar Acclimation range: null raw_description: '**Planar Acclimation** The sard treats the plane it is located on as its home plane.' requirements: null success: null traits: null trigger: null senses: - Perception +35 - low-light vision - tremorsense 120 feet size: Gargantuan skills: - bonus: 33 misc: null name: 'Acrobatics ' - bonus: 37 misc: null name: 'Athletics ' - bonus: 31 misc: null name: 'Nature ' source: - abbr: Bestiary 2 page_start: 231 page_stop: null speed: - amount: 40 type: Land - amount: 25 type: climb spell_lists: - dc: 41 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 9 spells: - frequency: null name: storm of vengeance requirement: null - heightened_level: null level: 8 spells: - frequency: null name: punishing winds requirement: null - frequency: null name: tree stride requirement: null - heightened_level: null level: 7 spells: - frequency: ×3 name: chain lightning requirement: null to_hit: null traits: - Rare - CE - Gargantuan - Electricity - Plant - Tane type: Creature weaknesses: - amount: 15 type: cold iron - ability_mods: cha_mod: 3 con_mod: 4 dex_mod: 3 int_mod: 2 str_mod: 6 wis_mod: 4 ac: 27 ac_special: null alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 10 feet. A creature that enters the heavy aura must attempt a DC 23 Will save. It is then temporarily immune for 10 minutes. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Heavy Aura range: null raw_description: '**Heavy Aura** (__aura__, __divine__, __incapacitation__, __transmutation__) 10 feet. A creature that enters the heavy aura must attempt a DC 23 Will save. It is then temporarily immune for 10 minutes.' requirements: null success: null traits: - aura - divine - incapacitation - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature is unaffected. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Success range: null raw_description: '**Success **The creature is unaffected.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature is __encumbered__ while it remains in the area. If the creature is already encumbered, it is __immobilized__ while it remains within the aura. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Failure range: null raw_description: '**Failure **The creature is __encumbered__ while it remains in the area. If the creature is already encumbered, it is __immobilized__ while it remains within the aura.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: As failure, but the effect persists for 3 rounds after leaving the aura. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Failure range: null raw_description: '**Critical Failure **As failure, but the effect persists for 3 rounds after leaving the aura.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The sarglagon interposes themself, giving the creature or object standard cover against the attack (+2 circumstance bonus to AC), or greater cover (+4 circumstance bonus to AC) if the sarglagon was already granting it lesser cover. effects: null failure: null frequency: null full_description: null generic_description: null name: Stygian Guardian range: null raw_description: '**Stygian Guardian [Reaction]** **Trigger **A creature or object within the sarglagon''s reach is targeted by an attack; **Effect **The sarglagon interposes themself, giving the creature or object standard cover against the attack (+2 circumstance bonus to AC), or greater cover (+4 circumstance bonus to AC) if the sarglagon was already granting it lesser cover.' requirements: null success: null traits: null trigger: A creature or object within the sarglagon's reach is targeted by an attack description: 'Sarglagons dwell in __Hell''s__ myriad waterways, lakes, and oceans. They serve as guardians of the Academy of Lies—the repository of secrets in Stygia, the fifth layer of Hell. Sarglagons breathe water and air with equal ease, and can move through water, land, and even air with uncanny swiftness. Few fiends travel the waterways of the multiverse, but where a river crosses the planes, odds are sarglagons have traveled it to further their infernal machinations. The only body of water they avoid is the River Styx, as the fiends have yet to develop any defense against that waterway''s memory-sapping qualities. Mortal spellcasters sometimes bind sarglagons as guardians of precious secrets or treasures, particularly in aquatic areas. Most strangely, sarglagons sometimes act as unnerving caretakers to mortals who have no idea what they did to earn their unwanted protectors'' attention. The constant uninvited vigilance of these devils is often disturbing and stifling to their wards. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 24' hp: 120 hp_misc: null immunities: - fire items: null knowledge_checks: dc: 24 skills: - Religion languages: - Celestial - Infernal - telepathy 100 feet level: 8 melee: - action_cost: One Action damage: formula: 2d12+9 type: piercing name: fangs plus_damage: - formula: 1d6 type: evil to_hit: 20 traits: - evil - magical - action_cost: One Action damage: formula: 2d8+9 type: bludgeoning name: tentacle arm plus_damage: - formula: 1d6 type: evil and sarglagon venom to_hit: 20 traits: - agile - evil - magical name: Sarglagon perception: 18 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: "The sarglagon conjures murky water to fill the lungs of a creature\ \ that can't breathe water within 30 feet. The target must attempt a DC 26 Fortitude\ \ save. \n\n**Critical Success **The target is unaffected. \n\n**Success **The\ \ target coughs up water and is __sickened 1__. \n\n**Failure **The target is\ \ __holding its breath__. The only action it can take is to attempt a Fortitude\ \ save against Drown to expel the water, which is a single action. \n\n**Critical\ \ Failure **The target falls __unconscious__ and begins suffocating. If the\ \ target succeeds at its Fortitude save while suffocating, it coughs up the\ \ water and can breathe again." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drown range: null raw_description: "**Drown** [Two Actions] (__conjuration__, __divine__, __incapacitation__)\ \ The sarglagon conjures murky water to fill the lungs of a creature that can't\ \ breathe water within 30 feet. The target must attempt a DC 26 Fortitude save.\ \ \n\n**Critical Success **The target is unaffected. \n\n**Success **The target\ \ coughs up water and is __sickened 1__. \n\n**Failure **The target is __holding\ \ its breath__. The only action it can take is to attempt a Fortitude save against\ \ Drown to expel the water, which is a single action. \n\n**Critical Failure\ \ **The target falls __unconscious__ and begins suffocating. If the target succeeds\ \ at its Fortitude save while suffocating, it coughs up the water and can breathe\ \ again." requirements: null success: null traits: - conjuration - divine - incapacitation trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw **DC 26 Fortitude; **Maximum Duration **6 rounds; **Stage 1 **2d6 poison damage and __clumsy 1__ (1 round); **Stage 2 **3d6 poison damage and clumsy 2 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sarglagon Venom range: null raw_description: '**Sarglagon Venom** (__poison__) **Saving Throw **DC 26 Fortitude; **Maximum Duration **6 rounds; **Stage 1 **2d6 poison damage and __clumsy 1__ (1 round); **Stage 2 **3d6 poison damage and clumsy 2 (1 round)' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Common resistances: - amount: 5 type: physical (except silver) - amount: 10 type: poison ritual_lists: - dc: 23 misc: null name: Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: infernal pact requirement: null to_hit: null saves: fort: 18 fort_misc: null misc: +1 status to all saves vs. magic ref: 13 ref_misc: null will: 16 will_misc: null sense_abilities: null senses: - Perception +18 - greater darkvision - see invisibility size: Large skills: - bonus: 14 misc: null name: 'Arcana ' - bonus: 18 misc: null name: 'Athletics ' - bonus: 15 misc: null name: 'Deception ' - bonus: 15 misc: null name: 'Diplomacy ' - bonus: 17 misc: null name: 'Intimidation ' - bonus: 15 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 72 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: fly - amount: 30 type: swim spell_lists: - dc: 23 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: control water requirement: null - frequency: null name: dimension door requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - frequency: null name: freedom of movement requirement: null - frequency: null name: hydraulic torrent requirement: null - heightened_level: 2 level: -1 spells: - frequency: null name: see invisibility requirement: null to_hit: 18 traits: - LE - Large - Amphibious - Devil - Fiend type: Creature weaknesses: - amount: 5 type: good - 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 alignment: CN automatic_abilities: null 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. The lifestyle of a satyr leaves no room for ongoing affairs or long-term friends. Once his party is over or his lust is satiated, the satyr disappears back into the forest. The offspring satyrs leave behind are satyrs themselves, and usually end up being taken from their cradles by other fey rather than being left in mortals'' care. Satyrs are always male. The untouched beauty of the forest is sacred and precious to a satyr. Brutish intruders who clear-cut trees or massacre animals without eating them risk drawing a satyr''s ire. A satyr so provoked uses his spells to undermine foes and attempts to dispatch them either with brutal ambushes or by leading a rush of forest animals to attack. Other fey, particularly good fey, look upon satyrs as loutish, embarrassing cousins. They''re rarely hostile toward satyrs, but most find them insufferable and advise any mortals they like to steer clear of satyrs'' glades. **__Recall Knowledge - Fey__ (__Nature__)**: DC 19' hp: 80 hp_misc: null immunities: null items: - dagger - panpipes - shortbow (20 arrows) - wineskin knowledge_checks: dc: 19 skills: - Nature languages: - Common - Sylvan level: 4 melee: - action_cost: One Action damage: formula: 1d4+6 type: piercing name: dagger plus_damage: null to_hit: 14 traits: - agile - finesse - versatile S name: Satyr perception: 10 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: When the satyr Plays the Pipes to cast a spell, he can Step or Stride as part of the activity. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fleet Performer range: null raw_description: '**Fleet Performer** When the satyr Plays the Pipes to cast a spell, he can Step or Stride as part of the activity.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: null effect: The satyr is holding a musical instrument. effects: null failure: null frequency: null full_description: null generic_description: null name: Play the Pipes range: null raw_description: '**Play the Pipes** [Three Actions] (__auditory__, __primal__) **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.' requirements: null success: null traits: - auditory - primal trigger: null ranged: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: shortbow plus_damage: null to_hit: 14 traits: - deadly 1d10 - range increment 60 feet - reload 0 - action_cost: One Action damage: formula: 1d4+6 type: piercing name: dagger plus_damage: null to_hit: 14 traits: - agile - thrown 10 feet - versatile S rarity: Common resistances: null ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 11 ref_misc: null will: 12 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'A 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. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sylvan Wine range: null raw_description: '**Sylvan Wine** (__enchantment__, __mental__, __primal__) A 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. ' requirements: null success: null traits: - enchantment - mental - primal trigger: null senses: - Perception +10 - low-light vision size: Medium skills: - bonus: 8 misc: null name: 'Athletics ' - bonus: 13 misc: null name: 'Deception ' - bonus: 13 misc: null name: 'Diplomacy ' - bonus: 11 misc: null name: 'Intimidation ' - bonus: 9 misc: null name: 'Nature ' - bonus: 13 misc: null name: 'Performance ' - bonus: 11 misc: null name: 'Stealth ' - bonus: 8 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 284 page_stop: null speed: - amount: 35 type: Land spell_lists: - dc: 21 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: charm requirement: null - frequency: null name: fear requirement: null - frequency: null name: sleep requirement: null - frequency: null name: suggestion requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: dancing lights requirement: null - frequency: null name: ghost sound requirement: null - frequency: null name: inspire competence requirement: null - frequency: null name: inspire courage requirement: null - frequency: null name: triple time requirement: null to_hit: null traits: - CN - Medium - Fey type: Creature weaknesses: - amount: 5 type: cold iron - ability_mods: cha_mod: -2 con_mod: 3 dex_mod: 2 int_mod: -4 str_mod: 5 wis_mod: 3 ac: 19 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: "40 feet. The scarecrow's eyes flicker with an unnerving glow. A\ \ creature can't reduce its __frightened__ condition below 1 as long as it is\ \ in the aura's emanation. \n\nWhen a creature enters or starts its turn in\ \ the aura, it must attempt a DC 18 Will save. Birds and other avian creatures\ \ take a -2 circumstance penalty to this save." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Scarecrow's Leer range: null raw_description: "**Scarecrow's Leer** (__aura__, __emotion__, __fear__, __mental__,\ \ __occult__, __visual__) 40 feet. The scarecrow's eyes flicker with an unnerving\ \ glow. A creature can't reduce its __frightened__ condition below 1 as long\ \ as it is in the aura's emanation. \n\nWhen a creature enters or starts its\ \ turn in the aura, it must attempt a DC 18 Will save. Birds and other avian\ \ creatures take a -2 circumstance penalty to this save." requirements: null success: null traits: - aura - emotion - fear - mental - occult - visual trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature is unaffected and is then temporarily immune for 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Success range: null raw_description: '**Critical Success** The creature is unaffected and is then temporarily immune for 24 hours.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature is frightened 1. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Success range: null raw_description: '**Success** The creature is frightened 1.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature is frightened 2 and is __fascinated__ by the scarecrow until the end of its next turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Failure range: null raw_description: '**Failure** The creature is frightened 2 and is __fascinated__ by the scarecrow until the end of its next turn.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: As failure, but frightened 3. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Failure range: null raw_description: '**Critical Failure** As failure, but frightened 3.' requirements: null success: null traits: null trigger: null description: 'A ramshackle collection of materials in a human shape, the scarecrow construct is indistinguishable from a normal scarecrow until it slowly creaks to life. As it animates, its carved pumpkin or sackcloth face bursts into eldritch flame, sending fear creeping into the air around it. Each scarecrow is handcrafted and unique in its appearance, though most are 5 to 6 feet tall and constructed of a combination of wood, cloth, rope, straw, sawdust, discarded husks and cobs, and similar materials, all dressed in ragged pastoral garments. This rudimentary construction makes a scarecrow somewhat fragile, prone to snapping limbs in the crush of battle. Yet its structure is adaptable, allowing it to reshape another piece of itself into a clawed limb or grip a severed portion of itself to swat at its foes. When a scarecrow is created, it must be anointed with a drop of its creator''s blood into each of its eyes. This blood soaks into the material and siphons a tiny sliver of the creator''s soul away—not enough to harm the creator, but more than enough to imbue the scarecrow with an instinctive intellect that allows it to follow commands as eagerly as a well-trained (if ill-tempered) guard dog. When a scarecrow is destroyed, the blood leaks back out from its eyes, but the portion of the creator''s soul never returns. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 19' hp: 60 hp_misc: null immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 19 skills: - Arcana - Crafting languages: null level: 4 melee: - action_cost: One Action damage: formula: 2d6+7 type: bludgeoning name: claw plus_damage: - formula: null type: clawing fear to_hit: 13 traits: - versatile S name: Scarecrow perception: 11 proactive_abilities: - action_cost: Free Action critical_failure: null critical_success: null description: The scarecrow's head bursts into ghostly, heatless flame that sheds bright light in a 20-foot emanation (and dim light to the next 20 feet). If the scarecrow uses this ability on the first round of combat, any creature that has not acted yet is startled and becomes __flat-footed__ against the scarecrow for 1 round. It can suppress the light by using this action again. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Baleful Glow range: null raw_description: '**Baleful Glow** [Free Action] (__concentrate__, __mental__, __occult__) The scarecrow''s head bursts into ghostly, heatless flame that sheds bright light in a 20-foot emanation (and dim light to the next 20 feet). If the scarecrow uses this ability on the first round of combat, any creature that has not acted yet is startled and becomes __flat-footed__ against the scarecrow for 1 round. It can suppress the light by using this action again.' requirements: null success: null traits: - concentrate - mental - occult trigger: null - action_cost: None critical_failure: null critical_success: null description: The scarecrow's strikes deal an additional 1d6 mental damage to __frightened__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Clawing Fear range: null raw_description: '**Clawing Fear** The scarecrow''s strikes deal an additional 1d6 mental damage to __frightened__ creatures.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Until it acts, the scarecrow resembles an ordinary scarecrow. It has an automatic result of 32 on __Deception__ checks and DCs to pass as an ordinary scarecrow. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mundane Appearance range: null raw_description: '**Mundane Appearance** (__concentrate__) Until it acts, the scarecrow resembles an ordinary scarecrow. It has an automatic result of 32 on __Deception__ checks and DCs to pass as an ordinary scarecrow.' requirements: null success: null traits: - concentrate trigger: null ranged: null rarity: Common resistances: - amount: 5 type: physical (except slashing) ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 8 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +11 - darkvision size: Medium skills: - bonus: 12 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 232 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - N - Medium - Construct type: Creature weaknesses: - amount: 5 type: fire - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 6 int_mod: 2 str_mod: 2 wis_mod: 4 ac: 25 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Sceaduinars have neither souls nor the ability to create. A sceaduinar is immune to effects that target a soul (such as __bind soul__ or __resurrect__) or that require knowledge of a creature's identity (such as __scrying__), and critically fails __Crafting__ checks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Void Child range: null raw_description: '**Void Child** Sceaduinars have neither souls nor the ability to create. A sceaduinar is immune to effects that target a soul (such as __bind soul__ or __resurrect__) or that require knowledge of a creature''s identity (such as __scrying__), and critically fails __Crafting__ checks.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The sceaduinar flexes its wings to emit a brief pulse of negative energy that deals 4d6 negative damage to the triggering creature (DC 22 basic Reflex save). effects: null failure: null frequency: null full_description: null generic_description: null name: Wing Flash range: null raw_description: '**Wing Flash [Reaction]** **Trigger** A creature attempts a melee attack against a sceaduinar or an __Acrobatics__ check to __Tumble Through__ the sceaduinar''s space; **Effect** The sceaduinar flexes its wings to emit a brief pulse of negative energy that deals 4d6 negative damage to the triggering creature (DC 22 basic Reflex save).' requirements: null success: null traits: null trigger: A creature attempts a melee attack against a sceaduinar or an __Acrobatics__ check to __Tumble Through__ the sceaduinar's space description: 'Strange creatures born from jagged crystals in the heart of the __Negative Energy Plane__, sceaduinar are fueled by its negative energy and driven to extinguish all life. Resembling crystalline gargoyles with serrated limbs and sharp, bat-like faces, sceaduinar stand about 7 feet tall and weigh around 100 pounds. These malevolent beings sometimes gather in great packs of their own kind. Despite their intelligence, they act like cunning, feral beasts for the most part, though they occasionally build tools to aid them in extinguishing life. Sceaduinar sail through the great voids of their home plane, seeking to destroy any sparks of life that find their way into that deadly realm—even the twisted sparks found in undead creatures. When they discover portals to other planes, sceaduinar swarm through in great numbers, slaughtering all they come across. While dwelling outside the Negative Energy plane is uncomfortable for sceaduinar, they can exist for extended periods of time apart from their home. Of course, the feeling of a plane where negative energy isn''t the rule doesn''t improve these creatures'' attitude, and as a result, they tend to be particularly cruel and violent when encountered in such realms. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 28 ' hp: 100 hp_misc: negative healing immunities: - death effects - drained items: null knowledge_checks: dc: 28 skills: - Occultism languages: - Aklo level: 7 melee: - action_cost: One Action damage: formula: 2d6+4 type: piercing name: jaws plus_damage: - formula: 2d6 type: negative and drain life to_hit: 18 traits: - agile - finesse - magical - action_cost: One Action damage: formula: 2d6+4 type: slashing name: wing plus_damage: - formula: 2d6 type: negative to_hit: 18 traits: - agile - finesse - magical - reach 10 feet name: Sceaduinar perception: 15 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: When the sceaduinar damages a living creature with its jaws Strike, the sceaduinar gains 5 temporary Hit Points and the creature must succeed at a DC 25 Fortitude save or become __drained 1__. Further damage dealt to the creature by the sceaduinar increases the drained value by 1 on a failed save, to a maximum of drained 4. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drain Life range: null raw_description: '**Drain Life** (__necromancy__, __occult__) When the sceaduinar damages a living creature with its jaws Strike, the sceaduinar gains 5 temporary Hit Points and the creature must succeed at a DC 25 Fortitude save or become __drained 1__. Further damage dealt to the creature by the sceaduinar increases the drained value by 1 on a failed save, to a maximum of drained 4.' requirements: null success: null traits: - necromancy - occult trigger: null - action_cost: None critical_failure: null critical_success: null description: Negative damage dealt by a sceaduinar damages __undead__ and creatures with negative healing as if it were positive damage. The sceaduinar's melee Strikes have the benefits of the __ghost touch__ property rune on attacks against __incorporeal__ undead. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Entropic Touch range: null raw_description: '**Entropic Touch** Negative damage dealt by a sceaduinar damages __undead__ and creatures with negative healing as if it were positive damage. The sceaduinar''s melee Strikes have the benefits of the __ghost touch__ property rune on attacks against __incorporeal__ undead.' requirements: null success: null traits: null trigger: null ranged: null rarity: Rare resistances: - amount: 10 type: good - amount: 5 type: Resistances physical (except adamantine) ritual_lists: null saves: fort: 16 fort_misc: null misc: +1 status to all saves vs. magic ref: 18 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +15 - greater darkvision - lifesense 120 feet size: Medium skills: - bonus: 17 misc: null name: 'Acrobatics ' - bonus: 13 misc: null name: 'Athletics ' - bonus: 13 misc: null name: 'Intimidation ' - bonus: 15 misc: null name: 'Occultism ' - bonus: 17 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 233 page_stop: null speed: - amount: 30 type: Land - amount: 60 type: fly spell_lists: - dc: 25 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: darkness requirement: null - frequency: null name: dimension door requirement: null - frequency: null name: dispel magic requirement: null - frequency: null name: harm requirement: null - heightened_level: null level: 3 spells: - frequency: null name: grim tendrils requirement: null - frequency: ×3 name: harm requirement: null - heightened_level: null level: 2 spells: - frequency: null name: silence requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: chill touch requirement: null to_hit: null traits: - Rare - NE - Medium - Aberration - Negative type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 19' hp: 55 hp_misc: null immunities: - precision - swarm mind items: null knowledge_checks: dc: 19 skills: - Nature languages: null level: 4 melee: null name: Scorpion Swarm perception: 11 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Scorpion Venom range: null raw_description: '**Scorpion Venom** (__poison__) **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)' requirements: null success: null traits: - poison trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Each enemy in the swarm's space takes 2d8 piercing damage (DC 21 basic Reflex save) and is exposed to scorpion venom. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swarming Stings range: null raw_description: '**Swarming Stings** Each enemy in the swarm''s space takes 2d8 piercing damage (DC 21 basic Reflex save) and is exposed to scorpion venom.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 3 type: bludgeoning - amount: 7 type: piercing - amount: 7 type: slashing ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 13 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +11 - darkvision size: Large skills: - bonus: 11 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Athletics ' - bonus: 11 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 285 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - N - Large - Animal - Swarm type: Creature weaknesses: - amount: 5 type: area damage - amount: 5 type: splash damage - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 2 int_mod: 0 str_mod: 7 wis_mod: 2 ac: 24 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A scythe tree takes 5 additional damage from __axes__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Axe Vulnerability range: null raw_description: '**Axe Vulnerability** A scythe tree takes 5 additional damage from __axes__.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The scythe tree attempts to __Disarm__ the creature. effects: null failure: null frequency: null full_description: null generic_description: null name: Ripping Disarm range: null raw_description: '**Ripping Disarm [Reaction]** **Trigger** A creature rolls a critical failure on a melee weapon Strike against the scythe tree; **Effect** The scythe tree attempts to __Disarm__ the creature.' requirements: null success: null traits: null trigger: A creature rolls a critical failure on a melee weapon Strike against the scythe tree description: 'Malevolent, vicious, and cruel, scythe trees pose as normal trees near deep forest paths, where they wait to slaughter passersby. Instead of drawing sustenance from light and soil, scythe trees gorge themselves on the flesh, blood, and bone of sapient creatures. Nothing is more delectable to scythe trees than a kind-hearted gnome or an altruistic __dryad__ who believes that a scythe tree can be redeemed. The screams and whimpers of these victims are music to these cruel plants and add an extra dimension of flavor to the meal. Scythe trees are solitary creatures by nature, and their size and power mean that they don''t need to compete for food with other carnivorous plants. Once food sources dwindle in an area, scythe trees move on to another location. When a scythe tree dwells in a location for many months or years, it leaves traces of its bark and roots in the soil. Over time, these blood-nourished fragments might grow into a new scythe tree, but the progenitor will most likely have already moved on to new hunting grounds long before the new scythe tree reaches maturity. Scythe trees appear as dead or dying deciduous trees with long, twisted branches that end in scythe-like blades. These carnivorous plants have dark-brown bark that is nearly black near the bottom of the trunk and rusty brown leaves that remain attached year-round. Scythe trees'' disturbing mouths remain closed when not eating, appearing as a jagged gash on the trunk. When scythe trees deign to speak, their voices are rough, deep, and mocking, particularly when discussing arboreals, whom scythe trees universally find to be insufferable and worthy of little more than being hacked to pieces. **__Recall Knowledge - Plant__ (__Nature__)**: DC 22' hp: 105 hp_misc: null immunities: null items: null knowledge_checks: dc: 22 skills: - Nature languages: - Aklo - Arboreal - Sylvan level: 6 melee: - action_cost: One Action damage: formula: 2d10+9 type: slashing name: scythe branch plus_damage: null to_hit: 18 traits: - backswing - deadly d10 - reach 15 feet name: Scythe Tree perception: 14 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: Until the scythe tree acts, it appears to be a dead tree. It has an automatic result of 35 on __Deception__ checks and DCs to pass as a dead tree. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dead Tree range: null raw_description: '**Dead Tree** (__concentrate__) Until the scythe tree acts, it appears to be a dead tree. It has an automatic result of 35 on __Deception__ checks and DCs to pass as a dead tree.' requirements: null success: null traits: - concentrate trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The scythe tree is using Dead Tree in forested terrain, and a creature that hasn't detected it is within 30 feet effects: null failure: null frequency: null full_description: null generic_description: null name: Woodland Ambush range: null raw_description: '**Woodland Ambush** **Requirements** The scythe tree is using Dead Tree in forested terrain, and a creature that hasn''t detected it is within 30 feet; **Effect** The scythe tree Strides up to 25 feet toward the triggering creature. Once the creature is in reach, the scythe tree makes a scythe branch Strike against it. The creature is __flat-footed__ against this Strike.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: bludgeoning - amount: 5 type: piercing ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 8 ref_misc: null will: 9 will_misc: null sense_abilities: null senses: - Perception +14 - lifesense 30 feet - low-light vision size: Huge skills: - bonus: 15 misc: null name: 'Athletics ' - bonus: 12 misc: +14 in forests name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 235 page_stop: null speed: - amount: 15 type: Land spell_lists: null traits: - CE - Huge - Plant type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: null 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 22' hp: 95 hp_misc: null immunities: null items: - longspear - spear (2) knowledge_checks: dc: 22 skills: - Society languages: - Aquan - shark commune 150 feet level: 6 melee: - action_cost: One Action damage: formula: 1d8+11 type: piercing name: longspear plus_damage: null to_hit: 17 traits: - reach 10 feet - action_cost: One Action damage: formula: 1d6+8 type: slashing name: claw plus_damage: null to_hit: 17 traits: - agile - action_cost: One Action damage: formula: 1d6+8 type: piercing name: jaws plus_damage: null to_hit: 17 traits: null name: Sea Devil Baron perception: 13 proactive_abilities: - action_cost: Free Action critical_failure: null critical_success: null description: null effect: The sea devil deals bleed damage to a living creature. effects: null failure: null frequency: null full_description: null generic_description: null name: Blood Frenzy range: null raw_description: '**Blood Frenzy** [Free Action] (__rage__) **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__.' requirements: null success: null traits: - rage trigger: The sea devil is not __fatigued__ or already in a frenzy. - action_cost: None critical_failure: null critical_success: null description: When the sea devil deals piercing or slashing damage, it also deals 1d4 persistent bleed damage if the target was __flat-footed__ or if the attack was a critical hit. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bloodletting range: null raw_description: '**Bloodletting** When the sea devil deals piercing or slashing damage, it also deals 1d4 persistent bleed damage if the target was __flat-footed__ or if the attack was a critical hit.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The sea devil baron is in a blood frenzy. effects: null failure: null frequency: null full_description: null generic_description: null name: Hateful Tide range: null raw_description: '**Hateful Tide** [Two Actions] (__rage__) **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.' requirements: null success: null traits: - rage trigger: null ranged: - action_cost: One Action damage: formula: 1d8+11 type: piercing name: spear plus_damage: null to_hit: 17 traits: - thrown 20 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 14 ref_misc: null will: 13 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like "come," "guard," or "attack." ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shark Commune range: null raw_description: '**Shark Commune** (__mental__, __telepathy__) The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like "come," "guard," or "attack." ' requirements: null success: null traits: - mental - telepathy trigger: null senses: - Perception +13 - darkvision - wavesense 30 feet size: Medium skills: - bonus: 15 misc: +18 to Swim name: 'Athletics ' - bonus: 12 misc: null name: 'Intimidation ' - bonus: 12 misc: null name: 'Stealth ' - bonus: 11 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 287 page_stop: null speed: - amount: 25 type: Land - amount: 35 type: swim spell_lists: null traits: - LE - Medium - Amphibious - Humanoid - Mutant - Sea Devil type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: null 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 19' hp: 60 hp_misc: null immunities: null items: - trident knowledge_checks: dc: 19 skills: - Society languages: - Aquan - shark commune 150 feet level: 4 melee: - action_cost: One Action damage: formula: 1d8+8 type: piercing name: trident plus_damage: null to_hit: 14 traits: null - action_cost: One Action damage: formula: 1d6+6 type: slashing name: claw plus_damage: null to_hit: 14 traits: - agile - action_cost: One Action damage: formula: 1d8+6 type: piercing name: jaws plus_damage: null to_hit: 14 traits: null name: Sea Devil Brute perception: 7 proactive_abilities: - action_cost: Free Action critical_failure: null critical_success: null description: null effect: The sea devil deals bleed damage to a living creature. effects: null failure: null frequency: null full_description: null generic_description: null name: Blood Frenzy range: null raw_description: '**Blood Frenzy** [Free Action] (__rage__) **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__.' requirements: null success: null traits: - rage trigger: The sea devil is not __fatigued__ or already in a frenzy. - action_cost: None critical_failure: null critical_success: null description: When the sea devil deals piercing or slashing damage, it also deals 1d4 persistent bleed damage if the target was __flat-footed__ or if the attack was a critical hit. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bloodletting range: null raw_description: '**Bloodletting** When the sea devil deals piercing or slashing damage, it also deals 1d4 persistent bleed damage if the target was __flat-footed__ or if the attack was a critical hit.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A sea devil brute can use thrown ranged weapons underwater with no penalty due to range increment. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Unimpeded Throw range: null raw_description: '**Unimpeded Throw** A sea devil brute can use thrown ranged weapons underwater with no penalty due to range increment.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d8+8 type: piercing name: trident plus_damage: null to_hit: 11 traits: - thrown 20 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 11 ref_misc: null will: 9 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like "come," "guard," or "attack." ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shark Commune range: null raw_description: '**Shark Commune** (__mental__, __telepathy__) The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like "come," "guard," or "attack." ' requirements: null success: null traits: - mental - telepathy trigger: null senses: - Perception +7 - darkvision - wavesense 30 feet size: Medium skills: - bonus: 12 misc: +15 to Swim name: 'Athletics ' - bonus: 9 misc: null name: 'Intimidation ' - bonus: 9 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 287 page_stop: null speed: - amount: 25 type: Land - amount: 35 type: swim spell_lists: null traits: - LE - Medium - Amphibious - Humanoid - Sea Devil type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: null 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16' hp: 30 hp_misc: null immunities: null items: - longspear - spear knowledge_checks: dc: 16 skills: - Society languages: - Aquan - shark commune 150 feet level: 2 melee: - action_cost: One Action damage: formula: 1d8+3 type: piercing name: longspear plus_damage: null to_hit: 11 traits: - reach 10 feet - action_cost: One Action damage: formula: 1d6+3 type: slashing name: claw plus_damage: null to_hit: 11 traits: - agile - action_cost: One Action damage: formula: 1d8+3 type: piercing name: jaws plus_damage: null to_hit: 11 traits: null name: Sea Devil Scout perception: 9 proactive_abilities: - action_cost: Free Action critical_failure: null critical_success: null description: null effect: The sea devil deals bleed damage to a living creature. effects: null failure: null frequency: null full_description: null generic_description: null name: Blood Frenzy range: null raw_description: '**Blood Frenzy** [Free Action] (__rage__) **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__.' requirements: null success: null traits: - rage trigger: The sea devil is not __fatigued__ or already in a frenzy. - action_cost: None critical_failure: null critical_success: null description: When the sea devil deals piercing or slashing damage, it also deals 1d4 persistent bleed damage if the target was __flat-footed__ or if the attack was a critical hit. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bloodletting range: null raw_description: '**Bloodletting** When the sea devil deals piercing or slashing damage, it also deals 1d4 persistent bleed damage if the target was __flat-footed__ or if the attack was a critical hit.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: spear plus_damage: null to_hit: 12 traits: - thrown 20 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 10 ref_misc: null will: 7 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like "come," "guard," or "attack." ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shark Commune range: null raw_description: '**Shark Commune** (__mental__, __telepathy__) The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like "come," "guard," or "attack." ' requirements: null success: null traits: - mental - telepathy trigger: null senses: - Perception +9 - darkvision - wavesense 30 feet size: Medium skills: - bonus: 9 misc: +11 to Swim name: 'Athletics ' - bonus: 5 misc: null name: 'Intimidation ' - bonus: 8 misc: null name: 'Stealth ' - bonus: 7 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 286 page_stop: null speed: - amount: 25 type: Land - amount: 35 type: swim spell_lists: null traits: - LE - Medium - Amphibious - Humanoid - Sea Devil type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 2 int_mod: -1 str_mod: 6 wis_mod: 2 ac: 24 ac_special: null alignment: NE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: An arc of electricity courses through the sea drake's blood. The triggering creature takes 1d6 electricity damage. effects: null failure: null frequency: null full_description: null generic_description: null name: Electrified Blood range: null raw_description: '**Electrified Blood [Reaction]** (__electricity__) **Trigger **An adjacent creature deals piercing or slashing damage to the sea drake; **Effect **An arc of electricity courses through the sea drake''s blood. The triggering creature takes 1d6 electricity damage.' requirements: null success: null traits: - electricity trigger: An adjacent creature deals piercing or slashing damage to the sea drake description: 'Long and slender, sea drakes have fins down the length of their backs and webbing between their talons, making them just as adapted for gliding through ocean waves as the skies above. More solitary than most drakes, they hunt and live alone. Although most sea drakes make their roosts high on ocean-facing cliffs, it isn''t unheard of for them to dwell in underwater caves, living entirely aquatic lives. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 22' hp: 95 hp_misc: null immunities: - electricity - paralyzed - sleep items: null knowledge_checks: dc: 22 skills: - Arcana languages: - Draconic level: 6 melee: - action_cost: One Action damage: formula: 2d8+9 type: piercing name: jaws plus_damage: - formula: null type: briny wound to_hit: 17 traits: null - action_cost: One Action damage: formula: 2d6+9 type: bludgeoning name: tail plus_damage: null to_hit: 17 traits: - agile - reach 10 feet name: Sea Drake perception: 14 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The sea drake spews a ball of electricity that strikes a primary target within 100 feet, dealing 7d6 electricity damage (DC 24 basic Reflex save). The lightning then arcs to up to three secondary targets within 30 feet of the primary target, striking the closest available targets first. The secondary bolts each strike one secondary target and deal the same rolled damage value as the primary bolt (DC 22 basic Reflex save). The sea drake can't use Ball Lightning Breath again for 1d6 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ball Lightning Breath range: null raw_description: '**Ball Lightning Breath** [Two Actions] (__arcane__, __electricity__, __evocation__) The sea drake spews a ball of electricity that strikes a primary target within 100 feet, dealing 7d6 electricity damage (DC 24 basic Reflex save). The lightning then arcs to up to three secondary targets within 30 feet of the primary target, striking the closest available targets first. The secondary bolts each strike one secondary target and deal the same rolled damage value as the primary bolt (DC 22 basic Reflex save). The sea drake can''t use Ball Lightning Breath again for 1d6 rounds.' requirements: null success: null traits: - arcane - electricity - evocation trigger: null - action_cost: None critical_failure: null critical_success: null description: "A sea drake's saliva carries a large quantity of salt, making its\ \ bite wounds even more painful. When a creature takes damage from a sea drake's\ \ jaws Strike, the creature must attempt a DC 24 Fortitude save; the creature\ \ is then temporarily immune to briny wound for 1 minute. \n\n**Critical Success\ \ **The creature is unaffected. \n\n**Success **The creature is __sickened 1__.\ \ \n\n**Failure **The creature is sickened 2. \n\n**Critical Failure **The creature\ \ is sickened 2 and slowed 1 as long as it's sickened." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Briny Wound range: null raw_description: "**Briny Wound** A sea drake's saliva carries a large quantity\ \ of salt, making its bite wounds even more painful. When a creature takes damage\ \ from a sea drake's jaws Strike, the creature must attempt a DC 24 Fortitude\ \ save; the creature is then temporarily immune to briny wound for 1 minute.\ \ \n\n**Critical Success **The creature is unaffected. \n\n**Success **The creature\ \ is __sickened 1__. \n\n**Failure **The creature is sickened 2. \n\n**Critical\ \ Failure **The creature is sickened 2 and slowed 1 as long as it's sickened." requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The drake tries to capsize an adjacent aquatic vessel of its size or smaller. The drake must succeed at an __Athletics__ check with a DC of 25 (reduced by 5 for each size smaller the vessel is than the drake) or the pilot's __Sailing Lore__ DC, whichever is higher. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Capsize range: null raw_description: '**Capsize** (__attack__) The drake tries to capsize an adjacent aquatic vessel of its size or smaller. The drake must succeed at an __Athletics__ check with a DC of 25 (reduced by 5 for each size smaller the vessel is than the drake) or the pilot''s __Sailing Lore__ DC, whichever is higher.' requirements: null success: null traits: - attack trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The sea drake makes one jaws Strike and two tail Strikes in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The sea drake makes one jaws Strike and two tail Strikes in any order.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The sea drake Strides, __Flies__, or __Swims__ twice. effects: null failure: null frequency: three times per day full_description: null generic_description: null name: Speed Surge range: null raw_description: '**Speed Surge** **Frequency **three times per day; **Effect **The sea drake Strides, __Flies__, or __Swims__ twice.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 14 ref_misc: null will: 12 will_misc: null sense_abilities: null senses: - Perception +14 - darkvision - scent (imprecise) 30 feet size: Large skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 16 misc: null name: 'Athletics ' - bonus: 12 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 101 page_stop: null speed: - amount: 15 type: Land - amount: 40 type: fly - amount: 50 type: swim spell_lists: null traits: - NE - Large - Amphibious - Dragon - Water type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: 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. Sea hags can join covens, but their aquatic nature often prevents them from joining mixed covens with other kinds of hags. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18' hp: 45 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Society languages: - Aklo - Common - Jotun level: 3 melee: - action_cost: One Action damage: formula: 1d10+4 type: slashing name: claw plus_damage: null to_hit: 12 traits: - agile - magical name: Sea Hag perception: 10 proactive_abilities: - action_cost: Two Actions 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. critical_success: No effect. 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. ' effect: null effects: null 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. frequency: null full_description: null generic_description: null name: Dread Gaze range: null raw_description: '**Dread Gaze** [Two Actions] (__curse__, __emotion__, __fear__, __mental__, __occult__) 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.' requirements: null success: Frightened 1. traits: - curse - emotion - fear - mental - occult trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 11 fort_misc: null misc: +1 status to all saves vs. magic ref: 8 ref_misc: null will: 10 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A sea hag adds __acid arrow__, __mariner's curse__, and __water walk__ to her __Coven__'s spells. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Coven range: null raw_description: '**__Coven__** A sea hag adds __acid arrow__, __mariner''s curse__, and __water walk__ to her __Coven__''s spells.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sea Hag's Bargain range: null raw_description: '**Sea Hag''s Bargain** (__necromancy__, __occult__) The 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.' requirements: null success: null traits: - necromancy - occult trigger: null senses: - Perception +10 - darkvision size: Medium skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 11 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Deception ' - bonus: 8 misc: null name: 'Occultism ' - bonus: 8 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 200 page_stop: null speed: - amount: 25 type: Land - amount: 35 type: swim spell_lists: null traits: - CE - Medium - Amphibious - Hag - Humanoid type: Creature weaknesses: - amount: 3 type: cold iron - 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 alignment: N automatic_abilities: null 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. While many fishermen''s tales paint sea serpents as divinely appointed guardians of the ocean or, alternately, as evil and demonic agents, the truth is that most sea serpents are simply very large beasts with a knack for avoiding magical detection. **__Recall Knowledge - Animal__ (__Nature__)**: DC 32' hp: 210 hp_misc: null immunities: null items: null knowledge_checks: dc: 32 skills: - Nature languages: null level: 12 melee: - action_cost: One Action damage: formula: 3d10+14 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 27 traits: - reach 20 feet - action_cost: One Action damage: formula: 2d10+14 type: bludgeoning name: tail plus_damage: - formula: null type: Grab to_hit: 27 traits: - agile - reach 30 feet name: Sea Serpent perception: 22 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Capsize range: null raw_description: '**Capsize** (__attack__) 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.' requirements: null success: null traits: - attack trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 1d10+14 bludgeoning effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 1d10+14 bludgeoning' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sea Serpent Algae range: null raw_description: '**Sea Serpent Algae** (__incapacitation__, __poison__) 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).' requirements: null success: null traits: - incapacitation - poison trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spine Rake range: null raw_description: '**Spine Rake** [Two Actions] (__attack__, __move__) 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).' requirements: null success: null traits: - attack - move trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Huge, 2d10+6 bludgeoning, Rupture 20 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**Swallow Whole** (__attack__) Huge, 2d10+6 bludgeoning, Rupture 20' requirements: null success: null traits: - attack trigger: null ranged: - action_cost: One Action damage: formula: 2d6+12 type: bludgeoning name: water spout plus_damage: - formula: null type: sea serpent algae to_hit: 25 traits: - brutal - range increment 100 feet - water rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 25 fort_misc: null misc: null ref: 21 ref_misc: null will: 21 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A sea serpent automatically tries to counteract any detection, revelation, or scrying divination attempted against it, using its Stealth modifler for its counteract modifier. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Undetectable range: null raw_description: '**Undetectable** (__abjuration__, __primal__) A sea serpent automatically tries to counteract any detection, revelation, or scrying divination attempted against it, using its Stealth modifler for its counteract modifier.' requirements: null success: null traits: - abjuration - primal trigger: null senses: - Perception +22 - darkvision size: Gargantuan skills: - bonus: 18 misc: null name: 'Acrobatics ' - bonus: 26 misc: +28 to Swim name: 'Athletics ' - bonus: 28 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 288 page_stop: null speed: - amount: 20 type: Land - amount: 60 type: swim spell_lists: null traits: - Uncommon - N - Gargantuan - Animal type: Creature weaknesses: null - ability_mods: cha_mod: -2 con_mod: 1 dex_mod: 3 int_mod: -4 str_mod: 0 wis_mod: 1 ac: 16 ac_special: null alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The sea snake makes a bite Strike against the attacker. effects: null failure: null frequency: null full_description: null generic_description: null name: Lash Out range: null raw_description: '**Lash Out [Reaction]** **Trigger** A creature within the sea snake''s reach uses a __move__ action; **Effect** The sea snake makes a bite Strike against the attacker.' requirements: null success: null traits: null trigger: A creature within the sea snake's reach uses a __move__ action description: 'These lithe snakes like to frequent the shallow waters of tropical seas. Their 4-foot-long, blue-green bodies easily blend into the water where they lurk to ambush prey. Tales speak of massive sea snakes that swim in deeper waters and follow ships, waiting for sailors to fall overboard or climbing the side to snatch them from the deck. **__Recall Knowledge - Animal__ (__Nature__)**: DC 14' hp: 15 hp_misc: null immunities: null items: null knowledge_checks: dc: 14 skills: - Nature languages: null level: 0 melee: - action_cost: One Action damage: formula: 1d8 type: piercing name: fangs plus_damage: - formula: null type: sea snake venom to_hit: 7 traits: - agile - finesse name: Sea Snake perception: 5 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 16 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d6 poison damage and __enfeebled 1__ (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sea Snake Venom range: null raw_description: '**Sea Snake Venom** (__poison__) **Saving Throw** DC 16 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d6 poison damage and __enfeebled 1__ (1 round)' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 5 fort_misc: null misc: null ref: 9 ref_misc: null will: 3 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The sea snake can hold its breath for about an hour. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Deep Breath range: null raw_description: '**Deep Breath** The sea snake can hold its breath for about an hour.' requirements: null success: null traits: null trigger: null senses: - Perception +5 - low-light vision - scent (imprecise) 30 feet size: Small skills: - bonus: 2 misc: +6 to Swim name: 'Athletics ' - bonus: 5 misc: null name: 'Stealth ' - bonus: 5 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 245 page_stop: null speed: - amount: 15 type: Land - amount: 25 type: swim spell_lists: null traits: - N - Small - Animal type: Creature weaknesses: null - 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 alignment: N automatic_abilities: null description: 'These amorphous masses of sewage and other detritus make their way through filthy culverts beneath cities large and small. **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 15' hp: 40 hp_misc: null immunities: - acid - critical hits - mental - precision - unconscious - visual items: null knowledge_checks: dc: 15 skills: - Occultism languages: null level: 1 melee: - action_cost: One Action damage: formula: 1d6+1 type: bludgeoning name: pseudopod plus_damage: - formula: 1d4 type: acid to_hit: 9 traits: null name: Sewer Ooze perception: 3 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The sewer ooze unleashes a wave of filth, covering all creatures within a 20-foot emanation. Each creature in the area must succeed at a DC 17 Reflex save or take 1d4 acid damage and take a -10-foot penalty to its Speeds for 1 minute (on a critical failure, the creature also falls prone). A creature can spend and Interact action to clean someone off, decreasing the Speed penalty by 5 feet with each action. effects: null failure: null frequency: once per minute full_description: null generic_description: null name: Filth Wave range: null raw_description: '**Filth Wave** **Frequency** once per minute; **Effect** The sewer ooze unleashes a wave of filth, covering all creatures within a 20-foot emanation. Each creature in the area must succeed at a DC 17 Reflex save or take 1d4 acid damage and take a -10-foot penalty to its Speeds for 1 minute (on a critical failure, the creature also falls prone). A creature can spend and Interact action to clean someone off, decreasing the Speed penalty by 5 feet with each action.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 1 ref_misc: null will: 3 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A sewer ooze can sense nearby motion through vibration and air movement. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Motion Sense range: null raw_description: '**Motion Sense** A sewer ooze can sense nearby motion through vibration and air movement.' requirements: null success: null traits: null trigger: null senses: - Perception +3 - motion sense 60 feet - no vision size: Medium skills: - bonus: 1 misc: +4 in sewers name: 'Stealth ' source: - abbr: Bestiary page_start: 254 page_stop: null speed: - amount: 10 type: Land spell_lists: null traits: - N - Medium - Mindless - Ooze type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 1 dex_mod: 4 int_mod: -1 str_mod: 1 wis_mod: 0 ac: 17 ac_special: null alignment: CE automatic_abilities: null description: 'Shadow drakes are typically among the smallest and least powerful of their species. Most stand as tall and long as house cats and have charcoal-colored scales and membranous wings just translucent enough to pass for shadows. Attracted to shiny materials, they employ deception, teamwork, and even rudimentary traps to create opportunities to make off with ill-gotten gains. Shadow drakes have a particular fascination and admiration for umbral dragons—a notable exception to the norm for drakes and dragons. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 16' hp: 28 hp_misc: null immunities: - paralyzed - sleep items: null knowledge_checks: dc: 16 skills: - Arcana languages: - Draconic level: 2 melee: - action_cost: One Action damage: formula: 1d10+3 type: piercing name: jaws plus_damage: null to_hit: 11 traits: - finesse - action_cost: One Action damage: formula: 1d8+3 type: bludgeoning name: tail plus_damage: null to_hit: 11 traits: - agile - finesse name: Shadow Drake perception: 6 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The shadow drake makes one bite Strike and two tail Strikes in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The shadow drake makes one bite Strike and two tail Strikes in any order.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: A shadow drake spits a ball of black liquid that explodes into a cloud of frigid black shadow. This attack has a range of 40 feet and explodes in a 5-foot-radius burst. Creatures within the burst take 3d6 cold damage (DC 18 basic Reflex save). The explosion of shadow also snuffs out mundane light sources the size of a torch, lantern, or smaller, and attempts to counteract magical light with a +10 counteract modifier. The shadow drake can't use Shadow Breath again for 1d6 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shadow Breath range: null raw_description: '**Shadow Breath** [Two Actions] (__arcane__, __cold__, __evocation__, __shadow__) A shadow drake spits a ball of black liquid that explodes into a cloud of frigid black shadow. This attack has a range of 40 feet and explodes in a 5-foot-radius burst. Creatures within the burst take 3d6 cold damage (DC 18 basic Reflex save). The explosion of shadow also snuffs out mundane light sources the size of a torch, lantern, or smaller, and attempts to counteract magical light with a +10 counteract modifier. The shadow drake can''t use Shadow Breath again for 1d6 rounds.' requirements: null success: null traits: - arcane - cold - evocation - shadow trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The shadow drake Strides or __Flies__ twice. effects: null failure: null frequency: three times per day full_description: null generic_description: null name: Speed Surge range: null raw_description: '**Speed Surge** **Frequency **three times per day; **Effect **The shadow drake Strides or __Flies__ twice.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: fire ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 10 ref_misc: null will: 6 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Light Blindness range: null raw_description: '**__Light Blindness__**' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The shadow drake's form shifts and blends reflexively with surrounding shadows. A shadow drake gains an additional reaction each round, but it can use this reaction only for Shadow Evade. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shadow Blend range: null raw_description: '**Shadow Blend** The shadow drake''s form shifts and blends reflexively with surrounding shadows. A shadow drake gains an additional reaction each round, but it can use this reaction only for Shadow Evade.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The shadow drake further obscures its position. The attacker must succeed at a DC 11 flat check in order to affect the shadow drake, as if the drake were __Hidden__ for the triggering attack. effects: null failure: null frequency: null full_description: null generic_description: null name: Shadow Evade range: null raw_description: '**Shadow Evade [Reaction]** **Trigger **A creature attacks the shadow drake while it is in an area of dim light; **Effect **The shadow drake further obscures its position. The attacker must succeed at a DC 11 flat check in order to affect the shadow drake, as if the drake were __Hidden__ for the triggering attack.' requirements: null success: null traits: null trigger: A creature attacks the shadow drake while it is in an area of dim light senses: - Perception +6 - darkvision - scent (imprecise) 30 feet size: Tiny skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Stealth ' - bonus: 8 misc: null name: 'Thievery ' source: - abbr: Bestiary 2 page_start: 100 page_stop: null speed: - amount: 15 type: Land - amount: 60 type: fly spell_lists: null traits: - CE - Tiny - Dragon - Shadow type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Catch Rock range: null raw_description: '**__Catch Rock__** [Reaction]' requirements: null success: null traits: null trigger: null description: 'Shadow giants are fierce natives of the __Shadow Plane__, 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 Shadow Plane, they live in familiar groups and uphold a nomadic way of life as they roam across ancestral lands between shadowy forests and misty chasms. These hunter-gatherers pass down lore 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 clans and velstracs intent on enslaving their kind. On the Material Plane, conversely, they are secretive and isolationist, keeping apart from other peoples in forbidding structures of black stone in high, isolated mountain valleys. Standing 15 feet tall, with gray skin and hair only a shade lighter, shadow giants are fearsome foes with a well-earned reputation as zealous warmongers and ruthless combatants. They rarely interact with outsiders, though they may treat with proven warriors who show the giants the respect and deference they feel they deserve. Only a small subset of shadow giants worship __Zon-Kuthon__, and most of these Kuthites are so firmly entrenched in the culture of Nidal that their Shadow Plane-dwelling kin would hardly recognize them. Most shadow giants instead practice an ancient religion, unique to their people, with its own bloody themes of sacrifice and self-mutilation. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 31' hp: 275 hp_misc: null immunities: null items: - +1 striking spiked chain - +1 resilient breastplate - sack with 5 rocks knowledge_checks: dc: 31 skills: - Society languages: - Common - Jotun - Shadowtongue level: 13 melee: - action_cost: One Action damage: formula: 3d8+18 type: slashing name: spiked chain plus_damage: - formula: null type: pall of shadow to_hit: 27 traits: - disarm - reach 10 feet - trip - action_cost: One Action damage: formula: 3d8+18 type: bludgeoning name: fist plus_damage: - formula: null type: pall of shadow to_hit: 26 traits: - agile - reach 10 feet name: Shadow Giant perception: 20 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: When a shadow giant hits with a melee Strike, 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pall of Shadow range: null raw_description: '**Pall of Shadow** (__divine__, __necromancy__, __shadow__) When a shadow giant hits with a melee Strike, 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.' requirements: null success: null traits: - divine - necromancy - shadow trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The shadow giant becomes shrouded in shadows and becomes __concealed__. As the nature of this effect leaves the giant's location obvious, it can't use this concealment to __Hide__ or __Sneak__. This effect lasts for 1 minute or until it is exposed to direct sunlight, whichever comes first. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shadowcloak range: null raw_description: '**Shadowcloak** (__divine__, __illusion__, __shadow__) The shadow giant becomes shrouded in shadows and becomes __concealed__. As the nature of this effect leaves the giant''s location obvious, it can''t use this concealment to __Hide__ or __Sneak__. This effect lasts for 1 minute or until it is exposed to direct sunlight, whichever comes first.' requirements: null success: null traits: - divine - illusion - shadow trigger: null - action_cost: One Action critical_failure: null critical_success: null description: '' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Throw Rock range: null raw_description: '**__Throw Rock__** ' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d8+18 type: bludgeoning name: rock plus_damage: null to_hit: 26 traits: - brutal - range increment 120 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 25 fort_misc: null misc: null ref: 20 ref_misc: null will: 23 will_misc: null sense_abilities: null senses: - Perception +20 - darkvision size: Large skills: - bonus: 27 misc: null name: 'Athletics ' - bonus: 22 misc: null name: 'Intimidation ' - bonus: 21 misc: +23 to Hide in dim light name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 127 page_stop: null speed: - amount: 35 type: Land spell_lists: null traits: - LE - Large - Giant - Humanoid - Shadow type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: An object shedding magical light (such as from the light spell) is treated as magical when used to attack the shadow. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Light Vulnerability range: null raw_description: '**Light Vulnerability** An object shedding magical light (such as from the light spell) is treated as magical when used to attack the shadow.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Undead__ (__Religion__)**: DC 19' hp: 40 hp_misc: null immunities: - death effects - disease - paralyzed - poison - precision - unconscious items: null knowledge_checks: dc: 19 skills: - Religion languages: - Necril level: 4 melee: - action_cost: One Action damage: formula: 2d6+3 type: negative name: shadow hand plus_damage: null to_hit: 15 traits: - finesse - magical name: Shadow perception: 10 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably __clumsy 2__. 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shadow Spawn range: null raw_description: '**Shadow Spawn** When a creature''s shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn''t have Steal Shadow and is perpetually and incurably __clumsy 2__. 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The shadow can Hide or end its Sneak in a creature's or object's shadow. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Slink in Shadows range: null raw_description: '**Slink in Shadows** The shadow can Hide or end its Sneak in a creature''s or object''s shadow.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The shadow hit a living creature with a shadow hand Strike on its previous action. effects: null failure: null frequency: null full_description: null generic_description: null name: Steal Shadow range: null raw_description: '**Steal Shadow** (__divine__, __necromancy__) **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.' requirements: null success: null traits: - divine - necromancy trigger: null ranged: null rarity: Common resistances: - amount: 5 type: all (except force - amount: null type: ghost touch - amount: null type: or positive - amount: null type: double resistance against non-magical) ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 14 ref_misc: null will: 12 will_misc: null sense_abilities: null senses: - Perception +10 - darkvision size: Medium skills: - bonus: 10 misc: null name: 'Acrobatics ' - bonus: 14 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 289 page_stop: null speed: - amount: 30 type: fly spell_lists: null traits: - CE - Medium - Incorporeal - Undead type: Creature weaknesses: - amount: null type: light vulnerability - 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 alignment: LN 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. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 25' hp: 110 hp_misc: null immunities: null items: - +1 falchion knowledge_checks: dc: 25 skills: - Arcana - Nature languages: - Common - Terran level: 7 melee: - action_cost: One Action damage: formula: 1d10+12 type: slashing name: falchion plus_damage: null to_hit: 20 traits: - forceful +1 - magical - reach 10 feet - sweep - action_cost: One Action damage: formula: 1d4+12 type: bludgeoning name: fist plus_damage: - formula: null type: Push 10 feet and shove into stone to_hit: 19 traits: - agile - magical - nonlethal - reach 10 feet name: Shaitan perception: 15 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The shaitan can Burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Earth Glide range: null raw_description: '**Earth Glide** The shaitan can Burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shove into Stone range: null raw_description: '**Shove into Stone** (__arcane__, __earth__, __transmutation__) 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).' requirements: null success: null traits: - arcane - earth - transmutation trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: electricity ritual_lists: null saves: fort: 18 fort_misc: null misc: null ref: 12 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +15 - darkvision - detect magic - tremorsense (imprecise) 60 feet size: Large skills: - bonus: 19 misc: null name: 'Athletics ' - bonus: 14 misc: null name: 'Crafting ' - bonus: 16 misc: null name: 'Deception ' - bonus: 15 misc: null name: 'Nature ' - bonus: 14 misc: null name: 'Society ' source: - abbr: Bestiary page_start: 164 page_stop: null speed: - amount: 20 type: Land - amount: 45 type: burrow - amount: 20 type: climb - amount: null type: earth glide spell_lists: - dc: 24 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: to Astral Plane, Elemental Planes, or Material Plane only name: plane shift requirement: null - heightened_level: null level: 5 spells: - frequency: self only name: veil requirement: null - frequency: null name: wall of stone requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: shape stone requirement: null - heightened_level: null level: 2 spells: - frequency: x2 name: glitterdust requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: detect magic requirement: null to_hit: null traits: - Uncommon - LN - Large - Earth - Elemental - Genie type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Whenever the shambler would take electricity damage or is targeted with an electricity effect, it gains 12 temporary HP and is quickened until the end of its next turn. It can use its extra action to Stride, Strike, or Swim. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Electric Surge range: null raw_description: '**Electric Surge** Whenever the shambler would take electricity damage or is targeted with an electricity effect, it gains 12 temporary HP and is quickened until the end of its next turn. It can use its extra action to Stride, Strike, or Swim.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: A creature unaware of the shambler's true nature comes within 10 feet. effects: null failure: null frequency: null full_description: null generic_description: null name: Shamble range: null raw_description: '**Shamble** [Reaction] **Requirements** The shambler is in mound form. **Trigger** A creature unaware of the shambler''s true nature comes within 10 feet. **Effect** The shambler makes a vine Strike against the creature. Then roll initiative.' requirements: null success: null traits: null trigger: The shambler is in mound form. 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. Shamblers are usually solitary creatures. Fierce thunderstorms are among the few events that bring numerous shamblers together. During such gatherings, the plants gather around strange but seemingly sacred earthen mounds in remote jungles and swamps and cavort and caper excitedly, stretching their tendrils toward the sky to hope for—or perhaps to summon—intense lightning strikes. Not only are these strange plants unharmed by even the most powerful electrical strikes, but they seem to become supernaturally empowered by such bursts of raw energy. Shamblers consider being struck by lightning a sign of divine favor, and those shamblers frequently blasted by bolts of electricity become respected (and powerful) elders among their kind. Shambler elders are few and far between and may possess a wide array of abilities; some can cast primal spells, others can empathically call upon the aid of other shamblers in the area, and still others wield awesome powers over electricity. Other types of shamblers exist, including those composed not of plant matter but fungal growth. These creatures, known as "spore mounds," discharge clouds of toxic spores from their bodies when struck in combat. In semiarid deserts, shambler-like plants called tanglethorns dwell amid sagebrush and rock formations; they resemble bunches of tumbleweeds and cacti and in ict deep, bloody lacerations with their attacks. **__Recall Knowledge - Plant__ (__Nature__)**: DC 22' hp: 120 hp_misc: null immunities: - electricity items: null knowledge_checks: dc: 22 skills: - Nature languages: - Common - Elven - Sylvan - (can't speak any language) level: 6 melee: - action_cost: One Action damage: formula: 2d8+8 type: bludgeoning name: vine plus_damage: - formula: null type: Grab to_hit: 17 traits: - reach 10 feet name: Shambler perception: 12 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The shambler makes a vine Strike against each creature within reach. Its multiple attack penalty increases only after all the attacks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vine Lash range: null raw_description: '**Vine Lash** [Two Actions] The shambler makes a vine Strike against each creature within reach. Its multiple attack penalty increases only after all the attacks.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: fire ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 11 ref_misc: null will: 14 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mound range: null raw_description: '**Mound** 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.' requirements: null success: null traits: null trigger: null senses: - Perception +12 - darkvision size: Large skills: - bonus: 16 misc: null name: 'Athletics ' - bonus: 12 misc: +18 in forests or swamps name: 'Stealth ' source: - abbr: Bestiary page_start: 290 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: swim spell_lists: null traits: - N - Large - Plant type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. A non-evil creature that ends its turn in the aura must attempt a DC 35 Fortitude save. If it fails, it's slowed 1 for 1 round, and if it critically fails, it is instead paralyzed for 1 round. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Paralyzing Gaze range: null raw_description: '**Paralyzing Gaze** (__aura__, __divine__, __enchantment__, __visual__) 30 feet. A non-evil creature that ends its turn in the aura must attempt a DC 35 Fortitude save. If it fails, it''s slowed 1 for 1 round, and if it critically fails, it is instead paralyzed for 1 round.' requirements: null success: null traits: - aura - divine - enchantment - visual trigger: null - action_cost: None critical_failure: null critical_success: null description: A shemhazian's mutilation is a part of them, and they can't bear to see it reversed. The first time each round that a creature heals from damage the shemhazian dealt on their last turn, the demon takes 3d6 mental damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Succor Vulnerability range: null raw_description: '**Succor Vulnerability** A shemhazian''s mutilation is a part of them, and they can''t bear to see it reversed. The first time each round that a creature heals from damage the shemhazian dealt on their last turn, the demon takes 3d6 mental damage.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The shemhazian attempts to Trip the triggering creature. On a success, the creature also takes damage as if the shemhazian had hit with a tail Strike, and if the creature was flying, it falls 30 feet. effects: null failure: null frequency: null full_description: null generic_description: null name: Tail Whip range: null raw_description: '**Tail Whip** [Reaction] **Trigger** A creature within reach of the shemhazian''s tail leaves a square during a move action it''s using. **Effect** The shemhazian attempts to Trip the triggering creature. On a success, the creature also takes damage as if the shemhazian had hit with a tail Strike, and if the creature was flying, it falls 30 feet.' requirements: null success: null traits: null trigger: A creature within reach of the shemhazian's tail leaves a square during a move action it's using. 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. Shemhazians delight in visiting torment upon mortals, of course, but more than most demons, these fiends revel in sharing the pain with their own kind. Other demons fear and hate shemhazians for this reason, with only the most powerful willing to work with a shemhazian to achieve a shared goal. Even then, the shemhazian is always on the watch for an opportunity to bring pain and suffering to its allies along with any foe. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 35' hp: 350 hp_misc: null immunities: null items: null knowledge_checks: dc: 35 skills: - Religion languages: - Abyssal - Celestial - Draconic - telepathy 100 feet level: 16 melee: - action_cost: One Action damage: formula: 3d12+17 type: piercing name: jaws plus_damage: - formula: 1d6 type: evil and enfeebling bite to_hit: 33 traits: - evil - magical - reach 20 feet - action_cost: One Action damage: formula: 3d8+17 type: slashing name: claw plus_damage: - formula: 1d6 type: evil to_hit: 33 traits: - agile - evil - magical - reach 20 feet - action_cost: One Action damage: formula: 3d8+17 type: bludgeoning name: pincer plus_damage: - formula: 1d6 type: evil and Improved Grab to_hit: 33 traits: - evil - magical - reach 20 feet - action_cost: One Action damage: formula: 3d6+17 type: slashing name: tail plus_damage: - formula: 1d6 type: evil to_hit: 33 traits: - evil - magical - reach 30 feet name: Shemhazian perception: 30 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Enfeebling Bite range: null raw_description: '**Enfeebling Bite** (__divine__, __necromancy__) 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).' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Focused Gaze range: null raw_description: '**Focused Gaze** (__concentrate__, __divine__, __enchantment__, __incapacitation__, __visual__) 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.' requirements: null success: null traits: - concentrate - divine - enchantment - incapacitation - visual trigger: null - action_cost: One Action critical_failure: null critical_success: null description: claw effect: The monster automatically deals that Strike's damage again to the enemy. effects: null failure: null frequency: null full_description: null generic_description: null name: Rend range: null raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy. requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: - dc: 36 misc: null name: Divine Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: abyssal pact requirement: null to_hit: null saves: fort: 32 fort_misc: null misc: +1 status to all saves vs. magic ref: 26 ref_misc: null will: 27 will_misc: null sense_abilities: null senses: - Perception +30 - darkvision - scent (imprecise) 60 feet - true seeing size: Gargantuan skills: - bonus: 31 misc: null name: 'Athletics ' - bonus: 25 misc: null name: 'Deception ' - bonus: 27 misc: null name: 'Intimidation ' - bonus: 28 misc: null name: 'Medicine ' - bonus: 30 misc: null name: 'Religion ' source: - abbr: Bestiary page_start: 80 page_stop: null speed: - amount: 35 type: Land - amount: 20 type: climb - amount: 35 type: fly (from fly) spell_lists: - dc: 37 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 8 spells: - frequency: evil only name: divine decree requirement: null - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - frequency: x3 name: prying eye requirement: null - heightened_level: null level: 4 spells: - frequency: x3 name: clairvoyance requirement: null - frequency: at will name: dimension door requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: invisibility requirement: null - heightened_level: 7 level: -1 spells: - frequency: null name: fly requirement: null - frequency: null name: true seeing requirement: null to_hit: null traits: - CE - Gargantuan - Demon - Fiend type: Creature weaknesses: - amount: 15 type: cold iron - amount: 15 type: good - ability_mods: cha_mod: 3 con_mod: 7 dex_mod: 1 int_mod: 2 str_mod: 5 wis_mod: 3 ac: 31 ac_special: - descr: 33 with shield raised alignment: LG automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: A shield archon's shield is the focal point of its courage and soul. It always has its shield raised without needing to Raise a Shield, and it can use Shield Block as a free action instead of a reaction (Hardness 10, HP 80). A shield archon can trigger its Shield Block free action when an ally within 10 feet is the target of an attack, reducing damage to that ally instead of itself but otherwise following the normal rules of Shield Block.**Menacing Guardian** (__aura__, __divine__, __enchantment__) 30 feet. Enemies that start their turn in the area or enter it must attempt a DC 27 Will save. On a failure, they take a -1 status penalty to attack rolls, spell rolls, and damage rolls against any other target while in the aura for 24 hours or until they damage the archon, whichever comes first. On a critical failure, they can't use hostile actions against any other target while in the area for 24 hours or until they damage the archon, whichever comes first. Regardless of the result, a creature is then temporarily immune to further menacing guardian auras for 24 hours.**Retributive Strike** [Reaction] effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Living Shield range: null raw_description: '**Living Shield** A shield archon''s shield is the focal point of its courage and soul. It always has its shield raised without needing to Raise a Shield, and it can use Shield Block as a free action instead of a reaction (Hardness 10, HP 80). A shield archon can trigger its Shield Block free action when an ally within 10 feet is the target of an attack, reducing damage to that ally instead of itself but otherwise following the normal rules of Shield Block.**Menacing Guardian** (__aura__, __divine__, __enchantment__) 30 feet. Enemies that start their turn in the area or enter it must attempt a DC 27 Will save. On a failure, they take a -1 status penalty to attack rolls, spell rolls, and damage rolls against any other target while in the aura for 24 hours or until they damage the archon, whichever comes first. On a critical failure, they can''t use hostile actions against any other target while in the area for 24 hours or until they damage the archon, whichever comes first. Regardless of the result, a creature is then temporarily immune to further menacing guardian auras for 24 hours.**Retributive Strike** [Reaction]' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Celestial__ (__Religion__)**: DC 27' hp: 125 hp_misc: null immunities: null items: - +1 full plate knowledge_checks: dc: 27 skills: - Religion languages: - Celestial - Draconic - Infernal - tongues level: 10 melee: - action_cost: One Action damage: formula: 2d6+10 type: piercing name: holy striking spear plus_damage: - formula: 1d6 type: good to_hit: 22 traits: - magical - reach 10 feet name: Shield Archon perception: 19 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: Once per day, if an archon sees another creature cast __dimension door__, it can cast an innate __dimension door__ (heightened to 5th level) 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__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Archon's Door range: null raw_description: '**Archon''s Door** Once per day, if an archon sees another creature cast __dimension door__, it can cast an innate __dimension door__ (heightened to 5th level) 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__.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When a shield archon uses its __dimension door__ innate spell, it can choose to move into the space of a willing ally it can see within range. If it does so, the ally switches places with the archon, appearing in the space the archon just vacated, as if it too had cast __dimension door__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Courageous Switch range: null raw_description: '**Courageous Switch** When a shield archon uses its __dimension door__ innate spell, it can choose to move into the space of a willing ally it can see within range. If it does so, the ally switches places with the archon, appearing in the space the archon just vacated, as if it too had cast __dimension door__.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 23 fort_misc: null misc: +1 status to all saves vs. magic ref: 15 ref_misc: null will: 19 will_misc: null sense_abilities: - action_cost: One Action critical_failure: null critical_success: null description: '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 __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. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Morphic Hands range: null raw_description: '**Morphic Hands** (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 __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. ' requirements: null success: null traits: - divine - transmutation trigger: null senses: - Perception +19 - darkvision size: Large skills: - bonus: 21 misc: null name: 'Athletics ' - bonus: 19 misc: null name: 'Diplomacy ' - bonus: 19 misc: null name: 'Intimidation ' - bonus: 19 misc: null name: 'Religion ' - bonus: 17 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 29 page_stop: null speed: - amount: 30 type: Land - amount: 60 type: fly spell_lists: - dc: 27 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - heightened_level: null level: 2 spells: - frequency: x3 name: shield other requirement: null - heightened_level: null level: 1 spells: - frequency: x3 name: true strike requirement: null - heightened_level: 5 level: 0 spells: - frequency: null name: message requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null to_hit: null traits: - LG - Large - Archon - Celestial type: Creature weaknesses: - amount: 10 type: evil - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 60 feet. The shining child sheds bright light. Any creature that starts its turn in the aura must succeed at a Fortitude DC 29 save. If it fails, it is blinded for 1 minute, and if it critically fails, it's permanently blinded. A creature that succeeds at its save is temporarily immune to this effect for 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Blinding Aura range: null raw_description: '**Blinding Aura** (__arcane__, __aura__, __incapacitation__, __light__) 60 feet. The shining child sheds bright light. Any creature that starts its turn in the aura must succeed at a Fortitude DC 29 save. If it fails, it is blinded for 1 minute, and if it critically fails, it''s permanently blinded. A creature that succeeds at its save is temporarily immune to this effect for 24 hours.' requirements: null success: null traits: - arcane - aura - incapacitation - light trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The shining child attempts to counteract the magical darkness (as a 7th-level spell). effects: null failure: null frequency: null full_description: null generic_description: null name: Overwhelming Light range: null raw_description: '**Overwhelming Light** [Reaction] (__light__) **Trigger** The shining child enters an area of magical darkness or begins its turn in an area of magical darkness. **Effect** The shining child attempts to counteract the magical darkness (as a 7th-level spell).' requirements: null success: null traits: - light trigger: The shining child enters an area of magical darkness or begins its turn in an area of magical darkness. 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. Because of their reputation as scholars of the alien and the eldritch, shining children are sometimes summoned by powerful wizards or occultists in search of rare knowledge. The creatures never give away their lore without some price, though, and typically demand in return the performance of contemptible deeds that further their inscrutable, far-ranging plans. These mysterious beings are natives of the Astral Plane. In that vast plane, accretions of metaphysical matter gradually accumulate and eventually coalesce into demiplanes. During this tumultuous process, sparks of living light sometimes shear off the newly formed planes, and these sparks of raw planar energy somehow transform into shining children. Every newly formed demiplane leaves a different mental imprint on its shining "offspring," making it easy for shining children to telepathically recognize their brothers and sisters. Forever trapped in apparently adolescent bodies, shining children dedicate themselves to scholarship and violence with equal measure in a futile effort to understand their roles in the multiverse and the burning injustice of their births. Shining children confuse most other creatures with their refusal to use individual names in favor of alternating between referring to each other singularly and collectively. **__Recall Knowledge - Astral__ (__Occultism__)**: DC 30' hp: 215 hp_misc: null immunities: - blinded - dazzled - fire items: null knowledge_checks: dc: 30 skills: - Occultism languages: - Aklo - telepathy 120 feet level: 12 melee: - action_cost: One Action damage: formula: 3d4+5 type: bludgeoning name: fist plus_damage: - formula: 4d6 type: fire and 2d4 persistent fire to_hit: 25 traits: - agile - finesse - magical - action_cost: One Action damage: formula: 3d10+3 type: fire, name: fire ray plus_damage: - formula: 2d10 type: positive damage if the target is undead to_hit: 25 traits: - arcane - evocation - magical - range 100 feet name: Shining Child perception: 23 proactive_abilities: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 22 fort_misc: null misc: null ref: 19 ref_misc: null will: 19 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The shining child is flat-footed while in areas of darkness. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Radiance Dependence range: null raw_description: '**Radiance Dependence** The shining child is flat-footed while in areas of darkness.' requirements: null success: null traits: null trigger: null senses: - Perception +23 - darkvision size: Medium skills: - bonus: 18 misc: null name: 'Arcana ' - bonus: 23 misc: null name: 'Deception ' - bonus: 21 misc: null name: 'Diplomacy ' - bonus: 21 misc: null name: 'Intimidation ' - bonus: 18 misc: null name: 'Occultism ' source: - abbr: Bestiary page_start: 292 page_stop: null speed: - amount: 30 type: Land - amount: 50 type: fly spell_lists: - dc: 33 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: null name: spell turning requirement: null - frequency: null name: sunburst requirement: null - heightened_level: null level: 6 spells: - frequency: null name: dispel magic requirement: null - frequency: null name: vibrant pattern requirement: null - frequency: null name: wall of force requirement: null - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - frequency: null name: false vision requirement: null - frequency: null name: hallucinatory terrain requirement: null - heightened_level: null level: 4 spells: - frequency: at will, self only name: dimension door requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: illusory object requirement: null - heightened_level: 6 level: 0 spells: - frequency: null name: light requirement: null to_hit: null traits: - CE - Medium - Astral type: Creature weaknesses: null - ability_mods: cha_mod: 7 con_mod: 7 dex_mod: 5 int_mod: -3 str_mod: 8 wis_mod: 6 ac: 38 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When a creature slays a shoal linnorm, it must succeed at a DC 38 Will save or become cursed. As long as the curse of drowning persists, the character must spend 3 actions when drinking any liquid. Attempting to drink liquid faster causes the victim to begin __drowning__, immediately running out of air and falling unconscious. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Curse of Drowning range: null raw_description: '**Curse of Drowning** (__curse__, __primal__, __water__) When a creature slays a shoal linnorm, it must succeed at a DC 38 Will save or become cursed. As long as the curse of drowning persists, the character must spend 3 actions when drinking any liquid. Attempting to drink liquid faster causes the victim to begin __drowning__, immediately running out of air and falling unconscious.' requirements: null success: null traits: - curse - primal - water trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: Tail only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'Shoal linnorms occupy rocky shoreline shallows and slither along lonely coastlines. While they do not intentionally seek out large settlements, these linnorms nonetheless beleaguer fishers headed out from small coastal towns, and they may even follow skiffs back to their home port to appraise the town''s defenses and plan a raid. Shoal linnorms tend to hunt large prey, both underwater and on land. Their preferred quarries includes giant squid and grizzly bears—meals rich in fat, which the linnorms metabolize into the fiery steam that courses through their veins. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 36' hp: 295 hp_misc: regeneration 10 (deactivated by cold iron immunities: - curse - fire - paralyzed - sleep items: null knowledge_checks: dc: 36 skills: - Arcana languages: - Aklo - Draconic - Sylvan level: 15 melee: - action_cost: One Action damage: formula: 3d12+16 type: piercing name: jaws plus_damage: - formula: null type: shoal linnorm venom to_hit: 31 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 3d8+16 type: slashing name: claw plus_damage: null to_hit: 31 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 4d6+16 type: bludgeoning name: tail plus_damage: - formula: null type: Improved Grab to_hit: 31 traits: - magical - reach 25 feet name: Shoal Linnorm perception: 27 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The shoal linnorm exhales scalding steam that deals 12d8 fire damage in a 60-foot cone (DC 36 basic Reflex save). The steam lingers until the end of the linnorm's next turn; anyone who enters the area or begins their turn in the area takes 6d8 fire damage (DC 36 Reflex save negates). During this time, the steam is so thick that it impedes movement as well as sight, turning the area into difficult terrain. All creatures in the steam become __concealed__, and all creatures outside the steam become concealed to creatures within it. The shoal linnorm can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__evocation__, __fire__, __primal__, __water__) The shoal linnorm exhales scalding steam that deals 12d8 fire damage in a 60-foot cone (DC 36 basic Reflex save). The steam lingers until the end of the linnorm''s next turn; anyone who enters the area or begins their turn in the area takes 6d8 fire damage (DC 36 Reflex save negates). During this time, the steam is so thick that it impedes movement as well as sight, turning the area into difficult terrain. All creatures in the steam become __concealed__, and all creatures outside the steam become concealed to creatures within it. The shoal linnorm can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - evocation - fire - primal - water trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 36 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 4d6 fire damage and __enfeebled 1__ (1 round); **Stage 2** 6d6 fire damage and enfeebled 2 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shoal Linnorm Venom range: null raw_description: '**Shoal Linnorm Venom** (__fire__, __poison__) **Saving Throw** DC 36 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 4d6 fire damage and __enfeebled 1__ (1 round); **Stage 2** 6d6 fire damage and enfeebled 2 (1 round)' requirements: null success: null traits: - fire - poison trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: cold iron ritual_lists: null saves: fort: 29 fort_misc: null misc: +1 status to all saves vs. magic ref: 25 ref_misc: null will: 22 will_misc: null sense_abilities: null senses: - Perception +27 - darkvision - scent (imprecise) 60 feet - true seeing size: Gargantuan skills: - bonus: 28 misc: null name: 'Acrobatics ' - bonus: 31 misc: null name: 'Athletics ' - bonus: 28 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 164 page_stop: null speed: - amount: 35 type: Land - amount: 100 type: fly - amount: 100 type: swim - amount: 128 type: freedom of movement spell_lists: - dc: 36 misc: null name: Primal Innate Spells spell_groups: - heightened_level: 7 level: -1 spells: - frequency: null name: freedom of movement requirement: null - heightened_level: 6 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: null traits: - Uncommon - CE - Gargantuan - Amphibious - Dragon type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 4 int_mod: -4 str_mod: 1 wis_mod: 3 ac: 18 ac_special: null alignment: N automatic_abilities: null description: 'These brightly colored reptiles share the rough size and pack mentality of guard dogs, roaming in small groups. Shocker lizards have specialized glands under their scales that accumulate static electricity, and they can unleash blasts of lightning strong enough to harm significantly larger foes. Though they''re meek and docile when encountered alone, shocker lizards are significantly more aggressive in packs, when they can amplify each other''s electrical attacks. Shocker lizards are notoriously difficult to domesticate because they''re dangerously hostile as part of a pack, but will also swiftly wither and die if kept alone in captivity without constant attention. A shocker lizard is 3 feet long and weighs 25 pounds. **__Recall Knowledge - Animal__ (__Nature__)**: DC 16' hp: 32 hp_misc: null immunities: - electricity items: null knowledge_checks: dc: 16 skills: - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d8+3 type: piercing name: jaws plus_damage: null to_hit: 10 traits: - agile - finesse name: Shocker Lizard perception: 7 proactive_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The shocker lizard lends some of its electrical power to the nearby lizard. This either causes the other lizard's shock Strike to lose the __nonlethal__ trait or increases the DC of its Discharge to 20. effects: null failure: null frequency: null full_description: null generic_description: null name: Amplify Voltage range: null raw_description: '**Amplify Voltage** [Reaction] **Trigger** A shocker lizard within 20 feet makes a shock Strike or uses Discharge; **Effect** The shocker lizard lends some of its electrical power to the nearby lizard. This either causes the other lizard''s shock Strike to lose the __nonlethal__ trait or increases the DC of its Discharge to 20.' requirements: null success: null traits: null trigger: A shocker lizard within 20 feet makes a shock Strike or uses Discharge - action_cost: Two Actions critical_failure: null critical_success: null description: The shocker lizard releases a blast of lightning from its body. Creatures within a 10-foot emanation take 3d6 electricity damage (DC 18 basic Reflex save). The shocker lizard can't use Discharge for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Discharge range: null raw_description: '**Discharge** [Two Actions] (__electricity__) The shocker lizard releases a blast of lightning from its body. Creatures within a 10-foot emanation take 3d6 electricity damage (DC 18 basic Reflex save). The shocker lizard can''t use Discharge for 1d4 rounds.' requirements: null success: null traits: - electricity trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: 'The shocker lizard hunkers down and begins to spark with electricity, which it releases in a 10-foot emanation that deals 3d8 electricity damage (DC 18 basic Reflex save). The shocker lizard can''t use Shocking Burst again for 1 minute. Up to four shocker lizards can combine their Shocking Bursts. In this case, the lizards can delay the release of their electricity until any other shocker lizard within 30 feet completes its Shocking Burst. The combined Shocking Bursts create an emanation with the combined area from all participating shocker lizards. For each additional shocker lizard that joins the burst, the damage increases by 3d8 and the save DC increases by 1 (to a maximum of four lizards dealing 12d8 damage with a DC 21 save).' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shocking Burst range: null raw_description: '**Shocking Burst** [Three Actions] (__electricity__, __evocation__, __primal__) The shocker lizard hunkers down and begins to spark with electricity, which it releases in a 10-foot emanation that deals 3d8 electricity damage (DC 18 basic Reflex save). The shocker lizard can''t use Shocking Burst again for 1 minute. Up to four shocker lizards can combine their Shocking Bursts. In this case, the lizards can delay the release of their electricity until any other shocker lizard within 30 feet completes its Shocking Burst. The combined Shocking Bursts create an emanation with the combined area from all participating shocker lizards. For each additional shocker lizard that joins the burst, the damage increases by 3d8 and the save DC increases by 1 (to a maximum of four lizards dealing 12d8 damage with a DC 21 save).' requirements: null success: null traits: - electricity - evocation - primal trigger: null ranged: - action_cost: One Action damage: formula: 2d6 type: electricity name: shock plus_damage: null to_hit: 10 traits: - nonlethal - range increment 5 feet rarity: Common resistances: null ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 10 ref_misc: null will: 7 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A shocker lizard can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an __electricity__ effect within the last minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Greater Electrolocation range: null raw_description: '**Greater Electrolocation** A shocker lizard can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an __electricity__ effect within the last minute.' requirements: null success: null traits: null trigger: null senses: - Perception +7 - low-light vision - greater electrolocation 20 feet size: Small skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 5 misc: null name: 'Athletics ' - bonus: 8 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 240 page_stop: null speed: - amount: 35 type: Land - amount: 15 type: climb - amount: 15 type: swim spell_lists: null traits: - N - Small - Animal type: Creature weaknesses: null - 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 alignment: CN automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 60 feet. A shoggoth constantly voices syllables and mutterings that mortals were not meant to hear. A creature entering the aura or starting its turn in the aura must succeed at a DC 38 Will save or become confused for 1 round (2d4 rounds on a critical failure). A creature that successfully saves is temporarily immune for 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Maddening Cacophony range: null raw_description: '**Maddening Cacophony** (__auditory__, __aura__, __incapacitation__, __mental__) 60 feet. A shoggoth constantly voices syllables and mutterings that mortals were not meant to hear. A creature entering the aura or starting its turn in the aura must succeed at a DC 38 Will save or become confused for 1 round (2d4 rounds on a critical failure). A creature that successfully saves is temporarily immune for 24 hours.' requirements: null success: null traits: - auditory - aura - incapacitation - mental trigger: 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. The first shoggoths were created by an alien species to serve as mindless beasts of burden. Their vast bulk, incredible strength, and amorphous nature made them useful slave labor, and their ability to spontaneously form whatever new eyes, mouths, limbs, and other organs they might need made them incredibly versatile. Eventually, the shoggoths developed enough intelligence to rebel against their masters, and now they lurk, patient but potent, in the lightless deeps. A shoggoth has goals and methods unknowable to humanoid beings. They remember their eons of servitude and, compared to their mysterious masters, humans, elves, dwarves and other intelligent beings are mere specks which crawl upon the surface of the world, indistinguishable from animals. When a shoggoth rolls its immense, hideous body over a band of explorers, engulfing them in a gelatinous press of flesh and gnawing teeth, it is not so much evil as uncaring. Shoggoths can become the object of worship for humanoid cults dedicated to chaos and entropy. The shoggoth does not respond to this worship, but it can be counted on to consume any hapless victim the cult can capture and sacrifice to it. Rumors of shoggoths that have developed even greater intellects are, one would hope, just that, for the damage a shoggoth capable of reasoning could wreak upon a world is unsettling to say the least. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 43' hp: 275 hp_misc: fast healing 20 immunities: - blinded - controlled - critical hits - deafened - precision - sleep items: null knowledge_checks: dc: 43 skills: - Occultism languages: - Aklo level: 18 melee: - action_cost: One Action damage: formula: 4d10+18 type: bludgeoning name: pseudopod plus_damage: - formula: null type: Grab to_hit: 35 traits: - magical - reach 30 feet name: Shoggoth perception: 34 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 2d10+15 bludgeoning effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 2d10+15 bludgeoning' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature that begins its turn inside the shoggoth takes 9d6 acid damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Eat Away range: null raw_description: '**Eat Away** A creature that begins its turn inside the shoggoth takes 9d6 acid damage.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: DC 40, 6d6 acid, Escape DC 40, Rupture 40 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Engulf range: null raw_description: '**Engulf** [Two Actions] DC 40, 6d6 acid, Escape DC 40, Rupture 40' requirements: null success: null traits: null trigger: null ranged: null rarity: Rare resistances: - amount: 20 type: acid - amount: 20 type: cold - amount: 20 type: sonic ritual_lists: null saves: fort: 33 fort_misc: null misc: +1 status to all saves vs. magic ref: 30 ref_misc: null will: 30 will_misc: null sense_abilities: null senses: - Perception +34 - darkvision - scent (imprecise) 60 feet - tremorsense (imprecise) 60 feet size: Huge skills: - bonus: 36 misc: null name: 'Athletics ' - bonus: 29 misc: null name: 'Intimidation ' source: - abbr: Bestiary page_start: 293 page_stop: null speed: - amount: 40 type: Land - amount: 25 type: climb - amount: 50 type: swim spell_lists: null traits: - Rare - CN - Huge - Aberration - Amphibious type: Creature weaknesses: null - ability_mods: cha_mod: 6 con_mod: 2 dex_mod: 4 int_mod: 4 str_mod: 6 wis_mod: 2 ac: 25 ac_special: null alignment: CE automatic_abilities: null description: 'Shoggti travel to other planes in roving bands to capture and charm victims, bringing them back to the __Abyss__ where they are enslaved for unknown—but no doubt insidiously evil—purposes. These squid-like qlippoth have slick, blue skin and four suckered tentacles that end in dexterous pincers. In addition to a lamprey-like mouth at the base of its body, each has a secondary maw in the middle of its forehead that stretches from between its two bulging eyes to the back of its head. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 25' hp: 105 hp_misc: null immunities: - controlled - fear items: null knowledge_checks: dc: 25 skills: - Religion languages: - Abyssal - telepathy 100 feet level: 7 melee: - action_cost: One Action damage: formula: 2d12+8 type: piercing name: bite plus_damage: - formula: 1d6 type: chaotic to_hit: 18 traits: - chaotic - magical - reach 10 feet - action_cost: One Action damage: formula: 2d8+8 type: slashing name: pincer plus_damage: - formula: 1d6 type: chaotic and Grab to_hit: 18 traits: - agile - chaotic - magical - reach 10 feet - versatile B name: Shoggti perception: 13 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The shoggti caresses a creature with a tentacle and supernaturally erodes the creature's capability for thought as it does so. The target must succeed at a DC 25 Will save or become __stupefied 2__, with an unlimited duration. The target can attempt the save to remove the stupefied condition again once per day when it makes its daily preparations. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Braincloud range: null raw_description: '**Braincloud** (__attack__, __enchantment__, __mental__, __occult__, __open__) The shoggti caresses a creature with a tentacle and supernaturally erodes the creature''s capability for thought as it does so. The target must succeed at a DC 25 Will save or become __stupefied 2__, with an unlimited duration. The target can attempt the save to remove the stupefied condition again once per day when it makes its daily preparations.' requirements: null success: null traits: - attack - enchantment - mental - occult - open trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 1d10+8 bludgeoning, DC 25 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 1d10+8 bludgeoning, DC 25' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: "The shoggti writhes its tentacles and shifts its coloration to put\ \ on an unnaturally fascinating hypnotic display. Creatures in a 30-foot emanation\ \ must attempt a DC 25 Will save, after which they are temporarily immune to\ \ further Fascinating Displays for 1 minute. \n\nCritical Success The creature\ \ is unaffected. \n\nSuccess The creature is __sickened 1__. \n\nFailure The\ \ creature is __fascinated__ for 1 minute. Once the fascination effect ends,\ \ the creature is sickened 1. \n\nCritical Failure The creature is fascinated\ \ for 1 minute, can't use reactions while fascinated, and is sickened 2 once\ \ the fascination ends." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fascinating Display range: null raw_description: "**Fascinating Display** [Two Actions] (__concentrate__, __emotion__,\ \ __enchantment__, __fear__, __mental__, __occult__, __visual__) The shoggti\ \ writhes its tentacles and shifts its coloration to put on an unnaturally fascinating\ \ hypnotic display. Creatures in a 30-foot emanation must attempt a DC 25 Will\ \ save, after which they are temporarily immune to further Fascinating Displays\ \ for 1 minute. \n\nCritical Success The creature is unaffected. \n\nSuccess\ \ The creature is __sickened 1__. \n\nFailure The creature is __fascinated__\ \ for 1 minute. Once the fascination effect ends, the creature is sickened 1.\ \ \n\nCritical Failure The creature is fascinated for 1 minute, can't use reactions\ \ while fascinated, and is sickened 2 once the fascination ends." requirements: null success: null traits: - concentrate - emotion - enchantment - fear - mental - occult - visual trigger: null ranged: null rarity: Uncommon resistances: - amount: 5 type: mental - amount: 5 type: physical (except cold iron) ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 12 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +13 - darkvision size: Large skills: - bonus: 17 misc: null name: 'Acrobatics ' - bonus: 17 misc: null name: 'Intimidation ' - bonus: 15 misc: null name: 'Occultism ' - bonus: 15 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 213 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: swim spell_lists: - dc: 23 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: charm requirement: null - frequency: null name: dimension door requirement: null - heightened_level: null level: 2 spells: - frequency: null name: paranoia requirement: null - heightened_level: null level: 1 spells: - frequency: ×3 name: charm requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: daze requirement: null - frequency: null name: detect magic requirement: null to_hit: null traits: - Uncommon - CE - Large - Amphibious - Fiend - Qlippoth type: Creature weaknesses: - amount: 5 type: lawful - ability_mods: cha_mod: 4 con_mod: -1 dex_mod: 2 int_mod: 3 str_mod: 0 wis_mod: 3 ac: 19 ac_special: null alignment: NG automatic_abilities: null description: 'For all their advancement in agriculture, horticulture, and animal husbandry, shoonies subscribe to a remarkably antiquated form of leadership; the role of hierarch is normally inherited, passed on to the oldest living child of the village''s previous hierarch. In the instance that the village''s hierarch does not produce an heir, the village holds a general election. Elected hierarchs hold the term for life and are just as highly regarded as hierarchs raised from birth. When the settlement comes under attack, it is up to the hierarch to decide when to fight and when to flee. In most cases, shoonies prefer to elect individuals with a preference toward the latter. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 24' hp: 60 hp_misc: null immunities: null items: - longbow (20 arrows and 5 signal arrows) - staff knowledge_checks: dc: 24 skills: - Society languages: - Common - Shoony level: 4 melee: - action_cost: One Action damage: formula: 1d4 type: bludgeoning name: staff plus_damage: null to_hit: 9 traits: - two-hand d8 name: Shoony Hierarch perception: 12 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The shoony hierarch sparks and launches an alchemically treated arrow that creates a bright light high in the sky. A signal arrow cannot be used to deal damage. Hierarchs carry a number of different arrows that signal different things; a red signal arrow might mean retreat, whereas a green arrow might be a call to gather in the village commons. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Signal Arrow range: null raw_description: '**Signal Arrow** [Two Actions] The shoony hierarch sparks and launches an alchemically treated arrow that creates a bright light high in the sky. A signal arrow cannot be used to deal damage. Hierarchs carry a number of different arrows that signal different things; a red signal arrow might mean retreat, whereas a green arrow might be a call to gather in the village commons.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d8+2 type: piercing name: longbow plus_damage: null to_hit: 11 traits: - deadly 1d10 - range 100 feet - volley 30 feet rarity: Rare resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: A shoony's small, blunt snout and labyrinthine sinus system make them resistant to phenomena that assail the nose. When they rolls a saving throw against inhaled threats (such as inhaled poisons) and olfactory effects (such as xulgath stench), they get the outcome one degree of success better than the result of their roll. ref: 10 ref_misc: null will: 13 will_misc: such as inhaled poisons sense_abilities: null senses: - Perception +12 - low-light vision size: Small skills: - bonus: 11 misc: null name: 'Crafting ' - bonus: 12 misc: null name: 'Diplomacy ' - bonus: 13 misc: null name: 'Shoony Lore ' - bonus: 13 misc: null name: 'Society ' - bonus: 11 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #153: Life''s Long Shadow' page_start: 83 page_stop: null speed: - amount: 25 type: Land - amount: 56 type: paddler spell_lists: null traits: - Rare - NG - Small - Humanoid - Shoony type: Creature weaknesses: null - ability_mods: cha_mod: 1 con_mod: 1 dex_mod: 2 int_mod: 0 str_mod: 4 wis_mod: 2 ac: 17 ac_special: null alignment: LG automatic_abilities: null description: 'If shoonies had their way, war would cease to exist altogether, but they know this isn''t likely. Shoonies'' relative wealth of resources and their frailty compared to other humanoids make them a common target of violence and subjugation. Because of this, basic combat training is typically mandatory for all shoony village members. Few individuals pursue lifelong careers in service to their settlement''s militia, however. The passing down of a sword from one shoony soldier to another is a time-honored tradition, owing to the rarity of weapons in shoony society. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 21' hp: 40 hp_misc: null immunities: null items: - hide armor - javelin (2) - longsword knowledge_checks: dc: 21 skills: - Society languages: - Common - Shoony level: 2 melee: - action_cost: One Action damage: formula: 1d8+4 type: slashing name: longsword plus_damage: null to_hit: 10 traits: - versatile P name: Shoony Militia Member perception: 8 proactive_abilities: null ranged: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: javelin plus_damage: null to_hit: 10 traits: - range increment 30 feet - thrown rarity: Rare resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: A shoony's small, blunt snout and labyrinthine sinus system make them resistant to phenomena that assail the nose. When they rolls a saving throw against inhaled threats (such as inhaled poisons) and olfactory effects (such as xulgath stench), they get the outcome one degree of success better than the result of their roll. ref: 6 ref_misc: null will: 8 will_misc: such as inhaled poisons sense_abilities: null senses: - Perception +8 - low-light vision - scent (imprecise) 30 feet size: Small skills: - bonus: 8 misc: +9 to Tumble Through spaces of Medium or larger creatures name: 'Acrobatics ' - bonus: 10 misc: null name: 'Athletics ' - bonus: 4 misc: null name: 'Crafting ' - bonus: 6 misc: null name: 'Society ' - bonus: 6 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #153: Life''s Long Shadow' page_start: 82 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - Rare - LG - Small - Humanoid - Shoony type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 1 dex_mod: 1 int_mod: -1 str_mod: 3 wis_mod: 2 ac: 15 ac_special: null alignment: NG automatic_abilities: null description: 'Nearly all shoonies in a given settlement are farmers, fishers, or foragers. Shoonies are not expected to fight to protect their settlements; most agree it is better to live in cowardice than to die with that foolish, intangible principle taller races call "honor." Many shoonies hone their skill with tools rather than arms in the knowledge that whatever is lost to violence can be rebuilt. When cornered, a shoony may put up a fight with whatever they have on hand; the average shoony can wield a simple shovel or pick in melee as well as most humans can wield a sword. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 19' hp: 16 hp_misc: null immunities: null items: - hoe knowledge_checks: dc: 19 skills: - Society languages: - Common - Shoony level: 0 melee: - action_cost: One Action damage: formula: 1d4+3 type: bludgeoning name: hoe plus_damage: null to_hit: 6 traits: null name: Shoony Tiller perception: 6 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: You are standing on dirt, sand, snow, or similar particulate material. effects: null failure: null frequency: null full_description: null generic_description: null name: Dig Quickly range: null raw_description: '**Dig Quickly** [Two Actions] (__manipulate__) **Requirements** You are standing on dirt, sand, snow, or similar particulate material. **Effect** Your hands work as effectively as shovels when you need to dig a quick hole. You dig a shallow pit in the square you currently occupy, turning the square into difficult terrain (including for you). In addition, you also kick up a cloud of grit in a direction of your choice. The cloud extinguishes small, unattended, non-magical fires and helps smother the flames on burning creatures located within the cone; creatures in this cone that are taking __persistent fire damage__ can immediately attempt an additional flat DC 15 check to end the persistent damage.' requirements: null success: null traits: - manipulate trigger: null ranged: - action_cost: One Action damage: null name: dirt clod plus_damage: null to_hit: 4 traits: - range increment 10 feet - thrown rarity: Rare resistances: - amount: null type: '>' ritual_lists: null saves: fort: 5 fort_misc: null misc: A shoony's small, blunt snout and labyrinthine sinus system make them resistant to phenomena that assail the nose. When they rolls a saving throw against inhaled threats (such as inhaled poisons) and olfactory effects (such as xulgath stench), they get the outcome one degree of success better than the result of their roll. ref: 3 ref_misc: null will: 6 will_misc: such as inhaled poisons sense_abilities: null senses: - Perception +6 - low-light vision size: Small skills: - bonus: 7 misc: null name: 'Athletics ' - bonus: 1 misc: null name: 'Crafting ' - bonus: 4 misc: null name: 'Deception ' - bonus: 3 misc: null name: 'Farming Lore ' - bonus: 1 misc: null name: 'Society ' - bonus: 4 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #153: Life''s Long Shadow' page_start: 82 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - Rare - NG - Small - Humanoid - Shoony type: Creature weaknesses: null - 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 alignment: N 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. Shulns have a ravenous appetite and eat nearly anything they can catch, but their preferred diet consists almost entirely of large invertebrates, especially cave worms. They rely on tiny sensory whiskers that cover their snoutfland allow them to detect subtle movements in the air and ground without the use of vision. When it detects suitable prey, a shuln bites the target at the first opportunity, injecting it with a potent paralytic toxin present in its saliva. So strong is this poison that it is capable of subduing even the near-unstoppable purple worm, making the shuln a valuable (if dangerous) companion to have for anyone making excursions into worm-infested regions of the Darklands. Shulns'' notoriously ill-tempered dispositions and their knack for digging into areas of an underground settlement where digging ought not occur makes them frustrating creatures to keep around, but when the alternative is an unpredictable but deadly visit from an enormous, hungry cave worm, the annoyances are well worth the trouble. Encounters with much larger shuln-like entities on the Plane of Earth suggest that these creatures may have originated from that place. The larger shulns still retain their elemental qualities, are quite a bit smarter, and have their own suite of earth-themed innate primal spells—but for all that, they still love the taste of cave worm. