48965 lines
1.2 MiB
48965 lines
1.2 MiB
monsters:
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 0
|
||
dex_mod: 2
|
||
int_mod: -5
|
||
str_mod: -4
|
||
wis_mod: 0
|
||
ac: 13
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: An unseen servant is invisible, though it normally doesn't Sneak,
|
||
so it is usually only hidden.
|
||
name: Invisible
|
||
traits: null
|
||
description: This creature can be summoned with the spell *Unseen Servant*.
|
||
divine_spells: null
|
||
hp: 4
|
||
immunities:
|
||
- disease
|
||
- mental
|
||
- non-magical attacks
|
||
- paralysis
|
||
- poison
|
||
- precision
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- ' - (understands its creator)'
|
||
level: -1
|
||
melee: null
|
||
name: Unseen Servant
|
||
perception: 0
|
||
proactive_abilities:
|
||
- description: An unseen servant's physical body is made of force. It can't use
|
||
attack actions. It can move and use Interact actions to do things such as fetch
|
||
objects, open unstuck or unlocked doors, hold chairs, and clean. It can't pass
|
||
through solid objects.
|
||
name: Force Body
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: all damage (except force or ghost touch)
|
||
saves:
|
||
fort: 0
|
||
ref: 4
|
||
will: 0
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Stealth: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- No Alignment
|
||
- Medium
|
||
- Mindless
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 6
|
||
dex_mod: 1
|
||
int_mod: 3
|
||
str_mod: 5
|
||
wis_mod: 5
|
||
ac: 23
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: While underwater, an aboleth exudes a cloud of transparent slime.
|
||
An air-breathing creature adjacent to an aboleth must succeed at a DC 25 Fortitude
|
||
save each round or lose the ability to breathe air but gain the ability to breathe
|
||
water for 3 hours.
|
||
name: Mucus Cloud
|
||
range: 5 feet
|
||
traits:
|
||
- aura
|
||
- disease
|
||
description: Aboleths form the core of alghollthu society, and while they are the
|
||
"common folk" of their own societies, they see themselves as masters of all others.
|
||
Unlike their leaders, who mask their actions using magical disguises, aboleths
|
||
revel in their monstrous forms, appearing as primeval fish with tentacles. Masters
|
||
of psychic manipulation, they are a species so ancient that they were present
|
||
in the world when it was young, before the gods had turned their attention to
|
||
the planet. They see all other life as something they have the right to control,
|
||
so the idea that potential slaves might have faith in a higher power other than
|
||
themselves enrages aboleths.
|
||
divine_spells: null
|
||
hp: 135
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 7
|
||
name: project image
|
||
- frequency: at will
|
||
level: 7
|
||
name: veil
|
||
- frequency: x3
|
||
level: 6
|
||
name: dominate
|
||
- frequency: x3
|
||
level: 6
|
||
name: illusory scene
|
||
- frequency: at will
|
||
level: 5
|
||
name: illusory object
|
||
- frequency: at will
|
||
level: 4
|
||
name: hallucinatory terrain
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
- Alghollthu
|
||
- Aquan
|
||
- Common
|
||
- Undercommon
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+10 plus slime
|
||
type: bludgeoning
|
||
name: tentacle
|
||
to_hit: 16
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 15 feet
|
||
name: Alghollthu Master (Aboleth)
|
||
perception: 17
|
||
proactive_abilities:
|
||
- description: '**Saving Throw** Fortitude DC 25; **Stage 1** no ill effect (1 round);
|
||
**Stage 2** the victim''s skin softens, inflicting drained 1 (1 round); **Stage
|
||
3** the victim''s skin transforms into a clear, slimy membrane, inflicting drained
|
||
2 until the curse ends; every hour this membrane remains dry, the creature''s
|
||
drained condition increases by 1 (permanent). A remove disease spell can counteract
|
||
this curse, but immunity to disease offers no protection against it.'
|
||
name: Slime
|
||
traits:
|
||
- curse
|
||
- occult
|
||
- virulent
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 15
|
||
ref: 10
|
||
will: 16
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 16
|
||
Deception: 15
|
||
Intimidation: 15
|
||
Lore: 14
|
||
Occultism: 16
|
||
skills_special: null
|
||
speed:
|
||
- amount: 10
|
||
type: Land
|
||
- amount: 60
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: 25
|
||
traits:
|
||
- Uncommon
|
||
- LE
|
||
- Huge
|
||
- Aberration
|
||
- Aquatic
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 3
|
||
dex_mod: 1
|
||
int_mod: 0
|
||
str_mod: 4
|
||
wis_mod: 0
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: 'The most numerous of the alghollthus are the ulat-kinis, a servitor
|
||
race created from human stock to serve as rank-and-file soldiers in alghollthu
|
||
armies. At the zenith of alghollthu power, ulat-kinis formed massive legions and
|
||
enjoyed significant power over other species. When the alghollthus retreated from
|
||
the world, they abandoned teeming hordes of ulatkinis. Although these erstwhile
|
||
soldiers tried to continue their conquering ways, their numbers declined rapidly
|
||
in battlefield defeats and purposeful exterminations enacted by their enemies.
|
||
Ulat-kini society degenerated, so that now only a few enclaves exist in the depths
|
||
of the earth or along isolated coastlines. Few remember their own species'' name,
|
||
instead using the epithet their foes gave them: "skum."'
|
||
divine_spells: null
|
||
hp: 40
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Alghollthu
|
||
- Undercommon
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+4
|
||
type: piercing
|
||
name: trident
|
||
to_hit: 10
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d4+4
|
||
type: piercing
|
||
name: fangs
|
||
to_hit: 10
|
||
traits: null
|
||
name: Skum (Ulat-Kini)
|
||
perception: 6
|
||
proactive_abilities: []
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+3
|
||
type: piercing
|
||
name: trident
|
||
to_hit: 7
|
||
traits:
|
||
- thrown 20 feet
|
||
resistances:
|
||
- amount: 5
|
||
type: cold
|
||
saves:
|
||
fort: 7
|
||
ref: 7
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 8
|
||
Intimidation: 4
|
||
Stealth: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 40
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Medium
|
||
- Amphibious
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 3
|
||
dex_mod: 3
|
||
int_mod: 0
|
||
str_mod: 4
|
||
wis_mod: 2
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Among the subtler of the alghollthu creations were the ugothols—also
|
||
known as faceless stalkers. These twisted beings used shapeshifting to infiltrate
|
||
settlements and assassinate key targets. They sowed discord and replaced leaders,
|
||
causing unwanted organizations to implode and bothersome people to lose face and
|
||
eventually disappear. Entirely terrestrial in nature, ugothols can easily extend
|
||
alghollthu plots above the waves for extended periods of time, giving their aquatic
|
||
masters enhanced reach into these unpleasantly dry realms. Today, most faceless
|
||
stalkers—like the less dangerous ulat-kinis—pursue programmed goals without the
|
||
guidance of alghollthu rule. Faceless stalkers prefer to live as close to the
|
||
sea coast as possible, although they are not aquatic creatures themselves. Most
|
||
dwell in tiny tribes in marshlands. Others live in the sewers of coastal towns.
|
||
divine_spells: null
|
||
hp: 60
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: constant
|
||
level: 5
|
||
name: tongues
|
||
items: null
|
||
languages:
|
||
- Alghollthu
|
||
- Aquan
|
||
- Common
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+6
|
||
type: slashing
|
||
name: longsword
|
||
to_hit: 14
|
||
traits:
|
||
- versatile P
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+6 plus Grab
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 12
|
||
traits:
|
||
- agile
|
||
name: Faceless Stalker (Ugothol)
|
||
perception: 10
|
||
proactive_abilities:
|
||
- description: The faceless stalker spends 10 minutes reshaping its appearance to
|
||
take on the shape of any Small or Medium humanoid. It gains a +4 circumstance
|
||
bonus to Deception checks to pass as that creature.
|
||
name: Assume Form
|
||
traits:
|
||
- concentrate
|
||
- occult
|
||
- polymorph
|
||
- transmutation
|
||
- action_cost: One Action
|
||
description: The faceless stalker uses its three-pronged tongue to drink the blood
|
||
of an adjacent restrained or unconscious creature. The creature gains drained
|
||
1.
|
||
name: Blood Nourishment
|
||
traits: null
|
||
- description: When the faceless stalker successfully Squeezes, it moves through
|
||
the tight space at full speed. Narrow confines are not difficult terrain for
|
||
a faceless stalker.
|
||
name: Compression
|
||
traits: null
|
||
- action_cost: Free Action
|
||
description: The faceless stalker resumes its true form. Until the start of its
|
||
next turn, it gains a +2 status bonus to attack rolls, damage rolls, saving
|
||
throws, and skill checks.
|
||
name: Revert Form
|
||
traits: null
|
||
- description: The faceless stalker deals 1d6 extra precision damage to flat-footed
|
||
creatures.
|
||
name: Sneak Attack
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: bludgeoning
|
||
saves:
|
||
fort: 9
|
||
ref: 9
|
||
will: 12
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +2 status to all saves vs. auditory and visual
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 12
|
||
Athletics: 12
|
||
Deception: 13
|
||
Stealth: 13
|
||
Thievery: 9
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: 19
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Aberration
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 6
|
||
con_mod: 8
|
||
dex_mod: 6
|
||
int_mod: 7
|
||
str_mod: 6
|
||
wis_mod: 5
|
||
ac: 34
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: While underwater, a veiled master exudes a cloud of transparent slime.
|
||
An air-breathing creature within 30 feet of a veiled master must succeed at
|
||
a DC 36 Fortitude save each round or lose the ability to breathe air but gain
|
||
the ability to breathe water for 24 hours.
|
||
name: Mucus Cloud
|
||
range: 30 feet
|
||
traits:
|
||
- aura
|
||
- disease
|
||
description: The powerful vidileths are the insidious veiled masters of the alghollthus.
|
||
These manipulators of mind and body alike lead their species in the open, using
|
||
their ability to change form to walk among and deceive humans and other sapient
|
||
species. Many veiled masters are even more powerful than the typical specimen
|
||
presented here and can use a wide range of arcane or occult spells and rituals.
|
||
While veiled masters command significant combat prowess and impressive magical
|
||
skills, the greatest danger they pose to others is their uncanny ability to infiltrate
|
||
into societies much different than their own. The most paranoid of adventurers
|
||
and conspiracy scholars worry that every major city has been infested by secret
|
||
cabals of vidileths, while others dismiss this as hogwash and fearmongering. The
|
||
truth is likely somewhere in between, but it doesn't take many veiled masters
|
||
pulling the strings behind the scenes to wreak havoc upon an entire nation!
|
||
divine_spells: null
|
||
hp: 270
|
||
immunities:
|
||
- controlled
|
||
- electricity
|
||
- mental
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 9
|
||
name: project image
|
||
- frequency: at will
|
||
level: 8
|
||
name: illusory scene
|
||
- frequency: at will
|
||
level: 8
|
||
name: suggestion
|
||
- frequency: at will
|
||
level: 7
|
||
name: veil
|
||
- frequency: x3
|
||
level: 6
|
||
name: dominate
|
||
- frequency: x3
|
||
level: 5
|
||
name: dimension door
|
||
- frequency: x3
|
||
level: 5
|
||
name: hallucinatory terrain
|
||
- frequency: x3
|
||
level: 5
|
||
name: illusory object
|
||
- frequency: at will
|
||
level: 3
|
||
name: hypnotic pattern
|
||
- frequency: at will
|
||
level: 3
|
||
name: levitate
|
||
- frequency: at will
|
||
level: 3
|
||
name: mind reading
|
||
- frequency: at will
|
||
level: 3
|
||
name: secret page
|
||
- frequency: constant
|
||
level: 5
|
||
name: tongues
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
- Alghollthu
|
||
- Aquan
|
||
- Common
|
||
- Undercommon
|
||
level: 14
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+12 plus slime
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 30
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+12 plus slime and consume memories
|
||
type: piercing
|
||
name: fangs
|
||
to_hit: 28
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 10 feet
|
||
- versatile S
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 7d6 plus thoughtlance
|
||
type: electricity
|
||
name: tentacle
|
||
to_hit: 28
|
||
traits:
|
||
- agile
|
||
- electricity
|
||
- magical
|
||
- reach 20 feet
|
||
name: Veiled Master (Vidileth)
|
||
perception: 25
|
||
proactive_abilities:
|
||
- action_cost: Free Action
|
||
description: Once per round, a veiled master can take on the appearance of a humanoid
|
||
of Large, Medium, or Small size or resume its true form. While in humanoid form,
|
||
the veiled master's Speed is 30 feet, and it loses its mucus cloud aura and
|
||
swim Speed. If the humanoid form assumed lacks the aquatic trait, the veiled
|
||
master loses its own aquatic trait as well. In humanoid form, the veiled master
|
||
can use weapons, or it can make Strikes that work like its tentacle attack but
|
||
use the reach of its current form. If the assumed form has fangs or claws, the
|
||
veiled master can also make such Strikes, but these attacks lack the veiled
|
||
master's slime.
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- occult
|
||
- polymorph
|
||
- transmutation
|
||
- description: When a veiled master makes a fangs Strike against a creature, it
|
||
can consume some of that creature's memories. The target must succeed at a DC
|
||
37 Fortitude saving throw or become stupefied 1. A veiled master regains 5 Hit
|
||
Points each time it successfully consumes memories. When a veiled master consumes
|
||
memories, it learns some of the creature's memories (subject to the GM's discretion).
|
||
name: Consume Memories
|
||
traits:
|
||
- mental
|
||
- occult
|
||
- description: When a veiled master successfully casts *dominate* on a creature,
|
||
a *suggestion* spell triggers when the *dominate* spell ends. This *suggestion*
|
||
usually causes the target to return to the veiled master, so the creature can
|
||
cast *dominate* again, but a veiled master can set the *suggestion* to different
|
||
orders if it wishes.
|
||
name: Delayed Suggestion
|
||
traits:
|
||
- enchantment
|
||
- occult
|
||
- description: '**Saving Throw** Fortitude DC 36; **Stage 1** no ill effect (1 round);
|
||
**Stage 2** the victim''s skin softens, inflicting drained 1 (1 round); **Stage
|
||
3** the victim''s skin transforms into a clear, slimy membrane, inflicting drained
|
||
2 until the curse ends; every hour this membrane remains dry, the creature''s
|
||
drained condition increases by 1 (permanent). A remove disease spell can counteract
|
||
this curse, but immunity to disease offers no protection against it.'
|
||
name: Slime
|
||
traits:
|
||
- curse
|
||
- occult
|
||
- virulent
|
||
- action_cost: Two Actions
|
||
description: The veiled master thrashes about with its tentacles. Make a tentacle
|
||
Strike against each creature within its reach. Roll only one attack roll, and
|
||
roll the damage only once for all targets.
|
||
name: Tentacle Flurry
|
||
traits: null
|
||
- description: A creature touched by the veiled master's tentacles, whether those
|
||
tentacles deal damage or not, must attempt a DC 34 Will save, becoming slowed
|
||
1 on a failure or slowed 2 on a critical failure. Each time the affected creature
|
||
ends its turn, its slowed value decreases by 1.
|
||
name: Thoughtlance
|
||
traits:
|
||
- curse
|
||
- enchantment
|
||
- occult
|
||
ranged: null
|
||
resistances:
|
||
- amount: 20
|
||
type: cold
|
||
saves:
|
||
fort: 26
|
||
ref: 22
|
||
will: 24
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +2 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Arcana: 27
|
||
Athletics: 24
|
||
Deception: 28
|
||
Intimidation: 26
|
||
Lore: 29
|
||
Occultism: 29
|
||
Society: 27
|
||
Stealth: 24
|
||
skills_special: null
|
||
speed:
|
||
- amount: 10
|
||
type: Land
|
||
- amount: 80
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: 37
|
||
traits:
|
||
- Rare
|
||
- LE
|
||
- Large
|
||
- Aberration
|
||
- Aquatic
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: 0
|
||
str_mod: 1
|
||
wis_mod: 2
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: An arbiter can always sense the direction of the nearest non-arbiter
|
||
inevitable on the plane, but it cannot sense the range of the inevitable.
|
||
name: Locate Inevitable
|
||
traits: null
|
||
description: These spherical inevitables are scouts and diplomats. Found throughout
|
||
the multiverse, they have traditionally kept watch over on chaos and its agents.
|
||
With the announcement of the Convergence, many arbiters now serve as go-betweens
|
||
among the aeon alliance and its mortal associates.
|
||
divine_spells: null
|
||
hp: 22
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- emotion
|
||
- poison
|
||
- unconscious
|
||
innate_spells:
|
||
- level: 4
|
||
name: read omens
|
||
items:
|
||
- shortsword
|
||
languages:
|
||
- Celestial
|
||
- Common
|
||
- Infernal
|
||
- Utopian
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+1 plus 1d4 lawful
|
||
type: piercing
|
||
name: shortsword
|
||
to_hit: 9
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- lawful
|
||
- magical
|
||
- versatile S
|
||
name: Arbiter
|
||
perception: 7
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The arbiter releases an electrical burst from its body that deals
|
||
3d6 electricity damage (DC 17 basic Reflex save). Following such a burst, the
|
||
arbiter becomes stunned for 24 hours.
|
||
name: Electrical Burst
|
||
traits:
|
||
- divine
|
||
- electricity
|
||
- evocation
|
||
ranged: null
|
||
resistances:
|
||
- amount: 3
|
||
type: electricity
|
||
saves:
|
||
fort: 5
|
||
ref: 7
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- '*detect alignment* (chaotic only)'
|
||
- locate inevitable
|
||
skills:
|
||
Acrobatics: 9
|
||
Diplomacy: 6
|
||
Stealth: 9
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LN
|
||
- Tiny
|
||
- Aeon
|
||
- Inevitable
|
||
- Monitor
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 3
|
||
dex_mod: 4
|
||
int_mod: 5
|
||
str_mod: 5
|
||
wis_mod: 5
|
||
ac: 26
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: According to the axiomites, their kind rose from the raw mathematical
|
||
underpinnings of the universe, manifesting as great builders who created the ancient,
|
||
colossal cities of the Outer Planes and gave life to the mechanical inevitables.
|
||
According to the aeons, axiomites are part of the Monad, having both risen from
|
||
and rebelled against it long ago. Since the Convergence, most axiomites have recognized
|
||
this as a fundamental truth, particularly after the aeons showed the axiomites
|
||
how the Utopian language has formed as an amalgam of aeon envisioning and formulaic
|
||
mathematical expression. Most axiomites live in the perfect city of Axis, which
|
||
they continually act to improve, thus refining the concept of perfection itself.
|
||
divine_spells: null
|
||
hp: 155
|
||
immunities:
|
||
- disease
|
||
- emotion
|
||
- fear
|
||
innate_spells:
|
||
- level: 5
|
||
name: telekinetic haul
|
||
- frequency: lawful
|
||
level: 4
|
||
name: dispel magic
|
||
- frequency: lawful
|
||
level: 4
|
||
name: divine wrath
|
||
- frequency: lawful
|
||
level: 4
|
||
name: lightning bolt
|
||
- frequency: x3
|
||
level: 3
|
||
name: haste
|
||
- frequency: x3
|
||
level: 3
|
||
name: paralyze
|
||
- level: 2
|
||
name: telekinetic maneuver
|
||
- frequency: at will
|
||
level: 1
|
||
name: true strike
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Celestial
|
||
- Common
|
||
- Draconic
|
||
- Infernal
|
||
- Utopian
|
||
level: 8
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+11 plus 1d6 lawful
|
||
type: bludgeoning
|
||
name: warhammer
|
||
to_hit: 20
|
||
traits:
|
||
- lawful
|
||
- magical
|
||
- shove
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+5 plus 1d6 lawful
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 17
|
||
traits:
|
||
- agile
|
||
- lawful
|
||
- magical
|
||
name: Axiomite
|
||
perception: 19
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The axiomite shifts between its humanoid form and that of a cloud
|
||
of crystalline dust in which strange symbols and equations flash. In this form
|
||
it gains a fly Speed of 40 feet and can fit through even tiny apertures, similarly
|
||
to *gaseous form*. It can cast spells, but it can't make melee or ranged attacks
|
||
in this state. It can return to its humanoid form by using this action while
|
||
in crystalline dust form.
|
||
name: Crystalline Dust Form
|
||
traits:
|
||
- polymorph
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: electricity
|
||
- amount: 10
|
||
type: mental
|
||
saves:
|
||
fort: 13
|
||
ref: 16
|
||
will: 18
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 16
|
||
Crafting: 21
|
||
Diplomacy: 15
|
||
Occultism: 17
|
||
Religion: 17
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: 17
|
||
spell_dc: null
|
||
traits:
|
||
- LN
|
||
- Medium
|
||
- Aeon
|
||
- Monitor
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 5
|
||
dex_mod: 4
|
||
int_mod: 1
|
||
str_mod: 7
|
||
wis_mod: 4
|
||
ac: 34
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: A kolyarut can speak with and understand any creature that has a
|
||
language.
|
||
name: Truespeech
|
||
traits: null
|
||
description: Kolyarut inevitables are enforcers of bargains and punishers of those
|
||
who fail to uphold them. Their humanoid shape, ability to disguise themselves
|
||
among a humanoid population, and diplomatic leanings make them the most approachable
|
||
inevitables, and thus more likely to ally themselves with others. They are among
|
||
the most talkative of all inevitables, naturally possessing a courtly grace and
|
||
an encyclopedic knowledge of social customs, which they use to assist their efforts
|
||
in gathering information on their targets or issuing challenges in a legal manner.
|
||
divine_spells: null
|
||
hp: 215
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- emotion
|
||
- poison
|
||
- unconscious
|
||
innate_spells:
|
||
- level: 8
|
||
name: discern location
|
||
- level: 5
|
||
name: command
|
||
- frequency: at will
|
||
level: 4
|
||
name: illusory disguise
|
||
- frequency: at will
|
||
level: 4
|
||
name: suggestion
|
||
- frequency: x2
|
||
level: 3
|
||
name: paralyze
|
||
- frequency: self only
|
||
level: 2
|
||
name: silence
|
||
items:
|
||
- +1 striking bastard sword
|
||
languages:
|
||
- Celestial
|
||
- Infernal
|
||
- Utopian
|
||
level: 12
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+13 plus 1d6 lawful
|
||
type: slashing
|
||
name: bastard sword
|
||
to_hit: 26
|
||
traits:
|
||
- lawful
|
||
- magical
|
||
- two-hand d12
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+11 plus 1d6 lawful
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 23
|
||
traits:
|
||
- agile
|
||
- lawful
|
||
- magical
|
||
name: Kolyarut
|
||
perception: 23
|
||
proactive_abilities: []
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 23
|
||
ref: 24
|
||
will: 22
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- (+27 to detect lies)
|
||
skills:
|
||
Acrobatics: 22
|
||
Athletics: 27
|
||
Deception: 20
|
||
Diplomacy: 20
|
||
Survival: 22
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LN
|
||
- Medium
|
||
- Aeon
|
||
- Inevitable
|
||
- Monitor
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 6
|
||
con_mod: 6
|
||
dex_mod: 7
|
||
int_mod: 8
|
||
str_mod: 6
|
||
wis_mod: 9
|
||
ac: 45
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: Pleromas care little for communication with other creatures, but
|
||
when they do convey information, they do so wordlessly through a series of psychic
|
||
projections. This acts as telepathy with a range of but is understandable to
|
||
all creatures regardless of whether they have a language, though the aeon's
|
||
meaning to non-aeons can be vague and is often mysterious. An aeon can use this
|
||
ability to communicate flawlessly with any other aeon on the same plane as itself.
|
||
name: Envisioning
|
||
range: 100 feet
|
||
traits: null
|
||
description: Among the most powerful of all the true aeons, pleromas are a manifestation
|
||
of the duality of creation and destruction. Their physical manifestation is a
|
||
constant state of flux between these two poles, their forms a shifting cloak of
|
||
black where galaxies and other celestial objects flit in and out of existence,
|
||
as if depicting the constant life, death, and rebirth of a miniature, self-contained
|
||
universe.
|
||
divine_spells: null
|
||
hp: 335
|
||
immunities:
|
||
- negative
|
||
- positive
|
||
innate_spells:
|
||
- level: 10
|
||
name: alter reality
|
||
- level: 9
|
||
name: banishment
|
||
- level: 9
|
||
name: blade barrier
|
||
- level: 9
|
||
name: disjunction
|
||
- level: 9
|
||
name: overwhelming presence
|
||
- frequency: x2
|
||
level: 8
|
||
name: disintegrate
|
||
- frequency: x2
|
||
level: 8
|
||
name: unrelenting observation
|
||
- level: 7
|
||
name: plane shift
|
||
- level: 7
|
||
name: retrocognition
|
||
- frequency: at will
|
||
level: 5
|
||
name: creation
|
||
- frequency: at will
|
||
level: 4
|
||
name: create food
|
||
- frequency: at will
|
||
level: 4
|
||
name: shape stone
|
||
- frequency: at will
|
||
level: 3
|
||
name: hypercognition
|
||
- frequency: at will
|
||
level: 2
|
||
name: detect alignment
|
||
- frequency: at will
|
||
level: 2
|
||
name: shape wood
|
||
- frequency: at will
|
||
level: 1
|
||
name: create water
|
||
- frequency: constant
|
||
level: 8
|
||
name: true seeing
|
||
- frequency: constant
|
||
level: 8
|
||
name: freedom of movement
|
||
- frequency: constant
|
||
level: 4
|
||
name: freedom of movement
|
||
items: null
|
||
languages:
|
||
- ' envisioning'
|
||
level: 20
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 5d8+18 or negative damage plus 1d6 lawful
|
||
type: positive
|
||
name: energy touch
|
||
to_hit: null
|
||
traits:
|
||
- agile
|
||
- lawful
|
||
- magical
|
||
name: Pleroma
|
||
perception: 37
|
||
proactive_abilities:
|
||
- description: A pleroma's touch deals its choice of positive or negative damage,
|
||
but neither energy can be used to heal a creature.
|
||
name: Energy Touch
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: Three times per day, a pleroma can manifest a 2-foot-diameter sphere
|
||
of white energy that hovers above its left hand. By using a single action, which
|
||
has the concentrate trait, the pleroma can cause the sphere to fly 10 feet.
|
||
The sphere can move in any direction, ignoring difficult terrain, but it can't
|
||
move farther than 300 feet away from the pleroma. Wherever the sphere travels,
|
||
it leaves behind a 5-foot-wide path of new matter, creating either new terrain
|
||
(the pleroma's choice of normal, difficult, or greater difficult terrain) or
|
||
a 5-foot-square solid barrier of a single natural substance (such as clay, wood,
|
||
or stone). The sphere can enter the space of a creature; when it does, the creature
|
||
must succeed at a DC 43 Fortitude save or be absorbed into the sphere. On a
|
||
successful save, the creature is pushed to a space of the GM's choice away from
|
||
the sphere. Those who fail take 20d6 positive damage (even if they are living)
|
||
and are pushed away as a success. Those who critically fail, or are reduced
|
||
to 0 HP by the damage from a failure, become one with the new material and can
|
||
be restored only via a 10th-level spell. A pleroma can have only one Sphere
|
||
of Creation in existence at a time, and the sphere automatically vanishes in
|
||
a flash of blinding light after 1d4 minutes. All creatures within 30 feet of
|
||
the sphere of creation when it vanishes must succeed at a DC 43 Fortitude save
|
||
or be permanently blinded.
|
||
name: Sphere of Creation
|
||
traits:
|
||
- incapacitation
|
||
- magical
|
||
- action_cost: Two Actions
|
||
description: Three times per day, a pleroma can manifest a 2-foot-diameter sphere
|
||
of complete and utter darkness that hovers above its right hand. It can move
|
||
and control the sphere in the same manner as its Sphere of Creation. The sphere
|
||
is an empty void that lasts for 1 minute before collapsing in on itself and
|
||
winking out of existence. Once manifested, the sphere can be used as a ranged
|
||
attack, but it blinks out of existence immediately after that attack is resolved.
|
||
Any unattended object that touches the void is sucked in and completely destroyed.
|
||
Larger objects (such as ships or buildings) are destroyed at a rate of one 10-foot
|
||
cube per round of contact. The sphere can enter the space of a creature, with
|
||
effects similar to the Sphere of Creation except that it deals negative damage
|
||
(even to undead) on a failure and annihilates rather than incorporating the
|
||
creature into material. Such a destroyed creature can be restored only by a
|
||
10th-level spell.
|
||
name: Sphere of Oblivion
|
||
traits:
|
||
- incapacitation
|
||
- magical
|
||
ranged:
|
||
- action_cost: One Action
|
||
name: Sphere of Oblivion
|
||
to_hit: 37
|
||
traits:
|
||
- magical
|
||
resistances: null
|
||
saves:
|
||
fort: 32
|
||
ref: 31
|
||
will: 37
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- lifesense 120 feet
|
||
- '*true seeing*'
|
||
skills:
|
||
Acrobatics: 33
|
||
Arcana: 38
|
||
Deception: 34
|
||
Diplomacy: 34
|
||
Occultism: 38
|
||
Religion: 39
|
||
Stealth: 35
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: 37
|
||
spell_dc: null
|
||
traits:
|
||
- LN
|
||
- Large
|
||
- Aeon
|
||
- Monitor
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 2
|
||
dex_mod: 1
|
||
int_mod: -1
|
||
str_mod: -1
|
||
wis_mod: 1
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The weakest of angels, cassisians usually serve as lackey messengers
|
||
for more powerful angels or as spiritual guides for mortals. Despite their limited
|
||
intellect, cassisians have a knack for precise recollection, particularly with
|
||
scripture. Most cassisians are formed from the souls of trustworthy mortals, but
|
||
some arise from fragments of greater angels destroyed in service to the celestial
|
||
realms.
|
||
divine_spells: null
|
||
hp: 20
|
||
immunities: null
|
||
innate_spells:
|
||
- level: 4
|
||
name: read omens
|
||
- frequency: at will, evil only
|
||
level: 1
|
||
name: detect alignment
|
||
- frequency: at will, evil only
|
||
level: 1
|
||
name: heal
|
||
items: null
|
||
languages:
|
||
- Celestial
|
||
- Common
|
||
- Draconic
|
||
- Infernal
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6-1 plus 1d4 good
|
||
type: bludgeoning
|
||
name: headbutt
|
||
to_hit: 6
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- good
|
||
- magical
|
||
name: Cassisian (Archive Angel)
|
||
perception: 6
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: A cassisian can take the appearance of a dove, a winged humanoid,
|
||
a dog, or a fish. Normally, this doesn't change its Speed or the attack and
|
||
damage bonuses for its Strikes, but it might change the damage type Strikes
|
||
deal (typically to bludgeoning). Any further changes for specific forms are
|
||
noted below. <ul><li>**Dog** size Small; scent (imprecise) 30 feet, Speed 40
|
||
feet; **Melee** jaws +7, Damage 1d6+2 piercing plus Knockdown</li><li>**Fish**
|
||
swim Speed 30 feet</li></ul>
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- polymorph
|
||
- transmutation
|
||
- action_cost: Two Actions
|
||
description: The cassisian releases beams of heat or cold from its eyes, dealing
|
||
2d6 cold or fire damage (DC 17 basic Reflex save) to all creatures in a 15-foot
|
||
line. It can't use Eye Beams again for 1d4 rounds.
|
||
name: Eye Beams
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- evocation
|
||
- description: While the cassisian isn't particularly intelligent, it has perfect
|
||
memory and can remember everything it sears or hears. This allows it to attempt
|
||
Lore checks on any topic, provided (at the GM's discretion) the cassisian has
|
||
encountered the topic in question before. The cassisian's limited intellect
|
||
often prevents it from acting upon its knowledge, making it a better resource
|
||
than agent in matters of information use.
|
||
name: Repository of Lore
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 3
|
||
type: cold
|
||
- amount: 3
|
||
type: fire
|
||
saves:
|
||
fort: 7
|
||
ref: 6
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. evil creatures
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 6
|
||
Diplomacy: 6
|
||
Religion: 6
|
||
Stealth: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NG
|
||
- Tiny
|
||
- Angel
|
||
- Celestial
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: 3
|
||
str_mod: 1
|
||
wis_mod: 4
|
||
ac: 24
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: "Choral angels are incredible singers who \x1Ffill the halls of Nirvana\
|
||
\ with pious chants and sacred hymns. They form from the souls of talented bards\
|
||
\ and other performers. While they shy away from conflict, they occasionally brave\
|
||
\ the mortal realm to deliver good omens and auspicious messages. Choral angels\
|
||
\ often serve the goddess Shelyn, but they can also serve other good deities and\
|
||
\ empyreal lords."
|
||
divine_spells: null
|
||
hp: 100
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 3
|
||
name: heal
|
||
- frequency: at will
|
||
level: 3
|
||
name: remove curse
|
||
- frequency: at will
|
||
level: 3
|
||
name: remove disease
|
||
- frequency: at will
|
||
level: 3
|
||
name: remove fear
|
||
- frequency: at will
|
||
level: 3
|
||
name: sound burst
|
||
- frequency: at will, self only
|
||
level: 2
|
||
name: invisibility
|
||
- frequency: at will, self only
|
||
level: 2
|
||
name: sound burst
|
||
- frequency: at will
|
||
level: 1
|
||
name: counter performance
|
||
- frequency: constant
|
||
level: 5
|
||
name: tongues
|
||
items: null
|
||
languages:
|
||
- Celestial
|
||
- Draconic
|
||
- Infernal
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d6+1 plus 1d6 good
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 14
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- good
|
||
- magical
|
||
name: Choral (Choir Angel)
|
||
perception: 14
|
||
proactive_abilities:
|
||
- description: for 1 minute.
|
||
name: Deafening Aria
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: .
|
||
name: Harmonize
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d6 damage plus 1d6 good and deafening aria
|
||
type: sonic
|
||
name: piercing hymn
|
||
to_hit: 17
|
||
traits:
|
||
- good
|
||
- magical
|
||
- range 90 feet
|
||
- sonic
|
||
resistances:
|
||
- amount: 5
|
||
type: sonic
|
||
saves:
|
||
fort: 10
|
||
ref: 14
|
||
will: 16
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 12
|
||
Diplomacy: 15
|
||
Performance: 17
|
||
Religion: 14
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: 13
|
||
spell_dc: null
|
||
traits:
|
||
- NG
|
||
- Small
|
||
- Angel
|
||
- Celestial
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 4
|
||
dex_mod: 2
|
||
int_mod: 1
|
||
str_mod: 5
|
||
wis_mod: 6
|
||
ac: 26
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Balisses, or confessor angels, seek to assist mortals ensnared by moral
|
||
dilemmas or crises of faith. Balisses prefer to guide people to their own decisions
|
||
rather than demand obedience to a higher cause, as intrinsic belief is even more
|
||
powerful than blind obedience. While most balisses are fundamentally honest, they
|
||
use their guardian angel ability to seem less intimidating and decrease the chance
|
||
the mortal will simply acquiesce to the opinion of an obviously divine being.
|
||
Balisses often form from souls of those who performed evil acts but were redeemed.
|
||
Many serve the goddess Sarenrae, but they can serve other good deities and empyreal
|
||
lords as well.
|
||
divine_spells: null
|
||
hp: 145
|
||
immunities: null
|
||
innate_spells:
|
||
- level: 4
|
||
name: divine wrath
|
||
- level: 4
|
||
name: heal
|
||
- level: 4
|
||
name: paralyze
|
||
- level: 4
|
||
name: remove curse
|
||
- level: 4
|
||
name: remove disease
|
||
- frequency: at will
|
||
level: 3
|
||
name: remove fear
|
||
- frequency: at will, self only
|
||
level: 2
|
||
name: invisibility
|
||
items: null
|
||
languages:
|
||
- Celestial
|
||
- Draconic
|
||
- Infernal
|
||
level: 8
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+8 plus 1d6 fire and 1d6 good
|
||
type: slashing
|
||
name: flaming scimitar
|
||
to_hit: 20
|
||
traits:
|
||
- fire
|
||
- forceful
|
||
- good
|
||
- magical
|
||
- sweep
|
||
name: Balisse (Confessor Angel)
|
||
perception: 18
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: '**Frequency** once per day; **Effect** The balisse marks an evil
|
||
creature within its confessor''s aura as irredeemable. It can only do so after
|
||
a failed attempt to convince the creature to repent. The touched creature takes
|
||
a –1 status penalty to AC and saves, reduces its resistances by 2, and gains
|
||
weakness 2 to good damage. The duration depends on the target''s DC 26 Will
|
||
save. **Critical Success** The creature is unaffected. **Success** The duration
|
||
is 1 round. **Failure** The duration is 1 day. **Critical Failure** The duration
|
||
is permanent.'
|
||
name: Brand of the Impenitent
|
||
traits:
|
||
- curse
|
||
- divine
|
||
- evocation
|
||
- description: Any weapon gains the effect of a flaming property rune while a balisse
|
||
wields it.
|
||
name: Flaming Armament
|
||
traits:
|
||
- divine
|
||
- evocation
|
||
- action_cost: One Action
|
||
description: While invisible, a balisse can spiritually attach itself to a non-evil
|
||
mortal. When it does so, it merges with the mortal's body and is unable to use
|
||
any of its spells and abilities other than to interact with the mortal. It must
|
||
use Guiding Angel again to leave the mortal. While merged with the mortal, the
|
||
balisse can take a form of its choice that only the mortal can see, such as
|
||
a small angel on the mortal's shoulder. Alternatively, it can communicate with
|
||
the mortal using a bodiless voice only the mortal can hear.
|
||
name: Guiding Angel
|
||
traits:
|
||
- divine
|
||
- transmutation
|
||
ranged: null
|
||
resistances:
|
||
- amount: 15
|
||
type: fire
|
||
saves:
|
||
fort: 16
|
||
ref: 12
|
||
will: 18
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- (+20 to detect lies and illusions)
|
||
skills:
|
||
Acrobatics: 14
|
||
Diplomacy: 17
|
||
Religion: 18
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NG
|
||
- Medium
|
||
- Angel
|
||
- Celestial
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 6
|
||
con_mod: 5
|
||
dex_mod: 4
|
||
int_mod: 4
|
||
str_mod: 8
|
||
wis_mod: 4
|
||
ac: 36
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Astral devas are the elite messengers and emissaries of the celestial
|
||
realms, serving deities and celestial armies by delivering messages, performing
|
||
reconnaissance, and providing support for those in need of aid. They watch over
|
||
planar travelers and take powerful mortals under their wings to mentor them. Astral
|
||
devas carry scrolls containing important messages and other celestial secrets.
|
||
divine_spells: null
|
||
hp: 285
|
||
immunities: null
|
||
innate_spells:
|
||
- level: 7
|
||
name: blade barrier
|
||
- level: 7
|
||
name: divine decree
|
||
- level: 7
|
||
name: divine wrath
|
||
- level: 7
|
||
name: heal
|
||
- level: 7
|
||
name: remove curse
|
||
- level: 7
|
||
name: remove disease
|
||
- level: 7
|
||
name: remove fear
|
||
- frequency: at will
|
||
level: 4
|
||
name: discern lies
|
||
- frequency: at will, self only
|
||
level: 2
|
||
name: silence
|
||
- frequency: at will, evil only
|
||
level: 1
|
||
name: detect alignment
|
||
- frequency: constant
|
||
level: 7
|
||
name: light
|
||
- frequency: constant
|
||
level: 7
|
||
name: tongues
|
||
- frequency: constant
|
||
level: 5
|
||
name: tongues
|
||
items: null
|
||
languages:
|
||
- Celestial
|
||
- Draconic
|
||
- Infernal
|
||
level: 14
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+22 plus 1d6 good
|
||
type: bludgeoning
|
||
name: holy warhammer
|
||
to_hit: 30
|
||
traits:
|
||
- good
|
||
- magical
|
||
- shove
|
||
name: Astral Deva (Emissary Angel)
|
||
perception: 26
|
||
proactive_abilities:
|
||
- description: Any weapon gains the effect of a holy property rune while an astral
|
||
deva wields it.
|
||
name: Divine Armament
|
||
traits:
|
||
- divine
|
||
- evocation
|
||
- action_cost: One Action
|
||
description: instead.
|
||
name: Stunning Strike
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 27
|
||
ref: 26
|
||
will: 22
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 24
|
||
Diplomacy: 26
|
||
Intimidation: 28
|
||
Religion: 24
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 75
|
||
type: Fly
|
||
spell_attack_to_hit: 28
|
||
spell_dc: null
|
||
traits:
|
||
- NG
|
||
- Medium
|
||
- Angel
|
||
- Celestial
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -5
|
||
con_mod: 0
|
||
dex_mod: 1
|
||
int_mod: -5
|
||
str_mod: 0
|
||
wis_mod: 0
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Animated brooms perform menial tasks of cleaning and upkeep, but they
|
||
can step in to defend a room from intrusion if needed. These simple animated objects
|
||
can be found with greater frequency than more complicated and costly objects.
|
||
divine_spells: null
|
||
hp: 6
|
||
immunities:
|
||
- bleed
|
||
- death effects
|
||
- disease
|
||
- doomed
|
||
- drained
|
||
- fatigued
|
||
- healing
|
||
- mental
|
||
- necromancy
|
||
- nonlethal attacks
|
||
- paralyzed
|
||
- poison
|
||
- sickened
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: -1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4 plus dust
|
||
type: bludgeoning
|
||
name: bristles
|
||
to_hit: 6
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- finesse
|
||
name: Animated Broom
|
||
perception: 3
|
||
proactive_abilities:
|
||
- description: A creature hit by an animated broom's bristles must succeed at a
|
||
DC 15 Fortitude save or spend its next action coughing. Even if hit by multiple
|
||
dust attacks, the creature has to spend only 1 action coughing to clear the
|
||
dust out. A creature that doesn't breathe is immune to this effect.
