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