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 35' hp: 195 hp_misc: null immunities: null items: null knowledge_checks: dc: 35 skills: - Arcana - Nature languages: null level: 12 melee: - action_cost: One Action damage: formula: 3d8+10 type: slashing name: adamantine claw plus_damage: null to_hit: 25 traits: - agile - reach 15 feet - action_cost: One Action damage: formula: 3d10+10 type: piercing name: adamantine fangs plus_damage: - formula: null type: shuln saliva to_hit: 25 traits: - reach 15 feet name: Shuln perception: 20 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: Any time the shuln scores a critical hit with a melee Strike, it also deals the same amount of damage to the target's armor, bypassing any Hardness lower than 10, like __adamantine__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Armor-Rending range: null raw_description: '**Armor-Rending** Any time the shuln scores a critical hit with a melee Strike, it also deals the same amount of damage to the target''s armor, bypassing any Hardness lower than 10, like __adamantine__.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shuln Saliva range: null raw_description: '**Shuln Saliva** (__incapacitation__, __poison__) **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.' requirements: null success: null traits: - incapacitation - poison trigger: null - action_cost: None critical_failure: null critical_success: null description: Shulns can burrow into solid rock and any metal with a hardness less than that of __adamantine__ like it is soil or loose rubble, leaving a tunnel 10 feet in diameter. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Unstoppable Burrow range: null raw_description: '**Unstoppable Burrow** Shulns can burrow into solid rock and any metal with a hardness less than that of __adamantine__ like it is soil or loose rubble, leaving a tunnel 10 feet in diameter.' requirements: null success: null traits: null trigger: null ranged: null rarity: Rare resistances: - amount: 10 type: physical (except adamantine or bludgeoning) - amount: 15 type: poison ritual_lists: null saves: fort: 25 fort_misc: null misc: null ref: 19 ref_misc: null will: 21 will_misc: null sense_abilities: null senses: - Perception +20 - scent 30 feet - tremorsense (imprecise) 60 feet size: Huge skills: - bonus: 25 misc: null name: 'Athletics ' - bonus: 22 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 294 page_stop: null speed: - amount: 40 type: Land - amount: 20 type: burrow - amount: null type: unstoppable burrow spell_lists: null traits: - Rare - N - Huge - Beast type: Creature weaknesses: null - 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 alignment: NG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 50 feet. A creature that starts its turn in the aura must attempt a DC 37 Will save or be affected by calm emotions. Creatures that successfully save are unaffected, but must attempt another save each turn they start in the aura. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aura of Peace range: null raw_description: '**Aura of Peace** (__divine__, __emotion__, __enchantment__, __incapacitation__, __mental__) 50 feet. A creature that starts its turn in the aura must attempt a DC 37 Will save or be affected by calm emotions. Creatures that successfully save are unaffected, but must attempt another save each turn they start in the aura.' requirements: null success: null traits: - divine - emotion - enchantment - incapacitation - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. Simurghs can live for thousands of years, and because these ancient beings are so rare many doubt their existence. But they are very real, as those who have been aided by a simurgh can enthusiastically attest. A simurgh does not show itself often, but when it does, it is typically in response to a truly grave threat, such as the incursion of an undead army or the rampage of some truly epic monster. Simurghs are nothing if not paragons of righteousness, and goodly heroes can hardly find a better ally in their quest to vanquish evil than a simurgh. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 43' hp: 350 hp_misc: null immunities: - disease - fire - negative energy - sleep items: null knowledge_checks: dc: 43 skills: - Arcana - Nature languages: - Celestial - Common - Draconic - tongues level: 18 melee: - action_cost: One Action damage: formula: 4d12+12 type: piercing name: jaws plus_damage: null to_hit: 34 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 4d8+12 type: slashing name: claw plus_damage: null to_hit: 34 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 4d8+10 type: slashing name: tail plus_damage: - formula: null type: banishing swipe to_hit: 34 traits: - magical - reach 20 feet name: Simurgh perception: 32 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: If a creature hit by the simurgh's tail Strike is not currently on its home plane, it must succeed at a DC 42 Will save or be affected by __banishment__, except that if the creature critically succeeds its save the simurgh is not stunned. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Banishing Swipe range: null raw_description: '**Banishing Swipe** If a creature hit by the simurgh''s tail Strike is not currently on its home plane, it must succeed at a DC 42 Will save or be affected by __banishment__, except that if the creature critically succeeds its save the simurgh is not stunned.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null 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). effects: null failure: null frequency: Once per day. full_description: null generic_description: null name: Radiant Feathers range: null raw_description: '**Radiant Feathers** [Two Actions] (__attack__) **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).' requirements: null success: null traits: - attack trigger: null ranged: - action_cost: One Action damage: null name: glaring ray plus_damage: null to_hit: 34 traits: - magical - range 100 feet rarity: Rare resistances: null ritual_lists: null saves: fort: 30 fort_misc: null misc: +1 status bonus to all saves vs. magic ref: 29 ref_misc: null will: 32 will_misc: null sense_abilities: null senses: - Perception +32 - darkvision size: Gargantuan skills: - bonus: 27 misc: null name: 'Acrobatics ' - bonus: 28 misc: null name: 'Arcana ' - bonus: 32 misc: null name: 'Athletics ' - bonus: 34 misc: null name: 'Diplomacy ' - bonus: 35 misc: null name: 'Medicine ' - bonus: 28 misc: null name: 'Performance ' - bonus: 35 misc: null name: 'Religion ' - bonus: 32 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 295 page_stop: null speed: - amount: 40 type: Land - amount: 90 type: fly spell_lists: - dc: 42 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 9 spells: - frequency: null name: flame strike requirement: null - frequency: null name: heal requirement: null - heightened_level: null level: 3 spells: - frequency: at will name: zone of truth requirement: null - heightened_level: null level: 2 spells: - frequency: evil only, at will name: detect alignment requirement: null - heightened_level: null level: 1 spells: - frequency: null name: dazzling flash requirement: null - heightened_level: 9 level: 0 spells: - frequency: null name: detect magic requirement: null - frequency: null name: light requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null to_hit: null traits: - Rare - NG - Gargantuan - Beast type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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.\n\ \n## Sinspawn Sins\n\n 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.\n\n## Envyspawn\n\n An envyspawn has Deception\ \ +7 and typically carries a halberd. They tend to be shorter and thinner than\ \ other sinspawn.\n\n**Melee** halberd +10 (__reach 10 feet__, __versatile S__),\ \ **Damage** 1d10+4 piercing\n\n**Sinful Bite** Creatures that critically fail\ \ their saves against an envyspawn's sinful bite are enfeebled 2 for 1 minute.\ \ \n\n## Gluttonyspawn\n\n A gluttonyspawn has Survival +10 and usually carries\ \ a scythe. They are obese, but hardy and strong.\n\n**Melee** scythe +10 (__deadly\ \ d10__, __trip__), **Damage** 1d10+4 slashing\n\n**Sinful Bite** Creatures that\ \ critically fail their saves against a gluttonyspawn's sinful bite are drained\ \ 1. \n\n## Greedspawn\n\n 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.\n\n**Melee** glaive +10 (__deadly d8__, __forceful__, __reach 10 feet__),\ \ **Damage** 1d8+4 slashing\n\n**Sinful Bite** Creatures that critically fail\ \ their saves against a greedspawn's sinful bite are clumsy 2 for 1 minute. \n\ \n## Lustspawn\n\n A lustspawn has Diplomacy +7 and usually carries a guisarme.\ \ They have attractive bodies, but hideous faces.\n\n**Melee** guisarme +10 (__reach\ \ 10 feet__, __trip__), **Damage** 1d10+4 slashing\n\n**Sinful Bite** Creatures\ \ that critically fail their saves against a lustspawn's sinful bite are stupefied\ \ 2 for 1 minute. \n\n## Pridespawn\n\n 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.\n\n**Melee** maul +10 (__shove__), **Damage** 1d12+4 bludgeoning\n\ \n**Sinful Bite** Creatures that critically fail their saves against a pridespawn's\ \ sinful bite are clumsy 1 and enfeebled 1 for 1 minute. \n\n## Slothspawn\n\n\ \ A slothspawn has Society +6 and usually carries a longspear. Thick rolls of\ \ excess skin drape the slothspawn's hunched frame.\n\n**Melee** longspear +10\ \ (__reach 10 feet__), **Damage** 1d8+4 piercing\n\n**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. \n\n## Wrathspawn\n\n 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.\n\n\ **Melee** ranseur + 10 (__disarm__, __reach 10 feet__), **Damage** 1d10+4 piercing\n\ \n**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.\n\n\n\n**__Recall\ \ Knowledge - Aberration__ (__Occultism__)**: DC 16" hp: 30 hp_misc: null immunities: - controlled items: - one weapon determined by its sin knowledge_checks: dc: 16 skills: - Occultism languages: - Aklo level: 2 melee: - action_cost: One Action damage: formula: 1d8+4 type: piercing name: jaws plus_damage: - formula: null type: sinful bite to_hit: 10 traits: - agile - action_cost: One Action damage: formula: 1d6+4 type: slashing name: claw plus_damage: null to_hit: 10 traits: null name: Sinspawn perception: 10 proactive_abilities: - action_cost: None critical_failure: Sickened 2 plus an additional penalty, determined by the sinspawn's sin, while it remains sickened. critical_success: Unaffected. description: 'A creature hit by the jaws of a sinspawn must attempt a DC 18 Will save as it is assailed by sinful thoughts. ' effect: null effects: null failure: Sickened 2. frequency: null full_description: null generic_description: null name: Sinful Bite range: null raw_description: '**Sinful Bite** (__arcane__, __emotion__, __mental__) 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.' requirements: null success: Sickened 1. traits: - arcane - emotion - mental trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sin range: null raw_description: '**Sin** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: mental ritual_lists: null saves: fort: 10 fort_misc: null misc: +1 status to saves vs. magic, +4 status to saves vs. mental ref: 9 ref_misc: null will: 6 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'A sinspawn can smell creatures that reflect its sin, as the scent ability. The GM determines which creatures are appropriately sinful. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sin Scent range: null raw_description: '**Sin Scent** A sinspawn can smell creatures that reflect its sin, as the scent ability. The GM determines which creatures are appropriately sinful. ' requirements: null success: null traits: null trigger: null senses: - Perception +10 - darkvision - sin scent (imprecise) 30 feet size: Medium skills: - bonus: 9 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Athletics ' - bonus: 9 misc: null name: 'Stealth ' - bonus: 6 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 297 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - NE - Medium - Aberration type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 2 dex_mod: 4 int_mod: 1 str_mod: 6 wis_mod: 6 ac: 22 ac_special: null alignment: N automatic_abilities: null description: 'Hideous necromantic rituals give rise to skavelings, or ghoul bats, monstrosities that are not true __ghouls__ but instead are specifically crafted undead creatures. Their creators are the bloodsucking __urdefhans__ of the Darklands, who create skavelings from __giant bats__ specially raised on diets of toxic fungus and the flesh of ghouls—especially brains harvested from these undead. Upon reaching maturity, these giant bats are ritually slain via the use of __cytillesh oil__. While this poison simply rots away the flesh of most creatures, one of these specially prepared bats will immediately rise from death as a skaveling after succumbing to its effects. Despite its tattered wings and sagging skin, a skaveling is more than capable of flight, even when carrying a creature mounted on its back—urdefhans often use skavelings as mounts in this way. Their intelligence is more advanced than that of the typical giant bat, and in combat they function more as allies than as mere mounts, capable of making their own tactical decisions. Yet even though they can reason and think, skavelings remain loyal to the urdefhans who created them, and they never take actions in a fight that would knowingly put their masters in harm''s way. **__Recall Knowledge - Undead__ (__Religion__)**: DC 20' hp: 80 hp_misc: null immunities: null items: null knowledge_checks: dc: 20 skills: - Religion languages: null level: 5 melee: - action_cost: One Action damage: formula: 2d8+8 type: null name: fangs plus_damage: - formula: null type: ghoul fever and paralysis to_hit: 15 traits: null - action_cost: One Action damage: formula: 2d4+8 type: null name: wing plus_damage: - formula: null type: paralysis to_hit: 15 traits: - agile name: Skaveling perception: 15 proactive_abilities: - action_cost: Two Actions critical_failure: The creature is frightened 2 and stunned 1 by fear. critical_success: The creature is unaffected and is temporarily immune to Bone- Chilling Screech for 24 hours. description: "The skaveling unleashes a horrifying screech that chills the very\ \ bones of those close enough to feel it. The screech can be heard for miles,\ \ but each creature in a 20-foot emanation must also attempt a DC 22 Will save.\ \ The skaveling can't use Bone-Chilling Screech again for 1d4 rounds. \n\n" effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: null name: Bone-Chilling Screech range: null raw_description: "**Bone-Chilling Screech** [Two Actions] (__auditory__, __emotion__,\ \ __fear__, __mental__, __necromancy__, __occult__) The skaveling unleashes\ \ a horrifying screech that chills the very bones of those close enough to feel\ \ it. The screech can be heard for miles, but each creature in a 20-foot emanation\ \ must also attempt a DC 22 Will save. The skaveling can't use Bone-Chilling\ \ Screech again for 1d4 rounds. \n\n**Critical Success** The creature is unaffected\ \ and is temporarily immune to Bone- Chilling Screech for 24 hours. \n\n**Success**\ \ The creature is __frightened 1__. \n\n**Failure** The creature is frightened\ \ 2. \n\n**Critical Failure** The creature is frightened 2 and __stunned 1__\ \ by fear." requirements: null success: The creature is frightened 1. traits: - auditory - emotion - fear - mental - necromancy - occult trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 22 Fortitude; **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' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ghoul Fever range: null raw_description: '**Ghoul Fever** (__disease__) **Saving Throw** DC 22 Fortitude; **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' requirements: null success: null traits: - disease trigger: null - action_cost: None critical_failure: null critical_success: The creature is unaffected. description: "Any creature hit by the skaveling's Strikes must attempt a DC 22\ \ Fortitude save. \n\n" effect: null effects: null failure: The creature is paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each save. frequency: null full_description: null generic_description: null name: Paralysis range: null raw_description: "**Paralysis** (__incapacitation__, __occult__, __necromancy__)\ \ Any creature hit by the skaveling's Strikes must attempt a DC 22 Fortitude\ \ save. \n\n**Critical Success** The creature is unaffected. \n\n**Success**\ \ The creature is __slowed 1__. \n\n**Failure** The creature is __paralyzed__.\ \ It can attempt a new save at the end of each of its turns, and the DC cumulatively\ \ decreases by 1 on each save." requirements: null success: The creature is slowed 1. traits: - incapacitation - occult - necromancy trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 13 ref_misc: null will: 15 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A skaveling can use its hearing as a precise sense at the listed range effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Echolocation range: null raw_description: '**Echolocation** A skaveling can use its hearing as a precise sense at the listed range' requirements: null success: null traits: null trigger: null senses: - Perception +15 - darkvision - echolocation 40 feet size: Large skills: - bonus: 13 misc: null name: 'Acrobatics ' - bonus: 13 misc: null name: 'Athletics ' - bonus: 11 misc: null name: 'Intimidation ' source: - abbr: Bestiary 2 page_start: 241 page_stop: null speed: - amount: 15 type: Land - amount: 30 type: fly spell_lists: null traits: - N - Large - Undead type: Creature weaknesses: null - ability_mods: cha_mod: 1 con_mod: 1 dex_mod: 4 int_mod: -1 str_mod: 4 wis_mod: 2 ac: 19 ac_special: - descr: 21 with shield raised alignment: NE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. effects: null failure: null frequency: null full_description: null generic_description: null name: Shield Block range: null raw_description: '**Shield Block** [Reaction] **Trigger** While you have your shield raised, you would take damage from a physical attack. **Effect** You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield''s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.' requirements: null success: null traits: null trigger: While you have your shield raised, you would take damage from a physical attack. description: 'These skeletons retain the cunning they possessed in life. **__Recall Knowledge - Undead__ (__Religion__)**: DC 16' hp: 25 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison - unconscious items: - chain mail - lance - longsword - steel shield (Hardness 5, HP 20, BT 10) knowledge_checks: dc: 16 skills: - Religion languages: - Common - Necril level: 2 melee: - action_cost: One Action damage: formula: 1d8+4 type: slashing name: longsword plus_damage: null to_hit: 10 traits: - versatile P - action_cost: One Action damage: formula: 1d6+4 type: slashing name: claw plus_damage: null to_hit: 10 traits: - agile - action_cost: One Action damage: formula: 1d8+4 type: piercing name: lance plus_damage: null to_hit: 10 traits: - deadly d8 - jousting d6 - reach 10 feet name: Skeletal Champion perception: 8 proactive_abilities: null ranged: null rarity: Common resistances: - amount: 5 type: cold - amount: 5 type: electricity - amount: 5 type: fire - amount: 5 type: piercing - amount: 5 type: slashing ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 10 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +8 - darkvision size: Medium skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Intimidation ' source: - abbr: Bestiary page_start: 298 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - NE - Medium - Skeleton - Undead type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: null description: 'The reanimated bones of giants make excellent necromantic thralls. **__Recall Knowledge - Undead__ (__Religion__)**: DC 18' hp: 50 hp_misc: negative healing immunities: - death effects - disease - mental - paralyzed - poison - unconscious items: - glaive - half plate knowledge_checks: dc: 18 skills: - Religion languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d8+7 type: slashing name: glaive plus_damage: null to_hit: 12 traits: - deadly d8 - forceful - reach 15 feet - action_cost: One Action damage: formula: 1d10+5 type: piercing name: horns plus_damage: null to_hit: 12 traits: - agile name: Skeletal Giant perception: 7 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Broad Swipe range: null raw_description: '**Broad Swipe** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Terrifying Charge range: null raw_description: '**Terrifying Charge** [Two Actions] 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: cold - amount: 5 type: electricity - amount: 5 type: fire - amount: 5 type: piercing - amount: 5 type: slashing ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 8 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +7 - darkvision size: Large skills: - bonus: 12 misc: null name: 'Athletics ' - bonus: 9 misc: null name: 'Intimidation ' source: - abbr: Bestiary page_start: 299 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - NE - Large - Mindless - Skeleton - Undead type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: null description: 'Skeletal horses are sometimes used as mounts by other undead or monsters. **__Recall Knowledge - Undead__ (__Religion__)**: DC 16' hp: 33 hp_misc: negative healing immunities: - death effects - disease - mental - paralyzed - poison - unconscious items: null knowledge_checks: dc: 16 skills: - Religion languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d8+5 type: bludgeoning name: hoof plus_damage: null to_hit: 9 traits: null name: Skeletal Horse perception: 8 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The horse Strides twice, with its Speed increased by 10 feet. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Gallop range: null raw_description: '**Gallop** [Two Actions] The horse Strides twice, with its Speed increased by 10 feet.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Undead and creatures allied with them can Command a skeletal steed without needing to attempt a skill check. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Undead Steed range: null raw_description: '**Undead Steed** Undead and creatures allied with them can Command a skeletal steed without needing to attempt a skill check.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: cold - amount: 5 type: electricity - amount: 5 type: fire - amount: 5 type: piercing - amount: 5 type: slashing ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 9 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +8 - darkvision size: Large skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 9 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 299 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - NE - Large - Mindless - Skeleton - Undead type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: null description: 'Huge giants and other enormous creatures make powerful skeletons. **__Recall Knowledge - Undead__ (__Religion__)**: DC 23' hp: 105 hp_misc: negative healing immunities: - death effects - disease - mental - paralyzed - poison - unconscious items: null knowledge_checks: dc: 23 skills: - Religion languages: null level: 7 melee: - action_cost: One Action damage: formula: 2d6+11 type: slashing name: claw plus_damage: null to_hit: 18 traits: - agile - reach 10 feet name: Skeletal Hulk perception: 16 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Broad Swipe range: null raw_description: '**Broad Swipe** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Massive Rush range: null raw_description: '**Massive Rush** [Two Actions] 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: cold - amount: 5 type: electricity - amount: 5 type: fire - amount: 5 type: piercing - amount: 5 type: slashing ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 15 ref_misc: null will: 13 will_misc: null sense_abilities: null senses: - Perception +16 - darkvision size: Huge skills: - bonus: 20 misc: null name: 'Athletics ' - bonus: 15 misc: null name: 'Intimidation ' source: - abbr: Bestiary page_start: 299 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - NE - Huge - Mindless - Skeleton - Undead type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: null description: 'The most common skeletal minions are mere guardians. **__Recall Knowledge - Undead__ (__Religion__)**: DC 13' hp: 4 hp_misc: negative healing immunities: - death effects - disease - mental - paralyzed - poison - unconscious items: - scimitar - shortbow (20 arrows) knowledge_checks: dc: 13 skills: - Religion languages: null level: -1 melee: - action_cost: One Action damage: formula: 1d6+2 type: slashing name: scimitar plus_damage: null to_hit: 6 traits: - forceful - sweep - action_cost: One Action damage: formula: 1d4+2 type: slashing name: claw plus_damage: null to_hit: 6 traits: - agile - finesse name: Skeleton Guard perception: 2 proactive_abilities: null ranged: - action_cost: One Action damage: formula: 1d6 type: piercing name: shortbow plus_damage: null to_hit: 6 traits: - deadly 1d10 - range increment 60 feet - reload 0 rarity: Common resistances: - amount: 5 type: cold - amount: 5 type: electricity - amount: 5 type: fire - amount: 5 type: piercing - amount: 5 type: slashing ritual_lists: null saves: fort: 2 fort_misc: null misc: null ref: 8 ref_misc: null will: 2 will_misc: null sense_abilities: null senses: - Perception +2 - darkvision size: Medium skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 3 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 298 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - NE - Medium - Mindless - Skeleton - Undead type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 5 int_mod: -4 str_mod: 4 wis_mod: 4 ac: 22 ac_special: null alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The skrik nettle ejects its venom onto an adjacent creature. That creature is exposed to skrik nettle venom. effects: null failure: null frequency: null full_description: null generic_description: null name: Spill Venom range: null raw_description: '**Spill Venom [Reaction]** **Trigger** The skrik nettle takes piercing or slashing damage; **Effect** The skrik nettle ejects its venom onto an adjacent creature. That creature is exposed to skrik nettle venom.' requirements: null success: null traits: null trigger: The skrik nettle takes piercing or slashing damage description: 'The expansive skies of the __First World__ are home to skrik nettles—delicate, bizarre-looking creatures that resemble large jellyfishes. A fringe of brightly colored feathers circles their bodies, and long tendrils trail from their center, each ending in a snapping beak. Known for their eerie, chirping melodies, skrik nettles soar above the First World in flocks of a dozen or more, diligently scavenging for food in the fey realm''s cutthroat ecosystem. When hunting or provoked, skrik nettles attack their foes by injecting them with a magical poison that causes the victim to float helplessly up into the sky. Skrik nettles continuously inject this poison into their helpless prey until it dies or is so high up that the skrik nettle needs only wait for the poison to end, its meal crashing helplessly to the ground below. Skrik nettles that find their way to the Material Plane (or any plane other than the First World, for that matter) tend to be much more aggressive, for the planar energies that they find comforting and soothing on the First World are conspicuously absent. The first few minutes after a skrik nettle arrives on any plane but the First World tend to be filled with violence and fear, as the panicking creature lashes out at any nearby creatures (including other skrik nettles) in the mistaken notion that these others are somehow responsible for the discomforting change. After 10 minutes or so, assuming the skrik nettle survives its bout of violence, the creature calms down somewhat and does its best to acclimate to its new home. Yet even skrik nettles who find themselves marooned beyond the First World for years never lose their longing for home, and they instinctively seek out portals to this plane for the rest of their lives. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 22' hp: 130 hp_misc: fast healing 5 immunities: null items: null knowledge_checks: dc: 22 skills: - Occultism languages: null level: 6 melee: - action_cost: One Action damage: formula: 2d8+6 type: piercing name: beak plus_damage: - formula: null type: skrik nettle venom to_hit: 17 traits: - agile - finesse - reach 10 feet name: Skrik Nettle perception: 16 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The skrik nettle attempts to __counteract__ (with a modifier of +17) a single effect currently levitating a creature it can detect with its motionsense. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Negate Levitation range: null raw_description: '**Negate Levitation** (__evocation__, __primal__) The skrik nettle attempts to __counteract__ (with a modifier of +17) a single effect currently levitating a creature it can detect with its motionsense.' requirements: null success: null traits: - evocation - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 27 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __clumsy 1__ and levitate upward 5 feet (1 round); **Stage 2** clumsy 2 and levitate upward 10 feet (1 round) A levitating creature takes a -2 circumstance penalty to attack rolls. It can spend an Interact action to stabilize itself and negate this penalty for the remainder of its turn. If it''s adjacent to a fixed object or stable terrain, it can move across the surface by climbing (if the surface is vertical) or crawling (if the surface is horizontal, such as a ceiling). A flying creature can move normally but still increases its altitude as appropriate from the venom. A creature that can''t fly falls as soon as it recovers from skrik nettle venom.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Skrik Nettle Venom range: null raw_description: '**Skrik Nettle Venom** (__evocation__, __poison__, __primal__) **Saving Throw** DC 27 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __clumsy 1__ and levitate upward 5 feet (1 round); **Stage 2** clumsy 2 and levitate upward 10 feet (1 round) A levitating creature takes a -2 circumstance penalty to attack rolls. It can spend an Interact action to stabilize itself and negate this penalty for the remainder of its turn. If it''s adjacent to a fixed object or stable terrain, it can move across the surface by climbing (if the surface is vertical) or crawling (if the surface is horizontal, such as a ceiling). A flying creature can move normally but still increases its altitude as appropriate from the venom. A creature that can''t fly falls as soon as it recovers from skrik nettle venom.' requirements: null success: null traits: - evocation - poison - primal trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 17 ref_misc: null will: 14 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A flying skrik nettle can detect the movement of nearby creatures and objects from the tiny gusts of wind created by their movements. This is a precise sense at the listed range, but it works only against creatures and objects that moved through air in the previous round. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Motionsense range: null raw_description: '**Motionsense** A flying skrik nettle can detect the movement of nearby creatures and objects from the tiny gusts of wind created by their movements. This is a precise sense at the listed range, but it works only against creatures and objects that moved through air in the previous round.' requirements: null success: null traits: null trigger: null senses: - Perception +16 - motionsense 30 feet size: Large skills: - bonus: 16 misc: null name: 'Acrobatics ' source: - abbr: Bestiary 2 page_start: 242 page_stop: null speed: - amount: 10 type: Land - amount: 25 type: fly spell_lists: null traits: - N - Large - Aberration type: Creature weaknesses: - amount: 5 type: piercing - amount: 5 type: slashing - ability_mods: cha_mod: 1 con_mod: 2 dex_mod: 3 int_mod: 1 str_mod: 0 wis_mod: 2 ac: 16 ac_special: null alignment: CE automatic_abilities: null description: 'The cowardly and lazy skulks live on the fringes of organized societies and steal from others without a second thought. Even murder is merely another necessity, and they think nothing of creeping into a house, dispatching the residents, and taking what they want. Their chameleon-like ability to blend into their surroundings makes skulks difficult to detect, so their ever-present populations around the periphery of large settlements are nearly impossible to dislodge permanently. They typically travel in small groups of no more than 16 individuals, since groups larger than that tend to break into violence directed at one other. While skulks see themselves as sharing a common history of being cast out and hated, this is not a strong enough bond to hold large groups of the creatures together with a shared purpose for very long. Entrances and exits from cities, especially less-guarded access ways around sewers and the like, are skulks'' favorite stomping grounds. These sites allow them to closely observe who comes and goes from the city while also affording them swift escape options, should the authorities uncover their presence. On rare occasions, a well-disciplined skulk can rise to prominence within the local thieves'' guild and become sought after for difficult jobs. Their repugnant personalities and overwhelming selfishness, however, usually means they are unable to secure long-lasting leadership roles. A typical skulk is 6 feet tall with similar body structure to a gangly human. Skulks mature quickly and can live up to 50 years, although most meet a violent end long before then. The rare skulk who manages to escape their society of violence and craven bitterness can be of any alignment, but those skulks who remain bound by their traditions always see these self-imposed exiles as the worst kind of traitors, and the exiles are often targeted for eradication to the exclusion of all other victims. More than one band of skulks has accidentally engineered its own doom after throwing caution to the wind and exposing its existence to the authorities in an ill-planned but violently passionate attempt to track down such an exile. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15' hp: 21 hp_misc: null immunities: null items: - dagger (2) - shortsword knowledge_checks: dc: 15 skills: - Society languages: - Common level: 1 melee: - action_cost: One Action damage: formula: 1d6+2 type: piercing name: shortsword plus_damage: null to_hit: 8 traits: - agile - finesse - versatile S name: Skulk perception: 5 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A skulk's Strikes deal an extra 1d6 precision damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** A skulk''s Strikes deal an extra 1d6 precision damage to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d4+2 type: piercing name: dagger plus_damage: null to_hit: 8 traits: - agile - thrown 10 feet - versatile S rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 8 ref_misc: null will: 5 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The skulk gains the benefit of the __Cover Tracks__ action in forests and subterranean settings without moving at half Speed. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Camouflaged Step range: null raw_description: '**Camouflaged Step** The skulk gains the benefit of the __Cover Tracks__ action in forests and subterranean settings without moving at half Speed.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: 'The skulk''s skin shifts and changes to match the surroundings. As long as most of their body is not covered by clothing or armor, the skulk gains a +2 circumstance bonus to __Stealth__ checks to __Hide__. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Chameleon Skin range: null raw_description: '**Chameleon Skin** The skulk''s skin shifts and changes to match the surroundings. As long as most of their body is not covered by clothing or armor, the skulk gains a +2 circumstance bonus to __Stealth__ checks to __Hide__. ' requirements: null success: null traits: null trigger: null senses: - Perception +5 - low-light vision size: Medium skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Deception ' - bonus: 4 misc: null name: 'Society ' - bonus: 8 misc: null name: 'Stealth ' - bonus: 6 misc: null name: 'Thievery ' source: - abbr: Bestiary 2 page_start: 243 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - CE - Medium - Humanoid - Skulk type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 10 feet. A cloud of bone shards surrounds the skulltaker. When a creature moves into the emanation or begins its turn there, shard storm attempts to counteract any death ward effect on the creature (+30 counteract modifier) and then deals 4d6 slashing damage and 4d6 negative damage to the creature, with a DC 40 basic Reflex save. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shard Storm range: null raw_description: '**Shard Storm** (__air__, __aura__, __divine__, __necromancy__) 10 feet. A cloud of bone shards surrounds the skulltaker. When a creature moves into the emanation or begins its turn there, shard storm attempts to counteract any death ward effect on the creature (+30 counteract modifier) and then deals 4d6 slashing damage and 4d6 negative damage to the creature, with a DC 40 basic Reflex save.' requirements: null success: null traits: - air - aura - divine - necromancy trigger: null 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. **__Recall Knowledge - Undead__ (__Religion__)**: DC 40' hp: 300 hp_misc: null immunities: - cold - death effects - disease - paralyzed - poison - unconscious items: null knowledge_checks: dc: 40 skills: - Religion languages: - Necril - Skeletal Lore languages level: 18 melee: - action_cost: One Action damage: formula: 3d10+14 type: piercing name: jaws plus_damage: - formula: 3d6 type: negative and energy drain to_hit: 35 traits: - deadly 2d12 - magical - reach 10 feet - action_cost: One Action damage: formula: 3d6+14 type: slashing name: claw plus_damage: - formula: 3d6 type: negative and energy drain to_hit: 35 traits: - agile - deadly 2d12 - magical - reach 15 feet name: Skulltaker perception: 33 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bonetaker range: null raw_description: '**Bonetaker** (__divine__, __necromancy__) 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.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Energy Drain range: null raw_description: '**Energy Drain** (__divine__, __necromancy__) 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.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Splintered Ground range: null raw_description: '**Splintered Ground** 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.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 3d8+6 type: piercing name: bone javelin plus_damage: - formula: 3d6 type: negative to_hit: 33 traits: - magical - thrown 100 feet rarity: Uncommon resistances: - amount: 15 type: piercing - amount: 15 type: slashing ritual_lists: - dc: 40 misc: null name: Divine Rituals spell_groups: - heightened_level: null level: 7 spells: - frequency: null name: legend lore requirement: null to_hit: null saves: fort: 31 fort_misc: null misc: +1 status to all saves vs. positive ref: 33 ref_misc: null will: 35 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Skeletal Lore range: null raw_description: '**Skeletal Lore** (__divination__, __divine__) A 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.' requirements: null success: null traits: - divination - divine trigger: null senses: - Perception +33 - darkvision - true seeing size: Huge skills: - bonus: 34 misc: null name: 'Acrobatics ' - bonus: 35 misc: null name: 'Intimidation ' - bonus: 30 misc: null name: 'Religion ' - bonus: 30 misc: null name: 'Skeletal Lore ' - bonus: 32 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 300 page_stop: null speed: - amount: 30 type: Land - amount: 60 type: fly spell_lists: - dc: 40 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 8 spells: - frequency: x2 name: finger of death requirement: null - frequency: x2 name: horrid wilting requirement: null - frequency: x2 name: punishing winds requirement: null - heightened_level: 6 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: null traits: - Uncommon - NE - Huge - Undead type: Creature weaknesses: null - 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 alignment: LE 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." **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16' hp: 40 hp_misc: null immunities: null items: - trident knowledge_checks: dc: 16 skills: - Society languages: - Alghollthu - Undercommon level: 2 melee: - action_cost: One Action damage: formula: 1d8+4 type: piercing name: trident plus_damage: null to_hit: 10 traits: null - action_cost: One Action damage: formula: 1d6+4 type: slashing name: claw plus_damage: null to_hit: 10 traits: - agile - action_cost: One Action damage: formula: 2d4+4 type: piercing name: fangs plus_damage: null to_hit: 10 traits: null name: Skum perception: 6 proactive_abilities: null ranged: - action_cost: One Action damage: formula: 1d8+3 type: piercing name: trident plus_damage: null to_hit: 7 traits: - thrown 20 feet rarity: Common resistances: - amount: 5 type: cold ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 7 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +6 - darkvision size: Medium skills: - bonus: 8 misc: null name: 'Athletics ' - bonus: 4 misc: null name: 'Intimidation ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 12 page_stop: null speed: - amount: 20 type: Land - amount: 40 type: swim spell_lists: null traits: - LE - Medium - Amphibious - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: -5 con_mod: 5 dex_mod: 0 int_mod: -5 str_mod: 3 wis_mod: 0 ac: 12 ac_special: null alignment: N automatic_abilities: null description: 'A slime mold appears as a mound of earth and detritus covered in a thick layer of fungus that exudes a faint stink of decay. The fungus actually shares a symbiotic relationship with the slime mold, serving as an external digestive system while gaining access to the nutrients it needs. The ooze remains perfectly still until living prey passes within reach, then it lashes out with disgusting pseudopods. With a touch, a slime mold can infect its prey with a foul contagion known as slime rot, a horrific disease that painfully breaks down a victim''s flesh. At first, the disease manifests as painful rashes and agonized joints. In the later stages, though, the flesh of the affected creature actually begins to liquefy and run in rivulets as the creature''s spores continue to work. Death, when it occurs, swiftly causes the resulting body to split open and release a brand new slime mold. **__Recall Knowledge - Fungus__ (__Nature__)**: DC 16 **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 16' hp: 60 hp_misc: null immunities: - critical hits - mental - precision - unconscious - visual items: null knowledge_checks: dc: 16 skills: - Nature - Occultism languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d8+3 type: bludgeoning name: pseudopod plus_damage: - formula: null type: slime rot to_hit: 8 traits: null name: Slime Mold perception: 6 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 18 Fortitude; **Onset** 1d4 days; **Stage 1** __enfeebled 1__ and __sickened 1__ (1 day); **Stage 2** as stage 1 (1 day); **Stage 3** __drained 1__, enfeebled 2, and sickened 2 (1 day); **Stage 4** as stage 3 (1 day); **Stage 5** drained 2 plus __unconscious__ (no Perception check to wake up) (1 day); **Stage 6** dead, and the body erupts to release a new slime mold' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Slime Rot range: null raw_description: '**Slime Rot** (__disease__) **Saving Throw** DC 18 Fortitude; **Onset** 1d4 days; **Stage 1** __enfeebled 1__ and __sickened 1__ (1 day); **Stage 2** as stage 1 (1 day); **Stage 3** __drained 1__, enfeebled 2, and sickened 2 (1 day); **Stage 4** as stage 3 (1 day); **Stage 5** drained 2 plus __unconscious__ (no Perception check to wake up) (1 day); **Stage 6** dead, and the body erupts to release a new slime mold' requirements: null success: null traits: - disease trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 3 ref_misc: null will: 4 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A slime mold can sense nearby creatures through vibration and air or water movement. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Motion Sense range: null raw_description: '**Motion Sense** A slime mold can sense nearby creatures through vibration and air or water movement.' requirements: null success: null traits: null trigger: null senses: - Perception +6 - motion sense 60 feet - no vision size: Large skills: - bonus: 7 misc: null name: 'Athletics ' - bonus: 6 misc: +8 amid decaying plant matter or fungus name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 193 page_stop: null speed: - amount: 10 type: Land - amount: 10 type: climb spell_lists: null traits: - N - Large - Fungus - Mindless - Ooze type: Creature weaknesses: null - ability_mods: cha_mod: -4 con_mod: 7 dex_mod: -1 int_mod: -5 str_mod: 7 wis_mod: 2 ac: 25 ac_special: null alignment: N automatic_abilities: null description: 'These massive, primeval relatives of ordinary slugs squirm slowly through swamps and grasslands. Giant slugs are always voracious and prefer to eat flesh or plants high in water content. They frequently consume livestock or strip bare entire orchards or melon crops. For cattle, pigs, or other sizable meals, they first shred the creatures using their radula—tongue-like appendages covered in teeth— to make them easier to consume. The mucus secreted by a giant slug is powerfully acidic and viscous. Wherever it travels, the creature leaves a trailing brown strip that kills most vegetation. Farmers and ranchers, especially those living near swamps known to contain giant slugs, keep close tabs on these journeys. Many almanacs go into great detail on slug migration and mating seasons. Since each giant slug needs its own wide hunting ground, the creatures typically come into proximity to mate only once a year. Either or both slugs can become impregnated, and any that do typically lay a clutch of around 100 eggs. They usually lay these eggs in a shallow bog or a cool, humid cave. Giant slugs tend to travel at night, as the creatures dislike sunlight and dry weather. They have been known to seek out locations like barns, the undersides of bridges, or even fortifications like castles for shelter as dawn starts to break. Woe to the unprepared farmer who ambles out at sunrise to milk the cows but instead finds that a giant slug has made the barn its home! Subterranean giant slugs don''t have to worry about sunlight, and crawl about on no schedule in particular. Narrow tunnels pose little obstacle for them, as the creatures can easily compress their bodies. These factors make their movements very unpredictable, so they pose quite a menace for underground peoples like __kobolds__ or __xulgaths__. **__Recall Knowledge - Animal__ (__Nature__)**: DC 24' hp: 165 hp_misc: null immunities: null items: null knowledge_checks: dc: 24 skills: - Nature languages: null level: 8 melee: - action_cost: One Action damage: formula: 2d10+10 type: slashing name: radula plus_damage: - formula: null type: mucus to_hit: 21 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d8+10 type: bludgeoning name: foot plus_damage: - formula: null type: mucus to_hit: 21 traits: - reach 10 feet name: Giant Slug perception: 14 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The giant slug can fit through tight spaces as if it were a Large creature. While __Squeezing__, it can move at its full Speed. It can Squeeze through spaces that typically fit only a Medium creature, but it does so at the usual Speed for Squeezing. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Malleable range: null raw_description: '**Malleable** The giant slug can fit through tight spaces as if it were a Large creature. While __Squeezing__, it can move at its full Speed. It can Squeeze through spaces that typically fit only a Medium creature, but it does so at the usual Speed for Squeezing.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Any creature hit by the giant slug or that moves into its mucus trail is coated in sticky, caustic mucus. It takes 1d4 __persistent acid damage__ and takes a -5-foot status penalty to its Speeds while the damage persists. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mucus range: null raw_description: '**Mucus** Any creature hit by the giant slug or that moves into its mucus trail is coated in sticky, caustic mucus. It takes 1d4 __persistent acid damage__ and takes a -5-foot status penalty to its Speeds while the damage persists.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Any square the giant slug moves into is coated in mucus. These spaces are difficult terrain, and any creature that moves into one or ends its turn in one is subjected to the slug's mucus. After an hour, the mucus dries and the area is no longer difficult terrain. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mucus Trail range: null raw_description: '**Mucus Trail** Any square the giant slug moves into is coated in mucus. These spaces are difficult terrain, and any creature that moves into one or ends its turn in one is subjected to the slug''s mucus. After an hour, the mucus dries and the area is no longer difficult terrain.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Large or smaller, foot, DC 27 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**__Trample__** [Three Actions] Large or smaller, foot, DC 27' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 3d6 type: acid damage name: disgorged mucus plus_damage: - formula: null type: mucus and 1d6 acid splash damage to_hit: 17 traits: - brutal - range increment 50 feet - splash rarity: Common resistances: - amount: 10 type: acid ritual_lists: null saves: fort: 21 fort_misc: null misc: null ref: 11 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +14 - no hearing - scent (imprecise) 60 feet size: Huge skills: - bonus: 19 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 244 page_stop: null speed: - amount: 20 type: Land - amount: 15 type: climb spell_lists: null traits: - N - Huge - Animal type: Creature weaknesses: - amount: 5 type: salt - 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 alignment: N 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. Slurks exude two very different types of foul-smelling secretions from their pale white skin. Large pustules on the slurk''s back drip a sticky resin-like slime that quickly hardens upon exposure to air. By flexing its skin, the slurk can burst these pustules in the direction of intruders, covering its foes in sticky goo and severely limiting their ability to withstand the monster''s other attacks, including the effects of its other secretion. Glands along the slurk''s ventral side excrete an incredibly slippery and fetid grease, which protects the slurk from the immobilizing effects of its own back slime but also has the added benefit of making it extremely difficult to grapple and capture. The best way to discover if a slurk is in the vicinity is to look for hard clumps of such grease, which accumulate and dry in cave corners and amid rock piles where the slurk rests between meals. Slurks are thought to be descendants of a failed dwarven attempt to domesticate and breed large subterranean frogs as food and labor animals. Despite this apparent failure, slurks are often befriended by others who live underground. The sticky frog-beasts have proven extremely desirable to kobolds, who now domesticate and train slurks as powerful mounts and guardians. While other creatures, particularly boggards, sometimes train slurks to serve as guardians, kobolds remain those who use these creatures the most. A kobold mounted on a slurk will often hide in the upper ledges of a cave, using the advantages of height and surprise to harry foes with ranged attacks. Kobold riders also take advantage of the slurk''s ability to climb, and charge at their enemies from the walls of a cavern. **__Recall Knowledge - Animal__ (__Nature__)**: DC 16' hp: 35 hp_misc: null immunities: null items: null knowledge_checks: dc: 16 skills: - Nature languages: - Draconic - (can't speak any language) level: 2 melee: - action_cost: One Action damage: formula: 1d8+4 type: piercing name: tusks plus_damage: null to_hit: 11 traits: - deadly 1d10 name: Slurk perception: 6 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Belly Grease range: null raw_description: '**Belly Grease** [Three Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Entangling Slime range: null raw_description: '**Entangling Slime** 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.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: null name: slime squirt plus_damage: null to_hit: 9 traits: - range increment 30 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 10 fort_misc: +12 vs. Grapple or Shove misc: null ref: 6 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +6 - darkvision size: Medium skills: - bonus: 6 misc: +8 to Escape name: 'Acrobatics ' - bonus: 8 misc: null name: 'Athletics ' - bonus: 5 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 301 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: climb spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 22' hp: 110 hp_misc: null immunities: null items: null knowledge_checks: dc: 22 skills: - Nature languages: null level: 6 melee: - action_cost: One Action damage: formula: 2d10+6 type: piercing name: fangs plus_damage: - formula: null type: Grab to_hit: 16 traits: null - action_cost: One Action damage: formula: 2d8+6 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 16 traits: - agile name: Smilodon perception: 14 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pierce Armor range: null raw_description: '**Pierce Armor** 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pounce range: null raw_description: '**Pounce** 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The smilodon deals 1d6 extra precision damage to flat-footed creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The smilodon deals 1d6 extra precision damage to flat-footed creatures.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 12 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +14 - low-light vision - scent (imprecise) 60 feet size: Large skills: - bonus: 12 misc: null name: 'Acrobatics ' - bonus: 16 misc: null name: 'Athletics ' - bonus: 12 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 53 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The flytrap makes a leaf Strike against the triggering creature. If it hits, the creature is grabbed in that leaf. effects: null failure: null frequency: null full_description: null generic_description: null name: Quick Capture range: null raw_description: '**Quick Capture** [Reaction] **Trigger** A creature hits or touches the flytrap. **Effect** The flytrap makes a leaf Strike against the triggering creature. If it hits, the creature is grabbed in that leaf.' requirements: null success: null traits: null trigger: A creature hits or touches the flytrap. 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. **__Recall Knowledge - Plant__ (__Nature__)**: DC 18' hp: 50 hp_misc: null immunities: - mental items: null knowledge_checks: dc: 18 skills: - Nature languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d8+2 type: piercing name: leaf plus_damage: - formula: 1d6 type: acid and Improved Grab to_hit: 11 traits: - reach 10 feet name: Snapping Flytrap perception: 7 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Focused Assault range: null raw_description: '**Focused Assault** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Hungry Flurry range: null raw_description: '**Hungry Flurry** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Medium, 1d8+1 bludgeoning plus 1d6 acid, Rupture 5 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**Swallow Whole** (__attack__) Medium, 1d8+1 bludgeoning plus 1d6 acid, Rupture 5' requirements: null success: null traits: - attack trigger: null ranged: null rarity: Common resistances: - amount: 5 type: acid ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 8 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +7 - tremorsense (imprecise) 30 feet size: Large skills: - bonus: 11 misc: null name: 'Athletics ' - bonus: 10 misc: +13 in undergrowth name: 'Stealth ' source: - abbr: Bestiary page_start: 160 page_stop: null speed: - amount: 15 type: Land spell_lists: null traits: - N - Large - Mindless - Plant type: Creature weaknesses: - amount: 5 type: fire - ability_mods: cha_mod: -2 con_mod: 4 dex_mod: -1 int_mod: -4 str_mod: 1 wis_mod: 1 ac: 16 ac_special: null alignment: N automatic_abilities: null description: 'Snapping turtles are freshwater reptiles with a long flexible neck, a sharp piercing beak, and a confrontational temperament that doesn''t prevent some spellcasters from choosing these creatures as familiars. They weigh about 20 pounds and have shells around 18 inches in length. **__Recall Knowledge - Animal__ (__Nature__)**: DC 13' hp: 9 hp_misc: null immunities: null items: null knowledge_checks: dc: 13 skills: - Nature languages: null level: -1 melee: - action_cost: One Action damage: formula: 1d4+2 type: piercing name: jaws plus_damage: null to_hit: 6 traits: null name: Snapping Turtle perception: 3 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The snapping turtle damaged a creature with a jaws Strike in its previous action effects: null failure: null frequency: null full_description: null generic_description: null name: Clench Jaws range: null raw_description: '**Clench Jaws** **Requirements** The snapping turtle damaged a creature with a jaws Strike in its previous action; **Effect** The snapping turtle clenches its jaws down and automatically deals an additional 1d4 bludgeoning damage to the creature it just bit.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The snapping turtle retracts its limbs and head into its shell and ends its turn. This increases its AC to 18, but it can't act except to reemerge, which it can do as a single action. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shell Defense range: null raw_description: '**Shell Defense** The snapping turtle retracts its limbs and head into its shell and ends its turn. This increases its AC to 18, but it can''t act except to reemerge, which it can do as a single action.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 1 ref_misc: null will: 3 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The snapping turtle can hold its breath for 30 minutes. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Deep Breath range: null raw_description: '**Deep Breath** The snapping turtle can hold its breath for 30 minutes.' requirements: null success: null traits: null trigger: null senses: - Perception +3 - low-light vision - scent (imprecise) 30 feet size: Tiny skills: - bonus: 5 misc: null name: 'Athletics ' - bonus: 3 misc: +5 in water name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 269 page_stop: null speed: - amount: 10 type: Land - amount: 20 type: swim spell_lists: null traits: - N - Tiny - Animal type: Creature weaknesses: null - 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 alignment: N automatic_abilities: null description: 'Sod hounds are mossy extraplanar canines formed of packed dirt and pebbles. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 18' hp: 44 hp_misc: null immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 18 skills: - Arcana - Nature languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d10+6 type: piercing name: jaws plus_damage: - formula: null type: Knockdown to_hit: 11 traits: null name: Sod Hound perception: 9 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Earth Glide range: null raw_description: '**Earth Glide** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 6 ref_misc: null will: 7 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A sod hound can sense crystals or gems within 60 feet as if using the scent ability effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Crystal Sense range: null raw_description: '**Crystal Sense** A sod hound can sense crystals or gems within 60 feet as if using the scent ability' requirements: null success: null traits: null trigger: null senses: - Perception +9 - crystal sense (imprecise) 60 feet - darkvision size: Small skills: - bonus: 11 misc: null name: 'Athletics ' - bonus: 9 misc: +11 to Track name: 'Survival ' source: - abbr: Bestiary page_start: 146 page_stop: null speed: - amount: 30 type: Land - amount: 20 type: burrow - amount: null type: earth glide spell_lists: null traits: - N - Small - Earth - Elemental type: Creature weaknesses: null - ability_mods: cha_mod: 10 con_mod: 8 dex_mod: 6 int_mod: 5 str_mod: 10 wis_mod: 9 ac: 49 ac_special: null alignment: NG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 20 feet. Allies in the solar's aura gain a +2 status bonus to AC against evil creatures and a +2 status bonus to saves against effects from evil creatures. The bonus increases to +4 against control by evil creatures and attacks by evil summoned creatures. When the solar or an ally is hit by an attack from a creature in the aura, that foe must succeed at a DC 43 Will save or be blinded for 1 minute (this is an __incapacitation__ effect). It's then temporarily immune for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aura of Protection range: null raw_description: '**Aura of Protection** (__abjuration__, __aura__, __divine__) 20 feet. Allies in the solar''s aura gain a +2 status bonus to AC against evil creatures and a +2 status bonus to saves against effects from evil creatures. The bonus increases to +4 against control by evil creatures and attacks by evil summoned creatures. When the solar or an ally is hit by an attack from a creature in the aura, that foe must succeed at a DC 43 Will save or be blinded for 1 minute (this is an __incapacitation__ effect). It''s then temporarily immune for 1 minute.' requirements: null success: null traits: - abjuration - aura - divine trigger: null description: 'Solars are among the greatest of all angels, ranking just below empyreal lords. Many solars serve at the right hand of a deity or champion a cause that benefits an entire world. Most archangels resemble humanoids, but not all—they can adopt more unusual forms as needed. A typical solar is about 9 feet tall and weighs about 500 pounds, with a commanding voice that is impossible to ignore. Most have silvery or golden skin. Solars are legendary trackers; the most masterful of them are said to be able to follow the centuries-old passage of a pit fiend flying through the Astral Plane. **__Recall Knowledge - Celestial__ (__Religion__)**: DC 51' hp: 500 hp_misc: regeneration 20 (deactivated by evil immunities: null items: - +3 major striking greatsword - +3 major striking longbow knowledge_checks: dc: 51 skills: - Religion languages: - Celestial - Draconic - Infernal - tongues level: 23 melee: - action_cost: One Action damage: formula: 4d12+22 type: slashing name: holy greatsword plus_damage: - formula: 2d6 type: good to_hit: 44 traits: - good - magical - versatile P name: Solar perception: 40 proactive_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The solar's weapon leaps into the air and moves with the solar as if held with both hands. The weapon gains the effects of the __dancing__ weapon rune for 1 minute. effects: null failure: null frequency: null full_description: null generic_description: null name: Animate Weapon range: null raw_description: '**Animate Weapon** [Reaction] **Trigger** The solar hits with a melee weapon Strike while Animate Weapon is not already in effect; **Effect **The solar''s weapon leaps into the air and moves with the solar as if held with both hands. The weapon gains the effects of the __dancing__ weapon rune for 1 minute.' requirements: null success: null traits: null trigger: The solar hits with a melee weapon Strike while Animate Weapon is not already in effect - action_cost: None critical_failure: null critical_success: null description: The solar doesn't need to provide ammunition for their bow. When they draw their bow, they create a magical arrow of light that sheds bright light in a 20-foot radius until the end of the solar's next turn. On a critical hit with the arrow, if the target has 75 or fewer Hit Points after taking the damage, it drops to 0 Hit Points and becomes __dying 1__ (or, if it was already dying, increases its dying value by 3). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Arrow of Mortality range: null raw_description: '**Arrow of Mortality** The solar doesn''t need to provide ammunition for their bow. When they draw their bow, they create a magical arrow of light that sheds bright light in a 20-foot radius until the end of the solar''s next turn. On a critical hit with the arrow, if the target has 75 or fewer Hit Points after taking the damage, it drops to 0 Hit Points and becomes __dying 1__ (or, if it was already dying, increases its dying value by 3).' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The solar can take on the appearance of any Small or Medium humanoid. This doesn't change their Speed or Strikes. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) The solar can take on the appearance of any Small or Medium humanoid. This doesn''t change their Speed or Strikes.' requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: Any weapon gains the effect of a __holy__ property rune while a solar wields it. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Holy Armaments range: null raw_description: '**Holy Armaments** (__divine__, __evocation__) Any weapon gains the effect of a __holy__ property rune while a solar wields it.' requirements: null success: null traits: - divine - evocation trigger: null ranged: - action_cost: One Action damage: formula: 4d8+17 type: piercing name: holy longbow plus_damage: - formula: 2d6 type: good and arrow of mortality to_hit: 40 traits: - deadly d10 - good - magical - propulsive - range increment 100 feet - volley 30 feet rarity: Rare resistances: null ritual_lists: - dc: 46 misc: null name: Rituals spell_groups: - heightened_level: null level: 8 spells: - frequency: null name: freedom requirement: null - frequency: null name: imprisonment requirement: null - heightened_level: null level: 5 spells: - frequency: null name: call spirit requirement: null - frequency: null name: resurrect requirement: null - heightened_level: null level: 2 spells: - frequency: null name: animate object requirement: null - heightened_level: null level: 1 spells: - frequency: null name: angelic messenger requirement: null to_hit: null saves: fort: 40 fort_misc: null misc: +1 status to all saves vs. magic ref: 34 ref_misc: null will: 37 will_misc: null sense_abilities: null senses: - Perception +40 - darkvision - true seeing size: Large skills: - bonus: 38 misc: null name: 'Arcana ' - bonus: 43 misc: null name: 'Athletics ' - bonus: 43 misc: null name: 'Diplomacy ' - bonus: 43 misc: null name: 'Religion ' - bonus: 36 misc: null name: 'Stealth ' - bonus: 46 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 16 page_stop: null speed: - amount: 35 type: Land - amount: 100 type: fly spell_lists: - dc: 46 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 10 spells: - frequency: null name: charm requirement: null - frequency: null name: power word stun requirement: null - frequency: null name: remove curse requirement: null - frequency: null name: remove disease requirement: null - frequency: null name: revival requirement: null - heightened_level: null level: 9 spells: - frequency: at will name: dispel magic requirement: null - frequency: null name: heal requirement: null - frequency: null name: overwhelming presence requirement: null - frequency: null name: power word blind requirement: null - frequency: null name: power word kill requirement: null - frequency: null name: sunburst requirement: null - heightened_level: null level: 7 spells: - frequency: null name: plane shift requirement: null - frequency: at will name: remove fear requirement: null - heightened_level: null level: 6 spells: - frequency: at will name: restoration requirement: null - heightened_level: null level: 5 spells: - frequency: null name: breath of life requirement: null - frequency: null name: death ward requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimensional anchor requirement: null - heightened_level: null level: 2 spells: - frequency: at will, self only name: invisibility requirement: null - heightened_level: 10 level: -1 spells: - frequency: evil only name: detect alignment requirement: null - frequency: null name: tongues requirement: null - frequency: null name: true seeing requirement: null to_hit: null traits: - Rare - NG - Large - Angel - Celestial type: Creature weaknesses: - amount: 25 type: evil - ability_mods: cha_mod: 4 con_mod: 4 dex_mod: 6 int_mod: -1 str_mod: 0 wis_mod: 4 ac: 26 ac_special: null alignment: N automatic_abilities: null description: 'Only the most desperate or foolhardy conjurers call upon the aid of these strange fiends from the inky swamps of __Abaddon__. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 25' hp: 80 hp_misc: null immunities: - critical hits - disease - paralyzed - poison - precision - sleep items: null knowledge_checks: dc: 25 skills: - Religion languages: - Daemonic level: 7 melee: - action_cost: One Action damage: formula: 2d6+3 type: slashing name: claw plus_damage: - formula: 2d6 type: negative and mind-numbing touch to_hit: 19 traits: - agile - finesse name: Soul Eater perception: 15 proactive_abilities: - action_cost: Three Actions critical_failure: As success, but doomed 3. critical_success: The creature is unaffected. description: null effect: The soul eater is adjacent to a __dying__ creature effects: null failure: As success, but doomed 2. frequency: null full_description: null generic_description: null name: Drain Soul range: null raw_description: "**Drain Soul** [Three Actions] (__death__, __divine__, __manipulate__,\ \ __necromancy__) **Requirements** The soul eater is adjacent to a __dying__\ \ creature; **Effect** The soul eater attempts to devour the dying creature's\ \ soul. The creature must attempt a DC 25 Will save. A creature that dies as\ \ a result of Drain Soul can't be restored to life except by a spell or ritual\ \ of 8th level or higher. If the soul eater that used Drain Soul on a creature\ \ is slain within 100 feet of that creature's corpse and the creature has been\ \ dead no longer than 1 minute, the creature's soul returns to its body and\ \ is restored to life, leaving the creature __unconscious__ and dying 1 but\ \ no longer __doomed__. \n\n**Critical Success** The creature is unaffected.\ \ \n\n**Success** The creature becomes doomed 1, or increases its doomed value\ \ by 1 if it was already doomed. \n\n**Failure** As success, but doomed 2. \n\ \n**Critical Failure** As success, but doomed 3." requirements: null success: The creature becomes doomed 1, or increases its doomed value by 1 if it was already doomed. traits: - death - divine - manipulate - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null description: When a soul eater hits a creature with its claw Strike, the creature must succeed at a DC 23 Fortitude save or become __stupefied 1__ (stupefied 2 on a critical failure). Further damage dealt by the soul eater increases the stupefied value by 1 on a failed save, to a maximum of stupefied 4. This condition value decreases by 1 each time the creature gets a full night's rest. As long as the creature is stupefied by a soul eater, rest does not decrease any __doomed__ value that creature might have. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mind-Numbing Touch range: null raw_description: '**Mind-Numbing Touch** (__curse__, __divine__, __necromancy__) When a soul eater hits a creature with its claw Strike, the creature must succeed at a DC 23 Fortitude save or become __stupefied 1__ (stupefied 2 on a critical failure). Further damage dealt by the soul eater increases the stupefied value by 1 on a failed save, to a maximum of stupefied 4. This condition value decreases by 1 each time the creature gets a full night''s rest. As long as the creature is stupefied by a soul eater, rest does not decrease any __doomed__ value that creature might have.' requirements: null success: null traits: - curse - divine - necromancy trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: physical ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 19 ref_misc: null will: 15 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A conjured soul eater forms a mental link with its conjurer. While both are on the same plane, the soul eater knows the location of its conjurer per its find target ability. If the soul eater's target dies before the soul eater can drain its soul, or if the soul eater is defeated (but not destroyed) by the target, the soul eater returns to its conjurer and tries to kill them. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Caster Link range: null raw_description: '**Caster Link** (__detection__, __divine__, __divination__) A conjured soul eater forms a mental link with its conjurer. While both are on the same plane, the soul eater knows the location of its conjurer per its find target ability. If the soul eater''s target dies before the soul eater can drain its soul, or if the soul eater is defeated (but not destroyed) by the target, the soul eater returns to its conjurer and tries to kill them.' requirements: null success: null traits: - detection - divine - divination trigger: null - action_cost: None critical_failure: null critical_success: null description: When a soul eater is conjured to the Material Plane to find a specific creature, it gains the benefits of a 5th-level __locate__ spell that isn't blocked by lead or running water. The conjurer must have seen the target and must speak the target's name while conjuring the soul eater in order to grant this ability. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Find Target range: null raw_description: '**Find Target** (__detection__, __divine__, __divination__) When a soul eater is conjured to the Material Plane to find a specific creature, it gains the benefits of a 5th-level __locate__ spell that isn''t blocked by lead or running water. The conjurer must have seen the target and must speak the target''s name while conjuring the soul eater in order to grant this ability.' requirements: null success: null traits: - detection - divine - divination trigger: null senses: - Perception +15 - greater darkvision size: Medium skills: - bonus: 12 misc: null name: 'Abaddon Lore ' - bonus: 17 misc: null name: 'Acrobatics ' - bonus: 15 misc: null name: 'Intimidation ' - bonus: 17 misc: +19 in darkness or smoke name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 247 page_stop: null speed: - amount: 25 type: Land - amount: 60 type: fly spell_lists: null traits: - Uncommon - N - Medium - Fiend type: Creature weaknesses: - amount: 10 type: good - 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 alignment: Any automatic_abilities: 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 Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment''s power makes the doll''s flst more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs such as golems, allowing such dolls to control defenses far beyond their own capabilities. Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person''s death, this doesn''t affect the deceased''s resurrection or progress to the afterlife. This extraction process is lethal to otherwise-living prospective soul donors, though there are rumors of more expensive processes that allows someone to donate a fragment of a living soul without repercussions. The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll''s neck or chest. The soul fragment isn''t static, and the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor''s or moving farther a eld on its own individual path. The soulbound doll''s focus gem retains the doll''s memories even after the doll''s destruction. The the intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 16' hp: 23 hp_misc: null immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 16 skills: - Arcana - Crafting languages: - one spoken by its creator (typically Common) level: 2 melee: - action_cost: One Action damage: formula: 1d6+2 type: bludgeoning name: fist plus_damage: null to_hit: 10 traits: - agile - finesse - magical name: Soulbound Doll perception: 8 proactive_abilities: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 10 ref_misc: null will: 6 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Personality Fragments range: null raw_description: '**Personality Fragments** 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.' requirements: null success: null traits: null trigger: null senses: - Perception +8 - darkvision size: Tiny skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 4 misc: null name: 'Occultism ' - bonus: 8 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 304 page_stop: null speed: - amount: 20 type: Land spell_lists: - dc: 18 misc: '' name: Occult Innate Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: if alignment is Lawful Evil name: chilling darkness requirement: null - frequency: if alignment is Chaotic Neutral name: grease requirement: null - frequency: if alignment is Neutral Evil name: harm requirement: null - frequency: if alignment is Chaotic Good name: heal requirement: null - frequency: if alignment is Neutral Good name: heroism requirement: null - frequency: null name: levitate requirement: null - frequency: if alignment is Lawful Neutral name: nondetection requirement: null - frequency: if alignment is Chaotic Evil name: vampiric touch requirement: null - frequency: if alignment is Neutral name: wall of thorns requirement: null - frequency: if alignment is Lawful Good name: zone of truth requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: light requirement: null - frequency: null name: mage hand requirement: null - frequency: null name: prestidigitation requirement: null to_hit: 8 traits: - Any - Tiny - Construct - Soulbound type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When a soulbound ruin fails a saving throw against a spell that would banish tormented spirits or manipulate souls, such as __banishment__ or __bind soul__, instead of experiencing the listed effects, it takes 10 damage per spell level. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vulnerability to Exorcism range: null raw_description: '**Vulnerability to Exorcism** When a soulbound ruin fails a saving throw against a spell that would banish tormented spirits or manipulate souls, such as __banishment__ or __bind soul__, instead of experiencing the listed effects, it takes 10 damage per spell level.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The soulbound ruin reacts violently to stop the creature's movement, shooting spikes, throwing bricks, or otherwise impeding the target. The target must succeed at a DC 35 Reflex save or fall __prone__. effects: null failure: null frequency: once per turn full_description: null generic_description: null name: Impede range: null raw_description: '**Impede** [Reaction] **Frequency** once per turn; **Trigger** A creature within the soulbound ruin uses an action with the move trait. **Effect** The soulbound ruin reacts violently to stop the creature''s movement, shooting spikes, throwing bricks, or otherwise impeding the target. The target must succeed at a DC 35 Reflex save or fall __prone__.' requirements: null success: null traits: null trigger: A creature within the soulbound ruin uses an action with the move trait. 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. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 34 **__Recall Knowledge - Undead__ (__Religion__)**: DC 34' hp: 310 hp_misc: negative healing immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - necromancy - nonlethal - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 34 skills: - Arcana - Crafting - Religion languages: - Common - and other languages typical to the region level: 15 melee: - action_cost: One Action damage: formula: 4d10+9 type: bludgeoning name: edifice plus_damage: null to_hit: 30 traits: null name: Soulbound Ruin perception: 25 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null description: The ruin collapses up to three 10-footby- 10-foot sections of its ceiling. The ruin takes 10 damage per section it collapses, and it can't collapse the same section until it has been repaired. Each creature in one of these areas takes 8d10 bludgeoning damage with a DC 35 basic Reflex save. On a failed save, the creature is also restrained under the rubble until it Escapes (DC 33). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Collapse Ceiling range: null raw_description: '**Collapse Ceiling** [Three Actions] The ruin collapses up to three 10-footby- 10-foot sections of its ceiling. The ruin takes 10 damage per section it collapses, and it can''t collapse the same section until it has been repaired. Each creature in one of these areas takes 8d10 bludgeoning damage with a DC 35 basic Reflex save. On a failed save, the creature is also restrained under the rubble until it Escapes (DC 33).' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A soulbound ruin's edifice Strikes can target any creature inside the ruin. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pervasive Attacks range: null raw_description: '**Pervasive Attacks** A soulbound ruin''s edifice Strikes can target any creature inside the ruin.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The ruin can spend 10 minutes repairing itself to regain up to 30 Hit Points. If the ruin is interrupted during this time, it loses its focus and the repair fails. This ability functions even if the ruin is reduced to 0 HP, unless a __consecrate__ ritual has been performed to purify the building, in which case the soulbound ruin is destroyed. This ritual must be dedicated to a good deity or a deity with a strong opposition to undead, such as __Pharasma__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Self-Repair range: null raw_description: '**Self-Repair** The ruin can spend 10 minutes repairing itself to regain up to 30 Hit Points. If the ruin is interrupted during this time, it loses its focus and the repair fails. This ability functions even if the ruin is reduced to 0 HP, unless a __consecrate__ ritual has been performed to purify the building, in which case the soulbound ruin is destroyed. This ritual must be dedicated to a good deity or a deity with a strong opposition to undead, such as __Pharasma__.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 10 type: physical (except adamantine) ritual_lists: null saves: fort: 29 fort_misc: null misc: null ref: 21 ref_misc: null will: 27 will_misc: null sense_abilities: null senses: - Perception +25 - darkvision size: Gargantuan skills: - bonus: 30 misc: null name: 'Athletics ' - bonus: 26 misc: null name: 'Deception ' source: - abbr: 'Pathfinder #148: Fires of the Haunted City' page_start: 85 page_stop: null speed: - amount: null type: can't move spell_lists: null traits: - NE - Gargantuan - Construct - Undead type: Creature weaknesses: - amount: 15 type: positive - 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 alignment: N automatic_abilities: null description: 'Spark bats congregate around volatile weather in the Plane of Air. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 16' hp: 18 hp_misc: null immunities: - bleed - electricity - paralyzed - poison - sleep items: null knowledge_checks: dc: 16 skills: - Arcana - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d4+5 type: electricity name: jaws plus_damage: null to_hit: 11 traits: - agile - finesse name: Spark Bat perception: 7 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The spark bat transforms into lightning that arcs to a large piece of metal within 100 feet, such as a suit of metal armor or a metal weapon. The bat then returns to its normal form in a space adjacent to the metal. This movement doesn't trigger reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Arc Lightning range: null raw_description: '**Arc Lightning** (__move__, __electricity__, __primal__, __transmutation__) The spark bat transforms into lightning that arcs to a large piece of metal within 100 feet, such as a suit of metal armor or a metal weapon. The bat then returns to its normal form in a space adjacent to the metal. This movement doesn''t trigger reactions.' requirements: null success: null traits: - move - electricity - primal - transmutation trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 5 fort_misc: null misc: null ref: 11 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +7 - darkvision size: Tiny skills: - bonus: 9 misc: null name: 'Acrobatics ' - bonus: 9 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 106 page_stop: null speed: - amount: 5 type: Land - amount: 50 type: fly spell_lists: null traits: - N - Tiny - Air - Elemental type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 1 dex_mod: 3 int_mod: -4 str_mod: -2 wis_mod: 2 ac: 14 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Anytime a creature touches the spear frog or an adjacent creature Strikes the spear frog with a melee attack, that creature is exposed to spear frog venom. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Toxic Skin range: null raw_description: '**Toxic Skin** Anytime a creature touches the spear frog or an adjacent creature Strikes the spear frog with a melee attack, that creature is exposed to spear frog venom.' requirements: null success: null traits: null trigger: null description: 'The spear frog is named for its toxin, which is traditionally used to envenom thrown projectiles like spears and daggers. **__Recall Knowledge - Animal__ (__Nature__)**: DC 14' hp: 12 hp_misc: null immunities: null items: null knowledge_checks: dc: 14 skills: - Nature languages: null level: 0 melee: - action_cost: One Action damage: formula: 1d6 type: piercing name: jaws plus_damage: - formula: null type: spear frog venom to_hit: 7 traits: - agile - finesse name: Spear Frog perception: 6 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 15 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage (1 round); **Stage 2** 1d6 poison damage and __enfeebled 1__ (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spear Frog Venom range: null raw_description: '**Spear Frog Venom** (__poison__) **Saving Throw** DC 15 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage (1 round); **Stage 2** 1d6 poison damage and __enfeebled 1__ (1 round)' requirements: null success: null traits: - poison trigger: null - action_cost: None critical_failure: null critical_success: null description: Spear frogs are not flat-footed when __Balancing__ on a narrow surface, and they gain a +4 bonus to Reflex saves to avoid falling. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sticky Feet range: null raw_description: '**Sticky Feet** Spear frogs are not flat-footed when __Balancing__ on a narrow surface, and they gain a +4 bonus to Reflex saves to avoid falling.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 5 fort_misc: null misc: null ref: 7 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +6 - low-light vision size: Tiny skills: - bonus: 5 misc: null name: 'Acrobatics ' - bonus: 0 misc: +6 to Climb, High Jump, Long Jump, and Swim name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 121 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: climb - amount: 20 type: swim spell_lists: null traits: - N - Tiny - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 4 con_mod: 4 dex_mod: 6 int_mod: 0 str_mod: -5 wis_mod: 4 ac: 25 ac_special: null alignment: LE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 30 feet, DC 22 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 30 feet, DC 22 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: A specter that goes for more than a month without dealing negative damage to a living humanoid becomes desperate and almost feral. It changes alignment from lawful evil to chaotic evil, loses control of any corrupted thralls it might have, and becomes __quickened__. It can use its additional action only to make vile touch Strikes against __humanoid__ targets. At the end of any turn in which it deals any amount of negative damage to a living humanoid, it reverts to lawful evil and is no longer quickened, but any thralls it lost control of remain free. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pain Starvation range: null raw_description: '**Pain Starvation** A specter that goes for more than a month without dealing negative damage to a living humanoid becomes desperate and almost feral. It changes alignment from lawful evil to chaotic evil, loses control of any corrupted thralls it might have, and becomes __quickened__. It can use its additional action only to make vile touch Strikes against __humanoid__ targets. At the end of any turn in which it deals any amount of negative damage to a living humanoid, it reverts to lawful evil and is no longer quickened, but any thralls it lost control of remain free.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A specter caught in sunlight is __clumsy 2__ and __slowed 2__ for as long as it remains in the sunlight. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sunlight Powerlessness range: null raw_description: '**Sunlight Powerlessness** A specter caught in sunlight is __clumsy 2__ and __slowed 2__ for as long as it remains in the sunlight.' requirements: null success: null traits: null trigger: null description: 'When an evil mortal creature dies, it sometimes returns to haunt the area of its death as a specter, a hateful remnant, always seeking to slay others—particularly __humanoids__—in an attempt to distribute its pain among as many souls as it can. A specter maintains a strange semblance of its prior identity, but with a corrupted sense of purpose. It cannot be reasoned with. A specter denied the opportunity to harm living humanoids grows increasingly agonized and irrational, akin to the mindset of a starving person forever denied a release from agony through death. **__Recall Knowledge - Undead__ (__Religion__)**: DC 23' hp: 95 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison - precision - unconscious items: null knowledge_checks: dc: 23 skills: - Religion languages: - Common - Necril - telepathy 100 feet (with spectral thralls only) level: 7 melee: - action_cost: One Action damage: formula: 6d6 type: negative name: vile touch plus_damage: - formula: null type: spectral corruption to_hit: 18 traits: - finesse name: Specter perception: 15 proactive_abilities: - action_cost: None critical_failure: As failure, but the creature remains a thrall to the specter until the curse is removed or until the specter succumbs to pain starvation; it can't attempt new Will saves to recover on its own. critical_success: The creature is unaffected and is temporarily immune to spectral corruption for 1 minute. description: "When the specter damages a living creature with its vile touch Strike,\ \ the specter gains 5 temporary Hit Points and the target creature must attempt\ \ a DC 25 Will save to avoid becoming corrupted. \n\n" effect: null effects: null failure: The creature succumbs to the corruption and becomes a spectral thrall. The creature is controlled by the specter, obeying the specter's telepathic or spoken orders, though a spectral thrall does not obey obviously self-destructive orders. It can attempt a new Will save at the end of each of its turns; on a success, it is no longer controlled by the specter but becomes stupefied 2 for 1 hour. frequency: null full_description: null generic_description: null name: Spectral Corruption range: null raw_description: "**Spectral Corruption** (__curse__, __divine__, __enchantment__,\ \ __incapacitation__, __mental__) When the specter damages a living creature\ \ with its vile touch Strike, the specter gains 5 temporary Hit Points and the\ \ target creature must attempt a DC 25 Will save to avoid becoming corrupted.\ \ \n\n**Critical Success** The creature is unaffected and is temporarily immune\ \ to spectral corruption for 1 minute. \n\n**Success** The creature is __stupefied\ \ 2__ for 1 hour. \n\n**Failure** The creature succumbs to the corruption and\ \ becomes a spectral thrall. The creature is controlled by the specter, obeying\ \ the specter's telepathic or spoken orders, though a spectral thrall does not\ \ obey obviously self-destructive orders. It can attempt a new Will save at\ \ the end of each of its turns; on a success, it is no longer controlled by\ \ the specter but becomes stupefied 2 for 1 hour. \n\n**Critical Failure** As\ \ failure, but the creature remains a thrall to the specter until the curse\ \ is removed or until the specter succumbs to pain starvation; it can't attempt\ \ new Will saves to recover on its own." requirements: null success: The creature is stupefied 2 for 1 hour. traits: - curse - divine - enchantment - incapacitation - mental trigger: null ranged: null rarity: Common resistances: - amount: 5 type: all (except force - amount: null type: ghost touch - amount: null type: or positive ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 17 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +15 - darkvision size: Medium skills: - bonus: 17 misc: null name: 'Acrobatics ' - bonus: 15 misc: null name: 'Intimidation ' - bonus: 17 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 248 page_stop: null speed: - amount: 40 type: fly spell_lists: null traits: - LE - Medium - Incorporeal - Undead type: Creature weaknesses: null - 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 alignment: N automatic_abilities: 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. Sphinxes are often associated with desert regions, but they can dwell in more moderate climates as well. They form small groups consisting of a single, extended family that hunts and works together to protect and teach their young. As they mature, sphinxes develop a wanderlust, a drive to gather hidden lore and solve the world''s greatest riddles—the trait that is perhaps most often identified with their kind. While sometimes bound into service as guardians for powerful spellcasters, lone sphinxes may also be encountered on journeys of discovery and as purveyors of esoteric lore. If treated with the proper respect—and fed well—a sphinx can demonstrate a willingness to exchange information. Their favorite currency is, of course, riddles and secrets. One who can trade knowledge for knowledge has a much better chance of succeeding while bargaining with a sphinx. However, a sphinx''s insatiable thirst for new riddles as well their extensive collection of secrets accumulated over hundreds of years of life—makes it difficult to offer them something they don''t already know. Those who attempt to trade petty insight and stale riddles may invoke a sphinx''s ire and will not live long enough to regret it. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 24' hp: 135 hp_misc: null immunities: null items: null knowledge_checks: dc: 24 skills: - Arcana - Nature languages: - Common - Draconic - Sphinx - comprehend language level: 8 melee: - action_cost: One Action damage: formula: 2d6+9 type: slashing name: claw plus_damage: null to_hit: 20 traits: - agile name: Sphinx perception: 18 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Claw Rake range: null raw_description: '**Claw Rake** [Three Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pounce range: null raw_description: '**Pounce** 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: 'Once per week, a Sphinx can create a magical symbol as though casting a heightened glyph of warding spell. The sphinx usually shapes the glyph to take the form of a written riddle, and sets the password to the answer. A creature that gives the wrong answer or tries to pass without answering must succeed at a DC 26 Will save or suffer one of the following spell effects, chosen by the sphinx when creating the symbol: synaptic pulse (5th), 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.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Warding Glyph range: null raw_description: '**Warding Glyph** Once per week, a Sphinx can create a magical symbol as though casting a heightened glyph of warding spell. The sphinx usually shapes the glyph to take the form of a written riddle, and sets the password to the answer. A creature that gives the wrong answer or tries to pass without answering must succeed at a DC 26 Will save or suffer one of the following spell effects, chosen by the sphinx when creating the symbol: synaptic pulse (5th), 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 14 ref_misc: null will: 19 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bardic Lore range: null raw_description: '**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.' requirements: null success: null traits: null trigger: null senses: - Perception +18 - darkvision - detect magic - see invisibility size: Large skills: - bonus: 17 misc: null name: 'Arcana ' - bonus: 18 misc: null name: 'Athletics ' - bonus: 19 misc: null name: 'Bardic Lore ' - bonus: 16 misc: null name: 'Deception ' - bonus: 16 misc: null name: 'Diplomacy ' - bonus: 18 misc: null name: 'Intimidation ' - bonus: 17 misc: null name: 'Occultism ' source: - abbr: Bestiary page_start: 305 page_stop: null speed: - amount: 35 type: Land - amount: 40 type: fly spell_lists: - dc: 27 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: at will name: clairaudience requirement: null - frequency: at will name: clairvoyance requirement: null - frequency: null name: read omens requirement: null - frequency: null name: remove curse requirement: null - heightened_level: null level: 3 spells: - frequency: null name: dispel magic requirement: null - frequency: null name: locate requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: detect magic requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null - heightened_level: 2 level: -1 spells: - frequency: null name: see invisibility requirement: null to_hit: null traits: - N - Large - Beast type: Creature weaknesses: null - 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 alignment: N automatic_abilities: 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 14' hp: 12 hp_misc: null immunities: - precision - swarm mind items: null knowledge_checks: dc: 14 skills: - Nature languages: null level: 0 melee: null name: Spider Swarm perception: 4 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swarming Bites range: null raw_description: '**Swarming Bites** 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null 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).' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spider Swarm Venom range: null raw_description: '**Spider Swarm Venom** (__poison__) **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).' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Common resistances: - amount: 2 type: bludgeoning - amount: 5 type: piercing - amount: 5 type: slashing ritual_lists: null saves: fort: 4 fort_misc: null misc: null ref: 7 ref_misc: null will: 2 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The spider swarm has imprecise tremorsense to detect the vibrations of creatures touching its web. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Web Sense range: null raw_description: '**Web Sense** The spider swarm has imprecise tremorsense to detect the vibrations of creatures touching its web.' requirements: null success: null traits: null trigger: null senses: - Perception +4 - darkvision - web sense size: Large skills: - bonus: 5 misc: null name: 'Acrobatics ' - bonus: 2 misc: null name: 'Athletics ' - bonus: 5 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 306 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: climb spell_lists: null traits: - N - Large - Animal - Swarm type: Creature weaknesses: - amount: 5 type: area damage - amount: 5 type: splash damage - ability_mods: cha_mod: 1 con_mod: 6 dex_mod: 4 int_mod: -4 str_mod: 8 wis_mod: 2 ac: 30 ac_special: null alignment: N automatic_abilities: null description: 'The spinosaurus is more than just one of the largest carnivorous dinosaurs—it''s also one of the most unusual in appearance, with a large, sail-like fin running along its spine. Often quite colorful, this sail allows the spinosaurus to attract mates, aids in swimming, and makes it appear to be even larger than it actually is. A swimming spinosaurus can also use the sail as part of a unique means of staggering prey by slapping the water with it to make a crushing wave. The spinosaurus is equally at home in water as it is on land, and its long, toothy maw is well-adapted to catching swimming prey. Attempts by giants to capture spinosauruses to serve as guardians typically go poorly, for these headstrong dinosaurs do not domesticate well. Their surly attitudes and striking appearances make them better suited for bloodsports, and they are popular prizes for those who run arenas specializing in battles that pit gladiators against hungry animals or beasts. Of course, an angry dinosaur forced to fight for the amusement of others won''t discriminate between potential meals on the battleground and ones seated in the surrounding stands. The spinosaurus''s appearance and strength make it attractive to more than just giants and bloodsport organizers. Spellcasters who mutate and transform animals into magical guardians have long been intrigued by the spinosaurus''s potential. More so than any other dinosaurs, spinosauruses have been subjected to fleshwarping procedures, crossbreeding with monsters, and other magical techniques to enhance the creatures'' viability as effective guardians. A spinosaurus can measure up to 60 feet in length and weighs 25,000 pounds. **__Recall Knowledge - Animal__ (__Nature__)**: DC 28' hp: 200 hp_misc: null immunities: null items: null knowledge_checks: dc: 28 skills: - Nature languages: null level: 11 melee: - action_cost: One Action damage: formula: 2d12+14 type: piercing name: bite plus_damage: - formula: null type: Grab to_hit: 23 traits: - deadly d12 - reach 20 feet - action_cost: One Action damage: formula: 2d8+14 type: slashing name: claw plus_damage: null to_hit: 23 traits: - agile - reach 15 feet name: Spinosaurus perception: 21 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The spinosaurus has a creature __grabbed__ in its jaws effects: null failure: null frequency: null full_description: null generic_description: null name: Rip and Tear range: null raw_description: '**Rip and Tear** **Requirements **The spinosaurus has a creature __grabbed__ in its jaws; **Effect **The spinosaurus reaches up and slashes with its claws at the creature it has grabbed, dealing 4d8 slashing damage (DC 30 basic Reflex save) and 1d6 __persistent bleed damage__.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The spinosaurus is swimming on the surface of water effects: null failure: null frequency: null full_description: null generic_description: null name: Staggering Sail range: null raw_description: "**Staggering Sail** [Two Actions] (__incapacitation__) **Requirements\ \ **The spinosaurus is swimming on the surface of water; **Effect **With a powerful\ \ lunge to the side, the spinosaurus uses its sail to slap the surface of the\ \ water, creating a crushing wave of water that deals 6d6 bludgeoning damage\ \ in a 30.foot cone. Each creature in the water in the area must attempt a DC\ \ 30 Reflex save. \n\n**Critical Success **The creature is unaffected. \n\n\ **Success **The creature takes half damage. \n\n**Failure **The creature takes\ \ full damage and is __slowed 1__ until the end of its next turn. \n\n**Critical\ \ Failure **The creature takes double damage and is __stunned 3__." requirements: null success: null traits: - incapacitation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Medium, 2d12+12 bludgeoning, Rupture 19 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**__Swallow Whole__** (__attack__) Medium, 2d12+12 bludgeoning, Rupture 19' requirements: null success: null traits: - attack trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 23 fort_misc: null misc: null ref: 21 ref_misc: null will: 19 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A spinosaurus can hold its breath for 2 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Deep Breath range: null raw_description: '**Deep Breath** A spinosaurus can hold its breath for 2 hours.' requirements: null success: null traits: null trigger: null senses: - Perception +21 - low-light vision - scent (imprecise) 30 feet size: Gargantuan skills: - bonus: 19 misc: null name: 'Acrobatics ' - bonus: 23 misc: +25 to Swim name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 82 page_stop: null speed: - amount: 40 type: Land - amount: 30 type: swim spell_lists: null traits: - N - Gargantuan - Animal - Dinosaur type: Creature weaknesses: null - ability_mods: cha_mod: -5 con_mod: 5 dex_mod: 6 int_mod: -5 str_mod: 6 wis_mod: 2 ac: 31 ac_special: null alignment: N automatic_abilities: null description: 'These mechanical constructs were created to serve as guardians in an ancient and bygone era, although exactly who made them and the secrets of their construction have long since been lost to history. From the waist up, they resemble humanoids made of metal, but from the waist down their bodies take the form of spinning metal tops ringed with blades, which excel at cutting down nearby foes. Most spiral centurions can be directed to stand down with a password, although often these command phrases have been lost to the mists of time. In rare cases, a spiral centurion may also wield manufactured weapons or a shield in addition to its built-in weapons, giving it access to additional actions besides those listed below. Most spiral centurions are hundreds or even thousands of years old, only staying functional because of the powerful magic used in their creation. Still, millennia of neglect have caused many spiral centurions to develop small glitches or malfunctions. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 28' hp: 170 hp_misc: null immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 28 skills: - Arcana - Crafting languages: null level: 11 melee: - action_cost: One Action damage: formula: 2d12+12 type: slashing name: blade plus_damage: null to_hit: 23 traits: - agile - sweep name: Spiral Centurion perception: 20 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The spiral centurion hurls one of its blades with an angled spin to ensure a swooping flight path. The blade deals 6d6 slashing damage to each creature in a 40-foot line (DC 30 basic Reflex save). At the start of the spiral centurion-s next turn, the blade swoops around and returns along the same flight path, again dealing 6d6 slashing damage (DC 30 basic Reflex save) to each creature along the same line. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Hurl Blade range: null raw_description: '**Hurl Blade** [Two Actions] The spiral centurion hurls one of its blades with an angled spin to ensure a swooping flight path. The blade deals 6d6 slashing damage to each creature in a 40-foot line (DC 30 basic Reflex save). At the start of the spiral centurion-s next turn, the blade swoops around and returns along the same flight path, again dealing 6d6 slashing damage (DC 30 basic Reflex save) to each creature along the same line.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The spiral centurion has not acted yet this turn effects: null failure: null frequency: null full_description: null generic_description: null name: Rev Up range: null raw_description: '**Rev Up** **Requirements** The spiral centurion has not acted yet this turn; **Effect** The spiral centurion Strides up to its Speed. It then gains a +2 circumstance bonus to attack and damage rolls until the end of its turn.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Medium or smaller, blade, DC 30 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**__Trample__** [Three Actions] Medium or smaller, blade, DC 30' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: The spiral centurion spins furiously in place, its blades extended to slice through nearby creatures. It makes up to five melee blade Strikes. No single creature can be targeted by more than one blade Strike during one use of this ability. These attacks count toward the spiral centurion's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks are made. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Whirling Death range: null raw_description: '**Whirling Death** [Three Actions] The spiral centurion spins furiously in place, its blades extended to slice through nearby creatures. It makes up to five melee blade Strikes. No single creature can be targeted by more than one blade Strike during one use of this ability. These attacks count toward the spiral centurion''s multiple attack penalty, but the multiple attack penalty doesn''t increase until after all the attacks are made.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: Top-Heavy A spiral centurion's top-like design makes it susceptible to effects that would cause it to fall prone. The DC of any attempt to knock the spiral centurion prone is reduced by 5. If the spiral centurion attempts a check or saving throw to resist being knocked prone - amount: -5 type: it takes a status penalty. A spiral centurion that has been knocked prone can-t use any actions other than to attempt to Stand - amount: 30 type: but it must succeed at a DC Acrobatics check to do so. ritual_lists: null saves: fort: 22 fort_misc: null misc: null ref: 25 ref_misc: null will: 16 will_misc: null sense_abilities: null senses: - Perception +20 - darkvision size: Medium skills: - bonus: 23 misc: null name: 'Acrobatics ' - bonus: 23 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 250 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - N - Medium - Construct - Mindless type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 3 dex_mod: 4 int_mod: 1 str_mod: 3 wis_mod: 3 ac: 28 ac_special: null alignment: N automatic_abilities: null description: 'In naga culture, the foul-tempered, unkempt spirit naga holds a contemptible place similar to that of hags in humanoid cultures. These decrepit creatures live out lives of solitude, sought out only by those who are foolish or brave enough to think they can benefit from the spirit naga''s powers without paying a heavy price—for most who dare to show such hubris, the price is their own lives. Spirit nagas seek out desolate ruins and places long associated with death and corruption. These sinister, serpentine beings can be found in abandoned graveyards, crumbled fortresses, rotting swamps, and blighted woodlands. Though they may know little of the actual history of such places, the nagas are nonetheless attracted to the psychic remnants of evil deeds and tormented spirits that remain within the earth and stones there. Despite their hideous appearance and treatment as pariahs by other nagas, spirit nagas feel a profound pride in their abilities and even in their hermetic existences. They see themselves as connected to a greater force whose mysteries are revealed only to those who can cast off the trappings and morals of "civilized" society. Even so, spirit nagas gleefully accept the worship of other creatures willing to bow to their capricious whims. They often form cults around themselves, using their charm spells and rituals to ensnare the minds of a few key individuals who spread the nagas'' foul influence throughout a community. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 28' hp: 160 hp_misc: null immunities: null items: null knowledge_checks: dc: 28 skills: - Occultism languages: - Aklo - Common level: 9 melee: - action_cost: One Action damage: formula: 2d8+9 type: piercing name: fangs plus_damage: - formula: null type: spirit naga venom to_hit: 19 traits: - agile - finesse name: Spirit Naga perception: 18 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 28; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison damage and __stupefied 1__ (1 round); **Stage 2** 2d6 poison damage and __stupefied 2__ (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spirit Naga Venom range: null raw_description: '**Spirit Naga Venom** (__poison__) **Saving Throw** DC 28; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison damage and __stupefied 1__ (1 round); **Stage 2** 2d6 poison damage and __stupefied 2__ (1 round)' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: - dc: 28 misc: null name: Rituals spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: inveigle requirement: null to_hit: null saves: fort: 15 fort_misc: null misc: null ref: 20 ref_misc: null will: 18 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A spirit naga adds __hallucination__, __mind probe__, and __suggestion__ to their coven's spells. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Coven range: null raw_description: '**Coven** A spirit naga adds __hallucination__, __mind probe__, and __suggestion__ to their coven''s spells.' requirements: null success: null traits: null trigger: null senses: - Perception +18 - darkvision size: Large skills: - bonus: 18 misc: null name: 'Acrobatics ' - bonus: 16 misc: null name: 'Athletics ' - bonus: 17 misc: null name: 'Deception ' - bonus: 19 misc: null name: 'Intimidation ' - bonus: 20 misc: null name: 'Occultism ' - bonus: 20 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 179 page_stop: null speed: - amount: 25 type: Land - amount: 15 type: swim spell_lists: - dc: 28 misc: '' name: Occult Spontaneous Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: black tentacles requirement: null - frequency: null name: sending requirement: null - frequency: 3 slots name: subconscious suggestion requirement: null - heightened_level: null level: 4 spells: - frequency: null name: clairvoyance requirement: null - frequency: null name: confusion requirement: null - frequency: null name: fly requirement: null - frequency: 4 slots name: modify memory requirement: null - heightened_level: null level: 3 spells: - frequency: null name: dream message requirement: null - frequency: null name: mind reading requirement: null - frequency: null name: paralyze requirement: null - frequency: 4 slots name: vampiric touch requirement: null - heightened_level: null level: 2 spells: - frequency: null name: blur requirement: null - frequency: null name: humanoid form requirement: null - frequency: null name: mirror image requirement: null - frequency: 4 slots name: telekinetic maneuver requirement: null - heightened_level: null level: 1 spells: - frequency: null name: charm requirement: null - frequency: null name: command requirement: null - frequency: null name: grim tendrils requirement: null - frequency: 4 slots name: unseen servant requirement: null - heightened_level: 5 level: 0 spells: - frequency: null name: daze requirement: null - frequency: null name: detect magic requirement: null - frequency: null name: mage hand requirement: null - frequency: null name: read aura requirement: null - frequency: null name: sigil requirement: null to_hit: 20 traits: - Uncommon - N - Large - Aberration type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. A spiritbound aluum has a dull blue crystalline focus that stores constituent souls, surrounded by a host of smaller gems used for trapping souls the Pactmasters wish to deny from entering the Great Beyond. Spiritbound aluums rarely use this soul-binding ability except when instructed by their masters. However, the murderous or embittered souls within the aluum sometimes exert control and willfully consume a departing soul either out of malice or to incorporate it into the construct''s core. If not relieved of its trapped souls in a timely manner, a spiritbound aluum can develop enough will to overcome its masters'' orders and even awaken to full sentience. These rogue aluums typically lose the __mindless__ trait, are evil, have an Intelligence modifier of -2 or higher, and gain several skills with bonuses ranging from +25 to +32. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 40' hp: 255 hp_misc: null immunities: - bleed - disease - death effects - doomed - drained - fatigued - magic (see below) - mental - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 40 skills: - Arcana - Crafting languages: null level: 16 melee: - action_cost: One Action damage: formula: 3d10+17 type: bludgeoning name: fist plus_damage: - formula: null type: paralyzing force to_hit: 33 traits: - magical name: Spiritbound Aluum perception: 28 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: Spiritbound aluum are immune to spells and magical abilities, with two exceptions. A __negative__ spell or magical ability grants a spiritbound aluum the __quickened__ condition until the end of its next turn instead of its normal effects. A __positive__ spell or ability makes a spiritbound aluum __slowed 1__ until the end of its next turn instead of its normal effects. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aluum Antimagic range: null raw_description: '**Aluum Antimagic** Spiritbound aluum are immune to spells and magical abilities, with two exceptions. A __negative__ spell or magical ability grants a spiritbound aluum the __quickened__ condition until the end of its next turn instead of its normal effects. A __positive__ spell or ability makes a spiritbound aluum __slowed 1__ until the end of its next turn instead of its normal effects.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The spiritbound aluum has bound a soul using its __bind soul__ innate spell effects: null failure: null frequency: null full_description: null generic_description: null name: Obliteration Beam range: null raw_description: '**Obliteration Beam** [Two Actions] (__arcane__, __evocation__, __force__) **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.' requirements: null success: null traits: - arcane - evocation - force trigger: null - action_cost: None critical_failure: null critical_success: null 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__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Paralyzing Force range: null raw_description: '**Paralyzing Force** (__arcane__, __incapacitation__, __necromancy__) 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__.' requirements: null success: null traits: - arcane - incapacitation - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null description: When a spiritbound aluum uses its __bind soul__ 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Soul Binder range: null raw_description: '**Soul Binder** When a spiritbound aluum uses its __bind soul__ 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Soul Shriek range: null raw_description: '**Soul Shriek** [Two Actions] (__arcane__, __auditory__, __evocation__, __mental__, __sonic__) 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.' requirements: null success: null traits: - arcane - auditory - evocation - mental - sonic trigger: null ranged: null rarity: Rare resistances: - amount: 15 type: physical (except adamantine) ritual_lists: null saves: fort: 30 fort_misc: null misc: null ref: 25 ref_misc: null will: 28 will_misc: null sense_abilities: null senses: - Perception +28 - darkvision size: Large skills: - bonus: 33 misc: null name: 'Athletics ' source: - abbr: 'Pathfinder #149: Against the Scarlet Triad' page_start: 83 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: fly spell_lists: - dc: 38 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 9 spells: - frequency: x3 name: bind soul requirement: null - heightened_level: null level: 5 spells: - frequency: null name: locate requirement: null to_hit: null traits: - Rare - N - Large - Construct - Mindless - Soulbound type: Creature weaknesses: null - ability_mods: cha_mod: 4 con_mod: 4 dex_mod: 6 int_mod: -4 str_mod: 2 wis_mod: 2 ac: 25 ac_special: null alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: A portion of the sportlebore swarm attempts to surge down the throat of the triggering creature, which must attempt a DC 25 Fortitude save. effects: null failure: null frequency: null full_description: null generic_description: null name: Pour Down Throat range: null raw_description: '**Pour Down Throat [Reaction]** **Trigger** A creature in the sportlebore swarm''s area speaks, uses a verbal component, or opens its mouth; **Effect** A portion of the sportlebore swarm attempts to surge down the throat of the triggering creature, which must attempt a DC 25 Fortitude save.' requirements: null success: null traits: null trigger: A creature in the sportlebore swarm's area speaks, uses a verbal component, or opens its mouth - action_cost: None critical_failure: null critical_success: null description: The creature is unaffected. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Success range: null raw_description: '**Critical Success** The creature is unaffected.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature gets a mouthful of sportlebores. It spits the insects out and avoids further damage, but it can't speak for 1 round, and if it was performing a verbal spellcasting action, the spell fails and the caster wastes the action. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Success range: null raw_description: '**Success** The creature gets a mouthful of sportlebores. It spits the insects out and avoids further damage, but it can''t speak for 1 round, and if it was performing a verbal spellcasting action, the spell fails and the caster wastes the action.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature takes 4d6 piercing damage from sportlebore bites, can't speak for 1 round, and loses a spell as noted under Success. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Failure range: null raw_description: '**Failure** The creature takes 4d6 piercing damage from sportlebore bites, can''t speak for 1 round, and loses a spell as noted under Success.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: As failure, but the creature is also exposed to __sportlebore infestation__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Failure range: null raw_description: '**Critical Failure** As failure, but the creature is also exposed to __sportlebore infestation__.' requirements: null success: null traits: null trigger: null description: 'A swarm of sportlebores is a much more dangerous foe than a single insect. **__Recall Knowledge - Animal__ (__Nature__)**: DC 23' hp: 85 hp_misc: null immunities: - precision - swarm mind items: null knowledge_checks: dc: 23 skills: - Nature languages: null level: 7 melee: null name: Sportlebore Swarm perception: 13 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: Each creature in the sportlebore swarm's area takes 4d6 piercing damage (DC 25 basic Reflex save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swarming Bites range: null raw_description: '**Swarming Bites** Each creature in the sportlebore swarm''s area takes 4d6 piercing damage (DC 25 basic Reflex save).' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 3 type: bludgeoning - amount: 7 type: piercing - amount: 7 type: slashing ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 17 ref_misc: null will: 13 will_misc: null sense_abilities: null senses: - Perception +13 - low-light vision size: Large skills: - bonus: 17 misc: null name: 'Acrobatics ' - bonus: 17 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 251 page_stop: null speed: - amount: 35 type: Land - amount: 35 type: fly spell_lists: null traits: - N - Large - Animal - Swarm type: Creature weaknesses: - amount: 7 type: area damage - amount: 7 type: splash damage - ability_mods: cha_mod: 1 con_mod: 2 dex_mod: 4 int_mod: 1 str_mod: 3 wis_mod: 3 ac: 19 ac_special: null alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The spriggan bully grows to Large size, along with their equipment (which returns to natural size if removed). The spriggan bully's reach increases by 5 feet. They regain 5 Hit Points and gain a +2 status bonus to melee attacks and damage rolls. This effect continues until the end of the spriggan bully's next turn, but on any turn in which the spriggan bully deals damage to another creature and is not __fatigued__, the effect extends until the end of the following turn. When Enraged Growth ends, the spriggan bully is fatigued for 1 hour. effects: null failure: null frequency: null full_description: null generic_description: null name: Enraged Growth range: null raw_description: '**Enraged Growth [Reaction]** (__polymorph__, __primal__, __transmutation__) **Trigger** The spriggan bully takes damage; **Effect** The spriggan bully grows to Large size, along with their equipment (which returns to natural size if removed). The spriggan bully''s reach increases by 5 feet. They regain 5 Hit Points and gain a +2 status bonus to melee attacks and damage rolls. This effect continues until the end of the spriggan bully''s next turn, but on any turn in which the spriggan bully deals damage to another creature and is not __fatigued__, the effect extends until the end of the following turn. When Enraged Growth ends, the spriggan bully is fatigued for 1 hour.' requirements: null success: null traits: - polymorph - primal - transmutation trigger: The spriggan bully takes damage description: 'The typical spriggan is a bully who prefers to take live prisoners in fights, but only to ensure that they have a large stock of living victims to torment, tease, and abuse. They train to use weapons in nonlethal ways that inflict the maximum amount of pain even as they guard against accidental death. When not bullying prisoners or hunting for new victims, spriggan bullies enjoy drinking, watching others fight, and fighting among themselves. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18' hp: 48 hp_misc: null immunities: null items: - crossbow (10 bolts) - morningstar knowledge_checks: dc: 18 skills: - Society languages: - Aklo - Common level: 3 melee: - action_cost: One Action damage: formula: 1d6+6 type: bludgeoning name: morningstar plus_damage: null to_hit: 10 traits: - versatile P name: Spriggan Bully perception: 10 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The spriggan bully makes a morningstar Strike with a +2 circumstance bonus to its attack roll. This attack is __nonlethal__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bully's Bludgeon range: null raw_description: '**Bully''s Bludgeon** The spriggan bully makes a morningstar Strike with a +2 circumstance bonus to its attack roll. This attack is __nonlethal__.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The spriggan bully's Strikes deal an additional 1d6 precision damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The spriggan bully''s Strikes deal an additional 1d6 precision damage to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d8 type: piercing name: crossbow plus_damage: null to_hit: 11 traits: - range increment 120 feet - reload 1 rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 11 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +10 - low-light vision size: Small skills: - bonus: 9 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Intimidation ' - bonus: 8 misc: null name: 'Society ' - bonus: 11 misc: null name: 'Stealth ' - bonus: 10 misc: null name: 'Survival ' - bonus: 9 misc: null name: 'Thievery ' source: - abbr: Bestiary 2 page_start: 252 page_stop: null speed: - amount: 20 type: Land spell_lists: - dc: 20 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: shatter requirement: null - heightened_level: null level: 1 spells: - frequency: null name: fear requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: dancing lights requirement: null to_hit: null traits: - CE - Small - Gnome - Humanoid - Spriggan type: Creature weaknesses: null - ability_mods: cha_mod: 4 con_mod: 4 dex_mod: 4 int_mod: 1 str_mod: 6 wis_mod: 3 ac: 25 ac_special: null alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The spriggan warlord grows to size Large, along with their equipment (which returns to natural size if removed). The spriggan warlord's reach increases by 5 feet. They regain 15 Hit Points and gain a +2 status bonus to melee attack and damage rolls. This effect continues until the end of the spriggan warlord's next turn, but on any turn in which the spriggan warlord deals damage to another creature and is not __fatigued__, the effect extends until the end of the following turn. When Enraged Growth ends, the spriggan warlord is fatigued for 1 hour. effects: null failure: null frequency: null full_description: null generic_description: null name: Enraged Growth range: null raw_description: '**Enraged Growth [Reaction]** (__polymorph__, __primal__, __transmutation__) **Trigger** The spriggan warlord takes damage; **Effect** The spriggan warlord grows to size Large, along with their equipment (which returns to natural size if removed). The spriggan warlord''s reach increases by 5 feet. They regain 15 Hit Points and gain a +2 status bonus to melee attack and damage rolls. This effect continues until the end of the spriggan warlord''s next turn, but on any turn in which the spriggan warlord deals damage to another creature and is not __fatigued__, the effect extends until the end of the following turn. When Enraged Growth ends, the spriggan warlord is fatigued for 1 hour.' requirements: null success: null traits: - polymorph - primal - transmutation trigger: The spriggan warlord takes damage description: 'While the leaders of larger spriggan enclaves tend to be uniquely trained warriors with highly specialized skills, spriggan warlords are fond of the traditional spriggan weaponry of morningstar and crossbow, valuing this traditional fighting style for its simplicity and for using both weapons to their full potential. Spriggan warlords often serve as sub-commanders in large groups, filling roles in spriggan society akin to captains of the guard or bodyguards to spriggan royalty. In smaller groups or remote outposts, a single spriggan warlord is typically in charge of a band of spriggan bullies. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 23' hp: 120 hp_misc: null immunities: null items: - +1 crossbow (10 bolts) - +1 morningstar knowledge_checks: dc: 23 skills: - Society languages: - Aklo - Common level: 7 melee: - action_cost: One Action damage: formula: 2d6+9 type: bludgeoning name: morningstar plus_damage: null to_hit: 18 traits: - magical - versatile P name: Spriggan Warlord perception: 14 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The spriggan warlord makes a morningstar Strike with a +2 circumstance bonus to its attack roll. This attack is __nonlethal__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bully's Bludgeon range: null raw_description: '**Bully''s Bludgeon** The spriggan warlord makes a morningstar Strike with a +2 circumstance bonus to its attack roll. This attack is __nonlethal__.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The spriggan warlord's Strikes deal an additional 2d6 precision damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The spriggan warlord''s Strikes deal an additional 2d6 precision damage to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A spriggan warlord has access to the critical specialization effects for __crossbows__ and __morningstars__, and the reload of any crossbow they wield is reduced by 1 (to a minimum of 0). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Warlord's Training range: null raw_description: '**Warlord''s Training** A spriggan warlord has access to the critical specialization effects for __crossbows__ and __morningstars__, and the reload of any crossbow they wield is reduced by 1 (to a minimum of 0).' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d8 type: piercing name: crossbow plus_damage: null to_hit: 18 traits: - magical - range increment 120 feet - reload 0 rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 17 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +14 - low-light vision size: Small skills: - bonus: 15 misc: null name: 'Acrobatics ' - bonus: 17 misc: null name: 'Athletics ' - bonus: 17 misc: null name: 'Intimidation ' - bonus: 12 misc: null name: 'Society ' - bonus: 17 misc: null name: 'Stealth ' - bonus: 14 misc: null name: 'Survival ' - bonus: 15 misc: null name: 'Thievery ' source: - abbr: Bestiary 2 page_start: 253 page_stop: null speed: - amount: 20 type: Land spell_lists: - dc: 25 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: fly requirement: null - frequency: null name: shatter requirement: null - heightened_level: null level: 3 spells: - frequency: null name: dispel magic requirement: null - frequency: null name: fear requirement: null - heightened_level: null level: 2 spells: - frequency: null name: blur requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: dancing lights requirement: null to_hit: null traits: - N - Small - Gnome - Humanoid - Spriggan type: Creature weaknesses: null - 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 alignment: CN automatic_abilities: null 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. **__Recall Knowledge - Fey__ (__Nature__)**: DC 13' hp: 11 hp_misc: null immunities: null items: - rapier knowledge_checks: dc: 13 skills: - Nature languages: - Common - Sylvan level: -1 melee: - action_cost: One Action damage: formula: 1d6-3 type: piercing name: rapier plus_damage: - formula: 1 type: fire to_hit: 8 traits: - deadly 1d8 - disarm - finesse - fire - magical name: Sprite perception: 4 proactive_abilities: null ranged: - action_cost: One Action damage: formula: 1d4 type: fire name: luminous spark plus_damage: null to_hit: 8 traits: - fire - light - range 20 feet rarity: Common resistances: null ritual_lists: null saves: fort: 2 fort_misc: null misc: null ref: 8 ref_misc: null will: 4 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'A 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. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Luminous Fire range: null raw_description: '**Luminous Fire** (__evocation__, __light__, __primal__) A 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. ' requirements: null success: null traits: - evocation - light - primal trigger: null senses: - Perception +4 - low-light vision size: Tiny skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 308 page_stop: null speed: - amount: 10 type: Land - amount: 40 type: fly spell_lists: - dc: 16 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: color spray requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: dancing lights requirement: null - frequency: null name: daze requirement: null - frequency: null name: detect magic requirement: null to_hit: null traits: - CN - Tiny - Fey - Sprite type: Creature weaknesses: - amount: 3 type: cold iron - ability_mods: cha_mod: 6 con_mod: 6 dex_mod: 9 int_mod: 9 str_mod: 8 wis_mod: 9 ac: 43 ac_special: null alignment: LG automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Whenever the star archon takes slashing damage, bright light pours from their wounds. Non-archons within 10 feet must attempt a DC 38 Fortitude save. On a failure, a creature is __dazzled__ for 1 round. On a critical failure, the creature is __blinded__ for 1d4 rounds instead. The creature is then temporarily immune for 1 round. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Blinding Soul range: null raw_description: '**Blinding Soul** (__divine__, __evocation__, __light__, __visual__) Whenever the star archon takes slashing damage, bright light pours from their wounds. Non-archons within 10 feet must attempt a DC 38 Fortitude save. On a failure, a creature is __dazzled__ for 1 round. On a critical failure, the creature is __blinded__ for 1d4 rounds instead. The creature is then temporarily immune for 1 round.' requirements: null success: null traits: - divine - evocation - light - visual trigger: null - action_cost: None critical_failure: null critical_success: null description: When killed, the star archon explodes in a blinding flash of holy energy that deals 12d6 fire damage and 12d6 good damage to anything in a 100-foot emanation, with a DC 40 basic Reflex save. A non-archon creature that sees the explosion and critically fails its save is permanently __blinded__ as well. The slain star archon reincarnates 1d4 rounds later as a __shield archon__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Explosive Rebirth range: null raw_description: '**Explosive Rebirth** (__death__, __divine__, __evocation__, __fire__, __good__) When killed, the star archon explodes in a blinding flash of holy energy that deals 12d6 fire damage and 12d6 good damage to anything in a 100-foot emanation, with a DC 40 basic Reflex save. A non-archon creature that sees the explosion and critically fails its save is permanently __blinded__ as well. The slain star archon reincarnates 1d4 rounds later as a __shield archon__.' requirements: null success: null traits: - death - divine - evocation - fire - good trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: A star archon can also make a Retributive Strike by throwing its starknife, and the enemy and ally can be within 60 feet instead of 15 feet. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Retributive Strike range: null raw_description: '**__Retributive Strike__ [Reaction]** A star archon can also make a Retributive Strike by throwing its starknife, and the enemy and ally can be within 60 feet instead of 15 feet.' requirements: null success: null traits: null trigger: null description: 'Embodiments of the virtue of prudence, star archons serve as philosophers and administrators, and in times of war as the tacticians, strategists, and generals of archon armies. Star archons burn with the glory and intensity of a sun, and their sense of duty and desire to defeat evil are as indefatigable as the light of the stars. While their dazzling intellects and unmatched strategic cunning make them most useful in war rooms rather than on battlefields, star archons are fierce opponents when motivated to enter the fray. Those who witness the self-sacrifice of a star archon and live to tell the tale describe the experience in terms that might befit the sight of a supernova at the instant the star collapses in on itself. **__Recall Knowledge - Celestial__ (__Religion__)**: DC 39' hp: 400 hp_misc: null immunities: null items: - +2 greater striking returning starknife - +2 greater resilient full plate knowledge_checks: dc: 39 skills: - Religion languages: - Celestial - Draconic - Infernal - tongues level: 19 melee: - action_cost: One Action damage: formula: 3d4+16 type: piercing name: returning starknife plus_damage: - formula: 2d6 type: good and 3d6 fire to_hit: 38 traits: - agile - deadly 1d8 - finesse - good - magical - reach 10 feet - versatile S name: Star Archon perception: 35 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: Once per day, if an archon sees another creature cast dimension door, the archon can use __dimension door__ (heightened to 5th level) 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 creature used dimension door. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Archon's Door range: null raw_description: '**Archon''s Door** Once per day, if an archon sees another creature cast dimension door, the archon can use __dimension door__ (heightened to 5th level) 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 creature used dimension door.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The star archon calculates a celestial constellation and sends their starknife flying along that path from one foe to the next. It makes a starknife Strike against a target within 60 feet. If the Strike hits, it can make another Strike at a different target within 60 feet of the first target, and so on, until it misses with a Strike or runs out of targets it hasn't attacked within range of the most recent target. The star archon can attack a given target only once per use of this ability. These attacks don't apply any range increment penalty, and the star archon resolves all the attacks before increasing the multiple attack penalty. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Prudent Asterism range: null raw_description: '**Prudent Asterism** [Two Actions] The star archon calculates a celestial constellation and sends their starknife flying along that path from one foe to the next. It makes a starknife Strike against a target within 60 feet. If the Strike hits, it can make another Strike at a different target within 60 feet of the first target, and so on, until it misses with a Strike or runs out of targets it hasn''t attacked within range of the most recent target. The star archon can attack a given target only once per use of this ability. These attacks don''t apply any range increment penalty, and the star archon resolves all the attacks before increasing the multiple attack penalty.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 3d4+16 type: piercing name: starknife plus_damage: - formula: 2d6 type: good and 3d6 fire to_hit: 38 traits: - agile - deadly 1d8 - good - magical - thrown 60 feet - versatile S rarity: Common resistances: - amount: 15 type: fire ritual_lists: null saves: fort: 31 fort_misc: null misc: +1 status to all saves vs. magic ref: 34 ref_misc: null will: 34 will_misc: null sense_abilities: null senses: - Perception +35 - darkvision - true seeing size: Medium skills: - bonus: 31 misc: null name: 'Acrobatics ' - bonus: 33 misc: null name: 'Arcana ' - bonus: 37 misc: null name: 'Athletics ' - bonus: 33 misc: null name: 'Diplomacy ' - bonus: 33 misc: null name: 'Intimidation ' - bonus: 33 misc: null name: 'Occultism ' - bonus: 37 misc: null name: 'Religion ' - bonus: 33 misc: null name: 'Society ' - bonus: 39 misc: null name: 'Warfare Lore ' source: - abbr: Bestiary 2 page_start: 23 page_stop: null speed: - amount: 35 type: Land - amount: 75 type: fly spell_lists: - dc: 43 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 9 spells: - frequency: null name: blindness requirement: null - frequency: null name: implosion requirement: null - frequency: null name: sunburst requirement: null - heightened_level: null level: 7 spells: - frequency: null name: heal requirement: null - frequency: null name: prismatic spray requirement: null - heightened_level: null level: 5 spells: - frequency: null name: sending requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - heightened_level: 6 level: -1 spells: - frequency: null name: true seeing requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null to_hit: null traits: - LG - Medium - Archon - Celestial type: Creature weaknesses: - amount: 15 type: evil - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 2 int_mod: -2 str_mod: 1 wis_mod: 0 ac: 16 ac_special: null alignment: N automatic_abilities: null description: 'These brash and arrogant creatures are among the more energetic mephits. They are quick to nominate themselves the leaders of any group, barking out orders in shrill, high-pitched voices and insisting on having everything done their way. Even when they aren''t bossing others around, the constant hiss of steam escaping from their pores ensures that there is never a quiet moment. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 17' hp: 19 hp_misc: fast healing 2 (in boiling water or steam) immunities: - bleed - fire - paralyzed - poison - sleep items: null knowledge_checks: dc: 17 skills: - Arcana - Nature languages: - Aquan - Ignan level: 1 melee: - action_cost: One Action damage: formula: 1d6+1 type: slashing name: claw plus_damage: null to_hit: 7 traits: - agile - finesse name: Steam Mephit perception: 3 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The steam mephit calls down a rain boiling water that surrounds them in a 10-foot emanation. Creatures in the area take 2d8 fire damage (DC 17 basic Reflex save), and small unattended flames (such as torches) are extinguished. effects: null failure: null frequency: once per day full_description: null generic_description: null name: Boiling Rain range: null raw_description: '**Boiling Rain** [Two Actions] (__arcane__, __conjuration__, __fire__, __water__) **Frequency** once per day; **Effect** The steam mephit calls down a rain boiling water that surrounds them in a 10-foot emanation. Creatures in the area take 2d8 fire damage (DC 17 basic Reflex save), and small unattended flames (such as torches) are extinguished.' requirements: null success: null traits: - arcane - conjuration - fire - water trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The steam mephit spits a cloud of steam in a 15-foot cone that deals 2d6 fire damage to each creature within the area (DC 17 basic Reflex save). The steam mephit can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__arcane__, __fire__) The steam mephit spits a cloud of steam in a 15-foot cone that deals 2d6 fire damage to each creature within the area (DC 17 basic Reflex save). The steam mephit can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - arcane - fire trigger: null ranged: null rarity: Uncommon resistances: - amount: 3 type: cold ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 7 ref_misc: null will: 5 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The steam mephit ignores the __concealed__ condition from mist and steam. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Steam Vision range: null raw_description: '**Steam Vision** The steam mephit ignores the __concealed__ condition from mist and steam.' requirements: null success: null traits: null trigger: null senses: - Perception +3 - darkvision - steam vision size: Small skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Intimidation ' source: - abbr: Bestiary 2 page_start: 113 page_stop: null speed: - amount: 20 type: Land - amount: 25 type: fly - amount: 25 type: swim spell_lists: - dc: 17 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: obscuring mist requirement: null to_hit: null traits: - Uncommon - N - Small - Elemental - Fire - Water type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The stegosaurus leans its dorsal plates into the attack, gaining a +2 circumstance bonus to its AC against the triggering attack. If the attack misses, the stegosaurus Steps after the attack. effects: null failure: null frequency: null full_description: null generic_description: null name: Dorsal Deflection range: null raw_description: '**Dorsal Deflection** [Reaction] **Trigger** The stegosaurus is targeted with a melee attack. **Effect** The stegosaurus leans its dorsal plates into the attack, gaining a +2 circumstance bonus to its AC against the triggering attack. If the attack misses, the stegosaurus Steps after the attack.' requirements: null success: null traits: null trigger: The stegosaurus is targeted with a melee attack. 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. The stegosaurus often inhabits grasslands, where nutritious vegetation is plentiful and only its dorsal plates rise above waving fields of tall grass. The stegosaurus is among the most curious of dinosaurs, and hunters often find it easy to bait them with shiny trinkets or strange noises. A stegosaurus is about 30 feet long, 16 feet high at the top of its highest dorsal plate, and weighs between 2 and 3 tons. The stegosaurus is generally more even-tempered and even gentle, despite its size, than the ankylosaurus. This combination makes it even more popular as a trained pet or guard, but even then one should take care to not annoy the dinosaur—an angry or annoyed stegosaurus can lash out with its tail with little warning. Often, it''s wiser to train smaller variants, such as the kentrosaurus. Regardless, their dorsal plates make this dinosaur a poor choice as a mount. **__Recall Knowledge - Animal__ (__Nature__)**: DC 23' hp: 125 hp_misc: null immunities: null items: null knowledge_checks: dc: 23 skills: - Nature languages: null level: 7 melee: - action_cost: One Action damage: formula: 2d8+9 type: piercing name: tail plus_damage: null to_hit: 18 traits: - sweep - reach 15 feet - action_cost: One Action damage: formula: 2d6+9 type: bludgeoning name: foot plus_damage: null to_hit: 18 traits: - reach 10 feet name: Stegosaurus perception: 15 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null description: Large or smaller, foot, DC 25 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**Trample** [Three Actions] Large or smaller, foot, DC 25' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 13 ref_misc: null will: 13 will_misc: null sense_abilities: null senses: - Perception +15 - low-light vision - scent (imprecise) 30 feet size: Huge skills: - bonus: 20 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 98 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - N - Huge - Animal - Dinosaur type: Creature weaknesses: null - ability_mods: cha_mod: -4 con_mod: 1 dex_mod: 3 int_mod: -4 str_mod: 1 wis_mod: 1 ac: 16 ac_special: null alignment: N automatic_abilities: null description: 'Found in salt or fresh water, stingrays are normally passive creatures, but when threatened or cornered, they lash out with their tails to lance foes with their toxic stingers. Stingrays often bury themselves in mud, sand, or sea grass, and unfortunately for those wading in shallow waters, stepping on an unseen stingray is a surefire way to receive a painful sting. **__Recall Knowledge - Animal__ (__Nature__)**: DC 14' hp: 15 hp_misc: null immunities: null items: null knowledge_checks: dc: 14 skills: - Nature languages: null level: 0 melee: - action_cost: One Action damage: formula: 1d6+1 type: piercing name: sting plus_damage: - formula: null type: stingray venom to_hit: 7 traits: - agile - finesse name: Stingray perception: 6 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 16 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d4 poison damage (1 round); **Stage 2** 1d6 poison damage and __clumsy 1__ (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stingray Venom range: null raw_description: '**Stingray Venom** (__poison__) **Saving Throw** DC 16 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d4 poison damage (1 round); **Stage 2** 1d6 poison damage and __clumsy 1__ (1 round)' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 5 fort_misc: null misc: null ref: 7 ref_misc: null will: 5 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A stingray in water can use its electrolocation as an imprecise sense at the listed range to detect living creatures that are in the same body of water as itself. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Electrolocation range: null raw_description: '**Electrolocation** A stingray in water can use its electrolocation as an imprecise sense at the listed range to detect living creatures that are in the same body of water as itself.' requirements: null success: null traits: null trigger: null senses: - Perception +6 - electrolocation (imprecise) 30 feet - low-light vision size: Medium skills: - bonus: 5 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 226 page_stop: null speed: - amount: 30 type: swim spell_lists: null traits: - N - Medium - Animal - Aquatic type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Catch Rock range: null raw_description: '**Catch Rock** [Reaction]' requirements: null success: null traits: null trigger: 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. A typical stone giant stands 12 feet in height and weighs about 1,500 pounds. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 24' hp: 150 hp_misc: null immunities: null items: - +1 striking greatclub - sack with 5 rocks knowledge_checks: dc: 24 skills: - Society languages: - Common - Jotun level: 8 melee: - action_cost: One Action damage: formula: 2d10+12 type: bludgeoning name: greatclub plus_damage: null to_hit: 21 traits: - backswing - magical - reach 10 feet - shove - action_cost: One Action damage: formula: 2d6+14 type: bludgeoning name: fist plus_damage: null to_hit: 20 traits: - agile - reach 10 feet name: Stone Giant perception: 16 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Big Swing range: null raw_description: '**Big Swing** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: '' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Throw Rock range: null raw_description: '**Throw Rock** ' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d6+12 type: bludgeoning name: rock plus_damage: null to_hit: 18 traits: - brutal - range increment 120 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 18 fort_misc: null misc: null ref: 14 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +16 - darkvision size: Large skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 20 misc: null name: 'Athletics ' - bonus: 14 misc: null name: 'Intimidation ' - bonus: 14 misc: +18 in rocky terrain name: 'Stealth ' source: - abbr: Bestiary page_start: 170 page_stop: null speed: - amount: 35 type: Land spell_lists: null traits: - N - Large - Earth - Giant - Humanoid type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: harmed by cold and water (5d10, 2d8 from areas and persistent damage); healed by acid (area 2d8 HP); slowed by earth effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Golem Antimagic range: null raw_description: '**Golem Antimagic** harmed by cold and water (5d10, 2d8 from areas and persistent damage); healed by acid (area 2d8 HP); slowed by earth' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A __stone to flesh__ spell negates the golem's golem antimagic and its resistance to physical damage for 1 round. A __flesh to stone__ spell reverses this effect immediately. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vulnerable to Stone to Flesh range: null raw_description: '**Vulnerable to Stone to Flesh** A __stone to flesh__ spell negates the golem''s golem antimagic and its resistance to physical damage for 1 round. A __flesh to stone__ spell reverses this effect immediately.' requirements: null success: null traits: null trigger: 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. Tales tell of particularly immense stone golems residing in certain ancient ruins. Survivors from time-lost civilizations bent on carrying out orders from long-gone masters, these immense stone golems are much more powerful than most stone golems. They are always level 15 or higher and never smaller than Huge in size—most are Gargantuan. Because their size is so great and the structures they dwell in so dilapidated, the awakening of such a stone golem can cause surrounding structures to collapse, ancient foundations to buckle, and ceilings to come crashing down on foes. In addition to the statistics here, these massive stone golems attack with wide, sweeping strikes capable of knocking down multiple targets at once. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 30' hp: 175 hp_misc: null immunities: - acid - bleed - death effects - disease - doomed - drained - fatigued - healing - magic (see below) - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 30 skills: - Arcana - Crafting languages: null level: 11 melee: - action_cost: One Action damage: formula: 2d10+13 type: bludgeoning name: fist plus_damage: null to_hit: 24 traits: - magical - reach 10 feet name: Stone Golem perception: 17 proactive_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The creature must succeed at a DC 30 Fortitude save or become __paralyzed__ for 1 round. effects: null failure: null frequency: null full_description: null generic_description: null name: Impose Paralysis range: null raw_description: '**Impose Paralysis** [Reaction] (__incapacitation__) **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.' requirements: null success: null traits: - incapacitation trigger: The stone golem hits a __slowed__ creature. - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Inexorable March range: null raw_description: '**Inexorable March** 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Slowing Pulse range: null raw_description: '**Slowing Pulse** (__arcane__, __concentrate__, __transmutation__) 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.' requirements: null success: null traits: - arcane - concentrate - transmutation trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: physical (except adamantine) ritual_lists: null saves: fort: 24 fort_misc: null misc: null ref: 18 ref_misc: null will: 19 will_misc: null sense_abilities: null senses: - Perception +17 - darkvision size: Large skills: - bonus: 26 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 187 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - Uncommon - N - Large - Construct - Golem - Mindless type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 5 feet. Spikes of rock rise up from all stone surfaces in the emanation, creating difficult terrain. A creature moving in the terrain takes 2d6 piercing damage for each square of spikes it moves into (a Large or larger creature takes damage only once for each square it moves, even if its space covers multiple squares of spikes). Creatures with the __earth__ trait ignore all effects within the area. The stone mauler can disable or activate spike stones as a single action, which has the __concentrate__ trait. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spike Stones range: null raw_description: '**Spike Stones** (__aura__, __earth__, __primal__, __transmutation__) 5 feet. Spikes of rock rise up from all stone surfaces in the emanation, creating difficult terrain. A creature moving in the terrain takes 2d6 piercing damage for each square of spikes it moves into (a Large or larger creature takes damage only once for each square it moves, even if its space covers multiple squares of spikes). Creatures with the __earth__ trait ignore all effects within the area. The stone mauler can disable or activate spike stones as a single action, which has the __concentrate__ trait.' requirements: null success: null traits: - aura - earth - primal - transmutation trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The stone mauler crumbles into the ground, Burrowing down 15 feet. This Burrowing does not trigger reactions. The stone mauler can't Crumble again for 1d4 rounds. effects: null failure: null frequency: null full_description: null generic_description: null name: Crumble range: null raw_description: '**Crumble** [Reaction] **Trigger** The stone mauler takes damage from a hostile source while atop rock or earth. **Effect** The stone mauler crumbles into the ground, Burrowing down 15 feet. This Burrowing does not trigger reactions. The stone mauler can''t Crumble again for 1d4 rounds.' requirements: null success: null traits: null trigger: The stone mauler takes damage from a hostile source while atop rock or earth. description: 'These towering heaps of earth can inflict tremendous damage up close and from afar. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 26' hp: 180 hp_misc: null immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 26 skills: - Arcana - Nature languages: - Terran level: 9 melee: - action_cost: One Action damage: formula: 2d10+10 type: bludgeoning name: fist plus_damage: - formula: null type: Push 10 feet to_hit: 21 traits: - reach 10 feet name: Stone Mauler perception: 16 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Earth Glide range: null raw_description: '**Earth Glide** 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.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d12+6 type: bludgeoning name: rock plus_damage: null to_hit: 21 traits: - brutal - range increment 80 feet rarity: Common resistances: null ritual_lists: null saves: fort: 23 fort_misc: null misc: null ref: 15 ref_misc: null will: 19 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: When not touching solid ground, a stone mauler is slowed 1 and can't use reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Earthbound range: null raw_description: '**Earthbound** When not touching solid ground, a stone mauler is slowed 1 and can''t use reactions.' requirements: null success: null traits: null trigger: null senses: - Perception +16 - darkvision - tremorsense (imprecise) 80 feet size: Large skills: - bonus: 21 misc: null name: 'Athletics ' - bonus: 12 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 147 page_stop: null speed: - amount: 35 type: Land - amount: 35 type: burrow - amount: null type: earth glide spell_lists: null traits: - N - Large - Earth - Elemental type: Creature weaknesses: null - 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 alignment: CG automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Catch Rock range: null raw_description: '**Catch Rock** [Reaction]' requirements: null success: null traits: null trigger: 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. Most storm giants have complexions akin to the crystal blue of the ocean or the warm violet of a sky touched by the setting sun. Their hair tends to be dark purple, blue, or black, and their eyes often have a silvery sheen. A typical storm giant stands 21 feet tall, weighs 12,000 pounds, and lives to be about 600 years old. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 31' hp: 235 hp_misc: null immunities: - electricity items: - +1 striking greatsword - sack with 5 rocks knowledge_checks: dc: 31 skills: - Society languages: - Auran - Common - Draconic - Jotun level: 13 melee: - action_cost: One Action damage: formula: 2d12+16 type: slashing name: greatsword plus_damage: - formula: 1d6 type: electricity to_hit: 28 traits: - magical - reach 15 feet - versatile P - action_cost: One Action damage: formula: 2d8+16 type: bludgeoning name: fist plus_damage: - formula: 1d6 type: electricity to_hit: 27 traits: - agile - reach 15 feet name: Storm Giant perception: 24 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Lightning Blade range: null raw_description: '**Lightning Blade** [Three Actions] (__electricity__, __evocation__, __primal__) 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.' requirements: null success: null traits: - electricity - evocation - primal trigger: null - action_cost: One Action critical_failure: null critical_success: null description: '' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Throw Rock range: null raw_description: '**Throw Rock** ' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wide Swing range: null raw_description: '**Wide Swing** 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.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d10+16 type: bludgeoning name: rock plus_damage: null to_hit: 37 traits: - brutal - range increment 120 feet rarity: Common resistances: null ritual_lists: null saves: fort: 28 fort_misc: null misc: null ref: 21 ref_misc: null will: 23 will_misc: null sense_abilities: null senses: - Perception +24 - low-light vision size: Huge skills: - bonus: 20 misc: null name: 'Acrobatics ' - bonus: 27 misc: null name: 'Athletics ' - bonus: 24 misc: null name: 'Crafting ' - bonus: 24 misc: null name: 'Intimidation ' - bonus: 22 misc: null name: 'Performance ' source: - abbr: Bestiary page_start: 174 page_stop: null speed: - amount: 35 type: Land - amount: 30 type: swim spell_lists: - dc: 33 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: x3 name: chain lightning requirement: null - heightened_level: null level: 5 spells: - frequency: at will name: control weather requirement: null - heightened_level: null level: 3 spells: - frequency: at will name: levitate requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: freedom of movement requirement: null to_hit: null traits: - CG - Huge - Amphibious - Giant - Humanoid type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The storm lord takes damage from a hostile action. effects: null failure: null frequency: null full_description: null generic_description: null name: High Winds range: null raw_description: "**High Winds** (__air__, __aura__) 20 feet. Air within the emanation\ \ is difficult terrain for Flying creatures that do not have the air trait.\n\ \n **Disperse** [Reaction] **Trigger** The storm lord takes damage from a hostile\ \ action. **Effect** The storm lord disperses. Until the end of the current\ \ turn, it can't be attacked or targeted, doesn't take up space, and any auras\ \ or emanations it has are suppressed. At the end of the turn, the storm lord\ \ reforms in any space in which it can fit within 50 feet of where it dispersed\ \ and any auras or emanations it has are restored as long as their duration\ \ didn't run out while it was dispersed." requirements: null success: null traits: - air - aura trigger: '[Reaction]' description: 'Storm lords wage battles to claim important territory within the Plane of Air. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 26' hp: 120 hp_misc: null immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 26 skills: - Arcana - Nature languages: - Auran level: 9 melee: - action_cost: One Action damage: formula: 2d12+10 type: bludgeoning name: gust plus_damage: - formula: null type: Push 5 feet to_hit: 20 traits: - finesse - reach 15 feet name: Storm Lord perception: 18 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The storm lord's movement doesn't trigger reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swiftness range: null raw_description: '**Swiftness** The storm lord''s movement doesn''t trigger reactions.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d12+4 type: electricity name: lightning lash plus_damage: null to_hit: 20 traits: - range increment 50 feet rarity: Common resistances: null ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 20 ref_misc: null will: 16 will_misc: null sense_abilities: null senses: - Perception +18 - darkvision size: Large skills: - bonus: 20 misc: null name: 'Acrobatics ' - bonus: 18 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 145 page_stop: null speed: - amount: 75 type: fly - amount: null type: swiftness spell_lists: null traits: - N - Large - Air - Elemental type: Creature weaknesses: null - ability_mods: cha_mod: 1 con_mod: 3 dex_mod: 5 int_mod: 0 str_mod: 2 wis_mod: 4 ac: 24 ac_special: null alignment: CN automatic_abilities: null description: 'An embodiment of the speed and chaos of a spreading blaze, a striding fire appears as a lithe and long-limbed humanoid composed of shifting-hued flames churning within a skeleton-like framework. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 22' hp: 115 hp_misc: null immunities: - bleed - fire - paralyzed - poison - sleep items: null knowledge_checks: dc: 22 skills: - Arcana - Nature languages: - Ignan level: 6 melee: - action_cost: One Action damage: formula: 2d8+5 type: bludgeoning name: fist plus_damage: - formula: 1d6 type: persistent fire to_hit: 17 traits: - agile - finesse name: Striding Fire perception: 14 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The striding fire Strides up to double its Speed in a straight line. Its movement during this Stride doesn't trigger reactions. Any creature the striding fire was adjacent to at any point during this Stride must attempt a DC 24 basic Reflex save. If it critically fails, it is knocked __prone__ by a wave of heated air. The striding fire can't use Burning Rush for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Burning Rush range: null raw_description: '**Burning Rush** [Two Actions] (__evocation__, __fire__, __primal__) The striding fire Strides up to double its Speed in a straight line. Its movement during this Stride doesn''t trigger reactions. Any creature the striding fire was adjacent to at any point during this Stride must attempt a DC 24 basic Reflex save. If it critically fails, it is knocked __prone__ by a wave of heated air. The striding fire can''t use Burning Rush for 1d4 rounds.' requirements: null success: null traits: - evocation - fire - primal trigger: null ranged: null rarity: Common resistances: - amount: 10 type: cold ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 17 ref_misc: null will: 14 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The striding fire ignores the __concealed__ condition from smoke. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Smoke Vision range: null raw_description: '**Smoke Vision** The striding fire ignores the __concealed__ condition from smoke.' requirements: null success: null traits: null trigger: null senses: - Perception +14 - darkvision - smoke vision size: Medium skills: - bonus: 15 misc: null name: 'Acrobatics ' - bonus: 12 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 111 page_stop: null speed: - amount: 50 type: Land spell_lists: null traits: - CN - Medium - Elemental - Fire type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 5 dex_mod: 4 int_mod: 4 str_mod: 4 wis_mod: 6 ac: 26 ac_special: null alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A stygira in an area of bright light is __sickened 1__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Light Sickness range: null raw_description: '**Light Sickness** A stygira in an area of bright light is __sickened 1__.' requirements: null success: null traits: null trigger: null description: 'Withered hermits wrapped in tattered rags, these scarred, eyeless creatures command strange secrets of the earth and interpret the fateful energies of the subterranean depths. In some regions, stygiras are worshipped as seers or even gods, although they lack the ability to grant spells to clerics and are often not aware of their worshippers at all. In other areas, they have strange ties to the ancient empires of the __cyclopes__, often dwelling in the oversized ruins those creatures left behind long ago. To many stygiras, gemstones harvested from ancient cyclopean mosaics have even greater magical properties than other crystals. Although technically blind, stygiras do have vestigial eyes hidden beneath the stony, scarred flesh of their faces. Capable of sensing bright lights even through their scars, stygiras are sickened and distracted by these flashing glimpses, so they keep to their caves during the day and wander into the world above only after nightfall. Far from benevolent, they seek out unwary travelers or explorers to capture and reduce them down to the base chemicals and supernatural humors the stygiras require to infuse gemstones with the capacity to give them sight and magical power. **__Recall Knowledge - Fey__ (__Nature__)**: DC 23' hp: 80 hp_misc: null immunities: - paralyzed - petrified - visual items: - gemstone knowledge_checks: dc: 23 skills: - Nature languages: - Aklo - Cyclops - Jotun - Terran level: 7 melee: - action_cost: One Action damage: formula: 2d6+10 type: slashing name: claw plus_damage: - formula: null type: stone curse to_hit: 17 traits: - agile name: Stygira perception: 17 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The stygira holds aloft a gem and gazes into the mind of a creature within 30 feet, infusing the creature's thoughts with visions of the creature's own dead body slowly petrifying. The creature must succeed at a DC 25 Will save or become __frightened 1__ (frightened 2 on a critical failure). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Gem Gaze range: null raw_description: '**Gem Gaze** (__emotion__, __fear__, __mental__, __primal__) The stygira holds aloft a gem and gazes into the mind of a creature within 30 feet, infusing the creature''s thoughts with visions of the creature''s own dead body slowly petrifying. The creature must succeed at a DC 25 Will save or become __frightened 1__ (frightened 2 on a critical failure).' requirements: null success: null traits: - emotion - fear - mental - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: Wounds dealt by the stygira's claws leave the flesh bleached of color and turn the blood that runs from them dark gray. Each time a creature is damaged by the stygira's claw Strike, it must succeed at a DC 25 Fortitude save or become permanently __slowed 1__ (slowed 2 on a critical failure) as its flesh stiffens like stone. If a creature is reduced to 0 Hit Points from the stygira's claw Strike and fails the saving throw against stone curse, it is __petrified__. A creature that spends 8 hours in direct sunlight can attempt a new saving throw to remove the effects of stone curse, even if it has been petrified. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stone Curse range: null raw_description: '**Stone Curse** (__curse__, __primal__, __transmutation__) Wounds dealt by the stygira''s claws leave the flesh bleached of color and turn the blood that runs from them dark gray. Each time a creature is damaged by the stygira''s claw Strike, it must succeed at a DC 25 Fortitude save or become permanently __slowed 1__ (slowed 2 on a critical failure) as its flesh stiffens like stone. If a creature is reduced to 0 Hit Points from the stygira''s claw Strike and fails the saving throw against stone curse, it is __petrified__. A creature that spends 8 hours in direct sunlight can attempt a new saving throw to remove the effects of stone curse, even if it has been petrified.' requirements: null success: null traits: - curse - primal - transmutation trigger: null ranged: null rarity: Common resistances: - amount: 10 type: physical (except adamantine) ritual_lists: null saves: fort: 15 fort_misc: null misc: +1 status to all saves vs. magic ref: 13 ref_misc: null will: 19 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'As long as the stygira holds a gemstone, they can see through the gem with __darkvision__ and the effects of __true seeing__. The stygira is __blind__ when they are not holding a gem in a hand. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Gemsight range: null raw_description: '**Gemsight** As long as the stygira holds a gemstone, they can see through the gem with __darkvision__ and the effects of __true seeing__. The stygira is __blind__ when they are not holding a gem in a hand. ' requirements: null success: null traits: null trigger: null senses: - Perception +17 - gemsight size: Medium skills: - bonus: 15 misc: null name: 'Athletics ' - bonus: 15 misc: null name: 'Deception ' - bonus: 17 misc: null name: 'Gem Lore ' - bonus: 17 misc: null name: 'Nature ' - bonus: 17 misc: null name: 'Occultism ' source: - abbr: Bestiary 2 page_start: 255 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 25 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: clairvoyance requirement: null - frequency: null name: read omens requirement: null - frequency: null name: shape stone requirement: null - heightened_level: null level: 3 spells: - frequency: null name: clairaudience requirement: null - frequency: null name: earthbind requirement: null - heightened_level: null level: 2 spells: - frequency: null name: augury requirement: null - frequency: null name: undetectable alignment requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: know direction requirement: null - frequency: null name: read aura requirement: null to_hit: null traits: - LE - Medium - Earth - Fey type: Creature weaknesses: - amount: 5 type: cold iron - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: As succubi are beings of pure lust, creatures that reject their lust can metaphysically harm them. When a succubus fails a Diplomacy check to Embrace or Request, or when a creature succeeds at its save against a succubus's mental spell or ability, the succubus takes 2d6 mental damage. For one hour after causing mental damage to a succubus in this way, a creature can deal 2d6 mental damage to the succubus with a successful Demoralize incorporating its rejection. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rejection Vulnerability range: null raw_description: '**Rejection Vulnerability** As succubi are beings of pure lust, creatures that reject their lust can metaphysically harm them. When a succubus fails a Diplomacy check to Embrace or Request, or when a creature succeeds at its save against a succubus''s mental spell or ability, the succubus takes 2d6 mental damage. For one hour after causing mental damage to a succubus in this way, a creature can deal 2d6 mental damage to the succubus with a successful Demoralize incorporating its rejection.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: 10 feet. Any creature in the aura that could be sexually attracted to a succubus takes a -2 circumstance penalty to checks and DCs to oppose the succubus's mental spells, Deception, and Diplomacy. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Seductive Presence range: null raw_description: '**Seductive Presence** (__aura__, __charm__, __emotion__, __mental__) 10 feet. Any creature in the aura that could be sexually attracted to a succubus takes a -2 circumstance penalty to checks and DCs to oppose the succubus''s mental spells, Deception, and Diplomacy.' requirements: null success: null traits: - aura - charm - emotion - mental trigger: 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. When disguised as a mortal humanoid on the Material Plane, a succubus whispers into the ears of mortals, urging them to pursue their darkest and most destructive desires and pushing them into depravity, using magic only if persuasion fails. While mortals often fixate on succubi''s application of sexual lust, these demons are can easily exploit lust for power, knowledge, fame, or any other desire as easily as more carnal appetites. Their ability to infiltrate societies makes them excellent spies, assassins, and political saboteurs as well. Ultimately, the succubus enjoys all means of upending mortal culture. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 23' hp: 100 hp_misc: null immunities: null items: null knowledge_checks: dc: 23 skills: - Religion languages: - Abyssal - Celestial - Common - Draconic - three additional mortal languages - telepathy 100 feet - tongues level: 7 melee: - action_cost: One Action damage: formula: 2d8+8 type: slashing name: claw plus_damage: - formula: 1d6 type: evil to_hit: 16 traits: - agile - evil - finesse - magical name: Succubus perception: 15 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) 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).' requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Embrace range: null raw_description: '**Embrace** (__attack__) The succubus attempts to Grapple a creature using their __Diplomacy__ bonus instead of __Athletics__. If the creature is willing, the succubus grapples it automatically.' requirements: null success: null traits: - attack trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null 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. effects: null failure: null frequency: Once per round. full_description: null generic_description: null name: Passionate Kiss range: null raw_description: '**Passionate Kiss** (__divine__, __emotion__, __enchantment__, __mental__) **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.' requirements: null success: null traits: - divine - emotion - enchantment - mental trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: null 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.' effects: null failure: null frequency: once per day. full_description: null generic_description: null name: Profane Gift range: null raw_description: '**Profane Gift** [Three Actions] (__divine__, __enchantment__, __mental__) **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.' requirements: null success: null traits: - divine - enchantment - mental trigger: null ranged: null rarity: Common resistances: null ritual_lists: - dc: 26 misc: null name: Divine Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: abyssal pact requirement: null to_hit: null saves: fort: 15 fort_misc: null misc: +1 status to all saves vs. magic ref: 14 ref_misc: null will: 17 will_misc: null sense_abilities: null senses: - Perception +15 - darkvision size: Medium skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 18 misc: null name: 'Deception ' - bonus: 20 misc: null name: 'Diplomacy ' - bonus: 16 misc: null name: 'Intimidation ' - bonus: 13 misc: null name: 'Religion ' - bonus: 15 misc: null name: 'Society ' - bonus: 14 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 77 page_stop: null speed: - amount: 25 type: Land - amount: 35 type: fly spell_lists: - dc: 26 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: null name: dominate requirement: null - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - frequency: at will name: suggestion requirement: null - heightened_level: null level: 3 spells: - frequency: at will name: mind reading requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: detect alignment requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: charm requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null to_hit: null traits: - CE - Medium - Demon - Fiend type: Creature weaknesses: - amount: 5 type: cold iron - amount: 5 type: good - ability_mods: cha_mod: 4 con_mod: 0 dex_mod: 2 int_mod: 1 str_mod: 2 wis_mod: 0 ac: 15 ac_special: null alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dune dancer gain resistance 2 against the triggering damage. effects: null failure: null frequency: null full_description: null generic_description: null name: Elemental Bulwark range: null raw_description: '**Elemental Bulwark [Reaction]** **Trigger** An enemy is about to damage the dune dancer with cold, electricity, or fire, or with a spell that has the __air__, __earth__, __fire__, or __water__ trait; **Effect** The dune dancer gain resistance 2 against the triggering damage.' requirements: null success: null traits: null trigger: An enemy is about to damage the dune dancer with cold, electricity, or fire, or with a spell that has the __air__, __earth__, __fire__, or __water__ trait description: 'Because their genie forebears are native to the __Material Plane__, sulis (scions of mortals and __jann__) are by and large the most common geniekin on the Material Plane. They are often artisans and peace brokers, compelled to try and bring harmony and balance in a world wrought with discord. Sulis have a natural charm that often eludes other geniekin, but tend to layer on a level of boastful pride or even arrogance as a personal quirk or humorous facade. Few non-sulis realize that bragging is not simply the symptom of a puffed-up ego for sulis, but instead is a cultural institution easily comparable to human poetry. Sulis'' boasts not only glorify themselves, but also secure their companions'' and families'' accomplishments in history, with the ultimate goal of spinning stories that will be retold for generations. This is especially true for sulis who have lived with other geniekin and have been seen as lesser for not having a strong connection to an Elemental Plane. Suli dune dancers are but one way these geniekin seek to integrate with other humanoid societies. They work to hone their skills at boasting to an extent that their claims help to bolster those they travel with. Suli from regions other than deserts adjust their names to match their terrains, but regardless of whether they prefer forests, hills, or arctic plains, their boasts remain as compelling. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15' hp: 16 hp_misc: null immunities: null items: - scimitar - tambourine knowledge_checks: dc: 15 skills: - Society languages: - Aquan - Auran - Common - Ignan - Terran level: 1 melee: - action_cost: One Action damage: formula: 1d6+2 type: slashing name: scimitar plus_damage: null to_hit: 7 traits: - forceful - sweep name: Suli Dune Dancer perception: 5 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: 'Elemental magic fills the dune dancer''s body or weapon. The dune dancer chooses one element and makes a melee Strike. The Strike deals an additional 1d4 damage of the indicated type and has the trait corresponding to the element: **Air** electricity, **Earth** bludgeoning, **Fire** fire, or **Water** cold.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Elemental Assault range: null raw_description: '**Elemental Assault** [Two Actions] Elemental magic fills the dune dancer''s body or weapon. The dune dancer chooses one element and makes a melee Strike. The Strike deals an additional 1d4 damage of the indicated type and has the trait corresponding to the element: **Air** electricity, **Earth** bludgeoning, **Fire** fire, or **Water** cold.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 3 fort_misc: null misc: null ref: 5 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +5 size: Medium skills: - bonus: 5 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Deception ' - bonus: 7 misc: null name: 'Diplomacy ' - bonus: 4 misc: null name: 'Occultism ' - bonus: 7 misc: null name: 'Performance ' - bonus: 4 misc: null name: 'Society ' source: - abbr: Bestiary 2 page_start: 202 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 17 misc: '' name: Occult Spontaneous Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: color spray requirement: null - frequency: null name: soothe requirement: null - frequency: 2 slots name: true strike requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: detect magic requirement: null - frequency: null name: guidance requirement: null - frequency: null name: inspire courage requirement: null - frequency: null name: mage hand requirement: null - frequency: null name: shield requirement: null - frequency: null name: telekinetic projectile requirement: null to_hit: 9 traits: - N - Medium - Human - Humanoid - Suli type: Creature weaknesses: null - ability_mods: cha_mod: 3 con_mod: 1 dex_mod: 3 int_mod: 0 str_mod: 0 wis_mod: 2 ac: 16 ac_special: null alignment: N automatic_abilities: - action_cost: Free Action critical_failure: null critical_success: null description: null effect: The sunflower leshy begins its turn in an area of bright light effects: null failure: null frequency: null full_description: null generic_description: null name: Heliotrope range: null raw_description: '**Heliotrope [Free Action]** (__aura__, __evocation__, __light__, __primal__) 20 feet; **Requirements** The sunflower leshy begins its turn in an area of bright light; **Effect** The sunflower leshy reflects the sun or another source of bright light from their face. Each creature that ends its turn in the emanation must attempt a DC 16 Will save.' requirements: null success: null traits: - aura - evocation - light - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature is unaffected and is temporarily immune to heliotrope for 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Success range: null raw_description: '**Success** The creature is unaffected and is temporarily immune to heliotrope for 24 hours.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The creature is distracted by the light, becoming __flat-footed__ for 1 round. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Failure range: null raw_description: '**Failure** The creature is distracted by the light, becoming __flat-footed__ for 1 round.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: As failure, but the creature is also __dazzled__ for 1 round. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Failure range: null raw_description: '**Critical Failure** As failure, but the creature is also __dazzled__ for 1 round.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When a sunflower leshy dies, a burst of primal energy explodes from its body, restoring 1d8 Hit Points to each __plant__ creature in a 30-foot emanation. This area immediately fills with sunflowers, becoming difficult terrain. If the terrain is not a viable environment for these sunflowers, they wither after 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Verdant Burst range: null raw_description: '**Verdant Burst** (__healing__) When a sunflower leshy dies, a burst of primal energy explodes from its body, restoring 1d8 Hit Points to each __plant__ creature in a 30-foot emanation. This area immediately fills with sunflowers, becoming difficult terrain. If the terrain is not a viable environment for these sunflowers, they wither after 24 hours.' requirements: null success: null traits: - healing trigger: null description: 'Sunflower leshys are the ambassadors and social leaders of their kind. Their petals radiate from their heads in various hues with a serrated, leafy, beard-like ruff. When particularly excited, their eyes and petals glow with collected sunlight, and when they become depressed or saddened, their usually vibrant coloration grows correspondingly muted. These shifts in coloration are echoed in sunflower leshy art, which can lead to unexpected color palettes for artworks. For example, a human artist might illustrate Hell as a place of glowing lava and flickering flames, drawing upon many vibrant colors, but to a sunflower leshy, the only proper way to depict a place like Hell is in morose grays, blacks, and whites. The more adventurous sunflower leshys leave their communities to grow bonds with nearby settlements of humanoids. When interacting with humanoids, sunflower leshys are some of the most likely to act friendly and give strangers a chance to prove their good intentions, though they remain cautious. They''re often accompanied by other, more powerful leshys. **__Recall Knowledge - Plant__ (__Nature__)**: DC 15' hp: 20 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Nature languages: - Common - Druidic - Sylvan - speak with plants (sunflowers only) level: 1 melee: - action_cost: One Action damage: formula: 1d8 type: bludgeoning name: tendril plus_damage: null to_hit: 6 traits: - agile - finesse name: Sunflower Leshy perception: 7 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The sunflower leshy transforms into a Small flower. This ability otherwise uses the effects of __tree shape__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**__Change Shape__** (__concentrate__, __polymorph__, __primal__, __transmutation__) The sunflower leshy transforms into a Small flower. This ability otherwise uses the effects of __tree shape__.' requirements: null success: null traits: - concentrate - polymorph - primal - transmutation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The sunflower leshy launches a deluge of seeds from their head in a 15-foot cone, dealing 2d6 bludgeoning damage to creatures within the area (DC 16 basic Reflex save). It gains a +2 status bonus to this damage against __dazzled__ creatures. The sunflower leshy can't use Seed Spray again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Seed Spray range: null raw_description: '**Seed Spray** [Two Actions] (__conjuration__, __primal__) The sunflower leshy launches a deluge of seeds from their head in a 15-foot cone, dealing 2d6 bludgeoning damage to creatures within the area (DC 16 basic Reflex save). It gains a +2 status bonus to this damage against __dazzled__ creatures. The sunflower leshy can''t use Seed Spray again for 1d4 rounds.' requirements: null success: null traits: - conjuration - primal trigger: null ranged: - action_cost: One Action damage: formula: 1d6 type: bludgeoning name: seed plus_damage: null to_hit: 6 traits: - range increment 20 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 4 fort_misc: null misc: null ref: 10 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +7 - darkvision size: Small skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Diplomacy ' - bonus: 5 misc: null name: 'Nature ' - bonus: 7 misc: +9 in plains name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 160 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 17 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: speak with plants requirement: null to_hit: null traits: - N - Small - Leshy - Plant type: Creature weaknesses: null - ability_mods: cha_mod: 3 con_mod: 1 dex_mod: 4 int_mod: 1 str_mod: 0 wis_mod: 0 ac: 18 ac_special: null alignment: CG automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The sylph sneak is aware of the attack effects: null failure: null frequency: null full_description: null generic_description: null name: Deflecting Gale range: null raw_description: '**Deflecting Gale [Reaction]** (__air__, __evocation__, __primal__) **Trigger** The sylph sneak is the target of a physical ranged attack; **Requirements** The sylph sneak is aware of the attack; **Effect** A swift gale whips up between the sylph sneak and the source of the ranged attack, giving the sneak a +3 status bonus to AC against the triggering attack. If the attack misses, the wind deflected it. The wind can''t deflect unusually large or heavy ranged projectiles (such as boulders or ballista bolts).' requirements: null success: null traits: - air - evocation - primal trigger: The sylph sneak is the target of a physical ranged attack description: 'Born with elemental gales coursing through their breath, sylphs are wispy planar scions whose bodies seem caught in a perpetual, gentle breeze. Born of unions between mortals and __djinn__, sylphs are quick-witted and creative, but they are prone to flights of fancy and tend to be easily distracted. Sylphs are notorious for their practice of "listening to the wind," which most others dismiss as a fancy name for eavesdropping. Yet this custom means much more to sylphs, who spend hours listening to the stories brought to them on the proverbial breeze. While some less scrupulous sylphs may use the information they learn to blackmail or abuse others, most of them see listening to the wind as their way of staying connected to the world around them while still keeping it comfortably at arm''s length. Certainly the typical sylph sneak doesn''t seek to use what they learn for ill, but instead tries to warn others of dangers yet unrealized or to prepare themself for a dangerous task. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15' hp: 17 hp_misc: null immunities: null items: - leather armor - starknife knowledge_checks: dc: 15 skills: - Society languages: - Auran - Common level: 1 melee: - action_cost: One Action damage: formula: 1d4+4 type: null name: starknife plus_damage: null to_hit: 9 traits: - agile - deadly d6 - finesse - versatile S name: Sylph Sneak perception: 5 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The sylph sneak's Strikes deal 1d6 extra precision damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The sylph sneak''s Strikes deal 1d6 extra precision damage to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: On the first round of combat, creatures that haven't acted yet are __flat-footed__ to the sylph sneak. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Surprise Attacker range: null raw_description: '**Surprise Attacker** On the first round of combat, creatures that haven''t acted yet are __flat-footed__ to the sylph sneak.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the sylph sneak attacks with a __thrown__ weapon, the range increment increases by 10 feet. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wind's Guidance range: null raw_description: '**Wind''s Guidance** When the sylph sneak attacks with a __thrown__ weapon, the range increment increases by 10 feet.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d4+1 type: null name: starknife plus_damage: null to_hit: 9 traits: - agile - deadly d6 - thrown 30 feet - versatile S rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 4 fort_misc: null misc: null ref: 9 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +5 size: Medium skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Deception ' - bonus: 6 misc: null name: 'Diplomacy ' - bonus: 4 misc: null name: 'Society ' - bonus: 7 misc: null name: 'Stealth ' - bonus: 7 misc: null name: 'Thievery ' source: - abbr: Bestiary 2 page_start: 202 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - CG - Medium - Human - Humanoid - Sylph type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 5 dex_mod: 1 int_mod: 1 str_mod: 7 wis_mod: 4 ac: 32 ac_special: null alignment: CN automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Catch Rock range: null raw_description: '**__Catch Rock__** [Reaction]' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The taiga giant's ancestral spirits intervene and protect the giant from taking up to 20 energy damage or 30 mental damage. The giant takes any remaining damage; if it does, the spirits depart and the giant is no longer protected by the ancestors. effects: null failure: null frequency: null full_description: null generic_description: null name: Guardian Spirit range: null raw_description: '**Guardian Spirit [Reaction]** **Trigger** The taiga giant has Ancestral Guardian active and would take energy or mental damage; **Effect** The taiga giant''s ancestral spirits intervene and protect the giant from taking up to 20 energy damage or 30 mental damage. The giant takes any remaining damage; if it does, the spirits depart and the giant is no longer protected by the ancestors.' requirements: null success: null traits: null trigger: The taiga giant has Ancestral Guardian active and would take energy or mental damage description: 'Taiga giants prefer a nomadic lifestyle, both to keep from depleting any one area''s resources while satiating their massive appetites and to satisfy a constant wanderlust. They are deeply spiritual and frequently commune with their ancestors'' spirits for guidance and knowledge. Taiga giants are happiest when they are left alone to live out their traditional lives, and their impressive size and strength are enough to persuade all but the most dangerous foes to do so. Taiga giants subsist on migratory herds of aurochs, mammoths, and elk. They occasionally raid humanoid villages, but such cases are opportunistic rather than malicious, with a focus on stealing away livestock for food rather than people. Nevertheless, the arrival of a group of taiga giants is a potentially devastating event to any town or village, so many communities attempt to placate the giants by creating a yearly offering at those times when they know the giants are scheduled to come close. Most taiga giants venerate their ancestors and seek to honor their works in everything they do. This deep connection makes them ferociously proud of those legacies, and little can compel taiga giants to go to war more swiftly than insulting their ancestors. Merely mentioning the false rumors that ancient taiga giant spellcasters were responsible for the creation of the first rune giants is a surefire way to earn a taiga giant''s unending wrath. A taiga giant stands 20 feet tall and weighs 10,000 pounds. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 30' hp: 230 hp_misc: null immunities: - controlled items: - +1 striking longspear - sack with 5 rocks knowledge_checks: dc: 30 skills: - Society languages: - Common - Jotun level: 12 melee: - action_cost: One Action damage: formula: 2d8+15 type: piercing name: longspear plus_damage: null to_hit: 26 traits: - magical - reach 20 feet - action_cost: One Action damage: formula: 3d6+15 type: bludgeoning name: fist plus_damage: null to_hit: 25 traits: - agile - reach 15 feet name: Taiga Giant perception: 23 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The taiga giant must be protected by the ancestors effects: null failure: null frequency: null full_description: null generic_description: null name: Ancestral Guardian range: null raw_description: '**Ancestral Guardian** (__concentrate__) **Requirements** The taiga giant must be protected by the ancestors; **Effect** The taiga giant calls upon their ancestors'' spirits to rise up and protect them, causing a cloak of spectral faces to shimmer and swirl around them. The taiga giant''s AC increases to 34 until the start of its next turn.' requirements: null success: null traits: - concentrate trigger: null - action_cost: None critical_failure: null critical_success: null description: A taiga giant's prayers to their ancestors grant them spiritual protection. If a taiga giant loses this protection (such as by taking too much damage when using Guardian Spirit, or if the ancestors are counteracted by __dispel magic__), it loses its immunity to the __controlled__ condition and its status bonus to saving throws against enchantment and illusion effects. A taiga giant can once again be Protected by the Ancestors by performing a 10-minute prayer as an activity that has the __concentrate__ trait. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Protected by the Ancestors range: null raw_description: '**Protected by the Ancestors** (__divine__) A taiga giant''s prayers to their ancestors grant them spiritual protection. If a taiga giant loses this protection (such as by taking too much damage when using Guardian Spirit, or if the ancestors are counteracted by __dispel magic__), it loses its immunity to the __controlled__ condition and its status bonus to saving throws against enchantment and illusion effects. A taiga giant can once again be Protected by the Ancestors by performing a 10-minute prayer as an activity that has the __concentrate__ trait.' requirements: null success: null traits: - divine trigger: null - action_cost: One Action critical_failure: null critical_success: null description: '' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Throw Rock range: null raw_description: '**__Throw Rock__** ' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d10+15 type: bludgeoning name: rock plus_damage: null to_hit: 25 traits: - brutal - range increment 120 feet rarity: Common resistances: null ritual_lists: null saves: fort: 25 fort_misc: null misc: +2 status to all saves vs. enchantment and illusion effects ref: 20 ref_misc: null will: 22 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'A taiga giant can see invisible creatures and objects as translucent shapes, and they are __concealed__ to the taiga giant. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: See Invisibility range: null raw_description: '**See Invisibility** A taiga giant can see invisible creatures and objects as translucent shapes, and they are __concealed__ to the taiga giant. ' requirements: null success: null traits: null trigger: null senses: - Perception +23 - low-light vision - see invisibility size: Huge skills: - bonus: 22 misc: null name: 'Athletics ' - bonus: 16 misc: null name: 'Genealogy Lore ' - bonus: 20 misc: null name: 'Religion ' - bonus: 10 misc: +22 in undergrowth name: 'Stealth ' - bonus: 25 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 126 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - CN - Huge - Giant - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: 7 con_mod: 8 dex_mod: 6 int_mod: -2 str_mod: 10 wis_mod: 6 ac: 44 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When a creature slays a taiga linnorm, it must succeed at a DC 46 Will save or permanently gain weakness 20 to electricity. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Curse of Endless Storms range: null raw_description: '**Curse of Endless Storms** (__curse__, __electricity__, __primal__) When a creature slays a taiga linnorm, it must succeed at a DC 46 Will save or permanently gain weakness 20 to electricity.' requirements: null success: null traits: - curse - electricity - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: Any creature that makes a melee attack against a taiga linnorm is stabbed by the taiga linnorm's spines and takes 1d6 piercing damage per attack. A melee weapon with __reach__ protects the user against these spines. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spines range: null raw_description: '**Spines** Any creature that makes a melee attack against a taiga linnorm is stabbed by the taiga linnorm''s spines and takes 1d6 piercing damage per attack. A melee weapon with __reach__ protects the user against these spines.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: Tail only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'Taiga linnorms are covered in hundreds of quill-like black spines as sharp as spears. Wise hunters native to linnorm-infested lands know to watch for spines stuck in the bark of conifers—a sure sign that a taiga linnorm has recently passed through. Sometimes this means of tracking isn''t enough to avoid an encounter, however; taiga linnorms, like their tarn and tor brethren, are skilled stalkers. They prefer to lurk in half-frozen bogs or swampy marshlands with their heads poking just above the water''s surface, ever watchful for unwary prey. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 41' hp: 385 hp_misc: regeneration 15 (deactivated by cold iron immunities: - curse - electricity - paralyzed - sleep items: null knowledge_checks: dc: 41 skills: - Arcana languages: - Aklo - Draconic - Sylvan level: 19 melee: - action_cost: One Action damage: formula: 4d12+18 type: piercing name: jaws plus_damage: - formula: null type: taiga linnorm venom to_hit: 37 traits: - magical - reach 25 feet - action_cost: One Action damage: formula: 4d8+18 type: slashing name: claw plus_damage: null to_hit: 37 traits: - agile - magical - reach 25 feet - action_cost: One Action damage: formula: 5d6+18 type: bludgeoning name: tail plus_damage: - formula: null type: Improved Grab to_hit: 37 traits: - agile - magical - reach 30 feet name: Taiga Linnorm perception: 33 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The taiga linnorm breathes a 60.foot cone of electrified vapor, dealing 20d6 electricity damage to creatures in the area (DC 41 basic Reflex save). The electrified mist persists for 1d4 rounds, dealing 6d6 electricity damage (DC 41 basic Reflex save) to each creature that ends its turn in the mist. The taiga linnorm can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__electricity__, __evocation__, __primal__) The taiga linnorm breathes a 60.foot cone of electrified vapor, dealing 20d6 electricity damage to creatures in the area (DC 41 basic Reflex save). The electrified mist persists for 1d4 rounds, dealing 6d6 electricity damage (DC 41 basic Reflex save) to each creature that ends its turn in the mist. The taiga linnorm can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - electricity - evocation - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 42 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 7d6 electricity damage and __drained 1__ (1 round); **Stage 2** 10d6 electricity damage and drained 2 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Taiga Linnorm Venom range: null raw_description: '**Taiga Linnorm Venom** (__electricity__, __poison__) **Saving Throw** DC 42 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 7d6 electricity damage and __drained 1__ (1 round); **Stage 2** 10d6 electricity damage and drained 2 (1 round)' requirements: null success: null traits: - electricity - poison trigger: null ranged: null rarity: Uncommon resistances: - amount: 15 type: cold iron ritual_lists: null saves: fort: 35 fort_misc: null misc: +1 status to all saves vs. magic ref: 31 ref_misc: null will: 29 will_misc: null sense_abilities: null senses: - Perception +33 - darkvision - scent (imprecise) 60 feet - true seeing size: Gargantuan skills: - bonus: 33 misc: null name: 'Acrobatics ' - bonus: 37 misc: null name: 'Athletics ' - bonus: 35 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 167 page_stop: null speed: - amount: 40 type: Land - amount: 100 type: fly - amount: 50 type: swim - amount: 128 type: freedom of movement spell_lists: - dc: 41 misc: null name: Primal Innate Spells spell_groups: - heightened_level: 9 level: -1 spells: - frequency: null name: freedom of movement requirement: null - heightened_level: 8 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: null traits: - Uncommon - CE - Gargantuan - Dragon type: Creature weaknesses: null - ability_mods: cha_mod: -5 con_mod: 5 dex_mod: -5 int_mod: -5 str_mod: 6 wis_mod: 0 ac: 19 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Whenever the tallow ooze takes fire damage, it becomes __quickened__ for 1 round (it can only Stride or Strike with the extra action). Whenever the tallow ooze is dealt cold damage (even if that damage is prevented by its resistance), it becomes __slowed 1__ for 1 round and can't use its Engulf ability (but creatures already engulfed are still engulfed). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Congealed range: null raw_description: '**Congealed** Whenever the tallow ooze takes fire damage, it becomes __quickened__ for 1 round (it can only Stride or Strike with the extra action). Whenever the tallow ooze is dealt cold damage (even if that damage is prevented by its resistance), it becomes __slowed 1__ for 1 round and can''t use its Engulf ability (but creatures already engulfed are still engulfed).' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: 10 feet. Any creature that starts its turn in or enters a square in the area must attempt a DC 30 __Acrobatics__ check to __Balance__. A creature that takes a Step doesn't need to roll this check. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Greasy Seepage range: null raw_description: '**Greasy Seepage** (aura) 10 feet. Any creature that starts its turn in or enters a square in the area must attempt a DC 30 __Acrobatics__ check to __Balance__. A creature that takes a Step doesn''t need to roll this check.' requirements: null success: null traits: - aura trigger: null description: 'Pale yellow and smelling of meat, this unnatural, globular monster is composed entirely of rendered animal fat. A tallow ooze typically results from magical mishaps during the creation of enchanted candles or soaps, or while rendering the fat of a magical beast, though occasionally spellcasters create these beings intentionally. A tallow ooze hunts other creatures to subsume them into its own body and absorb their fat. Since tallow is solid at room temperature, tallow oozes must metabolize their own bodies to produce enough heat to remain gelatinous. A tallow ooze that cannot replenish itself with absorbed fat will either consume itself or solidify, though a tallow ooze exposed to too much heat might melt entirely. **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 28' hp: 270 hp_misc: null immunities: - acid - critical hits - mental - piercing - precision - slashing - unconscious - visual items: null knowledge_checks: dc: 28 skills: - Occultism languages: null level: 11 melee: - action_cost: One Action damage: formula: 2d10+10 type: bludgeoning name: pseudopod plus_damage: - formula: null type: residual grease to_hit: 23 traits: null name: Tallow Ooze perception: 14 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: DC 30, 4d10 bludgeoning, Escape DC 26, Rupture 25 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Engulf range: null raw_description: '**Engulf** [Two Actions] DC 30, 4d10 bludgeoning, Escape DC 26, Rupture 25' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the tallow ooze critically succeeds at an attack against a creature or a creature escapes from being engulfed by the ooze, that creature's hands and gear become slick with grease. For 1d4 rounds, the affected creature must attempt a DC 30 Reflex save whenever it uses any item (including weapons) that must be wielded or held. On a failure, the creature takes a -2 circumstance penalty to any attack roll or check to use the item; on a critical failure, the creature drops the item, which lands in a random adjacent square. The creature (or an adjacent ally) can use 1 Interact action to wipe off the grease from an item or from its hands. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Residual Grease range: null raw_description: '**Residual Grease** When the tallow ooze critically succeeds at an attack against a creature or a creature escapes from being engulfed by the ooze, that creature''s hands and gear become slick with grease. For 1d4 rounds, the affected creature must attempt a DC 30 Reflex save whenever it uses any item (including weapons) that must be wielded or held. On a failure, the creature takes a -2 circumstance penalty to any attack roll or check to use the item; on a critical failure, the creature drops the item, which lands in a random adjacent square. The creature (or an adjacent ally) can use 1 Interact action to wipe off the grease from an item or from its hands.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 10 type: cold ritual_lists: null saves: fort: 22 fort_misc: null misc: null ref: 10 ref_misc: null will: 13 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A tallow ooze can sense nearby motion through vibration and air movement. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Motion Sense range: null raw_description: '**Motion Sense** A tallow ooze can sense nearby motion through vibration and air movement.' requirements: null success: null traits: null trigger: null senses: - Perception +14 - motion sense 60 feet - no vision size: Medium skills: - bonus: 23 misc: null name: 'Athletics ' source: - abbr: 'Pathfinder #154: Siege of the Dinosaurs' page_start: 83 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: swim spell_lists: null traits: - N - Medium - Mindless - Ooze type: Creature weaknesses: - amount: 10 type: fire - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When a creature slays a tarn linnorm, it must succeed at a DC 46 Will save or it can no longer recover Hit Points via any means, such as healing spells, the Medicine skill, or natural healing from rest. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Curse of Death range: null raw_description: '**Curse of Death** (__curse__, __death__, __primal__) When a creature slays a tarn linnorm, it must succeed at a DC 46 Will save or it can no longer recover Hit Points via any means, such as healing spells, the Medicine skill, or natural healing from rest.' requirements: null success: null traits: - curse - death - primal trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: Tail only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'Although more powerful linnorms exist, the multi-headed tarn linnorm can wreak an awe-inspiring amount of devastation. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 42' hp: 400 hp_misc: regeneration 15 (deactivated by cold iron) immunities: - acid - curse - paralyzed - sleep items: null knowledge_checks: dc: 42 skills: - Arcana languages: - Aklo - Draconic - Sylvan level: 20 melee: - action_cost: One Action damage: formula: 4d12+18 type: piercing name: jaws plus_damage: - formula: null type: tarn linnorm venom to_hit: 38 traits: - reach 30 feet - magical - action_cost: One Action damage: formula: 4d8+18 type: slashing name: claw plus_damage: null to_hit: 38 traits: - reach 30 feet - agile - magical - action_cost: One Action damage: formula: 4d6+18 type: bludgeoning name: tail plus_damage: - formula: null type: Improved Grab to_hit: 38 traits: - reach 30 feet - agile - magical name: Tarn Linnorm perception: 35 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__acid__, __evocation__, __poison__, __primal__) 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.' requirements: null success: null traits: - acid - evocation - poison - primal trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 3d6+18 bludgeoning, DC 44 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 3d6+18 bludgeoning, DC 44' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Double Bite range: null raw_description: '**Double Bite** 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.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Overwhelming Breath range: null raw_description: '**Overwhelming Breath** [Three Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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__.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tarn Linnorm Venom range: null raw_description: '**Tarn Linnorm Venom** (__acid__, __injury__, __poison__) **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__.' requirements: null success: null traits: - acid - injury - poison trigger: null ranged: null rarity: Uncommon resistances: - amount: 15 type: cold iron ritual_lists: null saves: fort: 36 fort_misc: null misc: +1 status to all saves vs. magic ref: 32 ref_misc: null will: 31 will_misc: null sense_abilities: null senses: - Perception +35 - darkvision - scent (imprecise) 60 feet - true seeing size: Gargantuan skills: - bonus: 32 misc: null name: 'Acrobatics ' - bonus: 38 misc: null name: 'Athletics ' - bonus: 34 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 226 page_stop: null speed: - amount: 35 type: Land - amount: 100 type: fly - amount: 80 type: swim - amount: 128 type: freedom of movement spell_lists: - dc: 42 misc: null name: Primal Innate Spells spell_groups: - heightened_level: 9 level: -1 spells: - frequency: null name: freedom of movement requirement: null - heightened_level: 8 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: null traits: - Uncommon - CE - Gargantuan - Acid - Amphibious - Dragon type: Creature weaknesses: null - ability_mods: cha_mod: 7 con_mod: 12 dex_mod: 9 int_mod: -3 str_mod: 12 wis_mod: 9 ac: 54 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Tarrasque is immune to cones, lines, rays, and __magic missile__ spells. These effects bounce harmlessly off its scales. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Carapace range: null raw_description: '**Carapace** Tarrasque is immune to cones, lines, rays, and __magic missile__ spells. These effects bounce harmlessly off its scales.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 300 feet, DC 39 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 300 feet, DC 39 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: Tarrasque recovers from the __slowed__ and __stunned__ conditions at the end of its turn. It's also immune to penalties to its Speeds, and it ignores difficult terrain and greater difficult terrain. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Inexorable range: null raw_description: '**Inexorable** Tarrasque recovers from the __slowed__ and __stunned__ conditions at the end of its turn. It''s also immune to penalties to its Speeds, and it ignores difficult terrain and greater difficult terrain.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Tarrasque gains 3 reactions each round. It can still use only one reaction per trigger. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Reactive range: null raw_description: '**Reactive** Tarrasque gains 3 reactions each round. It can still use only one reaction per trigger.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The effect is redirected back at its source. effects: null failure: null frequency: null full_description: null generic_description: null name: Reflect range: null raw_description: '**Reflect** [Reaction] **Trigger** Tarrasque''s carapace deflects an effect. **Effect** The effect is redirected back at its source.' requirements: null success: null traits: null trigger: Tarrasque's carapace deflects an effect. description: 'The most powerful spawn is Tarrasque, whose legend spread across countless worlds beyond Golarion. Its destruction of the nation of Ninshabur and its march across Avistan in -632 AR culminated in the destruction of the flying Shory city of Kho before this spawn was sealed away in a remote cavern. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 60' hp: 540 hp_misc: regeneration 50 immunities: - acid - clumsy - disease - drained - enfeebled - mental - paralyzed - persistent damage - petrified - poison - polymorph - stupefied items: null knowledge_checks: dc: 60 skills: - Arcana - Nature languages: - Aklo - can't speak any language level: 25 melee: - action_cost: One Action damage: formula: 5d12+20 type: piercing name: jaws plus_damage: - formula: null type: Improved Grab to_hit: 45 traits: - chaotic - evil - magical - reach 20 feet - action_cost: One Action damage: formula: 5d10+20 type: slashing name: claw plus_damage: null to_hit: 45 traits: - agile - chaotic - evil - magical - reach 15 feet - action_cost: One Action damage: formula: 4d12+20 type: bludgeoning name: tail plus_damage: null to_hit: 45 traits: - chaotic - evil - magical - reach 30 feet - action_cost: One Action damage: formula: 4d10+20 type: piercing name: horn plus_damage: null to_hit: 45 traits: - chaotic - evil - magical - reach 15 feet name: Tarrasque perception: 48 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null description: Tarrasque makes a jaws Strike, two claw Strikes, two horn Strikes, and one tail Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Destructive Frenzy range: null raw_description: '**Destructive Frenzy** [Three Actions] Tarrasque makes a jaws Strike, two claw Strikes, two horn Strikes, and one tail Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: Tarrasque uses Swallow Whole. effects: null failure: null frequency: null full_description: null generic_description: null name: Fast Swallow range: null raw_description: '**Fast Swallow** [Reaction] **Trigger** Tarrasque Grabs a creature with its jaws; **Effect** Tarrasque uses Swallow Whole.' requirements: null success: null traits: null trigger: Tarrasque Grabs a creature with its jaws - action_cost: Two Actions critical_failure: null critical_success: null description: Tarrasque flings spines in a 120-foot cone, dealing 3d10+20 piercing damage to each creature in the area (DC 53 basic Reflex save). Tarrasque can't use Spine Volley again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spine Volley range: null raw_description: '**Spine Volley** [Two Actions] Tarrasque flings spines in a 120-foot cone, dealing 3d10+20 piercing damage to each creature in the area (DC 53 basic Reflex save). Tarrasque can''t use Spine Volley again for 1d4 rounds.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Huge, 10d6+12 bludgeoning plus 10d6 acid, Rupture 50 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**Swallow Whole** (__attack__) Huge, 10d6+12 bludgeoning plus 10d6 acid, Rupture 50' requirements: null success: null traits: - attack trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Huge or smaller, claw, DC 49. When Tarrasque Tramples, it can Stride up to triple its Speed. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**Trample** [Three Actions] Huge or smaller, claw, DC 49. When Tarrasque Tramples, it can Stride up to triple its Speed.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 3d10+20 type: piercing name: spine plus_damage: null to_hit: 45 traits: - brutal - chaotic - evil - magical - range increment 120 feet rarity: Rare resistances: - amount: 25 type: fire - amount: 25 type: physical ritual_lists: null saves: fort: 47 fort_misc: null misc: +2 status to all saves vs. magic ref: 37 ref_misc: null will: 39 will_misc: null sense_abilities: null senses: - Perception +48 - darkvision - scent (imprecise) 120 feet size: Gargantuan skills: - bonus: 47 misc: null name: 'Acrobatics ' - bonus: 50 misc: null name: 'Athletics ' source: - abbr: 'Pathfinder #150: Broken Promises' page_start: 80 page_stop: null speed: - amount: 50 type: Land - amount: 50 type: swim spell_lists: null traits: - Rare - CE - Gargantuan - Beast type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 1 int_mod: -3 str_mod: 4 wis_mod: 2 ac: 18 ac_special: null alignment: N automatic_abilities: null description: 'Tatzlwyrms resemble human-sized snakes with two arms and a dragon''s head. Distant relatives of true dragons, tatzlwyrms possess only a meager level of intelligence. They can speak __Draconic__ (with a thick, hissing accent), but their ability to reason is limited and they can''t use magic. They do possess a level of cunning, however, and some have been known to build rudimentary traps and even lairs. They are not treasure-hoarders, though, so don''t expect to find a tatzlwyrm sitting atop a bed of coins. Some tatzlwyrms have managed to forge working relationships with dragons, though it''s a rare occurrence. From time to time, dragons have used them as messengers (because they can speak their language, however crudely), scouts (due to their smaller size), guides (when they''re familiar with a particular mountain), and even muscle (harassing foes not worthy of a dragon''s direct attention). Tatzlwyrms don''t work with __kobolds__, though—tatzlwyrms eat kobolds. Tatzlwyrms hibernate in cold weather, and when they feel winter approaching they seek out underground lairs, mountain crevices, or even hay lofts. On one notable occasion, townsfolk reported being briefly overrun by tatzlwyrms after a conflict between spellcasters in the nearby hills caused a sudden blizzard. Local scholars still debate whether the cause of the influx was the sudden change in weather or if the creatures were drawn to one of the other magic users staying in town who were part of the same pilgrimage as those doing battle. When confronted, tatzlwyrms are more likely to attack than retreat. Indeed, they sometimes lie in wait on purpose, taking advantage of their scales'' natural camouflage and awaiting the chance to unleash their signature move: belching poisonous vapor into an opponent''s face. Since this breath attack doesn''t have much range, the wyrms usually need to grab their foes first and bring them close to their mouth. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 16' hp: 30 hp_misc: null immunities: - paralyzed - sleep items: null knowledge_checks: dc: 16 skills: - Arcana languages: - Draconic level: 2 melee: - action_cost: One Action damage: formula: 1d8+6 type: piercing name: jaws plus_damage: null to_hit: 10 traits: - magical - action_cost: One Action damage: formula: 1d6+6 type: slashing name: claw plus_damage: null to_hit: 10 traits: - agile - magical name: Tatzlwyrm perception: 8 proactive_abilities: - action_cost: One Action critical_failure: The target takes 4d6 poison damage and is enfeebled 1 for 1 minute. critical_success: The target is unaffected. description: "The tatzlwyrm belches a puff of poisonous vapor into the face of\ \ an adjacent creature, which must attempt a DC 15 Fortitude save; the creature\ \ takes a -2 circumstance penalty to this save if it's __grabbed__ or __flat-footed__.\ \ The tatzlwyrm can't use Poison Gasp again for 2 rounds. \n\n" effect: null effects: null failure: The target takes 2d6 poison damage and is enfeebled 1 for 1 round. frequency: null full_description: null generic_description: null name: Poison Gasp range: null raw_description: "**Poison Gasp** The tatzlwyrm belches a puff of poisonous\ \ vapor into the face of an adjacent creature, which must attempt a DC 15 Fortitude\ \ save; the creature takes a -2 circumstance penalty to this save if it's __grabbed__\ \ or __flat-footed__. The tatzlwyrm can't use Poison Gasp again for 2 rounds.\ \ \n\n**Critical Success** The target is unaffected. \n\n**Success** The target\ \ is __sickened 1__. \n\n**Failure** The target takes 2d6 poison damage and\ \ is __enfeebled 1__ for 1 round. \n\n**Critical Failure** The target takes\ \ 4d6 poison damage and is enfeebled 1 for 1 minute." requirements: null success: The target is sickened 1. traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 5 ref_misc: null will: 8 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A tatzlwyrm's green, gray, and brown scales provide it natural camouflage. In areas of dense undergrowth, a tatzlwyrm can move at its full Speed when __Sneaking__, and it gains a +4 circumstance bonus to __Hide__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Natural Camouflage range: null raw_description: '**Natural Camouflage** A tatzlwyrm''s green, gray, and brown scales provide it natural camouflage. In areas of dense undergrowth, a tatzlwyrm can move at its full Speed when __Sneaking__, and it gains a +4 circumstance bonus to __Hide__.' requirements: null success: null traits: null trigger: null senses: - Perception +8 - darkvision size: Medium skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Athletics ' - bonus: 4 misc: null name: 'Crafting ' - bonus: 6 misc: null name: 'Intimidation ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 256 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: climb spell_lists: null traits: - N - Medium - Dragon type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 5 dex_mod: 2 int_mod: -2 str_mod: 7 wis_mod: 3 ac: 25 ac_special: null alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: Tentacle only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'These strange amalgams of plant and fungus with animal tendencies form where the natural world is corrupted by foul magic or frayed planar boundaries. Tendriculoses are instinctive ambush predators who seek out lightly traveled forest paths and lie in wait in the undergrowth. A tendriculos swallows its prey as quickly as possible and lets its paralytic digestive juices finish the meal, while swiftly restoring itself with the nourishment provided by the trapped creature. When collected, neutralized, and refined, the digestive fluids of a tendriculos form a lacquer that retains some of the tendriculos''s acid resistance. A tendriculos comes into being with a rudimentary understanding of the __Sylvan__ language, but in some cases it might manifest knowing a different tongue, such as __Aklo__, __Draconic__, or even __Necril__. Regardless, tendriculoses have little patience for chattering from potential meals, though some determined fey and primal spellcasters have been known to form alliances or even closer bonds with tendriculoses. Befriending a tendriculos requires great patience and plentiful food—and these the gifts of food must be alive when handed over. When it has finished feeding and is out of combat, a tendriculos slips into a quiescent state for a full day, one of the few times it is safe to approach. Upon rousing, it seeks the deep forest to regurgitate the less digestible portions of its meal. These remains may contain valuables that survived digestion and indicate that a tendriculos''s hunting grounds lie nearby. Tendriculoses dwell in deep woods and jungles. Those too near populated areas soon draw unwanted attention with their ravenous appetites. Well-fed tendriculoses develop fruiting bodies that cast forth millions of spores. Spores that happen to alight on carrion grow into new tendriculoses. **__Recall Knowledge - Fungus__ (__Nature__)**: DC 23 **__Recall Knowledge - Plant__ (__Nature__)**: DC 23' hp: 120 hp_misc: null immunities: - acid items: null knowledge_checks: dc: 23 skills: - Nature languages: - Sylvan - (can't speak any language) level: 7 melee: - action_cost: One Action damage: formula: 2d10+11 type: piercing name: bite plus_damage: - formula: null type: Grab to_hit: 18 traits: - reach 10 feet - action_cost: One Action damage: formula: 2d6+11 type: bludgeoning name: tentacle plus_damage: - formula: null type: Grab to_hit: 18 traits: - agile - reach 15 feet name: Tendriculos perception: 15 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: A creature the tendriculos has Swallowed Whole has taken damage since the end of the tendriculos's last turn, and the tendriculos hasn't used any other actions this turn effects: null failure: null frequency: null full_description: null generic_description: null name: Rampant Growth range: null raw_description: '**Rampant Growth** **Requirements** A creature the tendriculos has Swallowed Whole has taken damage since the end of the tendriculos''s last turn, and the tendriculos hasn''t used any other actions this turn; **Effect** The tendriculos regains 3d8 HP and recovers from the __fatigued__ and __slowed__ conditions. It reduces any __enfeebled__ value it has by 2.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Large, 2d10+7 acid plus tendriculos venom, Rupture 14 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**__Swallow Whole__** (__attack__) Large, 2d10+7 acid plus tendriculos venom, Rupture 14' requirements: null success: null traits: - attack trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 21 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __clumsy 2__ (1 round); **Stage 2** clumsy 2 and __slowed 2__ (1 round); **Stage 3** __paralyzed__ (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tendriculos Venom range: null raw_description: '**Tendriculos Venom** (__incapacitation__, __poison__) **Saving Throw** DC 21 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __clumsy 2__ (1 round); **Stage 2** clumsy 2 and __slowed 2__ (1 round); **Stage 3** __paralyzed__ (1 round)' requirements: null success: null traits: - incapacitation - poison trigger: null ranged: null rarity: Common resistances: - amount: 5 type: piercing - amount: 5 type: slashing ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 12 ref_misc: null will: 13 will_misc: null sense_abilities: null senses: - Perception +15 - low-light vision size: Huge skills: - bonus: 17 misc: null name: 'Athletics ' - bonus: 14 misc: +16 in undergrowth name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 257 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - N - Huge - Fungus - Plant type: Creature weaknesses: - amount: 5 type: fire - 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 alignment: CN 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. Although humanoid, tengus have very distinct, birdlike features, and many would say that they resemble crows more than they do humans. They have strong, thick beaks, as well as sharp talons at the ends of their arms and legs. Most of a tengu''s body is covered in small feathers that range in color from dark brown and midnight blue to glossy black, with lighter colors being rare but not unheard of. Like many avian creatures, tengus have hollow bones, making them much lighter than other humanoids of their size, although few tengus possess the wings necessary to fly naturally. A tengu''s speech might be punctuated by quick clucks or throaty cawing, and many tengus practice conversation diligently to rid themselves of these involuntary ticks. Ruf ing of the feathers and compulsive, jerky movements of the neck are other trademark habits. Tengus reproduce by laying eggs: the average tengu egg is about 11 inches in diameter and 16 inches tall and takes 4 months to hatch. Tengus are a people in diaspora and are almost always found within larger kingdoms and communities of other races. Perhaps because they are more visually distinctive than most other humanoid races, tengus tend to be distrusted and persecuted more often than, for example, elves or dwarves. As a result, tengus tend to gather in close-knit social groups composed of other outcasts and people of uncommon ancestry. Few true tengu communities exist, and those that do are often exiled to ghettos and other forgotten city quarters. From an early age, tengus learn that the world is not a friendly place and that they must look out for themselves. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16' hp: 27 hp_misc: null immunities: null items: - rapier - shortbow - studded leather armor knowledge_checks: dc: 16 skills: - Society languages: - Common - Tengu - plus two others level: 2 melee: - action_cost: One Action damage: formula: 1d6+2 type: piercing name: rapier plus_damage: null to_hit: 10 traits: - deadly 1d8 - disarm - finesse - action_cost: One Action damage: formula: 1d4+2 type: piercing name: beak plus_damage: null to_hit: 10 traits: - finesse name: Tengu Sneak perception: 6 proactive_abilities: - action_cost: Reaction critical_failure: Blinded until healed to maximum HP. critical_success: null description: null effect: The tengu attempts to peck out its victim's eyes. The target must attempt a DC 17 Fortitude save. effects: null failure: Blinded for 1 round.Critical Failure Blinded until healed to maximum HP. frequency: null full_description: null generic_description: null name: Go for the Eyes range: null raw_description: '**Go for the Eyes** [Reaction] (__incapacitation__) **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.' requirements: null success: Unaffected.Failure Blinded for 1 round.Critical Failure Blinded until healed to maximum HP. traits: - incapacitation trigger: The tengu critically hits with a beak Strike. - action_cost: None critical_failure: null critical_success: null description: The tengu deals 1d6 extra precision damage to flat-footed creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The tengu deals 1d6 extra precision damage to flat-footed creatures.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: On the first round of combat, creatures that haven't acted yet are flat-footed to the tengu. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Surprise Attacker range: null raw_description: '**Surprise Attacker** On the first round of combat, creatures that haven''t acted yet are flat-footed to the tengu.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6 type: piercing name: shortbow plus_damage: null to_hit: 10 traits: - deadly 1d10 - range increment 60 feet - reload 0 rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 10 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +6 - low-light vision size: Medium skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Deception ' - bonus: 5 misc: null name: 'Diplomacy ' - bonus: 5 misc: null name: 'Society ' - bonus: 8 misc: null name: 'Stealth ' - bonus: 8 misc: null name: 'Thievery ' source: - abbr: Bestiary page_start: 310 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - CN - Medium - Humanoid - Tengu type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. A creature entering the aura or starting its turn there is exposed to spore blight. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spore Cloud range: null raw_description: '**Spore Cloud** (__aura__, __disease__); 30 feet. A creature entering the aura or starting its turn there is exposed to spore blight.' requirements: null success: null traits: - aura - disease trigger: 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. Terotricuses move by rapidly expanding and contracting their slimy "bodies," which are capable of burrowing through soil, gliding across water, and scrabbling up steep slopes. These behemoths of rot don''t need to travel to see their plans come to fruition, though; their spores easily latch onto demons and other denizens of the Abyss, who in turn bring this blight to the Material Plane when the fiends are summoned. When a terotricus infects a creature with its spores, web-like fungal growths start appearing on the victim''s skin until they cover the entire body, at which point the victim''s mind is also subdued and bent to the terotricus''s will. The terotricus''s favored victims include animals, elves, and fey, though it is happy to infect any creature it can catch. Cults of Treerazer occasionally attempt to make contact with a terotricus, but such acts almost always simply result in a new sect of spore-blighted slaves. **__Recall Knowledge - Fungus__ (__Nature__)**: DC 44' hp: 370 hp_misc: regeneration 25 (deactivated by cold immunities: - controlled - disease - paralyzed - sleep items: null knowledge_checks: dc: 44 skills: - Nature languages: - Abyssal - Elven - Sylvan level: 19 melee: - action_cost: One Action damage: formula: 4d10+16 type: bludgeoning name: tentacle plus_damage: - formula: 2d6 type: chaotic - formula: 2d6 type: evil - formula: null type: Improved Grab or Improved Push 20 feet (40 feet on a critical hit) to_hit: 37 traits: - chaotic - evil - magical - reach 20 feet name: Terotricus perception: 31 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The terotricus is in a swamp or forested area. effects: null failure: null frequency: once per day. full_description: null generic_description: null name: Infest Environs range: null raw_description: '**Infest Environs** [Two Actions] (__healing__, __necromancy__, __primal__) **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.' requirements: null success: null traits: - healing - necromancy - primal trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spore Blight range: null raw_description: '**Spore Blight** (__disease__) 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.' requirements: null success: null traits: - disease trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature hit by a terotricus's spores must succeed at a DC 40 Reflex save or take a -10-foot status penalty to all its Speeds for 1 minute. On a critical failure, the creature is immobilized until it Escapes (DC 40). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sticky Spores range: null raw_description: '**Sticky Spores** A creature hit by a terotricus''s spores must succeed at a DC 40 Reflex save or take a -10-foot status penalty to all its Speeds for 1 minute. On a critical failure, the creature is immobilized until it Escapes (DC 40).' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 4d8+6 type: poison name: spores plus_damage: - formula: 2d6 type: chaotic - formula: 2d6 type: evil - formula: null type: spore blight - formula: null type: sticky spores to_hit: 37 traits: - chaotic - evil - magical - range increment 80 feet rarity: Rare resistances: - amount: 15 type: fire ritual_lists: null saves: fort: 34 fort_misc: null misc: +1 status to all saves vs. magic ref: 28 ref_misc: null will: 33 will_misc: null sense_abilities: null senses: - Perception +31 - darkvision - tremorsense (imprecise) 120 feet size: Gargantuan skills: - bonus: 37 misc: null name: 'Athletics ' - bonus: 32 misc: null name: 'Deception ' - bonus: 35 misc: null name: 'Intimidation ' - bonus: 31 misc: null name: 'Nature ' - bonus: 31 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 311 page_stop: null speed: - amount: 35 type: Land - amount: 25 type: burrow - amount: 25 type: climb - amount: 35 type: swim spell_lists: null traits: - Rare - CE - Gargantuan - Fungus type: Creature weaknesses: - amount: 15 type: cold - amount: 15 type: cold iron - amount: 15 type: good - amount: 10 type: slashing - ability_mods: cha_mod: 7 con_mod: 4 dex_mod: 6 int_mod: 3 str_mod: 6 wis_mod: 5 ac: 34 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. When a creature ends its turn in the aura, it must attempt a DC 30 Will save. If the creature fails, it becomes __frightened 2__. The creature is then temporarily immune to terrifying gaze (but not Focus Gaze) for 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Terrifying Gaze range: null raw_description: '**Terrifying Gaze** (__aura__, __divine__, __emotion__, __enchantment__, __fear__, __mental__, __visual__) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 30 Will save. If the creature fails, it becomes __frightened 2__. The creature is then temporarily immune to terrifying gaze (but not Focus Gaze) for 24 hours.' requirements: null success: null traits: - aura - divine - emotion - enchantment - fear - mental - visual trigger: null description: 'Also known as the deacons of death, thanadaemons represent death via old age. They are among the most patient daemons, and prefer to bide their time to enact far-reaching, decades-long plans rather than fight (though they are still deadly foes). Like the Horseman of Death, they ply the waters of the River Styx in search of wayward souls. Rarely are thanadaemons seen without a trademark oar (which they wield as a __bo staff__), a tool they use to navigate the river''s muck-ridden channels and turbulent rapids. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 31' hp: 270 hp_misc: null immunities: - death effects items: - +1 striking bo staff - soul gem knowledge_checks: dc: 31 skills: - Religion languages: - Common - Daemonic - telepathy 100 feet level: 13 melee: - action_cost: One Action damage: formula: 3d8+14 type: bludgeoning name: bo staff plus_damage: - formula: 1d6 type: negative - formula: 1d6 type: evil - formula: null type: draining strike to_hit: 28 traits: - evil - magical - parry - reach 10 feet - trip - action_cost: One Action damage: formula: 3d6+14 type: slashing name: claw plus_damage: - formula: 1d6 type: evil and draining strike to_hit: 27 traits: - agile - evil - finesse - magical name: Thanadaemon perception: 26 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: When a thanadaemon damages a living creature with a melee Strike, the creature must succeed at a DC 33 Fortitude save or become __drained 1__. Further damage dealt by the thanadaemon increases the drained condition value by 1 on a failed save, to a maximum of drained 4. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draining Strike range: null raw_description: '**Draining Strike** (__divine__, __necromancy__) When a thanadaemon damages a living creature with a melee Strike, the creature must succeed at a DC 33 Fortitude save or become __drained 1__. Further damage dealt by the thanadaemon increases the drained condition value by 1 on a failed save, to a maximum of drained 4.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The thanadaemon glares at a single creature they can see within 30 feet. The target must immediately attempt a DC 33 Will save against the thanadaemon's terrifying gaze. If the target was already __frightened__, a failed save causes it to become __fleeing__ for 1d4 rounds. After attempting its save, the creature is temporarily immune to this ability until the start of the thanadaemon's next turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Focus Gaze range: null raw_description: '**Focus Gaze** (__concentrate__, __divine__, __fear__, __visual__) The thanadaemon glares at a single creature they can see within 30 feet. The target must immediately attempt a DC 33 Will save against the thanadaemon''s terrifying gaze. If the target was already __frightened__, a failed save causes it to become __fleeing__ for 1d4 rounds. After attempting its save, the creature is temporarily immune to this ability until the start of the thanadaemon''s next turn.' requirements: null success: null traits: - concentrate - divine - fear - visual trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The thanadaemon has a soul gem effects: null failure: null frequency: null full_description: null generic_description: null name: Soul Crush range: null raw_description: '**Soul Crush** [Two Actions] (__manipulate__) **Requirements **The thanadaemon has a soul gem; **Effect **The thanadaemon crushes the soul gem in one hand and gains __fast healing 15__ for 1 minute.' requirements: null success: null traits: - manipulate trigger: null ranged: null rarity: Common resistances: - amount: 10 type: good ritual_lists: - dc: 34 misc: null name: Rituals spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: create undead requirement: null to_hit: null saves: fort: 21 fort_misc: null misc: +1 status to all saves vs. magic ref: 23 ref_misc: null will: 26 will_misc: null sense_abilities: null senses: - Perception +26 - darkvision - true seeing size: Medium skills: - bonus: 22 misc: null name: 'Arcana ' - bonus: 26 misc: null name: 'Deception ' - bonus: 26 misc: null name: 'Intimidation ' - bonus: 22 misc: null name: 'Religion ' - bonus: 24 misc: null name: 'Styx Lore ' source: - abbr: Bestiary 2 page_start: 60 page_stop: null speed: - amount: 25 type: Land - amount: 6 type: air walk spell_lists: - dc: 34 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: null name: finger of death requirement: null - frequency: at will, self plus skiff and passengers only, Astral, Ethereal, and evil planes only name: plane shift requirement: null - frequency: null name: teleport requirement: null - heightened_level: null level: 6 spells: - frequency: null name: slow requirement: null - frequency: ×2 name: vampiric exsanguination requirement: null - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - heightened_level: null level: 1 spells: - frequency: good only, at will name: detect alignment requirement: null - heightened_level: 7 level: -1 spells: - frequency: null name: air walk requirement: null - frequency: null name: true seeing requirement: null to_hit: null traits: - NE - Medium - Daemon - Fiend type: Creature weaknesses: null - ability_mods: cha_mod: 3 con_mod: 3 dex_mod: 4 int_mod: 3 str_mod: 4 wis_mod: 5 ac: 25 ac_special: null alignment: LN automatic_abilities: null description: 'Theletoses maintain the balance between fate and free will. A theletos is a roughly spherical mass of crystals from which emerge four limbs, each split at the elbow and ending in three-fingered hands. A pair of crystalline tentacles also emerges from its body. Those who have been damaged by a theletos''s tentacles describe a disorienting dilemma as they simultaneously feel forced to make a single choice while also being overwhelmed by the endless options available to choose from. Theletoses are more likely than most aeons to interfere in non-aeon societies, particularly in regions with draconian laws. Their involvement is twofold; a theletos concerns itself with both the freedom of individuals and the laws that restrict these individuals, even (or especially) when the two are in opposition. **__Recall Knowledge - Monitor__ (__Religion__)**: DC 23' hp: 125 hp_misc: null immunities: null items: null knowledge_checks: dc: 23 skills: - Religion languages: - envisioning level: 7 melee: - action_cost: One Action damage: formula: 2d10+4 type: bludgeoning name: fist plus_damage: - formula: 1d6 type: lawful to_hit: 17 traits: - lawful - magical - action_cost: One Action damage: formula: 2d8+4 type: slashing name: tentacle plus_damage: - formula: 1d6 type: lawful and fate drain to_hit: 17 traits: - agile - lawful - magical name: Theletos perception: 18 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A creature damaged by the theletos's tentacle must succeed at a DC 22 Will save or become __stupefied 1__. As long as the creature is stupefied, it can no longer benefit from __fortune__ effects. 