|
||
name: Dust
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 3
|
||
ref: 6
|
||
will: 3
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 5
|
||
skills_special: null
|
||
speed:
|
||
- amount: 15
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Construct
|
||
- Mindless
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -5
|
||
con_mod: 4
|
||
dex_mod: -3
|
||
int_mod: -5
|
||
str_mod: 3
|
||
wis_mod: 0
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Suits of animated armor see use both as guardians and as training partners
|
||
in high-end martial academies able to afford the extravagance. They are most often
|
||
found in wizard laboratories and ancient dungeons.
|
||
divine_spells: null
|
||
hp: 20
|
||
immunities:
|
||
- bleed
|
||
- death effects
|
||
- disease
|
||
- doomed
|
||
- drained
|
||
- fatigued
|
||
- healing
|
||
- mental
|
||
- necromancy
|
||
- nonlethal attacks
|
||
- paralyzed
|
||
- poison
|
||
- sickened
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+4
|
||
type: slashing
|
||
name: glaive
|
||
to_hit: 11
|
||
traits:
|
||
- deadly 1d8
|
||
- forceful
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: bludgeoning
|
||
name: gauntlet
|
||
to_hit: 9
|
||
traits:
|
||
- agile
|
||
- free-hand
|
||
- magical
|
||
name: Animated Armor
|
||
perception: 6
|
||
proactive_abilities: []
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 10
|
||
ref: 3
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 9
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Construct
|
||
- Mindless
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -5
|
||
con_mod: 5
|
||
dex_mod: -2
|
||
int_mod: -5
|
||
str_mod: 4
|
||
wis_mod: 0
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Animated statues are often used to guard crypts, small shrines, or
|
||
areas in government buildings where they can be positioned amid normal statues
|
||
to hide their true nature until an intruder arouses their ire. Adventurers' suspicions
|
||
regarding statues suddenly animating and attacking has led many less scrupulous
|
||
adventurers to automatically attack any statues they encounter, ruining harmless,
|
||
ancient relics.
|
||
divine_spells: null
|
||
hp: 35
|
||
immunities:
|
||
- bleed
|
||
- death effects
|
||
- disease
|
||
- doomed
|
||
- drained
|
||
- fatigued
|
||
- healing
|
||
- mental
|
||
- necromancy
|
||
- nonlethal attacks
|
||
- paralyzed
|
||
- poison
|
||
- sickened
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+6 plus Grab
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 11
|
||
traits:
|
||
- magical
|
||
name: Animated Statue
|
||
perception: 9
|
||
proactive_abilities: []
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 12
|
||
ref: 5
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Construct
|
||
- Earth
|
||
- Mindless
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -5
|
||
con_mod: 6
|
||
dex_mod: -1
|
||
int_mod: -5
|
||
str_mod: 6
|
||
wis_mod: 0
|
||
ac: 26
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: As with any humanoid animated statues of Medium size, giant animated
|
||
statues are used to guard locations of importance, but their increased size and
|
||
power make them most useful in large vaults, spacious chambers, or outdoor locations.
|
||
Animated objects of this strength and size are ideal for tasks and responsibilities
|
||
usually performed by golems, and more powerful animated objects are thus all but
|
||
unheard of.
|
||
divine_spells: null
|
||
hp: 100
|
||
immunities:
|
||
- bleed
|
||
- death effects
|
||
- disease
|
||
- doomed
|
||
- drained
|
||
- fatigued
|
||
- healing
|
||
- mental
|
||
- necromancy
|
||
- nonlethal attacks
|
||
- paralyzed
|
||
- poison
|
||
- sickened
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+6 plus Grab
|
||
type: bludgeoning
|
||
name: stone fist
|
||
to_hit: 19
|
||
traits:
|
||
- magical
|
||
name: Giant Animated Statue
|
||
perception: 13
|
||
proactive_abilities:
|
||
- description: The statue carries a wide brazier full of hot coals. To make flaming
|
||
coal Strikes or use Burn Alive, the statue must have the brazier held in one
|
||
hand or otherwise have it within reach. Instead of targeting the statue with
|
||
an attack, a creature can target the brazier directly. The brazier has the same
|
||
AC and saves as the statue. Dealing 15 cold damage to the brazier or dousing
|
||
it with at least 2 gallons of water extinguishes the coals. This prevents the
|
||
statue from using Burn Alive and causes its ranged attacks to no longer deal
|
||
2d8 fire damage.
|
||
name: Brazier
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The statue grinds a creature it has grabbed into the red-hot coals
|
||
of its brazier. The target takes 3d8 fire damage and 1d8 persistent fire damage.
|
||
name: Burn Alive
|
||
traits:
|
||
- fire
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+6 and 2d8 fire
|
||
type: bludgeoning
|
||
name: flaming coal
|
||
to_hit: 12
|
||
traits:
|
||
- fire
|
||
- magical
|
||
- range increment 80 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 17
|
||
ref: 10
|
||
will: 9
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 17
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Huge
|
||
- Construct
|
||
- Earth
|
||
- Mindless
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 3
|
||
dex_mod: 1
|
||
int_mod: -4
|
||
str_mod: 4
|
||
wis_mod: 0
|
||
ac: 20
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: These horse-sized, burrowing monsters generally avoid heavily settled
|
||
areas like cities, but ankhravs' predilection for livestock and humanoid flesh
|
||
ensures that the creatures do not remain in the deep wilderness for long. Desperate
|
||
farmers whose fields become infested by ankhravs often have little recourse but
|
||
to seek the aid of adventurers.
|
||
divine_spells: null
|
||
hp: 40
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+4 plus 1d6 acid
|
||
type: piercing
|
||
name: mandibles
|
||
to_hit: 13
|
||
traits:
|
||
- acid
|
||
name: Ankhrav
|
||
perception: 7
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The ankhrav makes a mandibles Strike; if the Strike hits, the target's
|
||
armor takes the damage and the acid damage bypasses the armor's Hardness.
|
||
name: Armor-Rending Bite
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: '**Frequency** once per hour; **Effect** The ankhrav spews acid in
|
||
a 30-foot cone, dealing 3d6 acid damage and 1d6 persistent acid damage (DC 20
|
||
basic Reflex save).'
|
||
name: Spray Acid
|
||
traits:
|
||
- acid
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d6
|
||
type: acid
|
||
name: acid spit
|
||
to_hit: 10
|
||
traits:
|
||
- acid
|
||
- range 30 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 12
|
||
ref: 8
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- tremorsense (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 6
|
||
Athletics: 11
|
||
Stealth: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 20
|
||
type: Burrow
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 4
|
||
dex_mod: 1
|
||
int_mod: -4
|
||
str_mod: 6
|
||
wis_mod: 2
|
||
ac: 29
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Ankhrav hive mothers are fearsome predators that one can easily distinguish
|
||
from the typical ankhrav not only by their greater size, but the presence of a
|
||
large pair of razor-sharp, mantis-like arms.
|
||
divine_spells: null
|
||
hp: 120
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 8
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+6 plus 2d6 acid
|
||
type: piercing
|
||
name: mandibles
|
||
to_hit: 20
|
||
traits:
|
||
- acid
|
||
name: Hive Mother
|
||
perception: 16
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The hive mother makes a mandibles Strike; if the Strike hits, the
|
||
target's armor takes the damage and the acid damage bypasses the armor's Hardness.
|
||
name: Armor-Rending Bite
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The hive mother unleashes a pheromone that causes all other ankhravs
|
||
within a 100-foot emanation to become quickened 1 until the start of the hive
|
||
mother's next turn, and they can use the extra action only for Burrow, Stride,
|
||
or Strike actions. The hive mother can't unleash the pheromone again for 1d4
|
||
rounds.
|
||
name: Frenzy Pheromone
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The hive mother spews acid in a 60-foot cone, dealing 8d6 acid damage
|
||
and 1d6 persistent acid damage (DC 26 basic Reflex save). It can't spew acid
|
||
again for 1d4 rounds.
|
||
name: Spray Acid
|
||
traits:
|
||
- acid
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 5d6
|
||
type: acid
|
||
name: acid spit
|
||
to_hit: 17
|
||
traits:
|
||
- acid
|
||
- range 30 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 18
|
||
ref: 15
|
||
will: 14
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- tremorsense (imprecise) 90 feet
|
||
skills:
|
||
Acrobatics: 13
|
||
Athletics: 20
|
||
Stealth: 11
|
||
Survival: 16
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 20
|
||
type: Burrow
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- N
|
||
- Huge
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 3
|
||
dex_mod: 2
|
||
int_mod: -4
|
||
str_mod: 4
|
||
wis_mod: 1
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Gorillas can be territorial creatures, particularly if provoked by
|
||
hunters or the presence of more dangerous monsters. A gorilla uses its fangs and
|
||
powerful arms to bite and pummel trespassers with wild abandon.
|
||
divine_spells: null
|
||
hp: 45
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+4
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 11
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+4
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 11
|
||
traits:
|
||
- reach 5 feet
|
||
name: Gorilla
|
||
perception: 8
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The gorilla beats its chest in a terrifying display. Creatures within
|
||
30 feet must attempt a DC 20 Will save. While a creature is frightened by this
|
||
ability, it is flat-footed to the gorilla. **Critical Success** No effect and
|
||
temporarily immune for 1 minute. **Success** The creature is unaffected. **Failure**
|
||
The creature is frightened 1. **Critical Failure** The creature is frightened
|
||
2.
|
||
name: Frightening Display
|
||
traits:
|
||
- auditory
|
||
- emotion
|
||
- fear
|
||
- mental
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 12
|
||
ref: 9
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 9
|
||
Athletics: 11
|
||
Stealth: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 30
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 5
|
||
dex_mod: 2
|
||
int_mod: -4
|
||
str_mod: 7
|
||
wis_mod: 1
|
||
ac: 26
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The megaprimatus is among the mightiest of apes, quick to confront
|
||
any perceived intrusions into its domain. With a height of 40 feet, it towers
|
||
over even most giants, and is used to being the top-tier predator in the region.
|
||
divine_spells: null
|
||
hp: 150
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 8
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+10
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 21
|
||
traits:
|
||
- agile
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+10
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 21
|
||
traits:
|
||
- reach 10 feet
|
||
name: Megaprimatus
|
||
perception: 15
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: ', and the target takes a –20-foot status penalty to all Speeds until
|
||
the end of its next turn.'
|
||
name: Mangling Rend
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The megaprimatus beats its chest in a terrifying display. Creatures
|
||
within 50 feet must attempt a DC 27 Will save. While a creature is frightened
|
||
by this ability, it is flat-footed to the megaprimatus and to gorillas. **Critical
|
||
Success** No effect and temporarily immune for 1 minute. **Success** The creature
|
||
is unaffected. **Failure** The creature is frightened 1. **Critical Failure**
|
||
The creature is frightened 2 and fleeing until the end of its next turn.
|
||
name: Terrifying Display
|
||
traits:
|
||
- auditory
|
||
- emotion
|
||
- fear
|
||
- mental
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 19
|
||
ref: 16
|
||
will: 13
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 14
|
||
Athletics: 19
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 30
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Gargantuan
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 3
|
||
dex_mod: 1
|
||
int_mod: 1
|
||
str_mod: 5
|
||
wis_mod: 3
|
||
ac: 20
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Arboreal wardens are the rangers of arboreal society. These itinerant
|
||
folk have an innate curiosity about the woodlands in which they dwell, and rarely
|
||
stop to take root and rest in the same part of the forest twice. This wanderlust
|
||
makes wardens ideal forest patrollers and scouts. While they are robust combatants,
|
||
they know better than to confront dangerous foes on their own. Instead, they report
|
||
any dangers to arboreal regents. In rare cases, large groups of arboreal wardens
|
||
congregate to form a copse. Copses travel beyond the boundaries of a forest to
|
||
investigate the hinterlands and gather intelligence on potential threats before
|
||
returning to report their findings. Arboreal wardens do not pretend to understand
|
||
to other creatures' motives—like most forces of the natural world, they are ambivalent
|
||
about mortal affairs that do not involve their forest.
|
||
divine_spells: null
|
||
hp: 75
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Arboreal
|
||
- Common
|
||
- Sylvan
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+10
|
||
type: bludgeoning
|
||
name: stone longsword
|
||
to_hit: 13
|
||
traits:
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+10
|
||
type: bludgeoning
|
||
name: shield bash
|
||
to_hit: 13
|
||
traits: null
|
||
name: Arboreal Warden
|
||
perception: 11
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The arboreal warden Strides and then makes a shield bash Strike.
|
||
If the attack hits, the target is pushed 10 feet.
|
||
name: Shield Push
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: bludgeoning
|
||
- amount: 5
|
||
type: piercing
|
||
saves:
|
||
fort: 13
|
||
ref: 9
|
||
will: 11
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Athletics: 13
|
||
Stealth: 9
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NG
|
||
- Large
|
||
- Plant
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 6
|
||
dex_mod: -1
|
||
int_mod: -5
|
||
str_mod: 6
|
||
wis_mod: 3
|
||
ac: 22
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: "Arboreal regents and other wielders of powerful primal magic grant\
|
||
\ temporary sentience to trees in order to protect the forest. Invested with a\
|
||
\ workable set of instincts and the ability to mobilize and attack, these awakened\
|
||
\ trees follow the commands of their master and \x1F ght to protect their home.\
|
||
\ The statistics below work just as well for foliage that has become animate via\
|
||
\ other methods, such as a mystical in\x1E uence from another dimension, a capricious\
|
||
\ fey spirit, or the like."
|
||
divine_spells: null
|
||
hp: 100
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Arboreal
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+6
|
||
type: bludgeoning
|
||
name: branch
|
||
to_hit: 16
|
||
traits:
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+6
|
||
type: bludgeoning
|
||
name: root
|
||
to_hit: 16
|
||
traits:
|
||
- trip
|
||
name: Awakened Tree
|
||
perception: 13
|
||
proactive_abilities: []
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: bludgeoning
|
||
- amount: 5
|
||
type: piercing
|
||
saves:
|
||
fort: 16
|
||
ref: 9
|
||
will: 13
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Athletics: 14
|
||
Stealth: 9
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Huge
|
||
- Plant
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 6
|
||
dex_mod: -1
|
||
int_mod: 1
|
||
str_mod: 7
|
||
wis_mod: 4
|
||
ac: 26
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Arboreal regents—also called treants—are lumbering, solitary creatures
|
||
responsible for guarding an entire forest. They take an especially long view of
|
||
affairs and never act brashly or without much deliberation. They occasionally
|
||
come together in small groups called groves to share news and pass their wisdom
|
||
down to the arboreal wardens that have sprouted under their watch. In times of
|
||
grave danger, all the groves in a region may gather for a great months-long meeting
|
||
to plan and, eventually, act upon a threat.
|
||
divine_spells: null
|
||
hp: 150
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: constant
|
||
level: 4
|
||
name: speak with plants
|
||
items: null
|
||
languages:
|
||
- Arboreal
|
||
- Common
|
||
- Sylvan
|
||
level: 8
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+7
|
||
type: bludgeoning
|
||
name: branch
|
||
to_hit: 19
|
||
traits:
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+7
|
||
type: bludgeoning
|
||
name: root
|
||
to_hit: 19
|
||
traits:
|
||
- trip
|
||
name: Arboreal Regent
|
||
perception: 18
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The arboreal regent causes a tree within 180 feet to uproot itself
|
||
and fight as a minion using the statistics for an awakened tree. The arboreal
|
||
regent can control up to two awakened trees at a time, and it can issue commands
|
||
to both trees as a single action, which has the concentrate and auditory traits.
|
||
name: Awaken Tree
|
||
traits:
|
||
- concentrate
|
||
- primal
|
||
- description: When an arboreal regent damages an item or structure, it deals an
|
||
additional 2d10 damage to that item or structure.
|
||
name: Sunder Objects
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: ''
|
||
name: Throw Rock
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+7
|
||
type: bludgeoning
|
||
name: rock
|
||
to_hit: 19
|
||
traits:
|
||
- brutal
|
||
- range increment 120 feet
|
||
resistances:
|
||
- amount: 5
|
||
type: bludgeoning
|
||
- amount: 5
|
||
type: piercing
|
||
saves:
|
||
fort: 20
|
||
ref: 11
|
||
will: 16
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Athletics: 19
|
||
Diplomacy: 16
|
||
Intimidation: 16
|
||
Nature: 18
|
||
Stealth: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NG
|
||
- Huge
|
||
- Plant
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 1
|
||
dex_mod: 3
|
||
int_mod: -1
|
||
str_mod: -5
|
||
wis_mod: 1
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: "Friendly, curious, and eternally optimistic, lantern archons embody\
|
||
\ the virtue of hope. They are formed of living light given corporeal shape, and\
|
||
\ they serve as beacons, guiding mortals out of their darkest moments and toward\
|
||
\ the path of righteousness. Their luminous bodies can \x1E icker with the subtlety\
|
||
\ of a candle flame or flare up like a torch. Lantern archons can control all\
|
||
\ aspects of their light as easily as other creatures control their facial expressions,\
|
||
\ leading them to change color, twinkle, and otherwise dim and brighten in time\
|
||
\ with their actions and words. While effervescent and chipper in conversation,\
|
||
\ lantern archons are impressively stoic mobile support troops and guardians in\
|
||
\ times of con\x1E ict, and are capable of uniting to form powerful warriors of\
|
||
\ light called gestalts."
|
||
divine_spells: null
|
||
hp: 20
|
||
immunities: null
|
||
innate_spells:
|
||
- level: 4
|
||
name: read omens
|
||
- frequency: at will; evil only
|
||
level: 1
|
||
name: detect alignment
|
||
- frequency: at will; evil only
|
||
level: 1
|
||
name: heal
|
||
items: null
|
||
languages:
|
||
- Celestial
|
||
- Draconic
|
||
- Infernal
|
||
level: 1
|
||
melee: null
|
||
name: Lantern Archon
|
||
perception: 6
|
||
proactive_abilities:
|
||
- description: Nine lantern archons can use this activity, all within 1 round of
|
||
the first, to merge together to form a composite being for 7 rounds that appears
|
||
as a glowing warrior of light. The gestalt has the base statistics of a legion
|
||
archon (AC, saving throws, attacks, skills, Speeds, and so on) but the spells
|
||
and special abilities of a lantern archon. Additionally, it has a ranged light
|
||
ray Strike (+18 attack, **Damage** 3d4 fire and 3d4 good), and the bonus from
|
||
its Lantern of Hope increases to +3. When the gestalt separates, its remaining
|
||
Hit Points are divided evenly among the lantern archons, and if the gestalt
|
||
had fewer than 9 HP, some of the lantern archons die.
|
||
name: Gestalt
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- transmutation
|
||
- action_cost: One Action
|
||
description: The lantern archon shines as a beacon of hope. Good allies within
|
||
30 feet gain a +1 status bonus to damage rolls and to saving throws against
|
||
*crushing despair*.
|
||
name: Lantern of Hope
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- enchantment
|
||
- mental
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4 plus 1d4 good
|
||
type: fire
|
||
name: light ray
|
||
to_hit: 8
|
||
traits:
|
||
- agile
|
||
- good
|
||
- fire
|
||
- magical
|
||
- range 30 feet
|
||
resistances:
|
||
- amount: 3
|
||
type: fire
|
||
saves:
|
||
fort: 6
|
||
ref: 10
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 8
|
||
Diplomacy: 6
|
||
Religion: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LG
|
||
- Small
|
||
- Archon
|
||
- Celestial
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 3
|
||
dex_mod: 4
|
||
int_mod: 1
|
||
str_mod: 3
|
||
wis_mod: 3
|
||
ac: 22
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Horned archons are secretive and tireless sentinels and scouts, patrolling
|
||
the Outer Sphere's untamed wilds for evil to eliminate and keeping small communities
|
||
safe from demons, devils, and worse. They resemble muscular humans with the head,
|
||
horns, and legs of a stag. When requested to do so by their patrons, especially
|
||
Erastil, they journey to the Material Plane and patrol dangerous frontier areas,
|
||
secretly performing acts of kindness such as leading hunters to food, helping
|
||
lost children, and driving off evil creatures. Because they roam the wilds of
|
||
Nirvana and Elysium, horned archons are among the best at understanding the perspectives
|
||
of other celestials.
|
||
divine_spells: null
|
||
hp: 65
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: x3
|
||
level: 4
|
||
name: dimension door
|
||
- frequency: x3
|
||
level: 2
|
||
name: animal messenger
|
||
- frequency: animals only; x3
|
||
level: 1
|
||
name: charm
|
||
- frequency: animals only; x3
|
||
level: 1
|
||
name: true strike
|
||
- frequency: constant
|
||
level: 5
|
||
name: tongues
|
||
items: null
|
||
languages:
|
||
- Celestial
|
||
- Draconic
|
||
- Infernal
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+3 plus 1d6 good and Push
|
||
type: piercing
|
||
name: horn
|
||
to_hit: 11
|
||
traits:
|
||
- magical
|
||
name: Horned Archon
|
||
perception: 11
|
||
proactive_abilities:
|
||
- description: within 1 round to attempt to follow that creature to the maximum
|
||
distance of the archon's *dimension door*. If the archon's *dimension door*
|
||
has enough distance, the archon appears the same distance and direction from
|
||
the creature as before either used *dimension door*.
|
||
name: Archon's Door
|
||
traits:
|
||
- heightened to 5th level
|
||
- action_cost: One Action
|
||
description: A horned archon can touch another creature to take on that creature's
|
||
wounds, transferring up to 30 of the horned archon's HP to the touched creature.
|
||
The horned archon can't transfer more HP than it currently has.
|
||
name: Touch of Charity
|
||
traits:
|
||
- healing
|
||
- manipulate
|
||
- necromancy
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+4 plus 1d6 good
|
||
type: piercing
|
||
name: composite longbow
|
||
to_hit: 14
|
||
traits:
|
||
- deadly 1d10
|
||
- magical
|
||
- range increment 100 feet
|
||
- reload 0
|
||
- volley
|
||
resistances: null
|
||
saves:
|
||
fort: 11
|
||
ref: 10
|
||
will: 11
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 12
|
||
Nature: 11
|
||
Religion: 9
|
||
Stealth: 10
|
||
Survival: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LG
|
||
- Medium
|
||
- Archon
|
||
- Celestial
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 4
|
||
dex_mod: 2
|
||
int_mod: 1
|
||
str_mod: 5
|
||
wis_mod: 2
|
||
ac: 27
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Despite their flaming blades and heavy armor, legion archons are the
|
||
diplomats of peace among the archons, preferring justice via compromise and mutual
|
||
benefit rather than justice by the sword. Nonetheless, when forced to fight against
|
||
fiendish powers—especially fiends that embody the sin of wrath—legion archons
|
||
don't hesitate in battle, mounting offensives under divine commanders like Iomedae.
|
||
divine_spells: null
|
||
hp: 100
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 4
|
||
name: dimension door
|
||
- frequency: x3
|
||
level: 1
|
||
name: true strike
|
||
- frequency: constant
|
||
level: 5
|
||
name: tongues
|
||
items: null
|
||
languages:
|
||
- Celestial
|
||
- Draconic
|
||
- Infernal
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+5 plus 1d6 fire and 1d6 good
|
||
type: slashing
|
||
name: flame of justice
|
||
to_hit: 18
|
||
traits:
|
||
- magical
|
||
- versatile P
|
||
name: Legion Archon
|
||
perception: 15
|
||
proactive_abilities:
|
||
- description: within 1 round to attempt to follow that creature to the maximum
|
||
distance of the archon's *dimension door*. If the archon's *dimension door*
|
||
has enough distance, the archon appears the same distance and direction from
|
||
the creature as before either used *dimension door*.
|
||
name: Archon's Door
|
||
traits:
|
||
- heightened to 5th level
|
||
- description: A legion archon's spirit of righteousness manifests in its hands
|
||
as a mighty two-handed sword called the flame of justice. A legion archon can
|
||
throw its flame of justice as a ranged weapon. If disarmed or thrown, the flame
|
||
of justice vanishes after landing or dealing damage and reappears in the legion
|
||
archon's hands again instantly. On a critical hit, the fire damage from the
|
||
flame of justice deals maximum damage (6 on the d6) before being doubled for
|
||
the critical hit, and the target takes 1d10 persistent fire damage.
|
||
name: Flame of Justice
|
||
traits:
|
||
- divine
|
||
- evocation
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+5 plus 1d6 fire and 1d6 good
|
||
type: slashing
|
||
name: flame of justice
|
||
to_hit: 15
|
||
traits:
|
||
- magical
|
||
- range increment 30 feet
|
||
- versatile P
|
||
resistances:
|
||
- amount: 15
|
||
type: fire
|
||
saves:
|
||
fort: 17
|
||
ref: 11
|
||
will: 15
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 13
|
||
Athletics: 14
|
||
Diplomacy: 16
|
||
Intimidation: 16
|
||
Religion: 13
|
||
Survival: 14
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 60
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LG
|
||
- Medium
|
||
- Archon
|
||
- Celestial
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 7
|
||
dex_mod: 1
|
||
int_mod: 2
|
||
str_mod: 5
|
||
wis_mod: 3
|
||
ac: 31
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: '|1| (divine, transmutation) A shield archon''s hands can change
|
||
into a *+1 holy striking* spear and a *lesser sturdy shield* or back into hands.
|
||
Transforming does not restore any HP to the items, and if either the weapon
|
||
or shield is fully destroyed, the archon loses that hand until it receives a
|
||
<%SPELLS% %%>*regenerate* spell or similar magic. If a shield archon is slain,
|
||
its weapon and shield can be taken, but they fade into nothingness after 24
|
||
hours.'
|
||
name: Morphic Hands
|
||
traits: null
|
||
description: Shield archons defend the fortresses of Heaven against fiendish incursions.
|
||
They wield their spears and shields in massive formations capable of withstanding
|
||
any onslaught. Beneath their armor, they are sheathed in skin of steel. Given
|
||
their tremendous strength and imposing stature, shield archons are ideal guardians
|
||
of the meek and are sometimes summoned to the Material Plane to ward off the attacks
|
||
of great numbers of evildoers.
|
||
divine_spells: null
|
||
hp: 125
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 4
|
||
name: dimension door
|
||
- frequency: x3
|
||
level: 2
|
||
name: shield other
|
||
- level: 1
|
||
name: true strike
|
||
- frequency: constant
|
||
level: 5
|
||
name: tongues
|
||
items:
|
||
- +1 full plate
|
||
languages:
|
||
- Celestial
|
||
- Draconic
|
||
- Infernal
|
||
level: 10
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+10 plus 1d6 good
|
||
type: piercing
|
||
name: holy striking spear
|
||
to_hit: 22
|
||
traits:
|
||
- magical
|
||
- reach 10 feet
|
||
name: Shield Archon
|
||
perception: 19
|
||
proactive_abilities:
|
||
- description: within 1 round to attempt to follow that creature to the maximum
|
||
distance of the archon's *dimension door*. If the archon's *dimension door*
|
||
has enough distance, the archon appears the same distance and direction from
|
||
the creature as before either used *dimension door*.
|
||
name: Archon's Door
|
||
traits:
|
||
- heightened to 5th level
|
||
- description: .
|
||
name: Courageous Switch
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 23
|
||
ref: 15
|
||
will: 19
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 21
|
||
Diplomacy: 19
|
||
Intimidation: 19
|
||
Religion: 19
|
||
Survival: 17
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 60
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LG
|
||
- Large
|
||
- Archon
|
||
- Celestial
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 1
|
||
dex_mod: 4
|
||
int_mod: 1
|
||
str_mod: -2
|
||
wis_mod: 3
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Lyrakiens are musical messengers and embodiments of free travel. They
|
||
serve Desna and other deities and empyreal lords of Elysium, but are quite fond
|
||
of the concept of free time and are always on the hunt for opportunities to pause
|
||
in their duties to enjoy music or appreciate a moment of beauty. They love contests,
|
||
stories, and songs, and they often challenge mortals to musical contests or pester
|
||
them to share grand tales of their exploits. Lyrakiens rely on their agility to
|
||
avoid conflicts, but they do their best to defend places of great natural beauty,
|
||
especially against lawful or evil foes they can damage with their starlight. Lyrakiens
|
||
have an innate wanderlust and rarely stay in the same place for very long. Some
|
||
travel alongside adventurers, ofter writing songs about their quests and feats
|
||
of derring-do.
|
||
divine_spells: null
|
||
hp: 25
|
||
immunities: null
|
||
innate_spells:
|
||
- level: 4
|
||
name: read omens
|
||
- frequency: at will; evil only
|
||
level: 1
|
||
name: detect alignment
|
||
- frequency: at will; evil only
|
||
level: 1
|
||
name: heal
|
||
- frequency: at will; evil only
|
||
level: 1
|
||
name: illusory object
|
||
- frequency: constant
|
||
level: 4
|
||
name: freedom of movement
|
||
items: null
|
||
languages:
|
||
- Celestial
|
||
- Common
|
||
- Draconic
|
||
- Infernal
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4-2 plus 1 chaotic and 1 good
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 9
|
||
traits:
|
||
- agile
|
||
- chaotic
|
||
- finesse
|
||
- good
|
||
- magical
|
||
name: Lyrakien (Wanderer Azata)
|
||
perception: 8
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The lyrakien unleashes a blast of holy starlight in a 5-foot burst
|
||
centered on itself. Creatures in the area take 1d6 chaotic damage and 1d6 good
|
||
damage (DC 17 basic Reflex save). The lyrakien can't use Starlight Blast or
|
||
its starlight ray ranged attack for 1d4 rounds.
|
||
name: Starlight Blast
|
||
traits:
|
||
- chaotic
|
||
- good
|
||
- light
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4 and 1d4 good
|
||
type: chaotic
|
||
name: starlight ray
|
||
to_hit: 9
|
||
traits:
|
||
- chaotic
|
||
- good
|
||
- light
|
||
- range 10 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 4
|
||
ref: 7
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 9
|
||
Diplomacy: 6
|
||
Performance: 8
|
||
Religion: 6
|
||
Stealth: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 50
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CG
|
||
- Tiny
|
||
- Azata
|
||
- Celestial
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 3
|
||
dex_mod: 5
|
||
int_mod: 2
|
||
str_mod: 1
|
||
wis_mod: 1
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Gancanaghs are lovers, revelers, and dashing duelists of Elysium. Embodiments
|
||
of free love, they eagerly throw themselves into courting targets for brief but
|
||
earnest flings until their quicksilver passions change their desires. They serve
|
||
Cayden Cailean as well as other bacchanalian deities and empyreal lords of Elysium
|
||
who understand their desires for love and parties. Gancanaghs hate evil beings
|
||
that profane the spirit of romance and passion, as such creatures (especially
|
||
the demonic tempters known as succubi) reinforce stigmas against open and free
|
||
love. One can give no greater insult to a gancanagh than to mistake him for such
|
||
a creature, and more than one hotheaded gancanagh has challenged a misinformed
|
||
paladin or other champion of good to a duel over such a slight. While they enjoy
|
||
drinking and carousing, gancanaghs can't stand smoke. Nonetheless, many gancanaghs
|
||
carry whimsical-looking smoking pipes because they think it makes them look dapper.
|
||
They cherish their silver flutes, for they enjoy the beauty of flutes' music and
|
||
its ability to sway the heart.
|
||
divine_spells: null
|
||
hp: 75
|
||
immunities: null
|
||
innate_spells:
|
||
- level: 4
|
||
name: suggestion
|
||
- level: 3
|
||
name: heroism
|
||
- frequency: at will
|
||
level: 2
|
||
name: heal
|
||
- frequency: at will
|
||
level: 2
|
||
name: mirror image
|
||
- frequency: at will
|
||
level: 1
|
||
name: charm
|
||
- frequency: constant
|
||
level: 5
|
||
name: tongues
|
||
items: null
|
||
languages:
|
||
- Celestial
|
||
- Draconic
|
||
- Infernal
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+7 plus 1d4 good
|
||
type: piercing
|
||
name: silver rapier
|
||
to_hit: 13
|
||
traits:
|
||
- deadly 1d10
|
||
- disarm
|
||
- finesse
|
||
- good
|
||
- magical
|
||
name: Gancanagh (Passion Azata)
|
||
perception: 11
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The gancanagh can take on the appearance of any Small or Medium humanoid.
|
||
This doesn't change their Speed or their attack and damage bonuses with their
|
||
Strikes, but might change the damage type their Strikes deal (typically to bludgeoning).
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- polymorph
|
||
- transmutation
|
||
- action_cost: Two Actions
|
||
description: The gancanagh embraces or kisses a willing creature, infusing that
|
||
creature with their invigorating passion. The creature gains a +1 status bonus
|
||
to attack rolls and 10 temporary Hit Points for 10 minutes. After that time,
|
||
the target becomes fatigued for 10 minutes unless they succeed at a DC 21 Fortitude
|
||
save.
|
||
name: Invigorating Passion
|
||
traits:
|
||
- divine
|
||
- emotion
|
||
- enchantment
|
||
- mental
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 9
|
||
ref: 13
|
||
will: 11
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 9
|
||
Deception: 13
|
||
Diplomacy: 13
|
||
Performance: 14
|
||
Religion: 9
|
||
Stealth: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CG
|
||
- Medium
|
||
- Azata
|
||
- Celestial
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 5
|
||
dex_mod: 3
|
||
int_mod: 2
|
||
str_mod: 4
|
||
wis_mod: 3
|
||
ac: 25
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Lillends are tale-tellers, chroniclers, and champions of freedom of
|
||
expression. They are generally peaceful, but are quick to act if a masterful piece
|
||
of art is threatened or free speech is suppressed. They pride themselves on inspiring
|
||
mortals to greater heights of expression and creativity, and more than one bard
|
||
looks to a lillend as their personal inspiration. Lillends sometimes secretly
|
||
follow the adventures of mortal heroes to record their stories as epic poems and
|
||
songs, which they then perform in the packed mead halls of Elysium. When pursuing
|
||
such goals, lillends take pains to use their innate spells to remain in hiding,
|
||
as they would rather observe and record events without "polluting" them with their
|
||
own intervention. Nevertheless, a lillend who sees their charge faced with certain
|
||
death often cannot resist the urge to intervene and save the day. Inevitably,
|
||
this brings a close to the lillend's chronicles, as their relationship with their
|
||
subject invariably shifts from one of detached observation to friendship or more.
|
||
Yet lillends remain hesitant to involve themselves for overlong in a mortal's
|
||
life, in part because they fear what sort of fiendish attention their presence
|
||
might attract, but mostly out of respect for the mortal's own destiny. A lillend
|
||
would, all things being equal, prefer to let mortals choose their own fate rather
|
||
than run the risk of sending someone down a path to which their heart is not set.
|
||
divine_spells: null
|
||
hp: 145
|
||
immunities: null
|
||
innate_spells:
|
||
- level: 4
|
||
name: counter performance
|
||
- level: 4
|
||
name: hallucinatory terrain
|
||
- level: 4
|
||
name: heal
|
||
- level: 4
|
||
name: inspire heroics
|
||
- level: 4
|
||
name: sound burst
|
||
- level: 4
|
||
name: suggestion
|
||
- level: 3
|
||
name: sleep
|
||
- level: 2
|
||
name: darkness
|
||
- level: 2
|
||
name: invisibility
|
||
- level: 1
|
||
name: charm
|
||
- frequency: constant
|
||
level: 5
|
||
name: tongues
|
||
- frequency: constant
|
||
level: 5
|
||
name: speak with plants
|
||
- frequency: constant
|
||
level: 5
|
||
name: speak with animals
|
||
- frequency: constant
|
||
level: 4
|
||
name: speak with plants
|
||
- frequency: constant
|
||
level: 4
|
||
name: speak with animals
|
||
- frequency: constant
|
||
level: 2
|
||
name: speak with animals
|
||
items: null
|
||
languages:
|
||
- Celestial
|
||
- Draconic
|
||
- Infernal
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+10 plus 1d6 chaotic and 1d6 good
|
||
type: slashing
|
||
name: longsword
|
||
to_hit: 18
|
||
traits:
|
||
- chaotic
|
||
- magical
|
||
- versatile P
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+10 plus 1d6 chaotic, 1d6 good, and Grab
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 18
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 10 feet
|
||
name: Lillend (Muse Azata)
|
||
perception: 16
|
||
proactive_abilities: []
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 14
|
||
ref: 16
|
||
will: 16
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 14
|
||
Deception: 16
|
||
Diplomacy: 18
|
||
Nature: 14
|
||
Performance: 20
|
||
Religion: 14
|
||
Survival: 12
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 45
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CG
|
||
- Large
|
||
- Azata
|
||
- Celestial
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 5
|
||
dex_mod: 4
|
||
int_mod: 3
|
||
str_mod: 7
|
||
wis_mod: 4
|
||
ac: 34
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Ghaeles are fiend-hunting knights of Elysium and champions of the freedom
|
||
to take up arms against oppressors and other evils. Ghaeles rarely engage directly
|
||
in mortal wars, but where fiends are involved they make an exception. A ghaele
|
||
might assume the guise of a mortal to fight fiends alongside others, hoping to
|
||
bolster morale and teach good tactics against such supernatural foes. Ghaeles
|
||
serve various deities and empyreal lords of Elysium, though many have an affinity
|
||
for Cayden Cailean in his capacity as a champion of freedom and defender of the
|
||
downtrodden. Among azatas, ghaeles are generally the quickest to shift to violence
|
||
as a method of solving problems, but even then they seek to minimize pain and
|
||
suffering when they can.
|
||
divine_spells: null
|
||
hp: 235
|
||
immunities: null
|
||
innate_spells:
|
||
- level: 7
|
||
name: chromatic wall
|
||
- level: 7
|
||
name: dispel magic
|
||
- level: 7
|
||
name: heal
|
||
- level: 7
|
||
name: prismatic spray
|
||
- level: 6
|
||
name: illusory scene
|
||
- level: 5
|
||
name: banishment
|
||
- frequency: x4
|
||
level: 4
|
||
name: heal
|
||
- frequency: x4
|
||
level: 4
|
||
name: invisibility
|
||
- frequency: x4
|
||
level: 4
|
||
name: restoration
|
||
- level: 3
|
||
name: mind reading
|
||
- frequency: at will
|
||
level: 2
|
||
name: continual flame
|
||
- frequency: at will
|
||
level: 2
|
||
name: dispel magic
|
||
- frequency: at will; evil only
|
||
level: 1
|
||
name: charm
|
||
- frequency: at will; evil only
|
||
level: 1
|
||
name: detect alignment
|
||
- frequency: at will; evil only
|
||
level: 1
|
||
name: illusory disguise
|
||
- frequency: constant
|
||
level: 7
|
||
name: see invisibility
|
||
- frequency: constant
|
||
level: 7
|
||
name: tongues
|
||
- frequency: constant
|
||
level: 5
|
||
name: tongues
|
||
items: null
|
||
languages:
|
||
- Celestial
|
||
- Draconic
|
||
- Infernal
|
||
level: 13
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+13 plus 1d6 good and 1d6 other (see Choose Weakness)
|
||
type: slashing
|
||
name: holy greatsword
|
||
to_hit: 28
|
||
traits:
|
||
- good
|
||
- magical
|
||
- versatile P
|
||
name: Ghaele (Crusader Azata)
|
||
perception: 25
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: A ghaele attempts to Recall Knowledge about a foe it is facing. If
|
||
successful, it can change the elemental damage dealt by its greatsword and light
|
||
ray to acid, cold, electricity, fire, or sonic, usually to match the a foe's
|
||
weakness. It can also change its energy resistance to any of these energy types
|
||
(this can be a different type than for its attacks). The choices remain until
|
||
it next uses Choose Weakness.
|
||
name: Choose Weakness
|
||
traits:
|
||
- concentrate
|
||
- divination
|
||
- divine
|
||
- evocation
|
||
- manipulate
|
||
- action_cost: One Action
|
||
description: When a ghaele fixes its gaze upon a non-good creature, the creature
|
||
suffers the effects of *divine decree* (DC 33 Will save). If it survives, the
|
||
creature is temporarily immune to Ghaele's Gaze for 1 minute.
|
||
name: Ghaele's Gaze
|
||
traits:
|
||
- divine
|
||
- evocation
|
||
- visual
|
||
- description: Any weapon becomes a *+2 holy striking weapon* while the ghaele wields
|
||
it.
|
||
name: Holy Blade
|
||
traits:
|
||
- divine
|
||
- evocation
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d12 plus 1d12 good plus 2d6+6 other (see Choose Weakness)
|
||
type: chaotic
|
||
name: light ray
|
||
to_hit: 25
|
||
traits:
|
||
- chaotic
|
||
- good
|
||
- light
|
||
- range 300 feet
|
||
resistances:
|
||
- amount: 15
|
||
type: energy (see Choose Weakness)
|
||
saves:
|
||
fort: 26
|
||
ref: 20
|
||
will: 23
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- '*see invisibility*'
|
||
skills:
|
||
Acrobatics: 27
|
||
Athletics: 26
|
||
Diplomacy: 26
|
||
Nature: 23
|
||
Religion: 23
|
||
Stealth: 21
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
- amount: 100
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CG
|
||
- Medium
|
||
- Azata
|
||
- Celestial
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 7
|
||
con_mod: 2
|
||
dex_mod: 6
|
||
int_mod: 0
|
||
str_mod: -5
|
||
wis_mod: 7
|
||
ac: 39
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The banshee can hear heartbeats within (imprecise). **Sunlight Powerlessness**
|
||
If in direct sunlight, the banshee is slowed 1 and can't use actions that have
|
||
the attack trait.
|
||
name: Hears Heartbeats
|
||
range: 60 feet
|
||
traits: null
|
||
- description: If in direct sunlight, the banshee is slowed 1 and can't use actions
|
||
that have the attack trait.
|
||
name: Sunlight Powerlessness
|
||
traits: null
|
||
description: Banshees are the furious, tormented souls of elves bound to the Material
|
||
Plane by a betrayal that defined the final hours of their lives. Some banshees
|
||
arise from elves who were slain by trusted friends and allies, or whose loved
|
||
ones betrayed them on their deathbeds. Others spawn from elves whose treacherous
|
||
deeds shortly before their deaths left a stain upon their souls. Regardless of
|
||
their origin, banshees despise the living. This hatred of life is all too often
|
||
a horrific inversion of their personalities in life. Some speculate that the more
|
||
kind-hearted the elf (and the more wrenching the betrayal), the crueler the banshee.
|
||
divine_spells: null
|
||
hp: 250
|
||
immunities:
|
||
- disease
|
||
- paralyzed
|
||
- poison
|
||
- precision
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Elven
|
||
level: 17
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d10+14 plus terrifying touch
|
||
type: negative
|
||
name: hand
|
||
to_hit: 32
|
||
traits:
|
||
- finesse
|
||
- magical
|
||
name: Banshee
|
||
perception: 32
|
||
proactive_abilities:
|
||
- description: When a banshee Strides at least 10 feet, they're concealed until
|
||
the start of their next turn.
|
||
name: Spectral Ripple
|
||
traits: null
|
||
- description: A creature damaged by the banshee's touch that isn't already frightened
|
||
must attempt a DC 38 Will save (DC 43 if the attack was a critical hit). If
|
||
the creature fails its save, it's frightened 2; on a critical failure, the creature
|
||
also cowers with fear and is stunned 4. If the creature is protected against
|
||
fear by a spell or magic item, the banshee's touch first attempts to counteract
|
||
the protection effect, with the effect of a 9th-level *dispel magic* spell.
|
||
name: Terrifying Touch
|
||
traits:
|
||
- emotion
|
||
- enchantment
|
||
- fear
|
||
- occult
|
||
- action_cost: Two Actions
|
||
description: The banshee unleashes a soul-chilling *wail of the banshee* (DC 38).
|
||
This Wail overcomes *silence* and similar effects of 5th level or lower. The
|
||
banshee can instead use Wail as a three-action activity to overcome such effects
|
||
of up to 8th level. The banshee's Wail resonates for 1 round, and any creature
|
||
that comes within the area during that time must attempt a save against the
|
||
effect. A creature can't be affected more than once by the same Wail. The banshee
|
||
can't Wail again for 1d4 rounds.
|
||
name: Wail
|
||
traits:
|
||
- auditory
|
||
- concentrate
|
||
- death
|
||
- necromancy
|
||
- occult
|
||
ranged: null
|
||
resistances:
|
||
- amount: 12
|
||
type: all damage (except force, ghost touch, or positive; double resistance vs.
|
||
non-magical)
|
||
saves:
|
||
fort: 25
|
||
ref: 29
|
||
will: 32
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- hears heartbeats (imprecise) 60 feet
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 31
|
||
Intimidation: 32
|
||
Occultism: 25
|
||
skills_special: null
|
||
speed:
|
||
- amount: 60
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CE
|
||
- Medium
|
||
- Incorporeal
|
||
- Spirit
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 8
|
||
dex_mod: 2
|
||
int_mod: -3
|
||
str_mod: 10
|
||
wis_mod: 6
|
||
ac: 48
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Few sea monsters are as dreaded and feared as the two-headed baomal.
|
||
These massive predatory beasts typically dwell in the deepest waters and compete
|
||
with krakens and other monsters for food. They feed on whales and other large
|
||
sea creatures, sometimes following them to the water's surface. Near the surface,
|
||
baomals that encounter ships quickly learn that they contain a variety of tasty
|
||
morsels. The creatures use their devastating spikes to rip open the ships' hulls,
|
||
then leisurely feed on the helpless sailors.
|
||
divine_spells: null
|
||
hp: 315
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
level: 20
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d12+18 plus Improved Grab
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 38
|
||
traits:
|
||
- reach 20 feet
|
||
name: Baomel
|
||
perception: 34
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: A baomal can inhale tremendous amounts of water, drawing everything
|
||
in the sea nearby closer. All creatures and objects in the water within 60 feet
|
||
of the baomal (including ships) are pulled toward it. Creatures must succeed
|
||
at a DC 42 Athletics check or be pulled up to 20 feet toward the baomal (40
|
||
feet on a critical failure). For ships, use the captain's Sailing Lore in place
|
||
of Athletics. Unattended objects are automatically pulled.
|
||
name: Breath of the Sea
|
||
traits:
|
||
- attack
|
||
- action_cost: One Action
|
||
description: The baomal Swims or Strides alongside a creature or the hull of a
|
||
vessel, dealing damage with the strong spikes on its shell. Each creature or
|
||
ship the baomal is adjacent to at any point during its movement takes 6d6+10
|
||
slashing and piercing damage (DC 42 basic Reflex save). Against vessels, Shell
|
||
Rake ignores the first 5 Hardness and creates an explosion of splinters that
|
||
deals 3d6+5 damage to every creature within 10 feet of the deck's edge (DC 42
|
||
basic Reflex save).
|
||
name: Shell Rake
|
||
traits:
|
||
- move
|
||
- action_cost: Two Actions
|
||
description: The baomal makes a Strike with each set of jaws, each against a different
|
||
creature. These Strikes count as one attack for the baomal's multiple attack
|
||
penalty, and the penalty doesn't increase until after both attacks.
|
||
name: Two-Headed Strike
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d10+18 plus Push 40 feet
|
||
type: bludgeoning
|
||
name: tsunami jet
|
||
to_hit: 38
|
||
traits:
|
||
- brutal
|
||
- range 500 feet
|
||
resistances:
|
||
- amount: 10
|
||
type: physical
|
||
saves:
|
||
fort: 36
|
||
ref: 30
|
||
will: 34
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 80 feet
|
||
skills:
|
||
Athletics: 41
|
||
Stealth: 31
|
||
Survival: 37
|
||
skills_special: null
|
||
speed:
|
||
- amount: 50
|
||
type: Land
|
||
- amount: 80
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CN
|
||
- Gargantuan
|
||
- Aberration
|
||
- Aquatic
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 3
|
||
dex_mod: 2
|
||
int_mod: 2
|
||
str_mod: 5
|
||
wis_mod: 2
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Typical barghests are ravenous gluttons of life who feed and grow on
|
||
the fat of mortals, their bodies changing in ways none can predict as they use
|
||
the flesh and blood of their victims to achieve grisly transformations into greater
|
||
barghests. Barghests often make use of their shapechanging abilities to rule tribes
|
||
of goblinoids or to discreetly hunt in rural areas in the guise of unnaturally
|
||
intelligent wolves. They do not work well together, as each barghest wants all
|
||
the kills for itself; cannibalism is the typical result of too many barghests
|
||
in one small area.
|
||
divine_spells: null
|
||
hp: 50
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 4
|
||
name: blink
|
||
- frequency: at will
|
||
level: 4
|
||
name: confusion
|
||
- frequency: at will
|
||
level: 4
|
||
name: dimension door
|
||
- frequency: at will
|
||
level: 3
|
||
name: levitate
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Common
|
||
- Goblin
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+5
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 13
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+5
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 13
|
||
traits:
|
||
- agile
|
||
name: Barghest
|
||
perception: 12
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The barghest takes on the shape of a goblinoid (a goblin, hobgoblin,
|
||
or bugbear) or a wolf, or it transforms back into its true form. When the barghest
|
||
is a goblinoid, it loses its jaws and claw Strikes, it becomes Small if it is
|
||
a goblin, and its Speed changes to 20 feet. When the barghest is a wolf, its
|
||
Speed changes to 40 feet and its jaws gain Knockdown. Each individual barghest
|
||
has only one goblinoid form and one wolf form.
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- polymorph
|
||
- transmutation
|
||
- description: Once per month, a barghest can spend 1 minute to devour a corpse,
|
||
gaining a permanent +1 status bonus to its checks and DCs. Each subsequent time
|
||
it feeds, this bonus increases by 1. The fourth time a barghest feeds, it sheds
|
||
its skin and mutates into a greater barghest, and the status bonus ends.
|
||
name: Feed
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: 'fire '
|
||
- amount: 5
|
||
type: physical (except magical)
|
||
saves:
|
||
fort: 11
|
||
ref: 12
|
||
will: 8
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 10
|
||
Deception: 12
|
||
Diplomacy: 9
|
||
Intimidation: 11
|
||
Stealth: 10
|
||
Survival: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 4
|
||
dex_mod: 2
|
||
int_mod: 3
|
||
str_mod: 6
|
||
wis_mod: 3
|
||
ac: 25
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Once a barghest has eaten enough to grow into a greater barghest, it
|
||
typically seeks a method to leave the Material Plane and return to the Abyss,
|
||
there joining other fiends as yet another of that plane's horrors. As barghests
|
||
have no innate ability to travel the planes, though, the time it takes for most
|
||
greater barghests to engineer such a return can usually be measured in years,
|
||
if not decades. During that time, greater barghests continue to play the roles
|
||
of gluttons, hunters of humanity, and tyrants of goblinoid tribes. More than a
|
||
few grow accustomed to such lives on the Material Plane and wholly abandon the
|
||
end goal of returning to the Abyss, despite the fact that those who do make such
|
||
a return home often grow even more powerful over time, gaining eerie new abilities
|
||
and qualities absorbed from the raw chaos of the Abyss itself.
|
||
divine_spells: null
|
||
hp: 105
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 4
|
||
name: blink
|
||
- frequency: at will
|
||
level: 4
|
||
name: confusion
|
||
- frequency: at will
|
||
level: 4
|
||
name: dimension door
|
||
- frequency: at will
|
||
level: 4
|
||
name: enlarge
|
||
- frequency: at will
|
||
level: 3
|
||
name: levitate
|
||
- frequency: at will
|
||
level: 2
|
||
name: invisibility
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Common
|
||
- Goblin
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+6
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 17
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+6
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 17
|
||
traits:
|
||
- agile
|
||
name: Greater Barghest
|
||
perception: 16
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The barghest takes on the shape of a goblinoid (a goblin, hobgoblin,
|
||
or bugbear) or a wolf, or it transforms back into its true form. When the barghest
|
||
is a goblinoid, it loses its jaws and claw Strikes, it becomes Small if it is
|
||
a goblin, and its Speed changes to 20 feet. When the barghest is a wolf, its
|
||
Speed changes to 40 feet and its jaws gain Knockdown. Each individual barghest
|
||
has only one goblinoid form and one wolf form.
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- polymorph
|
||
- transmutation
|
||
- action_cost: Two Actions
|
||
description: The barghest grows elongated fangs that seep poison. Its jaws deal
|
||
1d6 additional poison damage and 1d6 persistent poison damage.</li><li>**Toxic
|
||
Breath** |2| (divine, evocation, poison) The barghest breathes a cloud of toxic
|
||
gas that deals 8d6 poison damage to all creatures in a 30-foot cone (DC 25 basic
|
||
Fortitude save). It can't use Toxic Breath again for 1d4 rounds.</li><li>**Vestigial
|
||
Arm Strike** |2| **Frequency **once per round; **Trigger **The barghest completes
|
||
a Strike. **Effect **The barghest makes a claw Strike with a shriveled third
|
||
arm hanging from its torso. This attack doesn't count for the barghest's multiple
|
||
attack penalty, nor does that penalty apply on the attack.</li><li>**Wings**
|
||
The barghest has malformed wings extending from its back. It gains a fly Speed
|
||
of 25 feet.</li></ul>
|
||
name: Mutations
|
||
traits:
|
||
- poison
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: 'fire '
|
||
- amount: 10
|
||
type: physical (except magical)
|
||
saves:
|
||
fort: 17
|
||
ref: 15
|
||
will: 12
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 15
|
||
Athletics: 15
|
||
Deception: 18
|
||
Diplomacy: 14
|
||
Intimidation: 16
|
||
Stealth: 15
|
||
Survival: 14
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CE
|
||
- Large
|
||
- Fiend
|
||
- Mutant
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 5
|
||
dex_mod: -1
|
||
int_mod: -3
|
||
str_mod: 4
|
||
wis_mod: 2
|
||
ac: 22
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The basilisk is an eight-legged reptile with a nasty disposition and
|
||
the ability to turn creatures to stone with its gaze. Folklore holds that, much
|
||
like for the cockatrice, the first basilisks hatched from leathery eggs laid by
|
||
snakes and incubated by roosters, but little in the basilisk's physiology lends
|
||
any credence to this claim.
|
||
divine_spells: null
|
||
hp: 75
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+4
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 15
|
||
traits: null
|
||
name: Basilisk
|
||
perception: 11
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The basilisk stares at a creature it can see within 30 feet. That
|
||
creature must attempt a DC 22 Fortitude save. If it fails and has not already
|
||
been slowed by Petrifying Glance or this ability, it becomes slowed 1. If the
|
||
creature was already slowed by this ability or Petrifying Glance, a failed save
|
||
causes the creature to be petrified permanently. A creature petrified in this
|
||
manner that is coated (not just splashed) with fresh basilisk blood (taken from
|
||
a basilisk that has been dead no longer than 1 hour) is instantly restored to
|
||
flesh. A single basilisk contains enough blood to coat 1d3 Medium creatures
|
||
in this manner.
|
||
name: Petrifying Gaze
|
||
traits:
|
||
- arcane
|
||
- concentrate
|
||
- incapacitation
|
||
- transmutation
|
||
- visual
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 14
|
||
ref: 8
|
||
will: 11
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 13
|
||
Stealth: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Beast
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -3
|
||
con_mod: 1
|
||
dex_mod: 4
|
||
int_mod: -4
|
||
str_mod: 1
|
||
wis_mod: 3
|
||
ac: 15
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: A bat swarm can use its hearing as a precise sense at the listed
|
||
range.
|
||
name: Echolocation
|
||
traits: null
|
||
description: Although the typical vampire bat has a wingspan of 7 inches and doesn't
|
||
pose a significant threat to larger prey alone (and indeed, these blood-drinkers
|
||
can feed without their sleeping victims ever noticing), some unusually aggressive
|
||
species of these bats hunt in deadly swarms. A churning cloud of vampire bats
|
||
is much more dangerous than the sum of its individual parts and is capable of
|
||
inflicting an overwhelming number of bleeding wounds in a frighteningly short
|
||
span of time.
|
||
divine_spells: null
|
||
hp: 11
|
||
immunities:
|
||
- precision
|
||
- swarm mind
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 1
|
||
melee: null
|
||
name: Vampire Bat Swarm
|
||
perception: 10
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: . Creatures that fail this save also take 1 persistent bleed damage.
|
||
name: Blood Feast
|
||
traits:
|
||
- DC 16 basic Reflex save
|
||
ranged: null
|
||
resistances:
|
||
- amount: 6
|
||
type: bludgeoning
|
||
- amount: 6
|
||
type: piercing
|
||
- amount: 3
|
||
type: slashing
|
||
saves:
|
||
fort: 6
|
||
ref: 9
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- echolocation (precise) 20 feet
|
||
- low-light vision
|
||
skills:
|
||
Acrobatics: 7
|
||
Athletics: 4
|
||
Stealth: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 5
|
||
type: Land
|
||
- amount: 30
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
- Swarm
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 3
|
||
dex_mod: 2
|
||
int_mod: -4
|
||
str_mod: 4
|
||
wis_mod: 3
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: A bat can use its hearing as a precise sense at the listed range.
|
||
name: Echolocation
|
||
traits: null
|
||
description: While big bats are certainly not uncommon in dark caves and abandoned
|
||
ruins and may instill fear in squeamish spelunkers, the so-called giant bat is
|
||
a true monster, weighing well over 100 pounds and having a wingspan of nearly
|
||
15 feet. It primarily eats fruit and bugs, but can be incited to violence through
|
||
fear or hunger. Giant bat attacks can quickly give rise to rumors of more dangerous
|
||
monsters—many mistake these massive animals for some sort of demon or vampiric
|
||
monster. But like other bats, giant bats are simply social and intelligent mammals.
|
||
They are sometimes used as mounts by smaller humanoids, commonly those who hail
|
||
from or dwell in mountainous or underground regions.
|
||
divine_spells: null
|
||
hp: 30
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+4
|
||
type: slashing
|
||
name: fangs
|
||
to_hit: 10
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: piercing
|
||
name: wing
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
name: Giant Bat
|
||
perception: 11
|
||
proactive_abilities: []
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 9
|
||
ref: 8
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- echolocation (precise) 40 feet
|
||
- low-light vision
|
||
skills:
|
||
Acrobatics: 8
|
||
Athletics: 8
|
||
Stealth: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 15
|
||
type: Land
|
||
- amount: 30
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 5
|
||
dex_mod: 1
|
||
int_mod: -4
|
||
str_mod: 4
|
||
wis_mod: 1
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: This large and powerful omnivore inhabits forested hills. While it
|
||
typically sustains itself on nuts, berries, fish, and small mammals, it's fiercely
|
||
territorial and will chase off or kill any creature it views as competition. Grizzly
|
||
bears are especially temperamental when their young are nearby. In combat, a grizzly
|
||
bear often attempts to grab and maul its foe with surprising ferocity. It continues
|
||
its assault until its foe seems like it is no longer a threat, though if the bear
|
||
is hungry, it will not hesitate to feed.
|
||
divine_spells: null
|
||
hp: 45
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+4
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 11
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+4 plus Grab
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 11
|
||
traits:
|
||
- agile
|
||
name: Grizzly Bear
|
||
perception: 10
|
||
proactive_abilities:
|
||
- description: The grizzly bear gains a +2 circumstance bonus to damage rolls against
|
||
creatures it has grabbed.
|
||
name: Mauler
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The grizzly bear Strides and makes a Strike at the end of that movement.
|
||
During the Stride, the grizzly bear gains a +10-foot circumstance bonus to its
|
||
Speed.
|
||
name: Rush
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 12
|
||
ref: 6
|
||
will: 8
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 11
|
||
Survival: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 6
|
||
dex_mod: 1
|
||
int_mod: -4
|
||
str_mod: 6
|
||
wis_mod: 1
|
||
ac: 24
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Larger, stronger, and far more aggressive than its smaller cousins,
|
||
the cave bear is a behemoth that avoids civilized lands, preferring to dwell in
|
||
remote places. As its name might suggest, the cave bear makes its den in natural
|
||
caves, and like the grizzly bear, a cave bear is fiercely territorial. Unlike
|
||
a grizzly bear, however, a cave bear is short tempered and will make sure its
|
||
foe is dead before moving on, usually feasting on its prey's soft flesh once it
|
||
has been incapacitated. Cave bears are often regarded as powerful guardian spirits
|
||
by remote-dwelling people, while they are utilized as beasts of war by orcs or
|
||
even giants—stone giants in particular have an affinity for keeping trained cave
|
||
bears as pets or guardians for their homes.
|
||
divine_spells: null
|
||
hp: 95
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+6
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 16
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+6 plus Grab
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 16
|
||
traits:
|
||
- agile
|
||
name: Cave Bear
|
||
perception: 13
|
||
proactive_abilities:
|
||
- description: The bear gains a +4 circumstance bonus to damage rolls against creatures
|
||
it has grabbed.
|
||
name: Mauler
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The cave bear Strides and makes a Strike at the end of that movement.
|
||
During the Stride, it gains a +10-foot circumstance bonus to its Speed.
|
||
name: Rush
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 16
|
||
ref: 11
|
||
will: 13
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 16
|
||
Survival: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 2
|
||
dex_mod: 3
|
||
int_mod: -5
|
||
str_mod: 1
|
||
wis_mod: 1
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: These 3-foot-long insects boast a pair of glowing organs on the back
|
||
of the abdomen that give off bright light and that continue to glow for days,
|
||
even after the creature's death. Flash beetles are commonly herded and harvested
|
||
by miners and spelunkers, as their glow is considered safer than torches and less
|
||
expensive than lamps. Denizens of the Darklands often domesticate and train these
|
||
insects, using them as pets, livestock, or caging them to use as organic sources
|
||
of light in areas frequented by visitors unaccustomed to the darkness.
|
||
divine_spells: null
|
||
hp: 6
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: -1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+1
|
||
type: piercing
|
||
name: mandibles
|
||
to_hit: 8
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
name: Flash Beetle
|
||
perception: 6
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The flash beetle creates a brilliant flash of light. All creatures
|
||
in its luminescent aura must succeed at a DC 17 Fortitude save or be dazzled
|
||
for 1 minute. The flash beetle's glow then goes out, disabling its aura for
|
||
24 hours, during which time it cannot use Light Flash.
|
||
name: Light Flash
|
||
traits:
|
||
- concentrate
|
||
- light
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 5
|
||
ref: 8
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Acrobatics: 6
|
||
Athletics: 4
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 15
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 5
|
||
dex_mod: 1
|
||
int_mod: -5
|
||
str_mod: 5
|
||
wis_mod: 2
|
||
ac: 22
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The giant stag beetle is larger than a horse, and the sight of one
|
||
flying (if slowly and somewhat clumsily) on great buzzing wings is unnerving.
|
||
Its enormous mandibles are used to impress mates, intimidate rivals, and discourage
|
||
predators, for they can deliver deadly blows. While giant stag beetles are deadly
|
||
predators, they can be domesticated by skilled wranglers. In such a capacity,
|
||
these beetles serve well as beasts of burden or even as mounts.
|
||
divine_spells: null
|
||
hp: 55
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+5
|
||
type: piercing
|
||
name: mandibles
|
||
to_hit: 13
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+5
|
||
type: bludgeoning
|
||
name: foot
|
||
to_hit: 11
|
||
traits: null
|
||
name: Giant Stag Beetle
|
||
perception: 10
|
||
proactive_abilities:
|
||
- description: Medium or smaller, foot, DC 21
|
||
name: Trample
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 13
|
||
ref: 9
|
||
will: 8
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 9
|
||
Athletics: 13
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 20
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 0
|
||
dex_mod: 3
|
||
int_mod: -5
|
||
str_mod: -4
|
||
wis_mod: 1
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Scourges of swamps and damp, abandoned places, bloodseekers are ravenous
|
||
blood drinkers. Farmers curse the creatures for sucking their livestock dry. It
|
||
is from such beleaguered people that the bloodseeker's regional name "stirge,"
|
||
possibly a corruption of the word "scourge," comes. Folk wisdom holds that the
|
||
appearance of bloodseekers in a region signals a healthy herd of livestock, but
|
||
more often it means bogs or old buildings that haven't been properly tended to.
|
||
Certainly, no amount of folksy parable can assuage a farmer driven to destitution
|
||
by a bloodseeker infestation. But despite their role as parasites, bloodseekers
|
||
aren't hated by all villages. In some cases, the inhabitants of remote backwoods
|
||
thorps even keep the things as pets or use them as doubtful medicinal "tools"
|
||
to drain away unwanted humors or test for evil spirits possessing the blood. Worshippers
|
||
of gods of pestilence and parasites often view bloodseekers as sacred to their
|
||
faith and allow the creatures to feed freely from their bodies. In such societies,
|
||
those who accidentally give too much are considered to have been "blessed" by
|
||
the village's hungry god.
|
||
divine_spells: null
|
||
hp: 6
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: -1
|
||
melee:
|
||
- action_cost: One Action
|
||
name: barbed leg
|
||
to_hit: 8
|
||
traits:
|
||
- finesse
|
||
name: Bloodseeker
|
||
perception: 6
|
||
proactive_abilities:
|
||
- description: while attached. If the bloodseeker is killed or pushed away while
|
||
attached to a creature it has drained blood from, that creature takes 1 persistent
|
||
bleed damage. Escaping the attach or removing the bloodseeker in other ways
|
||
doesn't cause bleed damage.
|
||
name: Attach
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: .
|
||
name: Blood Drain
|
||
traits:
|
||
- of any kind or amount
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 5
|
||
ref: 8
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 6
|
||
Stealth: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 10
|
||
type: Land
|
||
- amount: 30
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Tiny
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -3
|
||
con_mod: 4
|
||
dex_mod: 1
|
||
int_mod: -4
|
||
str_mod: 4
|
||
wis_mod: 2
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Boars are omnivorous mammals, hunted heavily because their meat is
|
||
considered a delicacy. Boars are most likely to attack humanoids either in self-defense
|
||
or during their mating season in the winter months, when the males grow an extra
|
||
inch of tissue to protect their organs as they fight off rivals. Of course, in
|
||
some cultures boars are trained to become much more aggressive so they can fill
|
||
the roles of warbeast and guardian. When such boars escape back into the wild,
|
||
they can become true terrors of the region.
|
||
divine_spells: null
|
||
hp: 30
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+4
|
||
type: piercing
|
||
name: Tusk
|
||
to_hit: 10
|
||
traits: null
|
||
name: Boar
|
||
perception: 8
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: twice and then makes a tusk Strike. As long as it moved at least
|
||
20 feet, it gains a +2 circumstance bonus to its attack roll.
|
||
name: Boar Charge
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 10
|
||
ref: 5
|
||
will: 8
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 5
|
||
Athletics: 8
|
||
Survival: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 3
|
||
dex_mod: 0
|
||
int_mod: -4
|
||
str_mod: 6
|
||
wis_mod: 2
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Where the typical boar is merely ill-tempered and generally unfriendly,
|
||
the towering daeodon is legitimately hateful and ruthlessly violent. Although
|
||
omnivorous, the daeodon (known in some regions simply as a giant boar) prefers
|
||
to feed on flesh. Primarily a scavenger, the daeodon isn't adverse to attacking
|
||
creatures it encounters while searching for easier meals, or to protect any perceived
|
||
encroachment into its lair or feeding grounds. Particularly brave or skilled orcs
|
||
are fond of using daeodons as mounts or war-trained battle beasts; orc cavalry
|
||
mounted on daeodons is a fearsome force indeed.
|
||
divine_spells: null
|
||
hp: 60
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+6
|
||
type: piercing
|
||
name: Tusk
|
||
to_hit: 14
|
||
traits: null
|
||
name: Daeodon
|
||
perception: 12
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: by the force of the blow.
|
||
name: Daeodon Charge
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 13
|
||
ref: 9
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 8
|
||
Athletics: 12
|
||
Survival: 10
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 4
|
||
dex_mod: 2
|
||
int_mod: -1
|
||
str_mod: 3
|
||
wis_mod: 2
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Often tasked with patrolling the borders of their lands, boggard scouts
|
||
learn to speak another language (typically Common) to make it easier to issue
|
||
threats and insults toward trespassers.
|
||
divine_spells: null
|
||
hp: 24
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Boggard
|
||
- Common
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: bludgeoning
|
||
name: Morningstar
|
||
to_hit: 8
|
||
traits:
|
||
- versatile P
|
||
- action_cost: One Action
|
||
name: Tongue
|
||
to_hit: 8
|
||
traits:
|
||
- reach 10 feet
|
||
name: Boggard Scout
|
||
perception: 7
|
||
proactive_abilities:
|
||
- description: A boggard scout ignores difficult terrain caused by swamp terrain
|
||
features.
|
||
name: Swamp Stride
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The boggard scout unleashes a terrifying croak. Any non-boggard within
|
||
30 feet becomes *frightened 1* unless they succeed at a DC 17 Will save; those
|
||
who critically succeed are temporarily immune for 1 minute.
|
||
name: Terrifying Croak
|
||
traits:
|
||
- auditory
|
||
- emotion
|
||
- fear
|
||
- mental
|
||
- description: ', but it can''t move beyond the reach of the boggard''s tongue.
|
||
A creature can sever the tongue by hitting AC 13 and dealing at least 2 slashing
|
||
damage. Though this doesn''t deal any damage to the boggard, it prevents it
|
||
from using its tongue Strike until it regrows its tongue, which takes a week.'
|
||
name: Tongue Grab
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+1
|
||
type: bludgeoning
|
||
name: Sling
|
||
to_hit: 7
|
||
traits:
|
||
- propulsive
|
||
- reload 1
|
||
- range increment 50 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 9
|
||
ref: 5
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 5
|
||
Athletics: 8
|
||
Stealth: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 25
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Amphibious
|
||
- Boggard
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 4
|
||
dex_mod: 0
|
||
int_mod: -1
|
||
str_mod: 4
|
||
wis_mod: 2
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Boggard warriors exalt in single combat, and prefer to fight alone
|
||
so that none can contest their kills. They have been known to pursue enemies who
|
||
flee combat with a single-mindedness that seems almost supernatural.
|
||
divine_spells: null
|
||
hp: 38
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Boggard
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+6
|
||
type: bludgeoning
|
||
name: Club
|
||
to_hit: 10
|
||
traits: null
|
||
- action_cost: One Action
|
||
name: Tongue
|
||
to_hit: 10
|
||
traits:
|
||
- reach 10 feet
|
||
name: Boggard Warrior
|
||
perception: 8
|
||
proactive_abilities:
|
||
- description: A boggard warrior ignores difficult terrain caused by swamp terrain
|
||
features.
|
||
name: Swamp Stride
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The boggard warrior unleashes a terrifying croak. Any non-boggard
|
||
within 30 feet becomes *frightened 1* unless they succeed at a DC 18 Will save;
|
||
those who critically succeed are temporarily immune for 1 minute.
|
||
name: Terrifying Croak
|
||
traits:
|
||
- auditory
|
||
- emotion
|
||
- fear
|
||
- mental
|
||
- description: ', but it can''t move beyond the reach of the boggard''s tongue.
|
||
A creature can sever the tongue by hitting AC 15 and dealing at least 3 slashing
|
||
damage. Though this doesn''t deal any damage to the boggard, it prevents it
|
||
from using its tongue Strike until it regrows its tongue, which takes a week.'
|
||
name: Tongue Grab
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: piercing
|
||
name: Javelin
|
||
to_hit: 6
|
||
traits:
|
||
- thrown 30 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+6
|
||
type: bludgeoning
|
||
name: Club
|
||
to_hit: 6
|
||
traits:
|
||
- thrown 10 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 10
|
||
ref: 5
|
||
will: 8
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 8
|
||
Intimidation: 5
|
||
Stealth: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 25
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Amphibious
|
||
- Boggard
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 2
|
||
dex_mod: 0
|
||
int_mod: 0
|
||
str_mod: 3
|
||
wis_mod: 4
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The boggard swampseer has been gifted with magic through its worship
|
||
of the demon lord Gogunta, and uses its power to rule a boggard village, keeping
|
||
the rest of the village in line and planning raids on nearby communities.
|
||
divine_spells: null
|
||
hp: 40
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Boggard
|
||
- Common
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+6
|
||
type: bludgeoning
|
||
name: staff
|
||
to_hit: 10
|
||
traits:
|
||
- two-hand d8
|
||
- action_cost: One Action
|
||
name: Tongue
|
||
to_hit: 10
|
||
traits:
|
||
- reach 10 feet
|
||
name: Boggard Swampseer
|
||
perception: 11
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The swampseer utters a powerful croak that deals 4d6 sonic damage
|
||
to any non-boggard within a 15-foot emanation (DC 19 basic Fortitude save);
|
||
any creature with the *frightened* condition takes additional sonic damage equal
|
||
to twice the value of their frightened condition. The boggard can't use Destructive
|
||
Croak again for 1d4 rounds
|
||
name: Destructive Croak
|
||
traits:
|
||
- sonic
|
||
- description: '**Trigger** The boggard swampseer or one of its allies within 60
|
||
feet attempts a saving throw against an *auditory* or *sonic* effect. **Effect**
|
||
The swampseer releases a croak that drowns out other sound. It rolls a *Performance*
|
||
check. It and boggard allies in the area can use the higher result of the swampseer''s
|
||
Performance check or their saves to resolve the effects against the *auditory*
|
||
or *sonic* effect.'
|
||
name: Drowning Drone
|
||
traits:
|
||
- auditory
|
||
- mental
|
||
- description: A boggard swampseer ignores difficult terrain caused by swamp terrain
|
||
features.
|
||
name: Swamp Stride
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The boggard swampseer unleashes a terrifying croak. Any non-boggard
|
||
within 30 feet becomes *frightened 1* unless they succeed at a DC 19 Will save;
|
||
those who critically succeed are temporarily immune for 1 minute.
|
||
name: Terrifying Croak
|
||
traits:
|
||
- auditory
|
||
- emotion
|
||
- fear
|
||
- mental
|
||
- description: ', but it can''t move beyond the reach of the boggard''s tongue.
|
||
A creature can sever the tongue by hitting AC 15 and dealing at least 4 slashing
|
||
damage. Though this doesn''t deal any damage to the boggard, it prevents it
|
||
from using its tongue Strike until it regrows its tongue, which takes a week.'
|
||
name: Tongue Grab
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 9
|
||
ref: 7
|
||
will: 11
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 8
|
||
Intimidation: 8
|
||
Medicine: 9
|
||
Nature: 11
|
||
Performance: 8
|
||
Religion: 9
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 25
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Amphibious
|
||
- Boggard
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 5
|
||
dex_mod: 3
|
||
int_mod: 4
|
||
str_mod: 6
|
||
wis_mod: 4
|
||
ac: 26
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The grotesque brain collectors (or neh-thalggus, as they call themselves)
|
||
originate from worlds far beyond the known solar system, and are part of a conglomeration
|
||
of hostile aliens known collectively as the Dominion of the Black. Whether driven
|
||
by their own schemes or directives from sinister overlords, brain collectors arrive
|
||
in living starships to harvest the brains of intelligent creatures. These aberrations
|
||
draw no nutrition from brains, instead storing them for analysis and as vessels
|
||
for occult magical energies.
|
||
divine_spells: null
|
||
hp: 140
|
||
immunities:
|
||
- confused
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Aklo
|
||
- Common
|
||
- Draconic
|
||
- Protean
|
||
- Undercommon
|
||
level: 8
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+6 plus brain collector venom
|
||
type: piercing
|
||
name: Jaws
|
||
to_hit: 20
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+6
|
||
type: slashing
|
||
name: Claw
|
||
to_hit: 20
|
||
traits:
|
||
- agile
|
||
name: Brain Collector
|
||
perception: 18
|
||
proactive_abilities:
|
||
- description: '**Saving Throw** DC 26 Fortitude; **Maximum Duration** 6 rounds;
|
||
**Stage 1** 1d6 poison damage and *enfeebled 1* (1 round); **Stage 2** 1d6 poison
|
||
damage, *enfeebled 1*, and *slowed 1* (1 round); **Stage 3** 2d6 poison damage,
|
||
*enfeebled 2*, and *slowed 1* (1 round)'
|
||
name: Brain Collector Venom
|
||
traits:
|
||
- poison
|
||
- action_cost: One Action
|
||
description: The brain collector collects a brain of a creature that has been
|
||
dead for no more than 1 minute. It can then use an Interact action to secure
|
||
the brain in one of its empty brain blisters
|
||
name: Collect Brain
|
||
traits:
|
||
- manipulate
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 15
|
||
ref: 13
|
||
will: 18
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 17
|
||
Arcana: 18
|
||
Athletics: 16
|
||
Lore: 18
|
||
Occultism: 21
|
||
Stealth: 17
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 30
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CE
|
||
- Large
|
||
- Aberration
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 3
|
||
dex_mod: 2
|
||
int_mod: -1
|
||
str_mod: 4
|
||
wis_mod: 1
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The more common bugbear thug specializes in the art of lurking in the
|
||
shadows.
|
||
divine_spells: null
|
||
hp: 34
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Goblin
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+4
|
||
type: piercing
|
||
name: Bastard Sword
|
||
to_hit: 10
|
||
traits:
|
||
- two-hand d12
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+4
|
||
type: bludgeoning
|
||
name: Fist
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
- nonlethal
|
||
name: Bugbear Thug
|
||
perception: 7
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: by. If they succeed, they also deal fist damage to that creature.
|
||
name: Bushwhack
|
||
traits: null
|
||
- description: .
|
||
name: Mauler
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: piercing
|
||
name: Javelin
|
||
to_hit: 8
|
||
traits:
|
||
- thrown 30 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 9
|
||
ref: 8
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 6
|
||
Athletics: 7
|
||
Intimidation: 4
|
||
Stealth: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Medium
|
||
- Goblin
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 2
|
||
dex_mod: 3
|
||
int_mod: -1
|
||
str_mod: 4
|
||
wis_mod: 1
|
||
ac: 20
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The bugbear tormentor seeks to torture their prey as much through psychological
|
||
intimidation as through physical harm. The longer a bugbear tormentor can keep
|
||
their victim alive and terrified, the better they feel.
|
||
divine_spells: null
|
||
hp: 44
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Goblin
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+6
|
||
type: piercing
|
||
name: Dagger
|
||
to_hit: 11
|
||
traits:
|
||
- agile
|
||
- versatile S
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+6
|
||
type: slashing
|
||
name: Sickle
|
||
to_hit: 11
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- trip
|
||
name: Bugbear Tormentor
|
||
perception: 8
|
||
proactive_abilities:
|
||
- description: creatures
|
||
name: Sneak Attack
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: against the second attack. Apply the bugbear tormentor's multiple
|
||
attack penalty to the Strikes normally.
|
||
name: Twin Feint
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+6
|
||
type: piercing
|
||
name: Dagger
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
- thrown 10 feet
|
||
- versatile S
|
||
resistances: null
|
||
saves:
|
||
fort: 9
|
||
ref: 10
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 8
|
||
Athletics: 9
|
||
Intimidation: 7
|
||
Stealth: 8
|
||
Thievery: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Medium
|
||
- Goblin
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 6
|
||
dex_mod: 2
|
||
int_mod: -4
|
||
str_mod: 7
|
||
wis_mod: 2
|
||
ac: 30
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Bulettes are fearsome predators that roam just beneath the surface
|
||
of desolate wilderness areas. When they burrow through the ground, only the fin
|
||
of their thickly armored backs protrudes above—at least until they are ready to
|
||
leap out and strike their prey. Their appearance, appetite, and iconic dorsal
|
||
fin have earned the nickname "landshark."
|
||
divine_spells: null
|
||
hp: 120
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 8
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+10
|
||
type: piercing
|
||
name: Jaws
|
||
to_hit: 21
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+10
|
||
type: slashing
|
||
name: Claw
|
||
to_hit: 21
|
||
traits:
|
||
- agile
|
||
name: Bulette
|
||
perception: 16
|
||
proactive_abilities:
|
||
- description: A bulette gains a +1 circumstance bonus to attack and damage rolls
|
||
with its jaws against a specific type of creature designated as its favorite
|
||
food. Unless otherwise stated, a bulette's favored prey is halflings. Elves
|
||
are never a favored prey for bulettes.
|
||
name: Favored Prey
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: . If it's adjacent to an enemy at the apex of its High Jump or at
|
||
the end of its Long Jump, it can make a claw Strike against the enemy at that
|
||
moment. If the bulette jumps at least 5 feet vertically or at least 20 feet
|
||
horizontally, it can attempt two claw Strikes instead of one. The bulette's
|
||
multiple attack penalty doesn't increase until it has made all the claw Strikes
|
||
that are part of its Leaping Charge.
|
||
name: Leaping Charge
|
||
traits: null
|
||
- description: ', or 20 feet up on a critical success.'
|
||
name: Powerful Jumper
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 20
|
||
ref: 16
|
||
will: 14
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 16
|
||
Athletics: 21
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 30
|
||
type: Burrow
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Huge
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 4
|
||
dex_mod: 3
|
||
int_mod: -4
|
||
str_mod: 4
|
||
wis_mod: 1
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The bunyip can smell blood in the water from up to 1 mile away.
|
||
name: Blood Scent
|
||
traits: null
|
||
description: Bunyips are dangerous aquatic predators that resemble a cross between
|
||
a shark and a seal. Found in freshwater inlets or saltwater coves worldwide, bunyips
|
||
hunt where prey is plentiful, often to the consternation of coastal residents
|
||
and fisherfolk.
|
||
divine_spells: null
|
||
hp: 45
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+4 plus 1d6 persistent bleed damage
|
||
type: piercing
|
||
name: Jaws
|
||
to_hit: 11
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+4
|
||
type: bludgeoning
|
||
name: Tail
|
||
to_hit: 11
|
||
traits:
|
||
- agile
|
||
name: Bunyip
|
||
perception: 10
|
||
proactive_abilities:
|
||
- description: that go away at the end of the frenzy, and takes a –2 penalty to
|
||
AC.
|
||
name: Blood Frenzy
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The bunyip lets out a loud and horrifying roar. Other creatures within
|
||
100 feet must succeed at a DC 21 Will save or become *frightened 2* (*frightened
|
||
3* on a critical failure, *frightened 1* on a success, or unaffected on a critical
|
||
success). No matter the result, the creature is temporarily immune to the effect
|
||
for 1 minute.
|
||
name: Roar
|
||
traits:
|
||
- auditory
|
||
- concentrate
|
||
- emotion
|
||
- enchantment
|
||
- fear
|
||
- mental
|
||
- primal
|
||
- action_cost: One Action
|
||
description: A bunyip can alter its form slightly to gain an advantage and make
|
||
it harder to recognize. When it does, its teeth shrink and its Jaws Strike doesn't
|
||
deal the 1d6 *persistent* *bleed damage*. It can choose to gain either a long
|
||
snake tail, granting its tail Strike reach 10 feet and Grab, or squat crocodile
|
||
legs, increasing its land Speed to 20 feet. If it uses Shift Form again, the
|
||
bunyip can return to normal or switch between a long tail or crocodile legs.
|
||
name: Shift Form
|
||
traits:
|
||
- morph
|
||
- primal
|
||
- transmutation
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 9
|
||
ref: 12
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- blood scent
|
||
- darkvision
|
||
- scent (imprecise) 100 feet
|
||
skills:
|
||
Athletics: 11
|
||
Stealth: 10
|
||
Survival: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 10
|
||
type: Land
|
||
- amount: 40
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Animal
|
||
- Aquatic
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: -1
|
||
str_mod: 0
|
||
wis_mod: 1
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Caligni dancers serve as intermediaries between caligni clans.