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fate Drain range: null raw_description: '**Fate Drain** (__curse__, __divine__, __mental__) A creature damaged by the theletos''s tentacle must succeed at a DC 22 Will save or become __stupefied 1__. As long as the creature is stupefied, it can no longer benefit from __fortune__ effects. 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.' requirements: null success: null traits: - curse - divine - mental trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The theletos releases a 60-foot cone of energy from its center. Creatures in the cone become overwhelmed with the knowledge of various fates that destiny has in store for them and lack of clear pathways to these potential futures. They must succeed at a DC 26 Will save or be __slowed 1__ indefinitely. An affected creature can choose to roll twice when it attempts an attack, saving throw, or skill check and take the lower result. Regardless of the outcome, that creature is no longer slowed after that roll. The theletos can't use Wrath of Fate again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wrath of Fate range: null raw_description: '**Wrath of Fate** [Two Actions] (__curse__, __divine__, __mental__, __misfortune__) The theletos releases a 60-foot cone of energy from its center. Creatures in the cone become overwhelmed with the knowledge of various fates that destiny has in store for them and lack of clear pathways to these potential futures. They must succeed at a DC 26 Will save or be __slowed 1__ indefinitely. An affected creature can choose to roll twice when it attempts an attack, saving throw, or skill check and take the lower result. Regardless of the outcome, that creature is no longer slowed after that roll. The theletos can''t use Wrath of Fate again for 1d4 rounds.' requirements: null success: null traits: - curse - divine - mental - misfortune trigger: null ranged: null rarity: Common resistances: null ritual_lists: - dc: 25 misc: null name: Rituals spell_groups: - heightened_level: null level: 3 spells: - frequency: null name: geas requirement: null to_hit: null saves: fort: 16 fort_misc: null misc: +1 status to all saves vs. magic ref: 13 ref_misc: null will: 18 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: When a theletos conveys information, it does so wordlessly through psychic projections. This acts as __telepathy__ with a range of 100 feet but is understandable to all creatures regardless of whether they have a language. The meaning to non-aeons can be vague and is often mysterious. A theletos can use this ability to communicate flawlessly with any other aeon on the same plane. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Envisioning range: null raw_description: '**Envisioning** When a theletos conveys information, it does so wordlessly through psychic projections. This acts as __telepathy__ with a range of 100 feet but is understandable to all creatures regardless of whether they have a language. The meaning to non-aeons can be vague and is often mysterious. A theletos can use this ability to communicate flawlessly with any other aeon on the same plane.' requirements: null success: null traits: null trigger: null senses: - Perception +18 - darkvision size: Medium skills: - bonus: 16 misc: null name: 'Arcana ' - bonus: 16 misc: null name: 'Intimidation ' - bonus: 18 misc: null name: 'Religion ' - bonus: 15 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 8 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: fly spell_lists: - dc: 25 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: at will name: augury requirement: null - frequency: null name: charm requirement: null - frequency: null name: dispel magic requirement: null - frequency: null name: enthrall requirement: null - frequency: null name: outcast's curse requirement: null - frequency: null name: remove curse requirement: null - frequency: null name: suggestion requirement: null - frequency: null name: touch of idiocy requirement: null to_hit: 17 traits: - LN - Medium - Aeon - Monitor type: Creature weaknesses: - amount: 5 type: chaotic - ability_mods: cha_mod: 6 con_mod: 9 dex_mod: 5 int_mod: -3 str_mod: 9 wis_mod: 6 ac: 40 ac_special: null alignment: CE automatic_abilities: null description: 'As bizarre in appearance as they are ferocious, thrasfyrs resemble six-limbed bears with bull-like horns, draconic scales, and a fire-breathing serpent for a tail. Every thrasfyr is wrapped in animated chains psychically linked to the creature''s mind. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 41' hp: 350 hp_misc: regeneration 25 (deactivated by acid or cold immunities: - fire items: null knowledge_checks: dc: 41 skills: - Arcana - Nature languages: - Aklo - Sylvan level: 17 melee: - action_cost: One Action damage: formula: 3d10+17 type: bludgeoning name: chain plus_damage: - formula: null type: Improved Knockdown to_hit: 34 traits: - magical - reach 15 feet - action_cost: One Action damage: formula: 3d6+15 type: piercing name: jaws plus_damage: - formula: 3d6 type: fire to_hit: 32 traits: - magical - reach 10 feet - action_cost: One Action damage: formula: 3d8+15 type: slashing name: claw plus_damage: null to_hit: 32 traits: - agile - magical - reach 10 feet - action_cost: One Action damage: formula: 3d12+15 type: piercing name: horn plus_damage: null to_hit: 32 traits: - fatal d12 - magical - reach 10 feet name: Thrasfyr perception: 31 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The thrasfyr's serpent tail breathes a blast of flame in a 50-foot cone, dealing 10d12 fire damage (DC 40 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] The thrasfyr''s serpent tail breathes a blast of flame in a 50-foot cone, dealing 10d12 fire damage (DC 40 basic Reflex save). It can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The thrasfyr designates one creature as its rider by touching the rider with its claw. The thrasfyr and rider can communicate with each other telepathically at any range on the same plane and are aware of each other's present state, direction from each other, distance from each other, and any conditions affecting either. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rider's Bond range: null raw_description: '**Rider''s Bond** (__divination__, __mental__, __primal__) The thrasfyr designates one creature as its rider by touching the rider with its claw. The thrasfyr and rider can communicate with each other telepathically at any range on the same plane and are aware of each other''s present state, direction from each other, distance from each other, and any conditions affecting either.' requirements: null success: null traits: - divination - mental - primal trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The thrasfyr thrashes its chains in all directions. Each creature in a 15-foot emanation takes 18d6 bludgeoning damage (DC 38 basic Reflex save); creatures that fail are __immobilized__ until the start of the thrasfyr's next turn. The thrasfyr can't use Tangling Chains or make chain Strikes for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tangling Chains range: null raw_description: '**Tangling Chains** [Two Actions] (__incapacitation__, __primal__, __transmutation__) The thrasfyr thrashes its chains in all directions. Each creature in a 15-foot emanation takes 18d6 bludgeoning damage (DC 38 basic Reflex save); creatures that fail are __immobilized__ until the start of the thrasfyr''s next turn. The thrasfyr can''t use Tangling Chains or make chain Strikes for 1d4 rounds.' requirements: null success: null traits: - incapacitation - primal - transmutation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The thrasfyr makes a jaws Strike, a horn Strike, and two claw Strikes, each against a different target. Each attack counts toward the thrasfyr's multiple attack penalty, but the penalty doesn't increase until after all the attacks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Whirling Frenzy range: null raw_description: '**Whirling Frenzy** [Two Actions] The thrasfyr makes a jaws Strike, a horn Strike, and two claw Strikes, each against a different target. Each attack counts toward the thrasfyr''s multiple attack penalty, but the penalty doesn''t increase until after all the attacks.' requirements: null success: null traits: null trigger: null ranged: null rarity: Rare resistances: - amount: 15 type: physical (except cold iron) ritual_lists: null saves: fort: 35 fort_misc: null misc: +1 status to all saves vs. magic ref: 28 ref_misc: null will: 27 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The thrasfyr always treats the plane it is located on as its home plane. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Planar Acclimation range: null raw_description: '**Planar Acclimation** The thrasfyr always treats the plane it is located on as its home plane.' requirements: null success: null traits: null trigger: null senses: - Perception +31 - darkvision - see invisibility size: Huge skills: - bonus: 34 misc: null name: 'Athletics ' - bonus: 31 misc: null name: 'Intimidation ' source: - abbr: Bestiary 2 page_start: 258 page_stop: null speed: - amount: 40 type: Land - amount: 40 type: climb - amount: 6 type: air walk spell_lists: - dc: 37 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 9 spells: - frequency: self and rider only name: teleport requirement: null - heightened_level: null level: 2 spells: - frequency: null name: see invisibility requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: air walk requirement: null to_hit: null traits: - Rare - CE - Huge - Beast - Fire - Tane type: Creature weaknesses: - amount: 15 type: cold - amount: 15 type: cold iron - ability_mods: cha_mod: 9 con_mod: 6 dex_mod: 6 int_mod: 5 str_mod: 9 wis_mod: 6 ac: 42 ac_special: null alignment: CE automatic_abilities: null description: 'Although they spend most of their time hunting and battling __demons__ for control of the __Abyss__, thulgants amuse themselves with a variety of diversions, such as maintaining galleries of petrified mortals or building massive, hive-like lairs filled with enslaved minions. Each of these qlippoth is a horrific tangle of limbs, with spiderlike legs, writhing tentacles emerging from the top of its head, and three scorpion-like stingers. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 40' hp: 305 hp_misc: null immunities: - controlled - fear items: null knowledge_checks: dc: 40 skills: - Religion languages: - Abyssal - telepathy 100 feet level: 18 melee: - action_cost: One Action damage: formula: 3d12+17 type: piercing name: stinger plus_damage: - formula: 3d6 type: mental - formula: 1d6 type: chaotic - formula: null type: thulgant venom to_hit: 35 traits: - reach 10 feet - action_cost: One Action damage: formula: 3d8+17 type: bludgeoning name: tentacle plus_damage: - formula: 2d6 type: acid - formula: 1d6 type: chaotic - formula: null type: Grab to_hit: 35 traits: - agile - reach 10 feet name: Thulgant perception: 30 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The thulgant causes a __demon__ within 30 feet to suffer the effect of its sinful vulnerability. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Demon Hunter range: null raw_description: '**Demon Hunter** (__divination__, __occult__) The thulgant causes a __demon__ within 30 feet to suffer the effect of its sinful vulnerability.' requirements: null success: null traits: - divination - occult trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 2d6+17 bludgeoning and 1d6 acid, DC 40 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Greater Constrict range: null raw_description: '**__Greater Constrict__** 2d6+17 bludgeoning and 1d6 acid, DC 40' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The thulgant hits the same enemy with two consecutive sting Strikes in the same round effects: null failure: null frequency: null full_description: null generic_description: null name: Mind-Rending Sting range: null raw_description: '**Mind-Rending Sting** **Requirement** The thulgant hits the same enemy with two consecutive sting Strikes in the same round; **Effect** The thulgant deals 3d12+17 mental damage to the enemy. If the enemy is affected by thulgant venom, that poison gains the __virulent__ trait.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: The creature is stunned 8. critical_success: The creature is unaffected. description: "The thulgant rises up on its twitching limbs and presents its numerous\ \ tentacles and stingers in a horrifying display of awfulness. Creatures in\ \ a 30-foot emanation must attempt a DC 40 Will save, after which they are temporarily\ \ immune to further Stunning Displays for 1 minute. \n\n" effect: null effects: null failure: The creature is stunned 4. frequency: null full_description: null generic_description: null name: Stunning Display range: null raw_description: "**Stunning Display** [Two Actions] (__concentrate__, __emotion__,\ \ __enchantment__, __fear__, __incapacitation__, __mental__, __occult__, __visual__)\ \ The thulgant rises up on its twitching limbs and presents its numerous tentacles\ \ and stingers in a horrifying display of awfulness. Creatures in a 30-foot\ \ emanation must attempt a DC 40 Will save, after which they are temporarily\ \ immune to further Stunning Displays for 1 minute. \n\n**Critical Success**\ \ The creature is unaffected. \n\n**Success** The creature is __stunned 1__.\ \ \n\n**Failure** The creature is stunned 4. \n\n**Critical Failure** The creature\ \ is stunned 8." requirements: null success: The creature is stunned 1. traits: - concentrate - emotion - enchantment - fear - incapacitation - mental - occult - visual trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** Fortitude DC 40; **Maximum Duration** 6 rounds; **Stage 1** 3d6 poison damage and the victim gains one of the following at random: __clumsy 1__, __enfeebled 1__, or __stupefied 1__ (1 round); **Stage 2** 6d6 poison damage and the victim gains two of the following at random: clumsy 2, enfeebled 2, or stupefied 2 (1 round); **Stage 3** 9d6 poison damage and the victim gains all three of the following: clumsy 3, enfeebled 3, and stupefied 3 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Thulgant Venom range: null raw_description: '**Thulgant Venom** (__poison__) **Saving Throw** Fortitude DC 40; **Maximum Duration** 6 rounds; **Stage 1** 3d6 poison damage and the victim gains one of the following at random: __clumsy 1__, __enfeebled 1__, or __stupefied 1__ (1 round); **Stage 2** 6d6 poison damage and the victim gains two of the following at random: clumsy 2, enfeebled 2, or stupefied 2 (1 round); **Stage 3** 9d6 poison damage and the victim gains all three of the following: clumsy 3, enfeebled 3, and stupefied 3 (1 round)' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Uncommon resistances: - amount: 15 type: mental - amount: 15 type: physical (except cold iron) ritual_lists: - dc: 40 misc: null name: Rituals spell_groups: - heightened_level: null level: 8 spells: - frequency: 9th name: imprisonment requirement: null to_hit: null saves: fort: 30 fort_misc: null misc: null ref: 28 ref_misc: null will: 32 will_misc: null sense_abilities: null senses: - Perception +30 - greater darkvision - true seeing size: Large skills: - bonus: 32 misc: null name: 'Acrobatics ' - bonus: 35 misc: null name: 'Athletics ' - bonus: 33 misc: null name: 'Occultism ' - bonus: 32 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 217 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: climb - amount: 50 type: fly - amount: 128 type: freedom of movement spell_lists: - dc: 40 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 9 spells: - frequency: ×3 name: flesh to stone requirement: null - frequency: null name: phantasmal calamity requirement: null - heightened_level: null level: 8 spells: - frequency: null name: dispel magic requirement: null - frequency: chaotic only name: divine aura requirement: null - frequency: chaotic only name: divine decree requirement: null - frequency: ×3 name: phantom pain requirement: null - heightened_level: null level: 7 spells: - frequency: null name: plane shift requirement: null - heightened_level: 9 level: 0 spells: - frequency: null name: daze requirement: null - frequency: null name: detect magic requirement: null - heightened_level: 6 level: -1 spells: - frequency: null name: freedom of movement requirement: null - frequency: null name: true seeing requirement: null to_hit: null traits: - Uncommon - CE - Large - Fiend - Qlippoth type: Creature weaknesses: - amount: 15 type: lawful - ability_mods: cha_mod: 3 con_mod: 7 dex_mod: 3 int_mod: 3 str_mod: 8 wis_mod: 5 ac: 31 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 100 feet. The thunderbird is surrounded by a cyclone of wind and driving rain. This area is greater difficult terrain for flying creatures, who must successfully __Maneuver in Flight__ (DC 27) or be blown 30 feet away from the thunderbird. Creatures on the ground must succeed at a DC 27 Reflex save to perform any __move__ action and are knocked __prone__ on a critical failure. The driving rain in the storm aura imposes a -2 circumstance penalty on Perception checks and extinguishes smaller flames. A thunderbird can deactivate or activate the storm aura as a free action with the __concentrate__ trait. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Storm Aura range: null raw_description: '**Storm Aura** (__air__, __aura__, __evocation__, __primal__, __water__) 100 feet. The thunderbird is surrounded by a cyclone of wind and driving rain. This area is greater difficult terrain for flying creatures, who must successfully __Maneuver in Flight__ (DC 27) or be blown 30 feet away from the thunderbird. Creatures on the ground must succeed at a DC 27 Reflex save to perform any __move__ action and are knocked __prone__ on a critical failure. The driving rain in the storm aura imposes a -2 circumstance penalty on Perception checks and extinguishes smaller flames. A thunderbird can deactivate or activate the storm aura as a free action with the __concentrate__ trait.' requirements: null success: null traits: - air - aura - evocation - primal - water trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: A lightning bolt dancing on the thunderbird's body leaps onto the creature, dealing 8d6 electricity damage (DC 30 basic Reflex save). effects: null failure: null frequency: null full_description: null generic_description: null name: Reactive Shock range: null raw_description: '**Reactive Shock [Reaction]** **Trigger** A creature enters the thunderbird''s reach or uses a __move__ action within their reach; **Effect** A lightning bolt dancing on the thunderbird''s body leaps onto the creature, dealing 8d6 electricity damage (DC 30 basic Reflex save).' requirements: null success: null traits: null trigger: A creature enters the thunderbird's reach or uses a __move__ action within their reach description: 'Thunderbirds bring storms on their wings. In times of drought, they are welcomed. Other times, they are offered gifts in hopes they might leave before flooding begins. When angered, they call down hurricanes and lay waste to entire villages, so many settlements conduct extensive rites to appease and honor local thunderbirds. Thunderbird parents carry their newly hatched offspring to hidden mountaintop nests, where the young are struck by their first bolts of lightning and learn the mysteries of the storm. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 30' hp: 200 hp_misc: null immunities: - electricity items: null knowledge_checks: dc: 30 skills: - Arcana - Nature languages: - Auran - Common level: 11 melee: - action_cost: One Action damage: formula: 2d6+12 type: piercing name: beak plus_damage: - formula: 3d6 type: electricity to_hit: 24 traits: null - action_cost: One Action damage: formula: 2d8+12 type: slashing name: talon plus_damage: null to_hit: 24 traits: - agile name: Thunderbird perception: 22 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: 'DC 30; **8th** __control weather__ (does not require secondary casters) ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rituals range: null raw_description: '**Rituals** DC 30; **8th** __control weather__ (does not require secondary casters) ' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The thunderbird spreads their wings and blasts their foe with thunderous bolts of lightning. Each creature in a 30-foot emanation takes 6d6 electricity damage and 6d6 sonic damage (DC 30 basic Reflex save). The thunderbird can't use Lightning Blast for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Lightning Blast range: null raw_description: '**Lightning Blast** [Two Actions] (__evocation__, __primal__) The thunderbird spreads their wings and blasts their foe with thunderous bolts of lightning. Each creature in a 30-foot emanation takes 6d6 electricity damage and 6d6 sonic damage (DC 30 basic Reflex save). The thunderbird can''t use Lightning Blast for 1d4 rounds.' requirements: null success: null traits: - evocation - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: A thunderbird can move in wind with ease. They don't treat wind as difficult terrain or need to __Maneuver in Flight__ in high winds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stormflight range: null raw_description: '**Stormflight** A thunderbird can move in wind with ease. They don''t treat wind as difficult terrain or need to __Maneuver in Flight__ in high winds.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature that takes damage from a thunderbird's thunderbolt Strike must succeed at a DC 28 Fortitude save or be knocked __prone__ and __deafened__ for 1 round. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Thunderstrike range: null raw_description: '**Thunderstrike** A creature that takes damage from a thunderbird''s thunderbolt Strike must succeed at a DC 28 Fortitude save or be knocked __prone__ and __deafened__ for 1 round.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 3d6 type: electricity and 3d6 sonic name: thunderbolt plus_damage: - formula: null type: thunderstrike to_hit: 23 traits: - range 200 feet rarity: Uncommon resistances: - amount: 10 type: sonic ritual_lists: null saves: fort: 24 fort_misc: null misc: null ref: 20 ref_misc: null will: 22 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: Wind, precipitation, and clouds don't impair a thunderbird's vision; it ignores the __concealed__ condition from storms, mist, precipitation, and the like. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stormsight range: null raw_description: '**Stormsight** Wind, precipitation, and clouds don''t impair a thunderbird''s vision; it ignores the __concealed__ condition from storms, mist, precipitation, and the like.' requirements: null success: null traits: null trigger: null senses: - Perception +22 - darkvision - stormsight size: Gargantuan skills: - bonus: 22 misc: null name: 'Acrobatics ' - bonus: 23 misc: null name: 'Athletics ' - bonus: 20 misc: null name: 'Intimidation ' - bonus: 20 misc: null name: 'Nature ' source: - abbr: Bestiary 2 page_start: 259 page_stop: null speed: - amount: 25 type: Land - amount: 80 type: fly spell_lists: null traits: - Uncommon - N - Gargantuan - Air - Beast - Electricity type: Creature weaknesses: null - ability_mods: cha_mod: -5 con_mod: 4 dex_mod: 6 int_mod: -5 str_mod: 1 wis_mod: 3 ac: 28 ac_special: null alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The swarm takes 1d6 damage as ticks cling to the creature and continue biting, dealing 3d6 __persistent piercing damage__. Immersion in water reduces the DC of the flat check to end this persistent damage to 5, and any area damage dealt to the creature destroys these clinging ticks. effects: null failure: null frequency: null full_description: null generic_description: null name: Cling range: null raw_description: '**Cling [Reaction]** **Trigger** A creature leaves the swarm''s space; **Effect** The swarm takes 1d6 damage as ticks cling to the creature and continue biting, dealing 3d6 __persistent piercing damage__. Immersion in water reduces the DC of the flat check to end this persistent damage to 5, and any area damage dealt to the creature destroys these clinging ticks.' requirements: null success: null traits: null trigger: A creature leaves the swarm's space description: 'This swarm of thousands of fist-sized ticks forms a moving carpet of bloated insects—a nauseating and intimidating sight. **__Recall Knowledge - Animal__ (__Nature__)**: DC 26' hp: 130 hp_misc: null immunities: - precision - swarm mind items: null knowledge_checks: dc: 26 skills: - Nature languages: null level: 9 melee: null name: Tick Swarm perception: 18 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: Each enemy in the swarm's space takes 3d6 piercing damage (DC 28 basic Reflex save) plus Cling and exposure to tick fever. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swarming Bites range: null raw_description: '**Swarming Bites** Each enemy in the swarm''s space takes 3d6 piercing damage (DC 28 basic Reflex save) plus Cling and exposure to tick fever.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 27 Fortitude; **Onset** 1 day; **Stage 1** __enfeebled__ (1 day); **Stage 2** enfeebled 2 (1 day).' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tick Fever range: null raw_description: '**Tick Fever** (__disease__) **Saving Throw** DC 27 Fortitude; **Onset** 1 day; **Stage 1** __enfeebled__ (1 day); **Stage 2** enfeebled 2 (1 day).' requirements: null success: null traits: - disease trigger: null ranged: null rarity: Common resistances: - amount: 5 type: bludgeoning - amount: 10 type: piercing - amount: 10 type: slashing ritual_lists: null saves: fort: 19 fort_misc: null misc: null ref: 19 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +18 - darkvision size: Large skills: - bonus: 16 misc: null name: 'Athletics ' - bonus: 19 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 260 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: climb spell_lists: null traits: - N - Large - Animal - Swarm type: Creature weaknesses: - amount: 10 type: area damage - amount: 10 type: splash damage - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 40 feet. Water in the area that is in the same body of water as the tidal master is difficult terrain for Swimming creatures that don't have the water trait. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vortex range: null raw_description: '**Vortex** (__aura__, __water__) 40 feet. Water in the area that is in the same body of water as the tidal master is difficult terrain for Swimming creatures that don''t have the water trait.' requirements: null success: null traits: - aura - water trigger: null description: 'Tidal masters use their power over waves and water to drown their enemies. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 26' hp: 155 hp_misc: null immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 26 skills: - Arcana - Nature languages: - Aquan level: 9 melee: - action_cost: One Action damage: formula: 2d12+11 type: bludgeoning name: wave plus_damage: - formula: null type: Push or Pull 10 feet to_hit: 21 traits: - reach 15 feet name: Tidal Master perception: 18 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drench range: null raw_description: '**Drench** (__abjuration__, __primal__, __water__) 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).' requirements: null success: null traits: - abjuration - primal - water trigger: null ranged: null rarity: Common resistances: - amount: 10 type: fire ritual_lists: null saves: fort: 18 fort_misc: null misc: null ref: 21 ref_misc: null will: 15 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: When not touching water, the tidal master is slowed 1 and can't use reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Water-Bound range: null raw_description: '**Water-Bound** When not touching water, the tidal master is slowed 1 and can''t use reactions.' requirements: null success: null traits: null trigger: null senses: - Perception +18 - darkvision size: Large skills: - bonus: 20 misc: null name: 'Athletics ' - bonus: 19 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 153 page_stop: null speed: - amount: 30 type: Land - amount: 80 type: swim spell_lists: null traits: - N - Large - Aquatic - Elemental - Water type: Creature weaknesses: null - 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 alignment: CE 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18' hp: 29 hp_misc: null immunities: null items: - dagger - explorer's clothing - spellbook - staff knowledge_checks: dc: 18 skills: - Society languages: - Abyssal - Common level: 3 melee: - action_cost: One Action damage: formula: 1d6 type: bludgeoning name: staff plus_damage: null to_hit: 6 traits: - two-handed 1d8 - action_cost: One Action damage: formula: 1d4 type: piercing name: dagger plus_damage: null to_hit: 7 traits: - agile - finesse - versatile S name: Tiefling Adept perception: 6 proactive_abilities: - action_cost: Free Action critical_failure: null critical_success: null description: null effect: The adept hasn't acted yet on this turn. effects: null failure: null frequency: Once per day full_description: null generic_description: null name: Drain Bonded Item range: null raw_description: '**Drain Bonded Item** [Free Action] **Frequency** Once per day; **Requirements** The adept hasn''t acted yet on this turn. **Effect** The adept expends the power stored in its staff. This gives the adept the ability to cast one prepared spell it had already previously cast today (choosing a different spell level each time), without spending a spell slot. The adept must still Cast the Spell and meet the spell''s other requirements.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d4+1 type: piercing name: dagger plus_damage: null to_hit: 7 traits: - agile - thrown 10 feet - versatile S rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 5 fort_misc: null misc: null ref: 7 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +6 - darkvision size: Medium skills: - bonus: 9 misc: null name: 'Abyss Lore ' - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 9 misc: null name: 'Arcana ' - bonus: 9 misc: null name: 'Deception ' - bonus: 7 misc: null name: 'Intimidation ' - bonus: 9 misc: null name: 'Occultism ' - bonus: 6 misc: null name: 'Religion ' - bonus: 9 misc: null name: 'Society ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 262 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 21 misc: '' name: Arcane Prepared Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: flaming sphere requirement: null - frequency: null name: invisibility requirement: null - heightened_level: null level: 1 spells: - frequency: null name: charm requirement: null - frequency: null name: magic missile requirement: null - frequency: null name: ray of enfeeblement requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: chill touch requirement: null - frequency: null name: detect magic requirement: null - frequency: null name: mage hand requirement: null - frequency: null name: shield requirement: null - frequency: null name: tanglefoot requirement: null to_hit: 11 - dc: 17 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: darkness requirement: null to_hit: null traits: - CE - Medium - Human - Humanoid - Tiefling type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 19' hp: 60 hp_misc: null immunities: null items: null knowledge_checks: dc: 19 skills: - Nature languages: null level: 4 melee: - action_cost: One Action damage: formula: 1d10+7 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 13 traits: null - action_cost: One Action damage: formula: 1d8+7 type: slashing name: claw plus_damage: null to_hit: 13 traits: - agile name: Tiger perception: 12 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pounce range: null raw_description: '**Pounce** 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The tiger deals 1d6 extra precision damage to flat-footed creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The tiger deals 1d6 extra precision damage to flat-footed creatures.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The tiger makes a claw Strike against a creature it is grabbing. If the attack hits, that creature is knocked __prone__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wrestle range: null raw_description: '**Wrestle** The tiger makes a claw Strike against a creature it is grabbing. If the attack hits, that creature is knocked __prone__.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 11 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +12 - low-light vision - scent (imprecise) 30 feet size: Large skills: - bonus: 11 misc: null name: 'Acrobatics ' - bonus: 13 misc: null name: 'Athletics ' - bonus: 13 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 53 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - ability_mods: cha_mod: -4 con_mod: 5 dex_mod: 1 int_mod: -5 str_mod: 8 wis_mod: 5 ac: 28 ac_special: null alignment: N automatic_abilities: null description: 'These colossal, solitary centipedes claim vast hunting grounds. **__Recall Knowledge - Animal__ (__Nature__)**: DC 26' hp: 155 hp_misc: null immunities: null items: null knowledge_checks: dc: 26 skills: - Nature languages: null level: 9 melee: - action_cost: One Action damage: formula: 2d10+12 type: piercing name: mandibles plus_damage: - formula: null type: titan centipede venom to_hit: 21 traits: - reach 20 feet - action_cost: One Action damage: formula: 2d8+10 type: bludgeoning name: foot plus_damage: null to_hit: 19 traits: null name: Titan Centipede perception: 18 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: When a titan centipede scores a critical hit with its mandibles, the target is painfully pierced with barbed spines and bristles, taking 1d6 __persistent bleed damage__ and becoming __flat-footed__ as long as the bleed damage continues. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Impaling Critical range: null raw_description: '**Impaling Critical** When a titan centipede scores a critical hit with its mandibles, the target is painfully pierced with barbed spines and bristles, taking 1d6 __persistent bleed damage__ and becoming __flat-footed__ as long as the bleed damage continues.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw **DC 28 Fortitude; **Maximum Duration **6 rounds; **Stage 1** 2d6 poison damage and __clumsy 2__ (1 round); **Stage 2** 2d8 poison damage, clumsy 2, and __slowed 1__ (1 round); **Stage 3** 2d10 poison damage, clumsy 2, and slowed 2 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Titan Centipede Venom range: null raw_description: '**Titan Centipede Venom** (__poison__) **Saving Throw **DC 28 Fortitude; **Maximum Duration **6 rounds; **Stage 1** 2d6 poison damage and __clumsy 2__ (1 round); **Stage 2** 2d8 poison damage, clumsy 2, and __slowed 1__ (1 round); **Stage 3** 2d10 poison damage, clumsy 2, and slowed 2 (1 round)' requirements: null success: null traits: - poison trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Huge or smaller, foot, DC 28 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**__Trample__** [Three Actions] Huge or smaller, foot, DC 28' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The titan centipede Strides up to its Speed or Steps. During this movement, it can pass through spaces as narrow as 10 feet without __Squeezing__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Undulate range: null raw_description: '**Undulate** The titan centipede Strides up to its Speed or Steps. During this movement, it can pass through spaces as narrow as 10 feet without __Squeezing__.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 20 fort_misc: null misc: null ref: 16 ref_misc: null will: 18 will_misc: null sense_abilities: null senses: - Perception +18 - darkvision size: Gargantuan skills: - bonus: 16 misc: null name: 'Acrobatics ' - bonus: 21 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 50 page_stop: null speed: - amount: 50 type: Land - amount: 50 type: climb spell_lists: null traits: - N - Gargantuan - Animal type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: 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. These strange creatures have oblong bodies coated in a viscous and transparent slime, three large black eyes, and eight thick, multi-jointed limbs, four of which are inverted and point upward, allowing the monster to easily crawl on either the ceiling or floor of narrow caverns and squeeze through narrow spaces. Their jaws appear small and tubular when closed but peel apart and stretch to terrifying proportions when opened, as their dozens of pointed teeth part to reveal a freakishly long tongue. A tixitog usually hides from the spiders in the lair it has claimed, not out of fear but to keep the spiders from abandoning the lair and moving elsewhere. When a tixitog emerges from the shadows, most spiders flee from it rather than attack, and the tixitog uses this behavior to direct entire swarms of spiders where it pleases. This is typically bad news for bands of adventurers who find themselves within a tixitog''s lair; in the mass hysteria caused by a skittering swarm of spiders headed straight toward them, spelunkers typically fail to notice the more dangerous threat that follows closely behind. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 20' hp: 40 hp_misc: null immunities: - poison items: null knowledge_checks: dc: 20 skills: - Occultism languages: - Aklo - Common level: 3 melee: - action_cost: One Action damage: formula: 1d12+5 type: piercing name: jaws plus_damage: null to_hit: 10 traits: null - action_cost: One Action damage: null name: tongue plus_damage: null to_hit: 12 traits: - reach 20 feet - action_cost: One Action damage: formula: 1d10+5 type: bludgeoning name: leg plus_damage: null to_hit: 10 traits: - agile name: Tixitog perception: 9 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: Small, 1d12+3 bludgeoning, Rupture 10 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**Swallow Whole** Small, 1d12+3 bludgeoning, Rupture 10' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tongue Pull range: null raw_description: '**Tongue Pull** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 10 ref_misc: null will: 7 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The tixitog can detect the vibrations of creatures touching a web that the tixitog is also touching. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Web Sense range: null raw_description: '**Web Sense** The tixitog can detect the vibrations of creatures touching a web that the tixitog is also touching.' requirements: null success: null traits: null trigger: null senses: - Perception +9 - darkvision - web sense (imprecise) 60 feet size: Medium skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 10 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Occultism ' - bonus: 9 misc: null name: 'Spider Lore ' - bonus: 10 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #145: Hellknight Hill' page_start: 91 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: climb spell_lists: null traits: - Uncommon - NE - Medium - Aberration type: Creature weaknesses: null - ability_mods: cha_mod: -2 con_mod: 3 dex_mod: 2 int_mod: -4 str_mod: 5 wis_mod: 2 ac: 17 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Any creature that hits the giant toad with an unarmed Strike or otherwise touches the toad is exposed to giant toad poison. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Poisonous Warts range: null raw_description: '**Poisonous Warts** Any creature that hits the giant toad with an unarmed Strike or otherwise touches the toad is exposed to giant toad poison.' requirements: null success: null traits: null trigger: null description: 'Most giant toads live in dry environments, particularly deserts, and eagerly eat almost any creature smaller than themselves. They''re known to eat giant rats, then take over the rats'' burrows as homes. Giant toads have large poison glands behind their eyes that enable them to coat their skin with poison. This leads to them having very few natural predators, and populations can quickly explode if left unchecked. While most consider giant toads dangerous pests, some groups of __ogres__ and __hill giants__ cultivate them to collect their poison for recreational use. **__Recall Knowledge - Animal__ (__Nature__)**: DC 16' hp: 36 hp_misc: null immunities: null items: null knowledge_checks: dc: 16 skills: - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d8+5 type: piercing name: bite plus_damage: - formula: null type: Grab to_hit: 11 traits: null - action_cost: One Action damage: null name: tongue plus_damage: null to_hit: 11 traits: - reach 10 feet name: Giant Toad perception: 8 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 19 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __stupefied 1__ (1 round); **Stage 2** stupefied 1 and __confused__ (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Giant Toad Poison range: null raw_description: '**Giant Toad Poison** (__poison__) **Saving Throw** DC 19 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __stupefied 1__ (1 round); **Stage 2** stupefied 1 and __confused__ (1 round)' requirements: null success: null traits: - poison trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Medium, 1d8+2 bludgeoning, Rupture 8 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**__Swallow Whole__** (__attack__) Medium, 1d8+2 bludgeoning, Rupture 8' requirements: null success: null traits: - attack trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature hit by the giant toad's tongue becomes __grabbed__ by the giant toad. The creature isn't __immobilized__, but it can't move beyond the reach of the toad's tongue. A creature can sever the tongue with a successful Strike against AC 15 that deals at least 6 slashing damage. This deals no damage to the toad but prevents it from using its tongue Strike until it regrows its tongue, which takes a week. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tongue Grab range: null raw_description: '**Tongue Grab** A creature hit by the giant toad''s tongue becomes __grabbed__ by the giant toad. The creature isn''t __immobilized__, but it can''t move beyond the reach of the toad''s tongue. A creature can sever the tongue with a successful Strike against AC 15 that deals at least 6 slashing damage. This deals no damage to the toad but prevents it from using its tongue Strike until it regrows its tongue, which takes a week.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 8 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +8 - low-light vision - scent (imprecise) 30 feet size: Large skills: - bonus: 9 misc: +11 to High Jump or Long Jump name: 'Athletics ' - bonus: 6 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 261 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When a creature slays a tor linnorm, it must succeed at a DC 48 Will save or permanently gain weakness to fire 20 and slowed 1 from the agonizing pain it now endures at all times. As long as a character continues to suffer this curse, its slowed condition can never be reduced below slowed 1. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Curse of Boiling Blood range: null raw_description: '**Curse of Boiling Blood** (__curse__, __fire__, __primal__) When a creature slays a tor linnorm, it must succeed at a DC 48 Will save or permanently gain weakness to fire 20 and slowed 1 from the agonizing pain it now endures at all times. As long as a character continues to suffer this curse, its slowed condition can never be reduced below slowed 1.' requirements: null success: null traits: - curse - fire - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: A tor linnorm can breathe and swim freely while submerged in lava and magma. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Lava Affinity range: null raw_description: '**Lava Affinity** A tor linnorm can breathe and swim freely while submerged in lava and magma.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: Tail only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 44' hp: 440 hp_misc: regeneration 20 (deactivated by cold iron) immunities: - curse - fire - paralyzed - sleep items: null knowledge_checks: dc: 44 skills: - Arcana languages: - Aklo - Draconic - Sylvan level: 21 melee: - action_cost: One Action damage: formula: 4d12+19 type: piercing name: jaws plus_damage: - formula: null type: tor linnorm venom to_hit: 40 traits: - reach 30 feet - magical - action_cost: One Action damage: formula: 4d8+19 type: slashing name: claw plus_damage: null to_hit: 40 traits: - reach 30 feet - agile - magical - action_cost: One Action damage: formula: 4d6+19 type: bludgeoning name: tail plus_damage: - formula: null type: Improved Grab to_hit: 40 traits: - reach 30 feet - agile - magical name: Tor Linnorm perception: 37 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__evocation__, __fire__, __primal__) 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.' requirements: null success: null traits: - evocation - fire - primal trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 3d6+21 bludgeoning, DC 46 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 3d6+21 bludgeoning, DC 46' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Slashing Claws range: null raw_description: '**Slashing Claws** 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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__.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tor Linnorm Venom range: null raw_description: '**Tor Linnorm Venom** (__fire__, __injury__, __poison__) **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__.' requirements: null success: null traits: - fire - injury - poison trigger: null ranged: null rarity: Uncommon resistances: - amount: 15 type: cold iron ritual_lists: null saves: fort: 38 fort_misc: null misc: +1 status to all saves vs. magic ref: 35 ref_misc: null will: 33 will_misc: null sense_abilities: null senses: - Perception +37 - darkvision - scent (imprecise) 60 feet - true seeing size: Gargantuan skills: - bonus: 35 misc: null name: 'Acrobatics ' - bonus: 40 misc: null name: 'Athletics ' - bonus: 37 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 227 page_stop: null speed: - amount: 35 type: Land - amount: 35 type: climb - amount: 100 type: fly - amount: 60 type: swim - amount: 128 type: freedom of movement spell_lists: - dc: 44 misc: null name: Primal Innate Spells spell_groups: - heightened_level: 9 level: -1 spells: - frequency: null name: freedom of movement requirement: null - heightened_level: 8 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: null traits: - Uncommon - CE - Gargantuan - Dragon - Fire type: Creature weaknesses: null - ability_mods: cha_mod: 3 con_mod: 2 dex_mod: 6 int_mod: 1 str_mod: 4 wis_mod: 2 ac: 25 ac_special: null alignment: NE automatic_abilities: null description: 'Spawned by the same unnatural and self-destructive obsessions that drove them when they were alive, totenmaskes are the undead remnants of the most self-indulgent and sinful among us. Though unable to sate their perverse desires, these foul undead can drain the very flesh from their victims so as to wrap themselves in a perverse mockery of life that allows them to pursue their base wants. Totenmaskes'' specific longings vary—one might be obsessed with food or drink, while another might be vain and desirous of an attractive form to marvel at in a mirror, while yet another could simply long for the scent of blood. Whatever the sensation the totenmaske seeks, it is always a vice taken to extreme, for this sin is what helped condemn it to unlife in the first place. A totenmaske obsessed with food, for example, might find itself assaulting bakeries or breweries, while a vain totenmaske obsessed with glamor could quickly grow bored of each new look and switch its victims out daily, or even hourly. **__Recall Knowledge - Undead__ (__Religion__)**: DC 23' hp: 128 hp_misc: negative healing negative healing immunities: - death effects - disease - paralyzed - poison - unconscious items: null knowledge_checks: dc: 23 skills: - Religion languages: - Common - Necril level: 7 melee: - action_cost: One Action damage: formula: 2d6+7 type: piercing name: jaws plus_damage: - formula: 2d6 type: negative to_hit: 18 traits: - finesse - action_cost: One Action damage: formula: 2d8+7 type: slashing name: claw plus_damage: null to_hit: 18 traits: - agile - finesse name: Totenmaske perception: 15 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The totenmaske hit the same enemy with two claw Strikes this turn and is still adjacent to it effects: null failure: null frequency: null full_description: null generic_description: null name: Drink Flesh range: null raw_description: '**Drink Flesh** (__divine__, __necromancy__) **Requirement** The totenmaske hit the same enemy with two claw Strikes this turn and is still adjacent to it; **Effect** The totenmaske drains flesh from the creature''s body. The creature becomes __sickened 2__ and __drained 1__ unless it succeeds at a DC 25 Fortitude save (sickened 2 and drained 2 on a critical failure).' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The totenmaske takes the appearance of a Medium or smaller humanoid creature. This is either its form from before it became undead, or the form of the last creature it successfully hit with Drink Flesh. This doesn't change the totenmaske's Speed or the attack and damage bonuses for its Strikes, but might change the damage type its Strikes deal (typically to bludgeoning). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Living Form range: null raw_description: '**Living Form** (__concentrate__, __divine__, __polymorph__, __transmutation__) The totenmaske takes the appearance of a Medium or smaller humanoid creature. This is either its form from before it became undead, or the form of the last creature it successfully hit with Drink Flesh. This doesn''t change the totenmaske''s Speed or the attack and damage bonuses for its Strikes, but might change the damage type its Strikes deal (typically to bludgeoning).' requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: 'After spending 1 minute in contact with a __paralyzed__, __unconscious__, or willing creature, a totenmaske can reshape the target''s face, causing flesh to cover vital features. The target can attempt a DC 25 Fortitude save to resist; a critical success grants temporary immunity to Shape Flesh for 24 hours. Each time the totenmaske Shapes Flesh, it chooses one feature: ears (target becomes __deafened__), eyes (target becomes __blinded__), mouth (target can''t speak or eat), or nose (target can''t smell). A creature with both its nose and mouth sealed can''t breathe and begins to __suffocate__. Changes are permanent until reversed by removing this curse, or the sealed flesh can be surgically opened with a DC 25 Medicine check that takes 1d4 rounds and deals 1d6 slashing damage per round.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shape Flesh range: null raw_description: '**Shape Flesh** (__curse__, __divine__, __necromancy__) After spending 1 minute in contact with a __paralyzed__, __unconscious__, or willing creature, a totenmaske can reshape the target''s face, causing flesh to cover vital features. The target can attempt a DC 25 Fortitude save to resist; a critical success grants temporary immunity to Shape Flesh for 24 hours. Each time the totenmaske Shapes Flesh, it chooses one feature: ears (target becomes __deafened__), eyes (target becomes __blinded__), mouth (target can''t speak or eat), or nose (target can''t smell). A creature with both its nose and mouth sealed can''t breathe and begins to __suffocate__. Changes are permanent until reversed by removing this curse, or the sealed flesh can be surgically opened with a DC 25 Medicine check that takes 1d4 rounds and deals 1d6 slashing damage per round.' requirements: null success: null traits: - curse - divine - necromancy trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 17 ref_misc: null will: 13 will_misc: null sense_abilities: null senses: - Perception +15 - darkvision size: Medium skills: - bonus: 15 misc: null name: 'Acrobatics ' - bonus: 17 misc: null name: 'Deception ' - bonus: 17 misc: null name: 'Stealth ' - bonus: 15 misc: null name: 'Thievery ' source: - abbr: Bestiary 2 page_start: 262 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - NE - Medium - Undead type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 120 feet. Plants near Treerazer twist, deform, and transform into thorny or fungoid parodies of their natural shapes. A living creature in this area must succeed at a DC 47 Fortitude save each round or become partially transformed into plantlike matter. Those who fail this saving throw are treated as if they were plants for the purposes of any effect that particularly harms or inconveniences plant creatures more than other creatures, but do not gain any benefits of being plant creatures. This effect lasts as long as the creature remains within the area of corruption and for 1 minute thereafter. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Aura of Corruption range: null raw_description: '**Aura of Corruption** (__aura__, __plant__, __primal__, __transmutation__) 120 feet. Plants near Treerazer twist, deform, and transform into thorny or fungoid parodies of their natural shapes. A living creature in this area must succeed at a DC 47 Fortitude save each round or become partially transformed into plantlike matter. Those who fail this saving throw are treated as if they were plants for the purposes of any effect that particularly harms or inconveniences plant creatures more than other creatures, but do not gain any benefits of being plant creatures. This effect lasts as long as the creature remains within the area of corruption and for 1 minute thereafter.' requirements: null success: null traits: - aura - plant - primal - transmutation trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. Treerazer rarely leaves his swampy realm of Tanglebriar—a large thicket of tainted foliage and rotting detritus just south of Kyonin''s Fierani Forest—but can be encountered anywhere within that toxic mire, often accompanied by a small legion of demons, corrupted fey, and other deadly allies. Certain occult rituals have the power to call him forth from Tanglebriar, granting him the opportunity to directly work his evils beyond the realm to which he has been exiled. Some believe that no eldritch force contains Treerazer and that, were he willing, he could travel Golarion with impunity, spreading the twisted blessings of his touch and the corruption of his presence, yet the Lord of the Blasted Tarn is as cunning and canny as he is deadly, and prefers to work his evils on the world from the safety of his nightmare realm. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 60' hp: 550 hp_misc: regeneration 50 (deactivated by good immunities: - death effects - disease - mental - poison items: - blackaxe knowledge_checks: dc: 60 skills: - Religion languages: - Abyssal - Common - Elven - Sylvan - telepathy 300 ft. level: 25 melee: - action_cost: One Action damage: formula: 4d12+15 type: slashing name: Blackaxe plus_damage: - formula: 1d6 type: acid - formula: 1d6 type: chaotic - formula: 1d6 type: evil - formula: 2d6 type: slashing vs. plants to_hit: 47 traits: - acid - chaotic - evil - magical - reach 15 feet - sweep - action_cost: One Action damage: formula: 4d10+18 type: slashing name: jaws plus_damage: - formula: 2d6 type: chaotic and 2d6 evil to_hit: 45 traits: - agile - chaotic - evil - magical - reach 15 feet name: Treerazer perception: 46 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Defoliation range: null raw_description: '**Defoliation** [Two Actions] (__primal__, __necromancy__, __plant__) 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.' requirements: null success: null traits: - primal - necromancy - plant trigger: null - action_cost: Free Action critical_failure: null critical_success: null description: null effect: Treerazer casts his innate dispel magic, targeting the creature he hit with his Strike or one spell affecting that creature. effects: null failure: null frequency: once per round full_description: null generic_description: null name: Dispelling Strike range: null raw_description: '**Dispelling Strike** [Free Action] (__abjuration__, __primal__) **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.' requirements: null success: null traits: - abjuration - primal trigger: Treerazer hits a creature, object, or spell effect with a weapon Strike or a defoliation attack. - action_cost: None critical_failure: null critical_success: null description: When Treerazer scores a critical hit with a melee attack, the target is stunned 2. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Staggering Strike range: null raw_description: '**Staggering Strike** When Treerazer scores a critical hit with a melee attack, the target is stunned 2.' requirements: null success: null traits: null trigger: null ranged: null rarity: Rare resistances: - amount: 20 type: acid - amount: 15 type: cold - amount: 15 type: fire - amount: 20 type: physical (except cold iron) ritual_lists: - dc: 49 misc: null name: Primal Rituals spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: planar ally requirement: null - heightened_level: null level: 1 spells: - frequency: null name: abyssal pact requirement: null to_hit: null saves: fort: 42 fort_misc: null misc: +2 status to all saves vs. magic ref: 40 ref_misc: null will: 43 will_misc: null sense_abilities: null senses: - Perception +46 - darkvision - true seeing size: Huge skills: - bonus: 40 misc: null name: 'Acrobatics ' - bonus: 38 misc: null name: 'Arcana ' - bonus: 45 misc: null name: 'Athletics ' - bonus: 46 misc: null name: 'Intimidation ' - bonus: 49 misc: null name: 'Nature ' - bonus: 38 misc: null name: 'Occultism ' - bonus: 45 misc: null name: 'Religion ' - bonus: 40 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 312 page_stop: null speed: - amount: 60 type: Land - amount: 60 type: fly - amount: 40 type: swim - amount: 128 type: freedom of movement spell_lists: - dc: 49 misc: '' name: Primal Innate Spells spell_groups: - heightened_level: null level: 10 spells: - frequency: null name: horrid wilting requirement: null - frequency: null name: time stop requirement: null - frequency: null name: wall of thorns requirement: null - heightened_level: null level: 9 spells: - frequency: at will name: abyssal wrath requirement: null - frequency: at will name: dispel magic requirement: null - heightened_level: null level: 6 spells: - frequency: at will name: tangling creepers requirement: null - heightened_level: null level: 5 spells: - frequency: at will name: abyssal plague requirement: null - heightened_level: null level: 3 spells: - frequency: at will name: earthbind requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: telekinetic maneuver requirement: null - heightened_level: 9 level: 0 spells: - frequency: null name: telekinetic projectile requirement: null - heightened_level: 8 level: -1 spells: - frequency: null name: true seeing requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: freedom of movement requirement: null to_hit: 43 traits: - Rare - CE - Huge - Amphibious - Demon - Fiend type: Creature weaknesses: - amount: 20 type: good - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: A creature must be mounted on the triceratops. effects: null failure: null frequency: null full_description: null generic_description: null name: Frill Defense range: null raw_description: '**Frill Defense** [Reaction] **Trigger** The rider is targeted with an attack. **Requirements** A creature must be mounted on the triceratops. **Effect** The triceratops intercepts the attack with its bony frill. The rider gains a +2 circumstance bonus to its AC against the triggering attack.' requirements: null success: null traits: null trigger: The rider is targeted with an attack. 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. Triceratopses are surely the most well-known of the dinosaurs known as ceratopids, but many others exist. For example, the smaller styracosauruses have only one horn but several horn-like protrusions on their frills. **__Recall Knowledge - Animal__ (__Nature__)**: DC 24' hp: 140 hp_misc: null immunities: null items: null knowledge_checks: dc: 24 skills: - Nature languages: null level: 8 melee: - action_cost: One Action damage: formula: 2d8+9 type: piercing name: horns plus_damage: - formula: null type: Knockdown to_hit: 19 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d6+9 type: bludgeoning name: foot plus_damage: null to_hit: 19 traits: - reach 10 feet name: Triceratops perception: 16 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The triceratops Strides up to 10 feet and then makes a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Lumbering Charge range: null raw_description: '**Lumbering Charge** The triceratops Strides up to 10 feet and then makes a Strike.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Large or smaller, foot, DC 26 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**Trample** [Three Actions] Large or smaller, foot, DC 26' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A triceratops deals 2d6 extra persistent bleed damage to prone targets it hits with its horns. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vicious Gore range: null raw_description: '**Vicious Gore** A triceratops deals 2d6 extra persistent bleed damage to prone targets it hits with its horns.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 18 fort_misc: null misc: null ref: 12 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +16 - low-light vision - scent (imprecise) 30 feet size: Huge skills: - bonus: 21 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 99 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - N - Huge - Animal - Dinosaur type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 1 dex_mod: 3 int_mod: 0 str_mod: 4 wis_mod: 2 ac: 18 ac_special: null alignment: NG automatic_abilities: null description: 'While sometimes understandably mistaken for __merfolk__—both species live underwater and have a blend of features from both humans and fish—tritons have two legs instead of a tail. This gives tritons the ability to operate on land, though they are neither as comfortable nor as skilled above water as below. The arms and legs of a triton feature fins that assist in swimming, and their entire body is covered in fine scales that range in color from silver to cerulean blue to seaweed green. Their amphibious nature shows in the webbing between the digits of their feet and hands, as well as the fact that they have both gills and a human-shaped nose and mouth. Triton hair grows in wide strands like seagrass, commonly green in shade but in some cases blue or white. Their eyes range in color from sea blue to golden. Many tritons see themselves as defenders of the deep, dedicating their lives to protecting the inhabitants of the seas from evil creatures and intruders—whether they come from underwater or the surface world. Primary among triton foes are __sea devils__ and __alghollthu__, both of whom have amphibious forces that tritons have had to fight underwater and on land. In their quest to fight underwater evil, tritons sometimes ally with __dolphins__ and sea turtles (both of which make excellent mounts), __water elemental__, and sometimes even __sharks__ and __sea serpents__. Tritons can summon such allies using a conch shell as a trumpet. When it comes to other intelligent undersea species, however, tritons take pride in their self-sufficiency, rarely trading with other underwater peoples such as merfolk, and even more rarely forming established alliances. Tritons live in natural-grown villages on the sea floor, forging dwellings out of colorful coral reefs, in rift valleys heated by volcanic activity, and even in underwater canyons— though they avoid settling in extreme depths due to the risk of encountering __krakens__ or worse. They like to decorate their homes with aquatic plants, bioluminescent fish, and attractive trinkets recovered from shipwrecks. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16' hp: 30 hp_misc: null immunities: null items: - conch shell - shell armor - shell armor - trident knowledge_checks: dc: 16 skills: - Society languages: - Aquan - Common level: 2 melee: - action_cost: One Action damage: formula: 1d8+6 type: piercing name: trident plus_damage: null to_hit: 10 traits: null name: Triton perception: 8 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The triton Interacts to raise their trident, gaining a +1 circumstance bonus to AC until the start of their next turn. During this time, any of their allies also gains the bonus while adjacent to the triton. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Defender of the Seas range: null raw_description: '**Defender of the Seas** The triton Interacts to raise their trident, gaining a +1 circumstance bonus to AC until the start of their next turn. During this time, any of their allies also gains the bonus while adjacent to the triton.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: null effect: The triton blows into a conch shell, casting a 2nd-level __summon animal__ spell. The triton can summon only an __aquatic__ creature, such as a __dolphin__, __octopus__, __ray__, __sea snake__, or __electric eel__This creature remains until it is slain, the triton Dismisses it, or the triton summons another ally. effects: null failure: null frequency: once per day full_description: null generic_description: null name: Summon Aquatic Ally range: null raw_description: '**Summon Aquatic Ally** [Three Actions] (__conjuration__, __primal__) **Frequency** once per day; **Effect** The triton blows into a conch shell, casting a 2nd-level __summon animal__ spell. The triton can summon only an __aquatic__ creature, such as a __dolphin__, __octopus__, __ray__, __sea snake__, or __electric eel__This creature remains until it is slain, the triton Dismisses it, or the triton summons another ally.' requirements: null success: null traits: - conjuration - primal trigger: null ranged: - action_cost: One Action damage: formula: 1d8+6 type: piercing name: trident plus_damage: null to_hit: 9 traits: - thrown 20 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 5 fort_misc: null misc: null ref: 11 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +8 - darkvision size: Medium skills: - bonus: 8 misc: null name: 'Athletics ' - bonus: 4 misc: null name: 'Crafting ' - bonus: 6 misc: null name: 'Diplomacy ' - bonus: 6 misc: null name: 'Nature ' - bonus: 9 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 263 page_stop: null speed: - amount: 5 type: Land - amount: 35 type: swim spell_lists: null traits: - NG - Medium - Amphibious - Humanoid type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The troll king shakes itself to remove persistent acid or fire effects. The troll king immediately attempts a DC 15 flat check to end the persistent damage that triggered this reaction. If the troll king succeeds at this check, it can immediately use Primordial Roar as part of this reaction. effects: null failure: null frequency: null full_description: null generic_description: null name: Vigorous Shake range: null raw_description: '**Vigorous Shake** [Reaction] **Trigger** The troll king takes persistent acid or fire damage. **Effect** The troll king shakes itself to remove persistent acid or fire effects. The troll king immediately attempts a DC 15 flat check to end the persistent damage that triggered this reaction. If the troll king succeeds at this check, it can immediately use Primordial Roar as part of this reaction.' requirements: null success: null traits: null trigger: The troll king takes persistent acid or fire damage. 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 hp_misc: regeneration 30 (deactivated by acid or fire immunities: null items: null languages: - Jotun level: 10 melee: - action_cost: One Action damage: formula: 2d12+13 type: piercing name: jaws plus_damage: null to_hit: 23 traits: - reach 10 feet - action_cost: One Action damage: formula: 2d8+13 type: slashing name: claw plus_damage: null to_hit: 23 traits: - agile - reach 10 feet name: Troll King perception: 19 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The troll king's regeneration is not currently deactivated. effects: null failure: null frequency: null full_description: null generic_description: null name: Forced Regeneration range: null raw_description: '**Forced Regeneration** (__concentrate__) **Requirements** The troll king''s regeneration is not currently deactivated. **Effect** The troll king regains 15 HP.' requirements: null success: null traits: - concentrate trigger: null - action_cost: One Action critical_failure: The creature is frightened 3. 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. 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. effect: null effects: null failure: The creature is frightened 2.Critical Failure The creature is frightened 3. frequency: null full_description: null generic_description: null name: Primordial Roar range: null raw_description: '**Primordial Roar** (__auditory__, __emotion__, __fear__, __mental__) 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.' requirements: null success: The creature is frightened 1.Failure The creature is frightened 2.Critical Failure The creature is frightened 3. traits: - auditory - emotion - fear - mental trigger: null - action_cost: One Action critical_failure: null critical_success: null description: claw effect: The monster automatically deals that Strike's damage again to the enemy. effects: null failure: null frequency: null full_description: null generic_description: null name: Rend range: null raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy. requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Unstoppable Charge range: null raw_description: '**Unstoppable Charge** [Three Actions] 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 23 fort_misc: null misc: null ref: 17 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +19 - darkvision size: Large skills: - bonus: 21 misc: null name: 'Athletics ' - bonus: 22 misc: null name: 'Intimidation ' - bonus: 17 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 315 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - CE - Large - Giant - Troll type: Creature weaknesses: - amount: 10 type: fire - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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 hp_misc: regeneration 20 (deactivated by acid or fire immunities: null items: null languages: - Jotun level: 5 melee: - action_cost: One Action damage: formula: 2d10+5 type: piercing name: jaws plus_damage: null to_hit: 14 traits: - reach 10 feet - action_cost: One Action damage: formula: 2d8+5 type: slashing name: claw plus_damage: null to_hit: 14 traits: - agile - reach 10 feet name: Troll perception: 11 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: claw effect: The monster automatically deals that Strike's damage again to the enemy. effects: null failure: null frequency: null full_description: null generic_description: null name: Rend range: null raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy. requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 11 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +11 - darkvision size: Large skills: - bonus: 12 misc: null name: 'Athletics ' - bonus: 12 misc: null name: 'Intimidation ' source: - abbr: Bestiary page_start: 314 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - CE - Large - Giant - Troll type: Creature weaknesses: - amount: 10 type: fire - ability_mods: cha_mod: -2 con_mod: 5 dex_mod: 1 int_mod: -4 str_mod: 4 wis_mod: 1 ac: 17 ac_special: null alignment: N automatic_abilities: null description: 'Trollhounds are squat, slavering beasts akin to trolls in canine form. Requiring vast quantities of meat to fuel their regenerative metabolisms, packs of wild trollhounds prowl the foothills of regions where __trolls__ dwell, their voracious hunger driving them to slaughter and consume any prey they encounter. In some regions, trolls breed trollhounds as pets, utilizing the trollhounds'' keen sense of smell to aid in the hunt. Covered in fetid, weeping sores, trollhounds are carriers of a debilitating contagion known as bloodfire fever. Creatures that contract the disease through the bite of a trollhound experience deep internal pain, as if their blood were on fire. Additional symptoms include loss of muscle coordination, pus-filled blisters, and overall lethargy and fatigue. Other than suffering from skin irritation, both trolls and trollhounds are immune to the major effects of the disease. Trollhounds are fearless on the hunt and in combat, relying on their ability to regenerate to carry them through. Not even the threat of fire is enough to repel them, as the beasts don''t recognize the danger it represents. Nevertheless, fire is one of the most effective tools in combating trollhounds; canny hunters know to burn every last remnant of a supposedly slain trollhound, for their regenerative powers are potent indeed. While trolls themselves have had great success in domesticating, training, and even befriending trollhounds, the same cannot be said for other would-be masters. Whether impeded by constant exposure to trollhounds'' diseased slobber, their ravenous hunger that never seems to be fully sated, or simply their foul personality and quick-to-bite temperament, most attempts to use trollhounds in place of more reliable guardians end in pain, misery, and a pack of feral trollhounds escaping into the hinterlands. Left to their own devices, a pack of escaped trollhounds can breed relatively quickly, and it can take less than a year for a small pack to multiply into a significant threat to the countryside. Best to leave the trollhounds to the trolls, as they say! **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 18' hp: 65 hp_misc: regeneration 15 (deactivated by acid or fire immunities: null items: null knowledge_checks: dc: 18 skills: - Arcana - Nature languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d12+4 type: piercing name: jaws plus_damage: - formula: null type: Knockdown and bloodfire fever to_hit: 11 traits: null name: Trollhound perception: 6 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 18 Fortitude; **Stage 1** carrier with no ill effect (1 day); **Stage 2** __enfeebled 1__ (1 day); **Stage 3** enfeebled 1 and __clumsy 1__ (1 day); **Stage 4** enfeebled 2 and clumsy 2 (1 day); **Stage 5** enfeebled 2, clumsy 2, and __fatigued__ (1 day)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bloodfire Fever range: null raw_description: '**Bloodfire Fever** (__disease__) **Saving Throw** DC 18 Fortitude; **Stage 1** carrier with no ill effect (1 day); **Stage 2** __enfeebled 1__ (1 day); **Stage 3** enfeebled 1 and __clumsy 1__ (1 day); **Stage 4** enfeebled 2 and clumsy 2 (1 day); **Stage 5** enfeebled 2, clumsy 2, and __fatigued__ (1 day)' requirements: null success: null traits: - disease trigger: null - action_cost: None critical_failure: null critical_success: null description: The trollhound deals an extra 1d6 damage to any creature within reach of at least two of the trollhound's allies. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pack Attack range: null raw_description: '**Pack Attack** The trollhound deals an extra 1d6 damage to any creature within reach of at least two of the trollhound''s allies.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 14 fort_misc: null misc: null ref: 8 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +6 - darkvision - scent (imprecise) 30 feet size: Medium skills: - bonus: 6 misc: null name: 'Acrobatics ' - bonus: 11 misc: null name: 'Athletics ' - bonus: 8 misc: null name: 'Stealth ' - bonus: 6 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 268 page_stop: null speed: - amount: 35 type: Land spell_lists: null traits: - N - Medium - Beast - Troll type: Creature weaknesses: - amount: 10 type: fire - ability_mods: cha_mod: 8 con_mod: 5 dex_mod: 5 int_mod: 3 str_mod: 7 wis_mod: 6 ac: 36 ac_special: null alignment: LG automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Retributive Strike range: null raw_description: '**__Retributive Strike__ [Reaction]**' requirements: null success: null traits: null trigger: null description: 'Trumpet archons are messengers, emissaries, and storytellers—embodiments of the virtue of kindness. They use stories and allegories to prevent bloodshed, and among all archons they are the most likely to work together with angels, perhaps leading to the similarities in their forms. When diplomacy is impossible, trumpet archons rally the righteous to battle—one reassuring glance from a trumpet archon is often all it takes to instill a shaken ally with resounding courage once again. **__Recall Knowledge - Celestial__ (__Religion__)**: DC 32' hp: 285 hp_misc: null immunities: null items: - +1 resilient full plate - +2 striking bastard sword - virtuoso trumpet knowledge_checks: dc: 32 skills: - Religion languages: - Celestial - Draconic - Infernal - tongues level: 14 melee: - action_cost: One Action damage: formula: 2d12+13 type: slashing name: bastard sword plus_damage: - formula: 2d6 type: sonic and 1d6 good to_hit: 29 traits: - good - magical - versatile P name: Trumpet Archon perception: 26 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: Once per day, if an archon sees another creature cast __dimension door__, the archon can use dimension door (heightened to 5th level) 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 creature used dimension door. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Archon's Door range: null raw_description: '**Archon''s Door** Once per day, if an archon sees another creature cast __dimension door__, the archon can use dimension door (heightened to 5th level) 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 creature used dimension door.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The trumpet archon offers an ally praise or encouragement. The archon attempts to counteract one __emotion__ effect on the ally (with a counteract modifier of +24), and the archon and the ally both gain a +1 status bonus to attack rolls and saving throws for 1 round. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Kind Word range: null raw_description: '**Kind Word** (__auditory__, __divine__, __emotion__, __enchantment__, __linguistic__, __mental__) The trumpet archon offers an ally praise or encouragement. The archon attempts to counteract one __emotion__ effect on the ally (with a counteract modifier of +24), and the archon and the ally both gain a +1 status bonus to attack rolls and saving throws for 1 round.' requirements: null success: null traits: - auditory - divine - emotion - enchantment - linguistic - mental trigger: null - action_cost: One Action critical_failure: The creature is paralyzed for 1 round. critical_success: The creature is unaffected. description: "The trumpet archon blows mightily on their horn, creating a tone\ \ of such beauty and grandeur those who hear it are paralyzed in awe. Non-archons\ \ within 100 feet must attempt a DC 34 Fortitude save. They are temporarily\ \ immune for 10 minutes. \n\n" effect: null effects: null failure: The creature is stunned 1 and flat-footed as long as it's stunned. frequency: null full_description: null generic_description: null name: Trumpet Blast range: null raw_description: "**Trumpet Blast** (__auditory__, __divine__, __emotion__,\ \ __enchantment__, __mental__) The trumpet archon blows mightily on their horn,\ \ creating a tone of such beauty and grandeur those who hear it are paralyzed\ \ in awe. Non-archons within 100 feet must attempt a DC 34 Fortitude save. They\ \ are temporarily immune for 10 minutes. \n\n**Critical Success** The creature\ \ is unaffected. \n\n**Success** The creature is __flat-footed__. \n\n**Failure**\ \ The creature is __stunned 1__ and flat-footed as long as it's stunned. \n\n\ **Critical Failure** The creature is __paralyzed__ for 1 round." requirements: null success: The creature is flat-footed. traits: - auditory - divine - emotion - enchantment - mental trigger: null ranged: null rarity: Common resistances: - amount: 15 type: sonic ritual_lists: null saves: fort: 24 fort_misc: null misc: +1 status to all saves vs. magic ref: 24 ref_misc: null will: 27 will_misc: null sense_abilities: null senses: - Perception +26 - darkvision size: Medium skills: - bonus: 25 misc: null name: 'Acrobatics ' - bonus: 29 misc: null name: 'Diplomacy ' - bonus: 28 misc: null name: 'Intimidation ' - bonus: 23 misc: null name: 'Nature ' - bonus: 31 misc: null name: 'Performance ' - bonus: 23 misc: null name: 'Religion ' - bonus: 25 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 23 page_stop: null speed: - amount: 35 type: Land - amount: 60 type: fly spell_lists: - dc: 34 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: ×2 name: heal requirement: null - frequency: null name: sound burst requirement: null - heightened_level: null level: 6 spells: - frequency: null name: heroism requirement: null - frequency: null name: zealous conviction requirement: null - heightened_level: null level: 5 spells: - frequency: null name: banishment requirement: null - frequency: null name: breath of life requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - heightened_level: null level: 3 spells: - frequency: against evil only, ×2 name: circle of protection requirement: null - heightened_level: 6 level: 0 spells: - frequency: null name: message requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null to_hit: null traits: - LG - Medium - Archon - Celestial type: Creature weaknesses: - amount: 15 type: evil - 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 alignment: CE automatic_abilities: null description: 'Maladjusted forest denizens, twigjacks form from the cruel and prankish combination of fey and the very woods in which they reside. A twigjack''s body is made up of prickly brambles woven with vines. Shaggy, mossy growth, not unlike hair, tops a twigjack''s head. Its mouth is just a canyon of splintered and broken sticks bisecting its face. Leaves and sprigs of new growth randomly sprout from the creature''s body. Many dense forests on Golarion have at least a handful of twigjacks living in the undergrowth. While truculent and violent, twigjacks care deeply for what they consider to be their forests. These creatures harass outsiders who delve deep into their wooded domains, forcing back even the most determined explorers, foresters, and travelers, especially when those intruders cut roads through the forest. However, they are not terribly territorial when it comes to other forest creatures. When sylvan creatures, especially __fey__, rally against an outside threat, twigjacks in the area eagerly arrive to fight, even if they were not invited. Less seasoned travelers who encounter twigjacks in their canopied homes often mistake them for __leshys__, a tendency that frustrates twigjacks, as they have a low opinion of such creatures. More broadly, twigjacks resent being considered mere animated plants at all. Rather, they embrace their fey heritage—often to a foolish end. Twigjacks go out of their way to ingratiate themselves to the fey creatures they live among. Several popular comic songs weave the tale of a twigjack attempting to woo a powerful and graceful __dryad__, only to be comically disgraced after many loutish attempts. Many fey seem embarrassed by these strange cousins, but some __spriggans__, __quicklings__, and __redcaps__ harness the twigjacks'' violent urges and disruptive behavior for their own purposes. While twigjacks are fey, and as such are often found in the __First World__, it''s somewhat curious that those twigjacks who find religion only rarely turn to the Eldest of the First World. Instead, twigjacks tend to worship false deities of their own design: figures spotted in tangles of tree branches, clots of undergrowth, or other hidden nooks in the natural world. These religions are always highly localized, and while these faiths do not support clerics, they often inspire zealous crusades against non-fey. **__Recall Knowledge - Fey__ (__Nature__)**: DC 18 **__Recall Knowledge - Plant__ (__Nature__)**: DC 18' hp: 50 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Nature languages: - Common - Sylvan level: 3 melee: - action_cost: One Action damage: formula: 1d10+4 type: slashing name: claw plus_damage: null to_hit: 11 traits: - agile - finesse name: Twigjack perception: 9 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null description: null effect: The twigjack is in undergrowth effects: null failure: null frequency: null full_description: null generic_description: null name: Bramble Jump range: null raw_description: '**Bramble Jump** [Three Actions] (__conjuration__, __plant__, __primal__, __teleportation__) **Requirements** The twigjack is in undergrowth; **Effect** The twigjack scrambles into the undergrowth and instantly teleports to a square of undergrowth within 60 feet. This movement doesn''t trigger reactions.' requirements: null success: null traits: - conjuration - plant - primal - teleportation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The twigjack sprays a barrage of splinters and brambles from its body in a 15-foot cone, dealing 4d6 piercing damage (DC 20 basic Reflex save). It can't use Splinter Spray again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Splinter Spray range: null raw_description: '**Splinter Spray** [Two Actions] The twigjack sprays a barrage of splinters and brambles from its body in a 15-foot cone, dealing 4d6 piercing damage (DC 20 basic Reflex save). It can''t use Splinter Spray again for 1d4 rounds.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: splinter plus_damage: null to_hit: 11 traits: - deadly 1d6 - range increment 30 feet rarity: Common resistances: null ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 11 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +9 - darkvision size: Tiny skills: - bonus: 11 misc: null name: 'Acrobatics ' - bonus: 9 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Nature ' - bonus: 11 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 270 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - CE - Tiny - Fey - Plant type: Creature weaknesses: - amount: 5 type: fire - ability_mods: cha_mod: 3 con_mod: 6 dex_mod: 1 int_mod: -2 str_mod: 6 wis_mod: 4 ac: 24 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A two-headed troll's regeneration can regrow a severed head. After regaining Hit Points from regeneration, the two-headed troll attempts a DC 10 flat check. On a success, the missing head is fully restored. If a two-headed troll loses their last remaining head, they die immediately. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Head Regrowth range: null raw_description: '**Head Regrowth** A two-headed troll''s regeneration can regrow a severed head. After regaining Hit Points from regeneration, the two-headed troll attempts a DC 10 flat check. On a success, the missing head is fully restored. If a two-headed troll loses their last remaining head, they die immediately.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'Two-headed trolls are savage, dual-minded monsters with an unquenchable thirst for bloodshed, and dread tales of their ravenous appetites are whispered of in homesteads throughout the lands of the Inner Sea. Indeed, it is a custom for parents to invoke the two-headed troll as a warning to misbehaving children. "Finish your chores," a parent might say to a stubborn child, "or a two-headed troll will snatch you away at night and swallow you whole!" It''s unclear why such a morbid tradition gained traction with parents, but it''s an undeniable fact that two-headed trolls have an appetite for "nibbles"—creatures small enough to devour with one bite. Mature two-headed trolls stand 13 feet in height, weighing roughly 1,700 pounds. Unlike common trolls, two-headed trolls share the upright gait of their __ettin__ ancestry and do not walk hunched over.' hp: 190 hp_misc: regeneration 25 (deactivated by acid or fire immunities: null items: - club languages: - Jotun level: 8 melee: - action_cost: One Action damage: formula: 2d12+8 type: piercing name: jaws plus_damage: null to_hit: 18 traits: - reach 10 feet - action_cost: One Action damage: formula: 2d8+8 type: slashing name: claw plus_damage: null to_hit: 18 traits: - agile - reach 10 feet - action_cost: One Action damage: formula: 2d6+8 type: bludgeoning name: club plus_damage: null to_hit: 18 traits: - reach 10 feet name: Two-Headed Troll perception: 18 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: One of the troll's heads hit the same enemy with two consecutive claw Strikes in the same round effects: null failure: null frequency: null full_description: null generic_description: null name: Reactive Chomp range: null raw_description: '**Reactive Chomp** **Requirements** One of the troll''s heads hit the same enemy with two consecutive claw Strikes in the same round; **Effect** The other head uses their reaction to make a jaws Strike against the creature that was hit.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d6+8 type: bludgeoning name: club plus_damage: null to_hit: 13 traits: - thrown 10 feet rarity: Uncommon resistances: null ritual_lists: null saves: fort: 20 fort_misc: null misc: null ref: 15 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +18 - darkvision size: Large skills: - bonus: 18 misc: null name: 'Athletics ' - bonus: 17 misc: null name: 'Intimidation ' source: - abbr: Bestiary 2 page_start: 266 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - Uncommon - CE - Large - Giant - Troll type: Creature weaknesses: - amount: 10 type: fire - 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 alignment: N 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. Tyrannosauruses stand on two wide, powerful hind legs that allow them to run quickly, and their thick tails provide them with exceptional balance. Although a their small forelimbs are of little use other than to hold prey in place while the predators tear at their victim''s flesh with their fearsome jaws, even these forelimbs bear sharp claws several inches long. As fearsome as tyrannosauruses are alone, they sometimes hunt in packs to take down massive prey. Only the most powerful creatures can successfully train tyrannosauruses, and even then, only when they can provide the ravenous beasts with a steady diet of meat. Some tribes of giants, particularly cyclopes or more obscure denizens of primeval lands, have even trained tyrannosauruses as mounts or beasts of war. In other places, xulgaths feed these prisoners to these mighty dinosaurs as part of executions or ritual sacrifices. Some xulgath cults even revere tyrannosaurs as incarnations of their violent demonic demigods. For their part, tyrannosaurs who have grown used to having their meals provided in this manner are remarkably well-behaved toward their feeders and keepers. Tyrannosauruses are 50 feet long and weigh 7 tons or more. Recall Knowledge - Animal__ (__Nature__)**: DC 27' hp: 180 hp_misc: null immunities: null items: null languages: null level: 10 melee: - action_cost: One Action damage: formula: 2d12+12 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 22 traits: - deadly 1d12 - reach 20 feet - action_cost: One Action damage: formula: 2d10+12 type: bludgeoning name: foot plus_damage: null to_hit: 22 traits: - reach 15 feet name: Tyrannosaurus perception: 19 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: A creature is Grabbed in the tyrannosaurus's jaws. effects: null failure: null frequency: null full_description: null generic_description: null name: Fling range: null raw_description: '**Fling** **Requirements** A creature is Grabbed in the tyrannosaurus''s jaws. **Effect** The tyrannosaurus flings the creature into the air up to 10 feet up from its mouth and 20ft away. The creature falls 25 feet (assuming the tyrannosaurus flings it as high as it can) 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.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: 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. effects: null failure: null frequency: null full_description: null generic_description: null name: Pin Prey range: null raw_description: '**Pin Prey** [Reaction] **Trigger** The tyrannosaurus critically hits a Large or smaller foe with its foot. **Effect** 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.' requirements: null success: null traits: null trigger: The tyrannosaurus critically hits a Large or smaller foe with its foot. - action_cost: One Action critical_failure: null critical_success: null description: Medium, 3d6+8 bludgeoning, Rupture 26 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**Swallow Whole** (__attack__) Medium, 3d6+8 bludgeoning, Rupture 26' requirements: null success: null traits: - attack trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Huge or smaller, foot, DC 29 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**Trample** [Three Actions] Huge or smaller, foot, DC 29' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 21 fort_misc: null misc: null ref: 15 ref_misc: null will: 19 will_misc: null sense_abilities: null senses: - Perception +19 - low-light vision - scent (imprecise) 30 feet size: Gargantuan skills: - bonus: 15 misc: null name: 'Acrobatics ' - bonus: 24 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 101 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - N - Gargantuan - Animal - Dinosaur type: Creature weaknesses: null - ability_mods: cha_mod: 8 con_mod: 6 dex_mod: 8 int_mod: 5 str_mod: 10 wis_mod: 7 ac: 43 ac_special: null alignment: NE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The tzitzimitl inverts the energy used in the triggering ability or spell, causing it to lose the positive trait and gain the negative trait, and changing all instances of positive energy or healing in the ability's description to negative energy. effects: null failure: null frequency: null full_description: null generic_description: null name: Light to Dark range: null raw_description: '**Light to Dark** [Reaction] (__divine__, __negative__) **Trigger** A creature uses an ability or spell with the positive trait within 120 feet of the tzitzimitl; **Effect** The tzitzimitl inverts the energy used in the triggering ability or spell, causing it to lose the positive trait and gain the negative trait, and changing all instances of positive energy or healing in the ability''s description to negative energy.' requirements: null success: null traits: - divine - negative trigger: A creature uses an ability or spell with the positive trait within 120 feet of the tzitzimitl description: 'Due to their affinity for darkness and apocalyptic terror, tzitzimitls are widely feared as harbingers of death and destruction. Some sages consider them to be instruments of the gods, called down to destroy worlds whose times have come, while others believe that tzitzimitls are exiles from a far-off civilization of spacefaring giants. The truth of their nature is likely even more disturbing. **__Recall Knowledge - Undead__ (__Religion__)**: DC 41' hp: 390 hp_misc: fast healing 15, negative healing immunities: - cold - death effects - disease - electricity - negative - paralyzed - poison - precision - unconscious items: null knowledge_checks: dc: 41 skills: - Religion languages: - Abyssal - Aklo - Celestial - Common level: 19 melee: - action_cost: One Action damage: formula: 6d8+10 type: slashing name: claw plus_damage: - formula: 3d8 type: electricity and drain life to_hit: 34 traits: - agile - magical - reach 20 feet name: Tzitzimitl perception: 32 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: When a tzitzimitl's claw Strike deals damages to a living creature, the tzitzimitl gains 20 temporary Hit Points, and the target must succeed at a DC 41 Fortitude save or become __drained 2__. Further damage dealt by a tzitzimitl's claw Strike increases the value of the drained condition by 2 on a failed save, to a maximum of __drained 10__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drain Life range: null raw_description: '**Drain Life** When a tzitzimitl''s claw Strike deals damages to a living creature, the tzitzimitl gains 20 temporary Hit Points, and the target must succeed at a DC 41 Fortitude save or become __drained 2__. Further damage dealt by a tzitzimitl''s claw Strike increases the value of the drained condition by 2 on a failed save, to a maximum of __drained 10__.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: The creature takes 16d8 cold damage, is slowed 2 for 1 minute, and is doomed 1. critical_success: The creature takes 4d8 cold damage. description: null effect: The tzitzimitl is within 120 feet of an active __darkness__ spell effects: null failure: The creature takes 16d8 cold damage and is slowed 1 for 1 minute. frequency: null full_description: null generic_description: null name: Eclipse range: null raw_description: '**Eclipse** (__cold__, __occult__) **Requirements** The tzitzimitl is within 120 feet of an active __darkness__ spell; **Effect** The tzitzimitl drains the heat and warmth from the __darkness__ spell, and each creature within the spell''s area must attempt a DC 41 Fortitude save. **Critical Success** The creature takes 4d8 cold damage. **Success** The creature takes 8d8 cold damage and is __slowed 1__ for 1 round. **Failure** The creature takes 16d8 cold damage and is __slowed 1__ for 1 minute. **Critical Failure** The creature takes 16d8 cold damage, is __slowed 2__ for 1 minute, and is __doomed 1__.' requirements: null success: The creature takes 8d8 cold damage and is slowed 1 for 1 round. traits: - cold - occult trigger: null ranged: - action_cost: One Action damage: null name: eye beam plus_damage: null to_hit: 34 traits: - range 100 feet rarity: Uncommon resistances: - amount: 15 type: cold - amount: 15 type: fire - amount: 15 type: physical (except bludgeoning) ritual_lists: - dc: 38 misc: null name: Occult Rituals spell_groups: - heightened_level: null level: 9 spells: - frequency: null name: create undead requirement: null - frequency: null name: imprisonment requirement: null to_hit: null saves: fort: 29 fort_misc: null misc: null ref: 32 ref_misc: null will: 35 will_misc: null sense_abilities: null senses: - Perception +32 - darkvision - true seeing size: Gargantuan skills: - bonus: 33 misc: null name: 'Acrobatics ' - bonus: 37 misc: null name: 'Arcana ' - bonus: 33 misc: null name: 'Athletics ' - bonus: 37 misc: null name: 'Nature ' - bonus: 37 misc: null name: 'Occultism ' - bonus: 40 misc: null name: 'Religion ' source: - abbr: 'Pathfinder #150: Broken Promises' page_start: 82 page_stop: null speed: - amount: 50 type: Land - amount: 60 type: fly spell_lists: - dc: 38 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 9 spells: - frequency: null name: teleport requirement: null - frequency: null name: wail of the banshee requirement: null - heightened_level: null level: 7 spells: - frequency: null name: eclipse burst requirement: null - frequency: x3 name: teleport requirement: null - heightened_level: null level: 5 spells: - frequency: null name: abyssal plague requirement: null - heightened_level: null level: 4 spells: - frequency: x3 name: darkness requirement: null - heightened_level: null level: 3 spells: - frequency: x3 name: haste requirement: null - heightened_level: 9 level: 0 spells: - frequency: null name: detect magic requirement: null - heightened_level: 6 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: null traits: - Uncommon - NE - Gargantuan - Electricity - Undead type: Creature weaknesses: - amount: 15 type: good - ability_mods: cha_mod: 3 con_mod: 7 dex_mod: 3 int_mod: -3 str_mod: 8 wis_mod: 2 ac: 39 ac_special: null alignment: N automatic_abilities: null description: 'Those who dwell in the coldest climates of Golarion tell of a brutal beast that swims through the ice and snow and can devastate entire villages in minutes. Ancient Erutaki who made their homes in the frozen polar expanse called the Crown of the World named this monster the umonlee. Umonlees are bestial predators who constantly hunt, rarely resting in service of a hunger that is never fully sated. Despite this animalistic drive, umonlees are semi-intelligent creatures who often select and stalk their prey. However, they are not terribly bright and often keep their hunting grounds in sparsely-trafficked areas. It is rare for an umonlee to attack a village, but one might attack a sparse group, such as a hunting or scouting party. Many caravans traversing the Path of Aganhei—the trade route between the continents of Avistan and Tian Xia that crosses the Crown of the World—have had their expeditions abruptly ended by an encounter with one of these monstrosities. Those who study monsters posit that umonlees are related to __chuuls__, as the creatures exhibit some similarities. Both are semi-intelligent, crustacean predators that use ambush tactics to kill and eat their prey. Even though they can talk, umonlees typically only speak __Aklo__, which also gives credence to this theory. This would also lend to the theory that chuuls are products of __alghollthu__ manipulation, meaning that umonlees are also the results of these alien designs. However, the fact that these creatures aren''t evil argues well against such a theory. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 36' hp: 320 hp_misc: null immunities: - cold items: null knowledge_checks: dc: 36 skills: - Arcana - Nature languages: - Aklo level: 15 melee: - action_cost: One Action damage: formula: 3d6+16 type: piercing name: jaws plus_damage: - formula: 3d6 type: cold to_hit: 31 traits: - reach 10 feet - action_cost: One Action damage: formula: 3d8+16 type: slashing name: pincers plus_damage: - formula: null type: Improved Grab to_hit: 31 traits: - agile - reach 15 feet name: Umonlee perception: 25 proactive_abilities: - action_cost: Two Actions critical_failure: As failure, except the creature takes double damage and the ice holding it in place requires 60 damage to break. critical_success: The creature is unaffected. description: "The umonlee breathes a cone of extremely cold air that damages its\ \ prey and can freeze them to the ground. Its breath deals 12d8 cold damage\ \ to creatures in the 50-foot cone (DC 38 Reflex save). The umonlee can't use\ \ Freezing Breath again for 1d4 rounds. \n\n" effect: null effects: null failure: The creature takes full damage and is slowed 1 for 1 round. If the creature is standing on the ground, it's immobilized as thick ice forms around it, and it can't recover from being slowed. The creature remains immobilized and slowed 1 until it manages to Escape (DC 36) or deal 30 damage to the ice, which has weakness 10 to fire. frequency: null full_description: null generic_description: null name: Freezing Breath range: null raw_description: "**Freezing Breath** [Two Actions] (__cold__, __evocation__,\ \ __incapacitation__, __primal__) The umonlee breathes a cone of extremely cold\ \ air that damages its prey and can freeze them to the ground. Its breath deals\ \ 12d8 cold damage to creatures in the 50-foot cone (DC 38 Reflex save). The\ \ umonlee can't use Freezing Breath again for 1d4 rounds. \n\n**Critical Success**\ \ The creature is unaffected. \n\n**Success** The creature takes half damage\ \ and is __slowed 1__ for 1 round. \n\n**Failure** The creature takes full damage\ \ and is slowed 1 for 1 round. If the creature is standing on the ground, it's\ \ __immobilized__ as thick ice forms around it, and it can't recover from being\ \ slowed. The creature remains immobilized and slowed 1 until it manages to\ \ __Escape__ (DC 36) or deal 30 damage to the ice, which has weakness 10 to\ \ fire. \n\n**Critical Failure** As failure, except the creature takes double\ \ damage and the ice holding it in place requires 60 damage to break." requirements: null success: The creature takes half damage and is slowed 1 for 1 round. traits: - cold - evocation - incapacitation - primal trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 2d10+8 bludgeoning, DC 36 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Greater Constrict range: null raw_description: '**__Greater Constrict__** 2d10+8 bludgeoning, DC 36' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: mental ritual_lists: null saves: fort: 28 fort_misc: null misc: +1 status vs. mental ref: 26 ref_misc: null will: 23 will_misc: null sense_abilities: null senses: - Perception +25 - darkvision - tremorsense (imprecise) 80 feet size: Huge skills: - bonus: 31 misc: null name: 'Athletics ' - bonus: 24 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 271 page_stop: null speed: - amount: 50 type: Land - amount: 25 type: burrow - amount: 40 type: swim spell_lists: null traits: - Uncommon - N - Huge - Amphibious - Beast - Cold type: Creature weaknesses: - amount: 15 type: fire - ability_mods: cha_mod: 4 con_mod: 1 dex_mod: 2 int_mod: 0 str_mod: 0 wis_mod: 2 ac: 16 ac_special: null alignment: CG automatic_abilities: null description: 'Undines are infused with elemental water—the churning power of the briny deep flows through them. These planar scions are often athletic and lithe, but they are easily distracted by auditory sensations because of how much louder and clearer sound rings above the waves. Undines are perhaps the most settled of all geniekin, often forming communities along the coast or even on the water itself. In the latter case, they prefer to settle in ship-towns that sometimes number dozens of vessels in all shapes and sizes. The undines who fill these communities are similarly diverse, bringing aspects of multiple cultures together to form one whole. Ship-towns are permanent, but fluid—they grow, recede, and migrate constantly as undine families add their ships to or remove them from the flotilla. An undine town like this may remain at sea for years, its residents coming ashore only on rare occasions to collect wood for cookfires or to repair their homes. The paradoxically ever-shifting permanence of these communities reflects the undine virtues of adaptability and freedom, while also maintaining the prime importance of the community. Undine hydromancers are quite valued on these floating settlements, if only for their ability to create fresh drinking water while adrift on the sea. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15' hp: 15 hp_misc: null immunities: null items: - dagger knowledge_checks: dc: 15 skills: - Society languages: - Aquan - Common level: 1 melee: - action_cost: One Action damage: formula: 1d4 type: piercing name: dagger plus_damage: null to_hit: 7 traits: - agile - finesse - versatile S name: Undine Hydromancer perception: 5 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: 'DC 17, attack +9; **1st** __create water__, __heal__, __hydraulic push__; **Cantrips** **(1st)** __acid splash__, __detect magic__, __know direction__, __stabilize__, __tanglefoot__ **Sorcerer Bloodline Spells** DC 17, attack +9, (1 Focus Point); **1st** __elemental toss__ ## All Monsters in "Planar Scion, Geniekin" **Name****Level**Ifrit1Oread1Suli1Sylph1Undine1Planar Scion, Geniekin**Source** Bestiary 2 pg. 200 Geniekin are mortals whose ancestry has become entangled with that of __genies__, causing them to exhibit elemental powers drawn from the Elemental Planes. Though the geniekin found here are all of human descent and have example alignments, geniekin and other planar scions can descend from other ancestries and have any alignment. ## Geniekin on Golarion While most geniekin planar scions live on their genie parent''s ancestral plane, rare fonts of elemental power or genie activity sometimes give rise to geniekin on Golarion. By far, geniekin are most commonly found in Katapesh, as genies are more prevalent there than other regions due to the influence of genie binders. ## Geniekin Parentage Planar scions from the elemental planes are known as geniekin because they are overwhelmingly born from couplings between mortals and genies: __ifrits__ are born of __efreeti__, __oreads__ of __shaitans__, __sulis__ of __jann__, __sylphs__ of __djinn__, and __undines__ of __marids__. Despite this distinguished ancestry, geniekin do not display most of their parents'' exceptional talents, such as their ability to grant wishes.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Primal Spontaneous Spells range: null raw_description: '**Primal Spontaneous Spells** DC 17, attack +9; **1st** __create water__, __heal__, __hydraulic push__; **Cantrips** **(1st)** __acid splash__, __detect magic__, __know direction__, __stabilize__, __tanglefoot__ **Sorcerer Bloodline Spells** DC 17, attack +9, (1 Focus Point); **1st** __elemental toss__ ## All Monsters in "Planar Scion, Geniekin" **Name****Level**Ifrit1Oread1Suli1Sylph1Undine1Planar Scion, Geniekin**Source** Bestiary 2 pg. 200 Geniekin are mortals whose ancestry has become entangled with that of __genies__, causing them to exhibit elemental powers drawn from the Elemental Planes. Though the geniekin found here are all of human descent and have example alignments, geniekin and other planar scions can descend from other ancestries and have any alignment. ## Geniekin on Golarion While most geniekin planar scions live on their genie parent''s ancestral plane, rare fonts of elemental power or genie activity sometimes give rise to geniekin on Golarion. By far, geniekin are most commonly found in Katapesh, as genies are more prevalent there than other regions due to the influence of genie binders. ## Geniekin Parentage Planar scions from the elemental planes are known as geniekin because they are overwhelmingly born from couplings between mortals and genies: __ifrits__ are born of __efreeti__, __oreads__ of __shaitans__, __sulis__ of __jann__, __sylphs__ of __djinn__, and __undines__ of __marids__. Despite this distinguished ancestry, geniekin do not display most of their parents'' exceptional talents, such as their ability to grant wishes.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d4 type: piercing name: dagger plus_damage: null to_hit: 7 traits: - agile - thrown 10 feet - versatile S rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 4 fort_misc: null misc: null ref: 5 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +5 size: Medium skills: - bonus: 3 misc: null name: 'Arcana ' - bonus: 3 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Diplomacy ' - bonus: 7 misc: null name: 'Intimidation ' - bonus: 5 misc: null name: 'Nature ' - bonus: 5 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 203 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: swim spell_lists: null traits: - CG - Medium - Amphibious - Human - Humanoid - Undine type: Creature weaknesses: null - 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 alignment: CG automatic_abilities: 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. Unicorns are found almost exclusively in remote, unsullied areas of wilderness. Sometimes associated with good-aligned deities, other times associated with nature and the fey, unicorns are always known for their righteousness and nobility. They are wary, at best, of most humanoid creatures, due in large part for poachers'' tendency to hunt them for their horns, but unicorns are often rumored to have a weakness for those who are pure of both heart and spirit. Despite some tales, unicorns are equally likely to recognize purity in young men as in young women. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 18 **__Recall Knowledge - Fey__ (__Nature__)**: DC 18' hp: 45 hp_misc: null immunities: - poison items: null knowledge_checks: dc: 18 skills: - Arcana - Nature languages: - Common - Sylvan level: 3 melee: - action_cost: One Action damage: formula: 1d10+4 type: piercing name: horn plus_damage: - formula: 1d6 type: good and ghost touch to_hit: 12 traits: - good - magical - action_cost: One Action damage: formula: 1d8+4 type: bludgeoning and ghost touch name: hoof plus_damage: null to_hit: 12 traits: - agile - magical name: Unicorn perception: 13 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A unicorn's Strikes have the effects of a ghost touch property rune. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ghost Touch range: null raw_description: '**Ghost Touch** A unicorn''s Strikes have the effects of a ghost touch property rune.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Powerful Charge range: null raw_description: '**Powerful Charge** [Two Actions] 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 8 ref_misc: null will: 11 will_misc: +2 vs. mental sense_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wild Empathy range: null raw_description: '**Wild Empathy** 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.' requirements: null success: null traits: null trigger: null senses: - Perception +13 - darkvision - scent (imprecise) 30 feet size: Large skills: - bonus: 10 misc: null name: 'Acrobatics ' - bonus: 11 misc: null name: 'Diplomacy ' - bonus: 8 misc: null name: 'Stealth ' - bonus: 9 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 316 page_stop: null speed: - amount: 45 type: Land spell_lists: - dc: 21 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: tree stride requirement: null - heightened_level: null level: 3 spells: - frequency: x2 name: heal requirement: null - frequency: null name: neutralize poison requirement: null - heightened_level: null level: 1 spells: - frequency: at will, good only name: detect alignment requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: light requirement: null to_hit: null traits: - CG - Large - Beast - Fey type: Creature weaknesses: null - 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 alignment: No Alignment automatic_abilities: null description: This creature can be summoned with the spell __Unseen Servant__. hp: 4 hp_misc: null immunities: - disease - mental - non-magical attacks - paralysis - poison - precision - 'unconscious ' items: null languages: - '- (understands its creator)' level: -1 melee: null name: Unseen Servant perception: 0 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Force Body range: null raw_description: '**Force Body** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: all damage (except force or ghost touch) ritual_lists: null saves: fort: 0 fort_misc: null misc: null ref: 4 ref_misc: null will: 0 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: An unseen servant is invisible, though it normally doesn't Sneak, so it is usually only hidden. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Invisible range: null raw_description: '**Invisible** An unseen servant is invisible, though it normally doesn''t Sneak, so it is usually only hidden.' requirements: null success: null traits: null trigger: null senses: - Perception +0 - darkvision size: Medium skills: - bonus: 8 misc: null name: 'Stealth ' source: - abbr: Core Rulebook page_start: 380 page_stop: null speed: - amount: 30 type: fly spell_lists: null traits: - No Alignment - Medium - Mindless type: Creature weaknesses: null - ability_mods: cha_mod: 6 con_mod: 3 dex_mod: 5 int_mod: 4 str_mod: 4 wis_mod: 7 ac: 35 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 15d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 34 basic Fortitude save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Necrotic Decay range: null raw_description: '**Necrotic Decay** (__divine__, __necromancy__, __negative__) When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 15d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 34 basic Fortitude save).' requirements: null success: null traits: - divine - necromancy - negative trigger: null description: 'Urdefhan dominators control the minds of others to glean useful secrets and gain an advantage against their enemies. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 32' hp: 250 hp_misc: negative healing immunities: - death effects (except necrotic decay) - disease - fear items: - +2 striking rhoka sword knowledge_checks: dc: 32 skills: - Society languages: - Aklo - Daemonic - Undercommon level: 14 melee: - action_cost: One Action damage: formula: 2d8+10 type: slashing name: rhoka sword plus_damage: null to_hit: 26 traits: - fatal d10 - magical - two-hand d12 - action_cost: One Action damage: formula: 4d6+10 type: piercing name: jaws plus_damage: - formula: null type: wicked bite to_hit: 26 traits: - agile name: Urdefhan Dominator perception: 26 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The urdefhan dominator has a creature dominated with its __dominate__ innate spell effects: null failure: null frequency: null full_description: null generic_description: null name: Eyes of the Enthralled range: null raw_description: '**Eyes of the Enthralled** **Requirement** The urdefhan dominator has a creature dominated with its __dominate__ innate spell; **Effect** The urdefhan taps into the dominated creature''s sight, hearing, and any other senses it has. The urdefhan can change back and forth from its own senses to the target''s senses as a single action, which has the __concentrate__ trait.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The urdefhan damaged a creature with a jaws Strike on its last action effects: - action_cost: None critical_failure: null critical_success: null description: The urdefhan drinks some of the creature's blood. On a failed save, the creature is __drained 1__ and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drain Blood range: null raw_description: '**Drain Blood** The urdefhan drinks some of the creature''s blood. On a failed save, the creature is __drained 1__ and the urdefhan regains 5 HP (or, on a critical failure, it''s drained 2 and the urdefhan regains 10 HP).' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The urdefhan draws out some of the creature's vital essence. The creature becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drain Vitality range: null raw_description: ' **Drain Vitality** (__necromancy__) The urdefhan draws out some of the creature''s vital essence. The creature becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure).' requirements: null success: null traits: - necromancy trigger: null failure: null frequency: null full_description: null generic_description: null name: Wicked Bite range: null raw_description: "**Wicked Bite** **Requirements** The urdefhan damaged a creature\ \ with a jaws Strike on its last action; **Effect** The urdefhan maintains contact,\ \ turning the creature's flesh translucent around the site of the injury. The\ \ urdefhan chooses one of two options, each of which requires a DC 33 Fortitude\ \ save. If the jaws Strike was a critical hit, the creature suffers both effects,\ \ using the same save result for both. \n\n * **Drain Blood** The urdefhan\ \ drinks some of the creature's blood. On a failed save, the creature is __drained\ \ 1__ and the urdefhan regains 5 HP (or, on a critical failure, it's drained\ \ 2 and the urdefhan regains 10 HP).\n\n * **Drain Vitality** (__necromancy__)\ \ The urdefhan draws out some of the creature's vital essence. The creature\ \ becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1\ \ hour on a critical failure)." requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 15 type: positive ritual_lists: null saves: fort: 25 fort_misc: null misc: null ref: 25 ref_misc: null will: 29 will_misc: null sense_abilities: null senses: - Perception +26 - greater darkvision size: Medium skills: - bonus: 24 misc: null name: 'Crafting ' - bonus: 24 misc: null name: 'Daemon Lore ' - bonus: 26 misc: null name: 'Intimidation ' - bonus: 29 misc: null name: 'Religion ' - bonus: 25 misc: null name: 'Stealth ' - bonus: 27 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #155: Lord of the Black Sands' page_start: 83 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 35 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: null name: dimensional lock requirement: null - heightened_level: null level: 6 spells: - frequency: null name: disintegrate requirement: null - frequency: ×2 name: dominate requirement: null - heightened_level: null level: 5 spells: - frequency: null name: banishment requirement: null - frequency: null name: command requirement: null - frequency: null name: prying eye requirement: null - heightened_level: null level: 4 spells: - frequency: ×2 name: phantasmal killer requirement: null - frequency: null name: read omens requirement: null - frequency: null name: spiritual weapon requirement: null - heightened_level: null level: 3 spells: - frequency: ×2 name: harm requirement: null - frequency: ×2 name: paralyze requirement: null - heightened_level: null level: 2 spells: - frequency: null name: darkness requirement: null - frequency: null name: death knell requirement: null - frequency: null name: false life requirement: null - frequency: null name: silence requirement: null - heightened_level: null level: 1 spells: - frequency: self only name: feather fall requirement: null - frequency: null name: grim tendrils requirement: null - frequency: null name: ray of enfeeblement requirement: null - heightened_level: 7 level: 0 spells: - frequency: null name: chill touch requirement: null - frequency: null name: divine lance requirement: null - frequency: null name: forbidding ward requirement: null - frequency: null name: telekinetic projectile requirement: null to_hit: 29 traits: - NE - Medium - Humanoid - Urdefhan type: Creature weaknesses: null - ability_mods: cha_mod: 3 con_mod: 3 dex_mod: 2 int_mod: 1 str_mod: 5 wis_mod: 6 ac: 30 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 10d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 29 basic Fortitude save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Necrotic Decay range: null raw_description: '**Necrotic Decay** (__divine__, __necromancy__, __negative__) When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 10d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 29 basic Fortitude save).' requirements: null success: null traits: - divine - necromancy - negative trigger: null description: 'An urdefhan cult''s best tormentors can advance to become truly formidable daemon summoners. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 27' hp: 195 hp_misc: negative healing immunities: - death effects (except necrotic decay) - disease - fear items: - +1 striking warhammer knowledge_checks: dc: 27 skills: - Society languages: - Aklo - Daemonic - Undercommon level: 10 melee: - action_cost: One Action damage: formula: 2d8+11 type: bludgeoning name: warhammer plus_damage: null to_hit: 21 traits: - magical - shove - action_cost: One Action damage: formula: 3d6+11 type: piercing name: jaws plus_damage: - formula: null type: wicked bite to_hit: 21 traits: - agile name: Urdefhan High Tormentor perception: 22 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The urdefhan lets out a battle cry, sending itself and its allies into a fanatical frenzy. Each ally that hears the call gains a +4 status bonus to attack rolls, damage rolls, and a +2 status bonus to saving throws, and takes a -2 status penalty to AC. Affected allies must use at least one of their actions to Strike each round, if they are able (even if it means attacking an ally, object, or thin air). This lasts for 2d4 rounds. effects: null failure: null frequency: once per day full_description: null generic_description: null name: Stoke the Fervent range: null raw_description: '**Stoke the Fervent** [Two Actions] (__auditory__, __divine__, __emotion__, __mental__) **Frequency** once per day; **Effect** The urdefhan lets out a battle cry, sending itself and its allies into a fanatical frenzy. Each ally that hears the call gains a +4 status bonus to attack rolls, damage rolls, and a +2 status bonus to saving throws, and takes a -2 status penalty to AC. Affected allies must use at least one of their actions to Strike each round, if they are able (even if it means attacking an ally, object, or thin air). This lasts for 2d4 rounds.' requirements: null success: null traits: - auditory - divine - emotion - mental trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The urdefhan damaged a creature with a jaws Strike on its last action effects: - action_cost: None critical_failure: null critical_success: null description: The urdefhan drinks some of the creature's blood. On a failed save, the creature is __drained 1__ and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drain Blood range: null raw_description: '**Drain Blood** The urdefhan drinks some of the creature''s blood. On a failed save, the creature is __drained 1__ and the urdefhan regains 5 HP (or, on a critical failure, it''s drained 2 and the urdefhan regains 10 HP).' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The urdefhan draws out some of the creature's vital essence. The creature becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drain Vitality range: null raw_description: ' **Drain Vitality** (__necromancy__) The urdefhan draws out some of the creature''s vital essence. The creature becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure).' requirements: null success: null traits: - necromancy trigger: null failure: null frequency: null full_description: null generic_description: null name: Wicked Bite range: null raw_description: "**Wicked Bite** **Requirements** The urdefhan damaged a creature\ \ with a jaws Strike on its last action; **Effect** The urdefhan maintains contact,\ \ turning the creature's flesh translucent around the site of the injury. The\ \ urdefhan chooses one of two options, each of which requires a DC 29 Fortitude\ \ save. If the jaws Strike was a critical hit, the creature suffers both effects,\ \ using the same save result for both. \n\n * **Drain Blood** The urdefhan\ \ drinks some of the creature's blood. On a failed save, the creature is __drained\ \ 1__ and the urdefhan regains 5 HP (or, on a critical failure, it's drained\ \ 2 and the urdefhan regains 10 HP).\n\n * **Drain Vitality** (__necromancy__)\ \ The urdefhan draws out some of the creature's vital essence. The creature\ \ becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1\ \ hour on a critical failure)." requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 10 type: positive ritual_lists: - dc: 30 misc: null name: Divine Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: daemonic pact requirement: null to_hit: null saves: fort: 19 fort_misc: null misc: null ref: 16 ref_misc: null will: 22 will_misc: null sense_abilities: null senses: - Perception +22 - greater darkvision size: Medium skills: - bonus: 18 misc: null name: 'Acrobatics ' - bonus: 19 misc: null name: 'Crafting ' - bonus: 21 misc: null name: 'Intimidation ' - bonus: 22 misc: null name: 'Occultism ' - bonus: 22 misc: null name: 'Religion ' source: - abbr: 'Pathfinder #155: Lord of the Black Sands' page_start: 82 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 30 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: banishment requirement: null - frequency: daemons only name: summon fiend requirement: null - heightened_level: null level: 4 spells: - frequency: null name: acid arrow requirement: null - frequency: null name: phantasmal killer requirement: null - frequency: null name: spiritual weapon requirement: null - heightened_level: null level: 3 spells: - frequency: ×2 name: harm requirement: null - frequency: ×2 name: paralyze requirement: null - heightened_level: null level: 2 spells: - frequency: null name: darkness requirement: null - frequency: null name: death knell requirement: null - frequency: null name: false life requirement: null - frequency: null name: silence requirement: null - heightened_level: null level: 1 spells: - frequency: self only name: feather fall requirement: null - frequency: null name: grim tendrils requirement: null - frequency: ×2 name: ray of enfeeblement requirement: null to_hit: 22 traits: - NE - Medium - Humanoid - Urdefhan type: Creature weaknesses: null - ability_mods: cha_mod: 1 con_mod: 4 dex_mod: 6 int_mod: 2 str_mod: 4 wis_mod: 5 ac: 34 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 12d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 32 basic Fortitude save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Necrotic Decay range: null raw_description: '**Necrotic Decay** (__divine__, __necromancy__, __negative__) When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 12d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 32 basic Fortitude save).' requirements: null success: null traits: - divine - necromancy - negative trigger: null description: 'Urdefhan hunters serve as their cults'' trappers, hunters, and poachers. Many urdefhan hunters use __skavelings__ to traverse the massive caverns of the Darklands and scout for prey. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 30' hp: 190 hp_misc: negative healing immunities: - death effects (except necrotic decay) - disease - fear items: - +1 striking rhoka sword - +1 striking composite longbow with 50 arrows knowledge_checks: dc: 30 skills: - Society languages: - Aklo - Daemonic - Undercommon level: 12 melee: - action_cost: One Action damage: formula: 2d8+10 type: slashing name: rhoka sword plus_damage: null to_hit: 24 traits: - fatal d10 - magical - two-hand d12 - action_cost: One Action damage: formula: 3d6+10 type: piercing name: jaws plus_damage: - formula: null type: wicked bite to_hit: 22 traits: - agile name: Urdefhan Hunter perception: 26 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The urdefhan hunter makes a ranged Strike at a -2 penalty. The urdefhan deals 4 additional damage with this Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Deadly Aim range: null raw_description: '**Deadly Aim** (__open__) The urdefhan hunter makes a ranged Strike at a -2 penalty. The urdefhan deals 4 additional damage with this Strike.' requirements: null success: null traits: - open trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The urdefhan hunter is wielding a ranged weapon with __reload 0__ effects: null failure: null frequency: null full_description: null generic_description: null name: Double Shot range: null raw_description: '**Double Shot** **Requirement** The urdefhan hunter is wielding a ranged weapon with __reload 0__; **Effect** The urdefhan hunter makes two Strikes with the required weapon at a single target. These Strikes both count toward the urdefhan''s multiple attack penalty, but the penalty doesn''t increase until both attacks are resolved.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Urdefhan hunters can make composite longbow Strikes while mounted. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mounted Bow Expert range: null raw_description: '**Mounted Bow Expert** Urdefhan hunters can make composite longbow Strikes while mounted.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The urdefhan damaged a creature with a jaws Strike on its last action effects: - action_cost: None critical_failure: null critical_success: null description: The urdefhan drinks some of the creature's blood. On a failed save, the creature is __drained 1__ and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drain Blood range: null raw_description: '**Drain Blood** The urdefhan drinks some of the creature''s blood. On a failed save, the creature is __drained 1__ and the urdefhan regains 5 HP (or, on a critical failure, it''s drained 2 and the urdefhan regains 10 HP).' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The urdefhan draws out some of the creature's vital essence. The creature becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drain Vitality range: null raw_description: ' **Drain Vitality** (__necromancy__) The urdefhan draws out some of the creature''s vital essence. The creature becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure).' requirements: null success: null traits: - necromancy trigger: null failure: null frequency: null full_description: null generic_description: null name: Wicked Bite range: null raw_description: "**Wicked Bite** **Requirements** The urdefhan damaged a creature\ \ with a jaws Strike on its last action; **Effect** The urdefhan maintains contact,\ \ turning the creature's flesh translucent around the site of the injury. The\ \ urdefhan chooses one of two options, each of which requires a DC 32 Fortitude\ \ save. If the jaws Strike was a critical hit, the creature suffers both effects,\ \ using the same save result for both. \n\n * **Drain Blood** The urdefhan\ \ drinks some of the creature's blood. On a failed save, the creature is __drained\ \ 1__ and the urdefhan regains 5 HP (or, on a critical failure, it's drained\ \ 2 and the urdefhan regains 10 HP).\n\n * **Drain Vitality** (__necromancy__)\ \ The urdefhan draws out some of the creature's vital essence. The creature\ \ becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1\ \ hour on a critical failure)." requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d8+4 type: piercing name: composite longbow plus_damage: null to_hit: 26 traits: - deadly d10 - magical - propulsive - range increment 100 feet - reload 0 - volley 30 feet rarity: Common resistances: - amount: 12 type: positive ritual_lists: null saves: fort: 20 fort_misc: null misc: null ref: 26 ref_misc: null will: 23 will_misc: null sense_abilities: null senses: - Perception +26 - greater darkvision size: Medium skills: - bonus: 24 misc: null name: 'Acrobatics ' - bonus: 23 misc: null name: 'Nature ' - bonus: 21 misc: null name: 'Religion ' - bonus: 26 misc: null name: 'Stealth ' - bonus: 25 misc: +27 to Track name: 'Survival ' source: - abbr: 'Pathfinder #155: Lord of the Black Sands' page_start: 82 page_stop: null speed: - amount: 30 type: Land spell_lists: - dc: 29 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: death knell requirement: null - heightened_level: null level: 3 spells: - frequency: at will, self only name: feather fall requirement: null - frequency: null name: ray of enfeeblement requirement: null to_hit: 23 traits: - NE - Medium - Humanoid - Urdefhan type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 3 dex_mod: 1 int_mod: 2 str_mod: 3 wis_mod: 4 ac: 21 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 5d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 21 basic Fortitude save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Necrotic Decay range: null raw_description: '**Necrotic Decay** (__divine__, __necromancy__, __negative__) When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 5d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 21 basic Fortitude save).' requirements: null success: null traits: - divine - necromancy - negative trigger: null description: 'Urdefhan spellcasters with a knack for the divine are invariably unholy worshippers of daemonkind, typically taking on one of __Abaddon__''s Four Horsemen of the Apocalypse as their patron deity. With their unholy gifts, these urdefhan tormentors summon __daemons__ into battle and bolster their allies with profane magic, preferring to stick to the sidelines rather than enter the fray directly. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 20' hp: 77 hp_misc: negative healing immunities: - death effects - disease - fear items: - warhammer knowledge_checks: dc: 20 skills: - Society languages: - Aklo - Daemonic - Undercommon level: 5 melee: - action_cost: One Action damage: formula: 1d8+5 type: bludgeoning name: warhammer plus_damage: null to_hit: 12 traits: - shove - action_cost: One Action damage: formula: 2d6+5 type: piercing name: jaws plus_damage: - formula: null type: Wicked Bite to_hit: 14 traits: null name: Urdefhan Tormentor perception: 13 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The urdefhan lets out a battle cry, sending itself and its allies into a fanatical frenzy. Each ally that hears the call gains a +1 status bonus to attack rolls, damage rolls, and saving throws, and takes a -1 status penalty to AC. Affected allies must use at least one of their actions to Strike each round, if they are able (even if it means attacking an ally, object, or thin air). This lasts for 2d4 rounds. effects: null failure: null frequency: once per day full_description: null generic_description: null name: Stoke the Fervent range: null raw_description: '**Stoke the Fervent** [Two Actions] (__auditory__, __divine__, __emotion__, __enchantment__, __mental__) **Frequency** once per day; **Effect** The urdefhan lets out a battle cry, sending itself and its allies into a fanatical frenzy. Each ally that hears the call gains a +1 status bonus to attack rolls, damage rolls, and saving throws, and takes a -1 status penalty to AC. Affected allies must use at least one of their actions to Strike each round, if they are able (even if it means attacking an ally, object, or thin air). This lasts for 2d4 rounds.' requirements: null success: null traits: - auditory - divine - emotion - enchantment - mental trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The urdefhan damaged a creature with a jaws Strike on its last action effects: - action_cost: None critical_failure: null critical_success: null description: The urdefhan drinks some of the creature's blood. On a failed save, the creature is __drained 1__ and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drain Blood range: null raw_description: '**Drain Blood** The urdefhan drinks some of the creature''s blood. On a failed save, the creature is __drained 1__ and the urdefhan regains 5 HP (or, on a critical failure, it''s drained 2 and the urdefhan regains 10 HP).' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The urdefhan draws out some of the creature's vital essence. The creature becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drain Vitality range: null raw_description: '**Drain Vitality** (__necromancy__) The urdefhan draws out some of the creature''s vital essence. The creature becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure).' requirements: null success: null traits: - necromancy trigger: null failure: null frequency: null full_description: null generic_description: null name: Wicked Bite range: null raw_description: "**Wicked Bite** **Requirements** The urdefhan damaged a creature\ \ with a jaws Strike on its last action; **Effect** The urdefhan maintains contact,\ \ turning the creature's flesh translucent around the site of the injury. The\ \ urdefhan chooses one of two options, each of which requires a DC 22 Fortitude\ \ save. If the jaws Strike was a critical hit, the creature suffers both effects,\ \ using the same save result for both. \n\n * **Drain Blood** The urdefhan\ \ drinks some of the creature's blood. On a failed save, the creature is __drained\ \ 1__ and the urdefhan regains 5 HP (or, on a critical failure, it's drained\ \ 2 and the urdefhan regains 10 HP).\n\n * **Drain Vitality** (__necromancy__)\ \ The urdefhan draws out some of the creature's vital essence. The creature\ \ becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1\ \ hour on a critical failure)." requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: positive ritual_lists: - dc: 23 misc: null name: Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: daemonic pact requirement: null to_hit: null saves: fort: 11 fort_misc: null misc: null ref: 10 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +13 - greater darkvision size: Medium skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 9 misc: null name: 'Crafting ' - bonus: 11 misc: null name: 'Intimidation ' - bonus: 11 misc: null name: 'Occultism ' - bonus: 13 misc: null name: 'Religion ' source: - abbr: Bestiary 2 page_start: 273 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 23 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: null name: harm requirement: null - frequency: null name: paralyze requirement: null - heightened_level: null level: 2 spells: - frequency: null name: darkness requirement: null - frequency: null name: death knell requirement: null - frequency: null name: false life requirement: null - frequency: null name: harm requirement: null - heightened_level: null level: 1 spells: - frequency: self only name: feather fall requirement: null - frequency: null name: grim tendrils requirement: null - frequency: null name: harm requirement: null - frequency: null name: ray of enfeeblement requirement: null to_hit: 15 traits: - NE - Medium - Humanoid - Urdefhan type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 2 dex_mod: 1 int_mod: 0 str_mod: 3 wis_mod: 2 ac: 18 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 3d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 17 basic Fortitude save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Necrotic Decay range: null raw_description: '**Necrotic Decay** (__divine__, __necromancy__, __negative__) When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 3d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 17 basic Fortitude save).' requirements: null success: null traits: - divine - necromancy - negative trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'From the moment they are born, urdefhans are prepared for war. Urdefhan warriors are among the least powerful urdefhans one might encounter outside of their eerie underground cities. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18' hp: 55 hp_misc: negative healing negative healing negative healing immunities: - death effects - disease - fear items: - composite longbow (20 arrows) - rhoka sword - studded leather armor knowledge_checks: dc: 18 skills: - Society languages: - Aklo - Daemonic - Undercommon level: 3 melee: - action_cost: One Action damage: formula: 1d8+6 type: slashing name: rhoka sword plus_damage: null to_hit: 12 traits: - deadly 1d8 - two-hand 1d10 - action_cost: One Action damage: formula: 1d6+6 type: piercing name: jaws plus_damage: - formula: null type: Wicked Bite to_hit: 12 traits: null name: Urdefhan Warrior perception: 9 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The urdefhan makes one rhoka sword Strike and one jaws Strike against a single creature. Its multiple attack penalty doesn't increase until after both attacks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ravenous Attack range: null raw_description: '**Ravenous Attack** [Two Actions] The urdefhan makes one rhoka sword Strike and one jaws Strike against a single creature. Its multiple attack penalty doesn''t increase until after both attacks.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The urdefhan damaged a creature with a jaws Strike on its last action effects: - action_cost: None critical_failure: null critical_success: null description: The urdefhan drinks some of the creature's blood. On a failed save, the creature is __drained 1__ and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drain Blood range: null raw_description: '**Drain Blood** The urdefhan drinks some of the creature''s blood. On a failed save, the creature is __drained 1__ and the urdefhan regains 5 HP (or, on a critical failure, it''s drained 2 and the urdefhan regains 10 HP).' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The urdefhan draws out some of the creature's vital essence. The creature becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drain Vitality range: null raw_description: '**Drain Vitality** (__necromancy__) The urdefhan draws out some of the creature''s vital essence. The creature becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure).' requirements: null success: null traits: - necromancy trigger: null failure: null frequency: null full_description: null generic_description: null name: Wicked Bite range: null raw_description: "**Wicked Bite** **Requirements** The urdefhan damaged a creature\ \ with a jaws Strike on its last action; **Effect** The urdefhan maintains contact,\ \ turning the creature's flesh translucent around the site of the injury. The\ \ urdefhan chooses one of two options, each of which requires a DC 20 Fortitude\ \ save. If the jaws Strike was a critical hit, the creature suffers both effects,\ \ using the same save result for both. \n\n * **Drain Blood** The urdefhan\ \ drinks some of the creature's blood. On a failed save, the creature is __drained\ \ 1__ and the urdefhan regains 5 HP (or, on a critical failure, it's drained\ \ 2 and the urdefhan regains 10 HP).\n\n * **Drain Vitality** (__necromancy__)\ \ The urdefhan draws out some of the creature's vital essence. The creature\ \ becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1\ \ hour on a critical failure)." requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d8+4 type: piercing name: composite longbow plus_damage: null to_hit: 10 traits: - deadly 1d10 - propulsive - range increment 100 feet - volley 30 feet rarity: Common resistances: - amount: 5 type: positive ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 8 ref_misc: null will: 9 will_misc: null sense_abilities: null senses: - Perception +9 - greater darkvision size: Medium skills: - bonus: 10 misc: null name: 'Athletics ' - bonus: 9 misc: null name: 'Intimidation ' - bonus: 7 misc: null name: 'Religion ' - bonus: 7 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 272 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 17 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: death knell requirement: null - heightened_level: null level: 1 spells: - frequency: at will, self only name: feather fall requirement: null - frequency: null name: ray of enfeeblement requirement: null to_hit: 9 traits: - NE - Medium - Humanoid - Urdefhan type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 40 feet. Air in the aura is difficult terrain for Flying creatures without the air trait. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: High Winds range: null raw_description: '**High Winds** (__air__, __aura__) 40 feet. Air in the aura is difficult terrain for Flying creatures without the air trait.' requirements: null success: null traits: - air - aura trigger: 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. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 32' hp: 250 hp_misc: null immunities: - electricity - paralyze - poison - sleep items: null knowledge_checks: dc: 32 skills: - Arcana - Nature languages: - Aquan level: 14 melee: - action_cost: One Action damage: formula: 3d12+11 type: slashing name: claw plus_damage: null to_hit: 29 traits: - agile name: Uthul perception: 20 proactive_abilities: - action_cost: One Action critical_failure: The creature is stunned 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. 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. effect: null effects: null failure: The creature is stunned for 1 round.Critical Failure The creature is stunned for 1d4 rounds. frequency: null full_description: null generic_description: null name: Lightning Crash range: null raw_description: '**Lightning Crash** (__electricity__, __incapacitation__, __sonic__) 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.' requirements: null success: The creature is stunned 1.Failure The creature is stunned for 1 round.Critical Failure The creature is stunned for 1d4 rounds. traits: - electricity - incapacitation - sonic trigger: null - action_cost: None critical_failure: null critical_success: null description: An uthul's movement doesn't trigger reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swiftness range: null raw_description: '**Swiftness** An uthul''s movement doesn''t trigger reactions.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Whirlwind Form range: null raw_description: '**Whirlwind Form** [Two Actions] (__concentrate__) 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.' requirements: null success: null traits: - concentrate trigger: null ranged: - action_cost: One Action damage: formula: 5d8+15 type: bludgeoning name: debris plus_damage: null to_hit: 29 traits: - range increment 60 feet rarity: Common resistances: null ritual_lists: null saves: fort: 28 fort_misc: null misc: null ref: 29 ref_misc: null will: 22 will_misc: null sense_abilities: null senses: - Perception +20 - darkvision size: Huge skills: - bonus: 29 misc: null name: 'Acrobatics ' - bonus: 27 misc: null name: 'Athletics ' - bonus: 23 misc: null name: 'Intimidation ' - bonus: 25 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 317 page_stop: null speed: - amount: 100 type: fly - amount: null type: swiftness spell_lists: null traits: - CE - Huge - Air - Elemental type: Creature weaknesses: null - 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 alignment: N automatic_abilities: 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 15' hp: 11 hp_misc: null immunities: - precision - swarm mind items: null knowledge_checks: dc: 15 skills: - Nature languages: null level: 1 melee: null name: Vampire Bat Swarm perception: 10 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: Each enemy in the bat swarm's space takes 1d4 piercing damage (DC 16 basic Reflex save). Creatures that fail this save also take 1 persistent bleed damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Blood Feast range: null raw_description: '**Blood Feast** Each enemy in the bat swarm''s space takes 1d4 piercing damage (DC 16 basic Reflex save). Creatures that fail this save also take 1 persistent bleed damage.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 6 type: bludgeoning - amount: 6 type: piercing - amount: 3 type: slashing ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 9 ref_misc: null will: 6 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A bat swarm can use its hearing as a precise sense at the listed range. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Echolocation range: null raw_description: '**Echolocation** A bat swarm can use its hearing as a precise sense at the listed range.' requirements: null success: null traits: null trigger: null senses: - Perception +10 - echolocation (precise) 20 feet - low-light vision size: Large skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 4 misc: +7 to Climb name: 'Athletics ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 39 page_stop: null speed: - amount: 5 type: Land - amount: 30 type: fly spell_lists: null traits: - N - Large - Animal - Swarm type: Creature weaknesses: - amount: 3 type: area damage - amount: 3 type: splash damage - 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 alignment: CE automatic_abilities: - action_cost: Free Action critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mist Escape range: null raw_description: '**Mist Escape** [Free Action]' requirements: null success: null traits: null trigger: null description: 'Vampire counts rule their demesnes through a mix of fear and cruelty. **__Recall Knowledge - Undead__ (__Religion__)**: DC 22' hp: 65 hp_misc: coffin restoration, fast healing 7, negative healing immunities: - death effects - disease - paralyze - poison - sleep items: - +1 rapier - leather armor knowledge_checks: dc: 22 skills: - Religion languages: - Common - Necril - plus one regional language level: 6 melee: - action_cost: One Action damage: formula: 1d6+11 type: piercing name: rapier plus_damage: null to_hit: 17 traits: - deadly 1d8 - disarm +1 - action_cost: One Action damage: formula: 1d8+8 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 17 traits: - agile name: Vampire Count perception: 17 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: Giant bat with fangs +15 for 1d8+9 piercing. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) Giant bat with fangs +15 for 1d8+9 piercing.' requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Create Spawn range: null raw_description: '**Create Spawn** (__divine__, __downtime__, __necromancy__) 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.' requirements: null success: null traits: - divine - downtime - necromancy trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: DC 22 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dominate range: null raw_description: '**Dominate** [Two Actions] (__divine__, __enchantment__, __incapacitation__) DC 22' requirements: null success: null traits: - divine - enchantment - incapacitation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: When Drinking Blood, the vampire regains 10 HP. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drink Blood range: null raw_description: '**Drink Blood** (__divine__, __necromancy__) When Drinking Blood, the vampire regains 10 HP.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Turn to Mist range: null raw_description: '**Turn to Mist** (__concentrate__, __divine__, __transmutation__) 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.' requirements: null success: null traits: - concentrate - divine - transmutation trigger: null ranged: null rarity: Common resistances: - amount: 7 type: physical (except magical silver) ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 14 ref_misc: null will: 17 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: ' ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Children of the Night range: null raw_description: '**Children of the Night** (__divine__, __enchantment__, __mental__) ' requirements: null success: null traits: - divine - enchantment - mental trigger: null senses: - Perception +17 - darkvision size: Medium skills: - bonus: 13 misc: null name: 'Acrobatics ' - bonus: 15 misc: null name: 'Athletics ' - bonus: 14 misc: null name: 'Deception ' - bonus: 14 misc: null name: 'Diplomacy ' - bonus: 16 misc: null name: 'Intimidation ' - bonus: 14 misc: null name: 'Society ' - bonus: 13 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 320 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: climb spell_lists: null traits: - CE - Medium - Undead - Vampire type: Creature weaknesses: - amount: null type: vampire weaknesses - 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 alignment: CE automatic_abilities: - action_cost: Free Action critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mist Escape range: null raw_description: '**Mist Escape** [Free Action]' requirements: null success: null traits: null trigger: null description: 'Vampire masterminds are evil wizards who control entire cabals of the undead and instill fear in the hearts of mortals far and wide. **__Recall Knowledge - Undead__ (__Religion__)**: DC 28' hp: 115 hp_misc: coffin restoration, fast healing 10, negative healing immunities: - death effects - disease - paralyze - poison - sleep items: - signet ring knowledge_checks: dc: 28 skills: - Religion languages: - Common - Necril - plus one regional language level: 9 melee: - action_cost: One Action damage: formula: 2d8+9 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 18 traits: - agile name: Vampire Mastermind perception: 20 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: Giant bat with fangs +19 for 2d8+9 piercing. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) Giant bat with fangs +19 for 2d8+9 piercing.' requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Create Spawn range: null raw_description: '**Create Spawn** (__divine__, __downtime__, __necromancy__) 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.' requirements: null success: null traits: - divine - downtime - necromancy trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: DC 26 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dominate range: null raw_description: '**Dominate** [Two Actions] (__divine__, __enchantment__, __incapacitation__, __mental__, __visual__) DC 26' requirements: null success: null traits: - divine - enchantment - incapacitation - mental - visual trigger: null - action_cost: Free Action critical_failure: null critical_success: null description: null effect: The vampire hasn't acted yet on this turn. effects: null failure: null frequency: Once per day. full_description: null generic_description: null name: Drain Bonded Item range: null raw_description: '**Drain Bonded Item** [Free Action] (__arcane__, __wizard__) **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.' requirements: null success: null traits: - arcane - wizard trigger: null - action_cost: One Action critical_failure: null critical_success: null description: When Drinking Blood, the vampire regains 10 HP. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drink Blood range: null raw_description: '**Drink Blood** (__divine__, __necromancy__) When Drinking Blood, the vampire regains 10 HP.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Steady Spellcasting range: null raw_description: '**Steady Spellcasting** 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.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Turn to Mist range: null raw_description: '**Turn to Mist** (__concentrate__, __divine__, __transmutation__) 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.' requirements: null success: null traits: - concentrate - divine - transmutation trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: physical (except magical silver) ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 18 ref_misc: null will: 20 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: ' ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Children of the Night range: null raw_description: '**Children of the Night** (__divine__, __enchantment__, __mental__) ' requirements: null success: null traits: - divine - enchantment - mental trigger: null senses: - Perception +20 - darkvision size: Medium skills: - bonus: 17 misc: null name: 'Acrobatics ' - bonus: 21 misc: null name: 'Arcana ' - bonus: 16 misc: null name: 'Athletics ' - bonus: 20 misc: null name: 'Deception ' - bonus: 20 misc: null name: 'Diplomacy ' - bonus: 22 misc: null name: 'Intimidation ' - bonus: 19 misc: null name: 'Society ' - bonus: 19 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 321 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: climb spell_lists: - dc: 29 misc: '' name: Arcane Prepared Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: fire shield requirement: null - frequency: null name: phantasmal killer requirement: null - frequency: null name: veil requirement: null - frequency: null name: wall of fire requirement: null - heightened_level: null level: 3 spells: - frequency: null name: dispel magic requirement: null - frequency: null name: fireball requirement: null - frequency: null name: haste requirement: null - frequency: null name: lightning bolt requirement: null - heightened_level: null level: 2 spells: - frequency: null name: flaming sphere requirement: null - frequency: null name: invisibility requirement: null - frequency: null name: mirror image requirement: null - frequency: null name: touch of idiocy requirement: null - heightened_level: null level: 1 spells: - frequency: x2 name: color spray requirement: null - frequency: null name: fleet step requirement: null - frequency: null name: ray of enfeeblement requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: detect magic requirement: null - frequency: null name: mage hand requirement: null - frequency: null name: message requirement: null - frequency: null name: ray of frost requirement: null - frequency: null name: sigil requirement: null to_hit: 19 traits: - Uncommon - CE - Medium - Undead - Vampire type: Creature weaknesses: - amount: null type: vampire weaknesses - 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 alignment: CE automatic_abilities: null description: 'Vampires use their spawn for infiltration and reconnaissance. **__Recall Knowledge - Undead__ (__Religion__)**: DC 19' hp: 40 hp_misc: coffin restoration, fast healing 5, negative healing immunities: - death effects - disease - paralyze - poison - sleep items: null knowledge_checks: dc: 19 skills: - Religion languages: - Common - plus one regional language level: 4 melee: - action_cost: One Action damage: formula: 1d8+6 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 14 traits: - agile name: Vampire Spawn perception: 12 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: When Drinking Blood, the spawn regains 5 HP. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drink Blood range: null raw_description: '**Drink Blood** (__divine__, __necromancy__) When Drinking Blood, the spawn regains 5 HP.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null description: The vampire spawn deals 1d6 extra precision damage to flat-footed creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The vampire spawn deals 1d6 extra precision damage to flat-footed creatures.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: physical (except silver) ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 13 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +12 - darkvision size: Medium skills: - bonus: 11 misc: null name: 'Acrobatics ' - bonus: 9 misc: null name: 'Athletics ' - bonus: 8 misc: null name: 'Intimidation ' - bonus: 5 misc: null name: 'Society ' - bonus: 12 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 320 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: climb spell_lists: null traits: - CE - Medium - Undead - Vampire type: Creature weaknesses: - amount: null type: vampire weaknesses - ability_mods: cha_mod: -2 con_mod: 0 dex_mod: 3 int_mod: -4 str_mod: 0 wis_mod: 3 ac: 16 ac_special: null alignment: N automatic_abilities: null description: 'Vampire squid are neither undead nor blood drinkers. Their name is instead inspired by their red eyes and the dark, cloak-like webbing between their arms. Living in the lightless depths of the ocean, the vampire squid can eject a cloud of bioluminescent mucus that nauseates predators. **__Recall Knowledge - Animal__ (__Nature__)**: DC 14' hp: 15 hp_misc: null immunities: null items: null knowledge_checks: dc: 14 skills: - Nature languages: null level: 0 melee: - action_cost: One Action damage: formula: 1d8 type: piercing name: beak plus_damage: null to_hit: 7 traits: - finesse - action_cost: One Action damage: formula: 1d6 type: bludgeoning name: tentacles plus_damage: null to_hit: 7 traits: - agile - finesse name: Vampire Squid perception: 7 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The vampire squid is in water effects: null failure: null frequency: once per day full_description: null generic_description: null name: Glowing Mucus range: null raw_description: '**Glowing Mucus** **Frequency** once per day; **Requirements** The vampire squid is in water; **Effect** The vampire squid ejects a cloud of bioluminescent mucus in a 15-foot cone. Non-squid creatures within the cloud must attempt a DC 16 Fortitude save or become __sickened 1__. The glowing mucus remains in the area for 1 minute, and any creature that ends its turn in the area must succeed at a DC 13 Fortitude save or become sickened 1.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: cold ritual_lists: null saves: fort: 4 fort_misc: null misc: null ref: 8 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +7 - darkvision size: Small skills: - bonus: 4 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 254 page_stop: null speed: - amount: 25 type: swim spell_lists: null traits: - N - Small - Animal - Aquatic type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 5 int_mod: -1 str_mod: -5 wis_mod: 2 ac: 18 ac_special: null alignment: NE automatic_abilities: null description: 'Though they''re often mistaken for __vampires__ in gaseous form or an unusual type of __air elemental__, vampiric mists are in fact strange aberrant life-forms. With an amorphous body that consists as much of fluid as it does of air, these creatures dwell in swamps or moist underground regions where their vulnerability to heat isn''t as much of a concern. Still, they prefer to lair near the fringes of such areas, as a vampiric mist needs a constant supply of fresh blood for sustenance. While blood drawn from animals is just as nutritious as blood from anything else, these sadistic monsters vastly prefer the flavor of blood drawn from thinking creatures. Like __will-o''-wisps__, vampiric mists find that fear flavors the blood, though they gain no particular advantage by feeding on the frightened. Although somewhat intelligent, vampiric mists do not form societies. They sometimes group into small gangs, but even then they show little interest in working together. Vampiric mists spend most of their time seeking prey—a pursuit they approach with great creativity. The mists'' propensity for taking on vague, skeletal forms of the creatures whose blood they drink further adds to their mystique and fuels rumors that they have connections to the undead. Indeed, many vampiric mists enjoy using this common misconception to their advantage, leading foes to apply foolish tactics—such as tricking spellcasters into attempting to use positive energy against them as if they were undead monsters. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 18' hp: 35 hp_misc: null immunities: - precision items: null knowledge_checks: dc: 18 skills: - Occultism languages: - Aklo level: 3 melee: - action_cost: One Action damage: formula: 2d6 type: slashing damage name: misty tendril plus_damage: - formula: 1d6 type: persistent bleed damage and blood siphon to_hit: 10 traits: - agile - finesse name: Vampiric Mist perception: 9 proactive_abilities: - action_cost: None critical_failure: The creature is drained 2. The vampiric mist gains 10 temporary Hit Points and takes on an intense red until the end of its next turn. During this time, it gains a +2 status bonus to AC and saves and is quickened. It can use its extra action only to Strike. critical_success: null description: "When a vampiric mist damages a creature with a misty tendril Strike,\ \ the creature must attempt a DC 20 Fortitude save. If the Strike was a critical\ \ hit, the outcome of the creature's save is one degree worse than the result\ \ of the saving throw. Any temporary Hit Points the vampiric mist gains from\ \ Blood Siphon fade after 1 hour. \n\n" effect: null effects: null failure: The creature is drained 1, and the vampiric mist gains 5 temporary Hit Points. frequency: null full_description: null generic_description: null name: Blood Siphon range: null raw_description: "**Blood Siphon** When a vampiric mist damages a creature with\ \ a misty tendril Strike, the creature must attempt a DC 20 Fortitude save.\ \ If the Strike was a critical hit, the outcome of the creature's save is one\ \ degree worse than the result of the saving throw. Any temporary Hit Points\ \ the vampiric mist gains from Blood Siphon fade after 1 hour. \n\n**Success**\ \ The creature is unaffected. \n\n**Failure** The creature is __drained 1__,\ \ and the vampiric mist gains 5 temporary Hit Points. \n\n**Critical Failure**\ \ The creature is drained 2. The vampiric mist gains 10 temporary Hit Points\ \ and takes on an intense red until the end of its next turn. During this time,\ \ it gains a +2 status bonus to AC and saves and is __quickened__. It can use\ \ its extra action only to Strike." requirements: null success: The creature is unaffected. traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: physical ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 12 ref_misc: null will: 9 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A vampiric mist's body is composed of a semisolid red mist similar in consistency to thick foam. This enables a vampiric mist to move through spaces as narrow as 1 inch in diameter with no reduction to its Speed. However, a vampiric mist can't wear or interact with objects. It also can't enter water or other fluids, and it's treated as Tiny for the purpose of how wind affects it. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Misty Form range: null raw_description: '**Misty Form** A vampiric mist''s body is composed of a semisolid red mist similar in consistency to thick foam. This enables a vampiric mist to move through spaces as narrow as 1 inch in diameter with no reduction to its Speed. However, a vampiric mist can''t wear or interact with objects. It also can''t enter water or other fluids, and it''s treated as Tiny for the purpose of how wind affects it.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A vampiric mist can sense creatures that have blood within 60 feet. It can sense exposed blood within a mile. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sense Blood range: null raw_description: '**Sense Blood** A vampiric mist can sense creatures that have blood within 60 feet. It can sense exposed blood within a mile.' requirements: null success: null traits: null trigger: null senses: - Perception +9 - darkvision - sense blood (imprecise) 60 feet size: Medium skills: - bonus: 10 misc: null name: 'Acrobatics ' - bonus: 10 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 278 page_stop: null speed: - amount: 40 type: fly spell_lists: null traits: - NE - Medium - Aberration type: Creature weaknesses: - amount: 5 type: fire - ability_mods: cha_mod: 2 con_mod: 2 dex_mod: 4 int_mod: 2 str_mod: 6 wis_mod: 4 ac: 27 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 20 feet, DC 22 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 20 feet, DC 22 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'Protecting the __Boneyard__ are the stern and resolute guardians of the dead known as vanths, psychopomps who resemble skeletons with raven-like wings and a mask resembling a vulture''s skull. Vanths carry black scythes to fight against those who would disturb the natural progression of souls, and they consider any visitor to the Boneyard a potential troublemaker. When the psychopomp armies go to war, vanths serve as front-line soldiers. They rarely speak and even more rarely show any emotion other than a grim adherence to duty. **__Recall Knowledge - Monitor__ (__Religion__)**: DC 23' hp: 105 hp_misc: null immunities: - death effects - disease items: - +1 scythe knowledge_checks: dc: 23 skills: - Religion languages: - Abyssal - Celestial - Infernal - Requian level: 7 melee: - action_cost: One Action damage: formula: 1d10+8 type: slashing name: scythe plus_damage: - formula: null type: spirit touch to_hit: 18 traits: - deadly d10 - magical - trip - action_cost: One Action damage: formula: 1d6+8 type: slashing name: jaws plus_damage: - formula: null type: spirit touch to_hit: 17 traits: - agile name: Vanth perception: 15 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A vanth's scythe is its symbol of office and gains a measure of its personal power. This scythe becomes a +1 scythe and is treated as if it were __adamantine__ while the vanth wields it. A vanth whose scythe is taken or destroyed can infuse a new one with an hour of work. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Infuse Weapon range: null raw_description: '**Infuse Weapon** (__divine__, __evocation__) A vanth''s scythe is its symbol of office and gains a measure of its personal power. This scythe becomes a +1 scythe and is treated as if it were __adamantine__ while the vanth wields it. A vanth whose scythe is taken or destroyed can infuse a new one with an hour of work.' requirements: null success: null traits: - divine - evocation trigger: null - action_cost: None critical_failure: null critical_success: null description: An vanth's Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune and deal 2d6 negative damage to living creatures and 2d6 positive damage to undead. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spirit Touch range: null raw_description: '**Spirit Touch** An vanth''s Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune and deal 2d6 negative damage to living creatures and 2d6 positive damage to undead.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: As failure, but the effect is permanent. critical_success: The target is unaffected and is temporarily immune to Vanth's Curse for 24 hours. description: null effect: "The vanth bestows a curse on a creature by touching it with its scythe.\ \ The creature must attempt a DC 25 Will save. \n\n" effects: null failure: The target becomes morose and glum as it accepts its own inevitable fate. For 1 hour, the target is stupefied 2. Each time the target gains the dying condition, the stupefied condition value increases by 1, to a maximum value of stupefied 4. frequency: three times per day full_description: null generic_description: null name: Vanth's Curse range: null raw_description: "**Vanth's Curse** [Two Actions] (__curse__, __divine__, __enchantment__,\ \ __misfortune__) **Frequency** three times per day; **Effect** The vanth bestows\ \ a curse on a creature by touching it with its scythe. The creature must attempt\ \ a DC 25 Will save. \n\n**Critical Success** The target is unaffected and is\ \ temporarily immune to Vanth's Curse for 24 hours. \n\n**Success** The target\ \ feels a momentary shudder of doom and is __stupefied 1__ for 1 minute by the\ \ distracting sensation. \n\n**Failure** The target becomes morose and glum\ \ as it accepts its own inevitable fate. For 1 hour, the target is stupefied\ \ 2. Each time the target gains the __dying__ condition, the stupefied condition\ \ value increases by 1, to a maximum value of stupefied 4. \n\n**Critical Failure**\ \ As failure, but the effect is permanent." requirements: null success: The target feels a momentary shudder of doom and is stupefied 1 for 1 minute by the distracting sensation. traits: - curse - divine - enchantment - misfortune trigger: null ranged: null rarity: Common resistances: - amount: 10 type: negative - amount: 10 type: poison ritual_lists: null saves: fort: 15 fort_misc: null misc: +1 status to all saves vs. magic ref: 13 ref_misc: null will: 17 will_misc: null sense_abilities: null senses: - Perception +15 - darkvision - lifesense 60 feet size: Medium skills: - bonus: 17 misc: null name: 'Acrobatics ' - bonus: 17 misc: null name: 'Athletics ' - bonus: 15 misc: null name: 'Boneyard Lore ' - bonus: 15 misc: null name: 'Intimidation ' - bonus: 13 misc: null name: 'Occultism ' - bonus: 13 misc: null name: 'Religion ' - bonus: 17 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 210 page_stop: null speed: - amount: 25 type: Land - amount: 40 type: fly spell_lists: - dc: 22 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - heightened_level: null level: 3 spells: - frequency: ×3 name: locate requirement: null - frequency: ×3 name: searing light requirement: null - heightened_level: null level: 2 spells: - frequency: at will, self only name: invisibility requirement: null to_hit: null traits: - N - Medium - Monitor - Psychopomp type: Creature weaknesses: null - ability_mods: cha_mod: 6 con_mod: 6 dex_mod: 4 int_mod: 8 str_mod: 8 wis_mod: 5 ac: 41 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. A vaspercham's shell distorts nearby magic. Any creature in the aura who Casts a Spell must attempt a DC 37 Will save. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Magic-Warping Aura range: null raw_description: '**Magic-Warping Aura** (__arcane__, __aura__, __transmutation__) 30 feet. A vaspercham''s shell distorts nearby magic. Any creature in the aura who Casts a Spell must attempt a DC 37 Will save.' requirements: null success: null traits: - arcane - aura - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: The spell is unaffected and the caster is temporarily immune to the magic-warping aura for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Success range: null raw_description: '**Critical Success** The spell is unaffected and the caster is temporarily immune to the magic-warping aura for 1 minute.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The spell is unaffected, but if the spell allows a saving throw, the vaspercham gains a +1 circumstance bonus to save against it. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Success range: null raw_description: '**Success** The spell is unaffected, but if the spell allows a saving throw, the vaspercham gains a +1 circumstance bonus to save against it.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: If the spell has a target and there are one or more viable targets within its range, the spell's target changes, determined randomly by the GM. If there is no other possible target within range or the spell has no target, the spell is disrupted. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Failure range: null raw_description: '**Failure** If the spell has a target and there are one or more viable targets within its range, the spell''s target changes, determined randomly by the GM. If there is no other possible target within range or the spell has no target, the spell is disrupted.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The caster instead Casts another Spell, choosing randomly from their spell repertoire, prepared spells, or available focus spells (as appropriate) and selecting any targets at random. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Failure range: null raw_description: '**Critical Failure** The caster instead Casts another Spell, choosing randomly from their spell repertoire, prepared spells, or available focus spells (as appropriate) and selecting any targets at random.' requirements: null success: null traits: null trigger: null description: 'The darkly intelligent vaspercham, an aquatic horror who delights in violence and destruction, lurks in the shallows near shorelines. Once a vaspercham settles on a new home, they stubbornly stay there, regardless of any communities dwelling nearby. A vaspercham''s physical might and magic-warping abilities make them incredibly hard to dislodge once entrenched, and many seaside communities have relocated after a vaspercham came calling. The monster responds only to strength, so one must best a vaspercham in combat to gain their begrudging cooperation. But once the creature recovers their strength, they inevitably betray any temporary alliance. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 36' hp: 335 hp_misc: null immunities: null items: null knowledge_checks: dc: 36 skills: - Occultism languages: - Aklo level: 17 melee: - action_cost: One Action damage: formula: 3d10+16 type: bludgeoning name: tentacle plus_damage: - formula: null type: hallucinatory brine to_hit: 33 traits: - agile - magical - reach 20 feet name: Vaspercham perception: 30 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A creature hit by the vaspercham's Strikes or Mindwarping Tide must attempt a DC 38 Fortitude save. On a failure, the creature is overwhelmed with phantasmal visions, becoming __confused__ for 1 round (1 minute on a critical failure). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Hallucinatory Brine range: null raw_description: '**Hallucinatory Brine** (__arcane__, __illusion__, __mental__) A creature hit by the vaspercham''s Strikes or Mindwarping Tide must attempt a DC 38 Fortitude save. On a failure, the creature is overwhelmed with phantasmal visions, becoming __confused__ for 1 round (1 minute on a critical failure).' requirements: null success: null traits: - arcane - illusion - mental trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The vaspercham releases an effusion of noxious water from its shell. Creatures within a 15-foot emanation must save against the vaspercham's hallucinatory brine. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mindwarping Tide range: null raw_description: '**Mindwarping Tide** (__concentrate__) The vaspercham releases an effusion of noxious water from its shell. Creatures within a 15-foot emanation must save against the vaspercham''s hallucinatory brine.' requirements: null success: null traits: - concentrate trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The vaspercham makes four tentacle Strikes, each against a different target. These attacks count toward the vaspercham's multiple attack penalty, but the multiple attack penalty doesn't increase until after the vaspercham makes all of their attacks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Whipping Tentacles range: null raw_description: '**Whipping Tentacles** [Two Actions] The vaspercham makes four tentacle Strikes, each against a different target. These attacks count toward the vaspercham''s multiple attack penalty, but the multiple attack penalty doesn''t increase until after the vaspercham makes all of their attacks.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d8+16 type: bludgeoning name: water blast plus_damage: - formula: null type: hallucinatory brine to_hit: 33 traits: - brutal - magical - range increment 100 feet - water rarity: Common resistances: - amount: 10 type: cold - amount: 10 type: electricity ritual_lists: null saves: fort: 31 fort_misc: null misc: +1 status to all saves vs. magic ref: 25 ref_misc: null will: 32 will_misc: null sense_abilities: null senses: - Perception +30 - darkvision - see invisibility size: Huge skills: - bonus: 33 misc: null name: 'Arcana ' - bonus: 33 misc: null name: 'Athletics ' - bonus: 31 misc: null name: 'Deception ' - bonus: 29 misc: null name: 'Intimidation ' - bonus: 33 misc: null name: 'Sea Lore ' source: - abbr: Bestiary 2 page_start: 279 page_stop: null speed: - amount: 20 type: Land - amount: 50 type: swim spell_lists: - dc: 41 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 9 spells: - frequency: null name: cone of cold requirement: null - frequency: null name: spell immunity requirement: null - heightened_level: null level: 8 spells: - frequency: null name: lightning bolt requirement: null - heightened_level: null level: 7 spells: - frequency: null name: regenerate requirement: null - heightened_level: null level: 6 spells: - frequency: x3 name: spellwrack requirement: null - heightened_level: null level: 5 spells: - frequency: at will name: control water requirement: null - heightened_level: 7 level: -1 spells: - frequency: null name: see invisibility requirement: null to_hit: null traits: - CE - Huge - Aberration - Aquatic type: Creature weaknesses: - amount: 15 type: fire - ability_mods: cha_mod: 5 con_mod: 6 dex_mod: 7 int_mod: 7 str_mod: 6 wis_mod: 8 ac: 45 ac_special: null alignment: NE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The vazgorlu chooses a different creature within 60 feet and attempts to swap places with that creature using __dimension door__ in the instant before the Strike. The target must attempt a DC 39 Will save. effects: null failure: null frequency: null full_description: null generic_description: null name: Hostile Juxtaposition range: null raw_description: '**Hostile Juxtaposition** [Reaction] (__arcane__, __teleportation__) **Trigger** A creature targets the vazgorlu with a Strike; **Effect** The vazgorlu chooses a different creature within 60 feet and attempts to swap places with that creature using __dimension door__ in the instant before the Strike. The target must attempt a DC 39 Will save.' requirements: null success: null traits: - arcane - teleportation trigger: A creature targets the vazgorlu with a Strike - action_cost: None critical_failure: null critical_success: null description: The target resists the teleportation, and the vazgorlu can't use Hostile Juxtaposition for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Success range: null raw_description: '**Critical Success** The target resists the teleportation, and the vazgorlu can''t use Hostile Juxtaposition for 1d4 rounds.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The target resists the teleportation. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Success range: null raw_description: '**Success** The target resists the teleportation.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The target and the vazgorlu instantly swap places, and the triggering Strike is resolved against the target instead. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Failure range: null raw_description: '**Failure** The target and the vazgorlu instantly swap places, and the triggering Strike is resolved against the target instead.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: As failure, but the target is transported to the vazgorlu's demiplane after resolving the triggering Strike against it. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Critical Failure range: null raw_description: '**Critical Failure** As failure, but the target is transported to the vazgorlu''s demiplane after resolving the triggering Strike against it.' requirements: null success: null traits: null trigger: null description: 'The arthropod monstrosity known as a vazgorlu makes its home on the Astral Plane or inside of a stable portal, ambushing creatures that travel there using dimensional magic. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 45 **__Recall Knowledge - Astral__ (__Occultism__)**: DC 45' hp: 380 hp_misc: null immunities: - acid - paralyzed - sleep items: null knowledge_checks: dc: 45 skills: - Occultism languages: - Abyssal - Aklo - Celestial - Daemonic - Infernal - Protean - Requian - Utopian level: 20 melee: - action_cost: One Action damage: formula: 4d10+8 type: piercing name: fangs plus_damage: - formula: 3d10 type: acid to_hit: 38 traits: - reach 10 feet name: Vazgorlu perception: 33 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A creature hit by a vazgorlu's web Strike is __immobilized__ and stuck to the nearest surface until it Escapes (DC 42). As long as it remains immobilized by the web, the web attempts to counteract any effect that would move the webbed creature to another plane, with a counteract level of 10 and using the vazgorlu's Arcana skill to attempt the counteract check. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dimensional Tether range: null raw_description: '**Dimensional Tether** A creature hit by a vazgorlu''s web Strike is __immobilized__ and stuck to the nearest surface until it Escapes (DC 42). As long as it remains immobilized by the web, the web attempts to counteract any effect that would move the webbed creature to another plane, with a counteract level of 10 and using the vazgorlu''s Arcana skill to attempt the counteract check.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A vazgorlu maintains a 30-foot-diameter demiplane in the Astral Plane. Gravity in this demiplane pulls out from the center, so that creatures can walk upon the inner surface. A vazgorlu's demiplane lair lacks a built-in point of exit, and if the vazgorlu fails to visit the demiplane during a 24-hour period, the demiplane collapses— all objects and creatures within are then returned to their original locations in the multiverse before they entered the demiplane. A vazgorlu can create a replacement demiplane lair with 24 hours of concentration. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Demiplane Lair range: null raw_description: '**Demiplane Lair** A vazgorlu maintains a 30-foot-diameter demiplane in the Astral Plane. Gravity in this demiplane pulls out from the center, so that creatures can walk upon the inner surface. A vazgorlu''s demiplane lair lacks a built-in point of exit, and if the vazgorlu fails to visit the demiplane during a 24-hour period, the demiplane collapses— all objects and creatures within are then returned to their original locations in the multiverse before they entered the demiplane. A vazgorlu can create a replacement demiplane lair with 24 hours of concentration.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A vazgorlu can spend 10 minutes in contact with a magical portal to redirect it, causing the portal to instead lead to its demiplane lair. To do so, the vazgorlu must succeed at a Portal Lore check (the DC is either equal to the caster's spell DC for a portal created by a spell, or set by the portal's level, __as listed here__; if the portal in question has no level listed, assume it's a 20th-level portal). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Redirect Portal range: null raw_description: '**Redirect Portal** A vazgorlu can spend 10 minutes in contact with a magical portal to redirect it, causing the portal to instead lead to its demiplane lair. To do so, the vazgorlu must succeed at a Portal Lore check (the DC is either equal to the caster''s spell DC for a portal created by a spell, or set by the portal''s level, __as listed here__; if the portal in question has no level listed, assume it''s a 20th-level portal).' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 6d6+8 type: acid name: web plus_damage: - formula: null type: dimensional tether to_hit: 38 traits: - range increment 60 feet rarity: Rare resistances: - amount: 15 type: cold - amount: 10 type: physical (except cold iron) ritual_lists: null saves: fort: 30 fort_misc: null misc: null ref: 33 ref_misc: null will: 36 will_misc: null sense_abilities: null senses: - Perception +33 - darkvision size: Large skills: - bonus: 38 misc: null name: 'Arcana ' - bonus: 38 misc: null name: 'Deception ' - bonus: 41 misc: null name: 'Portal Lore ' - bonus: 34 misc: null name: 'Stealth ' - bonus: 32 misc: null name: 'Thievery ' source: - abbr: 'Pathfinder #150: Broken Promises' page_start: 83 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: climb spell_lists: - dc: 35 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: to and from the vazgorlu's demiplane only name: plane shift requirement: null - frequency: x3 name: teleport requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: air walk requirement: null to_hit: null traits: - Rare - NE - Large - Aberration - Astral type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: null 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! **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 37' hp: 270 hp_misc: null immunities: - controlled - electricity - mental items: null knowledge_checks: dc: 37 skills: - Occultism languages: - Aklo - Alghollthu - Aquan - Common - Undercommon - tongues level: 14 melee: - action_cost: One Action damage: formula: 3d10+12 type: slashing name: claw plus_damage: - formula: null type: slime to_hit: 30 traits: - agile - magical - reach 20 feet - action_cost: One Action damage: formula: 3d8+12 type: piercing name: fangs plus_damage: - formula: null type: slime and consume memories to_hit: 28 traits: - agile - magical - reach 10 feet - versatile S - action_cost: One Action damage: formula: 7d6 type: electricity name: tentacle plus_damage: - formula: null type: thoughtlance to_hit: 28 traits: - agile - electricity - magical - reach 20 feet name: Veiled Master perception: 25 proactive_abilities: - action_cost: Free Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** [Free Action] (__concentrate__, __occult__, __polymorph__, __transmutation__) 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.' requirements: null success: null traits: - concentrate - occult - polymorph - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Consume Memories range: null raw_description: '**Consume Memories** (__mental__, __occult__) 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).' requirements: null success: null traits: - mental - occult trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Delayed Suggestion range: null raw_description: '**Delayed Suggestion** (__enchantment__, __occult__) 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.' requirements: null success: null traits: - enchantment - occult trigger: null - action_cost: None critical_failure: null critical_success: null 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.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Slime range: null raw_description: '**Slime** (__curse__, __occult__, __virulent__) **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.' requirements: null success: null traits: - curse - occult - virulent trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tentacle Flurry range: null raw_description: '**Tentacle Flurry** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Thoughtlance range: null raw_description: '**Thoughtlance** (__curse__, __enchantment__, __occult__) 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.' requirements: null success: null traits: - curse - enchantment - occult trigger: null ranged: null rarity: Rare resistances: - amount: 20 type: cold ritual_lists: - dc: 37 misc: null name: Occult Rituals spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: geas requirement: null to_hit: null saves: fort: 26 fort_misc: null misc: +2 status to all saves vs. magic ref: 22 ref_misc: null will: 24 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mucus Cloud range: null raw_description: '**Mucus Cloud** (__aura__, __disease__) 30 feet. 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.' requirements: null success: null traits: - aura - disease trigger: null senses: - Perception +25 - darkvision size: Large skills: - bonus: 27 misc: null name: 'Arcana ' - bonus: 24 misc: null name: 'Athletics ' - bonus: 28 misc: null name: 'Deception ' - bonus: 26 misc: null name: 'Intimidation ' - bonus: 29 misc: any one subcategory name: 'Lore ' - bonus: 29 misc: null name: 'Occultism ' - bonus: 27 misc: null name: 'Society ' - bonus: 24 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 14 page_stop: null speed: - amount: 10 type: Land - amount: 80 type: swim spell_lists: - dc: 37 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 9 spells: - frequency: at will name: project image requirement: null - heightened_level: null level: 8 spells: - frequency: at will name: illusory scene requirement: null - frequency: x3 name: suggestion requirement: null - heightened_level: null level: 7 spells: - frequency: at will name: veil requirement: null - heightened_level: null level: 6 spells: - frequency: x3 name: dominate requirement: null - heightened_level: null level: 5 spells: - frequency: x3 name: dimension door requirement: null - frequency: at will name: hallucinatory terrain requirement: null - frequency: at will name: illusory object requirement: null - heightened_level: null level: 3 spells: - frequency: at will name: hypnotic pattern requirement: null - frequency: at will name: levitate requirement: null - frequency: at will name: mind reading requirement: null - frequency: at will name: secret page requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null to_hit: null traits: - Rare - LE - Large - Aberration - Aquatic type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 15' hp: 20 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Nature languages: null level: 1 melee: - action_cost: One Action damage: formula: 1d6+3 type: piercing name: jaws plus_damage: null to_hit: 8 traits: - finesse - action_cost: One Action damage: formula: 1d4+3 type: slashing name: talon plus_damage: null to_hit: 8 traits: - agile - finesse name: Velociraptor perception: 6 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Leaping Charge range: null raw_description: '**Leaping Charge** 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. ' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The velociraptor deals 1d4 extra damage to any creature that's within reach of at least two of the velociraptor's allies. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pack Attack range: null raw_description: '**Pack Attack** The velociraptor deals 1d4 extra damage to any creature that''s within reach of at least two of the velociraptor''s allies.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 5 fort_misc: null misc: null ref: 7 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +6 - low-light vision - scent (imprecise) 30 feet size: Small skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 5 misc: +8 jumping name: 'Athletics ' - bonus: 6 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 96 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - N - Small - Animal - Dinosaur type: Creature weaknesses: null - ability_mods: cha_mod: 8 con_mod: 8 dex_mod: 6 int_mod: 6 str_mod: 8 wis_mod: 10 ac: 45 ac_special: null alignment: CG automatic_abilities: null description: 'Veranallias represent the freedom of life to grow, change, and adapt. They rarely interact directly with non-azatas, as most other beings find their nature hard to comprehend, but those who secure their aid find them powerful allies. The lower half of a veranallia''s body is made of vegetation that constantly repeats a dizzying cycle of sprouting, blooming, thriving, and wilting. The upper half of their body appears as that of a humanoid of any gender—it is rare for a veranallia to remain consistent in their gender for more than a few seasons at a time. Veranallias transform the landscape in their wake, bringing creation and destruction alike. The world around them overflows with an abundance of vegetation, with plenty of food for nearby animals, and when they bring destruction, they do so without cruelty, as it is sometimes necessary to make room for new life. They trigger forest fires in woodlands before dry brush piles up to dangerous levels, and bring bitter winters to areas plagued with parasites that thrive in hot weather. **__Recall Knowledge - Celestial__ (__Religion__)**: DC 40' hp: 475 hp_misc: null immunities: null items: - +3 greater striking sickle knowledge_checks: dc: 40 skills: - Religion languages: - Celestial - Draconic - Infernal - speak with animals - speak with plants - tongues level: 20 melee: - action_cost: One Action damage: formula: 3d4+16 type: slashing name: sickle plus_damage: - formula: 4d6 type: cold and 1d6 good to_hit: 39 traits: - agile - finesse - trip - action_cost: One Action damage: formula: 4d12+16 type: bludgeoning name: vine plus_damage: - formula: 1d6 type: good and Improved Grab to_hit: 39 traits: - reach 20 feet name: Veranallia perception: 38 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null description: null effect: The veranallia dramatically alters weather patterns in the surrounding area, producing any of the results of a successful 9th-level __control weather__ ritual. effects: null failure: null frequency: three times per day full_description: null generic_description: null name: Alter Weather range: null raw_description: '**Alter Weather** [Three Actions] **Frequency **three times per day; **Effect **The veranallia dramatically alters weather patterns in the surrounding area, producing any of the results of a successful 9th-level __control weather__ ritual.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: null effect: The veranallia spends a minute to encase a creature that has been dead for no more than a year in a cocoon. After 24 hours, the creature is restored to life, and the cocoon explodes in a shower of colorful blossoms. If the veranallia's chooses, Rebirth can change the creature's ancestry or heritage, typically into an aasimar. effects: null failure: null frequency: once per day full_description: null generic_description: null name: Rebirth range: null raw_description: '**Rebirth** (__divine__, __necromancy__) **Frequency **once per day; **Effect **The veranallia spends a minute to encase a creature that has been dead for no more than a year in a cocoon. After 24 hours, the creature is restored to life, and the cocoon explodes in a shower of colorful blossoms. If the veranallia''s chooses, Rebirth can change the creature''s ancestry or heritage, typically into an aasimar.' requirements: null success: null traits: - divine - necromancy trigger: null ranged: null rarity: Common resistances: - amount: 20 type: fire - amount: 20 type: cold ritual_lists: - dc: 42 misc: also has Reincarnate; spell not out yet at time of printing name: Rituals spell_groups: - heightened_level: null level: 6 spells: - frequency: null name: awaken animal requirement: null - frequency: null name: commune with nature requirement: null - frequency: null name: primal call requirement: null - heightened_level: null level: 4 spells: - frequency: null name: blight requirement: null - frequency: null name: plant growth requirement: null - heightened_level: null level: 2 spells: - frequency: null name: consecrate requirement: null to_hit: null saves: fort: 36 fort_misc: null misc: null ref: 34 ref_misc: null will: 38 will_misc: null sense_abilities: null senses: - Perception +38 - darkvision - tremorsense (imprecise) 120 feet size: Medium skills: - bonus: 34 misc: null name: 'Athletics ' - bonus: 36 misc: null name: 'Deception ' - bonus: 38 misc: null name: 'Diplomacy ' - bonus: 36 misc: null name: 'Elysium Lore ' - bonus: 36 misc: null name: 'Intimidation ' - bonus: 36 misc: null name: 'Medicine ' - bonus: 34 misc: null name: 'Nature ' - bonus: 38 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 31 page_stop: null speed: - amount: 40 type: Land - amount: 40 type: fly spell_lists: - dc: 42 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 10 spells: - frequency: null name: cataclysm requirement: null - frequency: once per year name: primal phenomenon requirement: null - frequency: null name: revival requirement: null - heightened_level: null level: 9 spells: - frequency: null name: nature's enmity requirement: null - frequency: ×3 name: regenerate requirement: null - frequency: null name: storm of vengeance requirement: null - frequency: at will name: tree stride requirement: null - heightened_level: null level: 8 spells: - frequency: at will name: polar ray requirement: null - frequency: at will name: sunburst requirement: null - heightened_level: null level: 6 spells: - frequency: at will name: baleful polymorph requirement: null - frequency: at will name: tangling creepers requirement: null - heightened_level: 9 level: -1 spells: - frequency: null name: endure elements requirement: null - frequency: null name: speak with animals requirement: null - frequency: null name: speak with plants requirement: null - frequency: null name: tongues requirement: null to_hit: 32 traits: - CG - Medium - Azata - Celestial type: Creature weaknesses: - amount: 20 type: cold iron - amount: 20 type: evil - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A creature that hits a verdurous ooze with a metal weapon or unarmed attack must attempt a DC 21 Reflex save. On a failure, the weapon or creature takes 2d4 acid damage (after dealing damage to the ooze as normal). __Thrown__ weapons take this damage automatically with no save. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Corrosive Surface range: null raw_description: '**Corrosive Surface** A creature that hits a verdurous ooze with a metal weapon or unarmed attack must attempt a DC 21 Reflex save. On a failure, the weapon or creature takes 2d4 acid damage (after dealing damage to the ooze as normal). __Thrown__ weapons take this damage automatically with no save.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: 20 feet. The verdurous ooze constantly emits supernatural vapors that cause nearby plants to grow rapidly and writhe and grasp at anything and everything within the emanation. This area becomes difficult terrain for non-verdurous ooze creatures. When a creature starts its turn in this aura, it must succeed at a DC 21 Reflex save or take a -10-foot circumstance penalty to its Speeds until it leaves the emanation. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Enliven Foliage range: null raw_description: '**Enliven Foliage** (__aura__, __primal__, __transmutation__) 20 feet. The verdurous ooze constantly emits supernatural vapors that cause nearby plants to grow rapidly and writhe and grasp at anything and everything within the emanation. This area becomes difficult terrain for non-verdurous ooze creatures. When a creature starts its turn in this aura, it must succeed at a DC 21 Reflex save or take a -10-foot circumstance penalty to its Speeds until it leaves the emanation.' requirements: null success: null traits: - aura - primal - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: When a verdurous ooze that has 10 or more HP is hit by an attack that would deal piercing or slashing damage, it splits into two identical oozes, each with half the original's HP. One ooze is in the same space as the original, and the other is in an adjacent, unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or heavy to push). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Split range: null raw_description: '**Split** When a verdurous ooze that has 10 or more HP is hit by an attack that would deal piercing or slashing damage, it splits into two identical oozes, each with half the original''s HP. One ooze is in the same space as the original, and the other is in an adjacent, unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or heavy to push).' requirements: null success: null traits: null trigger: null description: 'Verdurous oozes are found in temperate forests, warm jungles, or other places where plant life grows in abundance. Unlike many types of oozes, verdurous oozes are not particularly good climbers and have been known to get trapped in natural or artificial chasms. Warlords and wizards sometimes make use of that fact and keep verdurous oozes as guardians in pits around the walls of their fortresses or towers. **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 22' hp: 157 hp_misc: null immunities: - acid - critical hits - mental - piercing - precision - slashing - unconscious - visual items: null knowledge_checks: dc: 22 skills: - Occultism languages: null level: 6 melee: - action_cost: One Action damage: formula: 2d6+7 type: bludgeoning name: pseudopod plus_damage: - formula: 1d6 type: acid and Grab to_hit: 15 traits: null name: Verdurous Ooze perception: 8 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 2d6 bludgeoning plus 1d6 acid, DC 24 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 2d6 bludgeoning plus 1d6 acid, DC 24' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: The creature falls unconscious. If it's still unconscious after 1 hour, it wakes up automatically. critical_success: The creature is unaffected and becomes temporarily immune to Sleep Gas for 24 hours. description: "The verdurous ooze adjusts its aura of supernatural vapors to affect\ \ living creatures within a 20-foot emanation, forcing them to attempt a DC\ \ 24 Will save. \n\n" effect: null effects: null failure: The creature falls unconscious. If it's still unconscious after 1 minute, it wakes up automatically. frequency: null full_description: null generic_description: null name: Sleep Gas range: null raw_description: "**Sleep Gas** [Two Actions] (__incapacitation__, __mental__,\ \ __poison__, __sleep__) The verdurous ooze adjusts its aura of supernatural\ \ vapors to affect living creatures within a 20-foot emanation, forcing them\ \ to attempt a DC 24 Will save. \n\n**Critical Success** The creature is unaffected\ \ and becomes temporarily immune to Sleep Gas for 24 hours. \n\n**Success**\ \ The creature is __stupefied 1__ for 1 round. \n\n**Failure** The creature\ \ falls __unconscious__. If it's still unconscious after 1 minute, it wakes\ \ up automatically. \n\n**Critical Failure** The creature falls unconscious.\ \ If it's still unconscious after 1 hour, it wakes up automatically." requirements: null success: The creature is stupefied 1 for 1 round. traits: - incapacitation - mental - poison - sleep trigger: null - action_cost: None critical_failure: null critical_success: null description: A verdurous ooze's acid damages only metal and flesh—not bone, stone, or other materials. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Verdurous Ooze Acid range: null raw_description: '**Verdurous Ooze Acid** A verdurous ooze''s acid damages only metal and flesh—not bone, stone, or other materials.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 8 ref_misc: null will: 10 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A verdurous ooze can sense nearby creatures through vibration and air or water movement. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Motion Sense range: null raw_description: '**Motion Sense** A verdurous ooze can sense nearby creatures through vibration and air or water movement.' requirements: null success: null traits: null trigger: null senses: - Perception +8 - motion sense 60 feet - no vision size: Medium skills: - bonus: 15 misc: null name: 'Athletics ' - bonus: 4 misc: +10 in tall grass or undergrowth name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 194 page_stop: null speed: - amount: 15 type: Land spell_lists: null traits: - N - Medium - Mindless - Ooze type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 4 dex_mod: 1 int_mod: 0 str_mod: 3 wis_mod: 1 ac: 16 ac_special: - descr: 19 while Inhabiting a Body alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Worm demons can't stand the sight of a good meal presented and then swiftly taken away. Whenever a __dying__ creature within sight of the worm demon has its dying condition removed, the worm demon takes 1d6 mental damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Recoil from Wasted Opportunities range: null raw_description: '**Recoil from Wasted Opportunities** Worm demons can''t stand the sight of a good meal presented and then swiftly taken away. Whenever a __dying__ creature within sight of the worm demon has its dying condition removed, the worm demon takes 1d6 mental damage.' requirements: null success: null traits: null trigger: null description: 'Vermleks, also called worm demons, manifest from the souls of mortals who desecrated the dead, such as grave robbers or necromancers. These fiends take their violations to a new extreme, using their demonic powers to horrifically core their living victims and don the flesh-husk that remains. In its natural form, a vermlek resembles an oversized pinkish worm with four long tails that end in writhing fibrils. Its mouth splits into four segments like a profane tulip lined with rows of dozens of pointed teeth. More often than not, however, these fiends are encountered only after they have crawled into the body of a dead humanoid and made the hollowed-out flesh their temporary host. Vermleks use their powers of deception and disguise to infiltrate mortal settlements and influence unwitting acquaintances of the bodies they wear. Particularly intelligent or conniving vermleks might even reach stations of real power within the ranks of an army or government, at which point exposure of their true form can wreak havoc among the populace they have so thoroughly duped. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 18' hp: 55 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Religion languages: - Abyssal - Celestial - Draconic - telepathy 100 feet level: 3 melee: - action_cost: One Action damage: formula: 2d8+3 type: piercing name: bite plus_damage: null to_hit: 12 traits: null - action_cost: One Action damage: formula: 2d6+3 type: bludgeoning name: fist plus_damage: null to_hit: 12 traits: - agile - action_cost: One Action damage: formula: 1d8+4 type: slashing name: longsword plus_damage: null to_hit: 12 traits: - versatile P name: Vermlek perception: 8 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The worm demon is Inhabiting a Body effects: null failure: null frequency: null full_description: null generic_description: null name: Abandon Body range: null raw_description: '**Abandon Body** [Two Actions] (__manipulate__) **Requirement** The worm demon is Inhabiting a Body; **Effect** The worm demon crawls out of the body it is inhabiting, devouring much of the body''s remaining flesh and regaining 10 Hit Points in the process. The corpse it leaves behind is little more than a husk.' requirements: null success: null traits: - manipulate trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: The worm demon crawls into the body of an adjacent dead Medium humanoid, consuming the bulk of the victim's skeleton and internal organs as it does so and cramming itself into the cavity. As long as it Inhabits a Body, the worm demon loses its bite attack, can wield weapons like a humanoid, gains a +3 circumstance bonus to AC, and gains a +3 circumstance bonus to Deception checks to Impersonate the creature it is inhabiting. It cannot use this ability if it is already Inhabiting a Body. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Inhabit Body range: null raw_description: '**Inhabit Body** [Three Actions] (__manipulate__) The worm demon crawls into the body of an adjacent dead Medium humanoid, consuming the bulk of the victim''s skeleton and internal organs as it does so and cramming itself into the cavity. As long as it Inhabits a Body, the worm demon loses its bite attack, can wield weapons like a humanoid, gains a +3 circumstance bonus to AC, and gains a +3 circumstance bonus to Deception checks to Impersonate the creature it is inhabiting. It cannot use this ability if it is already Inhabiting a Body.' requirements: null success: null traits: - manipulate trigger: null - action_cost: None critical_failure: null critical_success: null description: Whenever the vermlek Abandons a Body or Inhabits a Body, all creatures within 30 feet who can see the vermlek must succeed at a DC 19 Will save or become __frightened 1__. On a critical failure, the creature is frightened 1 and __sickened 1__. Regardless of the result, creatures are immune to the same vermlek's unsettling movement for 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Unsettling Movement range: null raw_description: '**Unsettling Movement** (__emotion__, __fear__, __mental__, __visual__) Whenever the vermlek Abandons a Body or Inhabits a Body, all creatures within 30 feet who can see the vermlek must succeed at a DC 19 Will save or become __frightened 1__. On a critical failure, the creature is frightened 1 and __sickened 1__. Regardless of the result, creatures are immune to the same vermlek''s unsettling movement for 24 hours.' requirements: null success: null traits: - emotion - fear - mental - visual trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 8 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +8 - darkvision size: Medium skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 10 misc: null name: 'Athletics ' - bonus: 7 misc: +10 to Impersonate while Inhabiting a Body name: 'Deception ' - bonus: 8 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #151: The Show Must Go On' page_start: 82 page_stop: null speed: - amount: 25 type: Land - amount: 15 type: burrow spell_lists: - dc: 19 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: null name: fear requirement: null - frequency: null name: harm requirement: null to_hit: 11 traits: - CE - Medium - Demon - Fiend type: Creature weaknesses: - amount: 5 type: cold iron - amount: 5 type: good - amount: 5 type: sonic - ability_mods: cha_mod: 0 con_mod: 2 dex_mod: 4 int_mod: 1 str_mod: 1 wis_mod: 1 ac: 16 ac_special: null alignment: LE automatic_abilities: null description: 'These gremlins are covered head-to-toe by a crustacean-like exoskeleton that clacks and rattles whenever a vexgit moves. They delight in sabotaging the works of other creatures, often turning these works into dangerous traps. An individual vexgit might jam a door lock, loosen the wheels on a carriage, or remove nails from a boat hull. Buildings infested by vexgits become filled with traps like portcullises descending suddenly, water pipes exploding violently, and clock towers disgorging an avalanches of gears. Aware of their own physical weakness, vexgits carry hammers and other tools to leverage pieces apart or smash whatever they''re unable to disassemble. Indeed, a hammer sized for a human becomes a maul in the tiny hands of a vexgit. Vexgit infestations range from one to a score. Larger groups are often led by a more powerful vexgit with additional skill in thievery or primal magic. Trained giant rats, vipers, and rat swarms are common in vexgit lairs. **__Recall Knowledge - Fey__ (__Nature__)**: DC 15' hp: 24 hp_misc: null immunities: null items: - maul knowledge_checks: dc: 15 skills: - Nature languages: - Undercommon level: 1 melee: - action_cost: One Action damage: formula: 1d12+1 type: bludgeoning name: maul plus_damage: - formula: null type: Destructive Smash to_hit: 8 traits: - shove - action_cost: One Action damage: formula: 1d6+1 type: piercing name: bite plus_damage: null to_hit: 11 traits: - agile - finesse name: Vexgit perception: 6 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A vexgit's maul Strike against an object deals ignores up to 5 of the object's Hardness. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Destructive Smash range: null raw_description: '**Destructive Smash** A vexgit''s maul Strike against an object deals ignores up to 5 of the object''s Hardness.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: null effect: The vexgit creates a snare of their level or lower that normally takes 1 minute to craft at no cost. A single vexgit can maintain one gremlin snare at a time—if they create a new snare, the previously created one vanishes. effects: null failure: null frequency: once per hour full_description: null generic_description: null name: Gremlin Snare range: null raw_description: '**Gremlin Snare** [Three Actions] (__conjuration__, __primal__) **Frequency** once per hour; **Effect** The vexgit creates a snare of their level or lower that normally takes 1 minute to craft at no cost. A single vexgit can maintain one gremlin snare at a time—if they create a new snare, the previously created one vanishes.' requirements: null success: null traits: - conjuration - primal trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The vexgit makes a +9 spell attack against a creature or unattended object. If they succeed, the vexgit deals 1d6 damage (doubled on a critical hit) to a metal item the target is wearing or holding, ignoring its Hardness. If they hit an unattended metal item, the item takes this damage automatically. If a creature uses __Shield Block__ with a metal shield against this attack, the shield is automatically __broken__, but no other item is rusted on that attack. effects: null failure: null frequency: once per hour full_description: null generic_description: null name: Rusting Grasp range: null raw_description: '**Rusting Grasp** [Two Actions] (__primal__, __transmutation__) **Frequency** once per hour; **Effect** The vexgit makes a +9 spell attack against a creature or unattended object. If they succeed, the vexgit deals 1d6 damage (doubled on a critical hit) to a metal item the target is wearing or holding, ignoring its Hardness. If they hit an unattended metal item, the item takes this damage automatically. If a creature uses __Shield Block__ with a metal shield against this attack, the shield is automatically __broken__, but no other item is rusted on that attack.' requirements: null success: null traits: - primal - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: When a vexgit succeeds or critically succeeds at a check to __Disable a Device__, they gain an additional success toward disabling a complex device. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Speedy Sabotage range: null raw_description: '**Speedy Sabotage** When a vexgit succeeds or critically succeeds at a check to __Disable a Device__, they gain an additional success toward disabling a complex device.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 5 fort_misc: null misc: null ref: 9 ref_misc: null will: 6 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'A creature that can hear gains a +2 circumstance bonus to its Perception DC against a vexgit''s attempts to __Sneak__. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Clacking Exoskeleton range: null raw_description: '**Clacking Exoskeleton** A creature that can hear gains a +2 circumstance bonus to its Perception DC against a vexgit''s attempts to __Sneak__. ' requirements: null success: null traits: null trigger: null senses: - Perception +6 - darkvision size: Tiny skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Athletics ' - bonus: 6 misc: +8 traps name: 'Crafting ' - bonus: 6 misc: null name: 'Nature ' - bonus: 5 misc: see clacking exoskeleton name: 'Stealth ' - bonus: 7 misc: null name: 'Thievery ' source: - abbr: Bestiary 2 page_start: 134 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: climb spell_lists: - dc: 17 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: alarm requirement: null - heightened_level: 1 level: 0 spells: - frequency: null name: prestidigitation requirement: null to_hit: null traits: - LE - Tiny - Fey - Gremlin type: Creature weaknesses: - amount: 2 type: cold iron - 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 alignment: N automatic_abilities: null description: 'What first appears to be a simple shrub suddenly stirs to life. The vine lasher attacks in groups, attempting to immobilize prey and slowly tear a creature to pieces. **__Recall Knowledge - Plant__ (__Nature__)**: DC 14' hp: 15 hp_misc: null immunities: null items: null knowledge_checks: dc: 14 skills: - Nature languages: null level: 0 melee: - action_cost: One Action damage: formula: 1d8+2 type: null name: vine plus_damage: - formula: null type: Grab to_hit: 7 traits: - agile - finesse - reach 10 feet name: Vine Lasher perception: 4 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Light Hold range: null raw_description: '**Light Hold** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 7 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +4 - tremorsense (imprecise) 30 feet size: Small skills: - bonus: 6 misc: null name: 'Athletics ' - bonus: 5 misc: null name: 'Stealth ' source: - abbr: The Fall of Plaguestone page_start: 62 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - N - Small - Plant type: Creature weaknesses: null - ability_mods: cha_mod: -2 con_mod: 3 dex_mod: 0 int_mod: -5 str_mod: 4 wis_mod: 1 ac: 17 ac_special: null alignment: N automatic_abilities: null description: 'At a glance, a violet fungus might seem to be little more than an unsightly and sickeningly purple mushroom of unusual size. Only once one draws closer— once whip-like tentacles dripping with flesh-rotting venom slither out from the fungus''s cratered cap—does the terrifying truth of this carnivorous toadstool become apparent. Many amateur spelunkers have met untimely ends in the clutches of this monstrous fungus''s tentacles, since violet fungi are practically synonymous with caverns on Golarion. Anyone who has ever braved the world''s caves for an extended period of time know the dangers of the deadly violet fungus. Darklands dwellers such as drow and duergars often bear the long, whip-like scars of at least one brush with this vicious plant''s cruel, poison-infused tentacles. Canny subterranean trappers and scouts sometimes make use of cultivated violent fungi to catch game in the enormous caverns below the surface world. Some Darklands peoples also cultivate violet fungi as a means to defend their territory. __Xulgaths__ in particular place violet fungi around the perimeters of their settlements as a first line of defense. **__Recall Knowledge - Fungus__ (__Nature__)**: DC 18' hp: 60 hp_misc: null immunities: - bleed - fatigued - mental - poison - sleep - unconscious items: null knowledge_checks: dc: 18 skills: - Nature languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d10+4 type: bludgeoning name: tentacle plus_damage: - formula: null type: violet rot to_hit: 11 traits: - agile - reach 10 feet name: Violet Fungus perception: 8 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 20 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison plus __enfeebled 1__ (1 round); **Stage 2** 1d6 poison plus enfeebled 1 and __drained 1__ (1 round); **Stage 3** 2d6 poison plus enfeebled 1 and drained 1 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Violet Rot range: null raw_description: '**Violet Rot** (__poison__) **Saving Throw** DC 20 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison plus __enfeebled 1__ (1 round); **Stage 2** 1d6 poison plus enfeebled 1 and __drained 1__ (1 round); **Stage 3** 2d6 poison plus enfeebled 1 and drained 1 (1 round)' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Common resistances: - amount: 5 type: fire ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 7 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +8 - no vision - tremorsense 60 feet size: Medium skills: - bonus: 9 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 286 page_stop: null speed: - amount: 10 type: Land spell_lists: null traits: - N - Medium - Fungus - Mindless type: Creature weaknesses: null - ability_mods: cha_mod: -3 con_mod: 7 dex_mod: 5 int_mod: -4 str_mod: 8 wis_mod: 5 ac: 33 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When exposed to a __cold__ effect, the viper vine is overwhelmed by lethargy, becoming __slowed 1__ for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cold Vulnerability range: null raw_description: '**Cold Vulnerability** When exposed to a __cold__ effect, the viper vine is overwhelmed by lethargy, becoming __slowed 1__ for 1d4 rounds.' requirements: null success: null traits: null trigger: null description: 'A voracious, flesh-eating carnivore, the viper vine has a single enormous blossom arising from a thick, leafy tangle of snake-like vines. When the plant senses the approach of suitable prey through its sensitive, shallowly buried root system, it rises up like an agitated snake and unfurls its brightly colored bloom, an act that releases a cloud of mind-numbing pollen. Persistent stories claim the viper vine can lure prey into its clutches by swaying with a hypnotic motion, but this effect is in fact created by this invisible, odorless pollen cloud. Since a viper vine gains nourishment by consuming creatures rather than through ingesting moisture and soil, it has developed rudimentary locomotion and can drag itself along the ground with its tentacle-like roots. It even has a form of rudimentary sentience, allowing it to not only discern differences in prey and make limited tactical decisions, but also to avoid creatures that are particularly large or dangerous-looking. The area around viper vine hunting grounds is often strewn with the partially devoured remains of victims. It''s not unusual to find the rotting corpses of wild animals, ill-fated adventurers, and even giants in the plant''s immediate vicinity, along with a scattering of incidental treasure left behind on the corpses. A viper vine rarely returns to the carcass of a creature it killed earlier, preferring to hunt fresh meat. **__Recall Knowledge - Plant__ (__Nature__)**: DC 31' hp: 270 hp_misc: null immunities: null items: null knowledge_checks: dc: 31 skills: - Nature languages: null level: 13 melee: - action_cost: One Action damage: formula: 3d6+11 type: piercing name: jaws plus_damage: - formula: 3d6 type: poison to_hit: 27 traits: - reach 10 feet - action_cost: One Action damage: formula: 3d10+11 type: bludgeoning name: vine plus_damage: - formula: null type: Grab to_hit: 27 traits: - agile - reach 15 feet name: Viper Vine perception: 22 proactive_abilities: - action_cost: One Action critical_failure: As failure, plus the creature is stupefied 2 for 24 hours. critical_success: The creature is unaffected and is temporarily immune to Captivating Pollen for 24 hours. description: "The viper vine releases a 60-foot emanation of invisible pollen\ \ that stays in the air for 5 rounds unless dispersed by a moderate or stronger\ \ wind. Each creature that enters or starts its turn in the area must attempt\ \ a DC 33 Will save or be captivated. The viper vine can't use Captivating Pollen\ \ for 1d4 rounds. \n\n" effect: null effects: null failure: The creature is fascinated, and it must spend each of its actions to move closer to the viper vine as expediently as possible while avoiding obvious dangers. If a captivated creature is adjacent to the viper vine, it stays still and doesn't act. It ceases to be fascinated if it's no longer in the pollen aura at the end of its turn. frequency: null full_description: null generic_description: null name: Captivating Pollen range: null raw_description: "**Captivating Pollen** (__enchantment__, __incapacitation__,\ \ __mental__, __poison__) The viper vine releases a 60-foot emanation of invisible\ \ pollen that stays in the air for 5 rounds unless dispersed by a moderate or\ \ stronger wind. Each creature that enters or starts its turn in the area must\ \ attempt a DC 33 Will save or be captivated. The viper vine can't use Captivating\ \ Pollen for 1d4 rounds. \n\n**Critical Success** The creature is unaffected\ \ and is temporarily immune to Captivating Pollen for 24 hours. \n\n**Success**\ \ The creature is __sickened 1__. \n\n**Failure** The creature is __fascinated__,\ \ and it must spend each of its actions to move closer to the viper vine as\ \ expediently as possible while avoiding obvious dangers. If a captivated creature\ \ is adjacent to the viper vine, it stays still and doesn't act. It ceases to\ \ be fascinated if it's no longer in the pollen aura at the end of its turn.\ \ \n\n**Critical Failure** As failure, plus the creature is __stupefied 2__\ \ for 24 hours." requirements: null success: The creature is sickened 1. traits: - enchantment - incapacitation - mental - poison trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 3d8+8 bludgeoning, DC 33 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 3d8+8 bludgeoning, DC 33' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 15 type: poison ritual_lists: null saves: fort: 26 fort_misc: null misc: null ref: 24 ref_misc: null will: 22 will_misc: null sense_abilities: null senses: - Perception +22 - low-light vision - tremorsense (imprecise) 60 feet size: Large skills: - bonus: 27 misc: null name: 'Athletics ' - bonus: 24 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 287 page_stop: null speed: - amount: 20 type: Land spell_lists: null traits: - N - Large - Plant type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The viper Strides, Climbs, or Swims up to 10 feet (or up to the relevant Speed, if that Speed is less than 10 feet). It must end its movement in a location that isn't within 5 feet of a foe. This movement doesn't trigger reactions. effects: null failure: null frequency: null full_description: null generic_description: null name: Slink range: null raw_description: '**Slink** [Reaction] **Trigger** A creature ends its movement adjacent to the viper or within the viper''s space. **Effect** The viper Strides, Climbs, or Swims up to 10 feet (or up to the relevant Speed, if that Speed is less than 10 feet). It must end its movement in a location that isn''t within 5 feet of a foe. This movement doesn''t trigger reactions.' requirements: null success: null traits: null trigger: A creature ends its movement adjacent to the viper or within the viper's space. 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 13' hp: 8 hp_misc: null immunities: null items: null knowledge_checks: dc: 13 skills: - Nature languages: null level: -1 melee: - action_cost: One Action damage: formula: 1d8-3 type: piercing name: fangs plus_damage: - formula: null type: viper venom to_hit: 8 traits: - agile - finesse name: Viper perception: 5 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 16 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d8 poison (1 round).' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Viper Venom range: null raw_description: '**Viper Venom** (__poison__) **Saving Throw** DC 16 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d8 poison (1 round).' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 2 fort_misc: null misc: null ref: 7 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +5 - low-light vision - scent (imprecise) 30 feet size: Tiny skills: - bonus: 5 misc: null name: 'Acrobatics ' - bonus: 1 misc: +4 to Climb name: 'Athletics ' - bonus: 5 misc: null name: 'Stealth ' - bonus: 3 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 302 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: climb - amount: 20 type: swim spell_lists: null traits: - N - Tiny - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 9 dex_mod: 5 int_mod: -5 str_mod: 7 wis_mod: 0 ac: 39 ac_special: null alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Blood Eruption range: null raw_description: '**Blood Eruption [Reaction]** **Trigger** A creature lands a critical hit' requirements: null success: null traits: null trigger: A creature lands a critical hit - action_cost: None critical_failure: null critical_success: null description: null effect: 'The vitalia sprays blood at the triggering creature. The creature must succeed at a DC 39 Reflex save or become __dazzled__ for 1 round (or __blinded__ for 1 round on a critical failure).' effects: null failure: null frequency: null full_description: null generic_description: null name: with a melee Strike against the vitalia range: null raw_description: '**with a melee Strike against the vitalia** **Effect** The vitalia sprays blood at the triggering creature. The creature must succeed at a DC 39 Reflex save or become __dazzled__ for 1 round (or __blinded__ for 1 round on a critical failure).' requirements: null success: null traits: null trigger: null description: 'Foul occult magic, rare alchemical reagents, and copious amounts of spilled blood are the keys to creating a vitalia—also known as a heart horror— though thankfully the exact means of their creation has been long forgotten. Now, most vitalias now come into being by sheer accident. This unusual life-form cannot live without regular contact with blood, much like how fish cannot live long outside of water. Because of this, vitalias are rarely found outside the lairs of mad alchemists or wizards, living in pools of the life-giving substance. Physically, a vitalia somewhat resembles a blood-red __giant jellyfish__, though it also bears some semblance to a giant human heart. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 43' hp: 425 hp_misc: fast healing 20 immunities: - bleed - mental - sleep - unconscious - visual items: null knowledge_checks: dc: 43 skills: - Occultism languages: null level: 18 melee: - action_cost: One Action damage: formula: 4d8+15 type: bludgeoning name: vein plus_damage: - formula: null type: Grab to_hit: 33 traits: - magical - reach 15 feet name: Vitalia perception: 30 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 4d8+10 bludgeoning, DC 37 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**__Constrict__** 4d8+10 bludgeoning, DC 37' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The vitalia is grabbing a creature effects: null failure: null frequency: null full_description: null generic_description: null name: Forced Transfusion range: null raw_description: '**Forced Transfusion** **Requirements** The vitalia is grabbing a creature; **Effect** The vitalia inserts some of its veins into the grabbed creature and pumps violently, rapidly exchanging the victim''s blood with its own. Any __diseases__ or __poisons__ affecting the vitalia can be transmitted to the target creature, which must make a saving throw as though it had just been targeted with the original affliction. The inverse is true as well; the vitalia must successfully save against any diseases or poisons affecting the target or contract the affliction.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The vitalia pumps copious amounts of blood into the air, creating a cascading rain of vital fluids in a 15-foot emanation. All creatures in the area are __concealed__ from one another. A creature that benefits from consuming blood (such as __bloodseekers__ or __vampires__) gains __fast healing 10__ while in the area. While in the area, a creature taking __persistent bleed damage__ cannot end that condition, even if it spends actions to attempt a flat check to do so. The rain lasts for 1 minute. effects: null failure: null frequency: once per day full_description: null generic_description: null name: Sanguine Rain range: null raw_description: '**Sanguine Rain** [Two Actions] (__necromancy__, __occult__) **Frequency** once per day; **Effect** The vitalia pumps copious amounts of blood into the air, creating a cascading rain of vital fluids in a 15-foot emanation. All creatures in the area are __concealed__ from one another. A creature that benefits from consuming blood (such as __bloodseekers__ or __vampires__) gains __fast healing 10__ while in the area. While in the area, a creature taking __persistent bleed damage__ cannot end that condition, even if it spends actions to attempt a flat check to do so. The rain lasts for 1 minute.' requirements: null success: null traits: - necromancy - occult trigger: null ranged: - action_cost: One Action damage: formula: 3d10 type: bludgeoning name: blood squirt plus_damage: - formula: 3d10 type: acid to_hit: 33 traits: - acid - magical - range increment 40 feet rarity: Rare resistances: - amount: 15 type: piercing ritual_lists: null saves: fort: 35 fort_misc: null misc: null ref: 25 ref_misc: null will: 24 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The vitalia can detect any creatures that have a heartbeat. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bloodsense range: null raw_description: '**Bloodsense** The vitalia can detect any creatures that have a heartbeat.' requirements: null success: null traits: null trigger: null senses: - Perception +30 - bloodsense (precise) 30 feet - tremorsense (imprecise) 60 feet - no vision size: Large skills: - bonus: 33 misc: null name: 'Athletics ' source: - abbr: 'Pathfinder #155: Lord of the Black Sands' page_start: 84 page_stop: null speed: - amount: 15 type: Land - amount: 30 type: swim spell_lists: - dc: 36 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 8 spells: - frequency: null name: vampiric exsanguination requirement: null - heightened_level: null level: 6 spells: - frequency: at will name: status requirement: null - frequency: null name: vampiric touch requirement: null to_hit: null traits: - Rare - N - Large - Aberration - Aquatic - Mindless type: Creature weaknesses: null - ability_mods: cha_mod: -2 con_mod: 2 dex_mod: -2 int_mod: -5 str_mod: 3 wis_mod: 0 ac: 13 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Salt water acts as an extremely strong acid on the larval __akata__ inside the void zombie. Full immersion in salt water deals 4d6 acid damage per round. On any round in which the void zombie takes damage due to its salt water weakness, the larval akata retreats to the depths of the void zombie's body, causing the void zombie to become __slowed 1__ until the end of its next turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Salt Water Vulnerability range: null raw_description: '**Salt Water Vulnerability** Salt water acts as an extremely strong acid on the larval __akata__ inside the void zombie. Full immersion in salt water deals 4d6 acid damage per round. On any round in which the void zombie takes damage due to its salt water weakness, the larval akata retreats to the depths of the void zombie''s body, causing the void zombie to become __slowed 1__ until the end of its next turn.' requirements: null success: null traits: null trigger: null description: 'A void zombie arises when a humanoid dies from an __akata''s__ void death affliction. This walking corpse is animated by a larval akata attached to the deceased creature''s brain, using a grotesque feeding tendril that emerges from the corpse''s mouth to drink blood from its victims. A void zombie typically exists for only a few months before it collapses and the larval akata crawls free from the motionless shell. When it feels the natural end of its unlife approaching, a void zombie finds a secluded place to vomit forth the nearly mature akata larva, then withers away. The disgorged larva metamorphizes into a full-grown akata several hours later, usually eating the corpse as its first meal. The name "void zombie" is something of a misnomer; though still compelled by necromantic energies, a void zombie is a host in the life cycle of a parasitic alien, not a mindless, reanimated corpse (despite their similar appearances). The fact that a typical void zombie shares the neutral alignment of the larval akata within, rather than the intrinsically evil nature of other zombies, has caused some scholars to push to reclassify them under other names. Suggestions have included "void dead," "akata spawn," or "bloodwalker," but the visceral and compelling commonplace name has proven difficult to shed. The driving force behind a void zombie''s violence rises from the ravenous hunger of the alien parasite that serves as the channel for its animating negative energies. Necromancers have tried often to duplicate the void zombie, but without a larval akata hosted within, the result is simply a zombie with missing jaws or, at best, one that moves faster than normal. Others have compared a captive void zombie to a captive yellow musk thrall (page 301) in an attempt to discover a potential link between the two— after all, both are animated bodies controlled by a parasitic outside force. Strangely, a void zombie becomes particularly violent when encountering a __yellow musk thrall__, making direct comparisons of the two creatures particularly difficult, or even dangerous. The fact that a void zombie, unlike a yellow musk thrall, is actually undead may hold some clues as to the source of this strange behavior. **__Recall Knowledge - Undead__ (__Religion__)**: DC 20' hp: 26 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison items: null knowledge_checks: dc: 20 skills: - Religion languages: null level: 1 melee: - action_cost: One Action damage: formula: 1d6+3 type: bludgeoning name: fist plus_damage: null to_hit: 8 traits: null - action_cost: One Action damage: formula: 1d4+3 type: piercing name: feeding tendril plus_damage: - formula: null type: Feed on Blood to_hit: 6 traits: - agile name: Void Zombie perception: 3 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The void zombie's previous action was a successful feeding tendril Strike against the target creature effects: null failure: null frequency: null full_description: null generic_description: null name: Feed on Blood range: null raw_description: '**Feed on Blood** **Requirements** The void zombie''s previous action was a successful feeding tendril Strike against the target creature; **Effect** The void zombie uses its feeding tendril to drain blood from the creature struck. The void zombie regains 4 Hit Points, and the creature is __drained 1__ until it receives healing of any kind or amount.' requirements: null success: null traits: null trigger: null ranged: null rarity: Rare resistances: - amount: 5 type: salt water - amount: 2 type: slashing ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 3 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +3 - darkvision size: Medium skills: - bonus: 6 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 288 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - Rare - N - Medium - Undead type: Creature weaknesses: null - 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 alignment: CN automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 'A voidworm''s vital organs shift and change shape and position constantly. Immediately after the voidworm takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The voidworm is immune to polymorph effects unless it is a willing target. If blinded or deafened, the voidworm automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Protean Anatomy range: null raw_description: '**Protean Anatomy** (__divine__, __transmutation__) A voidworm''s vital organs shift and change shape and position constantly. Immediately after the voidworm takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The voidworm is immune to polymorph effects unless it is a willing target. If blinded or deafened, the voidworm automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.' requirements: null success: null traits: - divine - transmutation trigger: null 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. Voidworms themselves have little interest in whether anyone sees them as proteans. They maintain a thriving ecology in the Maelstrom, frolicking in schools of up to 20 and playing in the chaos of constantly shifting realities. Elsewhere (such as on the Material Plane), voidworms are mesmerized by the principle of object permanence; many latch onto specific features of a region (such as a hillside or pond) and flit through the air around it for months or even years as they wait for the object of their curiosity to change. Minor changes— such as a tree''s change of color in the fall, a corpse''s slow decay, or periodic venting of steam from a geyser—all fascinate voidworms. A voidworm is about 2 feet long and weighs 2 pounds. **__Recall Knowledge - Monitor__ (__Religion__)**: DC 15' hp: 16 hp_misc: fast healing 1 immunities: null items: null knowledge_checks: dc: 15 skills: - Religion languages: - Abyssal - Protean level: 1 melee: - action_cost: One Action damage: formula: 1d8-1 type: piercing name: jaws plus_damage: - formula: 1d4 type: chaotic to_hit: 9 traits: - chaotic - finesse - magical - action_cost: One Action damage: formula: 1d4-1 type: slashing name: tail plus_damage: - formula: 1d4 type: chaotic and confounding lash to_hit: 9 traits: - chaotic - finesse - magical name: Voidworm perception: 4 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) 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.' requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Confounding Lash range: null raw_description: '**Confounding Lash** (__divine__, __emotion__, __enchantment__, __mental__) 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.' requirements: null success: null traits: - divine - emotion - enchantment - mental trigger: null ranged: null rarity: Common resistances: - amount: 3 type: precision - amount: 5 type: protean anatomy ritual_lists: null saves: fort: 5 fort_misc: null misc: null ref: 9 ref_misc: null will: 6 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Entropy Sense range: null raw_description: '**Entropy Sense** (__divination__, __divine__, __prediction__) A 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.' requirements: null success: null traits: - divination - divine - prediction trigger: null senses: - Perception +4 - entropy sense (imprecise) 30 feet - darkvision size: Tiny skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Deception ' - bonus: 4 misc: null name: 'Religion ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 266 page_stop: null speed: - amount: 20 type: Land - amount: 40 type: fly - amount: 128 type: freedom of movement spell_lists: - dc: 16 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: read omens requirement: null - heightened_level: null level: 2 spells: - frequency: self only name: blur requirement: null - frequency: null name: obscuring mist requirement: null - heightened_level: null level: 1 spells: - frequency: at will, lawful only name: detect alignment requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: dancing lights requirement: null - frequency: null name: ghost sound requirement: null - frequency: null name: prestidigitation requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: freedom of movement requirement: null to_hit: null traits: - CN - Tiny - Monitor - Protean type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: If the vrock is flying and a creature triggers an attack of opportunity, the vrock can make 2 Strikes with its talons against that creature instead of 1 Strike. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: None critical_failure: null critical_success: null description: A vrock's wrath is the heart of their essence, and forcing peace upon them wrenches at their soul. If they fail a save against __calm emotions__ or a similar effect forcing them to be peaceful, a vrock takes 4d6 mental damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Peace Vulnerability range: null raw_description: '**Peace Vulnerability** A vrock''s wrath is the heart of their essence, and forcing peace upon them wrenches at their soul. If they fail a save against __calm emotions__ or a similar effect forcing them to be peaceful, a vrock takes 4d6 mental damage.' requirements: null success: null traits: null trigger: 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. Vrocks often travel in small groups so as to make the best use of their dance of ruin ability, but they rarely appear in groups larger than four. Against small groups and individuals, they swoop down without fear, hoping to play with their prey before going for the kill. Against formidable foes, they are just as happy to fly above, using their dance of ruin to cast a storm of lightning down on them. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 26' hp: 185 hp_misc: null immunities: null items: null knowledge_checks: dc: 26 skills: - Religion languages: - Abyssal - Celestial - Draconic - telepathy 100 feet level: 9 melee: - action_cost: One Action damage: formula: 3d8+9 type: piercing name: beak plus_damage: - formula: 1d6 type: evil to_hit: 21 traits: - evil - magical - reach 10 feet - action_cost: One Action damage: formula: 3d6+9 type: slashing name: claw plus_damage: - formula: 1d6 type: evil to_hit: 21 traits: - agile - evil - magical - reach 10 feet - action_cost: One Action damage: formula: 2d6+8 type: slashing name: talon plus_damage: - formula: 1d6 type: evil to_hit: 19 traits: - agile - evil - magical - reach 10 feet name: Vrock perception: 18 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dance of Ruin range: null raw_description: '**Dance of Ruin** [Three Actions] (__divine__, __electricity__, __evocation__, __manipulate__, __move__) 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.' requirements: null success: null traits: - divine - electricity - evocation - manipulate - move trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spore Cloud range: null raw_description: '**Spore Cloud** (__disease__, __poison__) 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.' requirements: null success: null traits: - disease - poison trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null 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__. effects: null failure: null frequency: once per minute. full_description: null generic_description: null name: Stunning Screech range: null raw_description: '**Stunning Screech** (__auditory__, __divine__, __incapacitation__, __sonic__) **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__.' requirements: null success: null traits: - auditory - divine - incapacitation - sonic trigger: null ranged: null rarity: Common resistances: - amount: 10 type: electricity ritual_lists: - dc: 26 misc: null name: Divine Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: abyssal pact requirement: null to_hit: null saves: fort: 20 fort_misc: null misc: +1 status to all saves vs. magic ref: 18 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +18 - darkvision size: Large skills: - bonus: 18 misc: null name: 'Acrobatics ' - bonus: 18 misc: null name: 'Intimidation ' - bonus: 18 misc: null name: 'Performance ' - bonus: 18 misc: null name: 'Religion ' - bonus: 18 misc: null name: 'Stealth ' - bonus: 16 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 78 page_stop: null speed: - amount: 25 type: Land - amount: 35 type: fly spell_lists: - dc: 26 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - heightened_level: null level: 2 spells: - frequency: null name: mirror image requirement: null to_hit: null traits: - CE - Large - Demon - Fiend type: Creature weaknesses: - amount: 10 type: cold iron - amount: 10 type: good - ability_mods: cha_mod: 8 con_mod: 9 dex_mod: 6 int_mod: 6 str_mod: 8 wis_mod: 6 ac: 44 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. When a non-demon ends its turn in the aura, it must attempt a DC 38 Fortitude save. If it fails, it becomes __drained 1__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Death-Stealing Gaze range: null raw_description: '**Death-Stealing Gaze** (__aura__, __divine__, __necromancy__, __visual__) 30 feet. When a non-demon ends its turn in the aura, it must attempt a DC 38 Fortitude save. If it fails, it becomes __drained 1__.' requirements: null success: null traits: - aura - divine - necromancy - visual trigger: null description: 'Unlike other demons, the dread vrolikai doesn''t form from a sinful soul—they instead manifest from a __nabasu__ once the nabasu finally satisfies their hunger and returns to the __Abyss__, and as such vrolikais suffer from no vulnerability associated with a specific sin. A vrolikai who survives this process and the period of vulnerability that follows gains great power and in time can claim large regions of the Abyss as their own domain. Also known as death demons, these murderous monsters often serve demon lords as executioners or assassins. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 41' hp: 375 hp_misc: null immunities: - death effects items: null knowledge_checks: dc: 41 skills: - Religion languages: - Abyssal - Celestial - Draconic - Necril - telepathy 100 feet level: 19 melee: - action_cost: One Action damage: formula: 4d12+16 type: piercing name: jaws plus_damage: - formula: 1d6 type: evil to_hit: 38 traits: - evil - magical - reach 10 feet - action_cost: One Action damage: formula: 3d4+16 type: piercing name: black flame knife plus_damage: - formula: 2d6 type: negative to_hit: 38 traits: - agile - chaotic - evil - magical - action_cost: One Action damage: formula: 4d8+16 type: piercing name: stinger plus_damage: - formula: 1d6 type: evil to_hit: 38 traits: - evil - magical - reach 15 feet name: Vrolikai perception: 33 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A vrolikai can manifest a dagger-shaped blade of what looks like crystallized black flame in each of their four hands. These weapons function as +2 __greater striking__ __daggers__, although they fade away into nothingness 1 minute after a vrolikai no longer carries them. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Black Flame Knives range: null raw_description: '**Black Flame Knives** A vrolikai can manifest a dagger-shaped blade of what looks like crystallized black flame in each of their four hands. These weapons function as +2 __greater striking__ __daggers__, although they fade away into nothingness 1 minute after a vrolikai no longer carries them.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: "The vrolikai focuses their death-stealing gaze upon a single target\ \ they can see within 30 feet. The target must immediately attempt a Fortitude\ \ save against death-stealing gaze. \n\n**Success **The creature is unaffected.\ \ \n\n**Failure **The creature is affected by death-stealing gaze and becomes\ \ __drained 1__. If the creature was already drained 1 by the death-stealing\ \ gaze before attempting the save, a failed save increases the value of the\ \ drained condition by 1, to a maximum of drained 4. The vrolikai gains 10 temporary\ \ Hit Points, and the drained creature is temporarily immune until the start\ \ of the vrolikai's next turn. \n\n**Critical Failure **As failure, but the\ \ creature increases the amount of drain by 2." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Consume Death range: null raw_description: "**Consume Death** (__concentrate__, __divine__, __necromancy__,\ \ __visual__) The vrolikai focuses their death-stealing gaze upon a single target\ \ they can see within 30 feet. The target must immediately attempt a Fortitude\ \ save against death-stealing gaze. \n\n**Success **The creature is unaffected.\ \ \n\n**Failure **The creature is affected by death-stealing gaze and becomes\ \ __drained 1__. If the creature was already drained 1 by the death-stealing\ \ gaze before attempting the save, a failed save increases the value of the\ \ drained condition by 1, to a maximum of drained 4. The vrolikai gains 10 temporary\ \ Hit Points, and the drained creature is temporarily immune until the start\ \ of the vrolikai's next turn. \n\n**Critical Failure **As failure, but the\ \ creature increases the amount of drain by 2." requirements: null success: null traits: - concentrate - divine - necromancy - visual trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The vrolikai attacks a single target with all of its black flame knives. The demon makes a black flame knife Strike. On a successful attack, the vrolikai deals the damage from a black flame knife Strike to the target, plus an additional 2d6 negative damage for every black flame knife they wield beyond the first (typically 6d6 extra damage). Even on a failed attack, the vrolikai deals the damage from one black flame knife to the target, though they still miss completely on a critical failure. On a critical hit, the victim becomes __drained 2__ as the focused attack drains pure life essence as well as damage. This counts toward the vrolikai's multiple attack penalty as a number of attacks equal to the number of black flame knives the demon wields. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Focused Flames range: null raw_description: '**Focused Flames** [Two Actions] The vrolikai attacks a single target with all of its black flame knives. The demon makes a black flame knife Strike. On a successful attack, the vrolikai deals the damage from a black flame knife Strike to the target, plus an additional 2d6 negative damage for every black flame knife they wield beyond the first (typically 6d6 extra damage). Even on a failed attack, the vrolikai deals the damage from one black flame knife to the target, though they still miss completely on a critical failure. On a critical hit, the victim becomes __drained 2__ as the focused attack drains pure life essence as well as damage. This counts toward the vrolikai''s multiple attack penalty as a number of attacks equal to the number of black flame knives the demon wields.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: "The sting of a vrolikai is mind-warping. A creature struck must\ \ attempt a DC 44 Will save. \n\n**Critical Success **The creature is unaffected.\ \ \n\n**Success **The creature becomes __stupefied 1__ for 1 minute. \n\n**Failure\ \ **The creature becomes stupefied 1. Further failed saves against mindwarping\ \ increase the condition value by 1, to a maximum of stupefied 4. \n\n**Critical\ \ Failure **As failure, but the creature also becomes confused for 1 minute." effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mindwarping range: null raw_description: "**Mindwarping** (__emotion__, __enchantment__, __mental__) The\ \ sting of a vrolikai is mind-warping. A creature struck must attempt a DC 44\ \ Will save. \n\n**Critical Success **The creature is unaffected. \n\n**Success\ \ **The creature becomes __stupefied 1__ for 1 minute. \n\n**Failure **The creature\ \ becomes stupefied 1. Further failed saves against mindwarping increase the\ \ condition value by 1, to a maximum of stupefied 4. \n\n**Critical Failure\ \ **As failure, but the creature also becomes confused for 1 minute." requirements: null success: null traits: - emotion - enchantment - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature that dies while suffering drain from a vrolikai's death-stealing gaze rises as a __ghoul__ the next midnight. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stolen Death range: null raw_description: '**Stolen Death** A creature that dies while suffering drain from a vrolikai''s death-stealing gaze rises as a __ghoul__ the next midnight.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: 15 type: cold iron - amount: 15 type: good ritual_lists: - dc: 43 misc: null name: Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: abyssal pact requirement: null to_hit: null saves: fort: 34 fort_misc: null misc: +1 to all saves vs. magic ref: 31 ref_misc: null will: 31 will_misc: null sense_abilities: null senses: - Perception +33 - darkvision - true seeing size: Large skills: - bonus: 37 misc: null name: 'Acrobatics ' - bonus: 33 misc: null name: 'Arcana ' - bonus: 35 misc: null name: 'Deception ' - bonus: 37 misc: null name: 'Intimidation ' - bonus: 33 misc: null name: 'Religion ' - bonus: 33 misc: null name: 'Stealth ' - bonus: 33 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 68 page_stop: null speed: - amount: 35 type: Land - amount: 50 type: fly spell_lists: - dc: 43 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 9 spells: - frequency: null name: massacre requirement: null - frequency: null name: power word kill requirement: null - frequency: null name: vampiric exsanguination requirement: null - heightened_level: null level: 7 spells: - frequency: null name: paralyze requirement: null - frequency: null name: regenerate requirement: null - heightened_level: null level: 5 spells: - frequency: at will name: dimension door requirement: null - heightened_level: 6 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: null traits: - Uncommon - CE - Large - Demon - Fiend type: Creature weaknesses: null - ability_mods: cha_mod: 8 con_mod: 4 dex_mod: 5 int_mod: 0 str_mod: 8 wis_mod: 4 ac: 34 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 5 feet, DC 33. Creatures beginning their turn in the area while the vrykolakas is in its true form are exposed to __bubonic plague__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pestilential Aura range: null raw_description: '**Pestilential Aura** (__aura__, __divine__, __necromancy__) 5 feet, DC 33. Creatures beginning their turn in the area while the vrykolakas is in its true form are exposed to __bubonic plague__.' requirements: null success: null traits: - aura - divine - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null description: Vrykolakas all have the following vulnerabilities. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is __paralyzed__ and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can't return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Burial Site Bound range: null raw_description: '**Burial Site Bound** A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is __paralyzed__ and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can''t return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A vrykolakas that is beheaded can't use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vulnerable to Decapitation range: null raw_description: '**Vulnerable to Decapitation** A vrykolakas that is beheaded can''t use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas.' requirements: null success: null traits: null trigger: null failure: null frequency: null full_description: null generic_description: null name: Vrykolakas Vulnerabilities range: null raw_description: "**Vrykolakas Vulnerabilities** Vrykolakas all have the following\ \ vulnerabilities. \n\n * **Burial Site Bound** A vrykolakas is bound to the\ \ place of its death or interment. It must return to this location once per\ \ week and bury itself in the earth for 24 hours, during which time it is __paralyzed__\ \ and can be beheaded. If it is unable to return to this site, it is reduced\ \ to 0 Hit Points and attempts to use Feral Corruption; if this host animal\ \ can't return to the burial site before the possession effect ends, the vrykolakas\ \ is destroyed and the animal host returns to normal.\n\n * **Vulnerable to\ \ Decapitation** A vrykolakas that is beheaded can't use its Feral Possession,\ \ and a beheaded corpse cannot rise as a vrykolakas." requirements: null success: null traits: null trigger: null - action_cost: Free Action critical_failure: null critical_success: null description: null effect: 'Unlike most other undead, a vrykolakas isn''t destroyed when it reaches 0 HP. Instead, it attempts to cast its spirit into an animal within 100 feet, which must attempt a Will save (DC 33). On a failure, the animal is possessed. This has the effects of the __possession__ spell, but it lasts a number of days equal to the vrykolakas''s level. This possession can''t be counteracted with magic (though __remove curse__ works against it normally). If the animal succeeds at its save, the vrykolakas can attempt to possess a different animal within 100 feet. If at any point an animal critically succeeds at its save or no animal is within 100 feet, the vrykolakas fails to possess anything and is destroyed. A vrykolakas possessing an animal seeks out its burial site (see Burial Site Bound) immediately, burying itself there. While the vrykolakas is in this state of recovery, its animal host is __paralyzed__, and beheading it destroys the vrykolakas and kills its host. Removing the curse destroys the vrykolakas and returns the animal to normal. After 1d4 days, if the vrykolakas hasn''t been destroyed, the animal dies and the vrykolakas rises in a new body that''s identical to its previous one, formed from the animal''s remains.' effects: null failure: null frequency: null full_description: null generic_description: null name: Feral Possession range: null raw_description: '**Feral Possession [Free Action]** (__curse__, __divine__, __incapacitation__, __mental__, __necromancy__, __possession__) **Trigger** The vrykolakas is reduced to 0 Hit Points, and an __animal__ is within 100 feet **Effect** Unlike most other undead, a vrykolakas isn''t destroyed when it reaches 0 HP. Instead, it attempts to cast its spirit into an animal within 100 feet, which must attempt a Will save (DC 33). On a failure, the animal is possessed. This has the effects of the __possession__ spell, but it lasts a number of days equal to the vrykolakas''s level. This possession can''t be counteracted with magic (though __remove curse__ works against it normally). If the animal succeeds at its save, the vrykolakas can attempt to possess a different animal within 100 feet. If at any point an animal critically succeeds at its save or no animal is within 100 feet, the vrykolakas fails to possess anything and is destroyed. A vrykolakas possessing an animal seeks out its burial site (see Burial Site Bound) immediately, burying itself there. While the vrykolakas is in this state of recovery, its animal host is __paralyzed__, and beheading it destroys the vrykolakas and kills its host. Removing the curse destroys the vrykolakas and returns the animal to normal. After 1d4 days, if the vrykolakas hasn''t been destroyed, the animal dies and the vrykolakas rises in a new body that''s identical to its previous one, formed from the animal''s remains.' requirements: null success: null traits: - curse - divine - incapacitation - mental - necromancy - possession trigger: The vrykolakas is reduced to 0 Hit Points, and an __animal__ is within 100 feet description: 'Vrykolakas ancients are the sinister overlords of their kind, stealing blood, breath, and life to feed their immortal hunger. **__Recall Knowledge - Undead__ (__Religion__)**: DC 33' hp: 250 hp_misc: negative healing immunities: - death effects - disease - paralyze - poison - sleep items: null knowledge_checks: dc: 33 skills: - Religion languages: - Common level: 13 melee: - action_cost: One Action damage: formula: 3d10+17 type: piercing name: fangs plus_damage: - formula: null type: Drink Blood to_hit: 27 traits: null - action_cost: One Action damage: formula: 3d6+17 type: slashing name: claw plus_damage: null to_hit: 27 traits: - agile name: Vrykolakas Ancient perception: 23 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: A vrykolakas ancient can transform into a form resembling the body it had in life, with the effects of __humanoid form__ but with unlimited duration. It loses its fangs and claw Strikes but gains a +2 circumstance bonus to Deception checks to Impersonate in this form. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) A vrykolakas ancient can transform into a form resembling the body it had in life, with the effects of __humanoid form__ but with unlimited duration. It loses its fangs and claw Strikes but gains a +2 circumstance bonus to Deception checks to Impersonate in this form.' requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: If a creature dies after being reduced to 0 HP by Drink Blood, a vrykolakas ancient can turn this creature into a __vrykolakas spawn__ by donating some of its own blood to the creature and burying it in earth for 3 nights. Such vrykolakas spawn are generally friendly to the vrykolakas that created them, but they are not under its control and typically wander off on their own rampage within 1d6 days of their creation. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Create Spawn range: null raw_description: '**Create Spawn** (__divine__, __downtime__, __necromancy__) If a creature dies after being reduced to 0 HP by Drink Blood, a vrykolakas ancient can turn this creature into a __vrykolakas spawn__ by donating some of its own blood to the creature and burying it in earth for 3 nights. Such vrykolakas spawn are generally friendly to the vrykolakas that created them, but they are not under its control and typically wander off on their own rampage within 1d6 days of their creation.' requirements: null success: null traits: - divine - downtime - necromancy trigger: null - action_cost: One Action critical_failure: null critical_success: null description: DC 33, The vrykolakas can cast __dominate__ at will as a divine innate spell that affects only animals. A creature that succeeds is immune to that vrykolakas's Dominate Animal for 24 hours. Destroying the vrykolakas ends the effect, but reducing it to 0 HP does not. A dominated animal takes a -4 circumstance penalty to saving throws against the vrykolakas's Feral Possession. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dominate Animal range: null raw_description: '**Dominate Animal** (__divine__, __enchantment__, __incapacitation__, __mental__) DC 33, The vrykolakas can cast __dominate__ at will as a divine innate spell that affects only animals. A creature that succeeds is immune to that vrykolakas''s Dominate Animal for 24 hours. Destroying the vrykolakas ends the effect, but reducing it to 0 HP does not. A dominated animal takes a -4 circumstance penalty to saving throws against the vrykolakas''s Feral Possession.' requirements: null success: null traits: - divine - enchantment - incapacitation - mental trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The vrykolakas' last action was a successful fangs Strike effects: null failure: null frequency: null full_description: null generic_description: null name: Drink Blood range: null raw_description: '**Drink Blood** (__divine__, __necromancy__) **Requirements** The vrykolakas'' last action was a successful fangs Strike; **Effect** The vrykolakas sinks its fangs into that creature to drink its blood. This requires an __Athletics__ check against the creature''s Fortitude DC. On a success, the creature becomes __drained 2__, and the vrykolakas regains 25 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that''s already drained doesn''t restore any HP to the vampire, but it increases the creature''s drained condition value by 1. A vrykolakas can also consume blood that''s been emptied into a vessel for sustenance, but it gains no HP from doing so. The target creature''s drained condition value decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: One Action critical_failure: null critical_success: null description: claw effect: The monster automatically deals that Strike's damage again to the enemy. effects: null failure: null frequency: null full_description: null generic_description: null name: Rend range: null raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy. requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The vrykolakas ancient's last action was to Drink Blood effects: null failure: null frequency: null full_description: null generic_description: null name: Sanguine Mauling range: null raw_description: '**Sanguine Mauling** **Requirements** The vrykolakas ancient''s last action was to Drink Blood; **Effect** The vrykolakas ancient makes two claw Strikes. Both count toward its multiple attack penalty, but the penalty increases only after it makes both attacks. If it hits with both claws, the target takes 1d6 __persistent bleed damage__.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: The target is reduced to 0 HP and becomes dying 1. critical_success: The target immediately awakens and is then temporarily immune to Steal Breath for 24 hours. description: null effect: The vrykolakas ancient is adjacent to an __unconscious__ creature effects: null failure: The target takes 1d10 damage. frequency: null full_description: null generic_description: null name: Steal Breath range: null raw_description: "**Steal Breath** [Two Actions] (__manipulate__) **Requirements**\ \ The vrykolakas ancient is adjacent to an __unconscious__ creature; **Effect**\ \ The vrykolakas ancient steals the creature's breath. The unconscious creature\ \ begins suffocating, can't be awakened for 1 round, and must attempt a DC 33\ \ Fortitude save. If a creature is targeted with this ability in consecutive\ \ rounds, the save DC decreases by 2 each round after the first. \n\n**Critical\ \ Success** The target immediately awakens and is then temporarily immune to\ \ Steal Breath for 24 hours. \n\n**Success** The target is unaffected. \n\n\ **Failure** The target takes 1d10 damage. \n\n**Critical Failure** The target\ \ is reduced to 0 HP and becomes __dying 1__." requirements: null success: The target is unaffected. traits: - manipulate trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 23 fort_misc: null misc: null ref: 24 ref_misc: null will: 21 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The presence of a vrykolakas ancient inspires savage creatures to crawl forth to do its bidding, including __rat swarms__, __wargs__, __werewolves__, and similar creatures. The vrykolakas ancient can give telepathic orders to these creatures within 100 feet, but they can't communicate back. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Children of the Night range: null raw_description: '**Children of the Night** (__divine__, __enchantment__, __mental__) The presence of a vrykolakas ancient inspires savage creatures to crawl forth to do its bidding, including __rat swarms__, __wargs__, __werewolves__, and similar creatures. The vrykolakas ancient can give telepathic orders to these creatures within 100 feet, but they can''t communicate back.' requirements: null success: null traits: - divine - enchantment - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: The vrykolakas moves at full Speed while __Tracking__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swift Tracker range: null raw_description: '**Swift Tracker** The vrykolakas moves at full Speed while __Tracking__.' requirements: null success: null traits: null trigger: null senses: - Perception +23 - darkvision size: Medium skills: - bonus: 24 misc: null name: 'Acrobatics ' - bonus: 29 misc: null name: 'Athletics ' - bonus: 27 misc: null name: 'Deception ' - bonus: 27 misc: null name: 'Intimidation ' - bonus: 19 misc: null name: 'Religion ' - bonus: 26 misc: null name: 'Stealth ' - bonus: 23 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 277 page_stop: null speed: - amount: 40 type: Land - amount: 20 type: climb spell_lists: - dc: 33 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: ×3 name: vampiric touch requirement: null - heightened_level: null level: 3 spells: - frequency: ×3 name: fear requirement: null to_hit: null traits: - Uncommon - NE - Medium - Undead - Vampire type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 3 dex_mod: 5 int_mod: -2 str_mod: 7 wis_mod: 3 ac: 30 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 5 feet, DC 29. Creatures beginning their turn in the area while the vrykolakas is in its true form are exposed to __bubonic plague__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pestilential Aura range: null raw_description: '**Pestilential Aura** (__aura__, __divine__, __necromancy__) 5 feet, DC 29. Creatures beginning their turn in the area while the vrykolakas is in its true form are exposed to __bubonic plague__.' requirements: null success: null traits: - aura - divine - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null description: Vrykolakas all have the following vulnerabilities. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is __paralyzed__ and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can't return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Burial Site Bound range: null raw_description: '**Burial Site Bound** A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is __paralyzed__ and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can''t return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A vrykolakas that is beheaded can't use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vulnerable to Decapitation range: null raw_description: '**Vulnerable to Decapitation** A vrykolakas that is beheaded can''t use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas.' requirements: null success: null traits: null trigger: null failure: null frequency: null full_description: null generic_description: null name: Vrykolakas Vulnerabilities range: null raw_description: "**Vrykolakas Vulnerabilities** Vrykolakas all have the following\ \ vulnerabilities. \n\n * **Burial Site Bound** A vrykolakas is bound to the\ \ place of its death or interment. It must return to this location once per\ \ week and bury itself in the earth for 24 hours, during which time it is __paralyzed__\ \ and can be beheaded. If it is unable to return to this site, it is reduced\ \ to 0 Hit Points and attempts to use Feral Corruption; if this host animal\ \ can't return to the burial site before the possession effect ends, the vrykolakas\ \ is destroyed and the animal host returns to normal.\n\n * **Vulnerable to\ \ Decapitation** A vrykolakas that is beheaded can't use its Feral Possession,\ \ and a beheaded corpse cannot rise as a vrykolakas." requirements: null success: null traits: null trigger: null - action_cost: Free Action critical_failure: null critical_success: null description: null effect: 'Unlike most other undead, a vrykolakas isn''t destroyed when it reaches 0 HP. Instead, it attempts to cast its spirit into an animal within 100 feet, which must attempt a Will save (DC 29). On a failure, the animal is possessed. This has the effects of the __possession__ spell, but it lasts a number of days equal to the vrykolakas''s level. This possession can''t be counteracted with magic (though __remove curse__ works against it normally). If the animal succeeds at its save, the vrykolakas can attempt to possess a different animal within 100 feet. If at any point an animal critically succeeds at its save or no animal is within 100 feet, the vrykolakas fails to possess anything and is destroyed. A vrykolakas possessing an animal seeks out its burial site (see Burial Site Bound) immediately, burying itself there. While the vrykolakas is in this state of recovery, its animal host is __paralyzed__, and beheading it destroys the vrykolakas and kills its host. Removing the curse destroys the vrykolakas and returns the animal to normal. After 1d4 days, if the vrykolakas hasn''t been destroyed, the animal dies and the vrykolakas rises in a new body that''s identical to its previous one, formed from the animal''s remains.' effects: null failure: null frequency: null full_description: null generic_description: null name: Feral Possession range: null raw_description: '**Feral Possession [Free Action]** (__curse__, __divine__, __incapacitation__, __mental__, __necromancy__, __possession__) **Trigger** The vrykolakas is reduced to 0 Hit Points, and an __animal__ is within 100 feet **Effect** Unlike most other undead, a vrykolakas isn''t destroyed when it reaches 0 HP. Instead, it attempts to cast its spirit into an animal within 100 feet, which must attempt a Will save (DC 29). On a failure, the animal is possessed. This has the effects of the __possession__ spell, but it lasts a number of days equal to the vrykolakas''s level. This possession can''t be counteracted with magic (though __remove curse__ works against it normally). If the animal succeeds at its save, the vrykolakas can attempt to possess a different animal within 100 feet. If at any point an animal critically succeeds at its save or no animal is within 100 feet, the vrykolakas fails to possess anything and is destroyed. A vrykolakas possessing an animal seeks out its burial site (see Burial Site Bound) immediately, burying itself there. While the vrykolakas is in this state of recovery, its animal host is __paralyzed__, and beheading it destroys the vrykolakas and kills its host. Removing the curse destroys the vrykolakas and returns the animal to normal. After 1d4 days, if the vrykolakas hasn''t been destroyed, the animal dies and the vrykolakas rises in a new body that''s identical to its previous one, formed from the animal''s remains.' requirements: null success: null traits: - curse - divine - incapacitation - mental - necromancy - possession trigger: The vrykolakas is reduced to 0 Hit Points, and an __animal__ is within 100 feet description: 'Vrykolakas masters are sinister shapechangers. They walk undetected among the living and prey upon them like a wolf among sheep, often leaving the corpses to rise as vrykolakas spawn. **__Recall Knowledge - Undead__ (__Religion__)**: DC 27' hp: 190 hp_misc: negative healing immunities: - death effects - disease - paralyze - poison - sleep items: null knowledge_checks: dc: 27 skills: - Religion languages: - Common level: 10 melee: - action_cost: One Action damage: formula: 2d12+13 type: piercing name: fangs plus_damage: - formula: null type: Drink Blood to_hit: 23 traits: null - action_cost: One Action damage: formula: 2d8+13 type: slashing name: claw plus_damage: null to_hit: 23 traits: - agile name: Vrykolakas Master perception: 19 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: A vrykolakas master can transform into a form resembling the body it had in life, with the effects of __humanoid form__ but with unlimited duration. It loses its fangs and claw Strikes but gains a +2 circumstance bonus to Deception checks to Impersonate in this form. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) A vrykolakas master can transform into a form resembling the body it had in life, with the effects of __humanoid form__ but with unlimited duration. It loses its fangs and claw Strikes but gains a +2 circumstance bonus to Deception checks to Impersonate in this form.' requirements: null success: null traits: - concentrate - divine - polymorph - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: If a creature dies after being reduced to 0 HP by Drink Blood, a vrykolakas master can turn this creature into a __vrykolakas spawn__ by donating some of its own blood to the creature and burying it in earth for 3 nights. Such vrykolakas spawn are generally friendly to the vrykolakas that created them, but they are not under its control and typically wander off on their own rampage within 1d6 days of their creation. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Create Spawn range: null raw_description: '**Create Spawn** (__divine__, __downtime__, __necromancy__) If a creature dies after being reduced to 0 HP by Drink Blood, a vrykolakas master can turn this creature into a __vrykolakas spawn__ by donating some of its own blood to the creature and burying it in earth for 3 nights. Such vrykolakas spawn are generally friendly to the vrykolakas that created them, but they are not under its control and typically wander off on their own rampage within 1d6 days of their creation.' requirements: null success: null traits: - divine - downtime - necromancy trigger: null - action_cost: One Action critical_failure: null critical_success: null description: DC 29, The vrykolakas can cast __dominate__ at will as a divine innate spell that affects only animals. A creature that succeeds is immune to that vrykolakas's Dominate Animal for 24 hours. Destroying the vrykolakas ends the effect, but reducing it to 0 HP does not. A dominated animal takes a -4 circumstance penalty to saving throws against the vrykolakas's Feral Possession. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dominate Animal range: null raw_description: '**Dominate Animal** (__divine__, __enchantment__, __incapacitation__, __mental__) DC 29, The vrykolakas can cast __dominate__ at will as a divine innate spell that affects only animals. A creature that succeeds is immune to that vrykolakas''s Dominate Animal for 24 hours. Destroying the vrykolakas ends the effect, but reducing it to 0 HP does not. A dominated animal takes a -4 circumstance penalty to saving throws against the vrykolakas''s Feral Possession.' requirements: null success: null traits: - divine - enchantment - incapacitation - mental trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The vrykolakas' last action was a successful fangs Strike effects: null failure: null frequency: null full_description: null generic_description: null name: Drink Blood range: null raw_description: '**Drink Blood** (__divine__, __necromancy__) **Requirements** The vrykolakas'' last action was a successful fangs Strike; **Effect** The vrykolakas sinks its fangs into that creature to drink its blood. This requires an __Athletics__ check against the creature''s Fortitude DC. On a success, the creature becomes __drained 2__, and the vrykolakas regains 19 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that''s already drained doesn''t restore any HP to the vampire, but it increases the creature''s drained condition value by 1. A vrykolakas can also consume blood that''s been emptied into a vessel for sustenance, but it gains no HP from doing so. The target creature''s drained condition value decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: One Action critical_failure: null critical_success: null description: claw effect: The monster automatically deals that Strike's damage again to the enemy. effects: null failure: null frequency: null full_description: null generic_description: null name: Rend range: null raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy. requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 19 fort_misc: null misc: null ref: 21 ref_misc: null will: 17 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The presence of a vrykolakas master inspires savage creatures to crawl forth to do its bidding, including __rat swarms__, __wargs__, __werewolves__, and similar creatures. The vrykolakas master can give telepathic orders to these creatures within 100 feet, but they can't communicate back. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Children of the Night range: null raw_description: '**Children of the Night** (__divine__, __enchantment__, __mental__) The presence of a vrykolakas master inspires savage creatures to crawl forth to do its bidding, including __rat swarms__, __wargs__, __werewolves__, and similar creatures. The vrykolakas master can give telepathic orders to these creatures within 100 feet, but they can''t communicate back.' requirements: null success: null traits: - divine - enchantment - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: The vrykolakas moves at full Speed while __Tracking__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swift Tracker range: null raw_description: '**Swift Tracker** The vrykolakas moves at full Speed while __Tracking__.' requirements: null success: null traits: null trigger: null senses: - Perception +19 - darkvision size: Medium skills: - bonus: 19 misc: null name: 'Acrobatics ' - bonus: 23 misc: null name: 'Athletics ' - bonus: 19 misc: null name: 'Deception ' - bonus: 21 misc: null name: 'Intimidation ' - bonus: 21 misc: null name: 'Stealth ' - bonus: 17 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 276 page_stop: null speed: - amount: 40 type: Land - amount: 20 type: climb spell_lists: - dc: 29 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: ×3 name: vampiric touch requirement: null - heightened_level: null level: 3 spells: - frequency: ×3 name: fear requirement: null to_hit: null traits: - NE - Medium - Undead - Vampire type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 2 dex_mod: 4 int_mod: -3 str_mod: 5 wis_mod: 2 ac: 24 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Vrykolakas all have the following vulnerabilities. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is __paralyzed__ and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can't return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Burial Site Bound range: null raw_description: '**Burial Site Bound** A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is __paralyzed__ and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can''t return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A vrykolakas that is beheaded can't use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vulnerable to Decapitation range: null raw_description: '**Vulnerable to Decapitation** A vrykolakas that is beheaded can''t use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas.' requirements: null success: null traits: null trigger: null failure: null frequency: null full_description: null generic_description: null name: Vrykolakas Vulnerabilities range: null raw_description: "**Vrykolakas Vulnerabilities**Vrykolakas all have the following\ \ vulnerabilities. \n\n * **Burial Site Bound** A vrykolakas is bound to the\ \ place of its death or interment. It must return to this location once per\ \ week and bury itself in the earth for 24 hours, during which time it is __paralyzed__\ \ and can be beheaded. If it is unable to return to this site, it is reduced\ \ to 0 Hit Points and attempts to use Feral Corruption; if this host animal\ \ can't return to the burial site before the possession effect ends, the vrykolakas\ \ is destroyed and the animal host returns to normal.\n\n * **Vulnerable to\ \ Decapitation** A vrykolakas that is beheaded can't use its Feral Possession,\ \ and a beheaded corpse cannot rise as a vrykolakas." requirements: null success: null traits: null trigger: null - action_cost: Free Action critical_failure: null critical_success: null description: null effect: 'Unlike most other undead, a vrykolakas isn''t destroyed when it reaches 0 HP. Instead, it attempts to cast its spirit into an animal within 100 feet, which must attempt a Will save (DC 24). On a failure, the animal is possessed. This has the effects of the __possession__ spell, but it lasts a number of days equal to the vrykolakas''s level. This possession can''t be counteracted with magic (though __remove curse__ works against it normally). If the animal succeeds at its save, the vrykolakas can attempt to possess a different animal within 100 feet. If at any point an animal critically succeeds at its save or no animal is within 100 feet, the vrykolakas fails to possess anything and is destroyed. A vrykolakas possessing an animal seeks out its burial site (see Burial Site Bound) immediately, burying itself there. While the vrykolakas is in this state of recovery, its animal host is __paralyzed__, and beheading it destroys the vrykolakas and kills its host. Removing the curse destroys the vrykolakas and returns the animal to normal. After 1d4 days, if the vrykolakas hasn''t been destroyed, the animal dies and the vrykolakas rises in a new body that''s identical to its previous one, formed from the animal''s remains.' effects: null failure: null frequency: null full_description: null generic_description: null name: Feral Possession range: null raw_description: '**Feral Possession [Free Action]** (divine, incapacitation, mental, necromancy, possession) **Trigger** The vrykolakas is reduced to 0 Hit Points, and an __animal__ is within 100 feet; **Effect** Unlike most other undead, a vrykolakas isn''t destroyed when it reaches 0 HP. Instead, it attempts to cast its spirit into an animal within 100 feet, which must attempt a Will save (DC 24). On a failure, the animal is possessed. This has the effects of the __possession__ spell, but it lasts a number of days equal to the vrykolakas''s level. This possession can''t be counteracted with magic (though __remove curse__ works against it normally). If the animal succeeds at its save, the vrykolakas can attempt to possess a different animal within 100 feet. If at any point an animal critically succeeds at its save or no animal is within 100 feet, the vrykolakas fails to possess anything and is destroyed. A vrykolakas possessing an animal seeks out its burial site (see Burial Site Bound) immediately, burying itself there. While the vrykolakas is in this state of recovery, its animal host is __paralyzed__, and beheading it destroys the vrykolakas and kills its host. Removing the curse destroys the vrykolakas and returns the animal to normal. After 1d4 days, if the vrykolakas hasn''t been destroyed, the animal dies and the vrykolakas rises in a new body that''s identical to its previous one, formed from the animal''s remains.' requirements: null success: null traits: - divine - incapacitation - mental - necromancy - possession trigger: The vrykolakas is reduced to 0 Hit Points, and an __animal__ is within 100 feet description: 'Vrykolakas unleash their spawn upon the world to spread terror, plague, and suffering and to draw attention away from their masters. **__Recall Knowledge - Undead__ (__Religion__)**: DC 22' hp: 99 hp_misc: negative healing immunities: - death effects - disease - paralyze - poison - sleep items: null knowledge_checks: dc: 22 skills: - Religion languages: - Common level: 6 melee: - action_cost: One Action damage: formula: 2d8+8 type: piercing name: fangs plus_damage: - formula: null type: Drink Blood to_hit: 17 traits: null - action_cost: One Action damage: formula: 2d6+8 type: slashing name: claw plus_damage: null to_hit: 17 traits: - agile name: Vrykolakas Spawn perception: 14 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The vrykolakas' last action was a successful fangs Strike effects: null failure: null frequency: null full_description: null generic_description: null name: Drink Blood range: null raw_description: '**Drink Blood** (__divine__, __necromancy__) **Requirements** The vrykolakas'' last action was a successful fangs Strike; **Effect** The vrykolakas sinks its fangs into that creature to drink its blood. This requires an __Athletics__ check against the creature''s Fortitude DC. On a success, the creature becomes __drained 1__, and the vrykolakas regains 10 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that''s already drained doesn''t restore any HP to the vampire, but it increases the creature''s drained condition value by 1. A vrykolakas can also consume blood that''s been emptied into a vessel for sustenance, but it gains no HP from doing so. The target creature''s drained condition value decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: One Action critical_failure: null critical_success: null description: claw effect: The monster automatically deals that Strike's damage again to the enemy. effects: null failure: null frequency: null full_description: null generic_description: null name: Rend range: null raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy. requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 14 fort_misc: null misc: null ref: 16 ref_misc: null will: 12 will_misc: null sense_abilities: null senses: - Perception +14 - darkvision size: Medium skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 15 misc: null name: 'Athletics ' - bonus: 14 misc: null name: 'Stealth ' - bonus: 11 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 276 page_stop: null speed: - amount: 40 type: Land - amount: 20 type: climb spell_lists: null traits: - NE - Medium - Undead - Vampire type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: DC 17 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Buck range: null raw_description: '**Buck** [Reaction] DC 17' requirements: null success: null traits: null trigger: null description: 'Horses serve as mounts and beasts of burden in many societies. They are loyal and typically gentle creatures, and they are invaluable to those looking to travel long distances. Smaller folk, like gnomes and halflings, often utilize ponies as mounts, while horses are the favored steeds for humans and other Medium humanoids. Most horses that the average humanoid encounters are domesticated, though large herds of these powerful animals can be found in the wild. **__Recall Knowledge - Animal__ (__Nature__)**: DC 16' hp: 36 hp_misc: null immunities: null items: null knowledge_checks: dc: 16 skills: - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d6+5 type: bludgeoning name: hoof plus_damage: null to_hit: 9 traits: null name: War Horse perception: 6 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The war horse Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Gallop range: null raw_description: '**Gallop** [Two Actions] The war horse Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 7 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +6 - low-light vision - scent (imprecise) 30 feet size: Large skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 11 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 209 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: DC 16 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Buck range: null raw_description: '**Buck** [Reaction] DC 16' requirements: null success: null traits: null trigger: null description: 'Horses serve as mounts and beasts of burden in many societies. They are loyal and typically gentle creatures, and they are invaluable to those looking to travel long distances. Smaller folk, like gnomes and halflings, often utilize ponies as mounts, while horses are the favored steeds for humans and other Medium humanoids. Most horses that the average humanoid encounters are domesticated, though large herds of these powerful animals can be found in the wild. **__Recall Knowledge - Animal__ (__Nature__)**: DC 15' hp: 20 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Nature languages: null level: 1 melee: - action_cost: One Action damage: formula: 1d4+4 type: bludgeoning name: hoof plus_damage: null to_hit: 7 traits: null name: War Pony perception: 5 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The war pony Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Gallop range: null raw_description: '**Gallop** [Two Actions] The war pony Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 7 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +5 - low-light vision - scent (imprecise) 30 feet size: Medium skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 7 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 209 page_stop: null speed: - amount: 35 type: Land spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The warg makes a jaws Strike against the triggering creature. effects: null failure: null frequency: null full_description: null generic_description: null name: Avenging Bite range: null raw_description: '**Avenging Bite** [Reaction] **Trigger** A creature within reach of the warg''s jaws attacks one of the warg''s allies. **Effect** The warg makes a jaws Strike against the triggering creature.' requirements: null success: null traits: null trigger: A creature within reach of the warg's jaws attacks one of the warg's allies. 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. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 16' hp: 36 hp_misc: null immunities: null items: null knowledge_checks: dc: 16 skills: - Arcana - Nature languages: - Common - Goblin - Orcish level: 2 melee: - action_cost: One Action damage: formula: 1d8+4 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 11 traits: null name: Warg perception: 8 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The warg's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the warg's allies. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pack Attack range: null raw_description: '**Pack Attack** The warg''s Strikes deal 1d4 extra damage to creatures within the reach of at least two of the warg''s allies.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Small, 1d6+2 bludgeoning, Rupture 9 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**Swallow Whole** (__attack__) Small, 1d6+2 bludgeoning, Rupture 9' requirements: null success: null traits: - attack trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 9 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +8 - darkvision - scent (imprecise) 30 feet size: Medium skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Athletics ' - bonus: 6 misc: null name: 'Deception ' - bonus: 6 misc: null name: 'Intimidation ' - bonus: 7 misc: null name: 'Stealth ' - bonus: 8 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 322 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - NE - Medium - Beast type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 100 feet, DC 35 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 100 feet, DC 35 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: 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. **__Recall Knowledge - Undead__ (__Religion__)**: DC 37' hp: 350 hp_misc: negative healing immunities: - death effects - disease - paralyze - poison - unconscious items: null knowledge_checks: dc: 37 skills: - Religion languages: - Common - (can't speak any language) level: 16 melee: - action_cost: One Action damage: formula: 4d12+9 type: bludgeoning name: corpse wave plus_damage: - formula: null type: energy drain to_hit: 32 traits: - magical - action_cost: One Action damage: null name: animated weapon plus_damage: null to_hit: 30 traits: - agile - magical - reach 100 feet - versatile B - versatile P name: Warsworn perception: 27 proactive_abilities: - action_cost: Free Action critical_failure: null critical_success: null description: null 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. effects: null failure: null frequency: null full_description: null generic_description: null name: Absorb range: null raw_description: '**Absorb** [Free Action] (__death__, __divine__, __necromancy__) **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.' requirements: null success: null traits: - death - divine - necromancy trigger: The warsworn moves into a dying creature's space. - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Animated Weapons range: null raw_description: '**Animated Weapons** (__divine__, __evocation__) 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.' requirements: null success: null traits: - divine - evocation trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Energy Drain range: null raw_description: '**Energy Drain** (__divine__, __necromancy__) 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.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null description: A creature hit by a warsworn's scrap ball Strike must attempt a DC 37 Reflex save. On a failure, the target falls prone; if the target was airborne, it falls up to 120 feet, taking damage from the fall and landing prone if the descent brings it to the ground. On a critical failure, the target is also held under a pile of scrap (DC 37 to Escape). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Plummet range: null raw_description: '**Plummet** A creature hit by a warsworn''s scrap ball Strike must attempt a DC 37 Reflex save. On a failure, the target falls prone; if the target was airborne, it falls up to 120 feet, taking damage from the fall and landing prone if the descent brings it to the ground. On a critical failure, the target is also held under a pile of scrap (DC 37 to Escape).' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Huge or smaller, corpse wave, DC 37 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**Trample** [Three Actions] Huge or smaller, corpse wave, DC 37' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 4d12+9 type: bludgeoning name: scrap ball plus_damage: - formula: null type: plummet to_hit: 28 traits: - magical - range increment 100 feet rarity: Uncommon resistances: null ritual_lists: null saves: fort: 29 fort_misc: null misc: +1 status to all saves vs. positive ref: 25 ref_misc: null will: 27 will_misc: null sense_abilities: null senses: - Perception +27 - darkvision size: Gargantuan skills: - bonus: 33 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 323 page_stop: null speed: - amount: 30 type: Land spell_lists: null traits: - Uncommon - NE - Gargantuan - Undead type: Creature weaknesses: null - 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 alignment: N 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. **__Recall Knowledge - Animal__ (__Nature__)**: DC 19' hp: 45 hp_misc: null immunities: - precision - swarm mind items: null knowledge_checks: dc: 19 skills: - Nature languages: null level: 4 melee: null name: Wasp Swarm perception: 10 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: Each enemy in the swarm's space takes 2d8 piercing damage (DC 21 basic Reflex save) and is exposed to wasp venom. A successful save negates the poison exposure. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swarming Stings range: null raw_description: '**Swarming Stings** Each enemy in the swarm''s space takes 2d8 piercing damage (DC 21 basic Reflex save) and is exposed to wasp venom. A successful save negates the poison exposure.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null 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)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wasp Venom range: null raw_description: '**Wasp Venom** (__poison__) **Saving Throw** Fortitude DC 21; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison (1 round); **Stage 2** 2d6 poison and clumsy 2 (2 rounds)' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Common resistances: - amount: 7 type: bludgeoning - amount: 7 type: piercing - amount: 3 type: slashing ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 12 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +10 - darkvision size: Large skills: - bonus: 12 misc: null name: 'Acrobatics ' source: - abbr: Bestiary page_start: 324 page_stop: null speed: - amount: 20 type: Land - amount: 40 type: fly spell_lists: null traits: - N - Large - Animal - Swarm type: Creature weaknesses: - amount: 5 type: area damage - amount: 5 type: splash damage - 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 alignment: N 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. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 15' hp: 20 hp_misc: fast healing 2 (while underwater) immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 15 skills: - Arcana - Nature languages: - Aquan level: 1 melee: - action_cost: One Action damage: formula: 1d6+1 type: slashing name: claw plus_damage: null to_hit: 8 traits: - finesse name: Water Mephit perception: 3 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__acid__, __arcane__) 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.' requirements: null success: null traits: - acid - arcane trigger: null - action_cost: One Action critical_failure: null critical_success: null 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drench range: null raw_description: '**Drench** (__abjuration__, __arcane__, __water__) 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).' requirements: null success: null traits: - abjuration - arcane - water trigger: null ranged: null rarity: Common resistances: - amount: 3 type: acid - amount: 3 type: fire ritual_lists: null saves: fort: 7 fort_misc: null misc: null ref: 11 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +3 - darkvision size: Small skills: - bonus: 6 misc: null name: 'Athletics ' - bonus: 6 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 151 page_stop: null speed: - amount: 20 type: Land - amount: 25 type: fly - amount: 25 type: swim spell_lists: - dc: 17 misc: '' name: Arcane Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: acid arrow requirement: null to_hit: 9 traits: - N - Small - Aquatic - Elemental - Water type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 5 dex_mod: 5 int_mod: -3 str_mod: 8 wis_mod: 5 ac: 30 ac_special: null alignment: N automatic_abilities: null description: 'Legendary creatures lurking in remote lakes, water orms always find their way into the tavern tales of lakeside communities. To some travelers, every lake of respectable size seems to be surrounded by towns full of fishers claiming to have spotted a water orm. These elusive creatures inhabit lakes mainly in cool and gloomy regions. Some claim that water orms are an offshoot of __sea serpents__ and __linnorms__, but no credible link between these creatures has been found. Water orms have many features that sea serpents do not, such as the ability to understand the rudiments of language. Their natural inclination to avoid contact and remain hidden often remains at odds with their equally compelling curiosity about those they might spy upon the shores of their lakes. Water orm sightings usually occur when they can''t help but to rise up to the surface to take a peek at someone (or something) particularly unusual on the beach or floating on the water''s surface. These creatures are extremely long-lived and can go for decades, or even centuries, with very little to eat. This allows water orms to subsist in lakes without surfacing for many years, even in bodies of fresh water without ample food sources. Water orms might lie in a silty lake bed for years, their elusiveness only contributing to their mythical reputation. When a pet or child goes missing near a lake, rumors might hold that the local water orm is responsible, leading to folk tales that caution residents against venturing out alone near the water. While most water orms are described as serpentine or long-necked reptiles, others look similar to bizarrely elongated seals or whales, impossibly large sea horses, or long-necked creatures with paddles resembling those of __elasmosauruses__. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 32' hp: 170 hp_misc: null immunities: null items: null knowledge_checks: dc: 32 skills: - Arcana - Nature languages: - Aquan - (can't speak any language) level: 10 melee: - action_cost: One Action damage: formula: 2d10+11 type: piercing name: jaws plus_damage: - formula: null type: Grab to_hit: 24 traits: - reach 15 feet - action_cost: One Action damage: formula: 2d6+11 type: bludgeoning name: tail plus_damage: null to_hit: 24 traits: - agile - reach 15 feet name: Water Orm perception: 21 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: Large, 2d8+8 bludgeoning, Rupture 22 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**__Swallow Whole__** (__attack__) Large, 2d8+8 bludgeoning, Rupture 22' requirements: null success: null traits: - attack trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: A water orm can dissolve into water, appearing only as a long, dark, serpentine stretch of water. While in this form, a water orm's swim Speed increases to 600 feet, it automatically succeeds at __Athletics__ checks to __swim__, and it gains a +4 circumstance bonus to __Stealth__ checks in water. A water orm can remain in this form for 8 hours, but it can't enter salt water when using this ability. A water orm can return to its normal form using a single action which has the __concentrate__ trait. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Water Travel range: null raw_description: '**Water Travel** [Three Actions] (__primal__, __transmutation__, __water__) A water orm can dissolve into water, appearing only as a long, dark, serpentine stretch of water. While in this form, a water orm''s swim Speed increases to 600 feet, it automatically succeeds at __Athletics__ checks to __swim__, and it gains a +4 circumstance bonus to __Stealth__ checks in water. A water orm can remain in this form for 8 hours, but it can''t enter salt water when using this ability. A water orm can return to its normal form using a single action which has the __concentrate__ trait.' requirements: null success: null traits: - primal - transmutation - water trigger: null ranged: null rarity: Rare resistances: - amount: 10 type: cold - amount: 10 type: fire ritual_lists: null saves: fort: 21 fort_misc: null misc: null ref: 19 ref_misc: null will: 17 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A water orm can go for 10 years without feeding. Beyond this limit, the water orm's hunger causes it to become __slowed 1__, but doesn't otherwise impact its lifespan. A water orm that's slowed as a result of starvation can remove this condition by using Swallow Whole to gulp down a meal. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Slow Metabolism range: null raw_description: '**Slow Metabolism** A water orm can go for 10 years without feeding. Beyond this limit, the water orm''s hunger causes it to become __slowed 1__, but doesn''t otherwise impact its lifespan. A water orm that''s slowed as a result of starvation can remove this condition by using Swallow Whole to gulp down a meal.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A water orm automatically tries to __counteract__ any __detection__, __revelation__, or __scrying__ __divination__ attempted against it, using its __Stealth__ modifier for the counteract check. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Undetectable range: null raw_description: '**Undetectable** (__abjuration__, __primal__) A water orm automatically tries to __counteract__ any __detection__, __revelation__, or __scrying__ __divination__ attempted against it, using its __Stealth__ modifier for the counteract check.' requirements: null success: null traits: - abjuration - primal trigger: null senses: - Perception +21 - darkvision size: Huge skills: - bonus: 22 misc: null name: 'Athletics ' - bonus: 23 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 289 page_stop: null speed: - amount: 20 type: Land - amount: 50 type: swim spell_lists: null traits: - Rare - N - Huge - Aquatic - Beast - Water type: Creature weaknesses: null - ability_mods: cha_mod: 6 con_mod: 6 dex_mod: 6 int_mod: 5 str_mod: 9 wis_mod: 9 ac: 40 ac_special: null alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The water yai flourishes their kimono and attempts a Performance check to __counteract__ the spell before it comes into effect. If the yai counters the spell, the triggering creature takes 9d6 electricity damage from electrified water that sprays from the kimono (DC 35 basic Reflex save). effects: null failure: null frequency: null full_description: null generic_description: null name: Shocking Douse range: null raw_description: '**Shocking Douse [Reaction]** **Trigger** A creature within 100 feet casts a fire spell; **Effect** The water yai flourishes their kimono and attempts a Performance check to __counteract__ the spell before it comes into effect. If the yai counters the spell, the triggering creature takes 9d6 electricity damage from electrified water that sprays from the kimono (DC 35 basic Reflex save).' requirements: null success: null traits: null trigger: A creature within 100 feet casts a fire spell description: 'Among the most powerful yai are those who emulate the form of __storm giants__. Rather than lord over their giant-kin like most oni, though, water yai prefer to lurk alone in the world''s oceans (or, much more rarely, large and remote freshwater lakes). When a water yai must interact with mortals beneath the waves, they prefer to do so while disguised as a storm giant. Water yai pursue the acquisition of material wealth and riches above all other interests, garbing themselves in richly colored, magically waterproofed kimonos and adorning their monstrous faces with all manner of jewelry. These yai can infuse their kimonos with eerie magical properties, and in combat, they can also fire bolts of electricity from their third eye. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 36 **__Recall Knowledge - Humanoid__ (__Society__)**: DC 36' hp: 295 hp_misc: regeneration 15 (deactivated by acid and fire immunities: - electricity items: - +2 greater striking longspear knowledge_checks: dc: 36 skills: - Religion - Society languages: - Common - Jotun level: 17 melee: - action_cost: One Action damage: formula: 3d8+15 type: piercing name: longspear plus_damage: - formula: 2d6 type: electricity to_hit: 35 traits: - evil - magical - reach 20 feet - action_cost: One Action damage: formula: 3d12+12 type: electricity name: kimono plus_damage: - formula: null type: Enveloping Kimono to_hit: 33 traits: - electricity - evil - magical - reach 15 feet - action_cost: One Action damage: formula: 3d8+15 type: bludgeoning name: fist plus_damage: - formula: 2d6 type: electricity to_hit: 33 traits: - agile - evil - magical - reach 15 feet name: Water Yai perception: 32 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The water yai takes on the appearance of a __storm giant__. This doesn't change their Speed or Strike attack and damage. The yai can also turn into a puddle of water, with the effects of __gaseous form__ except they retain their land Speed, double their swim Speed, and can't fly. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**__Change Shape__** (__concentrate__, __polymorph__, __primal__, __transmutation__) The water yai takes on the appearance of a __storm giant__. This doesn''t change their Speed or Strike attack and damage. The yai can also turn into a puddle of water, with the effects of __gaseous form__ except they retain their land Speed, double their swim Speed, and can''t fly.' requirements: null success: null traits: - concentrate - polymorph - primal - transmutation trigger: null - action_cost: One Action critical_failure: The target is unaffected. critical_success: The creature takes 20d6 electricity damage and is grabbed until the end of its next turn. description: null effect: The water yai's last action was a successful kimono Strike effects: null failure: The target takes 5d6 electricity damage but is not grabbed. frequency: null full_description: null generic_description: null name: Enveloping Kimono range: null raw_description: "**Enveloping Kimono** (__electricity__, __manipulate__, __primal__,\ \ __transmutation__, __water__) **Requirements** The water yai's last action\ \ was a successful kimono Strike; **Effect** The water yai extends a portion\ \ of their kimono to attempt to envelop a creature within 15 feet. The water\ \ yai must attempt a Performance check against the creature's Reflex DC. \n\n\ **Critical Success** The creature takes 20d6 electricity damage and is __grabbed__\ \ until the end of its next turn. \n\n**Success** As critical success, but only\ \ 10d6 electricity damage. \n\n**Failure** The target takes 5d6 electricity\ \ damage but is not grabbed. \n\n**Critical Failure** The target is unaffected." requirements: null success: As critical success, but only 10d6 electricity damage. traits: - electricity - manipulate - primal - transmutation - water trigger: null ranged: - action_cost: One Action damage: formula: 3d12+12 type: electricity name: electric missile plus_damage: - formula: null type: flat-footed for 1 round to_hit: 30 traits: - electricity - evil - magical - range increment 60 feet rarity: Common resistances: null ritual_lists: null saves: fort: 27 fort_misc: null misc: +1 status on all saves vs. magical ref: 29 ref_misc: null will: 34 will_misc: null sense_abilities: null senses: - Perception +32 - greater darkvision size: Huge skills: - bonus: 30 misc: null name: 'Acrobatics ' - bonus: 29 misc: null name: 'Arcana ' - bonus: 33 misc: null name: 'Athletics ' - bonus: 32 misc: null name: 'Deception ' - bonus: 32 misc: null name: 'Intimidation ' - bonus: 29 misc: null name: 'Nature ' - bonus: 33 misc: null name: 'Performance ' source: - abbr: Bestiary 2 page_start: 191 page_stop: null speed: - amount: 40 type: Land - amount: 40 type: fly - amount: 50 type: swim - amount: 371 type: water walk spell_lists: - dc: 38 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 9 spells: - frequency: null name: chain lightning requirement: null - frequency: null name: horrid wilting requirement: null - heightened_level: null level: 8 spells: - frequency: null name: hydraulic torrent requirement: null - heightened_level: null level: 5 spells: - frequency: at will name: control water requirement: null - heightened_level: null level: 4 spells: - frequency: ×3 name: charm requirement: null - frequency: null name: darkness requirement: null - heightened_level: null level: 2 spells: - frequency: at will, self only name: invisibility requirement: null - heightened_level: 9 level: -1 spells: - frequency: null name: water walk requirement: null to_hit: null traits: - CE - Huge - Fiend - Giant - Humanoid - Oni - Water type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: Initiative has not yet been rolled. effects: null failure: null frequency: null full_description: null generic_description: null name: Spring upon Prey range: null raw_description: '**Spring upon Prey** [Reaction] **Trigger** A creature touches the web lurker''s web while the web lurker is on it. **Requirement** Initiative has not yet been rolled. **Effect** The web lurker automatically notices the creature and Strides or Climbs before rolling initiative.' requirements: null success: null traits: null trigger: A creature touches the web lurker's web while the web lurker is on it. 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. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 18' hp: 45 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Occultism languages: - Aklo - spider speak level: 3 melee: - action_cost: One Action damage: formula: 1d8+6 type: piercing name: fangs plus_damage: - formula: null type: web lurker venom to_hit: 11 traits: - poison - action_cost: One Action damage: formula: 1d8+6 type: slashing name: claw plus_damage: null to_hit: 11 traits: - agile - action_cost: One Action damage: null name: web plus_damage: null to_hit: 11 traits: null name: Web Lurker perception: 10 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Web Lurker Venom range: null raw_description: '**Web Lurker Venom** (__poison__) **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)' requirements: null success: null traits: - poison trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Web Trap range: null raw_description: '**Web Trap** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 11 ref_misc: null will: 8 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The web lurker can speak with spiders, with the same effects and limitations as __speak with animals__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spider Speak range: null raw_description: '**Spider Speak** The web lurker can speak with spiders, with the same effects and limitations as __speak with animals__.' requirements: null success: null traits: null trigger: null senses: - Perception +10 - darkvision - tremorsense (imprecise) 30 feet (creatures touching its web) size: Medium skills: - bonus: 9 misc: null name: 'Acrobatics ' - bonus: 9 misc: null name: 'Athletics ' - bonus: 8 misc: +12 to craft traps and snares name: 'Crafting ' - bonus: 11 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 325 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: climb spell_lists: null traits: - NE - Medium - Aberration type: Creature weaknesses: null - 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 alignment: NE 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. Some speculate that wemmuths are a form of diabolical corruption let loose upon Golarion by House Thrune of Cheliax, perhaps as a scorched earth tactic against their rivals. Influential nobles from Nirmathas and Molthune both point fingers at one another for the wemmuth''s creation, Nirmathas citing Molthune''s close ties to Infernal Cheliax and Molthune blaming the primal magic commonly employed by Nirmathas''s many druids and rangers. Several Varisian tales describe creatures closely matching the wemmuth''s description attempting to apprehend a famous folk trickster, while crusaders from Mendev adhere to the belief that the wemmuths were a blight unleashed upon Golarion by Deskari, former demon lord of locusts, before his defeat at the hands of mortal heroes. **__Recall Knowledge - Plant__ (__Nature__)**: DC 34' hp: 335 hp_misc: blood leech immunities: null items: null knowledge_checks: dc: 34 skills: - Nature languages: - Aklo - Sylvan - (can't speak any language) level: 15 melee: - action_cost: One Action damage: formula: 4d12+10 type: bludgeoning name: pummel plus_damage: - formula: null type: Improved Grab to_hit: 29 traits: - fatal d12 - reach 15 feet - sweep name: Wemmuth perception: 25 proactive_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The wemmuth heals a number of Hit Points equal to half the total damage dealt by Constrict. effects: null failure: null frequency: null full_description: null generic_description: null name: Blood Leech range: null raw_description: '**Blood Leech** [Reaction] **Trigger** The wemmuth deals damage to a creature with Constrict. **Effect** The wemmuth heals a number of Hit Points equal to half the total damage dealt by Constrict.' requirements: null success: null traits: null trigger: The wemmuth deals damage to a creature with Constrict. - action_cost: One Action critical_failure: null critical_success: null description: 2d12+10, DC 37 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Constrict range: null raw_description: '**Constrict** 2d12+10, DC 37' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: DC 37, 4d8 bludgeoning, Escape DC 35, Rupture 36 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Engulf range: null raw_description: '**Engulf** [Two Actions] DC 37, 4d8 bludgeoning, Escape DC 35, Rupture 36' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Thorny Mass range: null raw_description: '**Thorny Mass** 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.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 4d10+10 type: bludgeoning name: boulder plus_damage: null to_hit: 27 traits: - fatal d12 - range increment 60 feet rarity: Common resistances: null ritual_lists: null saves: fort: 27 fort_misc: null misc: null ref: 27 ref_misc: null will: 24 will_misc: null sense_abilities: null senses: - Perception +25 - darkvision - tremorsense (imprecise) 60 feet size: Huge skills: - bonus: 30 misc: null name: 'Athletics ' - bonus: 28 misc: null name: 'Deception ' - bonus: 30 misc: null name: 'Stealth ' - bonus: 27 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 326 page_stop: null speed: - amount: 25 type: Land - amount: 25 type: burrow - amount: 25 type: climb spell_lists: null traits: - NE - Huge - Plant type: Creature weaknesses: - amount: 20 type: cold - amount: 15 type: slashing - 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 alignment: CE automatic_abilities: null description: 'Wendigos are incarnations of the fears of starvation, loneliness, and fatal exposure to cold weather. They haunt the frozen expanses of the world. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 38' hp: 315 hp_misc: regeneration 30 (deactivated by cold iron immunities: - cold - fear items: null knowledge_checks: dc: 38 skills: - Arcana - Nature languages: - Aklo - Common - Jotun - telepathy 1 mile level: 17 melee: - action_cost: One Action damage: formula: 3d10+12 type: piercing name: jaws plus_damage: - formula: 2d6 type: cold to_hit: 33 traits: - cold - magical - reach 10 feet - action_cost: One Action damage: formula: 3d8+12 type: slashing name: claw plus_damage: - formula: 2d6 type: cold and Grab to_hit: 33 traits: - cold - magical - agile - reach 10 feet name: Wendigo perception: 32 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: A target that fails its save against the wendigo's nightmare is exposed to wendigo torment. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dream Haunting range: null raw_description: '**Dream Haunting** A target that fails its save against the wendigo''s nightmare is exposed to wendigo torment.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: null 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. effects: null failure: null frequency: Three times per day full_description: null generic_description: null name: Howl range: null raw_description: '**Howl** [Three Actions] (__auditory__, __concentrate__, __enchantment__, __fear__, __incapacitation__, __mental__, __primal__) **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.' requirements: null success: null traits: - auditory - concentrate - enchantment - fear - incapacitation - mental - primal trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null 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. effects: null failure: null frequency: null full_description: null generic_description: null name: Ride the Wind range: null raw_description: '**Ride the Wind** [Reaction] (__air__, __concentrate__, __primal__, __transmutation__) **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.' requirements: null success: null traits: - air - concentrate - primal - transmutation trigger: The wendigo casts wind walk while it has Grabbed a foe. - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wendigo Torment range: null raw_description: '**Wendigo Torment** (__curse__, __enchantment__, __mental__, __primal__) 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.' requirements: null success: null traits: - curse - enchantment - mental - primal trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: cold iron - amount: 15 type: fire ritual_lists: - dc: 38 misc: null name: Primal Rituals spell_groups: - heightened_level: null level: 8 spells: - frequency: null name: control weather requirement: null to_hit: null saves: fort: 32 fort_misc: null misc: +1 status to all saves vs. magic ref: 30 ref_misc: null will: 26 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: Heatsight is a precise sense that sees heat signatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Heatsight range: null raw_description: '**Heatsight** (__divination__, __primal__); Heatsight is a precise sense that sees heat signatures.' requirements: null success: null traits: - divination - primal trigger: null senses: - Perception +32 - darkvision - heatsight 60 feet size: Large skills: - bonus: 32 misc: null name: 'Acrobatics ' - bonus: 33 misc: null name: 'Athletics ' - bonus: 29 misc: null name: 'Deception ' - bonus: 33 misc: null name: 'Intimidation ' - bonus: 28 misc: null name: 'Nature ' - bonus: 29 misc: null name: 'Occultism ' - bonus: 28 misc: null name: 'Religion ' - bonus: 30 misc: null name: 'Stealth ' - bonus: 30 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 327 page_stop: null speed: - amount: 100 type: fly spell_lists: - dc: 38 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 8 spells: - frequency: at will name: wind walk requirement: null - heightened_level: null level: 4 spells: - frequency: see dream haunting name: nightmare requirement: null to_hit: null traits: - Uncommon - CE - Large - Beast - Cold type: Creature weaknesses: null - 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 alignment: LG automatic_abilities: null 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. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 21 **__Recall Knowledge - Humanoid__ (__Society__)**: DC 21' hp: 75 hp_misc: null immunities: null items: - chain shirt - greataxe - hatchet (8) knowledge_checks: dc: 21 skills: - Arcana - Nature - Society languages: - Common - bear empathy level: 4 melee: - action_cost: One Action damage: formula: 1d10+7 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 13 traits: - agile - reach 10 feet - action_cost: One Action damage: formula: 1d12+7 type: slashing name: greataxe plus_damage: null to_hit: 13 traits: - reach 10 feet - sweep - action_cost: One Action damage: formula: 1d6+7 type: slashing name: hatchet plus_damage: null to_hit: 13 traits: - agile - sweep - action_cost: One Action damage: formula: 1d12+7 type: piercing name: jaws plus_damage: - formula: null type: curse of the werebear to_hit: 13 traits: - reach 10 feet name: Werebear perception: 11 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: Medium human with fist +13 for 1d4+7 bludgeoning, or grizzly bear with Speed 35 feet. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __polymorph__, __primal__, __transmutation__) Medium human with fist +13 for 1d4+7 bludgeoning, or grizzly bear with Speed 35 feet.' requirements: null success: null traits: - concentrate - polymorph - primal - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Curse of the Werebear range: null raw_description: '**Curse of the Werebear** (__curse__, __necromancy__, __primal__) 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.' requirements: null success: null traits: - curse - necromancy - primal trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The werebear can see or hear the target or is Tracking it in exploration mode. effects: null failure: null frequency: null full_description: null generic_description: null name: Hunt Prey range: null raw_description: '**Hunt Prey** (__concentrate__) **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.' requirements: null success: null traits: - concentrate trigger: null - action_cost: None critical_failure: null critical_success: null description: The werebear gains a +2 circumstance bonus to damage rolls against creatures it has grabbed. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mauler range: null raw_description: '**Mauler** The werebear gains a +2 circumstance bonus to damage rolls against creatures it has grabbed.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Moon Frenzy range: null raw_description: '**Moon Frenzy** (__polymorph__, __primal__, __transmutation__) 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.' requirements: null success: null traits: - polymorph - primal - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: The werebear deals 1d8 additional precision damage on its first successful Strike against its hunted target on each of its turns. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Precision Edge range: null raw_description: '**Precision Edge** The werebear deals 1d8 additional precision damage on its first successful Strike against its hunted target on each of its turns.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+7 type: slashing name: hatchet plus_damage: null to_hit: 10 traits: - agile - sweep - thrown 10 feet rarity: Uncommon resistances: null ritual_lists: null saves: fort: 12 fort_misc: null misc: null ref: 10 ref_misc: null will: 10 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'The werebear can communicate with ursines. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bear Empathy range: null raw_description: '**Bear Empathy** (__divination__, __primal__) The werebear can communicate with ursines. ' requirements: null success: null traits: - divination - primal trigger: null senses: - Perception +11 - low-light vision - scent (imprecise) 30 feet size: Large skills: - bonus: 12 misc: null name: 'Athletics ' - bonus: 9 misc: null name: 'Medicine ' - bonus: 11 misc: null name: 'Nature ' - bonus: 11 misc: null name: 'Stealth ' - bonus: 11 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 331 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - Uncommon - LG - Large - Beast - Human - Humanoid - Werecreature type: Creature weaknesses: - amount: 5 type: silver - ability_mods: cha_mod: -1 con_mod: 4 dex_mod: 1 int_mod: 0 str_mod: 4 wis_mod: 2 ac: 18 ac_special: null alignment: CN automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability. effects: null failure: null frequency: null full_description: null generic_description: null name: Ferocity range: null raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.' requirements: null success: null traits: null trigger: The monster is reduced to 0 HP. description: 'Wereboars tend to be aggressive and stubborn, and often live with their own kind in small, remote communities. Even when they''re inclined to interact with others, wereboars'' short tempers and hostile nature lead other creatures to avoid them. Lone wereboars who settle down—often on remote farms—are extremely territorial, though others are content to roam and explore lands far from home. Their other habits also vary widely from individual to individual, right down to diet: some wereboars might feast on human flesh, while others are mostly vegetarian. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 16 **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16' hp: 45 hp_misc: null immunities: null items: - dagger (2) - studded leather armor knowledge_checks: dc: 16 skills: - Arcana - Nature - Society languages: - Common - boar empathy level: 2 melee: - action_cost: One Action damage: formula: 1d4+6 type: piercing name: dagger plus_damage: null to_hit: 10 traits: - agile - versatile S - action_cost: One Action damage: formula: 1d8+6 type: piercing name: tusk plus_damage: - formula: null type: curse of the wereboar to_hit: 10 traits: null - action_cost: One Action damage: formula: 1d4+6 type: piercing name: claw plus_damage: null to_hit: 10 traits: - agile name: Wereboar perception: 8 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The wereboar Strides twice and then makes a melee Strike. As long as they moved at least 20 feet, they gain a +2 circumstance bonus to their attack roll. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Boar Charge range: null raw_description: '**Boar Charge** [Two Actions] The wereboar Strides twice and then makes a melee Strike. As long as they moved at least 20 feet, they gain a +2 circumstance bonus to their attack roll.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 'The werecreature changes into their humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature''s natural form is their hybrid shape. In humanoid shape, the werecreature uses their original humanoid size, loses their jaws and claw Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by their claw. In animal shape, their Speed and size change to that of the animal, they gain any special Strike effects of the animal that they didn''t already have (such as __Grab__), and they lose their weapon Strikes. Human with fist +10 for 1d4+2 bludgeoning, or __boar__ with Speed 40 feet and tusk for 2d6+4 piercing.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __polymorph__, __primal__, __transmutation__) The werecreature changes into their humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature''s natural form is their hybrid shape. In humanoid shape, the werecreature uses their original humanoid size, loses their jaws and claw Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by their claw. In animal shape, their Speed and size change to that of the animal, they gain any special Strike effects of the animal that they didn''t already have (such as __Grab__), and they lose their weapon Strikes. Human with fist +10 for 1d4+2 bludgeoning, or __boar__ with Speed 40 feet and tusk for 2d6+4 piercing.' requirements: null success: null traits: - concentrate - polymorph - primal - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: This curse affects only __humanoids__; **Saving Throw** DC 18 Fortitude. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a wearboar until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Curse of the Wereboar range: null raw_description: '**Curse of the Wereboar** (__curse__, __necromancy__, __primal__) This curse affects only __humanoids__; **Saving Throw** DC 18 Fortitude. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a wearboar until dawn. The creature is under the GM''s control and goes on a rampage for half the night before falling unconscious until dawn.' requirements: null success: null traits: - curse - necromancy - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases their reach by 5 feet, and increases the damage of their jaws Strike by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is __fatigued__ for 2d4 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Moon Frenzy range: null raw_description: '**Moon Frenzy** (__polymorph__, __primal__, __transmutation__) When a full moon appears in the night sky, the werecreature must enter hybrid form, can''t Change Shape thereafter, becomes one size larger, increases their reach by 5 feet, and increases the damage of their jaws Strike by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is __fatigued__ for 2d4 hours.' requirements: null success: null traits: - polymorph - primal - transmutation trigger: null ranged: - action_cost: One Action damage: formula: 1d4+4 type: piercing name: dagger plus_damage: null to_hit: 7 traits: - agile - thrown 10 feet - versatile S rarity: Common resistances: null ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 5 ref_misc: null will: 8 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'The wereboar can communicate with boars and pigs. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Boar Empathy range: null raw_description: '**Boar Empathy** (__divination__, __primal__) The wereboar can communicate with boars and pigs. ' requirements: null success: null traits: - divination - primal trigger: null senses: - Perception +8 - low-light vision - scent (imprecise) 30 feet size: Medium skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Athletics ' - bonus: 5 misc: null name: 'Intimidation ' - bonus: 7 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 290 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - CN - Medium - Beast - Human - Humanoid - Werecreature type: Creature weaknesses: - amount: 5 type: silver - 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 alignment: LE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Nimble Dodge range: null raw_description: '**Nimble Dodge** [Reaction] **Trigger** The wererat is targeted with a melee or ranged attack by an attacker it can see. **Eflect** The wererat gains a +2 circumstance bonus to AC against the triggering attack.' requirements: null success: null traits: null trigger: The wererat is targeted with a melee or ranged attack by an attacker it can see. 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. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 16 **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16' hp: 45 hp_misc: null immunities: null items: - hand crossbow (20 bolts) - leather armor - shortsword knowledge_checks: dc: 16 skills: - Arcana - Nature - Society languages: - Common - rat empathy level: 2 melee: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: shortsword plus_damage: null to_hit: 10 traits: - agile - finesse - versatile S - action_cost: One Action damage: formula: 1d6+2 type: slashing name: claw plus_damage: null to_hit: 10 traits: - agile - finesse - action_cost: One Action damage: formula: 1d8+2 type: piercing name: jaws plus_damage: - formula: null type: curse of the wererat to_hit: 10 traits: - finesse name: Wererat perception: 8 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: Human with fist +10 for 1d4+2 bludgeoning, or Small rat with Speed 30 feet, climb 10 feet. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Charge Shape range: null raw_description: '**Charge Shape** (__concentrate__, __polymorph__, __primal__, __transmutation__) Human with fist +10 for 1d4+2 bludgeoning, or Small rat with Speed 30 feet, climb 10 feet.' requirements: null success: null traits: - concentrate - polymorph - primal - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Curse of the Wererat range: null raw_description: '**Curse of the Wererat** (__curse__, __necromancy__, __primal__) 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.' requirements: null success: null traits: - curse - necromancy - primal trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Moon Frenzy range: null raw_description: '**Moon Frenzy** (__polymorph__, __primal__, __transmutation__) 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.' requirements: null success: null traits: - polymorph - primal - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: The wererat deals 1d6 extra precision damage to flat-footed creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The wererat deals 1d6 extra precision damage to flat-footed creatures.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6 type: piercing name: hand crossbow plus_damage: null to_hit: 10 traits: - range increment 60 feet - reload 1 rarity: Common resistances: null ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 10 ref_misc: null will: 8 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'The wererat can communicate with rodents. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rat Empathy range: null raw_description: '**Rat Empathy** (__divination__, __primal__) The wererat can communicate with rodents. ' requirements: null success: null traits: - divination - primal trigger: null senses: - Perception +8 - low-light vision - scent (imprecise) 30 feet size: Medium skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 6 misc: +8 to Climb or Swim name: 'Athletics ' - bonus: 5 misc: null name: 'Deception ' - bonus: 4 misc: null name: 'Society ' - bonus: 8 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 329 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - LE - Medium - Beast - Human - Humanoid - Werecreature type: Creature weaknesses: - amount: 5 type: silver - ability_mods: cha_mod: -1 con_mod: 3 dex_mod: 3 int_mod: 0 str_mod: 4 wis_mod: 3 ac: 21 ac_special: null alignment: NE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'These ferocious werecreatures stalk prey with the cunning and skill of a true apex predator. Weretigers typically view all life as a potential meal. Powerful nocturnal hunters with excellent senses that help them ambush prey, weretigers are adaptable to an extreme range of environments. However, weretigers living in densely populated cities (potentially as courtesans, assassins, or guild leaders) often struggle to suppress their killer instincts, becoming overwhelmed by the urge to hunt. They prefer to wear loose-fitting clothing and rely on their claws and jaws in a fight. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 19 **__Recall Knowledge - Humanoid__ (__Society__)**: DC 19' hp: 75 hp_misc: null immunities: null items: null knowledge_checks: dc: 19 skills: - Arcana - Nature - Society languages: - Common - tiger empathy level: 4 melee: - action_cost: One Action damage: formula: 2d6+7 type: piercing name: jaws plus_damage: - formula: null type: curse of the weretiger and Grab to_hit: 14 traits: null - action_cost: One Action damage: formula: 2d4+7 type: slashing name: claw plus_damage: null to_hit: 14 traits: - agile name: Weretiger perception: 11 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: 'The werecreature changes into their humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature''s natural form is their hybrid shape. In humanoid shape, the werecreature uses their original humanoid size, loses their jaws and claw Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by their claw. In animal shape, their Speed and size change to that of the animal, they gain any special Strike effects of the animal that they didn''t already have (such as __Grab__), and they lose their weapon Strikes. Human with fist +14 for 1d4+7 bludgeoning, or __tiger__ with Speed 30 feet and Wrestle.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __polymorph__, __primal__, __transmutation__) The werecreature changes into their humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature''s natural form is their hybrid shape. In humanoid shape, the werecreature uses their original humanoid size, loses their jaws and claw Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by their claw. In animal shape, their Speed and size change to that of the animal, they gain any special Strike effects of the animal that they didn''t already have (such as __Grab__), and they lose their weapon Strikes. Human with fist +14 for 1d4+7 bludgeoning, or __tiger__ with Speed 30 feet and Wrestle.' requirements: null success: null traits: - concentrate - polymorph - primal - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: This curse affects only __humanoids__; **Saving Throw** DC 21 Fortitude. On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Curse of the Weretiger range: null raw_description: '**Curse of the Weretiger** (__curse__, __necromancy__, __primal__) This curse affects only __humanoids__; **Saving Throw** DC 21 Fortitude. On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn. The creature is under the GM''s control and goes on a rampage for half the night before falling unconscious until dawn.' requirements: null success: null traits: - curse - necromancy - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases their reach by 5 feet, and increases the damage of their jaws Strike by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is __fatigued__ for 2d4 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Moon Frenzy range: null raw_description: '**Moon Frenzy** (__polymorph__, __primal__, __transmutation__) When a full moon appears in the night sky, the werecreature must enter hybrid form, can''t Change Shape thereafter, becomes one size larger, increases their reach by 5 feet, and increases the damage of their jaws Strike by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is __fatigued__ for 2d4 hours.' requirements: null success: null traits: - polymorph - primal - transmutation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The weretiger Strides and makes a Strike at the end of that movement. If the weretiger began this action __hidden__, they remain hidden until after this ability's Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pounce range: null raw_description: '**Pounce** The weretiger Strides and makes a Strike at the end of that movement. If the weretiger began this action __hidden__, they remain hidden until after this ability''s Strike.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: claw effect: The monster automatically deals that Strike's damage again to the enemy. effects: null failure: null frequency: null full_description: null generic_description: null name: Rend range: null raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy. requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 13 ref_misc: null will: 9 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The weretiger can communicate with felines. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Tiger Empathy range: null raw_description: '**Tiger Empathy** (__divination__, __primal__) The weretiger can communicate with felines.' requirements: null success: null traits: - divination - primal trigger: null senses: - Perception +11 - low-light vision - scent (imprecise) 30 feet size: Medium skills: - bonus: 11 misc: null name: 'Acrobatics ' - bonus: 12 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Deception ' - bonus: 10 misc: null name: 'Society ' - bonus: 11 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 291 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - NE - Medium - Beast - Human - Humanoid - Werecreature type: Creature weaknesses: - amount: 5 type: silver - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. Although most werewolves hide their curse by adopting solitary lifestyles, some retain the pack mentality of true wolves. A small group of such werewolves typically forms a family-like pack, with the eldest or most powerful serving as the leader; new pack mates are hand-chosen and inculcated into the family as its influence grows. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 18 **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18' hp: 63 hp_misc: null immunities: null items: - battle axe - composite shortbow (20 arrows) - studded leather armor knowledge_checks: dc: 18 skills: - Arcana - Nature - Society languages: - Common - wolf empathy level: 3 melee: - action_cost: One Action damage: formula: 1d8+8 type: slashing name: battle axe plus_damage: null to_hit: 11 traits: - sweep - action_cost: One Action damage: formula: 1d6+8 type: slashing name: claw plus_damage: null to_hit: 11 traits: - agile - action_cost: One Action damage: formula: 1d8+8 type: piercing name: jaws plus_damage: - formula: null type: curse of the werewolf to_hit: 11 traits: null name: Werewolf perception: 9 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: Human with fist +11 for 1d4+8 bludgeoning, or wolf with Speed 40 feet and jaws with Knockdown. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Change Shape range: null raw_description: '**Change Shape** (__concentrate__, __polymorph__, __primal__, __transmutation__) Human with fist +11 for 1d4+8 bludgeoning, or wolf with Speed 40 feet and jaws with Knockdown.' requirements: null success: null traits: - concentrate - polymorph - primal - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Curse of the Werewolf range: null raw_description: '**Curse of the Werewolf** (__curse__, __necromancy__, __primal__) 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.' requirements: null success: null traits: - curse - necromancy - primal trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Moon Frenzy range: null raw_description: '**Moon Frenzy** (__polymorph__, __primal__, __transmutation__) 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.' requirements: null success: null traits: - polymorph - primal - transmutation trigger: null - action_cost: None critical_failure: null critical_success: null description: The werewolf's Strikes deal 1d6 extra damage to creatures within reach of at least two of the werewolf's allies. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pack Attack range: null raw_description: '**Pack Attack** The werewolf''s Strikes deal 1d6 extra damage to creatures within reach of at least two of the werewolf''s allies.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: composite shortbow plus_damage: null to_hit: 9 traits: - deadly 1d10 - range increment 60 feet - reload 0 rarity: Common resistances: null ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 9 ref_misc: null will: 7 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: 'The werewolf can communicate with lupines. ' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wolf Empathy range: null raw_description: '**Wolf Empathy** (__divination__, __primal__) The werewolf can communicate with lupines. ' requirements: null success: null traits: - divination - primal trigger: null senses: - Perception +9 - low-light vision - scent (imprecise) 30 feet size: Medium skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 9 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 330 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - CE - Medium - Beast - Human - Humanoid - Werecreature type: Creature weaknesses: - amount: 5 type: silver - 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 alignment: LE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The wight makes a Strike before being destroyed. It doesn't gain any temporary HP from drain life on this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Final Spite range: null raw_description: '**Final Spite** [Reaction] **Trigger** The wight is reduced to 0 Hit Points. **Effect** The wight makes a Strike before being destroyed. It doesn''t gain any temporary HP from drain life on this Strike.' requirements: null success: null traits: null trigger: The wight is reduced to 0 Hit Points. 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. As many types of wights exist as types of people from which they might be created. Hulking brutes, skittering sneaks, and cunning tinkers all make for different wights with different niches to fill. Environment, too, plays a part in determining a wight''s special abilities and defenses. Frost wights, for instances, can be found in the parts of the world where exposure is a common end. Regardless, wights typically haunt burial grounds, catacombs, or other places of the dead. But their hunger is targeted toward the living—those individuals who remind them of the shackles of mortality and whom they feel compelled to "free" to the state of undeath. A single wight can wreak a lot of havoc if it is compelled to rise from its tomb. Because creatures slain by wights become wights as well, all it takes is a single wight and a handful of unlucky graveyard visitors to create a veritable horde of these undead. Thus, canny priests and adventurers know that the best solution to a wight problem is swift and total eradication. Care must be taken, though, to destroy wight spawn before attempting to destroy the parent wight, for spawn without a master gain the ability to create spawn of their own. Durable and sustained as they are by negative energy, wights can last in harsh environments without decaying the way some lesser undead do. They might dwell in high mountain passes, sealed passageways, or submerged in bogs or lakes for decades or even centuries before the passage of an unsuspecting traveler rouses them from their rest. **__Recall Knowledge - Undead__ (__Religion__)**: DC 18' hp: 50 hp_misc: negative healing immunities: - death effects - disease - paralyze - poison - unconscious items: null knowledge_checks: dc: 18 skills: - Religion languages: - Common - Necril level: 3 melee: - action_cost: One Action damage: formula: 1d6+4 type: slashing name: claw plus_damage: - formula: null type: drain life to_hit: 12 traits: null name: Wight perception: 10 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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__ effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drain Life range: null raw_description: '**Drain Life** (__divine__, __necromancy__) 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__' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null 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__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wight Spawn range: null raw_description: '**Wight Spawn** (__divine__, __necromancy__) 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__.' requirements: null success: null traits: - divine - necromancy trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 11 fort_misc: null misc: null ref: 6 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +10 - darkvision size: Medium skills: - bonus: 11 misc: null name: 'Athletics ' - bonus: 9 misc: null name: 'Intimidation ' - bonus: 6 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 332 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - LE - Medium - Undead - Wight type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 20 feet. A will-o'-wisp is itself naturally invisible, but glows with a colored light, casting bright light in the aura and making it visible. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Glow range: null raw_description: '**Glow** (__aura__, __light__) 20 feet. A will-o''-wisp is itself naturally invisible, but glows with a colored light, casting bright light in the aura and making it visible.' requirements: null success: null traits: - aura - light trigger: null - action_cost: None critical_failure: null critical_success: null description: A will-o'-wisp is immune to all spells except __faerie fire__, __glitterdust__, __magic missile__, and __maze__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Magic Immunity range: null raw_description: '**Magic Immunity** A will-o''-wisp is immune to all spells except __faerie fire__, __glitterdust__, __magic missile__, and __maze__.' requirements: null success: null traits: null trigger: 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. Beneath its glow, a will-o''-wisp''s body is a spongy ball approximately 1 foot in diameter and weighing less than 5 pounds. Although most will-o''-wisps are merely translucent, featureless orbs, gaining definition only in the shifting illumination they create, a few have dark mottling that makes them resemble a skull when viewed closely. Will-o''-wisps have no need for mundane nourishment, and in fact lack the ability to consume matter of any kind; they find all the sustenance they need in the terror of nearby creatures. For this reason, they like to work alongside undead that produce terror in their victims. Will-o''-wisps are long-lived, if not effectively immortal, and they have good memories. A cowed or defeated will-o''-wisp can be a good source of lore and information, though acquiring such cooperation from such a sinister monster is no easy feat. Will-o''-wisps inhabit desolate swamps and forests and are generally active at twilight and after dark. They are therefore reluctant to lead victims into immediately fatal areas such as deadfalls, but instead prefer hazards where their victims suffer over a long time, such as pockets of stale or poisonous air, patches of quicksand, and dens of bigger monsters. According to will-o''-wisps, different types of fear have subtle differences in flavor. The lurking dread in the pit of the stomach that gnaws at those who slowly become aware of the fact that they''re lost produces a much different taste than the sudden stark terror of imminent death in the face of a towering monster. Because of this, will-o''-wisps try to vary the ways in which they induce terror in their prey, to ensure they don''t tire of certain flavors of fear. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 22' hp: 50 hp_misc: null immunities: - magic items: null knowledge_checks: dc: 22 skills: - Occultism languages: - Aklo - Common level: 6 melee: - action_cost: One Action damage: formula: 2d8+4 type: electricity name: shock plus_damage: null to_hit: 17 traits: - electricity - magical name: Will-o'-Wisp perception: 16 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: An enemy is under a fear effect or __dying__ within 15 feet of the will-o'-wisp. effects: null failure: null frequency: null full_description: null generic_description: null name: Feed on Fear range: null raw_description: '**Feed on Fear** (__concentrate__) **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.' requirements: null success: null traits: - concentrate trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Go Dark range: null raw_description: '**Go Dark** (__concentrate__) 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.' requirements: null success: null traits: - concentrate trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 16 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +16 - darkvision size: Small skills: - bonus: 18 misc: null name: 'Acrobatics ' - bonus: 12 misc: null name: 'Deception ' - bonus: 12 misc: null name: 'Intimidation ' - bonus: 16 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 333 page_stop: null speed: - amount: 50 type: fly spell_lists: null traits: - CE - Small - Aberration - Air type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: DC 21 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Buck range: null raw_description: '**Buck** [Reaction] DC 21' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The winter wolf makes a jaws Strike against the triggering creature. effects: null failure: null frequency: null full_description: null generic_description: null name: Avenging Bite range: null raw_description: '**Avenging Bite** [Reaction] **Trigger** A creature within reach of the winter wolf''s jaws attacks one of the winter wolf''s allies. **Effect** The winter wolf makes a jaws Strike against the triggering creature.' requirements: null success: null traits: null trigger: A creature within reach of the winter wolf's jaws attacks one of the winter wolf's allies. 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. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 20' hp: 70 hp_misc: null immunities: - cold items: null knowledge_checks: dc: 20 skills: - Arcana - Nature languages: - Common - Jotun level: 5 melee: - action_cost: One Action damage: formula: 1d10+6 type: piercing name: jaws plus_damage: - formula: 1d6 type: cold and Knockdown to_hit: 15 traits: - cold name: Winter Wolf perception: 14 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__cold__, __evocation__, __primal__) 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.' requirements: null success: null traits: - cold - evocation - primal trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pack Attack range: null raw_description: '**Pack Attack** The winter wolf''s Strikes deal 1d6 extra damage to creatures within the reach of at least two of the winter wolf''s allies.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: fire ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 15 ref_misc: null will: 10 will_misc: null sense_abilities: null senses: - Perception +14 - darkvision - scent (imprecise) 30 feet size: Large skills: - bonus: 13 misc: null name: 'Acrobatics ' - bonus: 13 misc: null name: 'Athletics ' - bonus: 11 misc: null name: 'Deception ' - bonus: 11 misc: null name: 'Intimidation ' - bonus: 13 misc: +16 in snow name: 'Stealth ' - bonus: 12 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 322 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - NE - Large - Beast type: Creature weaknesses: null - ability_mods: cha_mod: 6 con_mod: 0 dex_mod: 6 int_mod: 3 str_mod: -5 wis_mod: 3 ac: 28 ac_special: null alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The witchfire makes a witchflame caress Strike against the triggering creature. effects: null failure: null frequency: null full_description: null generic_description: null name: Opportune Witchflame range: null raw_description: '**Opportune Witchflame [Reaction]** **Trigger** A creature makes a melee Strike against or touches the witchfire; **Effect** The witchfire makes a witchflame caress Strike against the triggering creature.' requirements: null success: null traits: null trigger: A creature makes a melee Strike against or touches the witchfire description: 'Manifesting as a sinuous form wreathed in sickly green flames, this incorporeal undead forms when a powerful __hag__ or __witch__ dies in agony or rage. The body at the center of the flames usually resembles the witch''s idealized self-image, regardless of their age and appearance at the time of their death. A witchfire often resides in a bog or swamp, which slowly blackens and decays around them. These regions are often plagued by __will-o''-wisps__, which seem to have an uncanny relationship with the resident witchfire. A witchfire might visit villages on the edge of their home terrain to lure away villagers, but always attack victims within earshot to make sure that other villagers hear the screams. A witchfire might also ally with other hags or witches and even join their covens, but a witchfire is incapable of forming covens entirely on their own. **__Recall Knowledge - Spirit__ (__Occultism__)**: DC 28 **__Recall Knowledge - Undead__ (__Religion__)**: DC 28' hp: 125 hp_misc: negative healingnegative healing immunities: - death effects - disease - fire - paralyzed - poison - precision - unconscious items: null knowledge_checks: dc: 28 skills: - Occultism - Religion languages: - Aklo - Common - Necril level: 9 melee: - action_cost: One Action damage: formula: 3d6 type: fire name: witchflame caress plus_damage: - formula: 3d6 type: negative and witchflame to_hit: 21 traits: - agile - evil - finesse - magical name: Witchfire perception: 18 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Witchflame range: null raw_description: "**Witchflame** (__curse__, __fire__, __necromancy__, __occult\ \ Any creature that takes negative damage from a witchfire's Strike must attempt\ \ a DC 26 Will save. \n\n**Critical Success** The creature is unaffected and\ \ is temporarily immune to witchflame for 1 hour. \n\n**Success** The creature\ \ appears to catch fire with sickly green flames. These flames deal no damage\ \ on their own__) " requirements: null success: null traits: - curse - fire - necromancy - occult Any creature that takes negative damage from a witchfire's Strike must attempt a DC 26 Will save. Critical Success The creature is unaffected and is temporarily immune to witchflame for 1 hour. Success The creature appears to catch fire with sickly green flames. These flames deal no damage on their own trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: A creature within 30 feet of the witchfire burns with witchflame effects: null failure: null frequency: null full_description: null generic_description: null name: Witchflame Kindling range: null raw_description: '**Witchflame Kindling** [Two Actions] (__fire__, __necromancy__, __occult__) **Requirements** A creature within 30 feet of the witchfire burns with witchflame; **Effect** The witchfire''s eyes and mouth glow brightly, and the witchflame on the target creature momentarily burns much hotter, dealing 5d6 fire damage and 5d6 negative damage to that creature (DC 28 basic Fortitude save). The witchfire can''t use Witchflame Kindling for 1d4 rounds.' requirements: null success: null traits: - fire - necromancy - occult trigger: null ranged: - action_cost: One Action damage: formula: 2d6 type: fire name: witchflame bolt plus_damage: - formula: 2d6 type: negative and witchflame to_hit: 21 traits: - evil - magical - range 100 feet rarity: Uncommon resistances: - amount: 10 type: all (except force - amount: null type: ghost touch - amount: null type: or positive ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 21 ref_misc: null will: 18 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The witchfire adds __nightmare__, __phantasmal killer__, __phantasmal calamity__, and __summon entity__ to their coven's spells. A coven can contain one or more witchfires, but it must also include at least one living creature capable of forming a coven; three witchfires cannot form a coven. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Coven range: null raw_description: '**__Coven__** The witchfire adds __nightmare__, __phantasmal killer__, __phantasmal calamity__, and __summon entity__ to their coven''s spells. A coven can contain one or more witchfires, but it must also include at least one living creature capable of forming a coven; three witchfires cannot form a coven.' requirements: null success: null traits: null trigger: null senses: - Perception +18 - darkvision size: Medium skills: - bonus: 17 misc: null name: 'Acrobatics ' - bonus: 19 misc: null name: 'Deception ' - bonus: 21 misc: null name: 'Intimidation ' - bonus: 18 misc: null name: 'Occultism ' - bonus: 19 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 293 page_stop: null speed: - amount: 40 type: fly spell_lists: - dc: 28 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: will-o'-wisp only name: summon entity requirement: null - heightened_level: null level: 5 spells: - frequency: null name: crushing despair requirement: null - heightened_level: null level: 4 spells: - frequency: null name: invisibility requirement: null - frequency: null name: phantasmal killer requirement: null - heightened_level: null level: 3 spells: - frequency: null name: phantom pain requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: illusory disguise requirement: null - heightened_level: 5 level: 0 spells: - frequency: null name: dancing lights requirement: null - frequency: null name: ghost sound requirement: null to_hit: null traits: - Uncommon - CE - Medium - Incorporeal - Spirit - Undead type: Creature weaknesses: null - 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 alignment: LN automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The witchwyrd "catches" the missile, absorbing it and causing that hand to glow while it holds this energy. A hand that's holding energy can't be used for any other purpose except to use Force Bolt. The energy lasts for 6 rounds or until it is released. effects: null failure: null frequency: once per round full_description: null generic_description: null name: Absorb Force range: null raw_description: '**Absorb Force [Reaction]** (__arcane__, __evocation__, __force__) **Frequency** once per round; **Trigger** A __magic missile__ is fired at the witchwyrd, and the witchwyrd is aware of it and has a free hand; **Effect** The witchwyrd "catches" the missile, absorbing it and causing that hand to glow while it holds this energy. A hand that''s holding energy can''t be used for any other purpose except to use Force Bolt. The energy lasts for 6 rounds or until it is released.' requirements: null success: null traits: - arcane - evocation - force trigger: A __magic missile__ is fired at the witchwyrd, and the witchwyrd is aware of it and has a free hand description: '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. These four-armed humanoid creatures have hairless blue-gray skin, are typically 6-1/2 feet tall, and weigh 300 pounds. Their hands have three evenly sized and spaced digits in a tripod-like arrangement. When not trying to blend in with the local community, witchwyrds favor outlandish, loose-fitting clothes in bright reds or yellows and a signature conical hat. They tend to prefer the driest, warmest regions of the lands they visit—perhaps an indicator of their mysterious home world. This, however, is the only indicator; witchwyrds are notoriously close-mouthed about details of this distant world, and with good reason: most witchwyrds on Golarion have never visited their ancestral home. To these witchwyrds, the notion of a home planet is a constant thorn in their side, and when asked, many choose to ignore the question altogether. Others are so agitated by these queries that they respond with impatience or even violence. Some scholars have theorized a connection between witchwyrds and several other four-armed creatures, but like with questions of their place of origin, witchwyrds have little to say about the topic. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 24' hp: 110 hp_misc: null immunities: null items: - +1 ranseur knowledge_checks: dc: 24 skills: - Society languages: - Common - Draconic - one or more planar languages - tongues level: 6 melee: - action_cost: One Action damage: formula: 1d10+6 type: piercing name: ranseur plus_damage: null to_hit: 16 traits: - disarm - magical - reach 10 feet - action_cost: One Action damage: formula: 1d6+6 type: bludgeoning name: fist plus_damage: - formula: null type: Grab to_hit: 15 traits: - agile - nonlethal name: Witchwyrd perception: 12 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: to [Three Actions] (__arcane__, __evocation__, __force__) The witchwyrd fires one __magic missile__ per action spent (dealing 1d4+1 force damage each). They can't spend more actions on this ability than they have free hands. If they use a hand that has Absorbed Force, that hand hurls two missiles instead of one, expending the held energy. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Force Bolt range: null raw_description: '**Force Bolt** to (__arcane__, __evocation__, __force__) The witchwyrd fires one __magic missile__ per action spent (dealing 1d4+1 force damage each). They can''t spend more actions on this ability than they have free hands. If they use a hand that has Absorbed Force, that hand hurls two missiles instead of one, expending the held energy.