|
||
divine_spells: null
|
||
hp: 18
|
||
immunities: null
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Caligni
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4
|
||
type: bludgeoning
|
||
name: Baton
|
||
to_hit: 9
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- shove
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4
|
||
type: piercing
|
||
name: Dagger
|
||
to_hit: 9
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- versatile S
|
||
name: Caligni Dancer
|
||
perception: 6
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The caligni dancer touches a foe and curses it. If the target fails
|
||
a DC 18 Will save, it gains *clumsy 1* and *stupefied 1*. The target is then
|
||
temporarily immune for 24 hours. These conditions persist until the curse is
|
||
removed. The victim can attempt a new DC 18 Will save once per hour to end the
|
||
curse.
|
||
name: Dancer's Curse
|
||
traits:
|
||
- curse
|
||
- enchantment
|
||
- occult
|
||
- mental
|
||
- description: creatures.
|
||
name: Sneak Attack
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4
|
||
type: piercing
|
||
name: Dagger
|
||
to_hit: 9
|
||
traits:
|
||
- agile
|
||
- thrown 10 feet
|
||
- versatile S
|
||
resistances: null
|
||
saves:
|
||
fort: 7
|
||
ref: 9
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- greater darkvision
|
||
- light blindness
|
||
skills:
|
||
Acrobatics: 7
|
||
Performance: 6
|
||
Stealth: 7
|
||
Thievery: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: 16
|
||
traits:
|
||
- CN
|
||
- Small
|
||
- Caligni
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 3
|
||
dex_mod: 4
|
||
int_mod: -1
|
||
str_mod: 0
|
||
wis_mod: 2
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The most widespread of the caligni are the mischievous caligni creepers.
|
||
divine_spells: null
|
||
hp: 30
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 2
|
||
name: darkness
|
||
items: null
|
||
languages:
|
||
- Caligni
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4 plus black smear poison
|
||
type: piercing
|
||
name: Dagger
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- versatile S
|
||
name: Caligni Creeper
|
||
perception: 8
|
||
proactive_abilities:
|
||
- description: creatures.
|
||
name: Sneak Attack
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4 plus black smear poison
|
||
type: piercing
|
||
name: Dagger
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
- thrown 10 feet
|
||
- versatile S
|
||
resistances: null
|
||
saves:
|
||
fort: 9
|
||
ref: 10
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- greater darkvision
|
||
- light blindness
|
||
skills:
|
||
Acrobatics: 8
|
||
Athletics: 4
|
||
Stealth: 10
|
||
Thievery: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: 15
|
||
traits:
|
||
- CN
|
||
- Small
|
||
- Caligni
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 2
|
||
dex_mod: 5
|
||
int_mod: -1
|
||
str_mod: 2
|
||
wis_mod: 2
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Caligni stalkers are often leaders of caligni enclaves.
|
||
divine_spells: null
|
||
hp: 60
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 2
|
||
name: darkness
|
||
- frequency: at will
|
||
level: 2
|
||
name: obscuring mist
|
||
items: null
|
||
languages:
|
||
- Caligni
|
||
- Undercommon
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+7 plus black smear poison
|
||
type: piercing
|
||
name: Shortsword
|
||
to_hit: 13
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- versatile S
|
||
name: Caligni Stalker
|
||
perception: 10
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: only once. Both attacks count toward the stalker's multiple attack
|
||
penalty, but the penalty increases only after both attacks.
|
||
name: Double Slice
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: Each caligni creeper within 30 feet of the stalker can *Step*. Each
|
||
creeper can benefit from Encircling Command only once per round.
|
||
name: Encircling Command
|
||
traits:
|
||
- auditory
|
||
- description: creatures.
|
||
name: Sneak Attack
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 10
|
||
ref: 13
|
||
will: 8
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- greater darkvision
|
||
- light blindness
|
||
skills:
|
||
Acrobatics: 13
|
||
Athletics: 8
|
||
Stealth: 13
|
||
Thievery: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: 19
|
||
traits:
|
||
- CN
|
||
- Medium
|
||
- Caligni
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: -4
|
||
str_mod: 3
|
||
wis_mod: 1
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Leopards are among the smallest of the big cats, yet they are still
|
||
dangerous creatures to tangle with. Leopard statistics can also be used for black
|
||
panthers, white-spotted snow leopards, or tawny-coated cougars.
|
||
divine_spells: null
|
||
hp: 30
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+3 plus Grab
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 10
|
||
traits:
|
||
- finesse
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
name: Leopard
|
||
perception: 7
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The leopard makes two claw Strikes against a creature it has grabbed.
|
||
Both count toward its multiple attack penalty, but the penalty increases only
|
||
after both attacks are made.
|
||
name: Maul
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The leopard Strides and makes a Strike at the end of that movement.
|
||
If the leopard began this action hidden, it remains hidden until after this
|
||
ability's Strike.
|
||
name: Pounce
|
||
traits: null
|
||
- description: The leopard deals 1d4 extra precision damage to flat-footed creatures.
|
||
name: Sneak Attack
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 8
|
||
ref: 10
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 8
|
||
Athletics: 7
|
||
Stealth: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 20
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 2
|
||
dex_mod: 3
|
||
int_mod: -4
|
||
str_mod: 4
|
||
wis_mod: 2
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Lions are cooperative hunters, ambushing dangerous prey in groups of
|
||
lionesses that work in tandem to trap and kill their prey. Male lions are typically
|
||
larger, with long manes, and when they hunt, they tend to do so on their own.
|
||
divine_spells: null
|
||
hp: 45
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+6 plus Grab
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 11
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+6
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 11
|
||
traits:
|
||
- agile
|
||
name: Lion
|
||
perception: 9
|
||
proactive_abilities:
|
||
- description: The lion deals 1d4 extra damage to any creature that's within reach
|
||
of at least two of the lion's allies
|
||
name: Pack Attack
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The lion Strides and makes a Strike at the end of that movement.
|
||
If the lion began this action hidden, it remains hidden until after this ability's
|
||
Strike.
|
||
name: Pounce
|
||
traits: null
|
||
- description: The lion deals 1d6 extra precision damage to flat-footed creatures.
|
||
name: Sneak Attack
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 9
|
||
ref: 10
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 8
|
||
Athletics: 11
|
||
Stealth: 10
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 3
|
||
dex_mod: 3
|
||
int_mod: -4
|
||
str_mod: 5
|
||
wis_mod: 2
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Tigers are solitary and territorial hunters, using their striped hides
|
||
to blend into the forests and jungles they call home and preferring to attack
|
||
with surprise.
|
||
divine_spells: null
|
||
hp: 60
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+7 plus Grab
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 13
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+7
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 13
|
||
traits:
|
||
- agile
|
||
name: Tiger
|
||
perception: 12
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The tiger Strides and makes a Strike at the end of that movement.
|
||
If the tiger began this action hidden, it remains hidden until after this ability's
|
||
Strike.
|
||
name: Pounce
|
||
traits: null
|
||
- description: The tiger deals 1d6 extra precision damage to flat-footed creatures.
|
||
name: Sneak Attack
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: .
|
||
name: Wrestle
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 13
|
||
ref: 11
|
||
will: 8
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 11
|
||
Athletics: 13
|
||
Stealth: 13
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 3
|
||
dex_mod: 2
|
||
int_mod: -4
|
||
str_mod: 6
|
||
wis_mod: 2
|
||
ac: 23
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Smilodons are large saber-toothed cats, apex predators that are significantly
|
||
more muscular and broader than the other species of big cats. They often kill
|
||
prey with a quick stab to the throat or other vulnerable spot. The smilodon's
|
||
oversized fangs are particularly sought after as trophies.
|
||
divine_spells: null
|
||
hp: 110
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+6 plus Grab
|
||
type: piercing
|
||
name: fangs
|
||
to_hit: 16
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+6 plus Grab
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 16
|
||
traits:
|
||
- agile
|
||
name: Smilodon
|
||
perception: 14
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The smilodon makes a fangs Strike against a creature it is grabbing.
|
||
If the attack hits, the creature is knocked prone; if the creature is wearing
|
||
armor with hardness 10 or lower, the armor is broken. If this Strike breaks
|
||
a creature's armor or damages a creature who is unarmored or wearing broken
|
||
armor, the creature also takes 2d6 persistent bleed damage. This Strike doesn't
|
||
further damage armor that's already broken.
|
||
name: Pierce Armor
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The smilodon Strides and makes a Strike at the end of that movement.
|
||
If the smilodon began this action hidden, it remains hidden until after this
|
||
ability's Strike.
|
||
name: Pounce
|
||
traits: null
|
||
- description: The smilodon deals 1d6 extra precision damage to flat-footed creatures.
|
||
name: Sneak Attack
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 15
|
||
ref: 12
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 12
|
||
Athletics: 16
|
||
Stealth: 12
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 1
|
||
dex_mod: 4
|
||
int_mod: -1
|
||
str_mod: 3
|
||
wis_mod: 1
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Catfolk pouncers travel the world in search of new experiences.
|
||
divine_spells: null
|
||
hp: 19
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Amurrun
|
||
- Common
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d12+3
|
||
type: slashing
|
||
name: greataxe
|
||
to_hit: 8
|
||
traits:
|
||
- sweep
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+3
|
||
type: piercing
|
||
name: dagger
|
||
to_hit: 9
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- versatile S
|
||
name: Catfolk Pouncer
|
||
perception: 6
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The catfolk pouncer Strides up to double their Speed. If the catfolk
|
||
ends their movement within melee reach of at least one enemy, they can make
|
||
a melee Strike against that enemy.
|
||
name: Sudden Charge
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+3
|
||
type: piercing
|
||
name: dagger
|
||
to_hit: 9
|
||
traits:
|
||
- agile
|
||
- thrown 10 feet
|
||
- versatile S
|
||
resistances: null
|
||
saves:
|
||
fort: 6
|
||
ref: 9
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Acrobatics: 7
|
||
Athletics: 6
|
||
Nature: 4
|
||
Stealth: 7
|
||
Survival: 4
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CG
|
||
- Medium
|
||
- Catfolk
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 7
|
||
dex_mod: 4
|
||
int_mod: -3
|
||
str_mod: 6
|
||
wis_mod: 2
|
||
ac: 33
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: he cauthooj senses a creatures mental essence at the listed ranged.
|
||
name: Thoughtsense
|
||
traits:
|
||
- divination
|
||
- mental
|
||
- occult
|
||
description: These large, flightless birds are deceptively agile, considering their
|
||
long bodies and awkward, hopping gait. Solitary predators, they use their hypnotic
|
||
warbling song to drive prey into a wild frenzy, manipulating them into attacking
|
||
one another so that the cauthooj can then feast on the remains.
|
||
divine_spells: null
|
||
hp: 215
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Sylvan
|
||
level: 12
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+12
|
||
type: piercing
|
||
name: beak
|
||
to_hit: 26
|
||
traits:
|
||
- agile
|
||
- deadly 1d12
|
||
- reach 10 feet
|
||
name: Cauthooj
|
||
perception: 22
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: With subtle alterations in the pitch and tone of its song, the cauthooj
|
||
directs one creature confused by its Warbling Song to make a Strike. This works
|
||
like other Strikes made by confused creatures, except that the cauthooj chooses
|
||
the target. If no target is in reach or range, or the creature is unable to
|
||
Strike for any other reason, this ability has no effect.
|
||
name: Staccato Strike
|
||
traits:
|
||
- mental
|
||
- primal
|
||
- sonic
|
||
- action_cost: Two Actions
|
||
description: The cauthooj gives a strange, ululating cry that causes nearby creatures
|
||
to lash out violently and without control. Each creature within 120-foot emanation
|
||
that can hear the cauthooj must attempt a DC 32 Will save to resist the effect.
|
||
**Critical Success** The target is unaffected and is temporarily immune for
|
||
1 minute. **Success** The target is unaffected. **Failure** The target is confused
|
||
for 1 round. **Critical Failure** The target is confused for 1 round and immediately
|
||
attacks itself (in the normal fashion for attacking oneself while confused).
|
||
This Strike doesn't give the creature a flat check to recover from the confusion.
|
||
name: Warbling Song
|
||
traits:
|
||
- auditory
|
||
- incapacitation
|
||
- mental
|
||
- primal
|
||
ranged: null
|
||
resistances:
|
||
- amount: 15
|
||
type: sonic
|
||
saves:
|
||
fort: 25
|
||
ref: 20
|
||
will: 18
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- thoughtsense (imprecise) 60 feet
|
||
skills:
|
||
Athletics: 24
|
||
Stealth: 25
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Beast
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 7
|
||
dex_mod: -1
|
||
int_mod: -5
|
||
str_mod: 9
|
||
wis_mod: -1
|
||
ac: 32
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The purple worm is the most common and infamous of the cave worms,
|
||
a much-feared monster wandering the twisting tunnels of the Darklands that is
|
||
capable of carving out entire cave systems. Tunnels bored by a purple worm don't
|
||
always last long after these creature's passage, and areas where they nest are
|
||
maddening mazes of passageways that lead nowhere, yet navigating the labyrinth
|
||
to find the worm's central nest often yields amazing treasures left behind by
|
||
the worm's prior victims.
|
||
divine_spells: null
|
||
hp: 270
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 13
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+15 plus Improved Grab
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 28
|
||
traits:
|
||
- deadly 2d10
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+15 plus purple worm venom
|
||
type: piercing
|
||
name: stinger
|
||
to_hit: 28
|
||
traits:
|
||
- agile
|
||
- poison
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+13
|
||
type: bludgeoning
|
||
name: body
|
||
to_hit: 26
|
||
traits:
|
||
- reach 15 feet
|
||
name: Purple Worm
|
||
perception: 20
|
||
proactive_abilities:
|
||
- description: The worm uses Swallow Whole.
|
||
name: Fast Swallow
|
||
traits: null
|
||
- description: '**Saving Throw** DC 32 Fortitude, **Maximum Duration** 6 rounds;
|
||
**Stage 1** 5d6 poison damage and enfeebled 2 (1 round), **Stage 2** 6d6 poison
|
||
damage, and enfeebled 2 (1 round); **Stage 3** 8d6 poison damage and enfeebled
|
||
2 (1 round).'
|
||
name: Purple Worm Venom
|
||
traits:
|
||
- poison
|
||
- description: Boulders occupy space in the worm's stomach as a creature of equivalent
|
||
size, and purple worms often have several boulders swallowed. A purple worm
|
||
can use a single action to swallow a new boulder.
|
||
name: Regurgitate
|
||
traits: null
|
||
- description: A purple worm can burrow through solid stone at a Speed of 20 feet.
|
||
It can leave a tunnel if it desires, and it usually does.
|
||
name: Rock Tunneler
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: Huge, 3d6+9 bludgeoning, Rupture 24
|
||
name: Swallow Whole
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The worm makes a Strike once against each creature in its reach.
|
||
It can Strike up to once with its jaws, up to once with its stinger, and any
|
||
number of times with its body. Each attack counts toward the worm's multiple
|
||
attack penalty, but the multiple attack penalty doesn't increase until after
|
||
it makes all the attacks.
|
||
name: Thrash
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
name: regurgitate
|
||
to_hit: 26
|
||
traits:
|
||
- brutal
|
||
- range increment 60 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 28
|
||
ref: 21
|
||
will: 21
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- tremorsense (imprecise) 100 feet
|
||
skills:
|
||
Athletics: 30
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 20
|
||
type: Swim
|
||
- amount: 40
|
||
type: Burrow
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Gargantuan
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 8
|
||
dex_mod: -1
|
||
int_mod: -5
|
||
str_mod: 10
|
||
wis_mod: -1
|
||
ac: 35
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The azure worm is a deep-blue creature that is more at home in flooded
|
||
tunnels than dry caves. While an azure worm is a strong swimmer, it prefers to
|
||
lie in wait within the walls, door, or even ceiling of flooded caverns, ready
|
||
to spring out and ambush creatures swimming past its hiding spot. The azure worm
|
||
is particularly hated and feared by Darklands-dwelling cultures, due to the fact
|
||
that an azure worm that burrows into a tunnel often brings with it waters from
|
||
the submerged river or lake it calls home. When it becomes obvious that an azure
|
||
worm is near a Darklands settlement, the inhabitants quickly establishing a hunting
|
||
party to deal with the menace before it can bring ruin.
|
||
divine_spells: null
|
||
hp: 320
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 15
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d12+16 plus Improved Grab
|
||
type: piercing
|
||
name: jaw
|
||
to_hit: 31
|
||
traits:
|
||
- deadly 2d10
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d6+16 plus azure worm venom
|
||
type: piercing
|
||
name: stinger
|
||
to_hit: 31
|
||
traits:
|
||
- agile
|
||
- poison
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+14
|
||
type: bludgeoning
|
||
name: body
|
||
to_hit: 29
|
||
traits:
|
||
- reach 15 feet
|
||
name: Azure Worm
|
||
perception: 22
|
||
proactive_abilities:
|
||
- description: '**Saving Throw** DC 37 Fortitude, **Maximum Duration** 6 rounds;
|
||
**Stage 1** 3d6 poison damage and clumsy 2 (1 round); **Stage 2** 4d6 poison
|
||
damage and clumsy 2 (1 round); **Stage 3** 6d6 poison damage and clumsy 2 (1
|
||
round)'
|
||
name: Azure Worm Venom
|
||
traits:
|
||
- poison
|
||
- action_cost: Two Actions
|
||
description: . After the Strike, the worm splashes back down. It can use Improved
|
||
Grab on this Strike and follow it up with Fast Swallow.
|
||
name: Breach
|
||
traits:
|
||
- this lets it attack a creature within 45 feet of the water's surface
|
||
- description: The worm uses Swallow Whole.
|
||
name: Fast Swallow
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: Huge, 3d8+10 bludgeoning, Rupture 27
|
||
name: Swallow Whole
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The worm makes a Strike once against each creature in its reach.
|
||
It can Strike up to once with its jaws, up to once with its stinger, and any
|
||
number of times with its body. Each attack counts toward the worm's multiple
|
||
attack penalty, but the multiple attack penalty doesn't increase until after
|
||
it makes all the attacks.
|
||
name: Thrash
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 32
|
||
ref: 20
|
||
will: 23
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- tremorsense (imprecise) 100 feet
|
||
skills:
|
||
Athletics: 33
|
||
Stealth: 20
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 60
|
||
type: Swim
|
||
- amount: 40
|
||
type: Burrow
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- N
|
||
- Gargantuan
|
||
- Amphibious
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 9
|
||
dex_mod: -1
|
||
int_mod: -3
|
||
str_mod: 10
|
||
wis_mod: -1
|
||
ac: 40
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Among the most dangerous cave worms are the fiery crimson worms. In
|
||
addition to being even larger than azure or purple worms, the crimson worm has
|
||
a penchant for burrowing through volcanic regions that, over the generations,
|
||
have infused it with a supernatural link to the Elemental Plane of Fire. The molten
|
||
heart of an active volcano is an attractive lair for a crimson worm, as are the
|
||
sprawling fields of bubbling magma found in the deepest reaches of the Darklands.
|
||
Legends from ancient peoples, precursor dwarven societies, and colonists of the
|
||
Elemental Planes populated moats of lava with crimson worms likely have some basis
|
||
in truth, although the methods such ancients used to keep these "moat worms" contained
|
||
and prevented them from chewing their way through fortress foundations must have
|
||
been significant.
|
||
divine_spells: null
|
||
hp: 410
|
||
immunities:
|
||
- fire
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 18
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+18 plus 2d6 fire and Improved Grab
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 36
|
||
traits:
|
||
- deadly 3d10
|
||
- fire
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+18 plus 2d6 fire and crimson worm venom
|
||
type: piercing
|
||
name: stinger
|
||
to_hit: 36
|
||
traits:
|
||
- agile
|
||
- fire
|
||
- poison
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+16 plus 2d6 fire
|
||
type: bludgeoning
|
||
name: body
|
||
to_hit: 36
|
||
traits:
|
||
- fire
|
||
- reach 15 feet
|
||
name: Crimson Worm
|
||
perception: 25
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The crimson worm breathes a blast of flame in a 60-foot cone that
|
||
deals 18d6 fire damage to all creatures in the area (DC 41 basic Reflex save).
|
||
It can't use Breath Weapon again for 1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- evocation
|
||
- fire
|
||
- primal
|
||
- description: '**Saving Throw** DC 41 Fortitude, **Maximum Duration** 6 rounds;
|
||
**Stage 1** 1d6 poison damage and drained 1 (1 round), **Stage 2** 2d6 poison
|
||
damage and drained 1 (1 round); **Stage 3** 2d6 poison damage and drained 2
|
||
(1 round).'
|
||
name: Crimson Worm Venom
|
||
traits:
|
||
- poison
|
||
- description: The worm uses Swallow Whole.
|
||
name: Fast Swallow
|
||
traits: null
|
||
- description: A crimson worm can burrow through solid stone at a Speed of 20 feet.
|
||
It can leave a tunnel if it desires, and it usually does.
|
||
name: Rock Tunneler
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: Huge, 3d10+10 bludgeoning plus 2d6 fire, Rupture 36
|
||
name: Swallow Whole
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The worm makes a Strike once against each creature in its reach.
|
||
It can Strike up to once with its jaws, up to once with its stinger, and any
|
||
number of times with its body. Each attack counts toward the worm's multiple
|
||
attack penalty, but the multiple attack penalty doesn't increase until after
|
||
it makes all the attacks.
|
||
name: Thrash
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 36
|
||
ref: 25
|
||
will: 27
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- tremorsense (imprecise) 100 feet
|
||
skills:
|
||
Athletics: 38
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 20
|
||
type: Swim
|
||
- amount: 40
|
||
type: Burrow
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Rare
|
||
- N
|
||
- Gargantuan
|
||
- Beast
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 1
|
||
dex_mod: 2
|
||
int_mod: 0
|
||
str_mod: 4
|
||
wis_mod: 2
|
||
ac: 20
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Centaurs are legendary hunters and trackers who resemble heavily muscled
|
||
humans with the bodies of powerful horses from the waist down. They are typically
|
||
reclusive but haughty, quick to assume that their handsome physiques and long
|
||
history of cultural traditions make them superior to any two-legged folk they
|
||
encounter. While stories of bloody clashes between centaurs and humanoid settlers
|
||
are well known, centaurs are neither intrinsically bloodthirsty nor recklessly
|
||
aggressive. Rather, they are proud and stubborn and do not take kindly to outsiders
|
||
who encroach on their ancestral grounds, some of which have been ruled by centaurs
|
||
for thousands of years. Against despoilers of nature who fail to heed their warnings,
|
||
centaurs do not hesitate to use their finely honed hunting skills to inflict deadly
|
||
wounds.
|
||
divine_spells: null
|
||
hp: 40
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Elven
|
||
- Sylvan
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+4
|
||
type: bludgeoning
|
||
name: hoof
|
||
to_hit: 9
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+4
|
||
type: slashing
|
||
name: longsword
|
||
to_hit: 11
|
||
traits:
|
||
- versatile P
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: piercing
|
||
name: spear
|
||
to_hit: 11
|
||
traits: null
|
||
name: Centaur
|
||
perception: 9
|
||
proactive_abilities:
|
||
- description: Medium or smaller, hoof, DC 18
|
||
name: Trample
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: piercing
|
||
name: spear
|
||
to_hit: 9
|
||
traits:
|
||
- thrown 20 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 8
|
||
ref: 9
|
||
will: 9
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 11
|
||
Diplomacy: 6
|
||
Intimidation: 6
|
||
Nature: 7
|
||
Survival: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Beast
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -4
|
||
con_mod: 1
|
||
dex_mod: 3
|
||
int_mod: -5
|
||
str_mod: -1
|
||
wis_mod: 1
|
||
ac: 15
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Most giant centipedes (known as sewer centipedes when found in cities)
|
||
nest in small groups but hunt alone when they seek out food. Attempts to domesticate
|
||
giant centipedes for use as guardians or pets generally end poorly, but some tribes
|
||
of goblins, kobolds, and mitflits have developed effective methods of utilizing
|
||
these vermin as guardians. Other tribes and some humanoid societies roast and
|
||
eat centipedes, often with pungent peppers as a savory delicacy, although care
|
||
must be taken in preparing the meal to avoid tainting the flesh with the creature's
|
||
venom.
|
||
divine_spells: null
|
||
hp: 8
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: -1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4-1 plus giant centipede venom
|
||
type: piercing
|
||
name: mandibles
|
||
to_hit: 6
|
||
traits:
|
||
- finesse
|
||
name: Giant Centipede
|
||
perception: 6
|
||
proactive_abilities:
|
||
- description: '**Saving Throw** DC 14 Fortitude; **Maximum Duration** 6 rounds;
|
||
**Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d8 poison damage and flat-footed
|
||
(1 round) **Stage 3** 1d12 poison damage, clumsy 1, and flat-footed (1 round)'
|
||
name: Giant Centipede Venom
|
||
traits:
|
||
- poison
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 7
|
||
ref: 6
|
||
will: 2
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 6
|
||
Athletics: 2
|
||
Stealth: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 30
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -4
|
||
con_mod: 3
|
||
dex_mod: 4
|
||
int_mod: -5
|
||
str_mod: 2
|
||
wis_mod: 0
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Swarms of centipedes are dangerous indeed, ravenous carpets of skittering
|
||
hunger capable of devouring a traveler whole in a matter of minutes. Some alchemists
|
||
submerge whole centipedes taken from swarms in their elixirs and some mutagens,
|
||
claiming such infusions increase potency, though other say this is nothing more
|
||
than quackish claptrap. Kobolds and mitflits are both known to incorporate swarms
|
||
of centipedes into cunning traps, from simple pits filled with vermin or more
|
||
complex affairs involving chutes that dump the vermin onto the heads of unwary
|
||
intruders.
|
||
divine_spells: null
|
||
hp: 30
|
||
immunities:
|
||
- precision
|
||
- swarm mind
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 3
|
||
melee: null
|
||
name: Centipede Swarm
|
||
perception: 9
|
||
proactive_abilities:
|
||
- description: '**Saving Throw** DC 20 Fortitude; **Maximum Duration** 6 rounds;
|
||
**Stage 1** 1d6 poison damage and flat-footed (1 round); **Stage 2** 1d8 poison
|
||
damage, clumsy 1, and flat-footed (1 round)'
|
||
name: Centipede Swarm Venom
|
||
traits:
|
||
- poison
|
||
- action_cost: One Action
|
||
description: plus centipede swarm venom.
|
||
name: Swarming Bites
|
||
traits:
|
||
- DC 20 basic Reflex save
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: bludgeoning
|
||
- amount: 5
|
||
type: piercing
|
||
- amount: 2
|
||
type: slashing
|
||
saves:
|
||
fort: 8
|
||
ref: 11
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- tremorsense (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 9
|
||
Athletics: 7
|
||
Stealth: 9
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 30
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
- Swarm
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 0
|
||
dex_mod: 1
|
||
int_mod: 0
|
||
str_mod: 4
|
||
wis_mod: 4
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: This changeling exile is the child of a night hag or dreamthief hag.
|
||
divine_spells: null
|
||
hp: 45
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Druidic
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+4
|
||
type: slashing
|
||
name: claws
|
||
to_hit: 11
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+4
|
||
type: bludgeoning
|
||
name: staff
|
||
to_hit: 11
|
||
traits:
|
||
- two-hand d8
|
||
name: Changeling Exile
|
||
perception: 11
|
||
proactive_abilities: []
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 7
|
||
ref: 8
|
||
will: 11
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +2 circumstance to all saves vs. dream and sleep
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Deception: 9
|
||
Medicine: 9
|
||
Nature: 11
|
||
Stealth: 8
|
||
Survival: 9
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CN
|
||
- Medium
|
||
- Changeling
|
||
- Human
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 4
|
||
dex_mod: 2
|
||
int_mod: -3
|
||
str_mod: 6
|
||
wis_mod: 2
|
||
ac: 27
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: 'The chimera is the archetypal example of an unnatural monster made
|
||
up of a monstrous mix of wildly different component creatures: in this case, a
|
||
lion, a dragon, and a goat. Wild, hateful, and hungry, it tries to eat any creature
|
||
it sees, but sometimes a strong-willed master is able to compel a chimera to serve
|
||
as a guardian or even a mount.'
|
||
divine_spells: null
|
||
hp: 135
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Draconic
|
||
level: 8
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+9 plus 2d6 energy damage (see draconic bite)
|
||
type: piercing
|
||
name: dragon jaws
|
||
to_hit: 20
|
||
traits:
|
||
- see draconic bite
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+9
|
||
type: piercing
|
||
name: lion jaws
|
||
to_hit: 20
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+9
|
||
type: piercing
|
||
name: goat horns
|
||
to_hit: 20
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+9
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 20
|
||
traits:
|
||
- agile
|
||
name: Chimera
|
||
perception: 16
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The chimera breathes a cone or line that deals 9d6 damage to all
|
||
creatures in the area (DC 26 basic save of a type indicated below). The color
|
||
of the chimera's dragon head determines the area of the Breath Weapon, the type
|
||
of damage it deals, and the type of save to avoid it. The chimera can't use
|
||
Breath Weapon again for 1d4 rounds. <ul><li>**Black** 60-foot line of acid (Reflex)</li><li>**Blue**
|
||
60-foot line of electricity (Reflex)</li><li>**Green** 30-foot cone of poison
|
||
(Fortitude)</li><li>**Red** 30-foot cone of fire (Reflex)</li><li>**White**
|
||
30-foot cone of cold (Reflex)</li></ul>
|
||
name: Breath Weapon
|
||
traits:
|
||
- arcane
|
||
- evocation
|
||
- description: .
|
||
name: Draconic Bite
|
||
traits:
|
||
- see Breath Weapon
|
||
- action_cost: Two Actions
|
||
description: The chimera makes a Strike with its dragon jaws, lion jaws, and goat
|
||
horns, each at a –2 penalty and targeting a different creature. These Strikes
|
||
count as only one attack for the chimera's multiple attack penalty, and the
|
||
penalty doesn't increase until after it has made all three attacks.
|
||
name: Three-Headed Strike
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 18
|
||
ref: 16
|
||
will: 14
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 14
|
||
Athletics: 18
|
||
Stealth: 18
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CE
|
||
- Large
|
||
- Beast
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 4
|
||
dex_mod: 3
|
||
int_mod: 0
|
||
str_mod: 6
|
||
wis_mod: 2
|
||
ac: 28
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Also known as chu'ulothis, these large, armor-plated, crustacean predators
|
||
lurk beneath the surface of pools, mires, and ponds, waiting to snatch up prey
|
||
with their massive claws before paralyzing them with their tentacles. At that
|
||
point, they begin to feed, eating their quarry alive.
|
||
divine_spells: null
|
||
hp: 100
|
||
immunities:
|
||
- poison
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
- Common
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+9 plus Grab
|
||
type: bludgeoning
|
||
name: claws
|
||
to_hit: 19
|
||
traits:
|
||
- reach 10 feet
|
||
name: Chuul
|
||
perception: 15
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: ''
|
||
name: Constrict
|
||
traits:
|
||
- grabbed by claws only
|
||
- action_cost: One Action
|
||
description: The creature takes 3d6 piercing damage.
|
||
name: Mandibles
|
||
traits: null
|
||
- description: '**Saving Throw** DC 25 Fortitude; **Maximum Duration** 6 rounds;
|
||
**Stage 1** paralyzed (1 round).'
|
||
name: Paralytic Venom
|
||
traits:
|
||
- incapacitation
|
||
- poison
|
||
- action_cost: One Action
|
||
description: The chuul transfers the grabbed creature from its claws to its tentacles,
|
||
or vice versa. A creature is exposed to the chuul's paralytic venom when transferred
|
||
into the tentacles and at the start of each of the chuul's turns if it remains
|
||
grabbed by the tentacles.
|
||
name: Tentacle Transfer
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 18
|
||
ref: 15
|
||
will: 12
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- tremorsense (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 17
|
||
Nature: 13
|
||
Stealth: 14
|
||
Survival: 13
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Aberration
|
||
- Amphibious
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 4
|
||
dex_mod: 3
|
||
int_mod: 2
|
||
str_mod: 5
|
||
wis_mod: 3
|
||
ac: 22
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: Cloakers are concealed in dim light even to creatures with low-light
|
||
vision and darkvision.
|
||
name: Shadow Shift
|
||
traits: null
|
||
description: Weird and paranoid creatures that dwell in the Darklands, cloakers
|
||
resemble hideous, flying manta rays. Crafty and careful hunters, their motivations,
|
||
their patterns of attack, and even their societies and history are often an inscrutable
|
||
jumble of contradicting reports, confused rumors, and terrifying accounts.
|
||
divine_spells: null
|
||
hp: 80
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
- Undercommon
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+7
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 14
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+7
|
||
type: slashing
|
||
name: tail
|
||
to_hit: 14
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
name: Cloaker
|
||
perception: 12
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The cloaker makes an attack roll with a +14 bonus against an adjacent
|
||
creature's Reflex DC. If it succeeds, it envelops the target, who is restrained.
|
||
Attacks that hit an enveloping cloaker deal half their damage to the cloaker
|
||
and half to the trapped victim. The cloaker can't Fly, and when it moves using
|
||
its land Speed it moves the enveloped creature with it. The cloaker can make
|
||
only jaws Strikes against the restrained creature but can make tail Strikes
|
||
against other creatures. A creature that voluntarily puts on the cloaker becomes
|
||
engulfed automatically. A cloaker can engulf only Large or smaller creatures,
|
||
and no more than one creature at a time.
|
||
name: Envelop
|
||
traits:
|
||
- attack
|
||
- incapacitation
|
||
- action_cost: Two Actions
|
||
description: The cloaker lets out an infrasonic moan that has one of the effects
|
||
below. A creature that succeeds at a DC 22 Will save is unaffected. Any creature
|
||
that attempts this save becomes temporarily immune for 1 hour. Because the moan
|
||
is infrasonic, most humanoids don't detect the source of their plight if they
|
||
aren't already aware of the cloaker. <ul><li>**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).</li><li>**Nausea**
|
||
Each creature within a 30-foot emanation falls prone and become sickened 2.</li><li>**Stupor**
|
||
The cloaker targets a single creature within 30 feet. The creature becomes clumsy
|
||
1 and stupefied 1 for 1 minute.</li></ul>
|
||
name: Infrasonic Moan
|
||
traits:
|
||
- auditory
|
||
- emotion
|
||
- mental
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 13
|
||
ref: 12
|
||
will: 12
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Deception: 14
|
||
Religion: 12
|
||
Stealth: 14
|
||
skills_special: null
|
||
speed:
|
||
- amount: 10
|
||
type: Land
|
||
- amount: 30
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CN
|
||
- Large
|
||
- Aberration
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 1
|
||
dex_mod: 4
|
||
int_mod: -3
|
||
str_mod: -2
|
||
wis_mod: 1
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Ugly and aggressive, the dread cockatrice stalks garbage pits and hillside
|
||
dumps in search of prey that it can turn to stone with its petrifying beak and
|
||
subsequently consume piece by broken piece. Cockatrices resemble gaunt and sickly
|
||
roosters with bat wings and serpentine tails, and they rarely grow more than 2
|
||
feet tall and twice as long. Their absentminded clucking gives smart prey ample
|
||
warning of their presence, and when angered cockatrices let out a shrill crow
|
||
like that of a rooster. Their peck releases a magical toxin that causes flesh
|
||
to quickly calcify, and any creature pecked repeatedly by an irritable cockatrice
|
||
eventually transforms into a stone statue of itself.
|
||
divine_spells: null
|
||
hp: 45
|
||
immunities:
|
||
- calcification
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8-2 plus calcification
|
||
type: piercing
|
||
name: beak
|
||
to_hit: 13
|
||
traits:
|
||
- finesse
|
||
- magical
|
||
name: Cockatrice
|
||
perception: 8
|
||
proactive_abilities:
|
||
- description: A peck from a cockatrice hardens the flesh of the creature struck.
|
||
The target must succeed at a DC 20 Fortitude save or become slowed 1 (or slowed
|
||
2 on a critical failure). Further failed saves against calcification increase
|
||
the slowed condition. Once a creature's actions are reduced to 0 by calcification,
|
||
that creature becomes petrified. Every 24 hours after it was petrified, the
|
||
victim can attempt a DC 20 Fortitude save to recover. On a success, it becomes
|
||
flesh again, but is slowed 1 for the next 24 hours. On a critical success, the
|
||
creature recovers and isn't slowed. On a failure, the creature remains petrified,
|
||
but can try again in 24 hours. On a critical failure, the petrification is permanent,
|
||
and the creature can't attempt any more saves.
|
||
name: Calcification
|
||
traits:
|
||
- incapacitation
|
||
- primal
|
||
- transmutation
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 8
|
||
ref: 11
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Beast
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -4
|
||
con_mod: 3
|
||
dex_mod: 1
|
||
int_mod: -5
|
||
str_mod: 4
|
||
wis_mod: 1
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Crocodiles can be found basking on riverbanks, lurking in swamps, or
|
||
floating in lakes. They are usually are indistinguishable from logs when viewed
|
||
from afar—at least until they attack. Alligators have similar statistics, but
|
||
because they often live in more temperate climates, they endure cold temperatures
|
||
better. Unlike alligators, crocodiles can tolerate salt water. Both are formidable
|
||
predators that are likely to devour careless adventurers who fail to watch where
|
||
they step.
|
||
divine_spells: null
|
||
hp: 30
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+4 plus Grab
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 10
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
name: Crocodile
|
||
perception: 7
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: 35 feet
|
||
name: Aquatic Ambush
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: '**Requirement** The crocodile must have a creature grabbed. **Effect**
|
||
The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes
|
||
a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed
|
||
creature. If it hits, it also knocks the creature prone. If it fails, it releases
|
||
the creature.'
|
||
name: Death Roll
|
||
traits:
|
||
- attack
|
||
- description: The crocodile can hold its breath for about 2 hours.
|
||
name: Deep Breath
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 9
|
||
ref: 7
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Athletics: 8
|
||
Stealth: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 25
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -4
|
||
con_mod: 5
|
||
dex_mod: 3
|
||
int_mod: -5
|
||
str_mod: 7
|
||
wis_mod: 2
|
||
ac: 26
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The deinosuchus is a primeval relative of the crocodile, and is an
|
||
enormous predator capable of catching and eating dinosaurs that wander too close
|
||
to its domain!
|
||
divine_spells: null
|
||
hp: 175
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 9
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+13 plus Grab
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 22
|
||
traits:
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+11
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 20
|
||
traits:
|
||
- agile
|
||
- reach 15 feet
|
||
name: Deinosuchus
|
||
perception: 17
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: 50 feet
|
||
name: Aquatic Ambush
|
||
traits: null
|
||
- description: A deinosuchus can hold its breath for about 2 hours.
|
||
name: Deep Breath
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: Large, 2d8+7 bludgeoning, Rupture 18
|
||
name: Swallow Whole
|
||
traits:
|
||
- attack
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 20
|
||
ref: 16
|
||
will: 15
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Athletics: 20
|
||
Stealth: 16
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 40
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Huge
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 2
|
||
dex_mod: -1
|
||
int_mod: 0
|
||
str_mod: 5
|
||
wis_mod: 3
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The kingdoms of the cyclopes date to an age before the rise of humanity,
|
||
when dragons and giants and serpentfolk ruled the world. The cyclopes built enormous
|
||
stone cities and prayed to ancient gods of brutality and wrath, but their power
|
||
to foresee the future failed them, and their civilization collapsed. Today, most
|
||
cyclopes have virtually no knowledge of the former glory of their kind, even though
|
||
it is not uncommon for them to dwell among the ruins of their greatness. Cyclops
|
||
cities include monuments and imposing murals which depict their peoples' history,
|
||
but few now among them can read or interpret these relics of the past.
|
||
divine_spells: null
|
||
hp: 80
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Cyclops
|
||
- Jotun
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d12+9
|
||
type: slashing
|
||
name: greataxe
|
||
to_hit: 14
|
||
traits:
|
||
- reach 10 feet
|
||
- sweep
|
||
name: Cyclops
|
||
perception: 12
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The cyclops makes a melee Strike and compares the attack roll result
|
||
to the AC of up to two foes, each of whom must be within its melee reach and
|
||
adjacent to each other. Roll damage only once and apply it to each creature
|
||
hit. A Swipe counts as two attacks for the cyclops's multiple attack penalty.
|
||
name: Swipe
|
||
traits:
|
||
- flourish
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+4
|
||
type: piercing
|
||
name: heavy crossbow
|
||
to_hit: 8
|
||
traits:
|
||
- range increment 120 feet
|
||
- reload 2
|
||
resistances: null
|
||
saves:
|
||
fort: 13
|
||
ref: 8
|
||
will: 12
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Athletics: 14
|
||
Intimidation: 10
|
||
Survival: 12
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- LE
|
||
- Large
|
||
- Giant
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 6
|
||
dex_mod: 1
|
||
int_mod: -2
|
||
str_mod: 7
|
||
wis_mod: 4
|
||
ac: 32
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Gigantic, dim-witted loners, the great cyclopes embody their lesser
|
||
kin writ large. They are both stronger and more violent, but their uncontrolled
|
||
vision into possible futures has driven them beyond reason. They see every moment
|
||
as a potential storm of uncontrollable fury, and out of a desperate desire for
|
||
peace, quiet, and an end to their hunger, they lash out at all who come near.
|
||
Wise creatures avoid great cyclopes at all cost.
|
||
divine_spells: null
|
||
hp: 235
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Cyclops
|
||
- Jotun
|
||
level: 12
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+13
|
||
type: bludgeoning
|
||
name: greatclub
|
||
to_hit: 25
|
||
traits:
|
||
- backswing
|
||
- reach 15 feet
|
||
- shove
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+13
|
||
type: piercing
|
||
name: horn
|
||
to_hit: 25
|
||
traits:
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d4+13
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 25
|
||
traits:
|
||
- agile
|
||
- reach 15 feet
|
||
name: Great Cyclops
|
||
perception: 22
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The great cyclops Strides twice and makes a horn Strike. If it moved
|
||
at least 20 feet away from its starting position, the Strike's damage is increased
|
||
to 3d10+20.