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: 5 type: force ritual_lists: null saves: fort: 13 fort_misc: null misc: null ref: 13 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +12 - darkvision size: Medium skills: - bonus: 16 misc: null name: 'Arcana ' - bonus: 15 misc: null name: 'Deception ' - bonus: 14 misc: null name: 'Desert Lore ' - bonus: 15 misc: null name: 'Diplomacy ' - bonus: 15 misc: null name: 'Intimidation ' - bonus: 14 misc: null name: 'one or more Lore skills related to a specific plane ' source: - abbr: Bestiary 2 page_start: 294 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 23 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - heightened_level: null level: 4 spells: - frequency: null name: resilient sphere requirement: null - frequency: ×2 name: resist energy requirement: null - frequency: null name: suggestion requirement: null - heightened_level: null level: 3 spells: - frequency: null name: dispel magic requirement: null - heightened_level: null level: 2 spells: - frequency: null name: mirror image requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: floating disk requirement: null - frequency: at will name: unseen servant requirement: null - heightened_level: 3 level: 0 spells: - frequency: null name: detect magic requirement: null - heightened_level: 5 level: -1 spells: - frequency: null name: tongues requirement: null to_hit: null traits: - Uncommon - LN - Medium - Humanoid type: Creature weaknesses: null - 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 alignment: N 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. Humanoids are not traditionally viewed as prey animals by wolves, but extraordinary circumstances can lead these animals to attack people, especially in winter months and other situations where traditional prey (deer and elk, mainly) is scarce. Some beings, such as powerful vampires, can call upon wolves to aid them in combat. **__Recall Knowledge - Animal__ (__Nature__)**: DC 15' hp: 24 hp_misc: null immunities: null items: null knowledge_checks: dc: 15 skills: - Nature languages: null level: 1 melee: - action_cost: One Action damage: formula: 1d6+2 type: piercing name: jaws plus_damage: - formula: null type: Knockdown to_hit: 9 traits: null name: Wolf perception: 7 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: The wolf's Strikes deal 1d4 extra damage to creatures within reach of at least two of the wolf's allies. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pack Attack range: null raw_description: '**Pack Attack** The wolf''s Strikes deal 1d4 extra damage to creatures within reach of at least two of the wolf''s allies.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 9 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +7 - low-light vision - scent (imprecise) 30 feet size: Medium skills: - bonus: 7 misc: null name: 'Acrobatics ' - bonus: 5 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Stealth ' - bonus: 7 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 334 page_stop: null speed: - amount: 35 type: Land spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - ability_mods: cha_mod: -2 con_mod: 3 dex_mod: 3 int_mod: -4 str_mod: 3 wis_mod: 0 ac: 18 ac_special: null alignment: N automatic_abilities: null description: 'Wolverines resemble small bears, to which they are related. Stocky and muscular with long claws, wolverines are about 3 feet in length and weigh approximately 40 pounds. They have a thick fur coat that protects them from the cold temperatures of the forests and frozen tundras where they reside. **__Recall Knowledge - Animal__ (__Nature__)**: DC 16' hp: 34 hp_misc: null immunities: null items: null knowledge_checks: dc: 16 skills: - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d8+5 type: piercing name: jaws plus_damage: null to_hit: 11 traits: null - action_cost: One Action damage: formula: 1d6+5 type: slashing name: claw plus_damage: null to_hit: 11 traits: - agile name: Wolverine perception: 8 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The wolverine Strides and makes a Strike at the end of that movement. If the wolverine begins this action __hidden__, it remains hidden until after the attack. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Pounce range: null raw_description: '**Pounce** The wolverine Strides and makes a Strike at the end of that movement. If the wolverine begins this action __hidden__, it remains hidden until after the attack.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: claw effect: The monster automatically deals that Strike's damage again to the enemy. effects: null failure: null frequency: null full_description: null generic_description: null name: Rend range: null raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy. requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The wolverine enters a state of pure rage that lasts either for 1 minute, until there are no enemies it can perceive, or until it falls __unconscious__, whichever comes first. While raging, the wolverine has AC 17, its jaws Strike deals 1d8+7 damage, and its claw Strike deals 1d6+7 damage. While raging, the wolverine can't use actions that have the __concentrate__ trait, except for __Seek__. After it's stopped raging, a wolverine can't use Wolverine Rage again for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wolverine Rage range: null raw_description: '**Wolverine Rage** (__concentrate__, __emotion__, __mental__) The wolverine enters a state of pure rage that lasts either for 1 minute, until there are no enemies it can perceive, or until it falls __unconscious__, whichever comes first. While raging, the wolverine has AC 17, its jaws Strike deals 1d8+7 damage, and its claw Strike deals 1d6+7 damage. While raging, the wolverine can''t use actions that have the __concentrate__ trait, except for __Seek__. After it''s stopped raging, a wolverine can''t use Wolverine Rage again for 1 minute.' requirements: null success: null traits: - concentrate - emotion - mental trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 7 ref_misc: null will: 6 will_misc: null sense_abilities: null senses: - Perception +8 - low-light vision - scent (imprecise) 30 feet size: Medium skills: - bonus: 7 misc: null name: 'Athletics ' - bonus: 7 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 295 page_stop: null speed: - amount: 25 type: Land - amount: 10 type: burrow - amount: 10 type: climb spell_lists: null traits: - N - Medium - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 1 con_mod: 4 dex_mod: 5 int_mod: 2 str_mod: 5 wis_mod: 3 ac: 24 ac_special: null alignment: CG automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Catch Rock range: null raw_description: '**__Catch Rock__** [Reaction]' requirements: null success: null traits: null trigger: null description: 'Wood giants are the denizens and protectors of the deepest, most primeval forests in the world. They dedicate their entire lives to the preservation of nature—a role that they believe nature itself has selected them to carry out. Wood giants are patient and kind to those who show respect and care for wild places. Although most wood giants consider civilization as simply another part of the world, they value places untouched by permanent structures and dense humanoid settlements. Wood giants have long, drooping ears and more slender builds than most giants. Despite their size, they are graceful and agile, able to move through dense forests and brush with little sound. They have been known to work closely with druids and others who share their respect for the sanctity of wilderness regions. Wood giants spend their days patrolling vast swaths of territory, foraging, and keeping an eye out for any who would despoil their lands. While they respect the connection to nature they share with many fey creatures and remain on good terms with them, wood giants see most fey as far too flighty to take part in any long-term plans. An average wood giant stands 14 feet tall and weighs 1,200 pounds. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 22' hp: 120 hp_misc: null immunities: null items: - +1 composite longbow (20 arrows) - hide armor - shortsword knowledge_checks: dc: 22 skills: - Society languages: - Common - Jotun - Sylvan - speak with animals level: 6 melee: - action_cost: One Action damage: formula: 1d8+11 type: piercing name: shortsword plus_damage: null to_hit: 17 traits: - agile - reach 10 feet - versatile S - action_cost: One Action damage: formula: 1d6+11 type: bludgeoning name: fist plus_damage: null to_hit: 17 traits: - agile - reach 10 feet name: Wood Giant perception: 15 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The wood giant shoots an arrow at a target so that it glances off the first target to strike another target behind the first one. The wood giant chooses two targets in a direct line, one of which must be giving lesser cover to the other, then makes a single ranged Strike with its longbow against both targets. This attack ignores the lesser cover the first target provides to the second. The wood giant rolls damage only once, and applies it to each creature it hits. Piercing Shot counts as two attacks for the wood giant's multiple attack penalty. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Piercing Shot range: null raw_description: '**Piercing Shot** The wood giant shoots an arrow at a target so that it glances off the first target to strike another target behind the first one. The wood giant chooses two targets in a direct line, one of which must be giving lesser cover to the other, then makes a single ranged Strike with its longbow against both targets. This attack ignores the lesser cover the first target provides to the second. The wood giant rolls damage only once, and applies it to each creature it hits. Piercing Shot counts as two attacks for the wood giant''s multiple attack penalty.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: '' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Throw Rock range: null raw_description: '**Throw Rock** ' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d8+8 type: piercing name: composite longbow plus_damage: null to_hit: 18 traits: - deadly d10 - range increment 100 feet - reload 0 - volley 30 feet - action_cost: One Action damage: formula: 2d6+11 type: bludgeoning name: rock plus_damage: null to_hit: 17 traits: - brutal - range increment 120 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 14 ref_misc: null will: 13 will_misc: null sense_abilities: null senses: - Perception +15 - low-light vision size: Large skills: - bonus: 13 misc: null name: 'Acrobatics ' - bonus: 15 misc: null name: 'Athletics ' - bonus: 14 misc: null name: 'Forest Lore ' - bonus: 14 misc: null name: 'Nature ' - bonus: 13 misc: +15 in forests name: 'Stealth ' - bonus: 13 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 124 page_stop: null speed: - amount: 35 type: Land spell_lists: - dc: 23 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: speak with plants requirement: null - heightened_level: null level: 3 spells: - frequency: null name: earthbind requirement: null - heightened_level: null level: 2 spells: - frequency: null name: entangle requirement: null - frequency: null name: tree shape requirement: null - heightened_level: 2 level: -1 spells: - frequency: null name: pass without trace requirement: null - frequency: null name: speak with animals requirement: null to_hit: null traits: - CG - Large - Giant - Humanoid type: Creature weaknesses: null - ability_mods: cha_mod: -5 con_mod: 3 dex_mod: 4 int_mod: -5 str_mod: 5 wis_mod: 0 ac: 23 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: harmed by fire (4d8, 2d6 from areas or __persistent damage__); healed by plant (area 2d6 HP); __slowed__ by earth effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Golem Antimagic range: null raw_description: '**Golem Antimagic** harmed by fire (4d8, 2d6 from areas or __persistent damage__); healed by plant (area 2d6 HP); __slowed__ by earth' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A wood golem targeted by __shape wood__ takes 2d8 damage per spell level, with a basic Fortitude save against the caster's spell DC. On a critical failure, the golem is also __immobilized__ for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vulnerable to Shape Wood range: null raw_description: '**Vulnerable to Shape Wood** A wood golem targeted by __shape wood__ takes 2d8 damage per spell level, with a basic Fortitude save against the caster''s spell DC. On a critical failure, the golem is also __immobilized__ for 1d4 rounds.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: A jagged, sizable splinter of wood lances out at the golem's attacker. The golem makes a splinter Strike against an adjacent creature without triggering reactions. effects: null failure: null frequency: null full_description: null generic_description: null name: Splinter range: null raw_description: '**Splinter [Reaction]** (__arcane__, __transmutation__) **Trigger** The wood golem takes physical damage; **Effect** A jagged, sizable splinter of wood lances out at the golem''s attacker. The golem makes a splinter Strike against an adjacent creature without triggering reactions.' requirements: null success: null traits: - arcane - transmutation trigger: The wood golem takes physical damage description: 'Wood golems are often given vaguely humanoid shapes, almost as if cobbled together from scraps of firewood and discarded burls. It''s less common for wood golems to have artistic embellishments such as engraved patterns, or to be carved in the shapes of different types of creatures to meet the tastes of their owners. While wealthy patrons have been known to commission wood golems to be painstakingly carved to resemble themselves or their ancestors, to serve dual purposes of protection and ego bolstering, most wood golem crafters don''t bother. Druids and creatures who protect woodlands, such as arboreals, typically see wood golems as an affront or an abomination, akin to the horror humanoids often feel when facing a carrion or flesh golem. As a result, it is rare to see such creatures serving as guardians for fey or druidic holy sites, despite the thematic match between the wood golem''s appearance and such locations. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 24' hp: 95 hp_misc: null immunities: - bleed - death effects - disease - doomed - drained - fatigued - healing - magic (see Golem Antimagic below) - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious items: null knowledge_checks: dc: 24 skills: - Arcana - Crafting languages: null level: 6 melee: - action_cost: One Action damage: formula: 2d8+8 type: bludgeoning name: fist plus_damage: null to_hit: 17 traits: - magical name: Wood Golem perception: 12 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The wood golem makes up to four splinter Strikes, each against a different target. These attacks count toward the wood golem's multiple attack penalty, but the multiple attack penalty doesn't increase until after the wood golem makes all of its attacks. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Splinter Volley range: null raw_description: '**Splinter Volley** [Two Actions] (__arcane__, __evocation__) The wood golem makes up to four splinter Strikes, each against a different target. These attacks count toward the wood golem''s multiple attack penalty, but the multiple attack penalty doesn''t increase until after the wood golem makes all of its attacks.' requirements: null success: null traits: - arcane - evocation trigger: null ranged: - action_cost: One Action damage: formula: 2d4+8 type: piercing name: splinter plus_damage: null to_hit: 16 traits: - magical - range increment 30 feet rarity: Uncommon resistances: - amount: 5 type: physical (except adamantine) ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 16 ref_misc: null will: 12 will_misc: null sense_abilities: null senses: - Perception +12 - darkvision size: Medium skills: - bonus: 17 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 130 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - Uncommon - N - Medium - Construct - Golem - Mindless type: Creature weaknesses: null - ability_mods: cha_mod: -1 con_mod: 5 dex_mod: 1 int_mod: -4 str_mod: 6 wis_mod: 3 ac: 25 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: The woolly rhinoceros treats __environmental cold effects__ as if they were one step less extreme. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cold Adaptation range: null raw_description: '**Cold Adaptation** The woolly rhinoceros treats __environmental cold effects__ as if they were one step less extreme.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability. effects: null failure: null frequency: null full_description: null generic_description: null name: Ferocity range: null raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.' requirements: null success: null traits: null trigger: The monster is reduced to 0 HP. description: 'Even bulkier than their non-woolly cousins, these rhinoceroses have a shaggy pelt of long, thick fur and a huge crescent-shaped horn. Woolly rhinos inhabit areas of arid tundra and cold steppes, spending much of their day grazing for sustenance. **__Recall Knowledge - Animal__ (__Nature__)**: DC 22' hp: 100 hp_misc: null immunities: null items: null knowledge_checks: dc: 22 skills: - Nature languages: null level: 6 melee: - action_cost: One Action damage: formula: 2d12+6 type: piercing name: horn plus_damage: null to_hit: 16 traits: - reach 10 feet - action_cost: One Action damage: formula: 2d8+6 type: bludgeoning name: foot plus_damage: null to_hit: 16 traits: null name: Wooly Rhinoceros perception: 11 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The wooly rhinoceros Strides twice, then makes a horn Strike. As long as the wooly rhinoceros moved at least 20 feet, the Strike's damage increases to 3d12+6. A Medium or smaller creature struck by this attack must succeed at a DC 24 Reflex save or be automatically __Shoved__ back 5 feet and knocked __prone__ by the force of the blow. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Rhinoceros Charge range: null raw_description: '**Rhinoceros Charge** [Two Actions] The wooly rhinoceros Strides twice, then makes a horn Strike. As long as the wooly rhinoceros moved at least 20 feet, the Strike''s damage increases to 3d12+6. A Medium or smaller creature struck by this attack must succeed at a DC 24 Reflex save or be automatically __Shoved__ back 5 feet and knocked __prone__ by the force of the blow.' requirements: null success: null traits: null trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Medium or smaller, foot, DC 21 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**__Trample__** [Three Actions] Medium or smaller, foot, DC 21' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 17 fort_misc: null misc: +2 status to all saves vs. cold ref: 11 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +11 - scent (imprecise) 30 feet size: Large skills: - bonus: 16 misc: null name: 'Athletics ' - bonus: 13 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 228 page_stop: null speed: - amount: 35 type: Land spell_lists: null traits: - N - Large - Animal type: Creature weaknesses: null - ability_mods: cha_mod: 8 con_mod: 5 dex_mod: 8 int_mod: 5 str_mod: 5 wis_mod: 4 ac: 36 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 'When the worm that walks is reduced to 0 HP, it discorporates and the component worms that make up its body disperse in every direction. If even a single worm escapes, the worm that walks will eventually re-form using a process that typically takes 1d10 days. While the exact circumstances and surroundings determine how long the worm that walks''s foes have to dispatch the fleeing worms before they escape, usually its foes have only a single round. Typically, this requires the application of an area effect or __splash__ weapon within 1 round to the space where the worm that walks collapsed. After any amount of area or splash damage is dealt to that space, the character dealing the damage must attempt a DC 15 flat check. Each subsequent area or splash damage effect performed on the area reduces the DC of this flat check by 2, to a minimum of DC 5. If any of these flat checks succeed, none of the worms escape, and the worm that walks is destroyed permanently. At the GM''s discretion, clever means of trapping or otherwise detaining the vermin may extend the time allowed to finish off the worm that walks.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Discorporate range: null raw_description: '**Discorporate** When the worm that walks is reduced to 0 HP, it discorporates and the component worms that make up its body disperse in every direction. If even a single worm escapes, the worm that walks will eventually re-form using a process that typically takes 1d10 days. While the exact circumstances and surroundings determine how long the worm that walks''s foes have to dispatch the fleeing worms before they escape, usually its foes have only a single round. Typically, this requires the application of an area effect or __splash__ weapon within 1 round to the space where the worm that walks collapsed. After any amount of area or splash damage is dealt to that space, the character dealing the damage must attempt a DC 15 flat check. Each subsequent area or splash damage effect performed on the area reduces the DC of this flat check by 2, to a minimum of DC 5. If any of these flat checks succeed, none of the worms escape, and the worm that walks is destroyed permanently. At the GM''s discretion, clever means of trapping or otherwise detaining the vermin may extend the time allowed to finish off the worm that walks.' requirements: null success: null traits: null trigger: null description: 'This worm that walks was a cultist of the Great Old One __Hastur__ in its prior life. It continues its conspiracies and strives to further its evil plots in its new life. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 34' hp: 200 hp_misc: fast healing 10fast healing 10 immunities: - disease - paralyzed - poison - precision - swarm mind - unconscious items: null knowledge_checks: dc: 34 skills: - Occultism languages: - Aklo - Common level: 14 melee: - action_cost: One Action damage: formula: 4d8+14 type: persistent piercing damage name: tendril plus_damage: null to_hit: 29 traits: - reach 10 feet name: Worm That Walks Cultist perception: 25 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The worm that walks Strides, ending its movement sharing a space with a creature, and deals 5d8 piercing damage to the creature. The creature can attempt a DC 32 basic Reflex save. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Squirming Embrace range: null raw_description: '**Squirming Embrace** The worm that walks Strides, ending its movement sharing a space with a creature, and deals 5d8 piercing damage to the creature. The creature can attempt a DC 32 basic Reflex save.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The worm that walks collapses into a shapeless swarm of worms. It drops all held, worn, and carried items. While discorporated, the worm that walks can't use __attack__ actions and can't cast spells, but it can move through areas small enough for its individual worms to fit without having to __Squeeze__. It can use the same action to coalesce back into its normal form. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swarm Shape range: null raw_description: '**Swarm Shape** (__concentrate__) The worm that walks collapses into a shapeless swarm of worms. It drops all held, worn, and carried items. While discorporated, the worm that walks can''t use __attack__ actions and can''t cast spells, but it can move through areas small enough for its individual worms to fit without having to __Squeeze__. It can use the same action to coalesce back into its normal form.' requirements: null success: null traits: - concentrate trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: physical ritual_lists: null saves: fort: 23 fort_misc: null misc: null ref: 28 ref_misc: null will: 26 will_misc: null sense_abilities: null senses: - Perception +25 - darkvision - tremorsense (imprecise) 30 feet size: Medium skills: - bonus: 24 misc: null name: 'Acrobatics ' - bonus: 28 misc: null name: 'Deception ' - bonus: 26 misc: null name: 'Intimidation ' - bonus: 27 misc: null name: 'Occultism ' - bonus: 23 misc: null name: 'Society ' - bonus: 28 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 297 page_stop: null speed: - amount: 30 type: Land spell_lists: - dc: 34 misc: '' name: Occult Spontaneous Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: null name: phantasmal killer requirement: null - frequency: null name: visions of danger requirement: null - frequency: 3 slots name: warp mind requirement: null - heightened_level: null level: 6 spells: - frequency: null name: dispel magic requirement: null - frequency: null name: dominate requirement: null - frequency: null name: paranoia requirement: null - frequency: 4 slots name: summon entity requirement: null - heightened_level: null level: 5 spells: - frequency: null name: black tentacles requirement: null - frequency: null name: mind probe requirement: null - frequency: null name: phantom pain requirement: null - frequency: 4 slots name: subconscious suggestion requirement: null - heightened_level: null level: 4 spells: - frequency: null name: dimension door requirement: null - frequency: null name: modify memory requirement: null - frequency: null name: suggestion requirement: null - frequency: 4 slots name: veil requirement: null - heightened_level: null level: 3 spells: - frequency: null name: dream message requirement: null - frequency: null name: haste requirement: null - frequency: null name: hypercognition requirement: null - frequency: 4 slots name: slow requirement: null - heightened_level: null level: 2 spells: - frequency: null name: comprehend language requirement: null - frequency: null name: illusory creature requirement: null - frequency: null name: mirror image requirement: null - frequency: 4 slots name: undetectable alignment requirement: null - heightened_level: null level: 1 spells: - frequency: null name: charm requirement: null - frequency: null name: illusory disguise requirement: null - frequency: null name: mindlink requirement: null - frequency: 4 slots name: ray of enfeeblement requirement: null - heightened_level: 7 level: 0 spells: - frequency: null name: daze requirement: null - frequency: null name: detect magic requirement: null - frequency: null name: light requirement: null - frequency: null name: mage hand requirement: null - frequency: null name: shield requirement: null to_hit: 26 traits: - Uncommon - CE - Medium - Aberration - Swarm type: Creature weaknesses: - amount: 10 type: area damage - amount: 10 type: splash damage - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: A wraith caught in sunlight is stunned 2 and clumsy 2. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sunlight Powerlessness range: null raw_description: '**Sunlight Powerlessness** A wraith caught in sunlight is stunned 2 and clumsy 2.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. Wraiths weigh nothing and are unharmed by most physical attacks. They haunt any place where they can feed on the living, though their vulnerability to sunlight confines them to the shadowy places of the world—places where they can blend in seamlessly with their dark surroundings before silently engulfing their prey. Wraiths may form packs with others of their kind in places where death and mayhem are commonplace—countrysides ravaged by war, metropolitan underworlds run by criminal overlords, or sites of fiendish cultic rituals. In these places, the living do well to tread with sunrods and powerful clerics in tow. Ruins, sewers, and abandoned buildings provide sanctuary for wraiths during the day, as the creatures hunt exclusively at night or in dark places. Wraiths are smart enough to take advantage of their incorporeality in combat, so they keep to tortuous caverns or structures with hallways and avoid open areas. As they''re formed purely of anti-life from the Negative Energy Plane, wraiths pervade that unholy realm. Within nations and civilizations ruled by the undead, wraiths have places of power as assassins and spies. They''re among the ruling class in Geb, but have greater numbers in Ustalav, where packs of wraiths roam graveyards and misty trails, consuming the populations of entire villages. In other parts of the world, wraiths tend not to wander and limit their activity to smaller environs, typically just the site of their chosen haunting and its immediate surroundings. **__Recall Knowledge - Undead__ (__Religion__)**: DC 22' hp: 80 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison - precision - unconscious items: null knowledge_checks: dc: 22 skills: - Religion languages: - Common - Necril level: 6 melee: - action_cost: One Action damage: formula: 2d8+5 type: negative name: spectral hand plus_damage: - formula: null type: drain life to_hit: 17 traits: - finesse name: Wraith perception: 14 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drain Life range: null raw_description: '**Drain Life** (__divine__, __necromancy__) 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__.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: None critical_failure: null critical_success: null 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__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wraith Spawn range: null raw_description: '**Wraith Spawn** (__divine__, __necromancy__) 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__.' requirements: null success: null traits: - divine - necromancy trigger: null ranged: null rarity: Common resistances: - amount: 5 type: all (except force - amount: null type: ghost touch - amount: null type: or positive - amount: null type: double resistance vs. non-magical) ritual_lists: null saves: fort: 8 fort_misc: null misc: +1 status to all saves vs. positive ref: 14 ref_misc: null will: 14 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: Wraiths sense the vital essence of living and undead creatures within the listed range. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Lifesense range: null raw_description: '**Lifesense** (__divination__, __divine__) Wraiths sense the vital essence of living and undead creatures within the listed range.' requirements: null success: null traits: - divination - divine trigger: null senses: - Perception +14 - darkvision - lifesense 60 feet size: Medium skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 15 misc: null name: 'Intimidation ' - bonus: 14 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 335 page_stop: null speed: - amount: 40 type: fly spell_lists: null traits: - LE - Medium - Incorporeal - Undead - Wraith type: Creature weaknesses: null - ability_mods: cha_mod: 9 con_mod: 0 dex_mod: 9 int_mod: 7 str_mod: -5 wis_mod: 7 ac: 39 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 33 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 33 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: A wyrmwraith in sunlight is __clumsy 2__ and __stunned 2__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sunlight Powerlessness range: null raw_description: '**Sunlight Powerlessness** A wyrmwraith in sunlight is __clumsy 2__ and __stunned 2__.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The wyrmwraith transfers all positive damage from the effect to a single undead creature of its choice that it controls within 120 feet. effects: null failure: null frequency: null full_description: null generic_description: null name: Positive Energy Transfer range: null raw_description: '**Positive Energy Transfer** [Reaction] (__divine__, __conjuration__) **Trigger** The wyrmwraith succeeds at a saving throw to resist positive damage, but still takes damage from that effect; **Effect** The wyrmwraith transfers all positive damage from the effect to a single undead creature of its choice that it controls within 120 feet.' requirements: null success: null traits: - divine - conjuration trigger: The wyrmwraith succeeds at a saving throw to resist positive damage, but still takes damage from that effect description: 'Wyrmwraiths rise from the souls of dragons who refuse to accept death or have an irrational fear of the afterlife. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 41 **__Recall Knowledge - Undead__ (__Religion__)**: DC 41' hp: 280 hp_misc: negative healing immunities: - death effects - disease - paralyzed - poison - precision - unconscious items: null knowledge_checks: dc: 41 skills: - Arcana - Religion languages: - Common - Draconic - Necril level: 17 melee: - action_cost: One Action damage: formula: 7d8+8 type: negative name: spectral jaws plus_damage: - formula: null type: drain life to_hit: 33 traits: - reach 20 feet - action_cost: One Action damage: formula: 7d6+8 type: negative name: spectral claw plus_damage: - formula: null type: divine dispelling and drain life to_hit: 33 traits: - agile - reach 15 feet name: Wyrmwraith perception: 29 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The wyrmwraith unleashes a burst of negative energy that deals 18d6 negative damage to all creatures in a 60-foot cone (DC 38 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__divine__, __necromancy__, __negative__) The wyrmwraith unleashes a burst of negative energy that deals 18d6 negative damage to all creatures in a 60-foot cone (DC 38 basic Reflex save). It can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - divine - necromancy - negative trigger: null - action_cost: None critical_failure: null critical_success: null description: A wyrmwraith's claws rend divine magic. Whenever a wyrmwraith hits a creature with one of its spectral claws, the wyrmwraith can attempt a Religion check to counteract an ongoing divine spell effect (of spell level 8th or lower) on the creature. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Divine Dispelling range: null raw_description: '**Divine Dispelling** (__abjuration__, __divine__) A wyrmwraith''s claws rend divine magic. Whenever a wyrmwraith hits a creature with one of its spectral claws, the wyrmwraith can attempt a Religion check to counteract an ongoing divine spell effect (of spell level 8th or lower) on the creature.' requirements: null success: null traits: - abjuration - divine trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The wyrmwraith makes two claw Strikes and one jaws Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The wyrmwraith makes two claw Strikes and one jaws Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When a wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the wyrmwraith gains 18 temporary Hit Points, and the creature must succeed at a DC 38 Fortitude save or become __drained 2__. Further damage dealt by the wyrmwraith's spectral jaws or spectral claws Strikes increases the value of the drained condition by 2 on a failed save, to a maximum of __drained 8__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Drain Life range: null raw_description: '**Drain Life** (__divine__, __necromancy__) When a wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the wyrmwraith gains 18 temporary Hit Points, and the creature must succeed at a DC 38 Fortitude save or become __drained 2__. Further damage dealt by the wyrmwraith''s spectral jaws or spectral claws Strikes increases the value of the drained condition by 2 on a failed save, to a maximum of __drained 8__.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: One Action critical_failure: null critical_success: null description: A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The wyrmwraith loses the incorporeal trait for 1d4 rounds, though it can return to its incorporeal form as a free action before then. Once this ability ends, the wyrmwraith can't use this ability again for 1d4 rounds. While in ectoplasmic form, the wyrmwraith's AC increases to 43 and it gains 100 temporary Hit Points. It loses its immunity to non-magical attacks and precision damage, as well as its resistance to all damage. Its claw and jaws Strikes deal slashing and piercing damage, respectively, instead of negative damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ectoplasmic Form range: null raw_description: '**Ectoplasmic Form** (__divine__, __necromancy__) A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The wyrmwraith loses the incorporeal trait for 1d4 rounds, though it can return to its incorporeal form as a free action before then. Once this ability ends, the wyrmwraith can''t use this ability again for 1d4 rounds. While in ectoplasmic form, the wyrmwraith''s AC increases to 43 and it gains 100 temporary Hit Points. It loses its immunity to non-magical attacks and precision damage, as well as its resistance to all damage. Its claw and jaws Strikes deal slashing and piercing damage, respectively, instead of negative damage.' requirements: null success: null traits: - divine - necromancy trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The wyrmwraith is in ectoplasmic form effects: null failure: null frequency: null full_description: null generic_description: null name: Phase Lurch range: null raw_description: '**Phase Lurch** (__divine__, __move__) **Requirements** The wyrmwraith is in ectoplasmic form; **Effect** As the Stride action, but the wyrmwraith can pass through walls or material obstacles as though it were incorporeal. It must begin and end its movement outside of any physical obstacles, and passing through solid material is difficult terrain.' requirements: null success: null traits: - divine - move trigger: null ranged: null rarity: Rare resistances: - amount: 20 type: all (except force - amount: null type: ghost touch - amount: null type: or positive - amount: null type: double resistance vs. non-magical) ritual_lists: - dc: 35 misc: null name: Divine Rituals spell_groups: - heightened_level: null level: 8 spells: - frequency: null name: create undead requirement: null to_hit: null saves: fort: 29 fort_misc: null misc: null ref: 32 ref_misc: null will: 32 will_misc: null sense_abilities: null senses: - Perception +29 - darkvision - lifesense 120 feet size: Gargantuan skills: - bonus: 30 misc: null name: 'Acrobatics ' - bonus: 30 misc: null name: 'Arcana ' - bonus: 33 misc: null name: 'Intimidation ' - bonus: 33 misc: null name: 'Religion ' - bonus: 33 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #150: Broken Promises' page_start: 84 page_stop: null speed: - amount: 50 type: Land - amount: 80 type: fly spell_lists: - dc: 35 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 8 spells: - frequency: undead targets only name: charm requirement: null - heightened_level: null level: 7 spells: - frequency: x3 name: divine wrath requirement: null - frequency: null name: finger of death requirement: null - heightened_level: null level: 6 spells: - frequency: null name: vampiric exsanguination requirement: null - heightened_level: null level: 4 spells: - frequency: x3, undead targets only name: charm requirement: null - frequency: null name: darkness requirement: null - heightened_level: null level: 3 spells: - frequency: at will name: bind undead requirement: null to_hit: 33 traits: - Rare - CE - Gargantuan - Dragon - Incorporeal - Undead - Wraith type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The wyvern makes a stinger Strike against the triggering creature. effects: null failure: null frequency: null full_description: null generic_description: null name: Savage range: null raw_description: '**Savage** [Reaction] **Trigger** A creature grabbed by the wyvern critically fails a skill check to Escape. **Effect** The wyvern makes a stinger Strike against the triggering creature.' requirements: null success: null traits: null trigger: A creature grabbed by the wyvern critically fails a skill check to Escape. 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. Conversation is of little interest to a wyvern, as the creature typically speaks only to taunt its prey, issue territorial claims, or demand tribute. Even so, many wyverns enjoy grim humor and tales of violent acts, particularly if those acts were committed by the storyteller. A wyvern properly appeased with meat, entertainment, and treasure sometimes agrees to provide assistance ranging from giving directions to serving as a mount for a powerful humanoid. However, these arrangements rarely last more than a few weeks before the wyvern''s pride, malice, or insolence inspires it to flee or even betray its allies. Only the truly cruel can cow a wyvern into servitude for an extended period, as most wyverns are so self-interested that they go out of their way to avoid helping others. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 22' hp: 95 hp_misc: null immunities: - paralyzed - unconscious items: null knowledge_checks: dc: 22 skills: - Arcana languages: - Draconic level: 6 melee: - action_cost: One Action damage: formula: 2d12+5 type: piercing name: Fangs plus_damage: null to_hit: 17 traits: null - action_cost: One Action damage: formula: 2d8+5 type: slashing name: Claw plus_damage: - formula: null type: Grab to_hit: 17 traits: null - action_cost: One Action damage: formula: 2d6+5 type: piercing name: Stinger plus_damage: - formula: null type: wyvern venom to_hit: 15 traits: - agile - reach 10 feet name: Wyvern perception: 13 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Powerful Dive range: null raw_description: '**Powerful Dive** [Two Actions] (__move__) 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__.' requirements: null success: null traits: - move trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The wyvern grabbed a creature this turn using Powerful Dive. effects: null failure: null frequency: null full_description: null generic_description: null name: Punishing Momentum range: null raw_description: '**Punishing Momentum** **Requirements** The wyvern grabbed a creature this turn using Powerful Dive. **Effect** 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wyvern Poison range: null raw_description: '**Wyvern Poison** (__poison__) **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)' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 12 ref_misc: null will: 13 will_misc: null sense_abilities: null senses: - Perception +13 - darkvision - scent (imprecise) 30 feet size: Large skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 15 misc: null name: 'Athletics ' - bonus: 12 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 133 page_stop: null speed: - amount: 20 type: Land - amount: 60 type: fly spell_lists: null traits: - NE - Large - Dragon type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 3 dex_mod: 5 int_mod: 0 str_mod: 4 wis_mod: 3 ac: 24 ac_special: - descr: 26 with shield raised alignment: LE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. effects: null failure: null frequency: null full_description: null generic_description: null name: Shield Block range: null raw_description: '**Shield Block** [Reaction] **Trigger** While you have your shield raised, you would take damage from a physical attack. **Effect** You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield''s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.' requirements: null success: null traits: null trigger: While you have your shield raised, you would take damage from a physical attack. description: 'Xills visit the __Material Plane__, where they''re often known as ethereal stalkers, primarily to maraud and to kidnap creatures back to their native __Ethereal Plane__. These four-armed, warmongering monsters paralyze their victims before implanting them with eggs using an ovipositor normally kept retracted behind their mandibles. Their single-minded drive to expand and conquer is so all-encompassing that while they work together dutifully and without dissent, there is little else in their lives. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 24 **__Recall Knowledge - Ethereal__ (__Occultism__)**: DC 24' hp: 100 hp_misc: null immunities: null items: - +1 longbow (40 arrows) - breastplate - scimitar (2) - steel shield (Hardness 5, HP 20, BT 10) knowledge_checks: dc: 24 skills: - Occultism languages: - Aklo level: 6 melee: - action_cost: One Action damage: formula: 2d6+7 type: slashing name: scimitar plus_damage: null to_hit: 16 traits: - forceful - sweep - action_cost: One Action damage: formula: 2d8+7 type: piercing name: bite plus_damage: - formula: null type: xill paralysis to_hit: 16 traits: null name: Xill perception: 15 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The xill makes two scimitar Strikes against a single target. If both hit, combine their damage for the purpose of the target's resistances and weaknesses. The xill applies its multiple attack penalty to each strike normally. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Double Slash range: null raw_description: '**Double Slash** (__flourish__) The xill makes two scimitar Strikes against a single target. If both hit, combine their damage for the purpose of the target''s resistances and weaknesses. The xill applies its multiple attack penalty to each strike normally.' requirements: null success: null traits: - flourish trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The xill is adjacent to a __unconscious__, willing, or __paralyzed__ creature effects: null failure: null frequency: null full_description: null generic_description: null name: Implant range: null raw_description: '**Implant** [Two Actions] (__manipulate__) **Requirements** The xill is adjacent to a __unconscious__, willing, or __paralyzed__ creature; **Effect** The xill implants xill eggs in the creature''s flesh.' requirements: null success: null traits: - manipulate trigger: null - action_cost: None critical_failure: null critical_success: null description: The __sickened__ condition from xill eggs doesn't improve on its own until the disease is cured or runs its course. It can be cured with a 10-minute operation that requires a successful DC 26 __Medicine__ check and deals 4d6 slashing damage to the host; **Saving Throw** DC 24 Fortitude; **Maximum Duration** 24 hours; **Stage 1** infested with no ill effect (8 hours); **Stage 2** sickened 1 (8 hours); **Stage 3** sickened 2 (4 hours); **Stage 4** sickened 2 and 2d6 __persistent bleed damage__ as larval xills burrow out of the body and immediately fade away into the __Ethereal Plane__ (1 hour) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Xill Eggs range: null raw_description: '**Xill Eggs** (__disease__) The __sickened__ condition from xill eggs doesn''t improve on its own until the disease is cured or runs its course. It can be cured with a 10-minute operation that requires a successful DC 26 __Medicine__ check and deals 4d6 slashing damage to the host; **Saving Throw** DC 24 Fortitude; **Maximum Duration** 24 hours; **Stage 1** infested with no ill effect (8 hours); **Stage 2** sickened 1 (8 hours); **Stage 3** sickened 2 (4 hours); **Stage 4** sickened 2 and 2d6 __persistent bleed damage__ as larval xills burrow out of the body and immediately fade away into the __Ethereal Plane__ (1 hour)' requirements: null success: null traits: - disease trigger: null - action_cost: None critical_failure: The creature is paralyzed. It can attempt a new save at the end of each of its turns to recover, and the save DC decreases by 1 each round. critical_success: The creature is unaffected and is immune to xill paralysis for 1 minute. description: "A creature hit by the xill's bite Strike must attempt a DC 24 Fortitude\ \ save. \n\n" effect: null effects: null failure: The creature is paralyzed for 1 round. frequency: null full_description: null generic_description: null name: Xill Paralysis range: null raw_description: "**Xill Paralysis** (__incapacitation__, __occult__) A creature\ \ hit by the xill's bite Strike must attempt a DC 24 Fortitude save. \n\n**Critical\ \ Success** The creature is unaffected and is immune to xill paralysis for 1\ \ minute. \n\n**Success** The creature is __slowed 1__ for 1 round. \n\n**Failure**\ \ The creature is __paralyzed__ for 1 round. \n\n**Critical Failure** The creature\ \ is paralyzed. It can attempt a new save at the end of each of its turns to\ \ recover, and the save DC decreases by 1 each round." requirements: null success: The creature is slowed 1 for 1 round. traits: - incapacitation - occult trigger: null ranged: - action_cost: One Action damage: formula: 2d8 type: piercing name: longbow plus_damage: null to_hit: 17 traits: - deadly 1d10 - magical - range 100 feet - reload 0 - volley 30 feet rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 17 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +15 - darkvision size: Medium skills: - bonus: 15 misc: null name: 'Acrobatics ' - bonus: 14 misc: null name: 'Athletics ' - bonus: 12 misc: null name: 'Deception ' - bonus: 14 misc: null name: 'Intimidation ' - bonus: 15 misc: null name: 'Stealth ' - bonus: 12 misc: null name: 'Warfare Lore ' source: - abbr: Bestiary 2 page_start: 299 page_stop: null speed: - amount: 35 type: Land spell_lists: - dc: 24 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 7 spells: - frequency: to Ethereal Plane or Material Plane only, self only name: plane shift requirement: null to_hit: null traits: - Uncommon - LE - Medium - Aberration - Ethereal type: Creature weaknesses: null - ability_mods: cha_mod: 4 con_mod: 6 dex_mod: 5 int_mod: 0 str_mod: 7 wis_mod: 5 ac: 34 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. A creature that begins its turn in the area must succeed at a DC 32 Will save or become __fascinated__ with the xilvirek. If the creature is already fascinated by the xilvirek and fails its save, the creature is compelled to approach the xilvirek and allow itself to be __grabbed__, which ends the fascination. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Hypnotic Stench range: null raw_description: '**Hypnotic Stench** (__aura__, __emotion__, __enchantment__, __incapacitation__, __mental__) 30 feet. A creature that begins its turn in the area must succeed at a DC 32 Will save or become __fascinated__ with the xilvirek. If the creature is already fascinated by the xilvirek and fails its save, the creature is compelled to approach the xilvirek and allow itself to be __grabbed__, which ends the fascination.' requirements: null success: null traits: - aura - emotion - enchantment - incapacitation - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'Xilvireks are the result of the strange evolution that takes place in __Zevgavizeb''s__ Abyssal realm. These fiends resemble their dread demon lord and claim to be living embodiments of the Lord of Reptiles''s snapping jaws. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 32' hp: 215 hp_misc: null immunities: null items: null knowledge_checks: dc: 32 skills: - Religion languages: - Abyssal level: 12 melee: - action_cost: One Action damage: formula: 3d10+13 type: piercing name: jaws plus_damage: null to_hit: 25 traits: - chaotic - evil - magical - action_cost: One Action damage: formula: 2d8+13 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 27 traits: - agile - chaotic - evil - magical - reach 10 feet - action_cost: One Action damage: formula: 3d6+13 type: bludgeoning name: tail plus_damage: - formula: null type: Knockdown to_hit: 25 traits: - chaotic - evil - magical - reach 15 feet - versatile P name: Xilvirek perception: 23 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The xilvirek retches a small pool of debilitating, acrid bile onto itself. All creatures within 30 feet take 4d6 acid damage as they inhale the bile's noxious fumes (DC 32 basic Fortitude save; on a failure, the creature is __sickened 1__, or sickened 2 on a critical failure). The xilvirek can't Disgorge Bile again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Disgorge Bile range: null raw_description: '**Disgorge Bile** [Two Actions] (__acid__, __inhaled__) The xilvirek retches a small pool of debilitating, acrid bile onto itself. All creatures within 30 feet take 4d6 acid damage as they inhale the bile''s noxious fumes (DC 32 basic Fortitude save; on a failure, the creature is __sickened 1__, or sickened 2 on a critical failure). The xilvirek can''t Disgorge Bile again for 1d4 rounds.' requirements: null success: null traits: - acid - inhaled trigger: null - action_cost: None critical_failure: null critical_success: null description: The xilvirek has two tentacles on its back that it can use to suck the life from its prey. A creature that starts its turn grabbed by the xilvirek becomes __drained 1__, and the xilvirek regains 20 HP. The drained value increases by 1 on each subsequent round that the creature starts its turn grabbed, but the xilvirek doesn't regain additional HP from draining the same creature more than once per day. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Feasting Tentacles range: null raw_description: '**Feasting Tentacles** The xilvirek has two tentacles on its back that it can use to suck the life from its prey. A creature that starts its turn grabbed by the xilvirek becomes __drained 1__, and the xilvirek regains 20 HP. The drained value increases by 1 on each subsequent round that the creature starts its turn grabbed, but the xilvirek doesn''t regain additional HP from draining the same creature more than once per day.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 26 fort_misc: null misc: null ref: 21 ref_misc: null will: 19 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A xilvirek can sense the presence of creatures with an Intelligence of at least -3. Creatures that have silenced their thoughts through magic or other means can potentially counteract this sense at the GM's discretion. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Psionic Scent range: null raw_description: '**Psionic Scent** A xilvirek can sense the presence of creatures with an Intelligence of at least -3. Creatures that have silenced their thoughts through magic or other means can potentially counteract this sense at the GM''s discretion.' requirements: null success: null traits: null trigger: null senses: - Perception +23 - darkvision - psionic scent (imprecise) 120 feet size: Large skills: - bonus: 25 misc: null name: 'Athletics ' - bonus: 22 misc: null name: 'Intimidation ' - bonus: 23 misc: null name: 'Stealth ' - bonus: 25 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #154: Siege of the Dinosaurs' page_start: 84 page_stop: null speed: - amount: 40 type: Land - amount: 30 type: swim spell_lists: - dc: 28 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: self only name: teleport requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: darkness requirement: null to_hit: null traits: - Uncommon - CE - Large - Fiend type: Creature weaknesses: - amount: 10 type: good - amount: 10 type: lawful - 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 alignment: N 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. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 23' hp: 115 hp_misc: null immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 23 skills: - Arcana - Nature languages: - Common - Terran level: 7 melee: - action_cost: One Action damage: formula: 2d10+8 type: piercing name: jaw plus_damage: null to_hit: 18 traits: - deadly 1d10 - action_cost: One Action damage: formula: 2d6+8 type: slashing name: claw plus_damage: null to_hit: 18 traits: - agile name: Xorn perception: 15 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Claw Frenzy range: null raw_description: '**Claw Frenzy** [Two Actions] 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Earth Glide range: null raw_description: '**Earth Glide** 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: cold - amount: 5 type: electricity - amount: 5 type: fire ritual_lists: null saves: fort: 18 fort_misc: null misc: null ref: 11 ref_misc: null will: 13 will_misc: null sense_abilities: null senses: - Perception +15 - darkvision - tremorsense (imprecise) 60 feet size: Medium skills: - bonus: 17 misc: null name: 'Athletics ' - bonus: 15 misc: null name: 'Geology Lore ' - bonus: 11 misc: null name: 'Stealth ' - bonus: 15 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 146 page_stop: null speed: - amount: 20 type: Land - amount: 20 type: burrow - amount: null type: earth glide spell_lists: null traits: - N - Medium - Earth - Elemental type: Creature weaknesses: - amount: 5 type: bludgeoning - ability_mods: cha_mod: 6 con_mod: 9 dex_mod: 8 int_mod: -4 str_mod: 10 wis_mod: 7 ac: 48 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 300 feet, DC 39 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 300 feet, DC 39 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: Xotani's light blindness is caused by only sunlight. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Light Blindness range: null raw_description: '**Light Blindness** Xotani''s light blindness is caused by only sunlight.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: Xotani gains 3 reactions each round. It can still use only one reaction per trigger. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Reactive range: null raw_description: '**Reactive** Xotani gains 3 reactions each round. It can still use only one reaction per trigger.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - action_cost: Reaction critical_failure: null critical_success: null description: null effect: Xotani's wound erupts with magma in a 30-foot cone, dealing 6d8 fire damage and 6d8 persistent fire damage (DC 42 basic Reflex save). effects: null failure: null frequency: null full_description: null generic_description: null name: Firebleed range: null raw_description: '**Firebleed** [Reaction] (__fire__) **Trigger** Xotani is damaged; **Effect** Xotani''s wound erupts with magma in a 30-foot cone, dealing 6d8 fire damage and 6d8 persistent fire damage (DC 42 basic Reflex save).' requirements: null success: null traits: - fire trigger: Xotani is damaged description: 'A monstrosity of living flame and magma, Xotani may be the weakest of Rovagug''s spawn, but it remains a formidable threat. Xotani was slain in 2104 ar by an alliance of spellcasters, but recently its deathlike slumber was interrupted. Its corpse twitches, signaling that it might be close to returning. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 50' hp: 385 hp_misc: regeneration 25 immunities: - clumsy - disease - drained - enfeebled - fire - mental - paralyzed - petrified - poison - polymorph - stupefied items: null knowledge_checks: dc: 50 skills: - Arcana - Nature languages: - Aklo - can't speak any language level: 20 melee: - action_cost: One Action damage: formula: 5d10+8 type: piercing name: jaws plus_damage: - formula: 2d10 type: persistent fire to_hit: 38 traits: - reach 20 feet - action_cost: One Action damage: formula: 5d8+8 type: slashing name: claw plus_damage: - formula: 2d8 type: persistent fire to_hit: 38 traits: - agile - reach 20 feet name: Xotani perception: 39 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: Xotani makes three lava bomb Strikes. These Strikes can be made against the same creature or different creatures, as long as all targets are within 40 feet of each other. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bomb Barrage range: null raw_description: '**Bomb Barrage** [Two Actions] Xotani makes three lava bomb Strikes. These Strikes can be made against the same creature or different creatures, as long as all targets are within 40 feet of each other.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: Xotani breathes a blast of flame that deals 18d6 fire damage plus 4d6 persistent fire damage to all creatures in a 70-foot cone (DC 42 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__arcane__, __evocation__, __fire__) Xotani breathes a blast of flame that deals 18d6 fire damage plus 4d6 persistent fire damage to all creatures in a 70-foot cone (DC 42 basic Reflex save). It can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - arcane - evocation - fire trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Huge, 8d6+8 bludgeoning plus 12d6 fire, Rupture 35 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**Swallow Whole** (__attack__) Huge, 8d6+8 bludgeoning plus 12d6 fire, Rupture 35' requirements: null success: null traits: - attack trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Huge or smaller, claw, DC 42. When Xotani Tramples, it can Stride up to triple its Speed. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**Trample** [Three Actions] Huge or smaller, claw, DC 42. When Xotani Tramples, it can Stride up to triple its Speed.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d10+8 type: bludgeoning name: lava bomb plus_damage: - formula: 2d10 type: persistent fire to_hit: 38 traits: - range increment 80 feet rarity: Rare resistances: - amount: 22 type: electricity - amount: 22 type: physical - amount: 22 type: sonic ritual_lists: null saves: fort: 36 fort_misc: null misc: null ref: 33 ref_misc: null will: 30 will_misc: null sense_abilities: null senses: - Perception +39 - blindsight (precise) 120 feet - darkvision size: Gargantuan skills: - bonus: 41 misc: null name: 'Athletics ' source: - abbr: 'Pathfinder #150: Broken Promises' page_start: 81 page_stop: null speed: - amount: 60 type: Land - amount: 40 type: burrow - amount: 60 type: climb spell_lists: null traits: - Rare - CE - Gargantuan - Beast - Fire type: Creature weaknesses: - amount: 22 type: cold - ability_mods: cha_mod: 5 con_mod: 8 dex_mod: 6 int_mod: -5 str_mod: 9 wis_mod: 4 ac: 40 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 'When a Xotanispawn dies, it explodes, dealing 15d8 fire damage to creatures in a 30-foot emanation (DC 39 basic Reflex save). __**Light Blindness**__' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Explosion range: null raw_description: '**Explosion** (__fire__) When a Xotanispawn dies, it explodes, dealing 15d8 fire damage to creatures in a 30-foot emanation (DC 39 basic Reflex save). __**Light Blindness**__' requirements: null success: null traits: - fire trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The triggering creature takes 5d8 __persistent__ fire damage (DC 37 Reflex save to negate). effects: null failure: null frequency: null full_description: null generic_description: null name: Internal Furnace range: null raw_description: '**Internal Furnace** [Reaction] (__fire__) **Trigger** A creature adjacent to the Xotanispawn touches it or hits it with a physical attack; **Effect** The triggering creature takes 5d8 __persistent__ fire damage (DC 37 Reflex save to negate).' requirements: null success: null traits: - fire trigger: A creature adjacent to the Xotanispawn touches it or hits it with a physical attack description: 'Xotanispawn are monstrous versions of scavenging beetle larvae that have been corrupted and mutated by feeding on the remains of Xotani the Firebleeder, a slain Spawn of Rovagug buried beneath Pale Mountain in Katapesh. These creatures look vaguely like the minute insects they once were, with a sclerotized head and chitinous body plates, six legs, and numerous dorsal spines lining the joints and edges of each segment. However, by feeding on the unholy remains of Xotani, the spawn have manifested many of the traits of the infamous Firebleeder, most notably a blisteringly hot internal temperature and powerful fire attacks—to say nothing of their monstrous size. Internal heat radiates from every surface of a Xotanispawn, even from its mouth. Any contact with a Xotanispawn results in burns and the risk of catching on fire. Thankfully, Xotanispawn have also inherited Xotani''s weaknesses to cold and sunlight. They are rarely encountered on the surface during the day, opting to emerge from their subterranean lairs only at night. **__Recall Knowledge - Animal__ (__Nature__)**: DC 41' hp: 340 hp_misc: null immunities: - chaotic - evil - fire items: null knowledge_checks: dc: 41 skills: - Nature languages: null level: 17 melee: - action_cost: One Action damage: formula: 4d8+9 type: piercing name: jaws plus_damage: - formula: 2d8 type: persistent fire and Grab to_hit: 30 traits: - reach 10 feet - action_cost: One Action damage: formula: 4d6+9 type: slashing name: claw plus_damage: - formula: 2d8 type: persistent fire to_hit: 30 traits: - agile - reach 10 feet name: Xotanispawn perception: 29 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The Xotanispawn sprays a 60-foot cone of magma that deals 10d10 fire damage and 2d6 __persistent__ fire damage to all creatures in the area (DC 39 basic Reflex save). The Xotanispawn can't use its Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__arcane__, __evocation__, __fire__) The Xotanispawn sprays a 60-foot cone of magma that deals 10d10 fire damage and 2d6 __persistent__ fire damage to all creatures in the area (DC 39 basic Reflex save). The Xotanispawn can''t use its Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - arcane - evocation - fire trigger: null - action_cost: None critical_failure: null critical_success: null description: When the Xotanispawn critically hits, its body surges with heat, increasing the damage of its Internal Furnace to 10d8 until the start of its next turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Heat Surge range: null raw_description: '**Heat Surge** When the Xotanispawn critically hits, its body surges with heat, increasing the damage of its Internal Furnace to 10d8 until the start of its next turn.' requirements: null success: null traits: null trigger: null ranged: null rarity: Rare resistances: - amount: 20 type: cold ritual_lists: null saves: fort: 31 fort_misc: null misc: null ref: 29 ref_misc: null will: 23 will_misc: null sense_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: ' (__aura__, __emotion__, __fear__, __mental__) 60 feet, DC 36' effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** (__aura__, __emotion__, __fear__, __mental__) 60 feet, DC 36 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: null trigger: null senses: - Perception +29 - darkvision - tremorsense (imprecise) 60 feet size: Large skills: - bonus: 34 misc: null name: 'Athletics ' - bonus: 31 misc: null name: 'Stealth ' - bonus: 29 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #149: Against the Scarlet Triad' page_start: 91 page_stop: null speed: - amount: 40 type: Land - amount: 40 type: burrow - amount: 40 type: climb spell_lists: null traits: - Rare - CE - Large - Animal - Fire type: Creature weaknesses: null - ability_mods: cha_mod: -1 con_mod: 2 dex_mod: 4 int_mod: 1 str_mod: 2 wis_mod: 0 ac: 18 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. A creature that enters the area must attempt a DC 16 Fortitude save. On a failure, the creature is __sickened 1__, and on a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute. A xulgath bilebearer can activate or deactivate its stench aura as a free action. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stench range: null raw_description: '**Stench** (__aura__, __olfactory__) 30 feet. A creature that enters the area must attempt a DC 16 Fortitude save. On a failure, the creature is __sickened 1__, and on a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths'' stenches for 1 minute. A xulgath bilebearer can activate or deactivate its stench aura as a free action.' requirements: null success: null traits: - aura - olfactory trigger: null description: 'While many xulgaths impose their will by strength or sheer numbers, some resort to more nefarious—and grotesque—means to take care of matters. The bilebearer takes its name from its eponymous bile, a putrid substance that oozes from gill-like folds in its colorful, bulging neck. Bilebearers coat their weapons with the viscous substance or secrete a concentrated dose that suffuses the air around them and disables foes. A bilebearer''s neck bulges with folds of scaled flesh that extend almost to the creature''s shoulders, containing its namesake bile productions glands inside. These folds expand and contract with each breath, and each fold has a vertical line of muscled pores that gradually exudes the thick substance, providing a perpetual supply for coating weapons. Bilebearers'' necks also contain inflatable bladders, which they can quickly pressurize to expel a blast of vaporized bile in a noxious, overwhelming cloud. Bilebearers serve their clutches by kidnapping or slaying specific enemies. They frequently accompany their kin, particularly xulgath skulkers, to raid rival clutches or intercept foes. A bilebearer''s mode of attack typically involves sneaking in, overwhelming any guards with a noxious blast of bile, and then turning their attention to the primary target. The xulgath either shreds the rapidly weakening victim on the spot or drags them away for future violence. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16' hp: 30 hp_misc: null immunities: null items: - dagger (2) knowledge_checks: dc: 16 skills: - Society languages: - Draconic - Undercommon level: 2 melee: - action_cost: One Action damage: formula: 1d4+4 type: piercing name: dagger plus_damage: - formula: null type: xulgath bile to_hit: 12 traits: - agile - finesse - versatile S - action_cost: One Action damage: formula: 2d4+4 type: piercing name: jaws plus_damage: - formula: null type: xulgath bile to_hit: 10 traits: null - action_cost: One Action damage: formula: 1d6+4 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 10 traits: - agile name: Xulgath Bilebearer perception: 6 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: All adjacent creatures must attempt a DC 18 Fortitude save. On a failure, the creature is __slowed 1__ (slowed 2 on a critical failure) until the end of its next turn and takes a -2 circumstance penalty to Fortitude saves against xulgath bile for 1 minute. effects: null failure: null frequency: once per minute full_description: null generic_description: null name: Putrid Blast range: null raw_description: '**Putrid Blast** [Two Actions] (__olfactory__, __poison__) **Frequency** once per minute; **Effect** All adjacent creatures must attempt a DC 18 Fortitude save. On a failure, the creature is __slowed 1__ (slowed 2 on a critical failure) until the end of its next turn and takes a -2 circumstance penalty to Fortitude saves against xulgath bile for 1 minute.' requirements: null success: null traits: - olfactory - poison trigger: null - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** Fortitude DC 16; **Maximum Duration** 1 hour; **Stage 1** __fatigued__ (1 minute); **Stage 2** fatigued and __unconscious__ (1 minute).' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Xulgath Bile range: null raw_description: '**Xulgath Bile** (__poison__) **Saving Throw** Fortitude DC 16; **Maximum Duration** 1 hour; **Stage 1** __fatigued__ (1 minute); **Stage 2** fatigued and __unconscious__ (1 minute).' requirements: null success: null traits: - poison trigger: null ranged: - action_cost: One Action damage: formula: 1d4+4 type: piercing name: dagger plus_damage: - formula: null type: xulgath bile to_hit: 12 traits: - agile - finesse - thrown 10 feet - versatile s rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 10 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +6 - darkvision size: Medium skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 6 misc: null name: 'Athletics ' - bonus: 5 misc: null name: 'Deception ' - bonus: 8 misc: null name: 'Stealth ' - bonus: 8 misc: null name: 'Thievery ' source: - abbr: 'Pathfinder #151: The Show Must Go On' page_start: 87 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - CE - Medium - Humanoid - Xulgath type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 2 dex_mod: 4 int_mod: 4 str_mod: 2 wis_mod: 7 ac: 33 ac_special: null alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: 'The vitalia sprays blood at the triggering creature. The creature must succeed at a DC 39 Reflex save or become __dazzled__ for 1 round (or __blinded__ for 1 round on a critical failure).' effects: null failure: null frequency: null full_description: null generic_description: null name: Blood Eruption range: null raw_description: '**Blood Eruption [Reaction]** **Trigger** A creature lands a critical hit with a melee Strike against the vitalia **Effect** The vitalia sprays blood at the triggering creature. The creature must succeed at a DC 39 Reflex save or become __dazzled__ for 1 round (or __blinded__ for 1 round on a critical failure).' requirements: null success: null traits: null trigger: A creature lands a critical hit with a melee Strike against the vitalia description: 'Xulgath deepmouths wield the powers of the __Abyss__ against their clutch''s enemies and invoke righteous fear in their followers. The vast majority of deepmouths worship demon lords, most commonly __Zevgavizeb__. Scalescribing—the warping of xulgath flesh into imitations of __Abyssal__ script—is a widespread practice among deepmouths, enabling them to channel the power of the Abyss through their fanatical devotees'' own bodies. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 32' hp: 215 hp_misc: null immunities: null items: - bone religious symbol of Zevgavizeb - +1 hide armor - +1 striking spiked gauntlet - material component pouch knowledge_checks: dc: 32 skills: - Society languages: - Draconic - Undercommon level: 12 melee: - action_cost: One Action damage: formula: 2d4+6 type: piercing name: spiked gauntlet plus_damage: null to_hit: 21 traits: - agile - free-hand - magical - action_cost: One Action damage: formula: 2d6+6 type: piercing name: jaws plus_damage: null to_hit: 20 traits: null - action_cost: One Action damage: formula: 2d4+6 type: slashing name: claw plus_damage: null to_hit: 20 traits: - agile name: Xulgath Deepmouth perception: 26 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The deepmouth warps part of a scalescribed creature's flesh into a mouthed tentacle, then wills it to lash out. The deepmouth makes a jaws Strike that originates from any living scalescribed creature within 120 feet; this Strike also has __reach 15 feet__ and deals an additional 2d8 negative damage. If the Strike originates from a creature other than the deepmouth, that creature triggers reactions as though it had made the Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Devourer's Dictum range: null raw_description: '**Devourer''s Dictum** (__concentrate__) The deepmouth warps part of a scalescribed creature''s flesh into a mouthed tentacle, then wills it to lash out. The deepmouth makes a jaws Strike that originates from any living scalescribed creature within 120 feet; this Strike also has __reach 15 feet__ and deals an additional 2d8 negative damage. If the Strike originates from a creature other than the deepmouth, that creature triggers reactions as though it had made the Strike.' requirements: null success: null traits: - concentrate trigger: null - action_cost: None critical_failure: null critical_success: null description: With 10 minutes of work, a deepmouth can carve a magical rune called a scalescript on the flesh of a living, willing xulgath (including the deepmouth itself). A creature cannot be inscribed with more than one scalescribe rune at a time, and a deepmouth can create and maintain no more than three scalescripts at a time. If the deepmouth Scalescribed itself, it can provide material and somatic components while Casting a Spell without a free hand. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Scalescribe range: null raw_description: '**Scalescribe** (__manipulate__) With 10 minutes of work, a deepmouth can carve a magical rune called a scalescript on the flesh of a living, willing xulgath (including the deepmouth itself). A creature cannot be inscribed with more than one scalescribe rune at a time, and a deepmouth can create and maintain no more than three scalescripts at a time. If the deepmouth Scalescribed itself, it can provide material and somatic components while Casting a Spell without a free hand.' requirements: null success: null traits: - manipulate trigger: null ranged: null rarity: Uncommon resistances: - amount: null type: '>' ritual_lists: - dc: 1 misc: null name: Divine Rituals spell_groups: - heightened_level: null level: 6 spells: - frequency: null name: commune requirement: null - heightened_level: null level: 2 spells: - frequency: null name: consecrate requirement: null to_hit: null saves: fort: 18 fort_misc: null misc: null ref: 22 ref_misc: null will: 25 will_misc: null sense_abilities: null senses: - Perception +26 - darkvision size: Medium skills: - bonus: 22 misc: null name: 'Acrobatics ' - bonus: 22 misc: null name: 'Crafting ' - bonus: 25 misc: null name: 'Diplomacy ' - bonus: 25 misc: null name: 'Intimidation ' - bonus: 25 misc: null name: 'Medicine ' - bonus: 25 misc: null name: 'Religion ' - bonus: 22 misc: null name: 'Society ' source: - abbr: 'Pathfinder #155: Lord of the Black Sands' page_start: 85 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 33 misc: '' name: Divine Prepared Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: null name: divine wrath requirement: null - frequency: ×6 name: harm requirement: null - frequency: ×2 name: repulsion requirement: null - heightened_level: null level: 5 spells: - frequency: ×2 name: heal requirement: null - frequency: null name: ravening maw requirement: null - heightened_level: null level: 4 spells: - frequency: ×2 name: air walk requirement: null - frequency: APG name: null requirement: null - heightened_level: null level: 3 spells: - frequency: null name: heroism requirement: null - frequency: null name: meld into stone requirement: null - frequency: null name: vampiric touch requirement: null - heightened_level: null level: 2 spells: - frequency: ×3 name: status requirement: null - heightened_level: null level: 1 spells: - frequency: null name: protection requirement: null - frequency: ×2 name: ray of enfeeblement requirement: null - heightened_level: 6 level: 0 spells: - frequency: null name: chill touch requirement: null - frequency: null name: daze requirement: null - frequency: null name: detect magic requirement: null - frequency: null name: shield requirement: null to_hit: 27 - dc: 33 misc: null name: Cleric Domain Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: null name: commanding lash requirement: null - frequency: null name: vibrant thorns requirement: null to_hit: null traits: - Uncommon - CE - Medium - Humanoid - Xulgath type: Creature weaknesses: null - ability_mods: cha_mod: -1 con_mod: 7 dex_mod: 6 int_mod: -2 str_mod: 4 wis_mod: 1 ac: 28 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 10 feet. Whenever a gutrager is within another xulgath's stench aura, a fog appears around the gutrager; creatures in the fog (including the gutrager) can see as normal, but they are __concealed__ from creatures outside the fog. Non-xulgaths that begin their turn in the fog take 2d6 acid damage. Strong winds suppress this ability. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Caustic Fog range: null raw_description: '**Caustic Fog** (__acid__, __aura__) 10 feet. Whenever a gutrager is within another xulgath''s stench aura, a fog appears around the gutrager; creatures in the fog (including the gutrager) can see as normal, but they are __concealed__ from creatures outside the fog. Non-xulgaths that begin their turn in the fog take 2d6 acid damage. Strong winds suppress this ability.' requirements: null success: null traits: - acid - aura trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The gutrager has 45 or fewer HP effects: null failure: null frequency: null full_description: null generic_description: null name: Self-Detonate range: null raw_description: '**Self-Detonate** [Two Actions] (__acid__) **Requirements** The gutrager has 45 or fewer HP; **Effect** The gutrager compresses its gut and explodes in a burst of viscera, dying instantly and dealing 8d8 acid damage to creatures and unattended objects in a 20-foot emanation centered on the gutrager (DC 31 basic Reflex save).' requirements: null success: null traits: - acid trigger: null description: 'Xulgath gutragers exhibit more extreme developments along the same physiological path as their __bilebearer__ cousins. They are stockier and faster, with necks and limbs corded with muscle. They are also denser, with multiple stomachs full of fluids even more caustic than those of the bilebearer. Like the bilebearer, gutragers lack the distinctive stench typical of most xulgaths. A gutrager''s torso conceals its most disturbing feature—a densely coiled esophagus. Pressurized bladders and a muscular throat allow the gutrager to propel its esophagus outward in an explosion of yellow flesh and acidic bile; caustic stomach acid coating the esophagus makes even brief physical contact with the organ dangerous. As a last resort, the gutrager can intentionally accelerate the corrosion in its esophagus, releasing vile acid in a burst that also ends its life. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 27' hp: 190 hp_misc: null immunities: null items: null knowledge_checks: dc: 27 skills: - Society languages: - Draconic - Undercommon level: 10 melee: - action_cost: One Action damage: formula: 2d6+8 type: piercing name: jaws plus_damage: - formula: 2d6 type: acid to_hit: 21 traits: null - action_cost: One Action damage: formula: 2d8+8 type: slashing name: claw plus_damage: null to_hit: 23 traits: - agile - finesse name: Xulgath Gutrager perception: 19 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The gutrager propels its esophagus out of its body to deliver an acidic blow. It makes an unarmed Strike against a creature or unattended object within 30 feet with a +23 attack bonus. On a hit, the target takes 2d6+8 bludgeoning plus 4d6 acid damage. On a critical hit, the target also takes 2d6 __persistent acid damage__. The gutrager is __clumsy 1__ for 1 round as it re-coils its esophagus. effects: null failure: null frequency: once per round full_description: null generic_description: null name: Corrosive Kiss range: null raw_description: '**Corrosive Kiss** [Two Actions] (__acid__) **Frequency** once per round; **Effect** The gutrager propels its esophagus out of its body to deliver an acidic blow. It makes an unarmed Strike against a creature or unattended object within 30 feet with a +23 attack bonus. On a hit, the target takes 2d6+8 bludgeoning plus 4d6 acid damage. On a critical hit, the target also takes 2d6 __persistent acid damage__. The gutrager is __clumsy 1__ for 1 round as it re-coils its esophagus.' requirements: null success: null traits: - acid trigger: null ranged: - action_cost: Two Actions damage: formula: 4d8+7 type: acid name: bile jet plus_damage: null to_hit: 23 traits: - acid - range increment 60 feet rarity: Common resistances: - amount: 10 type: acid ritual_lists: null saves: fort: 23 fort_misc: null misc: null ref: 22 ref_misc: null will: 17 will_misc: null sense_abilities: null senses: - Perception +19 - darkvision size: Medium skills: - bonus: 22 misc: null name: 'Acrobatics ' - bonus: 22 misc: null name: 'Athletics ' - bonus: 20 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #154: Siege of the Dinosaurs' page_start: 85 page_stop: null speed: - amount: 40 type: Land spell_lists: null traits: - CE - Medium - Humanoid - Xulgath type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. A creature that enters the area must attempt a DC 19 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stench range: null raw_description: '**Stench** (__aura__, __olfactory__) 30 feet. A creature that enters the area must attempt a DC 19 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths'' stenches for 1 minute.' requirements: null success: null traits: - aura - olfactory trigger: 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18' hp: 44 hp_misc: null immunities: null items: - breastplate - greataxe - javelin (4) knowledge_checks: dc: 18 skills: - Society languages: - Draconic - Undercommon level: 3 melee: - action_cost: One Action damage: formula: 1d10+6 type: slashing name: greataxe plus_damage: - formula: null type: Weakening Strike to_hit: 11 traits: - sweep - action_cost: One Action damage: formula: 1d6+6 type: piercing name: jaws plus_damage: - formula: null type: Weakening Strike to_hit: 11 traits: null - action_cost: One Action damage: formula: 1d4+6 type: slashing name: claw plus_damage: null to_hit: 11 traits: - agile name: Xulgath Leader perception: 9 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The target must succeed at a DC 20 Fortitude save or become __enfeebled 1__ (or __enfeebled 2__ on a critical hit) for 1 round. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Weakening Strike range: null raw_description: '**Weakening Strike** The target must succeed at a DC 20 Fortitude save or become __enfeebled 1__ (or __enfeebled 2__ on a critical hit) for 1 round.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d6+4 type: piercing name: javelin plus_damage: null to_hit: 8 traits: - thrown 30 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 6 ref_misc: null will: 9 will_misc: null sense_abilities: null senses: - Perception +9 - darkvision size: Medium skills: - bonus: 11 misc: null name: 'Athletics ' - bonus: 6 misc: null name: 'Intimidation ' - bonus: 6 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 337 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - CE - Medium - Humanoid - Xulgath type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. A creature that enters the area must attempt a DC 16 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stench range: null raw_description: '**Stench** (__aura__, __olfactory__) 30 feet. A creature that enters the area must attempt a DC 16 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths'' stenches for 1 minute.' requirements: null success: null traits: - aura - olfactory trigger: null - action_cost: Free Action critical_failure: null critical_success: null description: A xulgath skulker can suppress its stench aura as a free action to better hide its presence. The skulker can resume its stench aura as a free action. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stench Suppression range: null raw_description: '**Stench Suppression** [Free Action] A xulgath skulker can suppress its stench aura as a free action to better hide its presence. The skulker can resume its stench aura as a free action.' requirements: null success: null traits: null trigger: 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16' hp: 28 hp_misc: null immunities: null items: - dagger (4) knowledge_checks: dc: 16 skills: - Society languages: - Draconic - Undercommon level: 2 melee: - action_cost: One Action damage: formula: 1d4+3 type: piercing name: dagger plus_damage: null to_hit: 10 traits: - agile - finesse - versatile S - action_cost: One Action damage: formula: 1d6+3 type: piercing name: jaws plus_damage: null to_hit: 9 traits: null - action_cost: One Action damage: formula: 1d4+3 type: slashing name: claw plus_damage: null to_hit: 10 traits: - agile - finesse name: Xulgath Skulker perception: 7 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: If a xulgath skulker starts its turn undetected by a creature or merely hidden from it, that creature is __flat-footed__ against the skulker's attacks until the end of the skulker's turn. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Hidden Movement range: null raw_description: '**Hidden Movement** If a xulgath skulker starts its turn undetected by a creature or merely hidden from it, that creature is __flat-footed__ against the skulker''s attacks until the end of the skulker''s turn.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A xulgath skulker deals an additional 1d6 precision damage to flat-footed creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** A xulgath skulker deals an additional 1d6 precision damage to flat-footed creatures. ' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 1d4+3 type: piercing name: dagger plus_damage: null to_hit: 10 traits: - agile - thrown 10 feet - versatile S rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 10 ref_misc: null will: 5 will_misc: null sense_abilities: null senses: - Perception +7 - darkvision size: Medium skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Stealth ' - bonus: 8 misc: null name: 'Thievery ' source: - abbr: Bestiary page_start: 337 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - CE - Medium - Humanoid - Xulgath type: Creature weaknesses: null - ability_mods: cha_mod: 0 con_mod: 4 dex_mod: 1 int_mod: 0 str_mod: 6 wis_mod: 2 ac: 21 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. A creature that enters the aura must attempt a DC 21 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stench for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stench range: null raw_description: '**Stench** (__aura__, __olfactory__) 30 feet. A creature that enters the aura must attempt a DC 21 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths'' stench for 1 minute.' requirements: null success: null traits: - aura - olfactory trigger: null description: 'Xulgath physiological diversity doesn''t always imply drastic change; some xulgaths are simply much larger and stronger than their clutchmates. Most xulgaths call such siblings spinesnappers, though terms like bonebreaker, marrowvent, or similarly violent epithets are equally common. A typical spinesnapper is 9 feet tall and weighs 350 pounds. In battle, spinesnappers have all the speed, grace, and strength of a sledgehammer. They are ideal shock troops and make a good first line of defense. When an inter-clutch conflict leads to a duel, spinesnappers are typically called upon to rise to the challenge. In this case, a spinesnapper representative from each clutch squares off for what is in theory a nonlethal wrestling match, after which the winner scrapes off some of the loser''s scales as a trophy. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 20' hp: 95 hp_misc: null immunities: null items: - maul knowledge_checks: dc: 20 skills: - Society languages: - Draconic - Undercommon level: 5 melee: - action_cost: One Action damage: formula: 1d12+10 type: bludgeoning name: maul plus_damage: null to_hit: 15 traits: - shove - action_cost: One Action damage: formula: 2d8+8 type: piercing name: jaws plus_damage: null to_hit: 15 traits: null - action_cost: One Action damage: formula: 2d4+8 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 15 traits: - agile name: Xulgath Spinesnapper perception: 11 proactive_abilities: - action_cost: Two Actions critical_failure: The target is pushed 10 feet and knocked prone. critical_success: The creature is unaffected and the spinesnapper is flat-footed until the start of its next turn. description: "The spinesnapper makes a claw or weapon Strike. If it hits, in addition\ \ to dealing damage, the creature must attempt a DC 22 Fortitude saving throw,\ \ with the following effects. \n\n" effect: null effects: null failure: The creature is pushed 10 feet. frequency: null full_description: null generic_description: null name: Brutal Blow range: null raw_description: "**Brutal Blow** [Two Actions] The spinesnapper makes a claw\ \ or weapon Strike. If it hits, in addition to dealing damage, the creature\ \ must attempt a DC 22 Fortitude saving throw, with the following effects. \n\ \n**Critical Success** The creature is unaffected and the spinesnapper is flat-footed\ \ until the start of its next turn.\n\n**Success** The creature is unaffected.\n\ \n**Failure** The creature is pushed 10 feet.\n\n**Critical Failure** The target\ \ is pushed 10 feet and knocked prone." requirements: null success: The creature is unaffected. traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The spinesnapper has a creature grabbed or restrained effects: null failure: null frequency: once per round full_description: null generic_description: null name: Choke Slam range: null raw_description: '**Choke Slam** **Frequency** once per round; **Requirements** The spinesnapper has a creature grabbed or restrained; **Effect** The spinesnapper slams the creature against a nearby surface. The target and the surface struck each take 4d6 bludgeoning damage, and the target must succeed at a DC 22 Fortitude save or become slowed 1 for 1 round, or stunned for 1 round on a critical failure.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 10 ref_misc: null will: 9 will_misc: null sense_abilities: null senses: - Perception +11 - darkvision size: Large skills: - bonus: 15 misc: null name: 'Athletics ' - bonus: 11 misc: null name: 'Intimidation ' source: - abbr: 'Pathfinder #152: Legacy of the Lost God' page_start: 84 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - CE - Large - Humanoid - Xulgath type: Creature weaknesses: null - ability_mods: cha_mod: 2 con_mod: 6 dex_mod: 2 int_mod: 1 str_mod: 5 wis_mod: 2 ac: 26 ac_special: null alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. A creature that enters the area must attempt a DC 24 Fortitude save. On a failure, the creature is __sickened 1__, and on a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stench range: null raw_description: '**Stench** (__aura__, __olfactory__) 30 feet. A creature that enters the area must attempt a DC 24 Fortitude save. On a failure, the creature is __sickened 1__, and on a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths'' stenches for 1 minute.' requirements: null success: null traits: - aura - olfactory trigger: null description: 'Stonelieges are xulgaths magically infused with living earth—the very bones of the world. They are created through a process xulgaths call stone-binding, which can be performed with complex alchemy, powerful psychic magic, or Abyssal rituals. Their scales are like stone slabs, and their bones are as dense as bedrock, so they are among the hardiest and longest-lived xulgaths. To stonelieges, earth is as mutable as water, and their innate power to shape the soil and stone beneath their feet makes them integral members of xulgath society (as well as formidable combatants). **__Recall Knowledge - Humanoid__ (__Society__)**: DC 26' hp: 135 hp_misc: null immunities: null items: null knowledge_checks: dc: 26 skills: - Society languages: - Draconic - Undercommon level: 8 melee: - action_cost: One Action damage: formula: 2d10+9 type: piercing name: digging bar plus_damage: null to_hit: 18 traits: - fatal d12 - forceful - versatile B - action_cost: One Action damage: formula: 2d8+9 type: piercing name: jaws plus_damage: null to_hit: 21 traits: null - action_cost: One Action damage: formula: 2d6+9 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 19 traits: - agile name: Xulgath Stoneliege perception: 14 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The stoneliege commands nearby earth to attack a foe. The stoneliege makes a claw Strike against a creature that is within 60 feet of the stoneliege and 10 feet of an earthen surface, such as dirt, mud, stone, or sand. The Strike originates from the surface's square and has a reach of 10 feet. On a critical hit, the target is also knocked __prone__. effects: null failure: null frequency: once per round full_description: null generic_description: null name: Earthen Blow range: null raw_description: '**Earthen Blow** (__earth__, __transmutation__) **Frequency** once per round; **Effect** The stoneliege commands nearby earth to attack a foe. The stoneliege makes a claw Strike against a creature that is within 60 feet of the stoneliege and 10 feet of an earthen surface, such as dirt, mud, stone, or sand. The Strike originates from the surface''s square and has a reach of 10 feet. On a critical hit, the target is also knocked __prone__.' requirements: null success: null traits: - earth - transmutation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The stoneliege is standing on or next to at least 10 cubic feet of dirt, stone, or other earthen material effects: null failure: null frequency: once per minute full_description: null generic_description: null name: Earthen Torrent range: null raw_description: '**Earthen Torrent** [Two Actions] (__earth__, __transmutation__) **Frequency** once per minute; **Requirements** The stoneliege is standing on or next to at least 10 cubic feet of dirt, stone, or other earthen material; **Effect** The stoneliege creates a violent wave of roiling earth. Creatures in a 15-foot cone take 7d8 bludgeoning damage (DC 26 basic Reflex save; on a critical failure, creatures are also knocked __prone__).' requirements: null success: null traits: - earth - transmutation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: The stoneliege turns their own body into solid stone like a statue and immediately becomes __petrified__. Any creature grappled or restrained by the stoneliege becomes __immobilized__; to get free, the creature must damage the statue enough to break it or succeed at a DC 28 __Acrobatics__ check to __Escape__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stone Throes range: null raw_description: '**Stone Throes** (__earth__, __transmutation__) The stoneliege turns their own body into solid stone like a statue and immediately becomes __petrified__. Any creature grappled or restrained by the stoneliege becomes __immobilized__; to get free, the creature must damage the statue enough to break it or succeed at a DC 28 __Acrobatics__ check to __Escape__.' requirements: null success: null traits: - earth - transmutation trigger: null ranged: null rarity: Uncommon resistances: - amount: 8 type: physical ritual_lists: null saves: fort: 20 fort_misc: null misc: null ref: 12 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +14 - darkvision - tremorsense (imprecise) 30 feet size: Medium skills: - bonus: 19 misc: null name: 'Athletics ' - bonus: 15 misc: null name: 'Cave Lore ' - bonus: 15 misc: null name: 'Geology Lore ' - bonus: 18 misc: null name: 'Intimidation ' - bonus: 18 misc: null name: 'Survival ' source: - abbr: 'Pathfinder #153: Life''s Long Shadow' page_start: 84 page_stop: null speed: - amount: 20 type: Land - amount: 10 type: burrow spell_lists: - dc: 26 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: x3 name: shape stone requirement: null to_hit: null traits: - Uncommon - CE - Medium - Humanoid - Xulgath type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. A creature that enters the area must attempt a DC 16 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Stench range: null raw_description: '**Stench** (__aura__, __olfactory__) 30 feet. A creature that enters the area must attempt a DC 16 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths'' stenches for 1 minute.' requirements: null success: null traits: - aura - olfactory trigger: 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. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15' hp: 21 hp_misc: null immunities: null items: - club - javelin (3) knowledge_checks: dc: 15 skills: - Society languages: - Draconic - Undercommon level: 1 melee: - action_cost: One Action damage: formula: 1d6+4 type: bludgeoning name: club plus_damage: null to_hit: 9 traits: null - action_cost: One Action damage: formula: 1d6+4 type: piercing name: jaws plus_damage: null to_hit: 9 traits: null - action_cost: One Action damage: formula: 1d4+4 type: slashing name: claw plus_damage: null to_hit: 9 traits: - agile name: Xulgath Warrior perception: 6 proactive_abilities: null ranged: - action_cost: One Action damage: formula: 1d6+4 type: bludgeoning name: club plus_damage: null to_hit: 7 traits: - thrown 10 feet - action_cost: One Action damage: formula: 1d6+4 type: piercing name: javelin plus_damage: null to_hit: 7 traits: - thrown 30 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 8 fort_misc: null misc: null ref: 7 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +6 - darkvision size: Medium skills: - bonus: 7 misc: null name: 'Athletics ' - bonus: 5 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 336 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - CE - Medium - Humanoid - Xulgath type: Creature weaknesses: null - ability_mods: cha_mod: 7 con_mod: 5 dex_mod: 5 int_mod: 2 str_mod: 6 wis_mod: 5 ac: 29 ac_special: null alignment: LN automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 60 feet. The flames from a yaganty's fingers shed bright light in a 10-foot radius and are visible even in areas affected by magical darkness, but they do not shed dim light beyond that radius. Any creature within 60 feet in an area of darkness or dim light that sees the yaganty's candle fingers must succeed at a DC 27 Will save or become fascinated by the yaganty for 1 minute or until the yaganty uses a hostile action against the creature, whichever comes first. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Light in the Darkness range: null raw_description: '**Light in the Darkness** (__aura__, __light__, __mental__, __primal__, __visual__) 60 feet. The flames from a yaganty''s fingers shed bright light in a 10-foot radius and are visible even in areas affected by magical darkness, but they do not shed dim light beyond that radius. Any creature within 60 feet in an area of darkness or dim light that sees the yaganty''s candle fingers must succeed at a DC 27 Will save or become fascinated by the yaganty for 1 minute or until the yaganty uses a hostile action against the creature, whichever comes first.' requirements: null success: null traits: - aura - light - mental - primal - visual trigger: null - action_cost: None critical_failure: null critical_success: null description: A yaganty who is doused with water or otherwise has their candle fingers extinguished takes 3d6 __persistent mental damage__, becomes __quickened__ 1, and screams in agony until they reignite their candles (typically by casting __produce flame__ and lighting their fingers with an Interact action). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Vulnerability to Extinguishing range: null raw_description: '**Vulnerability to Extinguishing** A yaganty who is doused with water or otherwise has their candle fingers extinguished takes 3d6 __persistent mental damage__, becomes __quickened__ 1, and screams in agony until they reignite their candles (typically by casting __produce flame__ and lighting their fingers with an Interact action).' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'Yaganties are lean, hairy humanoids with lanky torsos, horned heads, and bulbous black eyes. The elongated fingers of one their hands are made of candlestick wax, and their fingertips, which have wicks instead of nails, burn endlessly. In the dead of night, the flickering light of a yaganty''s fingertips casts dramatic shadows across their face and highlights their trollish visage. Yaganty fables follow a common formula. A wayward pedestrian, traveling at night and usually in a forest, follows distant lights with the hope that the lights belong to a fellow wayfarer, only to come face-to-face with a gangly monster. The story ends in one of three ways: the traveler appeals to the yaganty with a gift of gold (the exact sum necessary varies wildly by the telling), the yaganty slays the traveler over some incomprehensible transgression, or, even more inexplicably, the yaganty offers the lost traveler five candles in simple charity so that the light might guide them home. **__Recall Knowledge - Fey__ (__Nature__)**: DC 29' hp: 200 hp_misc: null immunities: null items: null knowledge_checks: dc: 29 skills: - Nature languages: - Common - Infernal - Sylvan level: 10 melee: - action_cost: One Action damage: formula: 3d10+5 type: fire name: candle fingers plus_damage: null to_hit: 20 traits: - fire - magical - reach 10 feet - action_cost: One Action damage: formula: 2d8+9 type: slashing name: claw plus_damage: - formula: null type: Grab to_hit: 22 traits: - agile - magical - reach 10 feet name: Yaganty perception: 20 proactive_abilities: - action_cost: Two Actions critical_failure: As failure, and the creature is blinded until it removes the globs of wax. critical_success: The creature is unaffected. description: 'The yaganty whips a stream of scalding wax in a 30-foot line. Each glob deals 1d6 persistent fire damage. An affected creature or adjacent ally can remove one glob of wax by spending an Interact action to scrape it off. The yaganty can''t use Fling Wax again for 1d4 rounds. Creatures in the area must attempt a DC 27 Reflex save. ' effect: null effects: null failure: The creature is splattered with 1d4+2 globs of wax. frequency: null full_description: null generic_description: null name: Fling Wax range: null raw_description: '**Fling Wax** [Two Actions] (__fire__) The yaganty whips a stream of scalding wax in a 30-foot line. Each glob deals 1d6 persistent fire damage. An affected creature or adjacent ally can remove one glob of wax by spending an Interact action to scrape it off. The yaganty can''t use Fling Wax again for 1d4 rounds. Creatures in the area must attempt a DC 27 Reflex save. **Critical Success** The creature is unaffected. **Success** The creature is splattered with 1d2+1 globs of wax. **Failure** The creature is splattered with 1d4+2 globs of wax. **Critical Failure** As failure, and the creature is __blinded__ until it removes the globs of wax.' requirements: null success: The creature is splattered with 1d2+1 globs of wax. traits: - fire trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: fire ritual_lists: null saves: fort: 23 fort_misc: null misc: null ref: 17 ref_misc: null will: 21 will_misc: null sense_abilities: null senses: - Perception +20 - greater darkvision size: Large skills: - bonus: 23 misc: null name: 'Deception ' - bonus: 21 misc: null name: 'Nature ' - bonus: 18 misc: null name: 'Occultism ' - bonus: 23 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #153: Life''s Long Shadow' page_start: 85 page_stop: null speed: - amount: 20 type: Land spell_lists: - dc: 29 misc: '' name: Occult Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - heightened_level: null level: 4 spells: - frequency: null name: darkness requirement: null - heightened_level: null level: 3 spells: - frequency: x2 name: burning hands requirement: null - heightened_level: 5 level: 0 spells: - frequency: null name: produce flame requirement: null to_hit: 23 traits: - Uncommon - LN - Large - Fey type: Creature weaknesses: - amount: 10 type: cold iron - ability_mods: cha_mod: 6 con_mod: 7 dex_mod: 7 int_mod: 10 str_mod: 10 wis_mod: 7 ac: 45 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 60 feet, DC 39 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 60 feet, DC 39 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: Whenever a yamaraj would take electricity damage if not for its immunity, its fast healing increases to 40 on its next turn. During that turn, if it uses its breath weapon, the beetles crackle with electricity and deal 2d12 additional electricity damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Lightning Drinker range: null raw_description: '**Lightning Drinker** Whenever a yamaraj would take electricity damage if not for its immunity, its fast healing increases to 40 on its next turn. During that turn, if it uses its breath weapon, the beetles crackle with electricity and deal 2d12 additional electricity damage.' requirements: null success: null traits: null trigger: null description: 'The greatest judges among the psychopomps are the massive yamarajes, whose wisdom is legendary and whose edicts are unappealable except to ushers or __Pharasma__ herself. A yamaraj resembles an immense dragon with dark, feathery scales and an emotionless, dispassionate gaze behind a feathered mask. When not serving as the senior magistrates, lords, and generals of the __Boneyard__, yamarajes pursue highly individualistic hobbies, such as gardening or literature. They are willing to halt in their duties to converse with mortals whose expertise matches their interests. **__Recall Knowledge - Monitor__ (__Religion__)**: DC 42' hp: 375 hp_misc: fast healing 20, lightning drinker immunities: - death effects - disease - electricity (see lightning drinker) items: null knowledge_checks: dc: 42 skills: - Religion languages: - Abyssal - Celestial - Infernal - Requian - telepathy 120 feet - tongues level: 20 melee: - action_cost: One Action damage: formula: 4d8+18 type: piercing name: jaws plus_damage: - formula: null type: Improved Grab and yamaraj venom and spirit touch to_hit: 38 traits: - magical - reach 15 feet - action_cost: One Action damage: formula: 4d4+18 type: slashing name: claw plus_damage: - formula: null type: spirit touch to_hit: 38 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 4d10+18 type: bludgeoning name: tail plus_damage: - formula: null type: spirit touch to_hit: 38 traits: - magical - reach 20 feet name: Yamaraj perception: 37 proactive_abilities: - action_cost: Two Actions critical_failure: The creature takes double damage and is sickened 3. critical_success: The creature takes no damage. description: "The yamaraj breathes a blast of beetles in a 50-foot cone that deals\ \ 14d8 slashing damage and 4d8 __persistent slashing damage__ to creatures in\ \ the area (DC 42 Reflex save). It can't use Breath Weapon again for 1d4 rounds.\ \ \n\n" effect: null effects: null failure: The creature takes full damage and is sickened 2. frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: "**Breath Weapon** [Two Actions] (__divine__, __evocation__)\ \ The yamaraj breathes a blast of beetles in a 50-foot cone that deals 14d8\ \ slashing damage and 4d8 __persistent slashing damage__ to creatures in the\ \ area (DC 42 Reflex save). It can't use Breath Weapon again for 1d4 rounds.\ \ \n\n**Critical Success** The creature takes no damage. \n\n**Success** The\ \ creature takes half damage and is __sickened 1__. \n\n**Failure** The creature\ \ takes full damage and is sickened 2. \n\n**Critical Failure** The creature\ \ takes double damage and is sickened 3." requirements: null success: The creature takes half damage and is sickened 1. traits: - divine - evocation trigger: null - action_cost: None critical_failure: null critical_success: null description: A yamaraj's miracle spells are used only to pronounce judgment, typically either to restore a dead or destroyed creature to life, bind a creature to the __Boneyard__, or banish a creature from the Boneyard. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Final Judgment range: null raw_description: '**Final Judgment** A yamaraj''s miracle spells are used only to pronounce judgment, typically either to restore a dead or destroyed creature to life, bind a creature to the __Boneyard__, or banish a creature from the Boneyard.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A yamaraj's Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune and deal 3d6 negative damage to living creatures and 3d6 positive damage to undead. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Spirit Touch range: null raw_description: '**Spirit Touch** A yamaraj''s Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune and deal 3d6 negative damage to living creatures and 3d6 positive damage to undead.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: While a creature is __clumsy__ from this poison, it is __doomed__ with the same value; **Saving Throw** DC 42 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 3d8 poison damage and clumsy 1 (1 round); **Stage 2** 5d8 poison damage and clumsy 2 (1 round); **Stage 3** 7d8 poison damage and clumsy 3 (1 round) effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Yamaraj Venom range: null raw_description: '**Yamaraj Venom** (__poison__) While a creature is __clumsy__ from this poison, it is __doomed__ with the same value; **Saving Throw** DC 42 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 3d8 poison damage and clumsy 1 (1 round); **Stage 2** 5d8 poison damage and clumsy 2 (1 round); **Stage 3** 7d8 poison damage and clumsy 3 (1 round)' requirements: null success: null traits: - poison trigger: null ranged: null rarity: Uncommon resistances: - amount: 20 type: negative - amount: 20 type: poison ritual_lists: - dc: 44 misc: null name: Rituals spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: call spirit requirement: null - frequency: null name: resurrect requirement: null to_hit: null saves: fort: 33 fort_misc: null misc: +1 status to all saves vs. magic ref: 31 ref_misc: null will: 35 will_misc: null sense_abilities: null senses: - Perception +37 - darkvision - lifesense 240 feet - true seeing size: Huge skills: - bonus: 33 misc: null name: 'Acrobatics ' - bonus: 36 misc: null name: 'Athletics ' - bonus: 40 misc: null name: 'Boneyard Lore ' - bonus: 34 misc: null name: 'Deception ' - bonus: 34 misc: null name: 'Diplomacy ' - bonus: 36 misc: null name: 'Intimidation ' - bonus: 40 misc: null name: 'Legal Lore ' - bonus: 38 misc: null name: 'Occultism ' - bonus: 38 misc: null name: 'Religion ' - bonus: 38 misc: null name: 'Society ' source: - abbr: Bestiary 2 page_start: 211 page_stop: null speed: - amount: 35 type: Land - amount: 50 type: fly - amount: 30 type: swim spell_lists: - dc: 44 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 10 spells: - frequency: null name: miracle requirement: null - frequency: null name: revival requirement: null - heightened_level: null level: 9 spells: - frequency: null name: bind soul requirement: null - frequency: null name: harm requirement: null - frequency: null name: heal requirement: null - frequency: null name: wail of the banshee requirement: null - heightened_level: null level: 8 spells: - frequency: ×3 name: chain lightning requirement: null - frequency: ×3 name: dispel magic requirement: null - frequency: null name: spirit song requirement: null - frequency: null name: wall of force requirement: null - heightened_level: null level: 5 spells: - frequency: at will name: dimension door requirement: null - frequency: at will name: mind probe requirement: null - heightened_level: 10 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: null traits: - Uncommon - N - Huge - Monitor - Psychopomp type: Creature weaknesses: null - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 5 feet. Grasping tendrils extend out from the brute. When the brute ends its movement next to a creature, or a creature ends its turn next to the brute, that creature must succeed at a DC 15 Reflex save or be __grabbed__ by the tendrils. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Entangling Tendrils range: null raw_description: '**Entangling Tendrils** (__aura Entangling Tendrils__) 5 feet. Grasping tendrils extend out from the brute. When the brute ends its movement next to a creature, or a creature ends its turn next to the brute, that creature must succeed at a DC 15 Reflex save or be __grabbed__ by the tendrils.' requirements: null success: null traits: - aura Entangling Tendrils trigger: null description: 'A creature transformed by a yellow musk creeper''s tendrils boring into its brain becomes a yellow musk thrall if it''s Small or Medium, or a yellow musk brute if Large (a Small creature becomes a Small thrall rather than a Medium one). The transformation takes 1 hour. A yellow musk thrall takes only the most rudimentary of actions: bringing the yellow musk creeper water and new creatures to infest. After a few days (or if the creeper dies), the thrall wanders off into the wilderness and falls dead within 24 hours. The body of a deceased thrall sprouts a new yellow musk creeper within hours of its death, becoming a fully grown plant within 24 hours. **__Recall Knowledge - Plant__ (__Nature__)**: DC 16' hp: 45 hp_misc: null immunities: - mental items: null knowledge_checks: dc: 16 skills: - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d12+5 type: bludgeoning name: fist plus_damage: - formula: null type: Improved Push 5 feet to_hit: 11 traits: - reach 10 feet name: Yellow Musk Brute perception: 4 proactive_abilities: - action_cost: Free Action critical_failure: null critical_success: null description: null effect: Creeper tendrils tear through the brute's limbs, causing its forearms to tear loose. The brute's melee reach increases by 5 feet. effects: null failure: null frequency: null full_description: null generic_description: null name: Limb Extension range: null raw_description: '**Limb Extension** [Free Action] **Trigger** The yellow musk brute is reduced to 15 HP or fewer; **Effect** Creeper tendrils tear through the brute''s limbs, causing its forearms to tear loose. The brute''s melee reach increases by 5 feet.' requirements: null success: null traits: null trigger: The yellow musk brute is reduced to 15 HP or fewer - action_cost: None critical_failure: As failure, but the condition doesn't end automatically. The creature can attempt a new save at the end of each of its turns. On a success, the fascinated condition and other effects end. critical_success: null description: "When the brute strikes a creature, that creature is exposed to yellow\ \ musk creeper pollen. The affected creature must attempt a DC 15 Will save.\ \ Once a creature succeeds at any save against Spray Pollen, it becomes temporarily\ \ immune for 24 hours. \n\n" effect: null effects: null failure: The creature is fascinated. For as long as it is fascinated, it must spend each of its actions to move closer to the yellow musk creeper that spawned the brute as expediently as possible, while avoiding obvious dangers. If the creature is adjacent to the yellow musk creeper, it stays still and doesn't act. frequency: null full_description: null generic_description: null name: Pollen Touch range: null raw_description: "**Pollen Touch** When the brute strikes a creature, that creature\ \ is exposed to yellow musk creeper pollen. The affected creature must attempt\ \ a DC 15 Will save. Once a creature succeeds at any save against Spray Pollen,\ \ it becomes temporarily immune for 24 hours. \n\n**Success** The creature is\ \ unaffected. \n\n**Failure** The creature is __fascinated__. For as long as\ \ it is fascinated, it must spend each of its actions to move closer to the\ \ yellow musk creeper that spawned the brute as expediently as possible, while\ \ avoiding obvious dangers. If the creature is adjacent to the yellow musk creeper,\ \ it stays still and doesn't act. \n\n**Critical Failure** As failure, but the\ \ condition doesn't end automatically. The creature can attempt a new save at\ \ the end of each of its turns. On a success, the fascinated condition and other\ \ effects end." requirements: null success: The creature is unaffected. traits: null trigger: null ranged: null rarity: Common resistances: - amount: 10 type: fire ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 3 ref_misc: null will: 6 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A yellow musk brute is permanently __slowed 1__ and can't use reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Slow range: null raw_description: '**Slow** A yellow musk brute is permanently __slowed 1__ and can''t use reactions.' requirements: null success: null traits: null trigger: null senses: - Perception +4 - low-light vision size: Large skills: - bonus: 9 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 301 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - N - Large - Mindless - Plant type: Creature weaknesses: null - ability_mods: cha_mod: -1 con_mod: 4 dex_mod: 2 int_mod: -5 str_mod: 3 wis_mod: 0 ac: 18 ac_special: null alignment: N automatic_abilities: null description: 'Made up of thick, green vines with numerous yellow flowers, the yellow musk creeper grows at places where the ground is enriched with spilled blood and corpses, like battlefields and graveyards. An ideal environment for the yellow musk creeper isn''t inhabited, but draws occasional humanoid visitors the plant can transform into thralls. The yellow musk creeper enraptures creatures with its bright yellow pollen to bring them close. It then physically alters their brains with its tendrils, implanting a seed in each to turn the creatures into mindless thralls. The yellow musk creeper might try to take over a sleeping creature, but it lacks the faculties to sneak up on anyone, and is likely to wake victims before it can drag itself close enough. The plant''s pollen can spread far on the wind but quickly becomes too diffuse to cause harm. Wilderness scouts learn to sniff out the distinctive musky scent of the pollen, which stays potent even in harmless quantities. A sprouting creeper is also easy to detect, since it grows from the rotting, messy corpse of a thrall creature. **__Recall Knowledge - Plant__ (__Nature__)**: DC 16' hp: 34 hp_misc: null immunities: - mental items: null knowledge_checks: dc: 16 skills: - Nature languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d10+3 type: piercing name: tendril plus_damage: null to_hit: 9 traits: - reach 10 feet name: Yellow Musk Creeper perception: 4 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null description: The creeper bores dozens of tendrils into the brain of a Small, Medium, or Large __humanoid__ creature that's __unconscious__, willing, or __fascinated__ by Spray Pollen, and within reach of the creeper's tendrils. The creature must succeed at a DC 18 Fortitude save or become __stupefied 1__ (stupefied 2 on a critical failure). Subsequent failed saves against Bore into Brain increase the stupefied value. If the creature reaches stupefied 5, it is turned into a __yellow musk thrall__Boring into a creature's brain doesn't end fascination caused by Spray Pollen. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bore into Brain range: null raw_description: '**Bore into Brain** [Three Actions] (__manipulate__, __mental__) The creeper bores dozens of tendrils into the brain of a Small, Medium, or Large __humanoid__ creature that''s __unconscious__, willing, or __fascinated__ by Spray Pollen, and within reach of the creeper''s tendrils. The creature must succeed at a DC 18 Fortitude save or become __stupefied 1__ (stupefied 2 on a critical failure). Subsequent failed saves against Bore into Brain increase the stupefied value. If the creature reaches stupefied 5, it is turned into a __yellow musk thrall__Boring into a creature''s brain doesn''t end fascination caused by Spray Pollen.' requirements: null success: null traits: - manipulate - mental trigger: null - action_cost: Two Actions critical_failure: As failure, but the condition doesn't end automatically. The creature can attempt a new save at the end of each of its turns. On a success, the fascinated condition and other effects end. critical_success: null description: "The yellow musk creeper blasts yellow pollen in either a 30-foot\ \ line or a 15-foot cone. Each creature in the emanation must attempt a DC 20\ \ Will save. Once a creature succeeds at any save against Spray Pollen, it becomes\ \ temporarily immune for 24 hours. \n\n" effect: null effects: null failure: The creature is fascinated. For as long as it is fascinated, it must spend each of its actions to move closer to the yellow musk creeper as expediently as possible, while avoiding obvious dangers. If the creature is adjacent to the yellow musk creeper, it stays still and doesn't act. frequency: null full_description: null generic_description: null name: Spray Pollen range: null raw_description: "**Spray Pollen** [Two Actions] (__mental__, __poison__) The\ \ yellow musk creeper blasts yellow pollen in either a 30-foot line or a 15-foot\ \ cone. Each creature in the emanation must attempt a DC 20 Will save. Once\ \ a creature succeeds at any save against Spray Pollen, it becomes temporarily\ \ immune for 24 hours. \n\n**Success** The creature is unaffected. \n\n**Failure**\ \ The creature is __fascinated__. For as long as it is fascinated, it must spend\ \ each of its actions to move closer to the yellow musk creeper as expediently\ \ as possible, while avoiding obvious dangers. If the creature is adjacent to\ \ the yellow musk creeper, it stays still and doesn't act. \n\n**Critical Failure**\ \ As failure, but the condition doesn't end automatically. The creature can\ \ attempt a new save at the end of each of its turns. On a success, the fascinated\ \ condition and other effects end." requirements: null success: The creature is unaffected. traits: - mental - poison trigger: null ranged: null rarity: Common resistances: - amount: 5 type: fire ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 6 ref_misc: null will: 4 will_misc: null sense_abilities: null senses: - Perception +4 - tremorsense (imprecise) 30 feet size: Medium skills: - bonus: 6 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 300 page_stop: null speed: - amount: 5 type: Land spell_lists: null traits: - N - Medium - Mindless - Plant type: Creature weaknesses: null - ability_mods: cha_mod: -2 con_mod: 2 dex_mod: -2 int_mod: -5 str_mod: 3 wis_mod: 0 ac: 14 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: '5 feet. Grasping tendrils extend out from the thrall. When the thrall ends its movement next to a creature, or a creature ends its turn next to the thrall, that creature must succeed at a DC 14 Reflex save or be __grabbed__ by the tendrils.