|
||
name: Powerful Charge
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: ''
|
||
name: Throw Rock
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d6+7
|
||
type: bludgeoning
|
||
name: rock
|
||
to_hit: 23
|
||
traits:
|
||
- brutal
|
||
- range increment 120 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 25
|
||
ref: 19
|
||
will: 22
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Athletics: 25
|
||
Survival: 22
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CE
|
||
- Huge
|
||
- Giant
|
||
- Humanoid
|
||
- Mutant
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 2
|
||
dex_mod: 3
|
||
int_mod: -1
|
||
str_mod: 0
|
||
wis_mod: 1
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: These embodiments of demented violence and spite are spawned from eddies
|
||
of angry and warped souls amid Abaddon's mists. Cacodaemons constantly hunger
|
||
for mortal souls and yearn to create suffering. As gnashing spheres of teeth,
|
||
fins, and spines, they are the weakest of daemonkind, an amalgam of various petty
|
||
forms of death without the strength that comes from focusing on a single cause
|
||
of demise.
|
||
divine_spells: null
|
||
hp: 22
|
||
immunities:
|
||
- death effects
|
||
innate_spells:
|
||
- level: 4
|
||
name: read omens
|
||
- frequency: at will; self only
|
||
level: 2
|
||
name: invisibility
|
||
- frequency: at will; good only
|
||
level: 1
|
||
name: detect alignment
|
||
- frequency: at will; good only
|
||
level: 1
|
||
name: fear
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Daemonic
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8 plus 1d4 evil and cacodaemonia
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 8
|
||
traits:
|
||
- agile
|
||
- disease
|
||
- evil
|
||
- finesse
|
||
- magical
|
||
name: Cacodaemon (Harvester Daemon)
|
||
perception: 6
|
||
proactive_abilities:
|
||
- description: The cacodaemon can telepathically communicate with the afflicted
|
||
creature at any distance on the same plane; **Saving Throw** DC 17 Fortitude;
|
||
**Stage 1** carrier (1 day); **Stage 2** stupefied 1 (1 day); **Stage 3** stupefied
|
||
2 (1 day)
|
||
name: Cacodaemonia
|
||
traits:
|
||
- disease
|
||
- action_cost: One Action
|
||
description: <ul><li>**Lizard **Speed 20 feet; **Melee **jaws +8 (agile, finesse),
|
||
**Damage **1d8+1 piercing</li><li>**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</li><li>**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</li></ul>
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- polymorph
|
||
- transmutation
|
||
- description: Once per day, a cacodaemon can ingest the soul of a sentient creature
|
||
within 30 feet that died within the last minute. When it does, the cacodaemon
|
||
grows a fist-sized soul gem (Hardness 2, HP 8) in its gut and can regurgitate
|
||
it at any time as an Interact action. Destroying the gem frees the soul within
|
||
but does not return the deceased creature to life. The caster of a spell to
|
||
return a creature to life whose soul is trapped within a soul gem must succeed
|
||
at a DC 30 Religion check. On a success, the soul gem shatters and the creature
|
||
is returned to life as normal for the spell. By using an Interact action, a
|
||
fiend can ingest a soul gem it is holding, condemning the soul to the fiend's
|
||
home plane. The fiend gains fast healing 5 for 1 minute.
|
||
name: Soul Lock
|
||
traits:
|
||
- death
|
||
- divine
|
||
- necromancy
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 7
|
||
ref: 8
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 8
|
||
Deception: 5
|
||
Religion: 6
|
||
Stealth: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 5
|
||
type: Land
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Tiny
|
||
- Daemon
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 4
|
||
dex_mod: 2
|
||
int_mod: 0
|
||
str_mod: 5
|
||
wis_mod: 2
|
||
ac: 23
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Ceustodaemons are formed from the souls of vile mortals, particularly
|
||
those who took efforts to hasten their own death, their willingness shaping them
|
||
into daemonic servants. Their otherworldly senses make them useful for protecting
|
||
vaults and similar locations on the Material Plane. Ceustodaemons are created
|
||
to serve, but always seek ways to subvert their bindings, so they can rend their
|
||
mortal summoners' flesh. The worst type of conjurer calls upon ceustodaemons merely
|
||
to set them free into the world in hopes of currying favor with the powers of
|
||
Abaddon.
|
||
divine_spells: null
|
||
hp: 130
|
||
immunities:
|
||
- death effects
|
||
innate_spells:
|
||
- level: 7
|
||
name: fly
|
||
- frequency: at will
|
||
level: 4
|
||
name: dimension door
|
||
- frequency: x2
|
||
level: 3
|
||
name: dispel magic
|
||
- frequency: x2
|
||
level: 3
|
||
name: paralyze
|
||
- frequency: at will; good only
|
||
level: 1
|
||
name: detect alignment
|
||
- frequency: constant
|
||
level: 2
|
||
name: see invisibility
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Daemonic
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+5 plus 1d6 evil and vicious wounds
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 16
|
||
traits:
|
||
- evil
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+5 plus 1d6 evil and vicious wounds
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 16
|
||
traits:
|
||
- agile
|
||
- evil
|
||
- magical
|
||
- reach 10 feet
|
||
name: Ceustodaemon (Guardian Daemon)
|
||
perception: 14
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The ceustodaemon breathes flames in a 30-foot cone. Creatures in
|
||
the cone take 7d6 fire damage (DC 24 basic Reflex save). The ceustodaemon and
|
||
each creature that fails the save catch fire, taking 2d6 persistent fire damage.
|
||
The breath weapon can't be used again for 1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- divine
|
||
- evocation
|
||
- fire
|
||
- description: ritual, the primary and secondary skill DCs are reduced by 5, and
|
||
the ceustodaemon demands only half the normal cost for its service.
|
||
name: Drawn to Service
|
||
traits: null
|
||
- description: On a successful jaws or claw Strike, the ceustodaemon viciously tears
|
||
into its victim as similar wounds appear on its own body. The target takes an
|
||
extra 1d6 amount of damage, and the ceustodaemon takes the same extra damage.
|
||
If this extra damage to the target is doubled, due to a critical hit, the ceustodaemon
|
||
takes double damage as well.
|
||
name: Vicious Wounds
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 16
|
||
ref: 12
|
||
will: 12
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- '*see invisibility*'
|
||
skills:
|
||
Deception: 15
|
||
Intimidation: 13
|
||
Stealth: 12
|
||
Survival: 10
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Large
|
||
- Daemon
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 1
|
||
dex_mod: 5
|
||
int_mod: 3
|
||
str_mod: 6
|
||
wis_mod: 5
|
||
ac: 28
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: A leukodaemon senses any creature with a disease, and it knows the
|
||
type and current stage of all diseases carried by any creature within range.
|
||
name: Plaguesense
|
||
traits: null
|
||
description: These skull-headed, vulture-winged daemons are harbingers of pestilence
|
||
and servants of their patron Horseman, Apollyon. Manifestations of evil souls
|
||
who perished from disease in life, leukodaemons work tirelessly to spread disease
|
||
across all the worlds of the multiverse. More than any other daemon, leukodaemons
|
||
cooperate with each other and those who conjure them to mortal worlds to spread
|
||
sickness and plague, eschewing personal glory for end results.
|
||
divine_spells: null
|
||
hp: 155
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
innate_spells:
|
||
- level: 5
|
||
name: dimension door
|
||
- frequency: at will
|
||
level: 4
|
||
name: dimension door
|
||
- frequency: at will
|
||
level: 4
|
||
name: dispel magic
|
||
items:
|
||
- +1 striking composite longbow (50 arrows)
|
||
languages:
|
||
- Common
|
||
- Daemonic
|
||
level: 9
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+9 plus 1d6 evil and daemonic pestilence
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 21
|
||
traits:
|
||
- disease
|
||
- evil
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+9 plus 1d6 evil and daemonic pestilence
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 21
|
||
traits:
|
||
- agile
|
||
- disease
|
||
- evil
|
||
- magical
|
||
- reach 10 feet
|
||
name: Leukodaemon (Pestilence Daemon)
|
||
perception: 20
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The leukodaemon exhales a cloud of corpse-bloated, biting black flies
|
||
in a 20-foot cone. Creatures within the cone take 4d8 piercing damage (DC 28
|
||
basic Reflex save). A creature that fails the save becomes sickened 1 (or sickened
|
||
2 on a critical failure).
|
||
name: Breath Weapon
|
||
traits:
|
||
- evocation
|
||
- divine
|
||
- description: The leukodaemon can telepathically communicate with the afflicted
|
||
creature at any distance on the same plane; **Saving Throw** DC 28 Fortitude;
|
||
**Stage 1** carrier (1 day); **Stage 2** drained 1 (1 day); **Stage 3** drained
|
||
2 (1 day); **Stage 4** drained 2 (1 day); **Stage 5** drained 3 (1 week); **Stage
|
||
6** dead
|
||
name: Daemonic Pestilence
|
||
traits:
|
||
- disease
|
||
- action_cost: One Action
|
||
description: The leukodaemon coaxes a disease into full bloom. It chooses a target
|
||
in its aura of pestilence that's currently affected by a disease. That creature
|
||
must attempt a Fortitude save against the disease as if the interval for the
|
||
disease's current stage had passed.
|
||
name: Quicken Pestilence
|
||
traits:
|
||
- divine
|
||
- manipulate
|
||
- necromancy
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+9 plus 1d6 evil and daemonic pestilence
|
||
type: piercing
|
||
name: composite longbow
|
||
to_hit: 21
|
||
traits:
|
||
- deadly 1d10
|
||
- disease
|
||
- evil
|
||
- magical
|
||
- propulsive
|
||
- range increment 100 feet
|
||
- reload 0
|
||
- volley 30 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 15
|
||
ref: 21
|
||
will: 19
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- plaguesense 60 feet
|
||
skills:
|
||
Acrobatics: 18
|
||
Intimidation: 18
|
||
Medicine: 20
|
||
Religion: 20
|
||
Stealth: 18
|
||
Survival: 16
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Large
|
||
- Daemon
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 7
|
||
con_mod: 7
|
||
dex_mod: 6
|
||
int_mod: 2
|
||
str_mod: 5
|
||
wis_mod: 4
|
||
ac: 39
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: These unnerving, almost reptilian daemons represent death by direct
|
||
assault against a soul or life-force—the same numbing death they bring with their
|
||
fell touch. Rarely seen on the Material Plane, astradaemons spend most of their
|
||
time hunting the pathways between the living world and the afterlife. There, they
|
||
capture migrating souls, snatching them from their rightful rewards or punishments
|
||
and dragging them to Abaddon as tribute to their undying masters. These horrifying
|
||
predators of the dead can also be found stalking the banks of the River of Souls
|
||
in the Astral Plane, where they constantly hunt for new victims. Psychopomps have
|
||
a particular hatred of astradaemons as a result, and clashes between them and
|
||
these eerie hunters of the recently departed are indeed the stuff of legend.
|
||
divine_spells: null
|
||
hp: 240
|
||
immunities:
|
||
- death effects
|
||
- negative
|
||
innate_spells:
|
||
- level: 8
|
||
name: discern location
|
||
- level: 8
|
||
name: finger of death
|
||
- frequency: x2
|
||
level: 7
|
||
name: plane shift
|
||
- level: 5
|
||
name: dimension door
|
||
- frequency: at will
|
||
level: 4
|
||
name: dimension door
|
||
- frequency: at will; good only
|
||
level: 1
|
||
name: detect alignment
|
||
- frequency: constant
|
||
level: 6
|
||
name: true seeing
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Daemonic
|
||
level: 16
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+9 plus 1d6 evil, essence drain, and Grab
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 32
|
||
traits:
|
||
- evil
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d6+9 plus 1d6 evil and Essence Drain
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 32
|
||
traits:
|
||
- agile
|
||
- evil
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+9 plus 1d6 evil and Essence Drain
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 32
|
||
traits:
|
||
- evil
|
||
- magical
|
||
- reach 15 feet
|
||
name: Astradaemon (Void Daemon)
|
||
perception: 28
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: '**Requirements** The astradaemon hasn''t used an action with the
|
||
attack trait yet this turn. **Effect** The astradaemon draws out and consumes
|
||
the soul of a living creature it has grabbed. The creature must succeed at a
|
||
DC 35 Fortitude save or instantly die. If it dies, the astradaemon gains 10
|
||
temporary Hit Points and a +2 status bonus to attack and damage rolls for 1
|
||
minute, or for 1 day if the victim was 15th level or higher. A victim slain
|
||
in this way can be returned to life normally. A creature that survives is temporarily
|
||
immune for 1 minute.'
|
||
name: Devour Soul
|
||
traits:
|
||
- divine
|
||
- incapacitation
|
||
- necromancy
|
||
- description: When an astradaemon hits with its claw, jaws, or tail, it drains
|
||
the target's spiritual and vital essences. The target takes 2d10 negative energy
|
||
damage and the astradaemon regains an equal number of Hit Points. The target
|
||
must succeed at a DC 37 Fortitude save or become doomed 1 and drained 1. If
|
||
the target was already drained or doomed, it instead increases both conditions'
|
||
value by 1, to a maximum of 4.
|
||
name: Essence Drain
|
||
traits:
|
||
- divine
|
||
- necromancy
|
||
- negative
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 27
|
||
ref: 30
|
||
will: 26
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- lifesense 30 feet
|
||
- true seeing
|
||
skills:
|
||
Acrobatics: 28
|
||
Intimidation: 33
|
||
Religion: 26
|
||
Stealth: 28
|
||
Survival: 26
|
||
skills_special: null
|
||
speed:
|
||
- amount: 60
|
||
type: Land
|
||
- amount: 60
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Large
|
||
- Daemon
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: 0
|
||
str_mod: 2
|
||
wis_mod: 2
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Deep gnome scouts patrol the tunnels that lead into their settlements.
|
||
Some scout alone to make the most of their stealth, but others form groups for
|
||
the sake of safety.
|
||
divine_spells: null
|
||
hp: 18
|
||
immunities: null
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Gnomish
|
||
- Undercommon
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+2
|
||
type: piercing
|
||
name: light pick
|
||
to_hit: 7
|
||
traits:
|
||
- agile
|
||
- fatal d8
|
||
name: Deep Gnome Scout
|
||
perception: 7
|
||
proactive_abilities:
|
||
- description: against the deep gnome scout's attacks until the end of the turn.
|
||
name: Hidden Movement
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+1
|
||
type: bludgeoning
|
||
name: sling
|
||
to_hit: 9
|
||
traits:
|
||
- propulsive
|
||
- range increment 50 feet
|
||
- reload 1
|
||
resistances: null
|
||
saves:
|
||
fort: 7
|
||
ref: 9
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 7
|
||
Nature: 5
|
||
Stealth: 7
|
||
Survival: 5
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Gnome
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 3
|
||
dex_mod: 2
|
||
int_mod: 0
|
||
str_mod: 4
|
||
wis_mod: 1
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Deep gnome warriors are quick to charge into battle but focus on defending
|
||
their kin and their homes over more aggressive tactics when a choice is available.
|
||
divine_spells: null
|
||
hp: 34
|
||
immunities: null
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Gnomish
|
||
- Undercommon
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: piercing
|
||
name: spear
|
||
to_hit: 10
|
||
traits: null
|
||
name: Deep Gnome Warrior
|
||
perception: 7
|
||
proactive_abilities: []
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10
|
||
type: piercing
|
||
name: heavy crossbow
|
||
to_hit: 8
|
||
traits:
|
||
- range increment 120 feet
|
||
- reload 2
|
||
resistances: null
|
||
saves:
|
||
fort: 9
|
||
ref: 8
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 8
|
||
Intimidation: 5
|
||
Stealth: 5
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Gnome
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 3
|
||
dex_mod: 2
|
||
int_mod: 0
|
||
str_mod: 1
|
||
wis_mod: 5
|
||
ac: 22
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Deep gnome rockwardens follow druidic teachings and commune with the
|
||
natural elemental influences and denizens of the Darklands. They know that not
|
||
everything that lives below ground is sinister and evil, but they also understand
|
||
that all primal spirits and entities must be respected.
|
||
divine_spells: null
|
||
hp: 63
|
||
immunities: null
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Gnomish
|
||
- Terran
|
||
- Undercommon
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6
|
||
type: piercing
|
||
name: pick
|
||
to_hit: 10
|
||
traits:
|
||
- fatal d10
|
||
name: Deep Gnome Rockwarden
|
||
perception: 14
|
||
proactive_abilities: []
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6
|
||
type: bludgeoning
|
||
name: sling
|
||
to_hit: 11
|
||
traits:
|
||
- propulsive
|
||
- range increment 50 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 12
|
||
ref: 9
|
||
will: 14
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Crafting: 9
|
||
Diplomacy: 11
|
||
Nature: 14
|
||
Stealth: 9
|
||
skills_special: null
|
||
speed:
|
||
- amount: 15
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Gnome
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 0
|
||
dex_mod: 4
|
||
int_mod: 1
|
||
str_mod: -1
|
||
wis_mod: 2
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: When a quasit offers Aid for an Arcana or Religion check, it gets
|
||
the critical success result on any success and gets the critical failure result
|
||
on any failure.
|
||
name: Abyssal Knowledge
|
||
traits: null
|
||
description: Unlike other demons, quasits are formed when a mortal spellcaster sheds
|
||
a portion of their own sinful soul to create a familiar or companion. When these
|
||
quasits outlive their creators, they become free willed and seek methods of returning
|
||
to the Abyss, a task that requires pledging servitude to more powerful demons,
|
||
so many quasits instead opt to remain on the Material Plane to promote evil and
|
||
hope for chance and luck to someday provide them with a method of reaching the
|
||
Abyss on their own.
|
||
divine_spells: null
|
||
hp: 25
|
||
immunities: null
|
||
innate_spells:
|
||
- level: 4
|
||
name: read omens
|
||
- frequency: at will; good only
|
||
level: 2
|
||
name: detect alignment
|
||
- frequency: at will; good only
|
||
level: 2
|
||
name: invisibility
|
||
- level: 1
|
||
name: fear
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Common
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6-1 plus 1d4 evil and quasit venom
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 9
|
||
traits:
|
||
- agile
|
||
- evil
|
||
- finesse
|
||
- magical
|
||
- poison
|
||
name: Quasit
|
||
perception: 7
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: ''
|
||
name: Abyssal Healing
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- healing
|
||
- necromancy
|
||
- action_cost: One Action
|
||
description: ''
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- polymorph
|
||
- transmutation
|
||
- description: ''
|
||
name: Quasit Venom
|
||
traits:
|
||
- poison
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 4
|
||
ref: 10
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 7
|
||
Arcana: 4
|
||
Deception: 7
|
||
Intimidation: 5
|
||
Religion: 5
|
||
Stealth: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 15
|
||
type: Land
|
||
- amount: 35
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Tiny
|
||
- Demon
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 7
|
||
con_mod: 4
|
||
dex_mod: 3
|
||
int_mod: 4
|
||
str_mod: 2
|
||
wis_mod: 2
|
||
ac: 23
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Succubi are manifestations of the sin of destructive lust, and they
|
||
are the most attractive of all demons—as befits their role in seducing mortals
|
||
to fall to sin. The concept of gender is fluid to a succubus, as they can adopt
|
||
countless humanoid forms of any gender to aid in their goals. Most succubi have
|
||
a feminine true form (incubi, which usually have a masculine true form, are a
|
||
different kind of demon), but regardless of gender, a lust demon is supernaturally
|
||
beautiful or handsome, but with curving horns, bat wings, sharp claws, and a sinuous
|
||
tail.
|
||
divine_spells: null
|
||
hp: 100
|
||
immunities: null
|
||
innate_spells:
|
||
- level: 6
|
||
name: dominate
|
||
- level: 5
|
||
name: dimension door
|
||
- frequency: at will
|
||
level: 4
|
||
name: dimension door
|
||
- frequency: at will
|
||
level: 4
|
||
name: suggestion
|
||
- frequency: at will
|
||
level: 3
|
||
name: mind reading
|
||
- frequency: at will
|
||
level: 2
|
||
name: detect alignment
|
||
- frequency: at will
|
||
level: 1
|
||
name: charm
|
||
- frequency: constant
|
||
level: 5
|
||
name: tongues
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Celestial
|
||
- Common
|
||
- Draconic
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+8 plus 1d6 evil
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 16
|
||
traits:
|
||
- agile
|
||
- evil
|
||
- finesse
|
||
- magical
|
||
name: Succubus (Lust Demon)
|
||
perception: 15
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The succubus can take on the appearance of any Small or Medium humanoid.
|
||
This doesn't change their Speed or their attack and damage modifiers with their
|
||
Strikes, but it might change the damage type their Strikes deal (typically to
|
||
bludgeoning).
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- polymorph
|
||
- transmutation
|
||
- action_cost: One Action
|
||
description: The succubus attempts to Grapple a creature using their Diplomacy
|
||
bonus instead of Athletics. If the creature is willing, the succubus grapples
|
||
it automatically.
|
||
name: Embrace
|
||
traits:
|
||
- attack
|
||
- action_cost: One Action
|
||
description: '**Frequency** Once per round. **Effect** The succubus engages a
|
||
creature they have grabbed in an embrace or other act of passion to drain its
|
||
vital essence. The kiss makes the creature drained 1 or increases its drained
|
||
condition by 1, to a maximum of 4. The creature takes 3d6 negative damage and
|
||
the succubus regains Hit Points equal to the damage dealt. The target must succeed
|
||
at a DC 26 Will save or be affected by a *suggestion* to submit to more actions
|
||
of passion rather than trying to Escape.'
|
||
name: Passionate Kiss
|
||
traits:
|
||
- divine
|
||
- emotion
|
||
- enchantment
|
||
- mental
|
||
- description: '**Frequency** once per day. **Effect** The succubus on can give
|
||
a willing humanoid a profane gift. That creature gains a +1 status bonus to
|
||
attack rolls, skill checks, and saving throws. As long as the gift persists,
|
||
the succubus can communicate telepathically with the target at any distance,
|
||
see through the creature''s senses, and target the creature with *suggestion*
|
||
through the telepathic link. In addition, the creature uses an outcome one degree
|
||
of success worse than it rolls on saving throws against the lust demon''s *suggestions*.
|
||
A humanoid can''t have more than one profane gift at a time, and a succubus
|
||
can''t grant more than one profane gift at a time. Removing the gift requires
|
||
an *atone* ritual. The succubus can remove the gift as a free action to give
|
||
the recipient a permanent stupefied 3 condition. A 4th-level *restoration* spell
|
||
is required to reduce this stupefied condition by 1. A summoned succubus can''t
|
||
grant a profane gift.'
|
||
name: Profane Gift
|
||
traits:
|
||
- divine
|
||
- enchantment
|
||
- mental
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 15
|
||
ref: 14
|
||
will: 17
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 14
|
||
Deception: 18
|
||
Diplomacy: 20
|
||
Intimidation: 16
|
||
Religion: 13
|
||
Society: 15
|
||
Stealth: 14
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 35
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Demon
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 5
|
||
dex_mod: 3
|
||
int_mod: 2
|
||
str_mod: 6
|
||
wis_mod: 3
|
||
ac: 28
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: When the gates to the Abyss swing wide, the first demons through are
|
||
often vrocks, vulture-headed scions of rage who wheel through the air on black
|
||
wings or dance with the exultation of their fiendish power. Their hatred for mortals
|
||
is matched only by their desire to inflict suffering through their horrible screech
|
||
or their devastating dance. Vrocks form from the souls of hateful mortals who
|
||
are thus given another chance to inflict their rage on the world.
|
||
divine_spells: null
|
||
hp: 185
|
||
immunities: null
|
||
innate_spells:
|
||
- level: 5
|
||
name: dimension door
|
||
- frequency: at will
|
||
level: 4
|
||
name: dimension door
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Celestial
|
||
- Draconic
|
||
level: 9
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+9 plus 1d6 evil
|
||
type: piercing
|
||
name: beak
|
||
to_hit: 21
|
||
traits:
|
||
- evil
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d6+9 plus 1d6 evil
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 21
|
||
traits:
|
||
- agile
|
||
- evil
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+8 plus 1d6 evil
|
||
type: slashing
|
||
name: talon
|
||
to_hit: 19
|
||
traits:
|
||
- agile
|
||
- evil
|
||
- magical
|
||
- reach 10 feet
|
||
name: Vrock (Wrath Demon)
|
||
perception: 18
|
||
proactive_abilities:
|
||
- description: The vrock dances in flight and chants to create a ruinous explosion
|
||
of electricity. If more vrocks within 30 feet want to join the dance, the vrock
|
||
can delay the dance to wait for more vrocks; in that case, the effect occurs
|
||
after the last vrock uses Dance of Ruin or one of the vrocks chooses to complete
|
||
that round of the dance. Each non-demon creature in a 20-foot emanation from
|
||
any of the dancing vrocks takes 2d12 electricity damage (DC 28 basic Reflex
|
||
save). For each additional vrock that joins the dance, the damage increases
|
||
by 1d12 and the save DC increases by 1 (to a maximum of four vrocks dealing
|
||
5d12 damage with a DC 31 save). The vrocks can continue dancing by using Dance
|
||
of Ruin each round, for up to 3 rounds in total. The emanation's size increases
|
||
by 20 feet each round, and the damage increases by 1d12 per vrock each round.
|
||
name: Dance of Ruin
|
||
traits:
|
||
- divine
|
||
- electricity
|
||
- evocation
|
||
- manipulate
|
||
- move
|
||
- action_cost: One Action
|
||
description: The vrock emits a cloud of spores from their body, dealing 2d8 poison
|
||
damage to all adjacent creatures. Each creature damaged this way must succeed
|
||
at a DC 28 Fortitude save or take 2d8 persistent piercing damage as the spores
|
||
penetrate its skin and grow into thick, green vines. The vines cease growing
|
||
after 10 rounds, and they wither away in 1d4 days if not shaved off before then.
|
||
The vines can be destroyed if the creature is affected by a good spell or if
|
||
*holy water* is applied to the vines (with an Interact action). Once the vrock
|
||
uses Spore Cloud, the ability can't be used for 1d6 rounds.
|
||
name: Spore Cloud
|
||
traits:
|
||
- disease
|
||
- poison
|
||
- action_cost: One Action
|
||
description: '**Frequency** once per minute. **Effect** The vrock emits a shrill
|
||
screech. Each non-demon creature within a 30-foot burst must attempt a DC 28
|
||
Fortitude save. On a failure, the creature is stunned 2, and on a critical failure,
|
||
it''s stunned 3.'
|
||
name: Stunning Screech
|
||
traits:
|
||
- auditory
|
||
- divine
|
||
- incapacitation
|
||
- sonic
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: electricity
|
||
saves:
|
||
fort: 20
|
||
ref: 18
|
||
will: 15
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 18
|
||
Intimidation: 18
|
||
Performance: 18
|
||
Religion: 18
|
||
Stealth: 18
|
||
Survival: 16
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 35
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Demon
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 7
|
||
con_mod: 7
|
||
dex_mod: 2
|
||
int_mod: 3
|
||
str_mod: 7
|
||
wis_mod: 3
|
||
ac: 34
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Glabrezus are looming behemoths who revel in the act of twisting mortal
|
||
desires into their ultimate ruin, betraying and manipulating as easily as they
|
||
breathe. Desires granted by a glabrezu always come to fruition in the most destructive
|
||
way possible, turning a wish or hope into a potent and devastating act of betrayal—although
|
||
the long-term repercussions are not always immediately apparent. For example,
|
||
a struggling weapon smith might wish for fame and skill at their craft, only to
|
||
find that their best patron is a cruel and sadistic murderer who uses the weapons
|
||
in bloody sprees. Or a lonely widower might have his desire granted in the form
|
||
of a lost love returned to "life" as a vampire. Glabrezus are nothing if not creative
|
||
in addressing a mortal's needs.
|
||
divine_spells: null
|
||
hp: 280
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 7
|
||
name: illusory disguise
|
||
- frequency: at will
|
||
level: 7
|
||
name: reverse gravity
|
||
- frequency: at will
|
||
level: 6
|
||
name: dispel magic
|
||
- level: 5
|
||
name: dimension door
|
||
- frequency: at will
|
||
level: 4
|
||
name: confusion
|
||
- frequency: at will
|
||
level: 4
|
||
name: dimension door
|
||
- frequency: at will
|
||
level: 2
|
||
name: mirror image
|
||
- frequency: constant
|
||
level: 6
|
||
name: true seeing
|
||
- frequency: constant
|
||
level: 6
|
||
name: tongues
|
||
- frequency: constant
|
||
level: 5
|
||
name: tongues
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Celestial
|
||
- Draconic
|
||
level: 13
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+13 plus 1d6 evil and Grab
|
||
type: bludgeoning
|
||
name: pincer
|
||
to_hit: 27
|
||
traits:
|
||
- deadly 2d10
|
||
- evil
|
||
- magical
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d6+13 plus 1d6 evil
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 27
|
||
traits:
|
||
- agile
|
||
- evil
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d12+13 plus 1d6 evil
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 27
|
||
traits:
|
||
- evil
|
||
- magical
|
||
- reach 10 feet
|
||
name: Glabrezu (Treachery Demon)
|
||
perception: 24
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The glabrezu pulls the grabbed creature up to 5 feet closer, then
|
||
makes two claw Strikes against it. Those Strikes count as one attack when determining
|
||
a treachery demon's multiple attack penalty, and the penalty doesn't increase
|
||
until after both Strikes.
|
||
name: Captive Rake
|
||
traits: null
|
||
- description: When a reaction would disrupt a glabrezu's spell, the demon can attempt
|
||
a DC 15 flat check, avoiding the disruption on a success.
|
||
name: Steady Spellcasting
|
||
traits: null
|
||
- description: .
|
||
name: Sudden Betrayal
|
||
traits: null
|
||
- description: can allow it to appear as a creature of any size.
|
||
name: Treacherous Veil
|
||
traits: null
|
||
- description: Once per month, a glabrezu can grant a mortal humanoid the effects
|
||
of a *miracle* spell granted by an Abyssal patron, though the glabrezu always
|
||
perverts the *miracle* according to their own treacherous nature.
|
||
name: Twisted Desires
|
||
traits:
|
||
- divination
|
||
- divine
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 26
|
||
ref: 19
|
||
will: 24
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- '*true seeing*'
|
||
skills:
|
||
Deception: 28
|
||
Diplomacy: 26
|
||
Intimidation: 26
|
||
Religion: 22
|
||
Society: 22
|
||
Stealth: 21
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Huge
|
||
- Demon
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 7
|
||
dex_mod: 5
|
||
int_mod: 0
|
||
str_mod: 9
|
||
wis_mod: 6
|
||
ac: 39
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Shemhazians rise from the souls of torturers and those who reveled
|
||
in mutilating the physical bodies of their victims. Standing 35 feet tall, a shemhazian
|
||
is well equipped with a wide range of talons, claws, and fangs to continue inflicting
|
||
such torments on those it encounters.
|
||
divine_spells: null
|
||
hp: 350
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: evil only
|
||
level: 8
|
||
name: divine decree
|
||
- frequency: x3
|
||
level: 5
|
||
name: dimension door
|
||
- frequency: x3
|
||
level: 5
|
||
name: prying eye
|
||
- frequency: x3
|
||
level: 4
|
||
name: clairvoyance
|
||
- frequency: x3
|
||
level: 4
|
||
name: dimension door
|
||
- frequency: at will
|
||
level: 2
|
||
name: invisibility
|
||
- frequency: constant
|
||
level: 7
|
||
name: fly
|
||
- frequency: constant
|
||
level: 7
|
||
name: true seeing
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Celestial
|
||
- Draconic
|
||
level: 16
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d12+17 plus 1d6 evil and enfeebling bite
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 33
|
||
traits:
|
||
- evil
|
||
- magical
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+17 plus 1d6 evil
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 33
|
||
traits:
|
||
- agile
|
||
- evil
|
||
- magical
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+17 plus 1d6 evil and Improved Grab
|
||
type: bludgeoning
|
||
name: pincer
|
||
to_hit: 33
|
||
traits:
|
||
- evil
|
||
- magical
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d6+17 plus 1d6 evil
|
||
type: slashing
|
||
name: tail
|
||
to_hit: 33
|
||
traits:
|
||
- evil
|
||
- magical
|
||
- reach 20 feet
|
||
name: Shemhazian (Mutilation Demon)
|
||
perception: 30
|
||
proactive_abilities:
|
||
- description: If the shemhazian's jaws Strike damages a creature, the target is
|
||
enfeebled 3. The target can attempt a DC 37 Fortitude save to reduce this to
|
||
enfeebled 1 (or be unaffected on a critical success).
|
||
name: Enfeebling Bite
|
||
traits:
|
||
- divine
|
||
- necromancy
|
||
- action_cost: One Action
|
||
description: The shemhazian focuses their gaze on a non-evil creature they can
|
||
see within 30 feet. If that creature isn't already slowed by the shemhazian's
|
||
paralyzing gaze, it must attempt a save against the shemhazian's paralyzing
|
||
gaze. If that creature is slowed, it must succeed at a DC 35 Fortitude save
|
||
or be paralyzed for 1 round. A shemhazian can't use this ability against the
|
||
same creature more than once per round.
|
||
name: Focused Gaze
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- enchantment
|
||
- incapacitation
|
||
- visual
|
||
- action_cost: One Action
|
||
description: claw
|
||
name: Rend
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 32
|
||
ref: 26
|
||
will: 27
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
- '*true seeing*'
|
||
skills:
|
||
Athletics: 31
|
||
Deception: 25
|
||
Intimidation: 27
|
||
Medicine: 28
|
||
Religion: 30
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
- amount: 35
|
||
type: Fly (from Fly)
|
||
- amount: 20
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Gargantuan
|
||
- Demon
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 7
|
||
con_mod: 6
|
||
dex_mod: 6
|
||
int_mod: 4
|
||
str_mod: 8
|
||
wis_mod: 4
|
||
ac: 40
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Mariliths are the generals of the Abyss, formed from the souls of proud
|
||
evil mortals, often warlords and despots. They appear as tall and powerfully built
|
||
humans from the waist up with snake tails and six arms. Because of Lamashtu's
|
||
prominence over other demonic deities, most pride demons encountered by mortals
|
||
take female form, but they can be of any gender.
|
||
divine_spells: null
|
||
hp: 380
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: x2
|
||
level: 9
|
||
name: blade barrier
|
||
- frequency: x2
|
||
level: 9
|
||
name: weapon storm
|
||
- level: 5
|
||
name: dimension door
|
||
- frequency: at will
|
||
level: 4
|
||
name: dimension door
|
||
- frequency: constant
|
||
level: 6
|
||
name: true seeing
|
||
- frequency: constant
|
||
level: 6
|
||
name: fly
|
||
- frequency: constant
|
||
level: 4
|
||
name: fly
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Celestial
|
||
- Draconic
|
||
level: 17
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+16 plus 1d6 evil
|
||
type: slashing
|
||
name: cold iron silver longsword
|
||
to_hit: 35
|
||
traits:
|
||
- evil
|
||
- magical
|
||
- reach 10 feet
|
||
- versatile P
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d12+16 plus 1d6 evil and Grab
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 33
|
||
traits:
|
||
- evil
|
||
- magical
|
||
- reach 10 feet
|
||
name: Marilith (Pride Demon)
|
||
perception: 30
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The marilith makes up to six longsword Strikes, each against a different
|
||
target. These attacks count toward the marilith's multiple attack penalty, but
|
||
the multiple attack penalty doesn't increase until after all the attacks.
|
||
name: Bladestorm
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: ', the bonus to AC decreases by 1 for each weapon used.'
|
||
name: Defensive Assault
|
||
traits:
|
||
- including for an Attack of Opportunity
|
||
- action_cost: Two Actions
|
||
description: . Even on a failed attack, the marilith deals the damage from one
|
||
longsword to the target, though they still miss completely on a critical failure.
|
||
This counts toward the marilith's multiple attack penalty as a number of attacks
|
||
equal to the number of longswords the pride demon wields.
|
||
name: Focused Assault
|
||
traits:
|
||
- typically 5d8 extra damage
|
||
- action_cost: One Action
|
||
description: 2d12+13 bludgeoning, DC 39
|
||
name: Greater Constrict
|
||
traits: null
|
||
- description: Any weapon becomes a *+2 greater striking weapon* made of cold iron
|
||
and silver while a marilith wields it. The marilith can change its evil damage
|
||
to chaotic whenever it attacks.
|
||
name: Infuse Weapons
|
||
traits:
|
||
- divine
|
||
- evocation
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 31
|
||
ref: 29
|
||
will: 27
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- '*true seeing*'
|
||
skills:
|
||
Acrobatics: 33
|
||
Deception: 30
|
||
Diplomacy: 30
|
||
Intimidation: 32
|
||
Religion: 29
|
||
Stealth: 29
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 40
|
||
type: Fly (from Fly)
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Demon
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 8
|
||
con_mod: 9
|
||
dex_mod: 7
|
||
int_mod: 6
|
||
str_mod: 9
|
||
wis_mod: 6
|
||
ac: 45
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: When folk whisper frightened tales of the demonic, what most envision
|
||
is the balor—a towering figure of fire and flesh, a horned nightmare armed with
|
||
a flaming whip and a sword flying through the night in search of its latest victim.
|
||
On the Abyss, balors serve demon lords as generals or captains, and they typically
|
||
command vast legions of demons. Standing at 14 feet in height, only the cruelest
|
||
mortal souls—those who devoted entire lives to sins too numerous to count—can
|
||
fuel the formation of a balor. More often, a balor forms from a mass of dozens
|
||
of mortal souls who shared debased ideologies in life. <h3 class="title">Balor
|
||
Lords</h3> 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.
|
||
divine_spells: null
|
||
hp: 480
|
||
immunities:
|
||
- fire
|
||
innate_spells:
|
||
- frequency: x2
|
||
level: 10
|
||
name: dimension door
|
||
- frequency: x2
|
||
level: 10
|
||
name: divine decree
|
||
- frequency: at will
|
||
level: 8
|
||
name: dispel magic
|
||
- frequency: at will
|
||
level: 6
|
||
name: dominate
|
||
- frequency: at will
|
||
level: 5
|
||
name: eclipse burst
|
||
- frequency: constant
|
||
level: 6
|
||
name: true seeing
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Celestial
|
||
- Draconic
|
||
level: 20
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d8+17 plus 1d6 evil
|
||
type: slashing
|
||
name: vorpal cold iron silver longsword
|
||
to_hit: 40
|
||
traits:
|
||
- evil
|
||
- magical
|
||
- reach 10 feet
|
||
- versatile P
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d6+17 plus 1d6 evil, Improved Grab, and whip reposition
|
||
type: fire
|
||
name: cold iron silver flame whip
|
||
to_hit: 40
|
||
traits:
|
||
- disarm
|
||
- evil
|
||
- fire
|
||
- magical
|
||
- reach 20 feet
|
||
- trip
|
||
name: Balor (Fire Demon)
|
||
perception: 36
|
||
proactive_abilities:
|
||
- description: with only a single action.
|
||
name: Dimensional Dervish
|
||
traits: null
|
||
- action_cost: Free Action
|
||
description: on the target of the triggering Strike.
|
||
name: Dispelling Strike
|
||
traits: null
|
||
- description: Any weapon a balor wields becomes a *+3 major striking vorpal weapon*
|
||
made of cold iron and silver while the demon holds it. A weapon that isn't eligible
|
||
for the vorpal rune doesn't gain its effects. The balor can change its evil
|
||
damage to chaotic whenever it attacks. The demon can conjure a whip made of
|
||
flames with an Interact action. This whip gains the same benefits as other weapons
|
||
the balor wields.
|
||
name: Infuse Weapons
|
||
traits:
|
||
- divine
|
||
- evocation
|
||
- action_cost: Free Action
|
||
description: '**Trigger** The balor kills a living creature that is at least 15th
|
||
level. **Effect** The balor drinks the triggering creature''s life force and
|
||
regains 10d8+80 Hit Points.'
|
||
name: Lifedrinker
|
||
traits:
|
||
- divine
|
||
- healing
|
||
- necromancy
|
||
- description: When a balor grabs a creature with a whip Strike, they can move the
|
||
creature to any space in the whip's reach. The balor can move without ending
|
||
the grab as long as the creature remains within the whip's reach, and the balor
|
||
can move the creature to any other space in the whip's reach with an Interact
|
||
action.
|
||
name: Whip Reposition
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 39
|
||
ref: 35
|
||
will: 34
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- '*true seeing*'
|
||
skills:
|
||
Acrobatics: 35
|
||
Athletics: 37
|
||
Deception: 36
|
||
Diplomacy: 32
|
||
Intimidation: 38
|
||
Religion: 32
|
||
Society: 32
|
||
Stealth: 33
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
- amount: 70
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Demon
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 3
|
||
dex_mod: 4
|
||
int_mod: 0
|
||
str_mod: 2
|
||
wis_mod: -1
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Dero stalkers are those charged with exploring the surface world by
|
||
night and seeking out new victims to abduct.
|
||
divine_spells: null
|
||
hp: 30
|
||
immunities: null
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
- Undercommon
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+2
|
||
type: bludgeoning
|
||
name: aklys
|
||
to_hit: 8
|
||
traits:
|
||
- trip
|
||
name: Dero Stalker
|
||
perception: 5
|
||
proactive_abilities:
|
||
- description: creatures.
|
||
name: Sneak Attack
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+2
|
||
type: bludgeoning
|
||
name: aklys
|
||
to_hit: 10
|
||
traits:
|
||
- ranged trip
|
||
- tethered
|
||
- thrown 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6 plus giant centipede venom
|
||
type: piercing
|
||
name: hand crossbow
|
||
to_hit: 10
|
||
traits:
|
||
- range increment 60 feet
|
||
- reload 1
|
||
resistances: null
|
||
saves:
|
||
fort: 7
|
||
ref: 10
|
||
will: 3
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 8
|
||
Medicine: 3
|
||
Stealth: 8
|
||
Thievery: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: 17
|
||
traits:
|
||
- CE
|
||
- Small
|
||
- Dero
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 3
|
||
dex_mod: 3
|
||
int_mod: 0
|
||
str_mod: 4
|
||
wis_mod: -1
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Dero stranglers specialize in capturing living victims, and they are
|
||
often called upon to aid in abductions.
|
||
divine_spells: null
|
||
hp: 45
|
||
immunities:
|
||
- confusion
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 2
|
||
name: darkness
|
||
- frequency: at will
|
||
level: 2
|
||
name: sound burst
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
- Undercommon
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+6
|
||
type: bludgeoning
|
||
name: aklys
|
||
to_hit: 11
|
||
traits:
|
||
- trip
|
||
name: Dero Strangler
|
||
perception: 6
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: '**Requirement** The dero must have two free hands, or be wielding
|
||
an aklys and have one hand free. **Effect** The dero attempts an Athletics check
|
||
to Grab with a +2 circumstance bonus. On a success, the target takes 1d6+6 bludgeoning
|
||
damage. Double the damage on a critical success.'
|
||
name: Strangle
|
||
traits:
|
||
- attack
|
||
- nonlethal
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+6
|
||
type: bludgeoning
|
||
name: aklys
|
||
to_hit: 10
|
||
traits:
|
||
- ranged trip
|
||
- tethered
|
||
- thrown 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+2 plus lethargy poison
|
||
type: piercing
|
||
name: hand crossbow
|
||
to_hit: 10
|
||
traits:
|
||
- range increment 60 feet
|
||
- reload 1
|
||
resistances: null
|
||
saves:
|
||
fort: 10
|
||
ref: 8
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darlvision
|
||
skills:
|
||
Athletics: 11
|
||
Intimidation: 7
|
||
Medicine: 4
|
||
Stealth: 10
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: 19
|
||
traits:
|
||
- CE
|
||
- Small
|
||
- Dero
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: 3
|
||
str_mod: 1
|
||
wis_mod: -1
|
||
ac: 22
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Dero magisters are leaders among dero society. They perform the bulk
|
||
of the cruel operations and memory-altering procedures inflicted upon their victims.
|
||
divine_spells: null
|
||
hp: 65
|
||
immunities:
|
||
- confusion
|
||
innate_spells:
|
||
- level: 4
|
||
name: modify memory
|
||
- frequency: at will
|
||
level: 2
|
||
name: darkness
|
||
- frequency: at will
|
||
level: 2
|
||
name: sound burst
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
- Undercommon
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: bludgeoning
|
||
name: aklys
|
||
to_hit: 10
|
||
traits:
|
||
- trip
|
||
name: Dero Magister
|
||
perception: 8
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: '**Frequency** once per round; **Effect** The magister focuses their
|
||
gaze on a creature they can see within 30 feet. The target is dazzled for 1
|
||
round and must succeed at a DC 24 Will saving throw or be confused for 1 round.'
|
||
name: Cytillesh Stare
|
||
traits:
|
||
- concentrate
|
||
- incapacitation
|
||
- mental
|
||
- visual
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: bludgeoning
|
||
name: aklys
|
||
to_hit: 13
|
||
traits:
|
||
- ranged trip
|
||
- tethered
|
||
- thrown 20 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 10
|
||
ref: 13
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Crafting: 12
|
||
Medicine: 8
|
||
Occultism: 12
|
||
Stealth: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: 24
|
||
traits:
|
||
- Uncommon
|
||
- CE
|
||
- Small
|
||
- Dero
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -3
|
||
con_mod: 3
|
||
dex_mod: 0
|
||
int_mod: -5
|
||
str_mod: 2
|
||
wis_mod: 0
|
||
ac: 13
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: These shapeless masses of quivering flesh are the least of devilkind.
|
||
Pathetic creatures from Hell's first layer, lemures roam alongside damned and
|
||
suffering souls. Pit fiends can combine the essence of a mob of lemures to concentrate
|
||
their collective wickedness with a single form, granting it an infernal sentience
|
||
and transforming it into a more powerful devil (see the pit fiend's Devil Shaping
|
||
ability).
|
||
divine_spells: null
|
||
hp: 20
|
||
immunities:
|
||
- fire
|
||
- mental
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 0
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+2 plus 1 evil
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 7
|
||
traits:
|
||
- evil
|
||
- magical
|
||
name: Lemure
|
||
perception: 0
|
||
proactive_abilities:
|
||
- description: ''
|
||
name: Subservience
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 3
|
||
type: physical (except silver)
|
||
- amount: 5
|
||
type: 'poison '
|
||
saves:
|
||
fort: 10
|
||
ref: 5
|
||
will: 3
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- greater darkvision
|
||
skills:
|
||
Athletics: 5
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Medium
|
||
- Devil
|
||
- Fiend
|
||
- Mindless
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 0
|
||
dex_mod: 4
|
||
int_mod: 1
|
||
str_mod: -1
|
||
wis_mod: 2
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Imps are infiltrators and corruptors who, despite their diminutive
|
||
stature, are more than capable of subtly influencing a weak-willed individual
|
||
into performing increasingly evil acts over time. An imp will often agree to serve
|
||
a mortal and act docile and loyal in a long-term plot to eventually damn its master's
|
||
soul to Hell. Imps are born directly from Hell itself, rather than from mortal
|
||
souls, and thus they serve outside the usual diabolic hierarchy, granting them
|
||
leeway to pursue their specialties. Despite standing a mere 2-feet tall, imps
|
||
can be vicious combatants, flying out of reach and turning invisible to escape
|
||
should the odds turn against them.
|
||
divine_spells: null
|
||
hp: 15
|
||
immunities:
|
||
- fire
|
||
innate_spells:
|
||
- level: 4
|
||
name: read omens
|
||
- frequency: at will, self only
|
||
level: 2
|
||
name: invisibility
|
||
- frequency: at will, good only
|
||
level: 1
|
||
name: charm
|
||
- frequency: at will, good only
|
||
level: 1
|
||
name: detect alignment
|
||
- frequency: constant
|
||
level: 1
|
||
name: detect magic
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Infernal
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4-1 plus 1d4 evil and imp venom
|
||
type: piercing
|
||
name: stinger
|
||
to_hit: 9
|
||
traits:
|
||
- agile
|
||
- evil
|
||
- finesse
|
||
- magical
|
||
name: Imp
|
||
perception: 7
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: <ul><li>**Boar **size Medium; scent (imprecise) 30 feet; **Speed
|
||
**40 feet; **Melee **tusk +9 (finesse), **Damage **1d10–1 piercing</li><li>**Giant
|
||
Spider** size Medium; **Speed **25 feet, climb 25 feet; **Melee **fangs +9 (finesse,
|
||
poison), **Damage **1d6–1 piercing plus 1d4 poison</li><li>**Rat **scent; **Speed
|
||
**20 feet; **Melee **jaws +9 (agile, finesse), **Damage **1 piercing</li><li>**Raven
|
||
**scent; **Speed **10 feet, fly 40 feet; **Melee **beak +9 (finesse), **Damage
|
||
**1 piercing</li></ul>
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- polymorph
|
||
- transmutation
|
||
- action_cost: One Action
|
||
description: '**Frequency** once per round. **Effect** The imp regains 1d6 Hit
|
||
Points.'
|
||
name: Diabolic Healing
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- healing
|
||
- necromancy
|
||
- description: '**Saving Throw** DC 16 Fortitude; **Maximum Duration** 6 rounds;
|
||
**Stage 1** 1d6 poison and clumsy 1 (1 round); **Stage 2** 1d6 poison damage,
|
||
clumsy 1, and slowed 1 (1 round)'
|
||
name: Imp Venom
|
||
traits:
|
||
- poison
|
||
- action_cost: One Action
|
||
description: '**Frequency** once per day. **Effect** The imp offers a non-fiend
|
||
within 15 feet a bargain, granting a boon of good luck if the creature accepts.
|
||
The boon lasts for 1 hour once accepted. If the creature dies while the boon
|
||
is in place, its soul travels to Hell, where it is bound for eternity and unable
|
||
to be raised or resurrected except by *wish* or similar magic. Once during the
|
||
hour, the creature can roll an attack roll or saving throw twice and use the
|
||
higher result.'
|
||
name: Infernal Temptation
|
||
traits:
|
||
- divine
|
||
- concentrate
|
||
- enchantment
|
||
- evil
|
||
- fortune
|
||
ranged: null
|
||
resistances:
|
||
- amount: 3
|
||
type: physical (except silver)
|
||
- amount: 5
|
||
type: 'poison '
|
||
saves:
|
||
fort: 5
|
||
ref: 9
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- greater darkvision
|
||
skills:
|
||
Acrobatics: 7
|
||
Athletics: 6
|
||
Deception: 7
|
||
Religion: 5
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 30
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Tiny
|
||
- Devil
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 4
|
||
dex_mod: 2
|
||
int_mod: -2
|
||
str_mod: 4
|
||
wis_mod: 2
|
||
ac: 22
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Barbazus, known also as bearded devils or infantry devils, are murderous
|
||
fiends who satiate their lust for annihilation by serving as the foot soldiers
|
||
of Hell's armies, often leading hordes of lesser devils such as imps and lemures
|
||
into battle. Bearded devils wield serrated glaives to inflict jagged gashes that
|
||
resist healing magic, resulting in tremendous blood loss. When enemies come too
|
||
close, bearded devils strike with the spines of their wriggling beards to deliver
|
||
a wretched contagion called Avernal fever, savoring the sight of their victim's
|
||
strength being slowly devoured from within.
|
||
divine_spells: null
|
||
hp: 60
|
||
immunities:
|
||
- fire
|
||
innate_spells:
|
||
- level: 5
|
||
name: dimension door
|
||
items: null
|
||
languages:
|
||
- Celestial
|
||
- Common
|
||
- Draconic
|
||
- Infernal
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+7 plus 2d6 evil and infernal wound
|
||
type: slashing
|
||
name: glaive
|
||
to_hit: 15
|
||
traits:
|
||
- deadly 1d8
|
||
- evil
|
||
- forceful
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+7 plus 1d6 evil
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 15
|
||
traits:
|
||
- agile
|
||
- evil
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+7 plus Avernal fever
|
||
type: piercing
|
||
name: beard
|
||
to_hit: 15
|
||
traits:
|
||
- magical
|
||
name: Barbazu (Bearded Devil)
|
||
perception: 13
|
||
proactive_abilities:
|
||
- description: '**Saving Throw** DC 23 Fortitude; **Stage 1** carrier with no ill
|
||
effect (1 day); **Stage 2** enfeebled 1 (1 day); **Stage 3** enfeebled 2 (1
|
||
day)'
|
||
name: Avernal Fever
|
||
traits:
|
||
- disease
|
||
- description: A bearded devil's glaive Strike also deals 1d6 persistent bleed damage
|
||
that resists attempts to heal it. The flat check to stop the bleeding starts
|
||
at DC 20. The DC is reduced to 15 only if the bleeding creature or an ally successfully
|
||
assists with the recovery. The DC to Administer First Aid to a creature with
|
||
an infernal wound is increased by 5. A spellcaster or item attempting to use
|
||
healing magic on a creature suffering from an infernal wound must succeed at
|
||
a DC 21 counteract check or the magic fails to heal the creature.
|
||
name: Infernal Wound
|
||
traits:
|
||
- divine
|
||
- necromancy
|
||
- action_cost: Free Action
|
||
description: The devil moves the creature 5 feet in any direction. The destination
|
||
square must be within reach of the devil's glaive. This movement doesn't trigger
|
||
reactions.
|
||
name: Reposition
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The barbazu makes a beard Strike. This Strike ignores their multiple
|
||
attack penalty and doesn't count toward that penalty.
|
||
name: Wriggling Beard
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: physical (except silver)
|
||
- amount: 10
|
||
type: 'poison '
|
||
saves:
|
||
fort: 15
|
||
ref: 11
|
||
will: 11
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- greater darkvision
|
||
skills:
|
||
Acrobatics: 11
|
||
Athletics: 13
|
||
Intimidation: 10
|
||
Religion: 11
|
||
Stealth: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Medium
|
||
- Devil
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 5
|
||
dex_mod: 5
|
||
int_mod: 2
|
||
str_mod: 5
|
||
wis_mod: 4
|
||
ac: 27
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Erinyes exact vengeance and bloody justice for a creature's crimes,
|
||
torturing and punishing their victims in ironic fashion before allowing them the
|
||
escape of death. While an erinys appears as a fallen angel and the first erinyes
|
||
shared that origin, erinyes now originate in myriad ways, some promoted from lesser
|
||
devils and others shaped from lemures themselves forged from the souls of torturers
|
||
and persecutors. The erinyes' origin is entwined with Eiseth, herself a fallen
|
||
angel and one of Hell's most powerful demigods. The first erinyes were all considered
|
||
to be Eiseth's metaphorical daughters, but erinyes formed since that time are
|
||
no longer limited to a single gender.
|
||
divine_spells: null
|
||
hp: 120
|
||
immunities:
|
||
- fire
|
||
innate_spells:
|
||
- level: 5
|
||
name: dimension door
|
||
- frequency: at will
|
||
level: 4
|
||
name: dimension door
|
||
- frequency: at will
|
||
level: 4
|
||
name: divine wrath
|
||
- frequency: at will
|
||
level: 4
|
||
name: retributive pain
|
||
- frequency: at will
|
||
level: 3
|
||
name: fear
|
||
- frequency: at will
|
||
level: 2
|
||
name: illusory disguise
|
||
- frequency: at will
|
||
level: 2
|
||
name: illusory object
|
||
- frequency: constant
|
||
level: 6
|
||
name: true seeing
|
||
items: null
|
||
languages:
|
||
- Celestial
|
||
- Common
|
||
- Draconic
|
||
- Infernal
|
||
level: 8
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+8 plus 1d6 evil and 1d6 fire
|
||
type: slashing
|
||
name: flaming longsword
|
||
to_hit: 19
|
||
traits:
|
||
- evil
|
||
- fire
|
||
- magical
|
||
- versatile P
|
||
name: Erinys (Fury Devil)
|
||
perception: 18
|
||
proactive_abilities:
|
||
- description: rune while they hold it.
|
||
name: Flames of Fury
|
||
traits: null
|
||
- description: The erinys hovers in place if they are flying and fires one arrow
|
||
at any number of creatures in a 30-foot cone. Each attack is rolled separately.
|
||
This counts as one attack for the purpose of the erinys's multiple attack penalty.
|
||
name: Furious Fusillade
|
||
traits: null
|
||
- description: that animates in their hands. When a creature is hit by the erinys's
|
||
rope, a segment of the rope tears loose and wraps itself around the creature,
|
||
imposing a 10–foot circumstance penalty to Speed. The piece that tears off is
|
||
10 feet long for a Medium or smaller creature, and doubles in length for each
|
||
size larger than Medium. When a creature Escapes the effect (DC 26), the detached
|
||
segment of rope withers away into useless black sludge.
|
||
name: Rope Snare
|
||
traits:
|
||
- use the statistics for rope
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+4 plus 1d6 evil and 1d6 fire
|
||
type: piercing
|
||
name: flaming composite longbow
|
||
to_hit: 20
|
||
traits:
|
||
- deadly 1d10
|
||
- evil
|
||
- fire
|
||
- magical
|
||
- range increment 100 feet
|
||
- reload 0
|
||
- volley 30 feet
|
||
- action_cost: One Action
|
||
name: rope
|
||
to_hit: 19
|
||
traits:
|
||
- magical
|
||
- range increment 30 feet
|
||
resistances:
|
||
- amount: 5
|
||
type: physical (except silver)
|
||
- amount: 10
|
||
type: 'poison '
|
||
saves:
|
||
fort: 17
|
||
ref: 19
|
||
will: 16
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- greater darkvision
|
||
- '*true seeing*'
|
||
skills:
|
||
Acrobatics: 17
|
||
Crafting: 14
|
||
Deception: 19
|
||
Diplomacy: 15
|
||
Intimidation: 19
|
||
Religion: 16
|
||
Stealth: 17
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Medium
|
||
- Devil
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 4
|
||
dex_mod: 4
|
||
int_mod: 7
|
||
str_mod: 3
|
||
wis_mod: 5
|
||
ac: 30
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Contract devils are clerks, scribes, and bureaucrats of Hell rarely
|
||
found outside the infernal courts, and then almost always to pursue potential
|
||
contracts, tempting mortals to sell their souls in exchange for achieving their
|
||
worldly desires. If a target is desirable enough, a phistophilus can offer contracts
|
||
for prices seemingly lesser than their soul all at once, though in this case,
|
||
the devil carefully manipulates the price to drive the signatory toward the forces
|
||
of law and evil, and therefore ultimately to Hell anyway. Contract devils are
|
||
tall creatures with skin tones that range from bronze to crimson and large curving
|
||
horns extending from their bodies, over which they often drape favored or important
|
||
contracts.
|
||
divine_spells: null
|
||
hp: 150
|
||
immunities:
|
||
- fire
|
||
- ward contract
|
||
innate_spells:
|
||
- frequency: at will, see infernal investment
|
||
level: 10
|
||
name: scrying
|
||
- level: 7
|
||
name: plane shift
|
||
- frequency: at will
|
||
level: 5
|
||
name: dimension door
|
||
- frequency: at will
|
||
level: 5
|
||
name: fireball
|
||
- frequency: at will
|
||
level: 5
|
||
name: illusory scene
|
||
- frequency: at will
|
||
level: 5
|
||
name: lightning bolt
|
||
- frequency: at will
|
||
level: 5
|
||
name: locate
|
||
- frequency: at will
|
||
level: 5
|
||
name: mind probe
|
||
- frequency: at will
|
||
level: 5
|
||
name: sending
|
||
- frequency: at will
|
||
level: 4
|
||
name: dimension door
|
||
- frequency: at will
|
||
level: 4
|
||
name: private sanctum
|
||
- frequency: at will
|
||
level: 4
|
||
name: silence
|
||
- frequency: at will
|
||
level: 3
|
||
name: mind reading
|
||
- frequency: constant
|
||
level: 5
|
||
name: tongues
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Aklo
|
||
- Celestial
|
||
- Common
|
||
- Draconic
|
||
- Infernal
|
||
- Undercommon
|
||
level: 10
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d6+11 plus 1d6 evil, Grab, and infernal wound
|
||
type: slashing
|
||
name: binding contract
|
||
to_hit: 23
|
||
traits:
|
||
- agile
|
||
- disarm
|
||
- evil
|
||
- magical
|
||
- reach 10 feet
|
||
- trip
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+11 and infernal wound
|
||
type: piercing
|
||
name: horn
|
||
to_hit: 21
|
||
traits:
|
||
- magical
|
||
name: Phistophilus (Contract Devil)
|
||
perception: 21
|
||
proactive_abilities:
|
||
- description: The contract devil produces an infernal contract for a single living
|
||
mortal. This contract can grant a wide range of abilities and effects, akin
|
||
to the power of a *wish* spell but fulfilled to the letter by the contract devil.
|
||
To receive any of those benefits, the mortal must willingly sign its true name
|
||
to the contract. At that point, the mortal's soul is bound to the contract devil
|
||
and Hell. While the contract is in effect, the victim can't be restored to life
|
||
except by *wish* or similar magic. If the mortal is restored to life by those
|
||
means, the contract devil knows which mortal came to life and can locate the
|
||
creature or creatures who restored the mortal to life for 1 year, gaining the
|
||
effects of a *locate* spell with unlimited range. Avoiding the terms of an infernal
|
||
contract is difficult and often dangerous.
|
||
name: Draft Contract
|
||
traits:
|
||
- conjuration
|
||
- divine
|
||
- manipulate
|
||
- description: spell at will, but only to target a creature with which it has a
|
||
contract. The target automatically critically fails its save.
|
||
name: Infernal Investment
|
||
traits: null
|
||
- description: A contract devil's Strikes also deal 3d6 persistent bleed damage
|
||
that resist attempts to heal it. The flat check to stop the bleeding starts
|
||
at DC 20. The DC is reduced to 15 only if the bleeding creature or an ally successfully
|
||
assists with the recovery. The DC to Administer First Aid to a creature with
|
||
an infernal wound is increased by 5. A spellcaster or item attempting to use
|
||
healing magic on a creature suffering from an infernal wound must succeed at
|
||
a DC 29 counteract check or the magic fails to heal the creature.
|
||
name: Infernal Wound
|
||
traits:
|
||
- divine
|
||
- necromancy
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: physical (except silver)
|
||
- amount: 10
|
||
type: 'poison '
|
||
saves:
|
||
fort: 18
|
||
ref: 18
|
||
will: 23
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- greater darkvision
|
||
skills:
|
||
Arcana: 19
|
||
Deception: 23
|
||
Diplomacy: 21
|
||
Intimidation: 21
|
||
Religion: 19
|
||
Society: 19
|
||
Stealth: 18
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Medium
|
||
- Devil
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 5
|
||
dex_mod: 5
|
||
int_mod: 8
|
||
str_mod: 6
|
||
wis_mod: 5
|
||
ac: 34
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Insectile ice devils are strategists and masterminds in Hell's armies,
|
||
using their superior intellect to strike against their enemies and spread Hell's
|
||
influence throughout the planes. An ice devil rarely breaks their solitary contemplation
|
||
of strategy save to pursue a plan they have devised. They can be enticed otherwise
|
||
only by an exchange of services to be determined at a later time, adding to the
|
||
pieces they can play on the board. Occasionally, a mortal strategist of outstanding
|
||
skill might amuse an ice devil enough for the gelugon to agree to a contest of
|
||
strategy, typically a strategic board game like chess, to decide a dispute. In
|
||
the unlikely event the devil loses such a contest, they inevitably go to great
|
||
lengths to later obtain that mortal's services for their own infernal ends.
|
||
divine_spells: null
|
||
hp: 215
|
||
immunities:
|
||
- cold
|
||
- fire
|
||
innate_spells:
|
||
- frequency: x2
|
||
level: 7
|
||
name: cone of cold
|
||
- level: 6
|
||
name: illusory scene
|
||
- frequency: x3
|
||
level: 5
|
||
name: dimension door
|
||
- frequency: x3
|
||
level: 5
|
||
name: wall of ice
|
||
- frequency: at will
|
||
level: 4
|
||
name: dimension door
|
||
- frequency: constant
|
||
level: 4
|
||
name: fly
|
||
items: null
|
||
languages:
|
||
- Celestial
|
||
- Common
|
||
- Draconic
|
||
- Infernal
|
||
level: 13
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+12 plus 1d6 cold, 1d6 evil, and slowing frost
|
||
type: piercing
|
||
name: frost longspear
|
||
to_hit: 28
|
||
traits:
|
||
- cold
|
||
- evil
|
||
- magical
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+12 plus 2d6 cold, 1d6 evil, and slowing frost
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 25
|
||
traits:
|
||
- agile
|
||
- cold
|
||
- evil
|
||
- magical
|
||
- reach 10 feet
|
||
name: Gelugon (Ice Devil)
|
||
perception: 26
|
||
proactive_abilities:
|
||
- description: The ice devil channels the extreme cold of its body through its appendages
|
||
and weapons. A creature hit by an ice devil's weapon or unarmed attack in melee
|
||
must attempt a DC 32 Fortitude save or be slowed 1 for 1d4 rounds. A weapon
|
||
used by an ice devil gains the effects of a frost rune while the gelugon holds
|
||
it, and the ice devil can throw any such weapon with a 20-foot range increment,
|
||
trailing motes of frost.
|
||
name: Slowing Frost
|
||
traits:
|
||
- cold
|
||
- divine
|
||
- evocation
|
||
- action_cost: One Action
|
||
description: An ice devil's logical mind devises genius tactics from its perfect
|
||
memory. It can telepathically send a tactical repositioning to its allies, allowing
|
||
all commanded or allied evil creatures in the range of its telepathy to immediately
|
||
Stride (or Burrow, Climb, Fly, or Swim, if the creature has the corresponding
|
||
Speed).
|
||
name: Tactician of Cocytus
|
||
traits:
|
||
- concentrate
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+12 plus 1d6 cold
|
||
type: piercing
|
||
name: frost longspear
|
||
to_hit: 27
|
||
traits:
|
||
- cold
|
||
- magical
|
||
- thrown 20 feet
|
||
resistances:
|
||
- amount: 10
|
||
type: physical (except silver)
|
||
- amount: 10
|
||
type: 'poison '
|
||
saves:
|
||
fort: 24
|
||
ref: 24
|
||
will: 26
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- greater darkvision
|
||
skills:
|
||
Acrobatics: 22
|
||
Athletics: 23
|
||
Deception: 25
|
||
Diplomacy: 25
|
||
Intimidation: 23
|
||
Religion: 26
|
||
Society: 25
|
||
Stealth: 22
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
- amount: 35
|
||
type: Fly (from Fly)
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Large
|
||
- Devil
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 8
|
||
con_mod: 9
|
||
dex_mod: 8
|
||
int_mod: 8
|
||
str_mod: 9
|
||
wis_mod: 9
|
||
ac: 46
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: When an army of devils invades to bathe a region in bloodshed and hellfire,
|
||
it is likely that one of Hell's most powerful and diabolical generals, the pit
|
||
fiend, masterminded the incursion. Cunning, powerful, and ruthless, pit fiends
|
||
often serve the archdevils directly. They rule infernal duchies, subjugate mortal
|
||
worlds, and usurp infernal rivals using unparalleled despotism and calculated
|
||
ferocity. To realize their tyrannical machinations, pit fiends claim mortal souls
|
||
that they corrupt into lemure servants, which can then be shaped and transformed
|
||
through infernal manipulation into the terrifying devils that form Hell's formidable
|
||
legions. They often select the most wicked and vicious lemures for their armies,
|
||
drawing upon these lesser devils' depravity during powerful magical ceremonies
|
||
to create hideous and terrifying abominations that can cow and eviscerate the
|
||
pit fiend's enemies.
|
||
divine_spells: null
|
||
hp: 335
|
||
immunities:
|
||
- fire
|
||
innate_spells:
|
||
- frequency: once per year
|
||
level: 10
|
||
name: meteor swarm
|
||
- frequency: once per year
|
||
level: 10
|
||
name: miracle
|
||
- frequency: once per year
|
||
level: 10
|
||
name: power word stun
|
||
- frequency: at will
|
||
level: 9
|
||
name: bind soul
|
||
- frequency: at will
|
||
level: 8
|
||
name: dispel magic
|
||
- frequency: at will
|
||
level: 8
|
||
name: divine decree
|
||
- frequency: at will
|
||
level: 8
|
||
name: fireball
|
||
- frequency: at will
|
||
level: 8
|
||
name: scrying
|
||
- frequency: at will
|
||
level: 8
|
||
name: wall of fire
|
||
- level: 5
|
||
name: dimension door
|
||
- frequency: at will
|
||
level: 4
|
||
name: dimension door
|
||
- frequency: constant
|
||
level: 8
|
||
name: true seeing
|
||
items: null
|
||
languages:
|
||
- Celestial
|
||
- Common
|
||
- Draconic
|
||
- Infernal
|
||
level: 20
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d10+17 plus 2d6 evil and pit fiend venom
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 40
|
||
traits:
|
||
- evil
|
||
- magical
|
||
- poison
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d6+17 plus 2d6 evil
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 38
|
||
traits:
|
||
- agile
|
||
- evil
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d10+17 plus 2d6 evil and Improved Grab
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 36
|
||
traits:
|
||
- evil
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d6+17 plus 2d6 evil
|
||
type: slashing
|
||
name: wing
|
||
to_hit: 36
|
||
traits:
|
||
- evil
|
||
- magical
|
||
- reach 15 feet
|
||
name: Pit Fiend (Tyrant Devil)
|
||
perception: 37
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: 2d10+17 bludgeoning plus 2d6 evil, DC 43
|
||
name: Constrict
|
||
traits: null
|
||
- description: The pit fiend reshapes a large number of lemures within a 600-foot
|
||
radius into more powerful devils to swell Hell's legions. The pit fiend must
|
||
have available the number of lemures listed on the table in the sidebar. The
|
||
pit fiend can shape 100 lemures per day, to a maximum of 1,100 lemures in 11
|
||
days. Devils created in this way are in thrall to the pit fiend and follow its
|
||
orders, with the exception of created pit fiends or other devils of similar
|
||
power, which are always independent. As a result, few pit fiends choose to create
|
||
peers. At the end of the Devil Shaping activity, the pit fiend attempts an incredibly
|
||
hard Religion check of the desired devil's level, with results as follows. **Critical
|
||
Success** The pit fiend shapes two devils from the massed lemures instead of
|
||
one. **Success** The pit fiend shapes a devil of the desired type and level.
|
||
**Failure** The devil shaped from the lemures is 2 levels lower than the intended
|
||
devil. **Critical Failure** The pit fiend fails to shape any devils and draws
|
||
the ire of an archdevil for its waste of resources.
|
||
name: Devil Shaping
|
||
traits:
|
||
- divine
|
||
- downtime
|
||
- transmutation
|
||
- action_cost: One Action
|
||
description: The pit fiend Flies and makes a wing Strike at any point during its
|
||
movement.
|
||
name: Fast Swoop
|
||
traits: null
|
||
- action_cost: Free Action
|
||
description: '**Frequency** once per round. **Effect** If the pit fiend''s next
|
||
action is to cast an 8th-level or lower innate spell, reduce the number of actions
|
||
to cast it by 1 (minimum 1 action).'
|
||
name: Masterful Quickened Casting
|
||
traits:
|
||
- concentrate
|
||
- description: '**Saving Throw** DC 43 Fortitude; **Maximum Duration** 10 rounds;
|
||
**Stage 1** 6d6 poison damage and drained 1 (1 round); **Stage 2** 7d6 poison
|
||
damage and drained 2 (1 round); **Stage 3** 8d6 poison damage and drained 3
|
||
(1 round)'
|
||
name: Pit Fiend Venom
|
||
traits:
|
||
- poison
|
||
ranged: null
|
||
resistances:
|
||
- amount: 15
|
||
type: physical (except silver)
|
||
- amount: 15
|
||
type: 'poison '
|
||
saves:
|
||
fort: 37
|
||
ref: 32
|
||
will: 35
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- greater darkvision
|
||
- '*true seeing*'
|
||
skills:
|
||
Acrobatics: 34
|
||
Arcana: 32
|
||
Athletics: 33
|
||
Deception: 39
|
||
Diplomacy: 34
|
||
Intimidation: 39
|
||
Religion: 37
|
||
Society: 36
|
||
Stealth: 34
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
- amount: 50
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Large
|
||
- Devil
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 3
|
||
dex_mod: 7
|
||
int_mod: -4
|
||
str_mod: 5
|
||
wis_mod: 2
|
||
ac: 30
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Dezullons are dangerous carnivorous pitcher plants that dwell in forested
|
||
regions with thick canopies. They hunt for meat along the forest's understory
|
||
when not sunning themselves in the boughs above. Dezullons are smart enough to
|
||
notice that some creatures are attracted by shiny things, and sometimes use such
|
||
objects to set up ambushes. To assume that the dezullon's ambulations are slow
|
||
simply because the creature has a root structure is a foolish mistake; many an
|
||
adventurer has been crushed to death by this surprisingly agile plant. In addition,
|
||
these dangerous plants are expert climbers, making their pursuit even more difficult
|
||
to escape from.
|
||
divine_spells: null
|
||
hp: 130
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 10
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d6+8 plus 3d6 acid and Grab
|
||
type: bludgeoning
|
||
name: vine
|
||
to_hit: 21
|
||
traits:
|
||
- acid
|
||
- agile
|
||
name: Dezullon
|
||
perception: 18
|
||
proactive_abilities:
|
||
- description: '**Saving Throw** DC 29 Fortitude; **Maximum Duration** 6 rounds;
|
||
**Stage 1** flat-footed (1 round); **Stage 2** flat-footed and clumsy 1 (1 round);
|
||
**Stage 3** confused, flat-footed, and clumsy 2 (1 round).'
|
||
name: Amnesia Venom
|
||
traits:
|
||
- mental
|
||
- poison
|
||
- action_cost: One Action
|
||
description: 2d6+2 bludgeoning
|
||
name: Constrict
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: Until the next time it acts, the dezullon appears to be a normal
|
||
pitcher plant. It has an automatic result of 41 (44 in forests or swamps) on
|
||
Deception checks and DCs to pass as a non-creature plant.
|
||
name: Root
|
||
traits:
|
||
- concentrate
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d8 plus amnesia venom
|
||
type: acid
|
||
name: acid glob
|
||
to_hit: 23
|
||
traits:
|
||
- acid
|
||
- range 30 feet
|
||
resistances:
|
||
- amount: 20
|
||
type: acid
|
||
saves:
|
||
fort: 17
|
||
ref: 21
|
||
will: 16
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Acrobatics: 21
|
||
Athletics: 19
|
||
Stealth: 21
|
||
skills_special:
|
||
- Stealth is +24 when in forests or swamps
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 30
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Plant
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 0
|
||
dex_mod: 3
|
||
int_mod: 4
|
||
str_mod: 2
|
||
wis_mod: 0
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: This dhampir is a svetocher, the child of a moroi vampire.
|
||
divine_spells: null
|
||
hp: 22
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Necril
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+2
|
||
type: piercing
|
||
name: dagger
|
||
to_hit: 7
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- versatile S
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+2
|
||
type: bludgeoning
|
||
name: staff
|
||
to_hit: 6
|
||
traits:
|
||
- two-handed d8
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+2
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 7
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- nonlethal
|
||
name: Dhampir Wizard
|
||
perception: 4
|
||
proactive_abilities: []
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+2
|
||
type: piercing
|
||
name: dagger
|
||
to_hit: 7
|
||
traits:
|
||
- agile
|
||
- thrown 10 feet
|
||
- versatile S
|
||
resistances: null
|
||
saves:
|
||
fort: 4
|
||
ref: 7
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +2 circumstance to all saves vs. disease
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 7
|
||
Arcana: 8
|
||
Deception: 5
|
||
Intimidation: 5
|
||
Society: 8
|
||
Stealth: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Medium
|
||
- Dhampir
|
||
- Human
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 2
|
||
dex_mod: 3
|
||
int_mod: -4
|
||
str_mod: 0
|
||
wis_mod: 1
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: A smaller cousin of the deinonychus, the velociraptor is a swift, cunning
|
||
pack hunter. It has no fear of larger creatures, and a group of these dinosaurs
|
||
won't hesitate to attack creatures the size of a horse. Velociraptors are social
|
||
animals, and tend to live in groups of up to a dozen other velociraptors. They
|
||
have manes of feathery plumage that extend down their backs and along the sides
|
||
of their arms, legs, and tail, while their underbellies and flanks are scaly.
|
||
These feathers allow them to blend into their natural terrains with ease, but
|
||
when excited, attempting to intimidate, or seeking a mate, a velociraptor can
|
||
puff and frill this plumage to expose much brighter colors normally covered by
|
||
the longer feathers. A typical velociraptor is 1-1/2 feet tall, 7 feet long, and
|
||
weighs 35 pounds.
|
||
divine_spells: null
|
||
hp: 20
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 8
|
||
traits:
|
||
- finesse
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+3
|
||
type: slashing
|
||
name: talon
|
||
to_hit: 8
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
name: Velociraptor
|
||
perception: 6
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The velociraptor Strides up to 10 feet, ignoring difficult terrain
|
||
as it leaps over obstacles. It then makes a Strike with its talons, gaining
|
||
a +1 circumstance bonus to its attack roll.
|
||
name: Leaping Charge
|
||
traits: null
|
||
- description: The velociraptor deals 1d4 extra damage to any creature that's within
|
||
reach of at least two of the velociraptor's allies.
|
||
name: Pack Attack
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 5
|
||
ref: 7
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 8
|
||
Athletics: 5
|
||
Stealth: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Animal
|
||
- Dinosaur
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 4
|
||
dex_mod: 3
|
||
int_mod: -4
|
||
str_mod: 3
|
||
wis_mod: 1
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Deinonychuses are wily hunters that attack in groups of up to a dozen
|
||
individuals, ripping apart their prey with sharp talons and powerful jaws. They
|
||
are lean and muscular, and have two powerful legs and a long tail that helps them
|
||
maintain balance. Although deinonychuses don't use their dexterous clawed forelimbs
|
||
to attack, the dinosaurs can use them to pull aside small barriers. Although some
|
||
of these dinosaurs have scaly skin, most have thatches of vibrantly colored feathers
|
||
as well. A deinonychus is about 6 feet tall and weighs about 150 pounds.
|
||
divine_spells: null
|
||
hp: 30
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+3
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 9
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3 plus 1d4 bleed
|
||
type: slashing
|
||
name: talon
|
||
to_hit: 9
|
||
traits:
|
||
- agile
|
||
name: Deinonychus
|
||
perception: 7
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The deinonychus Strides up to 10 feet and then makes a Strike, or
|
||
makes a Strike and then Strides up to 10 feet.
|
||
name: Darting Attack
|
||
traits: null
|
||
- description: Bleeding creatures are flat-footed to the deinonychus.
|
||
name: Predator's Advantage
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 10
|
||
ref: 9
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 7
|
||
Athletics: 9
|
||
Stealth: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Animal
|
||
- Dinosaur
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 4
|
||
dex_mod: 0
|
||
int_mod: -4
|
||
str_mod: 7
|
||
wis_mod: 2
|
||
ac: 26
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Squat, heavily armored quadrupeds, ankylosauruses are stubborn and
|
||
irascible. Although they're herbivores, they have been known to attack other creatures
|
||
that trespass within territory simply out of ill temper.
|
||
divine_spells: null
|
||
hp: 90
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+7 plus punishing tail
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 17
|
||
traits:
|
||
- backswing
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+7
|
||
type: bludgeoning
|
||
name: foot
|
||
to_hit: 17
|
||
traits:
|
||
- reach 10 feet
|
||
name: Ankylosaurus
|
||
perception: 12
|
||
proactive_abilities:
|
||
- description: A creature struck by the anklyosaurus's tail must attempt a DC 24
|
||
Fortitude save. On a failure, it's slowed 1 until the end of its next turn;
|
||
on a critical failure, it's stunned until the end of its next turn.
|
||
name: Punishing Tail
|
||
traits: null
|
||
- description: Medium or smaller, foot, DC 24
|
||
name: Trample
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 16
|
||
ref: 10
|
||
will: 12
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 17
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Huge
|
||
- Animal
|
||
- Dinosaur
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 4
|
||
dex_mod: 2
|
||
int_mod: -4
|
||
str_mod: 7
|
||
wis_mod: 2
|
||
ac: 23
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The stegosaurus is easily recognized by its twin rows of diamond-shaped
|
||
dorsal plates that run down its spine, and thick tail adorned with four large
|
||
spikes. This strange configuration protects this herbivore from predators, as
|
||
the stegosaurus can hunker down to interpose its dorsal plates between an attacker
|
||
and its thick body. A stegosaurus defends itself by swinging its spiked tail at
|
||
larger foes and trampling smaller opponents underfoot.
|
||
divine_spells: null
|
||
hp: 125
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+9
|
||
type: piercing
|
||
name: tail
|
||
to_hit: 18
|
||
traits:
|
||
- sweep
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+9
|
||
type: bludgeoning
|
||
name: foot
|
||
to_hit: 18
|
||
traits:
|
||
- reach 10 feet
|
||
name: Stegosaurus
|
||
perception: 15
|
||
proactive_abilities:
|
||
- description: Large or smaller, foot, DC 25
|
||
name: Trample
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 17
|
||
ref: 13
|
||
will: 13
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 20
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Huge
|
||
- Animal
|
||
- Dinosaur
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 4
|
||
dex_mod: 0
|
||
int_mod: -4
|
||
str_mod: 7
|
||
wis_mod: 2
|
||
ac: 26
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Triceratopses are muscular quadrupeds with powerful but short legs,
|
||
thick necks, and heads crowned by a wide, bony frill. Though they bear a large
|
||
horn on their snout and one on each brow, these dinosaurs are herbivores and use
|
||
these bony protrusions only to defend themselves from attackers or in dramatic
|
||
clashes against other triceratopses for grazing territory or mates. Short-tempered
|
||
and obstinate, triceratopses are unlikely to back down from a fight unless they
|
||
are hopelessly outmatched, and the creatures are known to fight to the death for
|
||
no apparent reason beyond stubbornness. Triceratopses often serve as mounts for
|
||
lizardfolk, orcs, and giants, who ride comfortably behind the dinosaurs' protective
|
||
bone frills. A triceratops is 30 feet long and weighs as much as 10 tons.
|
||
divine_spells: null
|
||
hp: 140
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 8
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+9 plus Knockdown
|
||
type: piercing
|
||
name: horns
|
||
to_hit: 19
|
||
traits:
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+9
|
||
type: bludgeoning
|
||
name: foot
|
||
to_hit: 19
|
||
traits:
|
||
- reach 10 feet
|
||
name: Triceratops
|
||
perception: 16
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The triceratops Strides up to 10 feet and then makes a Strike.
|
||
name: Lumbering Charge
|
||
traits: null
|
||
- description: Large or smaller, foot, DC 26
|
||
name: Trample
|
||
traits: null
|
||
- description: A triceratops deals 2d6 extra persistent bleed damage to prone targets
|
||
it hits with its horns.
|
||
name: Vicious Gore
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 18
|
||
ref: 12
|
||
will: 14
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 21
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Huge
|
||
- Animal
|
||
- Dinosaur
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 5
|
||
dex_mod: 0
|
||
int_mod: -4
|
||
str_mod: 9
|
||
wis_mod: 2
|
||
ac: 28
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Brontosauruses are truly gigantic behemoths, plodding herbivores large
|
||
enough to be unafraid of all but the most massive predators. Brontosauruses have
|
||
stout bodies and long, sinuous necks ending in small heads, allowing them to graze
|
||
from the highest treetops. Their powerful tails are equally as long as their necks
|
||
and provide counterbalances. Brontosauruses bear their bulk upon four stout legs.