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Entangling Tendrils range: null raw_description: '**Entangling Tendrils** (__aura__) 5 feet. Grasping tendrils extend out from the thrall. When the thrall ends its movement next to a creature, or a creature ends its turn next to the thrall, that creature must succeed at a DC 14 Reflex save or be __grabbed__ by the tendrils.' requirements: null success: null traits: - aura trigger: null description: 'A creature transformed by a yellow musk creeper''s tendrils boring into its brain becomes a yellow musk thrall if it''s Small or Medium, or a yellow musk brute if Large (a Small creature becomes a Small thrall rather than a Medium one). The transformation takes 1 hour. A yellow musk thrall takes only the most rudimentary of actions: bringing the yellow musk creeper water and new creatures to infest. After a few days (or if the creeper dies), the thrall wanders off into the wilderness and falls dead within 24 hours. The body of a deceased thrall sprouts a new yellow musk creeper within hours of its death, becoming a fully grown plant within 24 hours. **__Recall Knowledge - Plant__ (__Nature__)**: DC 13' hp: 12 hp_misc: null immunities: - mental items: null knowledge_checks: dc: 13 skills: - Nature languages: null level: -1 melee: - action_cost: One Action damage: formula: 1d4+3 type: bludgeoning name: fist plus_damage: - formula: null type: Grab and pollen touch to_hit: 7 traits: null name: Yellow Musk Thrall perception: 0 proactive_abilities: - action_cost: Free Action critical_failure: null critical_success: null description: null effect: Creeper tendrils tear through the thrall's limbs, causing its forearms to tear loose. The thrall's melee reach increases by 5 feet. effects: null failure: null frequency: null full_description: null generic_description: null name: Limb Extension range: null raw_description: '**Limb Extension** [Free Action] **Trigger** The yellow musk thrall is reduced to 4 HP or fewer; **Effect** Creeper tendrils tear through the thrall''s limbs, causing its forearms to tear loose. The thrall''s melee reach increases by 5 feet.' requirements: null success: null traits: null trigger: The yellow musk thrall is reduced to 4 HP or fewer - action_cost: None critical_failure: As failure, but the condition doesn't end automatically. The creature can attempt a new save at the end of each of its turns. On a success, the fascinated condition and other effects end. critical_success: null description: "When the thrall strikes a creature, that creature is exposed to\ \ yellow musk creeper pollen. The affected creature must attempt a DC 14 Will\ \ save. Once a creature succeeds at any save against Spray Pollen, it becomes\ \ temporarily immune for 24 hours. \n\n" effect: null effects: null failure: The creature is fascinated. For as long as it is fascinated, it must spend each of its actions to move closer to the yellow musk creeper that spawned the thrall as expediently as possible, while avoiding obvious dangers. If the creature is adjacent to the yellow musk creeper, it stays still and doesn't act. frequency: null full_description: null generic_description: null name: Pollen Touch range: null raw_description: "**Pollen Touch** When the thrall strikes a creature, that creature\ \ is exposed to yellow musk creeper pollen. The affected creature must attempt\ \ a DC 14 Will save. Once a creature succeeds at any save against Spray Pollen,\ \ it becomes temporarily immune for 24 hours. \n\n**Success** The creature is\ \ unaffected. \n\n**Failure** The creature is __fascinated__. For as long as\ \ it is fascinated, it must spend each of its actions to move closer to the\ \ yellow musk creeper that spawned the thrall as expediently as possible, while\ \ avoiding obvious dangers. If the creature is adjacent to the yellow musk creeper,\ \ it stays still and doesn't act. \n\n**Critical Failure** As failure, but the\ \ condition doesn't end automatically. The creature can attempt a new save at\ \ the end of each of its turns. On a success, the fascinated condition and other\ \ effects end." requirements: null success: The creature is unaffected. traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: fire ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 0 ref_misc: null will: 2 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A yellow musk thrall is permanently __slowed 1__ and can't use reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Slow range: null raw_description: '**Slow** A yellow musk thrall is permanently __slowed 1__ and can''t use reactions.' requirements: null success: null traits: null trigger: null senses: - Perception +0 - low-light vision size: Medium skills: - bonus: 5 misc: null name: 'Athletics ' source: - abbr: Bestiary 2 page_start: 301 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - N - Medium - Mindless - Plant type: Creature weaknesses: null - ability_mods: cha_mod: 1 con_mod: 2 dex_mod: 3 int_mod: -2 str_mod: 4 wis_mod: 3 ac: 18 ac_special: null alignment: CE automatic_abilities: null description: 'Wicked canine creatures who live for the thrill of the hunt, yeth hounds often serve evil masters as guardians and trackers. Yeth hounds resemble lean, sleek dogs with overlarge ears and narrow paws that can tread on air as easily as the ground. Despite their canine appearance, yeth hounds are remarkably intelligent, although they rarely display this intelligence except when devising intricate tactics to ensnare their quarry. Their eerie bays echo across the countryside when they are engaged in a hunt, and they particularly enjoy baying to frighten and disorient intelligent creatures. Yeth hound packs can number as many as a dozen members, each working in uncanny communion with its packmates to corner and kill their prey. Yeth hounds like to drag their victims back to their lairs to eat at their leisure, so these lairs often contain discarded treasures from the hounds'' previous meals. Yeth hounds despise two things: sunlight and other canines. They hunt only at night if they can, often breaking off their hunt at dawn to retreat to a subterranean lair or den, no matter how close they had come to catching their prey. Yeth hounds usually attack __wargs__, __wolves__, and similar creatures on sight, working to drive larger or more powerful canines from their hunting areas when then can''t simply overpower and kill them. Evil rangers, bestial __demons__, and wicked cults are frequently gifted yeth hound servants by fiendish patrons. Such hounds often serve as spies and are quick to turn against those who fail to advance the patrons'' wicked aims. The cult of __Lamashtu__, in particular, is fond of using yeth hounds as temple guardians. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 18 **__Recall Knowledge - Fiend__ (__Religion__)**: DC 18' hp: 55 hp_misc: null immunities: null items: null knowledge_checks: dc: 18 skills: - Arcana - Nature - Religion languages: - Abyssal - (can't speak any language) level: 3 melee: - action_cost: One Action damage: formula: 1d8+6 type: piercing name: jaws plus_damage: - formula: 1d6 type: evil - formula: null type: Knockdown - formula: null type: sinister bite to_hit: 11 traits: null name: Yeth Hound perception: 9 proactive_abilities: - action_cost: Three Actions critical_failure: null critical_success: null description: The yeth hound emits an unearthly howl audible up to 300 feet away. Any non-__fiend__ creature that hears the howl must succeed at a DC 20 Will save or become __frightened 1__. Any creature that critically fails and is within 60 feet of the yeth hound is instead frightened 3 and __fleeing__ for 1d4 rounds (or until it recovers from its frightened condition). Whether it succeeds or fails the saving throw, the creature is then temporarily immune to Bay for 24 hours. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Bay range: null raw_description: '**Bay** [Three Actions] (__auditory__, __concentrate__, __divine__, __enchantment__, __fear__, __mental__) The yeth hound emits an unearthly howl audible up to 300 feet away. Any non-__fiend__ creature that hears the howl must succeed at a DC 20 Will save or become __frightened 1__. Any creature that critically fails and is within 60 feet of the yeth hound is instead frightened 3 and __fleeing__ for 1d4 rounds (or until it recovers from its frightened condition). Whether it succeeds or fails the saving throw, the creature is then temporarily immune to Bay for 24 hours.' requirements: null success: null traits: - auditory - concentrate - divine - enchantment - fear - mental trigger: null - action_cost: None critical_failure: null critical_success: null description: A good creature bitten by a yeth hound must attempt a DC 20 Will save. On a critical success, the creature is temporarily immune to sinister bite for 1 minute. A creature that fails becomes __frightened 1__, or increases the value of its frightened condition by 1 if already frightened. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sinister Bite range: null raw_description: '**Sinister Bite** A good creature bitten by a yeth hound must attempt a DC 20 Will save. On a critical success, the creature is temporarily immune to sinister bite for 1 minute. A creature that fails becomes __frightened 1__, or increases the value of its frightened condition by 1 if already frightened.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 9 fort_misc: null misc: null ref: 12 ref_misc: null will: 12 will_misc: null sense_abilities: null senses: - Perception +9 - darkvision - scent (imprecise) 30 feet size: Medium skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 9 misc: null name: 'Athletics ' - bonus: 10 misc: null name: 'Stealth ' - bonus: 8 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 302 page_stop: null speed: - amount: 40 type: Land - amount: 6 type: air walk spell_lists: - dc: 20 misc: null name: Divine Innate Spells spell_groups: - heightened_level: 4 level: -1 spells: - frequency: null name: air walk requirement: null to_hit: null traits: - CE - Medium - Beast - Fiend type: Creature weaknesses: - amount: 5 type: silver - 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 alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: Yetis gain a +4 status bonus to saves against fear and against spells and abilities that affect dreams. A yeti that falls prey to a supernatural nightmare loses this ability and becomes permanently enraged, gaining a +1 status bonus to attack and damage rolls and a -1 status penalty to AC. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Nightmare Guardian range: null raw_description: '**Nightmare Guardian** Yetis gain a +4 status bonus to saves against fear and against spells and abilities that affect dreams. A yeti that falls prey to a supernatural nightmare loses this ability and becomes permanently enraged, gaining a +1 status bonus to attack and damage rolls and a -1 status penalty to AC.' requirements: null success: null traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The yeti Strides or Climbs up to half its Speed to a location where it can Hide, then Hides. If its new Stealth check result meets or exceeds the triggering creature's Perception DC, the yeti remains hidden. effects: null failure: null frequency: null full_description: null generic_description: null name: Vanish range: null raw_description: '**Vanish** [Reaction] **Trigger** The yeti is hidden or undetected while not in combat, and a creature would observe it. **Effect** The yeti Strides or Climbs up to half its Speed to a location where it can Hide, then Hides. If its new Stealth check result meets or exceeds the triggering creature''s Perception DC, the yeti remains hidden.' requirements: null success: null traits: null trigger: The yeti is hidden or undetected while not in combat, and a creature would observe it. 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. Normally yetis seek to protect the world rather than hunt its other civilized denizens. They do so by lairing near eldritch portals that form links between the Material Plane and other, much stranger dimensions of reality. From within these snow-covered arches and ancient stone doorways, aliens, living nightmares, fiends, and worse can emerge through dimensional networks into the world. Yetis who guard these portals sometimes succumb to these horrors and are corrupted, taking on the bloodthirsty urges and horrific behaviors of the very monsters they strive to protect the world against. Yetis who manifest such violent tendencies are driven out of their clan and forced to wander the mountaintops alone, thus giving rise to the myth of the legendary abominable snowman. Forced to fend for themselves, these exiled yetis often fully embrace the corrupting elements that caused their exile in the first place, growing more powerful and more deadly as a result. The most vile of these yetis turn to cannibalism, not out of need, but out of a sheer joy at the terror they inflict upon their kin. Invariably such cannibalistic yetis attract the attention of wendigos, which makes a bad situation all the worse. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 22' hp: 115 hp_misc: null immunities: - cold items: null knowledge_checks: dc: 22 skills: - Society languages: - Aklo level: 5 melee: - action_cost: One Action damage: formula: 2d10+5 type: slashing name: claw plus_damage: null to_hit: 15 traits: null name: Yeti perception: 15 proactive_abilities: - action_cost: Free Action critical_failure: null critical_success: null description: null 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__. effects: null failure: null frequency: null full_description: null generic_description: null name: Grizzly Arrival range: null raw_description: '**Grizzly Arrival** [Free Action] (__emotion__, __fear__, __mental__) **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__.' requirements: null success: null traits: - emotion - fear - mental 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. - action_cost: One Action critical_failure: null critical_success: null description: claw effect: The monster automatically deals that Strike's damage again to the enemy. effects: null failure: null frequency: null full_description: null generic_description: null name: Rend range: null raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy. requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: fire ritual_lists: null saves: fort: 15 fort_misc: null misc: +4 status to all saves vs. fear and dreams ref: 11 ref_misc: null will: 13 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: When Hiding, the yeti is concealed by any snowfall, even if it's not thick enough to make other creatures concealed. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Snowblind range: null raw_description: '**Snowblind** When Hiding, the yeti is concealed by any snowfall, even if it''s not thick enough to make other creatures concealed.' requirements: null success: null traits: null trigger: null senses: - Perception +15 - darkvision - scent (imprecise) 30 feet size: Large skills: - bonus: 14 misc: null name: 'Athletics ' - bonus: 12 misc: +15 in snow name: 'Stealth ' - bonus: 11 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 338 page_stop: null speed: - amount: 35 type: Land - amount: 20 type: climb spell_lists: null traits: - Uncommon - N - Large - Humanoid type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 23 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 23 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon Strikes with its tail at the triggering creature at a -2 penalty. If it hits, the creature takes a -2 circumstance penalty to the triggering roll. effects: null failure: null frequency: null full_description: null generic_description: null name: Tail Lash range: null raw_description: '**Tail Lash** [Reaction] **Trigger** A creature within reach of the dragon''s tail takes an action to Strike or attempt a skill check; **Effect** The dragon Strikes with its tail at the triggering creature at a -2 penalty. If it hits, the creature takes a -2 circumstance penalty to the triggering roll.' requirements: null success: null traits: null trigger: A creature within reach of the dragon's tail takes an action to Strike or attempt a skill check 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. Black dragons are amphibious—although they breathe air, their gills also allow them to breathe water. Their frills and fins make them accomplished swimmers, well suited to their wetland environments and submerged lairs. They''re immune to the fetid water that comes as a result of their magical ability to corrupt water. Black dragon lairs are as foul as their souls. The floors are littered with rotting meat, and plundered treasures line the muck and slime of their dank caves amid twisted roots and creepers. Such places are often crawling with pests, snakes, and slimes. Though they claim natural caverns when they can, they make do with areas of dense, twisted vegetation within a swamp. Black dragon treasure hoards primarily consist of gems and expensive glass work, as valuables of softer substance can''t survive the dragon''s acidic presence. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 23' hp: 125 hp_misc: null immunities: - acid - paralyzed - sleep items: null knowledge_checks: dc: 23 skills: - Arcana languages: - Draconic level: 7 melee: - action_cost: One Action damage: formula: 2d10+9 type: piercing name: jaws plus_damage: - formula: 1d6 type: acid to_hit: 19 traits: - acid - reach 10 feet - action_cost: One Action damage: formula: 2d6+9 type: slashing name: claw plus_damage: null to_hit: 19 traits: - agile - action_cost: One Action damage: formula: 2d8+7 type: bludgeoning name: tail plus_damage: null to_hit: 17 traits: - reach 15 feet - action_cost: One Action damage: formula: 1d8+7 type: piercing name: horns plus_damage: null to_hit: 17 traits: - reach 10 feet name: Young Black Dragon perception: 15 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__acid__, __arcane__, __evocation__) 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.' requirements: null success: null traits: - acid - arcane - evocation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one horns Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horns Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 17 fort_misc: null misc: null ref: 12 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +15 - darkvision - scent (imprecise) 60 feet size: Large skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 12 misc: null name: 'Arcana ' - bonus: 17 misc: null name: 'Athletics ' - bonus: 15 misc: null name: 'Deception ' - bonus: 15 misc: null name: 'Intimidation ' - bonus: 16 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 105 page_stop: null speed: - amount: 40 type: Land - amount: 100 type: fly - amount: 40 type: swim spell_lists: null traits: - CE - Large - Acid - Amphibious - Dragon type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 26 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 26 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete. effects: null failure: null frequency: null full_description: null generic_description: null name: Wing Deflection range: null raw_description: '**Wing Deflection** [Reaction] **Trigger** The dragon is targeted with an attack. **Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete.' requirements: null success: null traits: null trigger: The dragon is targeted with an attack. 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. Not all blue dragons work clandestinely. Some lord over desert tribes and hill people like vengeful gods, demanding both tribute and worship. No matter how blue dragons manage their underlings, their bearing is regal and their lairs palatial; they''re universally intolerant of insubordination, incompetence, and embezzlement, and punish perpetrators with murderous efficiency. Blue dragons are also known for their use and mastery of illusion magic. They make use of illusions to augment their manipulations and bewilder their foes in battle. Blue dragons also have some control over water, but use this ability to destroy water, something quite dangerous for those who encounter them in their desert lairs. The ideal lair for a blue dragon contains multiple passages, rooms, and secret chambers. As social creatures, blue dragons prefer to host guests in comfort—but their dwellings should not be so public that just anyone can come calling. A force of guards keeps out intruders, and clever illusions conceal the edifice from prying eyes. Rather than a pile of coins or gems, a blue dragon''s true hoard is the rich furnishings in its citadel— expensive art, ornate furniture, and architectural marvels. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 26' hp: 170 hp_misc: null immunities: - electricity - paralyzed - sleep items: null knowledge_checks: dc: 26 skills: - Arcana languages: - Common - Draconic level: 9 melee: - action_cost: One Action damage: formula: 2d8+11 type: piercing name: jaws plus_damage: - formula: 1d12 type: electricity to_hit: 21 traits: - electricity - reach 15 feet - action_cost: One Action damage: formula: 2d8+11 type: slashing name: claw plus_damage: null to_hit: 21 traits: - agile - action_cost: One Action damage: formula: 2d8+9 type: bludgeoning name: tail plus_damage: null to_hit: 19 traits: - reach 15 feet - action_cost: One Action damage: formula: 1d8+9 type: piercing name: horns plus_damage: null to_hit: 19 traits: - reach 10 feet name: Young Blue Dragon perception: 18 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__arcane__, __electricity__, __evocation__) 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.' requirements: null success: null traits: - arcane - electricity - evocation trigger: null - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Desert Thirst range: null raw_description: '**Desert Thirst** (__arcane__, __transmutation__) 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.' requirements: null success: null traits: - arcane - transmutation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one horns Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horns Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 19 fort_misc: null misc: null ref: 18 ref_misc: null will: 19 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sound Imitation range: null raw_description: '**Sound Imitation** The dragon can mimic any sound it has heard. It must succeed at a Deception check with a +4 circumstance bonus to do so.' requirements: null success: null traits: null trigger: null senses: - Perception +18 - darkvision - scent (imprecise) 60 feet size: Large skills: - bonus: 15 misc: null name: 'Acrobatics ' - bonus: 16 misc: null name: 'Arcana ' - bonus: 18 misc: null name: 'Deception ' - bonus: 18 misc: null name: 'Diplomacy ' - bonus: 18 misc: null name: 'Intimidation ' - bonus: 16 misc: null name: 'Society ' - bonus: 15 misc: null name: 'Stealth ' - bonus: 16 misc: null name: 'Survival ' source: - abbr: Bestiary page_start: 107 page_stop: null speed: - amount: 30 type: Land - amount: 15 type: burrow - amount: 100 type: fly spell_lists: - dc: 28 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: at will, see desert thirst name: create water requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: ghost sound requirement: null to_hit: null traits: - LE - Large - Dragon - Electricity type: Creature weaknesses: null - 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 alignment: CG automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 23 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 23 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete. effects: null failure: null frequency: null full_description: null generic_description: null name: Wing Deflection range: null raw_description: '**Wing Deflection** [Reaction] **Trigger** The dragon is targeted with an attack. **Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete.' requirements: null success: null traits: null trigger: The dragon is targeted with an attack. 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. These carefree dragons value independence and feel that all creatures deserve to live as they please, provided they don''t harm others. They are emotional creatures and tend to have short attention spans, sometimes falling victim to depression in their twilight years. To combat this, some brass dragons keep pets and houseplants that they can care for. Though they may seem childlike in their curiosity concerning mortal affairs, a brass dragon''s prowess in battle is no laughing matter. A brass dragon whose territory or allies are threatened is a terrifying foe indeed, quick to shed their innocent guise and unleash their terrifying might upon evildoers. Most brass dragons live in desert climates, and while they keep their lairs hidden, they often build near humanoid settlements. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 23' hp: 125 hp_misc: null immunities: - fire - paralyzed - sleep items: null knowledge_checks: dc: 23 skills: - Arcana languages: - Common - Draconic - Gnomish - Halfling - Sylvan - speak with animals level: 7 melee: - action_cost: One Action damage: formula: 2d6+8 type: piercing name: jaws plus_damage: - formula: 1d8 type: fire to_hit: 19 traits: - fire - reach 10 feet - action_cost: One Action damage: formula: 2d6+8 type: slashing name: claw plus_damage: null to_hit: 19 traits: - agile - action_cost: One Action damage: formula: 1d8+7 type: slashing name: wing plus_damage: null to_hit: 17 traits: - reach 10 feet name: Young Brass Dragon perception: 15 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__arcane__, __evocation__, __fire__) 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.' requirements: null success: null traits: - arcane - evocation - fire trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one jaws Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one jaws Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the dragon scores a critical hit with a Strike, it recharges Breath Weapon. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** When the dragon scores a critical hit with a Strike, it recharges Breath Weapon.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 15 ref_misc: null will: 14 will_misc: null sense_abilities: null senses: - Perception +15 - darkvision - scent (imprecise) 60 feet - tremorsense (imprecise) 30 feet size: Large skills: - bonus: 13 misc: null name: 'Acrobatics ' - bonus: 18 misc: null name: 'Athletics ' - bonus: 15 misc: null name: 'Deception ' - bonus: 15 misc: null name: 'Diplomacy ' - bonus: 14 misc: null name: 'Society ' source: - abbr: Bestiary page_start: 117 page_stop: null speed: - amount: 40 type: Land - amount: 30 type: burrow - amount: 120 type: fly spell_lists: - dc: 25 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: 2 level: -1 spells: - frequency: null name: speak with animals requirement: null to_hit: null traits: - CG - Large - Dragon - Fire type: Creature weaknesses: null - ability_mods: cha_mod: 4 con_mod: 4 dex_mod: 2 int_mod: 2 str_mod: 6 wis_mod: 2 ac: 27 ac_special: null alignment: LN automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 24 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 24 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon spits a glob of caustic salt water at the creature. The creature takes 3d6 acid damage (DC 26 basic Reflex save). On a failure, the concentrate action is disrupted. effects: null failure: null frequency: null full_description: null generic_description: null name: Brine Spit range: null raw_description: '**Brine Spit [Reaction]** **Trigger **A creature the brine dragon observes within 30 feet uses a __concentrate__ action; **Effect **The dragon spits a glob of caustic salt water at the creature. The creature takes 3d6 acid damage (DC 26 basic Reflex save). On a failure, the concentrate action is disrupted.' requirements: null success: null traits: null trigger: A creature the brine dragon observes within 30 feet uses a __concentrate__ action description: 'Brine dragons are usually blue-green in color, with shiny scales, crests that help them glide through the water, and sweeping neck frills. They care little for either good or evil. As they are both opinionated and willing to impose their sense of order on others, many brine dragons eventually seek to rule over a meticulously crafted community. These communities are orderly and well-planned, with rigid standards of courtesy and unchanging laws set down by the dragon themself. A settlement seeded by a brine dragon can be made of members of almost any ancestry, but the most common inhabitants are humans, merfolk, tengus, or sahuagin. Depending on the dragon''s personality, their community members might view their brine dragon ruler as anything from a benevolent force of order to a fearful tyrant. Regardless, the typical brine dragon has little patience for kindness or philanthropy, and the strength and health of their settlement as a whole are of greater concern than individuals'' well-being. A notable exception to this dispassion rises when an outside force encroaches on their lands. In these cases, the brine dragon is quick to step in and aid in the defense of their community. Although brine dragons enjoy cultivating settlements, they rarely make their lairs within the city limits, instead preferring to dwell in sea caves or cliffside grottoes overlooking the coastline. Here they can retreat for privacy as needed, or can accumulate and display their gathered wealth in a place where they feel safe spreading out their treasures. Brine dragon hoards often consist of a mix of offerings and taxes paid by those they rule over and strange discoveries salvaged from sunken ships. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 26 **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 26' hp: 142 hp_misc: null immunities: - acid - paralyzed - sleep items: null knowledge_checks: dc: 26 skills: - Arcana - Nature languages: - Aquan - Common - Draconic level: 8 melee: - action_cost: One Action damage: formula: 2d10+8 type: piercing name: jaws plus_damage: - formula: 2d4 type: acid to_hit: 20 traits: - acid - reach 10 feet - action_cost: One Action damage: formula: 2d8+8 type: slashing name: claw plus_damage: null to_hit: 20 traits: - agile - action_cost: One Action damage: formula: 2d12+8 type: bludgeoning name: tail plus_damage: null to_hit: 18 traits: - reach 15 feet - action_cost: One Action damage: formula: 1d12+8 type: piercing name: wing plus_damage: null to_hit: 18 traits: - agile - reach 10 feet name: Young Brine Dragon perception: 16 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon breathes a spray of acidic salt water that deals 9d6 acid damage in an 80-foot line (DC 26 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__acid__, __evocation__, __primal__) The dragon breathes a spray of acidic salt water that deals 9d6 acid damage in an 80-foot line (DC 26 basic Reflex save). They can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - acid - evocation - primal trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one wing Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one wing Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 18 fort_misc: null misc: null ref: 16 ref_misc: null will: 16 will_misc: null sense_abilities: null senses: - Perception +16 - darkvision - scent (imprecise) 60 feet size: Large skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 18 misc: null name: 'Athletics ' - bonus: 18 misc: null name: 'Deception ' - bonus: 18 misc: null name: 'Intimidation ' - bonus: 16 misc: null name: 'Nature ' - bonus: 16 misc: null name: 'Society ' - bonus: 14 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 87 page_stop: null speed: - amount: 30 type: Land - amount: 100 type: fly - amount: 50 type: swim spell_lists: - dc: 26 misc: '' name: Primal Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: obscuring mist requirement: null - heightened_level: null level: 1 spells: - frequency: ×2 name: hydraulic push requirement: null to_hit: 18 traits: - Uncommon - LN - Large - Amphibious - Dragon - Elemental - Water type: Creature weaknesses: null - 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 alignment: LG automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 26 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 26 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: Jaws only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. Bronze dragons'' mastery over water and affinity for electricity means they are a boon to sailors caught in thunderstorms. A bronze dragon''s enemies quickly discover neither cloudy sky nor turbulent sea provides shelter from their wrath. Bronze dragons lair along shorelines, often in partially submerged sea caves. While all dragons keep hoards of treasure, the hoard of a bronze dragon more resembles a vast library—with the shelves kept carefully above the waterline, of course. In addition to their collections of esoteric lore, bronze dragons keep treasures associated with the sea, such as beautiful scrimshaw, flawless pearls, and equipment inlaid with mother-of-pearl and abalone shell. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 26' hp: 170 hp_misc: null immunities: - electricity - paralyzed - sleep items: null knowledge_checks: dc: 26 skills: - Arcana languages: - Aquan - Common - Draconic - Dwarven - Elven - speak with animals level: 9 melee: - action_cost: One Action damage: formula: 2d8+11 type: piercing name: jaws plus_damage: - formula: 1d12 type: electricity to_hit: 21 traits: - electricity - reach 10 feet - action_cost: One Action damage: formula: 2d8+11 type: slashing name: claw plus_damage: null to_hit: 21 traits: - agile - action_cost: One Action damage: formula: 1d8+9 type: bludgeoning name: tail plus_damage: null to_hit: 19 traits: - reach 10 feet name: Young Bronze Dragon perception: 18 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The bronze dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: The dragon breathes lightning in a 60-foot line that deals 6d12 electricity damage (DC 28 basic Reflex save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Lightning range: null raw_description: '**Lightning** (__arcane__, __electricity__, __evocation__); The dragon breathes lightning in a 60-foot line that deals 6d12 electricity damage (DC 28 basic Reflex save).' requirements: null success: null traits: - arcane - electricity - evocation trigger: null - action_cost: None critical_failure: null critical_success: null description: 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Repulsion Gas range: null raw_description: '**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).' requirements: null success: null traits: - abjuration - arcane - incapacitation - mental trigger: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: "**Breath Weapon** [Two Actions] The bronze dragon breathes\ \ in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.\ \ \n\n * **Lightning** (__arcane__, __electricity__, __evocation__); The dragon\ \ breathes lightning in a 60-foot line that deals 6d12 electricity damage (DC\ \ 28 basic Reflex save).\n\n * **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)." requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one tail Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one tail Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Water Mastery range: null raw_description: '**Water Mastery** (__arcane__, __transmutation__, __water__) 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.' requirements: null success: null traits: - arcane - transmutation - water trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 19 fort_misc: null misc: +1 status to all saves vs. magic ref: 17 ref_misc: null will: 19 will_misc: null sense_abilities: null senses: - Perception +18 - darkvision - scent (imprecise) 60 feet size: Large skills: - bonus: 16 misc: null name: 'Acrobatics ' - bonus: 20 misc: null name: 'Arcana ' - bonus: 18 misc: null name: 'Athletics ' - bonus: 18 misc: null name: 'Diplomacy ' - bonus: 18 misc: null name: 'Intimidation ' - bonus: 18 misc: null name: 'Occultism ' - bonus: 16 misc: null name: 'Society ' - bonus: 16 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 119 page_stop: null speed: - amount: 30 type: Land - amount: 120 type: fly - amount: 40 type: swim spell_lists: - dc: 28 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: 2 level: -1 spells: - frequency: null name: speak with animals requirement: null to_hit: null traits: - LG - Large - Amphibious - Dragon - Water type: Creature weaknesses: null - ability_mods: cha_mod: 4 con_mod: 5 dex_mod: 2 int_mod: 2 str_mod: 7 wis_mod: 4 ac: 30 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 26 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 26 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon is aware of the attack and has a free wing effects: null failure: null frequency: null full_description: null generic_description: null name: Deflecting Cloud range: null raw_description: '**Deflecting Cloud [Reaction]** **Trigger **The dragon is the target of a ranged attack; **Requirements **The dragon is aware of the attack and has a free wing; **Effect **The cloud dragon flexes a wing and creates a billowing cloud of mist. The dragon is treated as if they were __hidden__ for the purposes of resolving the triggering attack, so normally the attacker must succeed at a DC 11 flat check to target them. The dragon also gains a +4 circumstance bonus to AC against the triggering attack.' requirements: null success: null traits: null trigger: The dragon is the target of a ranged attack description: 'At heart, cloud dragons are wanderers, explorers, and travelers who enjoy nothing more than seeing new lands and meeting unusual creatures. Cloud dragons range in color from light blue to a pale, milky white and have thick, curling horns and rather short snouts. They keep lairs among the extreme altitudes of the highest mountain peaks but are away on their many journeys as often as they''re at home. Cloud dragons spend long hours surveying the lands they fly over from great heights, but they are creatures of whim, making it hard to predict what will pique their curiosity and bring them winging down to converse or investigate something on the ground. Cloud dragons seldom perform acts of outright malice, but they are not often charitable either. A cloud dragon is as likely to simply pluck something they desire off the ground and fly away with it as they are to bargain fairly. A cloud dragon''s ever-changing interests never seem to stray toward the complicated schemes and long-term plans of other dragons. These rovers are creatures of the moment, and although they are as mentally gifted as other true dragons, their interests remain in the here and now. Yet the cloud dragon''s penchant for living in the moment is not a personality flaw—they''re more than capable of anticipating long-term results of their actions and won''t make foolish choices simply to pursue a current interest. At the same time, cloud dragons have little interest in worrying about the future and are as confident in their ability to handle tomorrow''s problems as they are today''s. Cloud dragon hoards tend to be well-guarded or well-hidden, as a natural result of their roving habits often taking them away from their lairs for extended periods. Their treasuries include a wide variety of items—they are driven to gather a broad range of prizes rather than collecting one type of item intensively. To a cloud dragon, a diversified hoard is a perfect hoard. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 29 **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 29' hp: 175 hp_misc: null immunities: - electricity - paralyzed - sleep items: null knowledge_checks: dc: 29 skills: - Arcana - Nature languages: - Auran - Common - Draconic level: 10 melee: - action_cost: One Action damage: formula: 2d10+13 type: piercing name: jaws plus_damage: - formula: 1d12 type: electricity to_hit: 23 traits: - electricity - reach 10 feet - action_cost: One Action damage: formula: 2d8+13 type: slashing name: claw plus_damage: null to_hit: 23 traits: - agile - action_cost: One Action damage: formula: 2d12+13 type: bludgeoning name: tail plus_damage: null to_hit: 21 traits: - reach 15 feet - action_cost: One Action damage: formula: 1d12+11 type: piercing name: horn plus_damage: null to_hit: 21 traits: - deadly d8 - reach 10 feet name: Young Cloud Dragon perception: 22 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon breathes a thundercloud that deals 11d6 electricity damage in a 40-foot cone (DC 29 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__electricity__, __evocation__, __primal__) The dragon breathes a thundercloud that deals 11d6 electricity damage in a 40-foot cone (DC 29 basic Reflex save). They can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - electricity - evocation - primal trigger: null - action_cost: None critical_failure: null critical_success: null description: The cloud dragon can tread on clouds or fog as though on solid ground. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cloud Walk range: null raw_description: '**Cloud Walk** The cloud dragon can tread on clouds or fog as though on solid ground.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one horn Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horn Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 21 fort_misc: null misc: null ref: 18 ref_misc: null will: 20 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: Fog and mist don't impair a cloud dragon's vision; they ignore the __concealed__ condition from fog and mist. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Mist Vision range: null raw_description: '**Mist Vision** Fog and mist don''t impair a cloud dragon''s vision; they ignore the __concealed__ condition from fog and mist.' requirements: null success: null traits: null trigger: null senses: - Perception +22 - darkvision - mist vision - scent (imprecise) 60 feet size: Large skills: - bonus: 20 misc: null name: 'Acrobatics ' - bonus: 21 misc: null name: 'Athletics ' - bonus: 20 misc: null name: 'Deception ' - bonus: 18 misc: null name: 'Diplomacy ' - bonus: 22 misc: null name: 'Intimidation ' - bonus: 18 misc: null name: 'Nature ' - bonus: 18 misc: null name: 'Stealth ' - bonus: 16 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 89 page_stop: null speed: - amount: 40 type: Land - amount: 140 type: fly - amount: null type: cloud walk spell_lists: - dc: 29 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: obscuring mist requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: gust of wind requirement: null to_hit: null traits: - Uncommon - N - Large - Air - Dragon - Elemental type: Creature weaknesses: null - 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 alignment: CG automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 23 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 23 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the triggering action. effects: null failure: null frequency: null full_description: null generic_description: null name: Twisting Tail range: null raw_description: '**Twisting Tail** [Reaction] **Trigger** A creature within reach of the copper dragon''s tail uses a move action or leaves a square during a move action it''s using. **Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the triggering action.' requirements: null success: null traits: null trigger: A creature within reach of the copper dragon's tail uses a move action or leaves a square during a move action it's using. 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. Copper dragons tend to lair in warm or temperate hills, but due to their nature, they move their lairs every few years. They sometimes live among other people, especially any dwarves who reside nearby. Some copper dragons even worship gods typically worshipped only by humanoids. Among these dragons, worship of Cayden Cailean is most popular, as they see his love of freedom and penchant for alcohol aligning with the typical copper dragon mindset. A copper dragon''s combat tactics are as unorthodox as its sense of humor, as it is more likely to use mockery and tricks than outright strength to win its battles. As a copper dragon ages, it perfects jokes capable of rendering its foes helpless with laughter. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 24' hp: 150 hp_misc: null immunities: - acid - paralyzed - sleep items: null knowledge_checks: dc: 24 skills: - Arcana languages: - Common - Draconic - Gnomish level: 8 melee: - action_cost: One Action damage: formula: 2d8+8 type: piercing name: jaws plus_damage: - formula: 1d8 type: acid to_hit: 20 traits: - acid - reach 10 feet - action_cost: One Action damage: formula: 2d6+8 type: slashing name: claw plus_damage: null to_hit: 20 traits: - agile - action_cost: One Action damage: formula: 1d8+7 type: bludgeoning name: tail plus_damage: null to_hit: 18 traits: - reach 15 feet name: Young Copper Dragon perception: 16 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The copper dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: The dragon breathes acid in a 60-foot line that deals 8d6 acid damage (DC 26 basic Fortitude save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Acid range: null raw_description: '**Acid** (__acid__, __arcane__, __evocation__); The dragon breathes acid in a 60-foot line that deals 8d6 acid damage (DC 26 basic Fortitude save).' requirements: null success: null traits: - acid - arcane - evocation trigger: null - action_cost: None critical_failure: null critical_success: null description: 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Slowing Gas range: null raw_description: '**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).' requirements: null success: null traits: - arcane - transmutation trigger: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: "**Breath Weapon** [Two Actions] The copper dragon breathes\ \ in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.\ \ \n\n * **Acid** (__acid__, __arcane__, __evocation__); The dragon breathes\ \ acid in a 60-foot line that deals 8d6 acid damage (DC 26 basic Fortitude save).\n\ \n * **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)." requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon's climb speed functions only when climbing stone surfaces. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Climb Stone range: null raw_description: '**Climb Stone** The dragon''s climb speed functions only when climbing stone surfaces.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one tail Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one tail Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the dragon scores a critical hit with a Strike, it recharges Breath Weapon. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** When the dragon scores a critical hit with a Strike, it recharges Breath Weapon.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 16 fort_misc: null misc: +1 status to all saves vs. magic ref: 17 ref_misc: null will: 16 will_misc: null sense_abilities: null senses: - Perception +16 - darkvision - scent (imprecise) 60 feet size: Large skills: - bonus: 17 misc: null name: 'Acrobatics ' - bonus: 17 misc: null name: 'Athletics ' - bonus: 14 misc: null name: 'Crafting ' - bonus: 15 misc: null name: 'Deception ' - bonus: 16 misc: null name: 'Performance ' - bonus: 16 misc: null name: 'Society ' - bonus: 17 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 121 page_stop: null speed: - amount: 30 type: Land - amount: 120 type: fly - amount: 30 type: climb stone spell_lists: - dc: 27 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: at will name: grease requirement: null to_hit: null traits: - CG - Large - Dragon - Earth type: Creature weaknesses: null - ability_mods: cha_mod: 4 con_mod: 3 dex_mod: 1 int_mod: 1 str_mod: 5 wis_mod: 2 ac: 27 ac_special: null alignment: NG automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 25 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 25 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action. effects: null failure: null frequency: null full_description: null generic_description: null name: Twisting Tail range: null raw_description: '**Twisting Tail [Reaction]** **Trigger **A creature within reach of the dragon''s tail uses a __move__ action or leaves a square during a move action it''s using; **Effect **The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature''s action.' requirements: null success: null traits: null trigger: A creature within reach of the dragon's tail uses a __move__ action or leaves a square during a move action it's using description: 'Good-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a source of great pride but is also something of a weakness, as crystal dragons are easily angered by insults about their appearance. Despite their relatively benign natures when compared to other true dragons, crystal dragons can be short tempered and prone to finding insults where none were intended. Although their opinions are changeable, crystal dragons prefer orderly environments and are not fond of sudden interruptions or distractions. Crystal dragons build their lairs in underground grottoes, where they cultivate environments of great beauty. Their exacting standards and vivid imaginations mean that they are always working to improve the appearance or layout of some part of their lair. These lairs are unique to each individual crystal dragon, but there are always plenty of reflective surfaces that allow the dragon to observe their own appearance. These range from crystals to reflecting pools to finely crafted mirrors, which are arranged throughout the lair in a pleasing array. Gifts of well-crafted or magical mirrors are an excellent way to curry favor with a crystal dragon. Although crystal dragons are easily distracted by their sparkling collections or their vanity, they remain good-hearted creatures at the core and make friends quickly. While a crystal dragon tends to find evil creatures uncouth and unpleasant, any other nearby denizen or inhabitant of their home could become fast friends or beloved pets, depending upon the creature''s capacity for conversation (and for providing the frequent praise and compliments that crystal dragons hunger for). **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 25 **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 25' hp: 105 hp_misc: null immunities: - paralyzed - sleep items: null knowledge_checks: dc: 25 skills: - Arcana - Nature languages: - Common - Draconic - Terran level: 7 melee: - action_cost: One Action damage: formula: 2d8+8 type: slashing name: jaws plus_damage: - formula: 2d6 type: piercing to_hit: 18 traits: - sonic - reach 10 feet - action_cost: One Action damage: formula: 2d6+8 type: slashing name: claw plus_damage: null to_hit: 18 traits: - agile - action_cost: One Action damage: formula: 1d10+8 type: slashing name: tail plus_damage: null to_hit: 16 traits: - reach 15 feet name: Young Crystal Dragon perception: 15 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon breathes a flurry of piercing crystals that deal 8d6 piercing damage in a 30-foot cone (DC 25 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__evocation__, __primal__) The dragon breathes a flurry of piercing crystals that deal 8d6 piercing damage in a 30-foot cone (DC 25 basic Reflex save). They can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - evocation - primal trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one tail Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one tail Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges their Breath Weapon whenever they critically hit with a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they critically hit with a Strike.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: 5 type: sonic ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 14 ref_misc: null will: 15 will_misc: null sense_abilities: null senses: - Perception +15 - darkvision - scent (imprecise) 60 feet - tremorsense (imprecise) 30 feet size: Large skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 16 misc: null name: 'Athletics ' - bonus: 15 misc: null name: 'Deception ' - bonus: 15 misc: null name: 'Intimidation ' - bonus: 15 misc: null name: 'Nature ' - bonus: 18 misc: null name: 'Stealth ' - bonus: 15 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 91 page_stop: null speed: - amount: 40 type: Land - amount: 30 type: burrow - amount: 100 type: fly spell_lists: - dc: 25 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: null name: color spray requirement: null - heightened_level: 3 level: 0 spells: - frequency: null name: dancing lights requirement: null to_hit: null traits: - Uncommon - NG - Large - Dragon - Earth - Elemental type: Creature weaknesses: null - 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 alignment: LG automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 27 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 27 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: Jaws only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. When another metallic dragon faces a quandary or a foe beyond its own ability to overcome, its best option is often to seek the counsel of the eternally wise and gloriously righteous gold dragons. Locating these legendary beings is no easy task, however, for gold dragons are notoriously reclusive. Their intellect and wisdom is such that they prefer to ponder the great questions of life in seclusion, where they strive to formulate solutions to the world''s most pressing problems. As a result, gold dragons are sometimes absent when metallic dragons gather together, or are missing from tribunals where their counsel would be beneficial. Impatient dragons sometimes begrudge gold dragons for this apparent unreliability, but such aspersions are usually a result of jealousy rather than any true criticism; in their hearts, other dragons know that few gold dragons purposefully exclude themselves from truly important matters. A gold dragon''s incredible foresight and unparalleled enlightenment means they are unlikely to interfere in the business of individual mortals, though the rare person who captures the attention of a gold dragon is fortunate indeed, for there are few beings in the cosmos who can offer such prudent and considerate advice. Rulers and individuals in stations of high power have an easier time of garnering the aid of a gold dragon; entire wars have been avoided thanks to a gold dragon''s last-minute intermediation. Gold dragons are often found in warm grasslands and savannas, lands where they can enjoy long, meditative flights without attracting the attention of potential enemies. They tend to sleep either out in the open in a barren, remote place, or within a heavily secreted or fortified lair, such as a forgotten sink hole or in the labyrinthine caverns of a terrestrial chasm. Gold dragons may enlist trusted servants and allies to guard their lairs, though many live truly solitary lives, preferring to protect their hoards with nonlethal traps and magical wards. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 28' hp: 230 hp_misc: null immunities: - fire - paralyzed - sleep items: null knowledge_checks: dc: 28 skills: - Arcana languages: - Common - Draconic - Elven - Sylvan level: 11 melee: - action_cost: One Action damage: formula: 2d10+12 type: piercing name: jaws plus_damage: - formula: 2d6 type: fire to_hit: 24 traits: - fire - reach 10 feet - action_cost: One Action damage: formula: 2d10+12 type: slashing name: claw plus_damage: null to_hit: 24 traits: - agile - action_cost: One Action damage: formula: 2d10+10 type: slashing name: tail plus_damage: null to_hit: 22 traits: - reach 10 feet - action_cost: One Action damage: formula: 1d12+10 type: piercing name: horns plus_damage: null to_hit: 22 traits: - agile - reach 10 feet name: Young Gold Dragon perception: 21 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The gold dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: The dragon breathes a blast of flame in a 30-foot cone that deals 11d6 fire damage (DC 31 basic Reflex save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Flame range: null raw_description: '**Flame** (__arcane__, __evocation__, __fire__); The dragon breathes a blast of flame in a 30-foot cone that deals 11d6 fire damage (DC 31 basic Reflex save).' requirements: null success: null traits: - arcane - evocation - fire trigger: null - action_cost: None critical_failure: null critical_success: null description: 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Weakening Gas range: null raw_description: '**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).' requirements: null success: null traits: - arcane - necromancy trigger: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: "**Breath Weapon** [Two Actions] The gold dragon breathes in\ \ one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.\ \ \n\n * **Flame** (__arcane__, __evocation__, __fire__); The dragon breathes\ \ a blast of flame in a 30-foot cone that deals 11d6 fire damage (DC 31 basic\ \ Reflex save).\n\n * **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)." requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The gold dragon makes two claw Strikes and one horns Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The gold dragon makes two claw Strikes and one horns Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the gold dragon scores a critical hit with a Strike, it recharges Breath Weapon. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** When the gold dragon scores a critical hit with a Strike, it recharges Breath Weapon.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 10 type: cold ritual_lists: null saves: fort: 22 fort_misc: null misc: +1 status to all saves vs. magic ref: 20 ref_misc: null will: 22 will_misc: null sense_abilities: null senses: - Perception +21 - darkvision - scent (imprecise) 60 feet size: Large skills: - bonus: 17 misc: null name: 'Acrobatics ' - bonus: 18 misc: null name: 'Arcana ' - bonus: 23 misc: null name: 'Athletics ' - bonus: 23 misc: null name: 'Diplomacy ' - bonus: 21 misc: null name: 'Medicine ' - bonus: 21 misc: null name: 'Religion ' - bonus: 18 misc: null name: 'Society ' source: - abbr: Bestiary page_start: 124 page_stop: null speed: - amount: 40 type: Land - amount: 140 type: fly - amount: 40 type: swim spell_lists: - dc: 29 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 3 spells: - frequency: gems only name: locate requirement: null - heightened_level: null level: 1 spells: - frequency: evil only name: detect alignment requirement: null to_hit: null traits: - LG - Large - Dragon - Fire type: Creature weaknesses: null - 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 alignment: LE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 24 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 24 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action. effects: null failure: null frequency: null full_description: null generic_description: null name: Twisting Tail range: null raw_description: '**Twisting Tail** [Reaction] **Trigger** A creature within reach of the dragon''s tail uses a move action or leaves a square during a move action it''s using. **Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature''s action.' requirements: null success: null traits: null trigger: A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using. 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. Though more open than their chromatic cousins to dealing with other creatures and dragons, green dragons prefer an isolated and quiet life. They tend to lair in the most forbidding parts of a forest, surrounded by tangled thickets, or else at the heart of some dismal gulch. If the terrain is suitable, some green dragons make their home in natural caves, which they expand to suit their needs. Green dragons'' pride leads them to see to the preservation of their forest homes. They feel that a verdant and lush forest is something that they alone have cultivated. This leads some green dragons to follow the path of druidism, though most prefer to study the arcane arts and occult lore. Most of them delve deeply into one particular field of study, and correspond with other scholars in the field by adopting a pen name that hides their true nature. Regardless of their chosen focus, green dragons seek to improve themselves, and their desire for knowledge makes them more likely to deal diplomatically with other creatures in order to obtain new information. Their hoards are typically well kept, organized, and filled with tomes of lore and scrolls of magic along with antiquities they collect for their own inscrutable reasons. Many of these treasures come from across the globe, and many an adventurer has survived an encounter with a green dragon by stroking its ego and plying it with rare artifacts or lost lore from ancient cultures. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 24' hp: 135 hp_misc: null immunities: - paralyzed - poison - sleep items: null knowledge_checks: dc: 24 skills: - Arcana languages: - Common - Draconic level: 8 melee: - action_cost: One Action damage: formula: 2d10+8 type: piercing name: jaws plus_damage: - formula: 2d4 type: poison to_hit: 20 traits: - poison - reach 10 feet - action_cost: One Action damage: formula: 2d8+8 type: slashing name: claw plus_damage: null to_hit: 20 traits: - agile - action_cost: One Action damage: formula: 2d8+7 type: bludgeoning name: tail plus_damage: null to_hit: 18 traits: - reach 15 feet - action_cost: One Action damage: formula: 1d12+7 type: piercing name: horn plus_damage: null to_hit: 18 traits: - reach 10 feet name: Young Green Dragon perception: 16 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__arcane__, __evocation__, __poison__) 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.' requirements: null success: null traits: - arcane - evocation - poison trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one horn Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horn Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Woodland Stride range: null raw_description: '**Woodland Stride** The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 16 ref_misc: null will: 17 will_misc: null sense_abilities: null senses: - Perception +16 - darkvision - scent (imprecise) 60 feet size: Large skills: - bonus: 13 misc: null name: 'Acrobatics ' - bonus: 16 misc: null name: 'Arcana ' - bonus: 17 misc: null name: 'Athletics ' - bonus: 14 misc: null name: 'Deception ' - bonus: 16 misc: null name: 'Diplomacy ' - bonus: 16 misc: null name: 'Intimidation ' - bonus: 14 misc: null name: 'Nature ' - bonus: 17 misc: null name: 'Occultism ' - bonus: 14 misc: null name: 'Society ' - bonus: 15 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 109 page_stop: null speed: - amount: 30 type: Land - amount: 120 type: fly - amount: 30 type: swim - amount: null type: woodland stride spell_lists: - dc: 26 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 2 spells: - frequency: null name: entangle requirement: null - heightened_level: null level: 1 spells: - frequency: x2 name: charm requirement: null to_hit: null traits: - LE - Large - Amphibious - Dragon type: Creature weaknesses: null - 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 alignment: CN automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: ' (__aura__, __emotion__, __fear__, __mental__) 90 feet, DC 24' effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** (__aura__, __emotion__, __fear__, __mental__) 90 feet, DC 24 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: null trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack. effects: null failure: null frequency: null full_description: null generic_description: null name: Wing Deflection range: null raw_description: '**Wing Deflection [Reaction]** **Trigger **The dragon is targeted with an attack; **Effect **The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack.' requirements: null success: null traits: null trigger: The dragon is targeted with an attack description: 'Magma dragons have a reputation among other dragons for being unpredictable and brash. Their temperament and tendency for violent outbursts ensure that the typical magma dragon lives a solitary life, with hatchlings often bickering or fighting to establish dominance among themselves before they leave the nest. A magma dragon always has a reason for their outbursts and can always justify their sudden turns in mood, yet they rarely feel the need to do so. Magma dragons build lairs within volcanically active mountains or deep underground amid vast lakes of bubbling magma. As with all true dragons, magma dragons keep hoards of treasure, but the nature of their searing lairs limits the type of valuables they collect to metals, gems, and items capable of resisting the heat of a volcano''s core. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 28 **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 28' hp: 175 hp_misc: null immunities: - fire - paralyzed - sleep items: null knowledge_checks: dc: 28 skills: - Arcana - Nature languages: - Common - Draconic - Ignan level: 9 melee: - action_cost: One Action damage: formula: 2d10+10 type: piercing name: jaws plus_damage: - formula: 2d6 type: fire to_hit: 21 traits: - fire - reach 10 feet - action_cost: One Action damage: formula: 2d10+10 type: slashing name: claw plus_damage: null to_hit: 21 traits: - agile - action_cost: One Action damage: formula: 2d12+10 type: bludgeoning name: tail plus_damage: null to_hit: 19 traits: - reach 15 feet - action_cost: One Action damage: formula: 1d10+10 type: piercing name: horns plus_damage: null to_hit: 19 traits: - reach 10 feet name: Young Magma Dragon perception: 18 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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). They can't use Breath Weapon again for 1d4 rounds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__evocation__, __fire__, __primal__) 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). They can''t use Breath Weapon again for 1d4 rounds.' requirements: null success: null traits: - evocation - fire - primal trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one horn Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horn Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A magma dragon's swim Speed functions only when the dragon is __Swimming__ through magma or molten lava. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Magma Swim range: null raw_description: '**Magma Swim** A magma dragon''s swim Speed functions only when the dragon is __Swimming__ through magma or molten lava.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: - amount: 10 type: cold ritual_lists: null saves: fort: 19 fort_misc: null misc: null ref: 16 ref_misc: null will: 18 will_misc: null sense_abilities: null senses: - Perception +18 - darkvision - scent (imprecise) 60 feet size: Large skills: - bonus: 16 misc: null name: 'Acrobatics ' - bonus: 19 misc: null name: 'Athletics ' - bonus: 14 misc: null name: 'Deception ' - bonus: 18 misc: null name: 'Intimidation ' - bonus: 15 misc: null name: 'Nature ' - bonus: 16 misc: null name: 'Stealth ' - bonus: 18 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 94 page_stop: null speed: - amount: 30 type: Land - amount: 100 type: fly - amount: 30 type: swim - amount: null type: magma swim spell_lists: - dc: 26 misc: '' name: Primal Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: at will name: burning hands requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: produce flame requirement: null to_hit: 18 traits: - Uncommon - CN - Large - Dragon - Elemental - Fire type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 27 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 27 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: Jaws only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. Red dragons don''t deign to speak with lesser creatures; they simply dominate and burn, enslaving weaker creatures to act as servants and to look after their lairs while the dragons slumber away. They take pleasure in dominating these creatures, and they demand tribute from their supplicants. Those who anger or disappoint end up eaten or reduced to ash. They command their enslaved minions to constantly build onto their lairs, carving out new tunnels and designing cunning traps that ensure the dragon''s security. Driven by their arrogance, red dragons are the most likely of the chromatic dragons to ravage settlements. They want the world to see them in their rightful place as powerful tyrants, and they delight in threatening all other creatures. They have no qualms about bullying, manipulating, or killing to complete their goals—or simply intimidating others through a public display of brutality and dominance. As legendary as the brutishness of red dragons is the magnificence of their hoards of gold. Their lairs are often situated in dangerous places, with volcanoes being a favorite spot, as they find them foreboding and the constant warmth is comfortable. No matter the locale, red dragons sleep on a litter of coins and other treasures, which they zealously guard. Sometimes, the dragon''s internal heat causes these precious metals to fuse together. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 27' hp: 210 hp_misc: null immunities: - fire - paralyzed - sleep items: null knowledge_checks: dc: 27 skills: - Arcana languages: - Common - Draconic level: 10 melee: - action_cost: One Action damage: formula: 2d12+12 type: piercing name: jaws plus_damage: - formula: 2d6 type: fire to_hit: 23 traits: - fire - reach 10 feet - action_cost: One Action damage: formula: 2d10+12 type: slashing name: claw plus_damage: null to_hit: 23 traits: - agile - action_cost: One Action damage: formula: 2d12+10 type: slashing name: tail plus_damage: null to_hit: 21 traits: - reach 15 feet - action_cost: One Action damage: formula: 1d10+10 type: slashing name: wing plus_damage: null to_hit: 21 traits: - agile - reach 10 feet name: Young Red Dragon perception: 20 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__arcane__, __evocation__, __fire__) 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.' requirements: null success: null traits: - arcane - evocation - fire trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one wing Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one wing Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 10 type: cold ritual_lists: null saves: fort: 21 fort_misc: null misc: null ref: 18 ref_misc: null will: 19 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: Smoke doesn't impair a red dragon's vision; it ignores the concealed condition from smoke. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Smoke Vision range: null raw_description: '**Smoke Vision** Smoke doesn''t impair a red dragon''s vision; it ignores the concealed condition from smoke.' requirements: null success: null traits: null trigger: null senses: - Perception +20 - darkvision - scent (imprecise) 60 feet - smoke vision size: Large skills: - bonus: 15 misc: null name: 'Acrobatics ' - bonus: 17 misc: null name: 'Arcana ' - bonus: 22 misc: null name: 'Athletics ' - bonus: 19 misc: null name: 'Deception ' - bonus: 19 misc: null name: 'Diplomacy ' - bonus: 21 misc: null name: 'Intimidation ' - bonus: 17 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 112 page_stop: null speed: - amount: 40 type: Land - amount: 120 type: fly spell_lists: - dc: 27 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: 4 level: 0 spells: - frequency: null name: detect magic requirement: null - frequency: null name: read aura requirement: null to_hit: null traits: - CE - Large - Dragon - Fire type: Creature weaknesses: null - 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 alignment: LG automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 28 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 28 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete. effects: null failure: null frequency: null full_description: null generic_description: null name: Wing Deflection range: null raw_description: '**Wing Deflection** [Reaction] **Trigger** The silver dragon is targeted with an attack. **Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete.' requirements: null success: null traits: null trigger: The silver dragon is targeted with an attack. 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. Silver dragons are sleek and sinuous. Their hides resemble nothing so much as a suit of gleaming armor, lending further credence to the popular myth that silver dragons are the paladins of dragonkind. The zeal with which they seek out, confront, and defeat evil is unsurpassed even among their metallic cousins, and they adhere to strict codes of honor usually passed down from parent to hatchling. On occasion, they instead learn these codes from trusted mentors, usually other silver dragons or gold dragons. As they age, they become even more dedicated to their codes, often adding new and even more restrictive clauses to the systems that guide their behavior. Silver dragons are incredibly altruistic and regularly consort with the citizens of goodly societies, of which they consider themselves protectors and guides. In addition to responding to evil threats, silver dragons work to prevent evil from taking root in the first place, and they ensure mortals under their care are well fed, educated, and treated with dignity. Although silver dragons can seem overzealous or even eager to join the fight against evil, they know that the best way to rid the world of corruption is to stamp out strife and disillusionment at their source, not to passively sit back and watch it grow into an unsolvable problem. Silver dragons can be vindictive, but they can also be forgiving; for evildoers who seek to atone for their sins and turn over a new leaf, the support of a silver dragon is both unwavering and invaluable. Many silver dragons are also drawn to religious endeavors, venerating deities such as Iomedae, Sarenrae, and other deities concerned with justice, virtue, and redemption. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 27' hp: 200 hp_misc: null immunities: - cold - paralyzed - sleep items: null knowledge_checks: dc: 27 skills: - Arcana languages: - Aquan - Common - Draconic level: 10 melee: - action_cost: One Action damage: formula: 2d10+12 type: piercing name: jaws plus_damage: - formula: 2d6 type: cold to_hit: 23 traits: - cold - reach 10 feet - action_cost: One Action damage: formula: 2d8+12 type: slashing name: claw plus_damage: null to_hit: 23 traits: - agile - action_cost: One Action damage: formula: 1d10+10 type: bludgeoning name: tail plus_damage: null to_hit: 21 traits: - reach 15 feet name: Young Silver Dragon perception: 20 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The silver dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds. effect: null effects: - action_cost: None critical_failure: null critical_success: null description: The dragon breathes a cloud of frost in a 30-foot cone that deals 10d6 cold damage (DC 29 basic Reflex save). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Frost range: null raw_description: '**Frost** (__arcane__, __cold__, __evocation__); The dragon breathes a cloud of frost in a 30-foot cone that deals 10d6 cold damage (DC 29 basic Reflex save).' requirements: null success: null traits: - arcane - cold - evocation trigger: null - action_cost: None critical_failure: null critical_success: null description: 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). effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Paralyzing Gas range: null raw_description: '**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).' requirements: null success: null traits: - arcane - enchantment - incapacitation trigger: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: "**Breath Weapon** [Two Actions] The silver dragon breathes\ \ in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.\ \ \n\n * **Frost** (__arcane__, __cold__, __evocation__); The dragon breathes\ \ a cloud of frost in a 30-foot cone that deals 10d6 cold damage (DC 29 basic\ \ Reflex save).\n\n * **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)." requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The silver dragon can tread on clouds or fog as though on solid ground. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cloud Walk range: null raw_description: '**Cloud Walk** The silver dragon can tread on clouds or fog as though on solid ground.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The silver dragon makes two claw Strikes and one tail Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The silver dragon makes two claw Strikes and one tail Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the silver dragon scores a critical hit with a Strike, it recharges its Breath Weapon. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** When the silver dragon scores a critical hit with a Strike, it recharges its Breath Weapon.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 10 type: fire ritual_lists: null saves: fort: 20 fort_misc: null misc: null ref: 17 ref_misc: null will: 21 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: The silver dragon ignores the concealed condition from fog and clouds. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Fog Vision range: null raw_description: '**Fog Vision** The silver dragon ignores the concealed condition from fog and clouds.' requirements: null success: null traits: null trigger: null senses: - Perception +20 - darkvision - fog vision - scent (imprecise) 60 feet size: Large skills: - bonus: 14 misc: null name: 'Acrobatics ' - bonus: 22 misc: null name: 'Athletics ' - bonus: 18 misc: null name: 'Diplomacy ' - bonus: 20 misc: null name: 'Intimidation ' - bonus: 20 misc: null name: 'Medicine ' - bonus: 18 misc: null name: 'Religion ' - bonus: 14 misc: null name: 'Society ' source: - abbr: Bestiary page_start: 126 page_stop: null speed: - amount: 40 type: Land - amount: 100 type: fly - amount: null type: cloud walk spell_lists: - dc: 28 misc: null name: Arcane Innate Spells spell_groups: - heightened_level: null level: 1 spells: - frequency: evil only name: detect alignment requirement: null to_hit: null traits: - LG - Large - Cold - Dragon type: Creature weaknesses: null - ability_mods: cha_mod: 3 con_mod: 5 dex_mod: 3 int_mod: 3 str_mod: 7 wis_mod: 5 ac: 31 ac_special: null alignment: NE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 26 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 26 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: Jaws only. effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'While the other primal dragons hail from the Elemental Planes, the cruel and unceasingly malicious umbral dragons originate in the depths of the Shadow Plane. Their sleek black scales and serpentine grace allow them to strike from hiding, and they are known for playing with their prey before finally finishing it. These creatures of shadowy energy and unwholesome appetites prefer the necrotic flesh of undead creatures to any other meal. This strange hunger can be of accidental benefit to nearby humanoid societies, but ultimately they hunt and kill undead creatures for the taste, rather than out of any desire to protect others from the undead. The benefit is always short-lived, however. When umbral dragons exhaust their preferred prey, they turn on whatever living creatures happen to be nearby. Umbral dragons sometimes go to great lengths to obtain their favorite meals, even creating undead creatures that they then feast upon. For all their power, umbral dragons are uninterested in fair battles. When faced with foes that pose any kind of actual danger to them, umbral dragons flee into the shadows and seek to strike back through pawns or minions rather than risk their own lives. Their treasure hoards are varied and diverse, often augmented by loot stolen from crypts the dragons have turned into feeding grounds. They have a strong respect for and interest in traditions and heirlooms, and they often seek to augment their hoards with items of great value that have been handed down through the generations of those whose corpses and ghosts they''ve fed upon. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 30' hp: 195 hp_misc: null immunities: - negative - paralyzed - sleep items: null knowledge_checks: dc: 30 skills: - Arcana languages: - Common - Draconic - Shadowtongue level: 11 melee: - action_cost: One Action damage: formula: 2d10+13 type: piercing name: jaws plus_damage: - formula: 2d6 type: negative to_hit: 24 traits: - negative - reach 10 feet - action_cost: One Action damage: formula: 2d10+13 type: slashing name: claw plus_damage: null to_hit: 24 traits: - agile - action_cost: One Action damage: formula: 2d12+13 type: slashing name: tail plus_damage: null to_hit: 22 traits: - reach 15 feet - action_cost: One Action damage: formula: 1d10+13 type: slashing name: wing plus_damage: null to_hit: 22 traits: - reach 10 feet name: Young Umbral Dragon perception: 22 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon breathes a blast of darkness that deals 12d6 negative energy damage in a 30-foot cone (DC 30 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. Undead creatures take 14d6 force damage instead of the negative damage. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__necromancy__, __negative__, __primal__) The dragon breathes a blast of darkness that deals 12d6 negative energy damage in a 30-foot cone (DC 30 basic Reflex save). They can''t use Breath Weapon again for 1d4 rounds. Undead creatures take 14d6 force damage instead of the negative damage.' requirements: null success: null traits: - necromancy - negative - primal trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one wing Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one wing Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: An umbral dragon's Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune, and an umbral dragon's jaws deal an additional 4d6 force damage to __undead__. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ghost Bane range: null raw_description: '**Ghost Bane** An umbral dragon''s Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune, and an umbral dragon''s jaws deal an additional 4d6 force damage to __undead__.' requirements: null success: null traits: null trigger: null ranged: null rarity: Uncommon resistances: null ritual_lists: null saves: fort: 22 fort_misc: null misc: null ref: 20 ref_misc: null will: 22 will_misc: null sense_abilities: null senses: - Perception +22 - greater darkvision - scent (imprecise) 60 feet size: Large skills: - bonus: 18 misc: null name: 'Acrobatics ' - bonus: 22 misc: null name: 'Athletics ' - bonus: 22 misc: null name: 'Deception ' - bonus: 22 misc: null name: 'Intimidation ' - bonus: 20 misc: null name: 'Nature ' - bonus: 20 misc: null name: 'Stealth ' - bonus: 22 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 96 page_stop: null speed: - amount: 40 type: Land - amount: 140 type: fly spell_lists: - dc: 30 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: ×3 name: darkness requirement: null - heightened_level: 4 level: 0 spells: - frequency: null name: detect magic requirement: null to_hit: null traits: - Uncommon - NE - Large - Dragon - Shadow type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: None critical_failure: The creature is frightened 4. critical_success: The creature is unaffected by the presence. description: 90 feet, DC 20 effect: null effects: null failure: The creature is frightened 2. frequency: null full_description: null generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. name: Frightful Presence range: null raw_description: '**Frightful Presence** 90 feet, DC 20 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster''s Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Success The creature is frightened 4.' requirements: null success: The creature is frightened 1. traits: - aura - emotion - fear - mental trigger: null - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The dragon's blood sprays on the creature, dealing 1d6 cold damage. A creature that takes cold damage in this way is slowed 1 for 1 round. effects: null failure: null frequency: null full_description: null generic_description: null name: Freezing Blood range: null raw_description: '**Freezing Blood** [Reaction] (__arcane__, __cold__); **Trigger** An adjacent creature deals piercing or slashing damage to the dragon. **Effect** The dragon''s blood sprays on the creature, dealing 1d6 cold damage. A creature that takes cold damage in this way is slowed 1 for 1 round.' requirements: null success: null traits: - arcane - cold trigger: An adjacent creature deals piercing or slashing damage to the dragon. 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. Thankfully, white dragons prefer very cold, remote locations that are far from people. Dwelling on glacial mountaintops or in ice caverns beneath forbidding tundra, they treat the lands around them as their own personal hunting grounds. They fly out to feed or terrorize other creatures, especially those who trespass near the dragon''s territory, then bring any treasure back to be displayed in icy niches in their lairs. They collect all kinds of valuables, with a slight preference for items with high utility—such as tools, trade goods, and fine food—over coins or jewels. The ability to shape ice lets white dragons rearrange their lairs exactly to their specifications, and they take great pride in how they''ve decorated their homes over the years. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 22' hp: 115 hp_misc: null immunities: - cold - paralyzed - sleep items: null knowledge_checks: dc: 22 skills: - Arcana languages: - Draconic level: 6 melee: - action_cost: One Action damage: formula: 2d8+9 type: piercing name: jaws plus_damage: - formula: 1d6 type: cold to_hit: 17 traits: - cold - reach 10 feet - action_cost: One Action damage: formula: 2d6+9 type: slashing name: claw plus_damage: null to_hit: 17 traits: - agile - action_cost: One Action damage: formula: 1d8+8 type: bludgeoning name: tail plus_damage: null to_hit: 15 traits: - reach 15 feet name: Young White Dragon perception: 13 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Breath Weapon range: null raw_description: '**Breath Weapon** [Two Actions] (__arcane__, __cold__, __evocation__) 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.' requirements: null success: null traits: - arcane - cold - evocation trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: The dragon makes two claw Strikes and one tail Strike in any order. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Frenzy range: null raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one tail Strike in any order.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Draconic Momentum range: null raw_description: '**Draconic Momentum** When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ground Slam range: null raw_description: '**Ground Slam** 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Ice Climb range: null raw_description: '**Ice Climb** 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.' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Shape Ice range: null raw_description: '**Shape Ice** [Two Actions] (__arcane__, __transmutation__, __water__) 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.' requirements: null success: null traits: - arcane - transmutation - water trigger: null ranged: null rarity: Common resistances: - amount: 5 type: fire ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 14 ref_misc: null will: 11 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: Snow doesn't impair a white dragon's vision; it ignores concealment from snowfall. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Snow Vision range: null raw_description: '**Snow Vision** Snow doesn''t impair a white dragon''s vision; it ignores concealment from snowfall.' requirements: null success: null traits: null trigger: null senses: - Perception +13 - darkvision - scent (imprecise) 60 feet - snow vision size: Large skills: - bonus: 10 misc: null name: 'Acrobatics ' - bonus: 7 misc: null name: 'Arcana ' - bonus: 16 misc: null name: 'Athletics ' - bonus: 12 misc: null name: 'Intimidation ' - bonus: 14 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 113 page_stop: null speed: - amount: 30 type: Land - amount: 80 type: fly - amount: 30 type: ice climb spell_lists: null traits: - CE - Large - Cold - Dragon type: Creature weaknesses: null - 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 alignment: CE automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 35' hp: 291 hp_misc: null immunities: - paralyzed - poison - sleep items: null knowledge_checks: dc: 35 skills: - Arcana - Nature languages: - Abyssal - Terran level: 16 melee: - action_cost: One Action damage: formula: 4d12+13 type: bludgeoning name: fist plus_damage: null to_hit: 33 traits: null name: Zaramuun perception: 30 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Dune range: null raw_description: '**Dune** (__concentrate__) 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.' requirements: null success: null traits: - concentrate trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: DC 35, 4d12 bludgeoning damage and __dimensional anchor__, Escape DC 32, Rupture 28 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Engulf range: null raw_description: '**Engulf** [Two Actions] DC 35, 4d12 bludgeoning damage and __dimensional anchor__, Escape DC 32, Rupture 28' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The zaramuun hit with a melee Strike with its last action, or it has a creature Engulfed. effects: null failure: null frequency: null full_description: null generic_description: null name: Raking Sand range: null raw_description: '**Raking Sand** **Requirements** The zaramuun hit with a melee Strike with its last action, or it has a creature Engulfed. **Effect** 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. ' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: The zaramuun can __Burrow__ through sand and dirt (but not stone) 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sand Glide range: null raw_description: '**Sand Glide** The zaramuun can __Burrow__ through sand and dirt (but not stone) 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. ' requirements: null success: null traits: null trigger: null - action_cost: Two Actions critical_failure: Full damage and blinded for 1 round. critical_success: No effect. 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. \n\n" effect: null effects: null failure: Full damage. frequency: null full_description: null generic_description: null name: Sandblast range: null raw_description: "**Sandblast** [Two Actions] (__earth__) 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. \n\n**Critical\ \ Success** No effect.\n\n**Success** Half damage.\n\n**Failure** Full damage.\n\ \n**Critical Failure** Full damage and blinded for 1 round." requirements: null success: Half damage. traits: - earth trigger: null ranged: - action_cost: One Action damage: formula: 4d8+13 type: bludgeoning name: rock or metal debris plus_damage: null to_hit: 29 traits: - range increment 120 feet rarity: Common resistances: null ritual_lists: - dc: 37 misc: null name: Divine Rituals spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: planar ally requirement: null to_hit: null saves: fort: 34 fort_misc: null misc: null ref: 30 ref_misc: null will: 25 will_misc: null sense_abilities: null senses: - Perception +30 - darkvision - tremorsense 60 feet size: Large skills: - bonus: 31 misc: +35 to disarm stone or metal objects name: 'Athletics ' - bonus: 26 misc: null name: 'Religion ' - bonus: 27 misc: +30 in sandy terrain name: 'Stealth ' source: - abbr: Bestiary page_start: 339 page_stop: null speed: - amount: 35 type: Land - amount: 35 type: burrow - amount: null type: sand glide spell_lists: - dc: 37 misc: '' name: Divine Innate Spells spell_groups: - heightened_level: null level: 8 spells: - frequency: at will name: dimensional anchor requirement: null - heightened_level: null level: 6 spells: - frequency: null name: disintegrate requirement: null - frequency: null name: spirit blast requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: suggestion requirement: null - heightened_level: 8 level: -1 spells: - frequency: null name: dimensional anchor requirement: null to_hit: 31 traits: - CE - Large - Earth - Elemental type: Creature weaknesses: null - ability_mods: cha_mod: 1 con_mod: 1 dex_mod: 4 int_mod: 0 str_mod: 1 wis_mod: 3 ac: 20 ac_special: null alignment: LE automatic_abilities: null description: 'Zebubs serve as __Hell''s__ messengers and spies. Their ability to share what they''ve seen with other creatures makes them especially useful—not only to other devils, but also to mortal conjurers. Some infernal lords unleash them in enormous, horrid swarms upon unsuspecting lands to debase flesh and land alike while collecting secrets the infernal host might later put to use. Zebubs use any opportunity to manipulate weak-willed or easily tempted mortals into serving the zebubs'' whims. While arrogant and deceitful, zebubs lack the cunning and confidence of most devils, and thus their schemes often focus on satisfying self-serving or self-destructive ambitions. Zebubs form from the souls of childish and craven mortals, reshaped by the archdevil Baalzebul in the frozen, filthy wastes of Hell''s seventh layer, Cocytus. **__Recall Knowledge - Fiend__ (__Religion__)**: DC 18' hp: 30 hp_misc: null immunities: - fire items: null knowledge_checks: dc: 18 skills: - Religion languages: - Celestial - Draconic - Infernal - telepathy 100 feet level: 3 melee: - action_cost: One Action damage: formula: 1d10+3 type: piercing name: mandibles plus_damage: - formula: 1d6 type: evil and Cocytan filth to_hit: 12 traits: - evil - finesse - magical name: Zebub perception: 12 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw **DC 18 Fortitude; **Onset **1d4 days; **Stage 1 **__enfeebled 1__ (1 day); **Stage 2 **enfeebled 2 (1 day); **Stage 3 **enfeebled 3 (1 day)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Cocytan Filth range: null raw_description: '**Cocytan Filth** (__disease__, __virulent__) **Saving Throw **DC 18 Fortitude; **Onset **1d4 days; **Stage 1 **__enfeebled 1__ (1 day); **Stage 2 **enfeebled 2 (1 day); **Stage 3 **enfeebled 3 (1 day)' requirements: null success: null traits: - disease - virulent trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: The zebub records everything they see, and though they don't remember all observations, they can pass them along to another creature. The zebub replays 10 minutes of witnessed events to a touched willing creature, which receives the memories in a flash of information. By remaining in contact, the zebub can spend additional 3-action activities to replay more information. After relaying their visions to another, the zebub can't ever recall those events again. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Infernal Eye range: null raw_description: '**Infernal Eye** [Three Actions] (__divine__, __divination__) The zebub records everything they see, and though they don''t remember all observations, they can pass them along to another creature. The zebub replays 10 minutes of witnessed events to a touched willing creature, which receives the memories in a flash of information. By remaining in contact, the zebub can spend additional 3-action activities to replay more information. After relaying their visions to another, the zebub can''t ever recall those events again.' requirements: null success: null traits: - divine - divination trigger: null - action_cost: None critical_failure: null critical_success: null description: The zebub's Strikes deal an additional 1d6 precision damage to __flat-footed__ creatures. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Sneak Attack range: null raw_description: '**__Sneak Attack__** The zebub''s Strikes deal an additional 1d6 precision damage to __flat-footed__ creatures.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 5 type: physical (except silver) - amount: 5 type: poison ritual_lists: - dc: 17 misc: null name: Rituals spell_groups: - heightened_level: null level: 1 spells: - frequency: null name: infernal pact requirement: null to_hit: null saves: fort: 8 fort_misc: null misc: +1 status to all saves vs. magic ref: 10 ref_misc: null will: 8 will_misc: null sense_abilities: null senses: - Perception +12 - greater darkvision size: Small skills: - bonus: 10 misc: null name: 'Acrobatics ' - bonus: 7 misc: null name: 'Arcana ' - bonus: 8 misc: null name: 'Deception ' - bonus: 9 misc: null name: 'Religion ' - bonus: 10 misc: null name: 'Stealth ' source: - abbr: Bestiary 2 page_start: 72 page_stop: null speed: - amount: 15 type: Land - amount: 50 type: fly spell_lists: - dc: 17 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: dimension door requirement: null - heightened_level: null level: 4 spells: - frequency: at will name: dimension door requirement: null - heightened_level: null level: 2 spells: - frequency: at will, self only name: invisibility requirement: null - frequency: swarm creatures only name: summon animal requirement: null - heightened_level: 2 level: 0 spells: - frequency: null name: message requirement: null to_hit: null traits: - LE - Small - Devil - Fiend type: Creature weaknesses: - amount: 5 type: good - ability_mods: cha_mod: 3 con_mod: 4 dex_mod: 5 int_mod: 0 str_mod: 6 wis_mod: 3 ac: 28 ac_special: null alignment: LN automatic_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. effects: null failure: null frequency: null full_description: null generic_description: null name: Attack of Opportunity range: null raw_description: '**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it''s using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn''t count toward your multiple attack penalty, and your multiple attack penalty doesn''t apply to this Strike.' requirements: null success: null traits: null trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. description: 'A zelekhut is a bounty hunter and executioner. The zelekhut resembles a mechanical centaur crafted from silvery metal with golden clockwork wings adorning its back. Instead of hands, the zelekhut''s arms end in long, barbed chains that crackle with electricity. Whether sent by the powers of Axis or summoned by mortal authorities, the zelekhut seeks out those who continually evade justice—either through active flight, or by abusing their power and station—so as to bring justice to the multiverse''s most notorious fugitives and criminals. Indeed, many a zelekhut''s quarry are as famous for their ability to evade capture as for the crimes they commit. Though the zelekhut is implacable and unrelenting in enforcing sentences, it does not pass judgments of its own or take the initiative in pursuing targets of opportunity. While hunting a condemned serial killer or notorious thief across half a dozen planes, the zelekhut wouldn''t shift a single hoof to capture a corrupt ruler whose offenses are far greater. All zelekhuts understand that laws can and must differ from place to place, and it is not the zelekhut''s job to moralize, merely to obey its rightful assignments and track down those who seek to flee their punishment. **__Recall Knowledge - Monitor__ (__Religion__)**: DC 26' hp: 160 hp_misc: null immunities: - death effects - disease - emotion - poison - unconscious items: null knowledge_checks: dc: 26 skills: - Religion languages: - Celestial - Infernal - Utopian - truespeech level: 9 melee: - action_cost: One Action damage: formula: 2d10+6 type: slashing name: chain plus_damage: - formula: 2d6 type: electricity and 1d6 lawful to_hit: 21 traits: - lawful - magical - reach 10 feet name: Zelekhut perception: 21 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: The zelekhut makes two chain Strikes, each targeting a different creature. Each Strike counts toward the zelekhut's multiple attack penalty, but the penalty doesn't increase until after it has made both attacks. If the zelekhut subsequently uses the __Knockdown__ action, it affects all creatures it hit with Double Attack. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Double Attack range: null raw_description: '**Double Attack** [Two Actions] The zelekhut makes two chain Strikes, each targeting a different creature. Each Strike counts toward the zelekhut''s multiple attack penalty, but the penalty doesn''t increase until after it has made both attacks. If the zelekhut subsequently uses the __Knockdown__ action, it affects all creatures it hit with Double Attack.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 10 type: chaotic ritual_lists: - dc: 32 misc: null name: Rituals spell_groups: - heightened_level: null level: 3 spells: - frequency: null name: geas requirement: null to_hit: null saves: fort: 17 fort_misc: null misc: +1 status to all saves vs. magic ref: 20 ref_misc: null will: 18 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A zelekhut can speak with and understand any creature with a language. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Truespeech range: null raw_description: '**Truespeech** A zelekhut can speak with and understand any creature with a language.' requirements: null success: null traits: null trigger: null senses: - Perception +21 - darkvision - true seeing size: Large skills: - bonus: 18 misc: null name: 'Acrobatics ' - bonus: 21 misc: null name: 'Athletics ' - bonus: 15 misc: null name: 'Axis Lore ' - bonus: 16 misc: null name: 'Diplomacy ' - bonus: 21 misc: +23 when tracking name: 'Survival ' source: - abbr: Bestiary 2 page_start: 9 page_stop: null speed: - amount: 40 type: Land - amount: 40 type: fly spell_lists: - dc: 28 misc: null name: Divine Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: locate requirement: null - heightened_level: null level: 4 spells: - frequency: null name: clairaudience requirement: null - frequency: null name: clairvoyance requirement: null - frequency: null name: dimensional anchor requirement: null - frequency: null name: dispel magic requirement: null - frequency: ×3 name: paralyze requirement: null - heightened_level: 6 level: -1 spells: - frequency: null name: true seeing requirement: null to_hit: null traits: - LN - Large - Aeon - Inevitable - Monitor type: Creature weaknesses: null - 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 alignment: N automatic_abilities: null description: 'Zephyr hawks drift among the currents of the Plane of Air in great flocks. **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 18' hp: 36 hp_misc: null immunities: - bleed - paralyzed - poison - sleep items: null knowledge_checks: dc: 18 skills: - Arcana - Nature languages: null level: 3 melee: - action_cost: One Action damage: formula: 1d8+4 type: slashing name: wing plus_damage: null to_hit: 11 traits: - agile - finesse name: Zephyr Hawk perception: 7 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Circling Attack range: null raw_description: '**Circling Attack** [Two Actions] 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.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 13 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +7 - darkvision size: Small skills: - bonus: 13 misc: null name: 'Acrobatics ' - bonus: 11 misc: null name: 'Stealth ' source: - abbr: Bestiary page_start: 144 page_stop: null speed: - amount: 50 type: fly spell_lists: null traits: - N - Small - Air - Elemental type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: null description: 'Necromantic augmentations have granted this zombie increased size and power. **__Recall Knowledge - Undead__ (__Religion__)**: DC 16' hp: 70 hp_misc: negative healing immunities: - death effects - disease - mental - paralyzed - poison - unconscious items: null knowledge_checks: dc: 16 skills: - Religion languages: null level: 2 melee: - action_cost: One Action damage: formula: 1d12+5 type: bludgeoning name: fist plus_damage: - formula: null type: Improved Push 5 feet to_hit: 11 traits: - reach 10 feet name: Zombie Brute perception: 4 proactive_abilities: null ranged: null rarity: Common resistances: - amount: 10 type: positive - amount: 10 type: slashing ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 3 ref_misc: null will: 6 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A zombie is permanently slowed 1 and can't use reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Slow range: null raw_description: '**Slow** A zombie is permanently slowed 1 and can''t use reactions.' requirements: null success: null traits: null trigger: null senses: - Perception +4 - darkvision size: Large skills: - bonus: 9 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 341 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - NE - Large - Mindless - Undead - Zombie type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: null description: 'These towering horrors are animated from the corpses of monstrosities. **__Recall Knowledge - Undead__ (__Religion__)**: DC 22' hp: 160 hp_misc: negative healing immunities: - death effects - disease - mental - paralyzed - poison - unconscious items: null knowledge_checks: dc: 22 skills: - Religion languages: null level: 6 melee: - action_cost: One Action damage: formula: 2d10+9 type: bludgeoning name: hunk of meat plus_damage: null to_hit: 17 traits: - reach 15 feet name: Zombie Hulk perception: 8 proactive_abilities: - action_cost: None critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Corpse Throwing range: null raw_description: '**Corpse Throwing** 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. ' requirements: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null 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. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Wide Swing range: null raw_description: '**Wide Swing** 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.' requirements: null success: null traits: null trigger: null ranged: - action_cost: One Action damage: formula: 2d10+9 type: bludgeoning name: hunk of meat plus_damage: null to_hit: 9 traits: - thrown 10 feet - action_cost: One Action damage: formula: 2d6+9 type: bludgeoning name: corpse plus_damage: null to_hit: 17 traits: - brutal - range increment 30 feet rarity: Common resistances: - amount: 10 type: positive - amount: 10 type: slashing ritual_lists: null saves: fort: 16 fort_misc: null misc: null ref: 9 ref_misc: null will: 12 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A zombie is permanently slowed 1 and can't use reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Slow range: null raw_description: '**Slow** A zombie is permanently slowed 1 and can''t use reactions.' requirements: null success: null traits: null trigger: null senses: - Perception +8 - darkvision size: Huge skills: - bonus: 18 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 341 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - NE - Huge - Mindless - Undead - Zombie type: Creature weaknesses: null - 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 alignment: NE automatic_abilities: null description: 'A zombie shambler is a slow-moving horror dangerous in larger groups. **__Recall Knowledge - Undead__ (__Religion__)**: DC 13' hp: 20 hp_misc: negative healing immunities: - death effects - disease - mental - paralyzed - poison - unconscious items: null knowledge_checks: dc: 13 skills: - Religion languages: null level: -1 melee: - action_cost: One Action damage: formula: 1d6+3 type: bludgeoning name: fist plus_damage: - formula: null type: Grab to_hit: 7 traits: null name: Zombie Shambler perception: 0 proactive_abilities: - action_cost: One Action critical_failure: null critical_success: null description: null effect: The zombie has a creature grabbed or restrained. effects: null failure: null frequency: null full_description: null generic_description: null name: Jaws range: null raw_description: '**Jaws** (__attack__) **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.' requirements: null success: null traits: - attack trigger: null ranged: null rarity: Common resistances: - amount: 5 type: positive - amount: 5 type: slashing ritual_lists: null saves: fort: 6 fort_misc: null misc: null ref: 0 ref_misc: null will: 2 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A zombie is permanently slowed 1 and can't use reactions. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Slow range: null raw_description: '**Slow** A zombie is permanently slowed 1 and can''t use reactions.' requirements: null success: null traits: null trigger: null senses: - Perception +0 - darkvision size: Medium skills: - bonus: 5 misc: null name: 'Athletics ' source: - abbr: Bestiary page_start: 340 page_stop: null speed: - amount: 25 type: Land spell_lists: null traits: - NE - Medium - Mindless - Undead - Zombie type: Creature weaknesses: null - ability_mods: cha_mod: 6 con_mod: 9 dex_mod: 5 int_mod: 3 str_mod: 9 wis_mod: 6 ac: 39 ac_special: null alignment: N automatic_abilities: null description: 'Mighty plant-dragons, zomoks prowl the woodlands, defending their homes from destructive forces while healing and restoring the woods following natural disasters and ravaging intruders. Zomoks vary in appearance with the seasons, growing verdant green in the spring and summer, changing to autumnal colors in the fall, and decaying to brown in winter. While zomoks can and often do swallow their foes, they have no real need to eat. Any creature they gulp down is typically left behind as a mangled corpse the next time the zomok travels via their Forest Step ability. Zomoks reach 35 to 40 feet in length and weigh 30 tons. **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 35 **__Recall Knowledge - Plant__ (__Nature__)**: DC 35' hp: 310 hp_misc: null immunities: - paralyzed - poison - sleep - stunned items: null knowledge_checks: dc: 35 skills: - Arcana - Nature languages: - Arboreal - Common - Sylvan - Terran - speak with plants level: 16 melee: - action_cost: One Action damage: formula: 3d12+17 type: piercing name: jaws plus_damage: - formula: null type: Improved Grab to_hit: 33 traits: - magical - reach 15 feet - action_cost: One Action damage: formula: 3d8+17 type: slashing name: claw plus_damage: null to_hit: 33 traits: - agile - magical - reach 15 feet - action_cost: One Action damage: formula: 3d10+17 type: bludgeoning name: tail plus_damage: null to_hit: 33 traits: - magical - reach 20 feet name: Zomok perception: 28 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: 'The zomok blasts forth a 60-foot cone of earth and gravel, dealing 17d6 bludgeoning damage (DC 34 basic Reflex save); __prone__ creatures take a -2 circumstance penalty to this saving throw. Creatures touching the ground that fail their saves take a 10-foot circumstance penalty to their Speeds and are __restrained__ (__Escape__ DC 34) on a critical failure. The zomok can''t use Entombing Breath again for 1d4 rounds. The bodies of creatures slain by Entombing Breath instantly decompose and are destroyed—they can be restored to life only by a 7th-level or higher spell or ritual that restores life. The creature''s equipment is unharmed but buried under 5 feet of earth.' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Entombing Breath range: null raw_description: '**Entombing Breath** [Two Actions] (__conjuration__, __earth__, __primal__) The zomok blasts forth a 60-foot cone of earth and gravel, dealing 17d6 bludgeoning damage (DC 34 basic Reflex save); __prone__ creatures take a -2 circumstance penalty to this saving throw. Creatures touching the ground that fail their saves take a 10-foot circumstance penalty to their Speeds and are __restrained__ (__Escape__ DC 34) on a critical failure. The zomok can''t use Entombing Breath again for 1d4 rounds. The bodies of creatures slain by Entombing Breath instantly decompose and are destroyed—they can be restored to life only by a 7th-level or higher spell or ritual that restores life. The creature''s equipment is unharmed but buried under 5 feet of earth.' requirements: null success: null traits: - conjuration - earth - primal trigger: null - action_cost: One Action critical_failure: null critical_success: null description: null effect: The zomok teleports itself with the effects of a 5th-level __dimension door__ spell, but the zomok must begin and end the teleportation effect in forest terrain. The zomok regains 10d10 Hit Points during this teleportation. Creatures swallowed by the zomok are left behind. The zomok can't use Forest Step again for 1d6+1 rounds. effects: null failure: null frequency: three times per day full_description: null generic_description: null name: Forest Step range: null raw_description: '**Forest Step** (__conjuration__, __healing__, __necromancy__, __primal__, __teleportation__) **Frequency** three times per day; **Effect** The zomok teleports itself with the effects of a 5th-level __dimension door__ spell, but the zomok must begin and end the teleportation effect in forest terrain. The zomok regains 10d10 Hit Points during this teleportation. Creatures swallowed by the zomok are left behind. The zomok can''t use Forest Step again for 1d6+1 rounds.' requirements: null success: null traits: - conjuration - healing - necromancy - primal - teleportation trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Huge, 3d12+9 bludgeoning, Rupture 35 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Swallow Whole range: null raw_description: '**Swallow Whole** (__attack__) Huge, 3d12+9 bludgeoning, Rupture 35' requirements: null success: null traits: - attack trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: Huge or smaller, tail, DC 32 effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Trample range: null raw_description: '**Trample** [Three Actions] Huge or smaller, tail, DC 32' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: - amount: 15 type: fire ritual_lists: - dc: 34 misc: null name: Rituals spell_groups: - heightened_level: null level: 6 spells: - frequency: doesn't require secondary casters name: primal call requirement: null - heightened_level: null level: 4 spells: - frequency: null name: blight requirement: null - frequency: null name: plant growth requirement: null to_hit: null saves: fort: 31 fort_misc: null misc: null ref: 25 ref_misc: null will: 28 will_misc: null sense_abilities: null senses: - Perception +28 - darkvision - tremorsense (imprecise) 60 feet size: Gargantuan skills: - bonus: 27 misc: null name: 'Acrobatics ' - bonus: 33 misc: null name: 'Athletics ' - bonus: 29 misc: null name: 'Nature ' - bonus: 29 misc: null name: 'Stealth ' - bonus: 30 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 303 page_stop: null speed: - amount: 30 type: Land - amount: 80 type: fly - amount: 215 type: pass without trace spell_lists: - dc: 34 misc: '' name: Primal Innate Spells spell_groups: - heightened_level: null level: 8 spells: - frequency: plant creatures only name: charm requirement: null - heightened_level: null level: 7 spells: - frequency: null name: wall of thorns requirement: null - heightened_level: null level: 6 spells: - frequency: null name: tangling creepers requirement: null - heightened_level: null level: 1 spells: - frequency: null name: pass without trace requirement: null - heightened_level: 4 level: -1 spells: - frequency: null name: speak with plants requirement: null to_hit: 26 traits: - N - Gargantuan - Dragon - Plant type: Creature weaknesses: null - ability_mods: cha_mod: 5 con_mod: 3 dex_mod: 3 int_mod: -2 str_mod: 1 wis_mod: 2 ac: 20 ac_special: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 30 feet. When a creature ends its turn in the aura, it must attempt a DC 22 Will save. On a failure, it becomes fascinated with the zuipnyrn for 1 minute. Once the fascination ends, the creature is temporarily immune to this ability for 1 hour. The zuipnyrn can deactivate or activate this aura by using a single action, which has the concentrate trait. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Alluring Aspect range: null raw_description: '**Alluring Aspect** (__aura__, __occult__, __visual__) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 22 Will save. On a failure, it becomes fascinated with the zuipnyrn for 1 minute. Once the fascination ends, the creature is temporarily immune to this ability for 1 hour. The zuipnyrn can deactivate or activate this aura by using a single action, which has the concentrate trait.' requirements: null success: null traits: - aura - occult - visual trigger: null description: 'This spectacularly odd creature appears every now and again in various traveling circuses around the Inner Sea. Although carnival barkers make any number of claims about this strange being''s origins, the so-called "moon mole" is in fact an alien creature called a zuipnyrn, hailing from a distant planet beyond Golarion''s star system. In their infancy, zuipnyrns are spherical and furry, with few features other than a single eye stalk and a round, toothless feeding hole. A zuipnyrn''s body is particularly soft and malleable, allowing it to withstand falls and other hazards. Its eye stalk has the ability to produce a blinding burst of light as a defensive measure, which allows a zuipnyrn just enough time to escape in times of danger. Even more incredibly, a zuipnyrn can emit a hypnotic aura from its eye to entrance those around it—an ability it uses to avoid conflict and to persuade bystanders into helping it escape perilous situations. As they age and grow, zuipnyrns adapt to their environment by growing additional limbs, sprouting additional sensory organs, developing gills, or otherwise altering their anatomy to suit the area. **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 23' hp: 35 hp_misc: null immunities: null items: null knowledge_checks: dc: 23 skills: - Occultism languages: - Common - (can't speak any language) level: 3 melee: - action_cost: One Action damage: formula: 2d4+2 type: bludgeoning name: eye stalk plus_damage: null to_hit: 8 traits: - agile name: Zuipnyrn perception: 9 proactive_abilities: - action_cost: Three Actions critical_failure: The creature is helpful toward the zuipnyrn for 1 day and will actively attempt to defend the zuipnyrn and even risk its life for it. critical_success: The creature is unaffected and is no longer fascinated. description: "The zuipnyrn attempts to charm a creature within 30 feet that is\ \ currently fascinated by the zuipnyrn. The target must attempt a DC 22 Will\ \ save. Whether it succeeds or fails the save, the target is temporarily immune\ \ for 1 hour. \n\n" effect: null effects: null failure: The creature is helpful toward the zuipnyrn for 1 hour. frequency: null full_description: null generic_description: null name: Beguiling Gaze range: null raw_description: "**Beguiling Gaze** [Three Actions] (__occult__, __visual__)\ \ The zuipnyrn attempts to charm a creature within 30 feet that is currently\ \ fascinated by the zuipnyrn. The target must attempt a DC 22 Will save. Whether\ \ it succeeds or fails the save, the target is temporarily immune for 1 hour.\ \ \n\n**Critical Success** The creature is unaffected and is no longer fascinated.\n\ \n**Success** The creature is unaffected.\n\n**Failure** The creature is helpful\ \ toward the zuipnyrn for 1 hour.\n\n**Critical Failure** The creature is helpful\ \ toward the zuipnyrn for 1 day and will actively attempt to defend the zuipnyrn\ \ and even risk its life for it." requirements: null success: The creature is unaffected. traits: - occult - visual trigger: null - action_cost: Two Actions critical_failure: The creature is blinded for 1 minute. critical_success: The creature is unaffected. description: "The zuipnyrn's eye produces a bright flash of light. Each creature\ \ in a 30-foot cone must attempt a DC 22 Fortitude save. The zuipnyrn can't\ \ use Blinding Flare again for 1 minute. \n\n" effect: null effects: null failure: The creature is blinded for 1 round and dazzled for 1 minute. frequency: null full_description: null generic_description: null name: Blinding Flare range: null raw_description: "**Blinding Flare** [Two Actions] (__occult__, __visual__) The\ \ zuipnyrn's eye produces a bright flash of light. Each creature in a 30-foot\ \ cone must attempt a DC 22 Fortitude save. The zuipnyrn can't use Blinding\ \ Flare again for 1 minute. \n\n**Critical Success** The creature is unaffected.\n\ \n**Success** The creature is dazzled for 1 round.\n\n**Failure** The creature\ \ is blinded for 1 round and dazzled for 1 minute.\n\n**Critical Failure** The\ \ creature is blinded for 1 minute." requirements: null success: The creature is dazzled for 1 round. traits: - occult - visual trigger: null ranged: null rarity: Rare resistances: - amount: 3 type: bludgeoning ritual_lists: null saves: fort: 10 fort_misc: null misc: null ref: 10 ref_misc: null will: 7 will_misc: null sense_abilities: null senses: - Perception +9 - greater darkvision size: Small skills: - bonus: 11 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #152: Legacy of the Lost God' page_start: 85 page_stop: null speed: - amount: 20 type: Land - amount: 10 type: climb spell_lists: null traits: - Rare - N - Small - Aberration type: Creature weaknesses: null - ability_mods: cha_mod: 3 con_mod: 2 dex_mod: 4 int_mod: 4 str_mod: -1 wis_mod: 2 ac: 18 ac_special: null alignment: NE automatic_abilities: null description: 'Even the least among zyss serpentfolk consider themselves greater than any mammal. Their magical abilities, most notably their telepathy, are all the reason they need to hold this view. And it''s true enough that the instinctual skill and magic of any zyss is enough to best the average human. **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18' hp: 25 hp_misc: null immunities: null items: - dagger - shortbow (30 arrows) knowledge_checks: dc: 18 skills: - Society languages: - Aklo - Common - Undercommon - telepathy 100 feet level: 2 melee: - action_cost: One Action damage: formula: 1d6+1 type: piercing name: fangs plus_damage: - formula: null type: serpentfolk venom to_hit: 10 traits: - finesse - action_cost: One Action damage: formula: 1d4+1 type: piercing name: dagger plus_damage: - formula: null type: serpentfolk venom to_hit: 10 traits: - agile - finesse - versatile S name: Zyss Serpentfolk perception: 8 proactive_abilities: - action_cost: None critical_failure: null critical_success: null description: '**Saving Throw** DC 16 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage and __enfeebled 1__ (1 round); **Stage 2** 2d4 poison damage and enfeebled 1 (1 round)' effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Serpentfolk Venom range: null raw_description: '**Serpentfolk Venom** (__poison__) **Saving Throw** DC 16 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage and __enfeebled 1__ (1 round); **Stage 2** 2d4 poison damage and enfeebled 1 (1 round)' requirements: null success: null traits: - poison trigger: null ranged: - action_cost: One Action damage: formula: 1d6+2 type: piercing name: shortbow plus_damage: - formula: null type: serpentfolk venom to_hit: 10 traits: - deadly 1d10 - range increment 60 feet rarity: Uncommon resistances: - amount: 5 type: poison ritual_lists: null saves: fort: 6 fort_misc: null misc: +1 status to all saves vs. magic ref: 8 ref_misc: null will: 8 will_misc: +4 status vs. mental sense_abilities: null senses: - Perception +8 - darkvision - scent (imprecise) 30 feet size: Medium skills: - bonus: 8 misc: null name: 'Acrobatics ' - bonus: 8 misc: null name: 'Arcana ' - bonus: 9 misc: null name: 'Deception ' - bonus: 8 misc: null name: 'Occultism ' - bonus: 8 misc: null name: 'Society ' source: - abbr: Bestiary 2 page_start: 237 page_stop: null speed: - amount: 25 type: Land spell_lists: - dc: 18 misc: null name: Occult Innate Spells spell_groups: - heightened_level: null level: 4 spells: - frequency: null name: suggestion requirement: null - heightened_level: null level: 2 spells: - frequency: at will name: mirror image requirement: null - heightened_level: null level: 1 spells: - frequency: at will name: illusory disguise requirement: null - frequency: at will name: ventriloquism requirement: null to_hit: null traits: - Uncommon - NE - Medium - Humanoid - Serpentfolk type: Creature weaknesses: null