|
||
Although their feet are capable of crushing entire buildings, these herbivores
|
||
are generally peaceful and considerate of where they step.
|
||
divine_spells: null
|
||
hp: 220
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 10
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+13 plus Improved Knockdown
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 23
|
||
traits:
|
||
- sweep
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+13
|
||
type: bludgeoning
|
||
name: foot
|
||
to_hit: 23
|
||
traits:
|
||
- reach 15 feet
|
||
name: Brontosaurus
|
||
perception: 16
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The brontosaurus makes a tail Strike and compares the attack roll
|
||
to the AC of up to three foes, each of whom must be within its tail's melee
|
||
reach and adjacent to at least one other target. It rolls damage only once and
|
||
applies it to each creature hit. A Tail Sweep counts as two attacks for its
|
||
multiple attack penalty.
|
||
name: Tail Sweep
|
||
traits: null
|
||
- description: Huge or smaller, foot, DC 29
|
||
name: Trample
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 21
|
||
ref: 14
|
||
will: 16
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 23
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Gargantuan
|
||
- Animal
|
||
- Dinosaur
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 5
|
||
dex_mod: 1
|
||
int_mod: -4
|
||
str_mod: 8
|
||
wis_mod: 3
|
||
ac: 29
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Widely regarded as the king of the dinosaurs, the tyrannosaurus is
|
||
a massive predator with a wide mouth filled with viciously sharp teeth. Thundering
|
||
beasts of fury and hunger, tyrannosauruses are bold and fearless carnivores that
|
||
eagerly bite off great hunks of large prey and swallow smaller prey—such as most
|
||
humanoids—in a single gulp. Although they can subsist on carrion, tyrannosaurs
|
||
prefer live prey.
|
||
divine_spells: null
|
||
hp: 180
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 10
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+12 plus Grab
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 22
|
||
traits:
|
||
- deadly 1d12
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+12
|
||
type: bludgeoning
|
||
name: foot
|
||
to_hit: 22
|
||
traits:
|
||
- reach 15 feet
|
||
name: Tyrannosaurus
|
||
perception: 19
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: and takes falling damage accordingly. If the flung creature lands
|
||
on another creature, the creature it lands on takes the same amount of bludgeoning
|
||
damage. The creature being landed upon can attempt a DC 23 basic Reflex save.
|
||
name: Fling
|
||
traits:
|
||
- assuming the tyrannosaurus flings it as high as it can
|
||
- description: The creature struck by the foot is knocked prone and the tyrannosaurus
|
||
uses its foot to hold the creature in place. As long as the tyrannosaurus doesn't
|
||
move from its position, the pinned creature is Grabbed. A tyrannosaurus gains
|
||
a +2 circumstance bonus to attack a creature it has pinned in this manner, but
|
||
it cannot use swallow whole on the target unless it uses its jaws to Grab the
|
||
victim first.
|
||
name: Pin Prey
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: Medium, 3d6+8 bludgeoning, Rupture 26
|
||
name: Swallow Whole
|
||
traits:
|
||
- attack
|
||
- description: Huge or smaller, foot, DC 29
|
||
name: Trample
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 21
|
||
ref: 15
|
||
will: 19
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 15
|
||
Athletics: 24
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Gargantuan
|
||
- Animal
|
||
- Dinosaur
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 2
|
||
dex_mod: 2
|
||
int_mod: -4
|
||
str_mod: 1
|
||
wis_mod: 1
|
||
ac: 15
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The typical guard dog is loyal to and beloved by many communities.
|
||
Often adored as pets, they also excel as protectors and trackers, and can be fearless
|
||
when defending a beloved master or family member. The statistics presented below
|
||
work well for any number of breeds of dog ranging from 20 to 50 pounds in weight.
|
||
Wild dogs can also use these statistics, but their untamed nature makes them far
|
||
more unpredictable and threatening. Feral dogs are perhaps even more dangerous,
|
||
for unlike their wild cousins, feral dogs often lack the instinctual fear of humanity
|
||
that stops wild creatures from interacting with people.
|
||
divine_spells: null
|
||
hp: 8
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: -1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+1
|
||
type: piercing
|
||
name: Jaws
|
||
to_hit: 6
|
||
traits: null
|
||
name: Guard Dog
|
||
perception: 6
|
||
proactive_abilities:
|
||
- description: of at least two of the dog's allies.
|
||
name: Pack Attack
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 5
|
||
ref: 7
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 5
|
||
Athletics: 4
|
||
Stealth: 5
|
||
Survival: 4
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 2
|
||
dex_mod: 2
|
||
int_mod: -4
|
||
str_mod: 2
|
||
wis_mod: 2
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Riding dogs types include larger dogs, such as mastiffs, wolfhounds,
|
||
and huskies, and are bred often by halflings and gnomes to serve as mounts. Riding
|
||
dogs are as loyal and devoted to their masters as guard dogs, and are ferocious
|
||
in battle, regardless of whether they bear a rider or not. As with guard dogs,
|
||
these large hounds can be wild or feral in nature, and, in some cases, might rival
|
||
packs of wolves with regard to the danger they pose to inhabitants of rural areas.
|
||
divine_spells: null
|
||
hp: 20
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+2
|
||
type: piercing
|
||
name: Jaws
|
||
to_hit: 7
|
||
traits: null
|
||
name: Riding Dog
|
||
perception: 7
|
||
proactive_abilities:
|
||
- description: of at least two of the dog's allies.
|
||
name: Pack Attack
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 7
|
||
ref: 5
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 5
|
||
Athletics: 7
|
||
Survival: 5
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 0
|
||
dex_mod: 3
|
||
int_mod: 1
|
||
str_mod: 3
|
||
wis_mod: 2
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: In their natural forms, doppelgangers are humanoid creatures with flesh
|
||
of indeterminate color and features that lack fine details, as if unfinished.
|
||
As masters of mimicry, they use their abilities to impersonate others in devious
|
||
ways, often infiltrating settlements and residing within them for years without
|
||
being detected.
|
||
divine_spells: null
|
||
hp: 50
|
||
immunities: null
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Common
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+5
|
||
type: slashing
|
||
name: Claw
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
name: Doppelganger
|
||
perception: 7
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The doppelganger takes on the specific appearance of any Small or
|
||
Medium humanoid who it has seen and whose appearance it remembers. This doesn't
|
||
change the doppelganger's Speed or its attack and damage bonuses with its Strikes
|
||
but might change the damage type its Strikes deal (typically to bludgeoning).
|
||
name: Change Shape
|
||
traits:
|
||
- arcane
|
||
- concentrate
|
||
- polymorph
|
||
- transmutation
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 5
|
||
ref: 10
|
||
will: 11
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Deception: 11
|
||
Diplomacy: 11
|
||
Society: 8
|
||
Stealth: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- N
|
||
- Medium
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 4
|
||
dex_mod: 3
|
||
int_mod: 1
|
||
str_mod: 6
|
||
wis_mod: 2
|
||
ac: 25
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Murderous tyrants of marshes, swamps, bogs, and fens, black dragons
|
||
terrorize their domains with intense fervor. Gleefully sadistic, they rule their
|
||
fetid principalities from a deep cave or otherwise isolated part of the swamp
|
||
with a mix of lightning-quick raids and subterfuge. Their hatred for other creatures
|
||
is as acidic as their breath weapons, and they rarely tolerate even other dragons
|
||
of their kind—except perhaps to mate or temporarily collaborate to take down a
|
||
mutual enemy.
|
||
divine_spells: null
|
||
hp: 125
|
||
immunities:
|
||
- acid
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Draconic
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+9 plus 1d6 acid
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 19
|
||
traits:
|
||
- acid
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+9
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 19
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+7
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 17
|
||
traits:
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+7
|
||
type: piercing
|
||
name: horns
|
||
to_hit: 17
|
||
traits:
|
||
- reach 10 feet
|
||
name: Young Black Dragon
|
||
perception: 15
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The dragon breathes a spray of acid that deals 8d6 acid damage in
|
||
a 60-foot line (DC 25 basic Reflex save). It can't use Breath Weapon again for
|
||
1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- acid
|
||
- arcane
|
||
- evocation
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one horns Strike in any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: The dragon recharges its Breath Weapon whenever it scores a critical
|
||
hit with a Strike.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 17
|
||
ref: 12
|
||
will: 15
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 14
|
||
Arcana: 12
|
||
Athletics: 17
|
||
Deception: 15
|
||
Intimidation: 15
|
||
Stealth: 16
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 100
|
||
type: Fly
|
||
- amount: 40
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Acid
|
||
- Amphibious
|
||
- Dragon
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 5
|
||
dex_mod: 3
|
||
int_mod: 2
|
||
str_mod: 7
|
||
wis_mod: 3
|
||
ac: 31
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: 90 feet, DC 28
|
||
name: Frightful Presence
|
||
traits:
|
||
- aura
|
||
- emotion
|
||
- fear
|
||
- mental
|
||
- action_cost: Reaction
|
||
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.
|
||
name: Tail Lash
|
||
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.'
|
||
divine_spells: null
|
||
hp: 215
|
||
immunities:
|
||
- acid
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- level: 5
|
||
name: black tentacles
|
||
- level: 5
|
||
name: mariner's curse
|
||
- level: 4
|
||
name: clairvoyance
|
||
- level: 4
|
||
name: dimension door
|
||
- level: 4
|
||
name: suggestion
|
||
- level: 3
|
||
name: paralyze
|
||
- level: 3
|
||
name: slow
|
||
- level: 3
|
||
name: stinking cloud
|
||
- level: 2
|
||
name: blur
|
||
- level: 2
|
||
name: glitterdust
|
||
- level: 2
|
||
name: invisibility
|
||
- level: 1
|
||
name: alarm
|
||
- level: 1
|
||
name: ray of enfeeblement
|
||
- level: 1
|
||
name: true strike
|
||
- level: 0
|
||
name: dancing lights
|
||
- level: 0
|
||
name: detect magic
|
||
- level: 0
|
||
name: prestidigitation
|
||
- level: 0
|
||
name: read aura
|
||
- level: 0
|
||
name: tanglefoot
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
- Jotun
|
||
level: 11
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+13 plus 2d6 acid
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 25
|
||
traits:
|
||
- acid
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+13
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 25
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+11
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 23
|
||
traits:
|
||
- magical
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+11
|
||
type: piercing
|
||
name: horns
|
||
to_hit: 23
|
||
traits:
|
||
- magical
|
||
- reach 10 feet
|
||
name: Adult Black Dragon
|
||
perception: 22
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The dragon breathes a spray of acid that deals 12d6 acid damage in
|
||
an 80-foot line (DC 30 basic Reflex save). It can't use Breath Weapon again
|
||
for 1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- acid
|
||
- arcane
|
||
- evocation
|
||
- action_cost: One Action
|
||
description: 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.
|
||
frequency: Once per day
|
||
name: Corrupt Water
|
||
traits:
|
||
- arcane
|
||
- concentrate
|
||
- necromancy
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one horns Strike in any order
|
||
in any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: The dragon recharges its Breath Weapon whenever it scores a critical
|
||
hit with a Strike
|
||
name: Draconic Momentum
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 23
|
||
ref: 18
|
||
will: 21
|
||
saves_special:
|
||
fort: null
|
||
misc: +1 status to all saves vs. magic
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 18
|
||
Arcana: 19
|
||
Athletics: 24
|
||
Deception: 20
|
||
Intimidation: 20
|
||
Stealth: 20
|
||
skills_special: null
|
||
speed:
|
||
- amount: 50
|
||
type: Land
|
||
- amount: 120
|
||
type: Fly
|
||
- amount: 50
|
||
type: Swim
|
||
spell_attack_to_hit: 24
|
||
spell_dc: 30
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Acid
|
||
- Amphibious
|
||
- Dragon
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 6
|
||
dex_mod: 5
|
||
int_mod: 4
|
||
str_mod: 8
|
||
wis_mod: 5
|
||
ac: 39
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Murderous tyrants of marshes, swamps, bogs, and fens, black dragons
|
||
terrorize their domains with intense fervor. Gleefully sadistic, they rule their
|
||
fetid principalities from a deep cave or otherwise isolated part of the swamp
|
||
with a mix of lightning-quick raids and subterfuge. Their hatred for other creatures
|
||
is as acidic as their breath weapons, and they rarely tolerate even other dragons
|
||
of their kind—except perhaps to mate or temporarily collaborate to take down a
|
||
mutual enemy.
|
||
divine_spells: null
|
||
hp: 325
|
||
immunities:
|
||
- acid
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
- Goblin
|
||
- Jotun
|
||
- Orcish
|
||
level: 16
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+14 plus 2d6 acid and 2d6 persistent acid
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 33
|
||
traits:
|
||
- acid
|
||
- magical
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+14
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 33
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+12
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 31
|
||
traits:
|
||
- magical
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+12
|
||
type: piercing
|
||
name: horns
|
||
to_hit: 31
|
||
traits:
|
||
- magical
|
||
- reach 15 feet
|
||
name: Ancient Black Dragon
|
||
perception: 30
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The dragon breathes a spray of acid that deals 17d6 acid damage in
|
||
a 100-foot line (DC 39 basic Reflex save). It can't use Breath Weapon again
|
||
for 1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- acid
|
||
- arcane
|
||
- evocation
|
||
- action_cost: One Action
|
||
description: '**Frequency** Once per day; **Effect** The dragon permanently befouls
|
||
10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable
|
||
to support water-breathing life. This destroys liquid magic or alchemical items
|
||
if they''re of a lower level than the dragon (a creature can attempt a DC 35
|
||
Will save to protect liquids in its possession). This doesn''t affect liquids
|
||
in a creature''s body.'
|
||
name: Corrupt Water
|
||
traits:
|
||
- arcane
|
||
- concentrate
|
||
- necromancy
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one horns Strike in any order
|
||
in any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: The dragon recharges its Breath Weapon whenever it scores a critical
|
||
hit with a Strike
|
||
name: Draconic Momentum
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 30
|
||
ref: 27
|
||
will: 29
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 25
|
||
Arcana: 26
|
||
Athletics: 32
|
||
Deception: 29
|
||
Intimidation: 29
|
||
Stealth: 27
|
||
skills_special: null
|
||
speed:
|
||
- amount: 60
|
||
type: Land
|
||
- amount: 150
|
||
type: Fly
|
||
- amount: 60
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CE
|
||
- Huge
|
||
- Acid
|
||
- Amphibious
|
||
- Dragon
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 3
|
||
dex_mod: 2
|
||
int_mod: 1
|
||
str_mod: 5
|
||
wis_mod: 3
|
||
ac: 28
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The dragon can mimic any sound it has heard. It must succeed at a
|
||
Deception check with a +4 circumstance bonus to do so.
|
||
name: Sound Imitation
|
||
traits: null
|
||
description: Blue dragons are the sleek and poised cosmopolitans of the chromatic
|
||
dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons
|
||
often lair near or within cities and set out to bend the population to their will
|
||
and gather hordes of servants. These dragons love spinning webs of conspiracy.
|
||
A blue dragon's lackeys typically don't even realize that they serve a dragon,
|
||
but instead think the protection money, tariffs, or taxes they are amassing is
|
||
treasure for a cruel but legitimate master. In some ways, blue dragons even see
|
||
their servants as a living hoard and value them like treasure. These dragons have
|
||
been known to use these tactics even with their own chromatic cousins.
|
||
divine_spells: null
|
||
hp: 170
|
||
immunities:
|
||
- electricity
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- frequency: at will; see desert thirst
|
||
level: 1
|
||
name: create water
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
level: 9
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+11 plus 1d12 electricity
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 21
|
||
traits:
|
||
- electricity
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+11
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 21
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+9
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 19
|
||
traits:
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+9
|
||
type: piercing
|
||
name: horns
|
||
to_hit: 19
|
||
traits:
|
||
- reach 10 feet
|
||
name: Young Blue Dragon
|
||
perception: 18
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The dragon breathes lightning that deals 5d12 electricity damage
|
||
in an 80-foot line (DC 28 basic Reflex save). It can't use Breath Weapon again
|
||
for 1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- arcane
|
||
- electricity
|
||
- evocation
|
||
- description: When casting *create water*, the dragon can attempt to destroy liquid
|
||
instead of creating it, turning an equal amount of liquid into sand. This destroys
|
||
liquid magic or alchemical items if they're of a lower level than the dragon
|
||
(a creature can attempt a DC 26 Will save to protect all liquids in its possession).
|
||
This doesn't affect the liquids in a creature's body.
|
||
name: Desert Thirst
|
||
traits:
|
||
- arcane
|
||
- transmutation
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one horns Strike in any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: The dragon recharges its Breath Weapon whenever it scores a critical
|
||
hit with a Strike.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 19
|
||
ref: 18
|
||
will: 19
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 15
|
||
Arcana: 16
|
||
Deception: 18
|
||
Diplomacy: 18
|
||
Intimidation: 18
|
||
Society: 16
|
||
Stealth: 15
|
||
Survival: 16
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 100
|
||
type: Fly
|
||
- amount: 15
|
||
type: Burrow
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Large
|
||
- Dragon
|
||
- Electricity
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 4
|
||
dex_mod: 3
|
||
int_mod: 4
|
||
str_mod: 6
|
||
wis_mod: 3
|
||
ac: 34
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The dragon can mimic any sound it has heard. It must succeed at a
|
||
Deception check with a +4 circumstance bonus to do so.
|
||
name: Sound Imitation
|
||
traits: null
|
||
description: Blue dragons are the sleek and poised cosmopolitans of the chromatic
|
||
dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons
|
||
often lair near or within cities and set out to bend the population to their will
|
||
and gather hordes of servants. These dragons love spinning webs of conspiracy.
|
||
A blue dragon's lackeys typically don't even realize that they serve a dragon,
|
||
but instead think the protection money, tariffs, or taxes they are amassing is
|
||
treasure for a cruel but legitimate master. In some ways, blue dragons even see
|
||
their servants as a living hoard and value them like treasure. These dragons have
|
||
been known to use these tactics even with their own chromatic cousins.
|
||
divine_spells: null
|
||
hp: 260
|
||
immunities:
|
||
- electricity
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 6
|
||
name: illusory creature
|
||
- frequency: at will
|
||
level: 6
|
||
name: illusory object
|
||
- frequency: at will
|
||
level: 6
|
||
name: ventriloquism
|
||
- frequency: at will; see desert thirst
|
||
level: 1
|
||
name: create water
|
||
items: null
|
||
languages:
|
||
- Auran
|
||
- Common
|
||
- Draconic
|
||
- Jotun
|
||
level: 13
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+12 plus 1d12 electricity
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 27
|
||
traits:
|
||
- electricity
|
||
- magical
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+12
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 27
|
||
traits:
|
||
- magical
|
||
- agile
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+10
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 25
|
||
traits:
|
||
- magical
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+10
|
||
type: piercing
|
||
name: horns
|
||
to_hit: 25
|
||
traits:
|
||
- magical
|
||
- reach 15 feet
|
||
name: Adult Blue Dragon
|
||
perception: 24
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The dragon breathes lightning that 9d12 electricity damage in a 100-foot
|
||
line (DC 33 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
|
||
name: 'Breath Weapon '
|
||
traits:
|
||
- arcane
|
||
- electricity
|
||
- evocation
|
||
- description: When casting *create water*, the dragon can attempt to destroy liquid
|
||
instead of creating it, turning an equal amount of liquid into sand. This destroys
|
||
liquid magic or alchemical items if they're of a lower level than the dragon
|
||
(a creature can attempt a DC 32 Will save to protect all liquids in its possession).
|
||
This doesn't affect the liquids in a creature's body.
|
||
name: Desert Thirst
|
||
traits:
|
||
- arcane
|
||
- transmutation
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one horns Strike in any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: The dragon recharges its Breath Weapon whenever it scores a critical
|
||
hit with a Strike.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 24
|
||
ref: 23
|
||
will: 23
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 22
|
||
Arcana: 25
|
||
Deception: 26
|
||
Diplomacy: 26
|
||
Intimidation: 24
|
||
Society: 23
|
||
Stealth: 20
|
||
Survival: 22
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 150
|
||
type: Fly
|
||
- amount: 20
|
||
type: Burrow
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Huge
|
||
- Dragon
|
||
- Electricity
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 7
|
||
con_mod: 6
|
||
dex_mod: 4
|
||
int_mod: 7
|
||
str_mod: 7
|
||
wis_mod: 5
|
||
ac: 42
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The dragon can mimic any sound it has heard. To do so, it must succeed
|
||
at a Deception check with a +4 circumstance bonus.
|
||
name: Sound Imitation
|
||
traits: null
|
||
description: Blue dragons are the sleek and poised cosmopolitans of the chromatic
|
||
dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons
|
||
often lair near or within cities and set out to bend the population to their will
|
||
and gather hordes of servants. These dragons love spinning webs of conspiracy.
|
||
A blue dragon's lackeys typically don't even realize that they serve a dragon,
|
||
but instead think the protection money, tariffs, or taxes they are amassing is
|
||
treasure for a cruel but legitimate master. In some ways, blue dragons even see
|
||
their servants as a living hoard and value them like treasure. These dragons have
|
||
been known to use these tactics even with their own chromatic cousins.
|
||
divine_spells: null
|
||
hp: 370
|
||
immunities:
|
||
- electricity
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 8
|
||
name: hallucinatory terrain
|
||
- frequency: at will
|
||
level: 8
|
||
name: illusory creature
|
||
- frequency: at will
|
||
level: 8
|
||
name: illusory object
|
||
- frequency: at will
|
||
level: 8
|
||
name: ventriloquism
|
||
- frequency: see mirage
|
||
level: 7
|
||
name: project image
|
||
- frequency: at will; see desert thirst
|
||
level: 1
|
||
name: create water
|
||
items: null
|
||
languages:
|
||
- Auran
|
||
- Common
|
||
- Draconic
|
||
- Ignan
|
||
- Infernal
|
||
- Jotun
|
||
level: 18
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+15 plus 2d12 electricity
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 35
|
||
traits:
|
||
- electricity
|
||
- magical
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+15
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 35
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+13
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 33
|
||
traits:
|
||
- magical
|
||
- reach 25 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+13
|
||
type: piercing
|
||
name: horns
|
||
to_hit: 33
|
||
traits:
|
||
- magical
|
||
- reach 20 feet
|
||
name: Ancient Blue Dragon
|
||
perception: 31
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The dragon breathes lightning that deals 12d12 electricity damage
|
||
in a 120-foot line (DC 40 basic Reflex save). It can't use Breath Weapon again
|
||
for 1d4 rounds. Each time the dragon uses Breath Weapon, a 20-foot-radius storm
|
||
cloud appears 80 feet above a point of the dragon's choosing along the Breath
|
||
Weapon's path. Clouds last for 10 minutes and allow the dragon to use Storm
|
||
Breath.
|
||
name: Breath Weapon
|
||
traits:
|
||
- arcane
|
||
- electricity
|
||
- evocation
|
||
- description: When casting *create water*, the dragon can attempt to destroy liquid
|
||
instead of creating it, turning an equal amount of liquid into sand. This destroys
|
||
liquid magic or alchemical items if they're of a lower level than the dragon
|
||
(a creature can attempt a DC 37 Will save to protect all liquids in its possession).
|
||
This doesn't affect the liquids in a creature's body.
|
||
name: Desert Thirst
|
||
traits:
|
||
- arcane
|
||
- transmutation
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one horns Strike in any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: The dragon recharges its Breath Weapon whenever it scores a critical
|
||
hit with a Strike.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
- description: spell persists, it can cause the Breath Weapon to originate from
|
||
itself or the image.
|
||
name: Mirage
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: '**Frequency** Once per round; **Requirement** A storm cloud created
|
||
by Breath Weapon is within 500 feet, and the dragon can see the cloud. **Effect**
|
||
The dragon calls down a lightning bolt from a storm cloud created by its Breath
|
||
Weapon. This creates a vertical line of lightning to the ground that deal 6d12
|
||
electricity damage to all enemies in its path (DC 40 basic Reflex save).'
|
||
name: Storm Breath
|
||
traits:
|
||
- arcane
|
||
- concentrate
|
||
- electricity
|
||
- evocation
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 32
|
||
ref: 30
|
||
will: 33
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 28
|
||
Arcana: 33
|
||
Deception: 35
|
||
Diplomacy: 35
|
||
Intimidation: 33
|
||
Society: 35
|
||
Stealth: 28
|
||
Survival: 29
|
||
skills_special: null
|
||
speed:
|
||
- amount: 50
|
||
type: Land
|
||
- amount: 200
|
||
type: Fly
|
||
- amount: 30
|
||
type: Burrow
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- LE
|
||
- Huge
|
||
- Dragon
|
||
- Electricity
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 3
|
||
dex_mod: 1
|
||
int_mod: 2
|
||
str_mod: 5
|
||
wis_mod: 2
|
||
ac: 28
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Green dragons are the most contemplative of the chromatic dragons as
|
||
well as the most approachable. The key to understanding green dragons is to understand
|
||
their obsession with knowledge and self-discipline. Any careful approach that
|
||
takes advantage of a green dragon's fixations may end in a diplomatic outcome,
|
||
but any misstep or slight can provoke a savage attack. Like most chromatic dragons,
|
||
green dragons do not suffer fools—and the threshold for what they consider foolish
|
||
is very low.
|
||
divine_spells: null
|
||
hp: 135
|
||
immunities:
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells:
|
||
- level: 2
|
||
name: entangle
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
level: 8
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+8 plus 2d4 poison
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 20
|
||
traits:
|
||
- poison
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+8
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 20
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+7
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 18
|
||
traits:
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d12+7
|
||
type: piercing
|
||
name: horn
|
||
to_hit: 18
|
||
traits:
|
||
- reach 10 feet
|
||
name: Young Green Dragon
|
||
perception: 16
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The dragon breathes a toxic cloud that deals 9d6 poison damage in
|
||
a 40-foot cone (DC 25 basic Fortitude save). It can't use Breath Weapon again
|
||
for 1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- arcane
|
||
- evocation
|
||
- poison
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one horn Strike in any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: The dragon recharges its Breath Weapon whenever it scores a critical
|
||
hit with a Strike.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
- description: The green dragon ignores difficult terrain and greater difficult
|
||
terrain from non-magical foliage.
|
||
name: Woodland Stride
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 16
|
||
ref: 16
|
||
will: 17
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 13
|
||
Arcana: 16
|
||
Athletics: 17
|
||
Deception: 14
|
||
Diplomacy: 16
|
||
Intimidation: 16
|
||
Nature: 14
|
||
Occultism: 17
|
||
Society: 14
|
||
Stealth: 15
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 120
|
||
type: Fly
|
||
- amount: 30
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Large
|
||
- Amphibious
|
||
- Dragon
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 3
|
||
dex_mod: 3
|
||
int_mod: 4
|
||
str_mod: 6
|
||
wis_mod: 4
|
||
ac: 34
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Green dragons are the most contemplative of the chromatic dragons as
|
||
well as the most approachable. The key to understanding green dragons is to understand
|
||
their obsession with knowledge and self-discipline. Any careful approach that
|
||
takes advantage of a green dragon's fixations may end in a diplomatic outcome,
|
||
but any misstep or slight can provoke a savage attack. Like most chromatic dragons,
|
||
green dragons do not suffer fools—and the threshold for what they consider foolish
|
||
is very low.
|
||
divine_spells: null
|
||
hp: 215
|
||
immunities:
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells:
|
||
- level: 4
|
||
name: suggestion
|
||
- frequency: x2
|
||
level: 2
|
||
name: entangle
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
- Elven
|
||
- Sylvan
|
||
level: 12
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+12 plus 3d4 poison
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 26
|
||
traits:
|
||
- magical
|
||
- poison
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+12
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 26
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+10
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 24
|
||
traits:
|
||
- magical
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+10
|
||
type: piercing
|
||
name: horn
|
||
to_hit: 24
|
||
traits:
|
||
- magical
|
||
- reach 15 feet
|
||
name: Adult Green Dragon
|
||
perception: 22
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The dragon breathes a toxic cloud that deals 13d6 poison damage in
|
||
a 50-foot cone (DC 31 basic Fortitude save). It can't use Breath Weapon again
|
||
for 1d4 rounds.
|
||
name: 'Breath Weapon '
|
||
traits:
|
||
- arcane
|
||
- evocation
|
||
- poison
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one horn Strike in any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: The dragon recharges its Breath Weapon whenever it scores a critical
|
||
hit with a Strike.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
- description: The green dragon always gains the benefits of Cover Tracks in natural
|
||
surroundings, even while moving at full speed.
|
||
name: Trackless Step
|
||
traits: null
|
||
- description: The green dragon ignores difficult terrain and greater difficult
|
||
terrain from non-magical foliage.
|
||
name: Woodland Stride
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 20
|
||
ref: 22
|
||
will: 23
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 19
|
||
Arcana: 22
|
||
Athletics: 24
|
||
Deception: 19
|
||
Diplomacy: 23
|
||
Intimidation: 23
|
||
Nature: 20
|
||
Occultism: 24
|
||
Society: 22
|
||
Stealth: 21
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 160
|
||
type: Fly
|
||
- amount: 40
|
||
type: Swim
|
||
- amount: null
|
||
type: Trackless Step
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Huge
|
||
- Amphibious
|
||
- Dragon
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 6
|
||
con_mod: 5
|
||
dex_mod: 4
|
||
int_mod: 6
|
||
str_mod: 7
|
||
wis_mod: 5
|
||
ac: 41
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The dragon can Hide in natural environments even if it doesn't have
|
||
cover.
|
||
name: Camouflage
|
||
traits: null
|
||
description: Green dragons are the most contemplative of the chromatic dragons as
|
||
well as the most approachable. The key to understanding green dragons is to understand
|
||
their obsession with knowledge and self-discipline. Any careful approach that
|
||
takes advantage of a green dragon's fixations may end in a diplomatic outcome,
|
||
but any misstep or slight can provoke a savage attack. Like most chromatic dragons,
|
||
green dragons do not suffer fools—and the threshold for what they consider foolish
|
||
is very low.
|
||
divine_spells: null
|
||
hp: 315
|
||
immunities:
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells:
|
||
- level: 6
|
||
name: dominate
|
||
- frequency: at will
|
||
level: 4
|
||
name: charm
|
||
- frequency: at will
|
||
level: 4
|
||
name: suggestion
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Common
|
||
- Draconic
|
||
- Elven
|
||
- Jotun
|
||
- Sylvan
|
||
level: 17
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d12+15 plus 4d4 poison
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 33
|
||
traits:
|
||
- magical
|
||
- poison
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+15
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 33
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+13
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 31
|
||
traits:
|
||
- magical
|
||
- reach 25 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+13
|
||
type: piercing
|
||
name: horn
|
||
to_hit: 31
|
||
traits:
|
||
- magical
|
||
- reach 20 feet
|
||
name: Ancient Green Dragon
|
||
perception: 30
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The dragon breathes a toxic cloud that deals 18d6 poison damage in
|
||
a 60-foot cone (DC 37 basic Fortitude save). The Breath Weapon also creates
|
||
a miasma. It can't use Breath Weapon again for 1d4 rounds.
|
||
name: 'Breath Weapon '
|
||
traits:
|
||
- arcane
|
||
- evocation
|
||
- poison
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one horn Strike in any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: The dragon recharges its Breath Weapon whenever it scores a critical
|
||
hit with a Strike.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
- description: The green dragon always gains the benefits of Cover Tracks in natural
|
||
surroundings, even while moving at full speed.
|
||
name: Trackless Step
|
||
traits: null
|
||
- description: The green dragon ignores difficult terrain and greater difficult
|
||
terrain from non-magical foliage.
|
||
name: Woodland Stride
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 30
|
||
ref: 29
|
||
will: 32
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 25
|
||
Arcana: 32
|
||
Athletics: 30
|
||
Deception: 27
|
||
Diplomacy: 31
|
||
Intimidation: 31
|
||
Nature: 28
|
||
Occultism: 34
|
||
Society: 31
|
||
Stealth: 29
|
||
skills_special: 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_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- LE
|
||
- Gargantuan
|
||
- Amphibious
|
||
- Dragon
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 4
|
||
dex_mod: 1
|
||
int_mod: 1
|
||
str_mod: 6
|
||
wis_mod: 2
|
||
ac: 30
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: Smoke doesn't impair a red dragon's vision; it ignores the concealed
|
||
condition from smoke.
|
||
name: Smoke Vision
|
||
traits: null
|
||
description: The largest and most powerful of the chromatic dragons, red dragons
|
||
are a menace to civilizations everywhere, and their strength is rivaled only by
|
||
their arrogance. Red dragons see themselves as regents and overlords of all dragonkind.
|
||
With their crowns of crimson spikes and their command of blistering frame, this
|
||
is no haughty boast in their eyes—only unquestioned fact.
|
||
divine_spells: null
|
||
hp: 210
|
||
immunities:
|
||
- fire
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
level: 10
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+12 plus 2d6 fire
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 23
|
||
traits:
|
||
- fire
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+12
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 23
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+10
|
||
type: slashing
|
||
name: tail
|
||
to_hit: 21
|
||
traits:
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+10
|
||
type: slashing
|
||
name: wing
|
||
to_hit: 21
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
name: Young Red Dragon
|
||
perception: 20
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The dragon breathes a blast of flame that deals 11d6 fire damage
|
||
in a 40-foot cone (DC 30 basic Reflex save). It can't use Breath Weapon again
|
||
for 1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- arcane
|
||
- evocation
|
||
- fire
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one wing Strike in any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: The dragon recharges its Breath Weapon whenever it scores a critical
|
||
hit with a Strike.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 21
|
||
ref: 18
|
||
will: 19
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
- smoke vision
|
||
skills:
|
||
Acrobatics: 15
|
||
Arcana: 17
|
||
Athletics: 22
|
||
Deception: 19
|
||
Diplomacy: 19
|
||
Intimidation: 21
|
||
Stealth: 17
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 120
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Dragon
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 6
|
||
dex_mod: 3
|
||
int_mod: 3
|
||
str_mod: 7
|
||
wis_mod: 4
|
||
ac: 37
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: Smoke doesn't impair a red dragon's vision; it ignores the concealed
|
||
condition from smoke.
|
||
name: Smoke Vision
|
||
traits: null
|
||
description: The largest and most powerful of the chromatic dragons, red dragons
|
||
are a menace to civilizations everywhere, and their strength is rivaled only by
|
||
their arrogance. Red dragons see themselves as regents and overlords of all dragonkind.
|
||
With their crowns of crimson spikes and their command of blistering frame, this
|
||
is no haughty boast in their eyes—only unquestioned fact.
|
||
divine_spells: null
|
||
hp: 305
|
||
immunities:
|
||
- fire
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- level: 4
|
||
name: suggestion
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
- Dwarven
|
||
- Orcish
|
||
level: 14
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d12+15 plus 2d6 fire
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 29
|
||
traits:
|
||
- fire
|
||
- magical
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+15
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 29
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d12+13
|
||
type: slashing
|
||
name: tail
|
||
to_hit: 27
|
||
traits:
|
||
- magical
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+13
|
||
type: slashing
|
||
name: wing
|
||
to_hit: 27
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 15 feet
|
||
name: Adult Red Dragon
|
||
perception: 26
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The dragon breathes a blast of flame that deals 15d6 fire damage
|
||
in a 50-foot cone (DC 36 basic Reflex save). It can't use Breath Weapon again
|
||
for 1d4 rounds.
|
||
name: 'Breath Weapon '
|
||
traits:
|
||
- arcane
|
||
- evocation
|
||
- fire
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one wing Strike in any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: The dragon recharges its Breath Weapon whenever it scores a critical
|
||
hit with a Strike.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 28
|
||
ref: 25
|
||
will: 26
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
- smoke vision
|
||
skills:
|
||
Acrobatics: 23
|
||
Arcana: 25
|
||
Athletics: 29
|
||
Deception: 25
|
||
Diplomacy: 25
|
||
Intimidation: 27
|
||
Stealth: 23
|
||
skills_special: null
|
||
speed:
|
||
- amount: 50
|
||
type: Land
|
||
- amount: 150
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Huge
|
||
- Dragon
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 7
|
||
con_mod: 8
|
||
dex_mod: 5
|
||
int_mod: 5
|
||
str_mod: 9
|
||
wis_mod: 6
|
||
ac: 45
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: Smoke doesn't impair a red dragon's vision; it ignores the concealed
|
||
condition from smoke.
|
||
name: Smoke Vision
|
||
traits: null
|
||
description: The largest and most powerful of the chromatic dragons, red dragons
|
||
are a menace to civilizations everywhere, and their strength is rivaled only by
|
||
their arrogance. Red dragons see themselves as regents and overlords of all dragonkind.
|
||
With their crowns of crimson spikes and their command of blistering frame, this
|
||
is no haughty boast in their eyes—only unquestioned fact.
|
||
divine_spells: null
|
||
hp: 425
|
||
immunities:
|
||
- fire
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 8
|
||
name: wall of fire
|
||
- frequency: at will
|
||
level: 4
|
||
name: suggestion
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Common
|
||
- Draconic
|
||
- Dwarven
|
||
- Jotun
|
||
- Orcish
|
||
level: 19
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d10+17 plus 3d6 fire
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 37
|
||
traits:
|
||
- fire
|
||
- magical
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d8+17
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 37
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d10+15
|
||
type: slashing
|
||
name: tail
|
||
to_hit: 35
|
||
traits:
|
||
- magical
|
||
- reach 25 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+15
|
||
type: slashing
|
||
name: wing
|
||
to_hit: 35
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 20 feet
|
||
name: Ancient Red Dragon
|
||
perception: 35
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The dragon breathes a blast of flame that deals 20d6 fire damage
|
||
in a 60-foot cone (DC 42 basic Reflex save). It can't use Breath Weapon again
|
||
for 1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- arcane
|
||
- evocation
|
||
- fire
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one wing Strike in any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: The dragon recharges its Breath Weapon whenever it scores a critical
|
||
hit with a Strike.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The red dragon attempts to take control of a magical fire or a fire
|
||
spell within 100 feet. If it succeeds at a counteract check (counteract level
|
||
10, counteract modifier +32), the original caster loses control of the spell
|
||
or magic fire, control is transferred to the dragon, and the dragon counts as
|
||
having Sustained the Spell with this action (if applicable). The dragon can
|
||
choose to end the spell instead of taking control, if it chooses.
|
||
name: Manipulate Flames
|
||
traits:
|
||
- arcane
|
||
- concentrate
|
||
- transmutation
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 35
|
||
ref: 32
|
||
will: 35
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
- smoke vision
|
||
skills:
|
||
Acrobatics: 30
|
||
Arcana: 35
|
||
Athletics: 37
|
||
Deception: 35
|
||
Diplomacy: 35
|
||
Intimidation: 37
|
||
Stealth: 33
|
||
skills_special: null
|
||
speed:
|
||
- amount: 60
|
||
type: Land
|
||
- amount: 180
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CE
|
||
- Huge
|
||
- Dragon
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 4
|
||
dex_mod: 2
|
||
int_mod: -1
|
||
str_mod: 6
|
||
wis_mod: 1
|
||
ac: 23
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: Snow doesn't impair a white dragon's vision; it ignores concealment
|
||
from snowfall.
|
||
name: Snow Vision
|
||
traits: null
|
||
description: The most feral and least intelligent of all the chromatic dragons,
|
||
white dragons are brutish, predatory, and chiefly motivated by self-preservation.
|
||
Nearly all other dragons look down on white dragons as hopelessly hotheaded and
|
||
dull, though this does not make them any less dangerous—in fact, it may mean the
|
||
opposite. It's nearly impossible to treat with white dragons, not because they
|
||
lack the capacity to do so, but because they just don't care to. They are as difficult
|
||
to deal with as they are quick to anger, and they become incensed at almost anything.
|
||
When a white dragon does speak, it spews threats, inane jokes, and incoherent
|
||
babbling as a prelude to attacking—and when the attack comes, it's bloody and
|
||
relentless.
|
||
divine_spells: null
|
||
hp: 115
|
||
immunities:
|
||
- cold
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Draconic
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+9 plus 1d6 cold
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 17
|
||
traits:
|
||
- cold
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+9
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 17
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+8
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 15
|
||
traits:
|
||
- reach 15 feet
|
||
name: Young White Dragon
|
||
perception: 13
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The dragon breathes a cloud of frost that deals 7d6 cold damage in
|
||
a 30-foot cone (DC 24 basic Reflex save). It can't use Breath Weapon again for
|
||
1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- arcane
|
||
- cold
|
||
- evocation
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one tail Strike in any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: When the dragon scores a critical hit with a Strike, it recharges
|
||
its Breath Weapon.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The dragon slams into the ground. It can do this if it's on the ground
|
||
or Flying within 10 feet of the ground. Each creature on the ground within 10
|
||
feet must succeed at a DC 24 Reflex save or fall prone and take 2d6 bludgeoning
|
||
damage. The dragon can then Step.
|
||
name: Ground Slam
|
||
traits: null
|
||
- description: A white dragon can climb on ice as though it had the listed climb
|
||
Speed. It ignores difficult terrain and greater difficult terrain from ice and
|
||
snow and doesn't risk falling when crossing ice.
|
||
name: Ice Climb
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The dragon reshapes a cube of ice or snow it touches, up to 10 feet
|
||
across. Any creature standing atop the ice must succeed at a DC 15 Reflex save
|
||
or Acrobatics check. On a failure, the creature falls prone atop the ice; on
|
||
a critical failure, it falls off the ice entirely and is also prone.
|
||
name: Shape Ice
|
||
traits:
|
||
- arcane
|
||
- transmutation
|
||
- water
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 16
|
||
ref: 14
|
||
will: 11
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
- snow vision
|
||
skills:
|
||
Acrobatics: 10
|
||
Arcana: 7
|
||
Athletics: 16
|
||
Intimidation: 12
|
||
Stealth: 14
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 80
|
||
type: Fly
|
||
- amount: 30
|
||
type: Ice Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Cold
|
||
- Dragon
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 5
|
||
dex_mod: 2
|
||
int_mod: 1
|
||
str_mod: 7
|
||
wis_mod: 2
|
||
ac: 29
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: Snow doesn't impair a white dragon's vision; it ignores concealment
|
||
from snowfall.
|
||
name: Snow Vision
|
||
traits: null
|
||
description: The most feral and least intelligent of all the chromatic dragons,
|
||
white dragons are brutish, predatory, and chiefly motivated by self-preservation.
|
||
Nearly all other dragons look down on white dragons as hopelessly hotheaded and
|
||
dull, though this does not make them any less dangerous—in fact, it may mean the
|
||
opposite. It's nearly impossible to treat with white dragons, not because they
|
||
lack the capacity to do so, but because they just don't care to. They are as difficult
|
||
to deal with as they are quick to anger, and they become incensed at almost anything.
|
||
When a white dragon does speak, it spews threats, inane jokes, and incoherent
|
||
babbling as a prelude to attacking—and when the attack comes, it's bloody and
|
||
relentless.
|
||
divine_spells: null
|
||
hp: 215
|
||
immunities:
|
||
- cold
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 2
|
||
name: obscuring mist
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
level: 10
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+13 plus 2d6 cold
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 23
|
||
traits:
|
||
- cold
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+13
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 23
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+11
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 22
|
||
traits:
|
||
- magical
|
||
- reach 15 feet
|
||
name: Adult White Dragon
|
||
perception: 20
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The dragon breathes a cloud of frost that deals 11d6 cold damage
|
||
in a 40-foot cone (DC 29 basic Reflex save). It can't use Breath Weapon again
|
||
for 1d4 rounds.
|
||
name: 'Breath Weapon '
|
||
traits:
|
||
- arcane
|
||
- cold
|
||
- evocation
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one tail Strike in any order
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: When the dragon scores a critical hit with a Strike, it recharges
|
||
its Breath Weapon
|
||
name: Draconic Momentum
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The dragon slams into the ground. It can do this if it's on the ground
|
||
Flying within 10 feet of the ground. Each creature on the ground within 10 feet
|
||
must succeed at a DC 29 Reflex save or fall prone and take 3d6 bludgeoning damage.
|
||
The dragon can then Step.
|
||
name: Ground Slam
|
||
traits: null
|
||
- description: A white dragon can climb on ice as though it had the listed climb
|
||
Speed. It ignores difficult terrain and greater difficult terrain from ice and
|
||
snow and doesn't risk falling when crossing ice.
|
||
name: Ice Climb
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The dragon reshapes a cube of ice or snow it touches, up to 10 feet
|
||
across. Any creature standing atop the ice must succeed at a DC 15 Reflex save
|
||
or Acrobatic check. On a failure, the creature falls prone atop the ice; on
|
||
a critical failure, it falls off the ice entirely and is also prone.
|
||
name: Shape Ice
|
||
traits:
|
||
- arcane
|
||
- transmutation
|
||
- water
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 22
|
||
ref: 19
|
||
will: 17
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
- snow vision
|
||
skills:
|
||
Acrobatics: 16
|
||
Arcana: 15
|
||
Athletics: 23
|
||
Intimidation: 19
|
||
Stealth: 18
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 120
|
||
type: Fly
|
||
- amount: 30
|
||
type: Ice Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Cold
|
||
- Dragon
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 7
|
||
dex_mod: 3
|
||
int_mod: 2
|
||
str_mod: 8
|
||
wis_mod: 3
|
||
ac: 36
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: Snow doesn't impair a white dragon's vision; it ignores concealment
|
||
from snowfall.
|
||
name: Snow Vision
|
||
traits: null
|
||
description: The most feral and least intelligent of all the chromatic dragons,
|
||
white dragons are brutish, predatory, and chiefly motivated by self-preservation.
|
||
Nearly all other dragons look down on white dragons as hopelessly hotheaded and
|
||
dull, though this does not make them any less dangerous—in fact, it may mean the
|
||
opposite. It's nearly impossible to treat with white dragons, not because they
|
||
lack the capacity to do so, but because they just don't care to. They are as difficult
|
||
to deal with as they are quick to anger, and they become incensed at almost anything.
|
||
When a white dragon does speak, it spews threats, inane jokes, and incoherent
|
||
babbling as a prelude to attacking—and when the attack comes, it's bloody and
|
||
relentless.
|
||
divine_spells: null
|
||
hp: 330
|
||
immunities:
|
||
- cold
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- level: 6
|
||
name: wall of ice
|
||
- level: 2
|
||
name: obscuring mist
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
- Jotun
|
||
level: 15
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d12+16 plus 3d6 cold
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 31
|
||
traits:
|
||
- cold
|
||
- magical
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+16
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 31
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+14
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 29
|
||
traits:
|
||
- magical
|
||
- reach 20 feet
|
||
name: Ancient White Dragon
|
||
perception: 30
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The dragon breathes a cloud of frost that deals 16d6 cold damage
|
||
in a 50-foot cone (DC 36 basic Reflex save). It can't use Breath Weapon again
|
||
for 1d4 rounds.
|
||
name: 'Breath Weapon '
|
||
traits:
|
||
- arcane
|
||
- cold
|
||
- evocation
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one tail Strike in any order
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: When the dragon scores a critical hit with a Strike, it recharges
|
||
its Breath Weapon
|
||
name: Draconic Momentum
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The dragon slams into the ground. It can do this if it's on the ground
|
||
Flying within 10 feet of the ground. Each creature on the ground within 10 feet
|
||
must succeed at a DC 237 Reflex save or fall prone and take 5d6 bludgeoning
|
||
damage. The dragon can then Step.
|
||
name: Ground Slam
|
||
traits: null
|
||
- description: A white dragon can climb on ice as though it had the listed climb
|
||
Speed. It ignores difficult terrain and greater difficult terrain from ice and
|
||
snow and doesn't risk falling when crossing ice.
|
||
name: Ice Climb
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The dragon reshapes a cube of ice or snow it touches, up to 10 feet
|
||
across. Any creature standing atop the ice must succeed at a DC 15 Reflex save
|
||
or Acrobatic check. On a failure, the creature falls prone atop the ice; on
|
||
a critical failure, it falls off the ice entirely and is also prone.
|
||
name: Shape Ice
|
||
traits:
|
||
- arcane
|
||
- transmutation
|
||
- water
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 30
|
||
ref: 26
|
||
will: 24
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
- snow vision
|
||
skills:
|
||
Acrobatics: 24
|
||
Arcana: 23
|
||
Athletics: 31
|
||
Intimidation: 28
|
||
Stealth: 26
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 160
|
||
type: Fly
|
||
- amount: 40
|
||
type: Ice Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CE
|
||
- Huge
|
||
- Cold
|
||
- Dragon
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 3
|
||
dex_mod: 2
|
||
int_mod: 1
|
||
str_mod: 5
|
||
wis_mod: 1
|
||
ac: 25
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Brass dragons are whimsical tricksters who delight in humor and play.
|
||
They particularly enjoy conversations with humans and other civilized humanoids,
|
||
delighting in the naive customs of these diminutive races without showing them
|
||
haughtiness or scorn. While they may seem merely curious, brass dragons engage
|
||
in this sort of conversation with the goal of keeping up to date on regional politics
|
||
so they can anticipate future conflicts. Along the way, they create extensive
|
||
information networks that begin with their own allies but stretch across all levels
|
||
of humanoid society—networks which the brass dragon then uses to subtly assist
|
||
settlements near their lair. Unlike the schemes and manipulations of blue dragons,
|
||
brass dragons use their informant networks to establish justice and equality.
|
||
divine_spells: null
|
||
hp: 125
|
||
immunities:
|
||
- fire
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- frequency: constant
|
||
level: 2
|
||
name: speak with animals
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
- Gnomish
|
||
- Halfling
|
||
- Sylvan
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+8 plus 1d8 fire
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 19
|
||
traits:
|
||
- fire
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+8
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 19
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+7
|
||
type: slashing
|
||
name: wing
|
||
to_hit: 17
|
||
traits:
|
||
- reach 10 feet
|
||
name: Young Brass Dragon
|
||
perception: 15
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The brass dragon breathes fire in a 60-foot line that deals 8d6 fire
|
||
damage (DC 26 basic Reflex save). The dragon can't use Breath Weapon again for
|
||
1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- arcane
|
||
- evocation
|
||
- fire
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one jaws Strike in any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: When the dragon scores a critical hit with a Strike, it recharges
|
||
Breath Weapon.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 16
|
||
ref: 15
|
||
will: 14
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
- tremorsense (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 13
|
||
Athletics: 18
|
||
Deception: 15
|
||
Diplomacy: 15
|
||
Society: 14
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 120
|
||
type: Fly
|
||
- amount: 30
|
||
type: Burrow
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CG
|
||
- Large
|
||
- Dragon
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 5
|
||
dex_mod: 3
|
||
int_mod: 2
|
||
str_mod: 6
|
||
wis_mod: 4
|
||
ac: 31
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Brass dragons are whimsical tricksters who delight in humor and play.
|
||
They particularly enjoy conversations with humans and other civilized humanoids,
|
||
delighting in the naive customs of these diminutive races without showing them
|
||
haughtiness or scorn. While they may seem merely curious, brass dragons engage
|
||
in this sort of conversation with the goal of keeping up to date on regional politics
|
||
so they can anticipate future conflicts. Along the way, they create extensive
|
||
information networks that begin with their own allies but stretch across all levels
|
||
of humanoid society—networks which the brass dragon then uses to subtly assist
|
||
settlements near their lair. Unlike the schemes and manipulations of blue dragons,
|
||
brass dragons use their informant networks to establish justice and equality.
|
||
divine_spells: null
|
||
hp: 215
|
||
immunities:
|
||
- fire
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- frequency: constant
|
||
level: 2
|
||
name: speak with animals
|
||
items: null
|
||
languages:
|
||
- Auran
|
||
- Common
|
||
- Draconic
|
||
- Gnomish
|
||
- Halfling
|
||
- Sylvan
|
||
level: 11
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+12 plus 2d6 fire
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 24
|
||
traits:
|
||
- fire
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+12
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 24
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d12+10
|
||
type: slashing
|
||
name: wing
|
||
to_hit: 22
|
||
traits:
|
||
- magical
|
||
- reach 10 feet
|
||
name: Adult Brass Dragon
|
||
perception: 21
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The brass dragon breathes fire in an 80-foot line that deals 12d6
|
||
fire damage (DC 32 basic Reflex save). The dragon can't use Breath Weapon again
|
||
for 1d4 rounds.
|
||
name: 'Breath Weapon '
|
||
traits:
|
||
- arcane
|
||
- evocation
|
||
- fire
|
||
- action_cost: Two Actions
|
||
description: '**Frequency** three times per day. **Effect** The dragon calls upon
|
||
the desert wind. This has the same effect as *gust of wind* (DC 30 Fortitude)
|
||
but in a 60-foot cone. A creature that fails its save is also blinded until
|
||
the end of its next turn (or for 1 minute on a critical failure).'
|
||
name: Desert Wind
|
||
traits:
|
||
- air
|
||
- arcane
|
||
- concentrate
|
||
- evocation
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one jaws Strike in any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: When the dragon scores a critical hit with a strike, it recharges
|
||
Breath Weapon.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 22
|
||
ref: 20
|
||
will: 21
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
- tremorsense (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 20
|
||
Athletics: 23
|
||
Deception: 20
|
||
Diplomacy: 20
|
||
Society: 19
|
||
skills_special: null
|
||
speed:
|
||
- amount: 50
|
||
type: Land
|
||
- amount: 120
|
||
type: Fly
|
||
- amount: 30
|
||
type: Burrow
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CG
|
||
- Large
|
||
- Dragon
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 6
|
||
dex_mod: 5
|
||
int_mod: 4
|
||
str_mod: 7
|
||
wis_mod: 4
|
||
ac: 39
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Brass dragons are whimsical tricksters who delight in humor and play.
|
||
They particularly enjoy conversations with humans and other civilized humanoids,
|
||
delighting in the naive customs of these diminutive races without showing them
|
||
haughtiness or scorn. While they may seem merely curious, brass dragons engage
|
||
in this sort of conversation with the goal of keeping up to date on regional politics
|
||
so they can anticipate future conflicts. Along the way, they create extensive
|
||
information networks that begin with their own allies but stretch across all levels
|
||
of humanoid society—networks which the brass dragon then uses to subtly assist
|
||
settlements near their lair. Unlike the schemes and manipulations of blue dragons,
|
||
brass dragons use their informant networks to establish justice and equality.
|
||
divine_spells: null
|
||
hp: 325
|
||
immunities:
|
||
- fire
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- frequency: constant
|
||
level: 2
|
||
name: speak with animals
|
||
items: null
|
||
languages:
|
||
- Auran
|
||
- Common
|
||
- Draconic
|
||
- Gnomish
|
||
- Halfling
|
||
- Sphinx
|
||
level: 16
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+15 plus 3d6 fire and 2d6 persistent fire
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 32
|
||
traits:
|
||
- fire
|
||
- magical
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+15
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 32
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+13
|
||
type: slashing
|
||
name: wing
|
||
to_hit: 30
|
||
traits:
|
||
- magical
|
||
- reach 15 feet
|
||
name: Ancient Brass Dragon
|
||
perception: 30
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: ; The dragon breathes fire in a 100-foot line that deals 16d6 fire
|
||
damage (DC 39 basic Reflex save).</li><li>**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.</li></ul>
|
||
name: Breath Weapon
|
||
traits:
|
||
- arcane
|
||
- evocation
|
||
- fire
|
||
- action_cost: Two Actions
|
||
description: '**Frequency** three times per day. **Effect** The dragon calls upon
|
||
the desert wind. This has the same effect as *gust of wind* (DC 37 Fortitude)
|
||
but in a 60-foot cone. A creature that fails its save is also blinded until
|
||
the end of its next turn (or for 1 minute on a critical failure).'
|
||
name: Desert Wind
|
||
traits:
|
||
- air
|
||
- arcane
|
||
- concentrate
|
||
- evocation
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one jaws Strike in any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: When the dragon scores a critical hit with a strike, it recharges
|
||
Breath Weapon.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 30
|
||
ref: 29
|
||
will: 30
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
- tremorsense (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 27
|
||
Athletics: 31
|
||
Deception: 27
|
||
Diplomacy: 29
|
||
Society: 28
|
||
skills_special: null
|
||
speed:
|
||
- amount: 50
|
||
type: Land
|
||
- amount: 150
|
||
type: Fly
|
||
- amount: 40
|
||
type: Burrow
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CG
|
||
- Huge
|
||
- Dragon
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 3
|
||
dex_mod: 1
|
||
int_mod: 3
|
||
str_mod: 5
|
||
wis_mod: 3
|
||
ac: 28
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Bronze dragons are among the most common of metallic dragons and the
|
||
most likely to ally with mortals on worthy quests. However, they are naturally
|
||
scholarly creatures who would rather remain in their lairs studying esoteric lore
|
||
than go off on a wild adventure. These aloof and stoic dragons also act as preservationists,
|
||
guarding storehouses of ancient lore from destruction or perversion. Bronze dragons
|
||
are principled and protective, but while their silver cousins are quick to crusade
|
||
for justice, bronze dragons prefer to find an important location worthy of their
|
||
protection and guard it against any attack or unwelcome intrusion.
|
||
divine_spells: null
|
||
hp: 170
|
||
immunities:
|
||
- electricity
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- frequency: constant
|
||
level: 2
|
||
name: speak with animals
|
||
items: null
|
||
languages:
|
||
- Aquan
|
||
- Common
|
||
- Draconic
|
||
- Dwarven
|
||
- Elven
|
||
level: 9
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+11 plus 1d12 electricity
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 21
|
||
traits:
|
||
- electricity
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+11
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 21
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+9
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 19
|
||
traits:
|
||
- reach 10 feet
|
||
name: Young Bronze Dragon
|
||
perception: 18
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: ; The dragon breathes lightning in a 60-foot line that deals 6d12
|
||
electricity damage (DC 28 basic Reflex save).</li><li>**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).</li></ul>
|
||
name: Breath Weapon
|
||
traits:
|
||
- arcane
|
||
- electricity
|
||
- evocation
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one tail Strike in any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: When the dragon scores a critical hit with a Strike, it recharges
|
||
its Breath Weapon.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
- description: For up to 30 minutes per day, the dragon, along with allied creatures
|
||
and vessels within 50 feet, can move at double their normal Speed in water.
|
||
name: Water Mastery
|
||
traits:
|
||
- arcane
|
||
- transmutation
|
||
- water
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 19
|
||
ref: 17
|
||
will: 19
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 16
|
||
Arcana: 20
|
||
Athletics: 18
|
||
Diplomacy: 18
|
||
Intimidation: 18
|
||
Occultism: 18
|
||
Society: 16
|
||
Stealth: 16
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 120
|
||
type: Fly
|
||
- amount: 40
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LG
|
||
- Large
|
||
- Amphibious
|
||
- Dragon
|
||
- Water
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 4
|
||
dex_mod: 3
|
||
int_mod: 5
|
||
str_mod: 7
|
||
wis_mod: 4
|
||
ac: 34
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Bronze dragons are among the most common of metallic dragons and the
|
||
most likely to ally with mortals on worthy quests. However, they are naturally
|
||
scholarly creatures who would rather remain in their lairs studying esoteric lore
|
||
than go off on a wild adventure. These aloof and stoic dragons also act as preservationists,
|
||
guarding storehouses of ancient lore from destruction or perversion. Bronze dragons
|
||
are principled and protective, but while their silver cousins are quick to crusade
|
||
for justice, bronze dragons prefer to find an important location worthy of their
|
||
protection and guard it against any attack or unwelcome intrusion.
|
||
divine_spells: null
|
||
hp: 260
|
||
immunities:
|
||
- electricity
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 2
|
||
name: obscuring mist
|
||
- frequency: constant
|
||
level: 2
|
||
name: speak with animals
|
||
items: null
|
||
languages:
|
||
- Aquan
|
||
- Common
|
||
- Draconic
|
||
- Dwarven
|
||
- Elven
|
||
- Gnomish
|
||
level: 13
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+15 plus 1d12 electricity
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 28
|
||
traits:
|
||
- electricity
|
||
- magical
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+15
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 28
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+13
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 26
|
||
traits:
|
||
- magical
|
||
- reach 15 feet
|
||
name: Adult Bronze Dragon
|
||
perception: 23
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: ; The dragon breathes lightning in a 80-foot line that deals 8d12
|
||
electricity damage (DC 33 basic Reflex save).</li><li>**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).</li></ul>
|
||
name: 'Breath Weapon '
|
||
traits:
|
||
- arcane
|
||
- electricity
|
||
- evocation
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one tail Strike in any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: When the dragon scores a critical hit with a Strike, it recharges
|
||
its Breath Weapon.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
- description: For up to 60 minutes per day, the dragon, along with allied creatures
|
||
and vessels within 50 feet, can move at double their normal Speed in water.
|
||
name: Water Mastery
|
||
traits:
|
||
- arcane
|
||
- transmutation
|
||
- water
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 24
|
||
ref: 23
|
||
will: 26
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 22
|
||
Arcana: 28
|
||
Athletics: 24
|
||
Diplomacy: 23
|
||
Intimidation: 23
|
||
Occultism: 24
|
||
Stealth: 22
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 140
|
||
type: Fly
|
||
- amount: 50
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LG
|
||
- Huge
|
||
- Amphibious
|
||
- Dragon
|
||
- Water
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 6
|
||
con_mod: 6
|
||
dex_mod: 4
|
||
int_mod: 7
|
||
str_mod: 8
|
||
wis_mod: 6
|
||
ac: 43
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Bronze dragons are among the most common of metallic dragons and the
|
||
most likely to ally with mortals on worthy quests. However, they are naturally
|
||
scholarly creatures who would rather remain in their lairs studying esoteric lore
|
||
than go off on a wild adventure. These aloof and stoic dragons also act as preservationists,
|
||
guarding storehouses of ancient lore from destruction or perversion. Bronze dragons
|
||
are principled and protective, but while their silver cousins are quick to crusade
|
||
for justice, bronze dragons prefer to find an important location worthy of their
|
||
protection and guard it against any attack or unwelcome intrusion.
|
||
divine_spells: null
|
||
hp: 360
|
||
immunities:
|
||
- electricity
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 5
|
||
name: control water
|
||
- frequency: at will
|
||
level: 2
|
||
name: obscuring mist
|
||
- frequency: constant
|
||
level: 2
|
||
name: speak with animals
|
||
items: null
|
||
languages:
|
||
- Aquan
|
||
- Common
|
||
- Draconic
|
||
- Dwarven
|
||
- Elven
|
||
- Gnomish
|
||
level: 18
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d12+16 plus 2d12 electricity
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 35
|
||
traits:
|
||
- electricity
|
||
- magical
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+16
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 35
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+14
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 33
|
||
traits:
|
||
- magical
|
||
- reach 20 feet
|
||
name: Ancient Bronze Dragon
|
||
perception: 32
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: ; The dragon breathes lightning in a 100-foot line that deals 12d12
|
||
electricity damage (DC 40 basic Reflex save).</li><li>**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).</li></ul>
|
||
name: Breath Weapon
|
||
traits:
|
||
- arcane
|
||
- electricity
|
||
- evocation
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one tail Strike in any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: When the dragon scores a critical hit with a Strike, it recharges
|
||
its Breath Weapon.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
- description: For up to 120 minutes per day, the dragon, along with allied creatures
|
||
and vessels within 50 feet, can move at double their normal Speed in water.
|
||
name: Water Mastery
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 32
|
||
ref: 30
|
||
will: 34
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 100 feet
|
||
skills:
|
||
Acrobatics: 28
|
||
Arcana: 35
|
||
Athletics: 34
|
||
Diplomacy: 32
|
||
Intimidation: 32
|
||
Occultism: 33
|
||
Society: 33
|
||
Stealth: 28
|
||
skills_special: null
|
||
speed:
|
||
- amount: 60
|
||
type: Land
|
||
- amount: 200
|
||
type: Fly
|
||
- amount: 60
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- LG
|
||
- Gargantuan
|
||
- Amphibious
|
||
- Dragon
|
||
- Water
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 2
|
||
dex_mod: 3
|
||
int_mod: 2
|
||
str_mod: 5
|
||
wis_mod: 2
|
||
ac: 27
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Capricious and always eager to share a good laugh, copper dragons are
|
||
among the wiliest of the metallic dragons, but this by no means interferes with
|
||
their mission to spread freedom in oppressive lands. Copper dragons are hedonists
|
||
who are quick to indulge in simple pleasures, but they're also sympathetic to
|
||
other creatures, slow to pass judgment, and careful to always examine a situation
|
||
from as many perspectives as possible. This philosophy has its drawbacks, however,
|
||
as copper dragons are susceptible to negative influences and prone to forgiving
|
||
the less serious evil acts performed by their chromatic cousins and other cruel
|
||
creatures. Copper dragons also have a difficult time keeping their temper in check
|
||
once they are roused to anger.
|
||
divine_spells: null
|
||
hp: 150
|
||
immunities:
|
||
- acid
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
- Gnomish
|
||
level: 8
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+8 plus 1d8 acid
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 20
|
||
traits:
|
||
- acid
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+8
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 20
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+7
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 18
|
||
traits:
|
||
- reach 15 feet
|
||
name: Young Copper Dragon
|
||
perception: 16
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: ; The dragon breathes acid in a 60-foot line that deals 8d6 acid
|
||
damage (DC 26 basic Fortitude save).</li><li>**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).</li></ul>
|
||
name: Breath Weapon
|
||
traits:
|
||
- acid
|
||
- arcane
|
||
- evocation
|
||
- description: The dragon's climb speed functions only when climbing stone surfaces.
|
||
name: Climb Stone
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one tail Strike in any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: When the dragon scores a critical hit with a Strike, it recharges
|
||
Breath Weapon.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 16
|
||
ref: 17
|
||
will: 16
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 17
|
||
Athletics: 17
|
||
Crafting: 14
|
||
Deception: 15
|
||
Performance: 16
|
||
Society: 16
|
||
Stealth: 17
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 120
|
||
type: Fly
|
||
- amount: 30
|
||
type: Climb Stone
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CG
|
||
- Large
|
||
- Dragon
|
||
- Earth
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 4
|
||
dex_mod: 3
|
||
int_mod: 4
|
||
str_mod: 6
|
||
wis_mod: 3
|
||
ac: 33
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Capricious and always eager to share a good laugh, copper dragons are
|
||
among the wiliest of the metallic dragons, but this by no means interferes with
|
||
their mission to spread freedom in oppressive lands. Copper dragons are hedonists
|
||
who are quick to indulge in simple pleasures, but they're also sympathetic to
|
||
other creatures, slow to pass judgment, and careful to always examine a situation
|
||
from as many perspectives as possible. This philosophy has its drawbacks, however,
|
||
as copper dragons are susceptible to negative influences and prone to forgiving
|
||
the less serious evil acts performed by their chromatic cousins and other cruel
|
||
creatures. Copper dragons also have a difficult time keeping their temper in check
|
||
once they are roused to anger.
|
||
divine_spells: null
|
||
hp: 235
|
||
immunities:
|
||
- acid
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 4
|
||
name: hideous laughter
|
||
- frequency: at will
|
||
level: 4
|
||
name: shape stone
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
- Elven
|
||
- Gnomish
|
||
level: 12
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+12 plus 2d8 acid
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 26
|
||
traits:
|
||
- acid
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+12
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 26
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+10
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 24
|
||
traits:
|
||
- magical
|
||
- reach 15 feet
|
||
name: Adult Copper Dragon
|
||
perception: 23
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: ; The dragon breathes acid in a 80-foot line that deals 13d6 acid
|
||
damage (DC 32 basic Fortitude save).</li><li>**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).</li></ul>
|
||
name: 'Breath Weapon '
|
||
traits:
|
||
- acid
|
||
- arcane
|
||
- evocation
|
||
- description: The dragon's climb speed functions only when climbing stone surfaces
|
||
name: Climb Stone
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one tail Strike in any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: When the dragon scores a critical hit with a Strike, it recharges
|
||
Breath Weapon.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 23
|
||
ref: 22
|
||
will: 22
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 21
|
||
Athletics: 24
|
||
Crafting: 22
|
||
Deception: 21
|
||
Performance: 23
|
||
Society: 22
|
||
Stealth: 21
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 140
|
||
type: Fly
|
||
- amount: 40
|
||
type: Climb Stone
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CG
|
||
- Large
|
||
- Dragon
|
||
- Earth
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 6
|
||
con_mod: 5
|
||
dex_mod: 5
|
||
int_mod: 6
|
||
str_mod: 8
|
||
wis_mod: 5
|
||
ac: 41
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Capricious and always eager to share a good laugh, copper dragons are
|
||
among the wiliest of the metallic dragons, but this by no means interferes with
|
||
their mission to spread freedom in oppressive lands. Copper dragons are hedonists
|
||
who are quick to indulge in simple pleasures, but they're also sympathetic to
|
||
other creatures, slow to pass judgment, and careful to always examine a situation
|
||
from as many perspectives as possible. This philosophy has its drawbacks, however,
|
||
as copper dragons are susceptible to negative influences and prone to forgiving
|
||
the less serious evil acts performed by their chromatic cousins and other cruel
|
||
creatures. Copper dragons also have a difficult time keeping their temper in check
|
||
once they are roused to anger.
|
||
divine_spells: null
|
||
hp: 345
|
||
immunities:
|
||
- acid
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 5
|
||
name: hideous laughter
|
||
- frequency: at will
|
||
level: 5
|
||
name: wall of stone
|
||
- frequency: at will
|
||
level: 4
|
||
name: shape stone
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
- Dwarven
|
||
- Elven
|
||
- Gnomish
|
||
level: 17
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+16 plus 3d8 acid
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 33
|
||
traits:
|
||
- acid
|
||
- magical
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+16
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 33
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+14
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 31
|
||
traits:
|
||
- magical
|
||
- reach 20 feet
|
||
name: Ancient Copper Dragon
|
||
perception: 30
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: ; The dragon breathes acid in a 100-foot line that deals 18d6 acid
|
||
damage (DC 38 basic Fortitude save).</li><li>**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).</li></ul>
|
||
name: Breath Weapon
|
||
traits:
|
||
- acid
|
||
- arcane
|
||
- evocation
|
||
- description: The dragon's climb speed functions only when climbing stone surfaces.
|
||
name: Climb Stone
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one tail Strike in any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: When the dragon scores a critical hit with a Strike, it recharges
|
||
Breath Weapon.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: '**Frequency** once per day. **Effect** The copper dragon tells a
|
||
fantastic joke. Each creature in a 100-foot emanation must succeed at a DC 39
|
||
Will save or suffer the effects of a 9th-level *hideous laughter* spell for
|
||
1 minute.'
|
||
name: Mass Laughter
|
||
traits:
|
||
- arcane
|
||
- emotion
|
||
- enchantment
|
||
- mental
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 30
|
||
ref: 32
|
||
will: 32
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 30
|
||
Athletics: 31
|
||
Crafting: 31
|
||
Deception: 29
|
||
Performance: 31
|
||
Society: 29
|
||
Stealth: 30
|
||
skills_special: null
|
||
speed:
|
||
- amount: 50
|
||
type: Land
|
||
- amount: 200
|
||
type: Fly
|
||
- amount: 50
|
||
type: Climb Stone
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CG
|
||
- Huge
|
||
- Dragon
|
||
- Earth
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 4
|
||
dex_mod: 2
|
||
int_mod: 3
|
||
str_mod: 6
|
||
wis_mod: 4
|
||
ac: 32
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Gold dragons are the epitome of metallic dragonkind, unrivaled in their
|
||
strength as well as their wisdom. They command the unwavering reverence of all
|
||
other metallic dragons, who view gold dragons as their leaders and counselors.
|
||
Golds rival the raw power of even red dragons, much to the chagrin of their chromatic
|
||
cousins, and the two races are often regarded as bitter rivals. But despite their
|
||
incredible power, gold dragons are fond of discourse and prefer to talk through
|
||
solutions to problems rather than rely upon brute strength. Long-lived as they
|
||
are, they necessarily take a wide view of all situations and never act without
|
||
considering all possible options and outcomes. Because of this, gold dragons willingly
|
||
converse with any creature that seeks them out, even evil chromatic dragons. Mortals
|
||
might find this behavior strange, considering the longstanding war between chromatic
|
||
and metallic dragons, but dragons know all too well that desperate situations
|
||
sometimes call for drastic alliances. And although gold dragons might consider
|
||
brief truces with their chromatic brethren in the case of world-ending threats,
|
||
they also know when such alliances have run their course.
|
||
divine_spells: null
|
||
hp: 230
|
||
immunities:
|
||
- fire
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- frequency: gems only
|
||
level: 3
|
||
name: locate
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
- Elven
|
||
- Sylvan
|
||
level: 11
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+12 plus 2d6 fire
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 24
|
||
traits:
|
||
- fire
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+12
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 24
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+10
|
||
type: slashing
|
||
name: tail
|
||
to_hit: 22
|
||
traits:
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d12+10
|
||
type: piercing
|
||
name: horns
|
||
to_hit: 22
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
name: Young Gold Dragon
|
||
perception: 21
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: ; The dragon breathes a blast of flame in a 30-foot cone that deals
|
||
11d6 fire damage (DC 31 basic Reflex save).</li><li>**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).</li></ul>
|
||
name: Breath Weapon
|
||
traits:
|
||
- arcane
|
||
- evocation
|
||
- fire
|
||
- action_cost: Two Actions
|
||
description: The gold dragon makes two claw Strikes and one horns Strike in any
|
||
order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: When the gold dragon scores a critical hit with a Strike, it recharges
|
||
Breath Weapon.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 22
|
||
ref: 20
|
||
will: 22
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 17
|
||
Arcana: 18
|
||
Athletics: 23
|
||
Diplomacy: 23
|
||
Medicine: 21
|
||
Religion: 21
|
||
Society: 18
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 140
|
||
type: Fly
|
||
- amount: 40
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LG
|
||
- Large
|
||
- Dragon
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 6
|
||
dex_mod: 3
|
||
int_mod: 5
|
||
str_mod: 7
|
||
wis_mod: 6
|
||
ac: 38
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Gold dragons are the epitome of metallic dragonkind, unrivaled in their
|
||
strength as well as their wisdom. They command the unwavering reverence of all
|
||
other metallic dragons, who view gold dragons as their leaders and counselors.
|
||
Golds rival the raw power of even red dragons, much to the chagrin of their chromatic
|
||
cousins, and the two races are often regarded as bitter rivals. But despite their
|
||
incredible power, gold dragons are fond of discourse and prefer to talk through
|
||
solutions to problems rather than rely upon brute strength. Long-lived as they
|
||
are, they necessarily take a wide view of all situations and never act without
|
||
considering all possible options and outcomes. Because of this, gold dragons willingly
|
||
converse with any creature that seeks them out, even evil chromatic dragons. Mortals
|
||
might find this behavior strange, considering the longstanding war between chromatic
|
||
and metallic dragons, but dragons know all too well that desperate situations
|
||
sometimes call for drastic alliances. And although gold dragons might consider
|
||
brief truces with their chromatic brethren in the case of world-ending threats,
|
||
they also know when such alliances have run their course.
|
||
divine_spells: null
|
||
hp: 330
|
||
immunities:
|
||
- fire
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- level: 7
|
||
name: sunburst
|
||
- frequency: gems only
|
||
level: 3
|
||
name: locate
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
- Dwarven
|
||
- Elven
|
||
- Sylvan
|
||
level: 15
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d12+15 plus 3d6 fire
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 30
|
||
traits:
|
||
- fire
|
||
- magical
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+15
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 30
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+13
|
||
type: slashing
|
||
name: tail
|
||
to_hit: 28
|
||
traits:
|
||
- magical
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+13
|
||
type: piercing
|
||
name: horns
|
||
to_hit: 28
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 15 feet
|
||
name: Adult Gold Dragon
|
||
perception: 29
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: ; The dragon breathes a blast of flame in a 40-foot cone that deals
|
||
15d6 fire damage (DC 37 basic Reflex save).</li><li>**Weakening Gas** (arcane,
|
||
necromancy); The dragon breathes a blast of weakening gas. Each creature within
|
||
a 40-foot cone must succeed at a DC 37 Fortitude save or become enfeebled 2
|
||
for 1 round (or enfeebled 3 on a critical failure).</li></ul>
|
||
name: 'Breath Weapon '
|
||
traits:
|
||
- arcane
|
||
- evocation
|
||
- fire
|
||
- action_cost: Two Actions
|
||
description: The gold dragon makes two claw Strikes and one horns Strike in any
|
||
order
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: When the gold dragon scores a critical hit with a strike, it recharges
|
||
Breath Weapon.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 28
|
||
ref: 25
|
||
will: 28
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 22
|
||
Arcana: 24
|
||
Athletics: 28
|
||
Diplomacy: 29
|
||
Medicine: 27
|
||
Religion: 29
|
||
Society: 26
|
||
skills_special: null
|
||
speed:
|
||
- amount: 50
|
||
type: Land
|
||
- amount: 180
|
||
type: Fly
|
||
- amount: 50
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LG
|
||
- Huge
|
||
- Dragon
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 8
|
||
dex_mod: 5
|
||
int_mod: 7
|
||
str_mod: 9
|
||
wis_mod: 8
|
||
ac: 46
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Gold dragons are the epitome of metallic dragonkind, unrivaled in their
|
||
strength as well as their wisdom. They command the unwavering reverence of all
|
||
other metallic dragons, who view gold dragons as their leaders and counselors.
|
||
Golds rival the raw power of even red dragons, much to the chagrin of their chromatic
|
||
cousins, and the two races are often regarded as bitter rivals. But despite their
|
||
incredible power, gold dragons are fond of discourse and prefer to talk through
|
||
solutions to problems rather than rely upon brute strength. Long-lived as they
|
||
are, they necessarily take a wide view of all situations and never act without
|
||
considering all possible options and outcomes. Because of this, gold dragons willingly
|
||
converse with any creature that seeks them out, even evil chromatic dragons. Mortals
|
||
might find this behavior strange, considering the longstanding war between chromatic
|
||
and metallic dragons, but dragons know all too well that desperate situations
|
||
sometimes call for drastic alliances. And although gold dragons might consider
|
||
brief truces with their chromatic brethren in the case of world-ending threats,
|
||
they also know when such alliances have run their course.
|
||
divine_spells: null
|
||
hp: 450
|
||
immunities:
|
||
- fire
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- level: 10
|
||
name: sunburst
|
||
- frequency: gems only
|
||
level: 3
|
||
name: locate
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
- Dwarven
|
||
- Elven
|
||
- Gnomish
|
||
- Jotun
|
||
- Sylvan
|
||
level: 20
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d12+17 plus 4d6 fire
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 38
|
||
traits:
|
||
- fire
|
||
- magical
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d10+17
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 38
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d10+15
|
||
type: slashing
|
||
name: tail
|
||
to_hit: 36
|
||
traits:
|
||
- magical
|
||
- reach 25 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+15
|
||
type: piercing
|
||
name: horns
|
||
to_hit: 36
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 20 feet
|
||
name: Ancient Gold Dragon
|
||
perception: 36
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: ; The dragon breathes a blast of flame in a 50-foot cone that deals
|
||
20d6 fire damage (DC 44 basic Reflex save).</li><li>**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).</li></ul>
|
||
name: 'Breath Weapon '
|
||
traits:
|
||
- arcane
|
||
- evocation
|
||
- fire
|
||
- action_cost: Two Actions
|
||
description: The gold dragon makes two claw Strikes and one horns Strike in any
|
||
order
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: When the gold dragon scores a critical hit with a strike, it recharges
|
||
Breath Weapon.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 37
|
||
ref: 34
|
||
will: 39
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 80 feet
|
||
skills:
|
||
Acrobatics: 29
|
||
Arcana: 31
|
||
Athletics: 35
|
||
Diplomacy: 35
|
||
Medicine: 36
|
||
Religion: 36
|
||
Society: 35
|
||
skills_special: null
|
||
speed:
|
||
- amount: 60
|
||
type: Land
|
||
- amount: 200
|
||
type: Fly
|
||
- amount: 60
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- LG
|
||
- Gargantuan
|
||
- Dragon
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 3
|
||
dex_mod: 2
|
||
int_mod: 2
|
||
str_mod: 6
|
||
wis_mod: 4
|
||
ac: 31
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The silver dragon ignores the concealed condition from fog and clouds.
|
||
name: Fog Vision
|
||
traits: null
|
||
description: Silver dragons are among the most chivalrous of all dragonkind; they
|
||
wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy
|
||
mountain peaks or deep in steep, misty valleys. Although they typically make their
|
||
lairs among the highlands, the pursuit of justice leads silver dragons to travel
|
||
far and wide—often into the very heart of realms overrun by evil. These exemplars
|
||
of righteousness are ceaseless in their determination to help the weak, spread
|
||
honor, and stamp out evil.
|
||
divine_spells: null
|
||
hp: 200
|
||
immunities:
|
||
- cold
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Aquan
|
||
- Common
|
||
- Draconic
|
||
level: 10
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+12 plus 2d6 cold
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 23
|
||
traits:
|
||
- cold
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+12
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 23
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+10
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 21
|
||
traits:
|
||
- reach 15 feet
|
||
name: Young Silver Dragon
|
||
perception: 20
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: ; The dragon breathes a cloud of frost in a 30-foot cone that deals
|
||
10d6 cold damage (DC 29 basic Reflex save).</li><li>**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).</li></ul>
|
||
name: Breath Weapon
|
||
traits:
|
||
- arcane
|
||
- cold
|
||
- evocation
|
||
- description: The silver dragon can tread on clouds or fog as though on solid ground.
|
||
name: Cloud Walk
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The silver dragon makes two claw Strikes and one tail Strike in any
|
||
order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: When the silver dragon scores a critical hit with a Strike, it recharges
|
||
its Breath Weapon.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 20
|
||
ref: 17
|
||
will: 21
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- fog vision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 14
|
||
Athletics: 22
|
||
Diplomacy: 18
|
||
Intimidation: 20
|
||
Medicine: 20
|
||
Religion: 18
|
||
Society: 14
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 100
|
||
type: Fly
|
||
- amount: null
|
||
type: Cloud Walk
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LG
|
||
- Large
|
||
- Cold
|
||
- Dragon
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 4
|
||
dex_mod: 3
|
||
int_mod: 3
|
||
str_mod: 7
|
||
wis_mod: 4
|
||
ac: 37
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The silver dragon ignores the concealed condition from fog and clouds.
|
||
name: Fog Vision
|
||
traits: null
|
||
description: Silver dragons are among the most chivalrous of all dragonkind; they
|
||
wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy
|
||
mountain peaks or deep in steep, misty valleys. Although they typically make their
|
||
lairs among the highlands, the pursuit of justice leads silver dragons to travel
|
||
far and wide—often into the very heart of realms overrun by evil. These exemplars
|
||
of righteousness are ceaseless in their determination to help the weak, spread
|
||
honor, and stamp out evil.
|
||
divine_spells: null
|
||
hp: 295
|
||
immunities:
|
||
- cold
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Aquan
|
||
- Common
|
||
- Draconic
|
||
- Dwarven
|
||
level: 14
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+13 plus 3d6 cold
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 29
|
||
traits:
|
||
- cold
|
||
- magical
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+13
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 29
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+11
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 27
|
||
traits:
|
||
- magical
|
||
- reach 20 feet
|
||
name: Adult Silver Dragon
|
||
perception: 26
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: ; The dragon breathes a cloud of frost in a 40-foot cone that deals
|
||
15d6 cold damage (DC 35 basic Reflex save).</li><li>**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).</li></ul>
|
||
name: 'Breath Weapon '
|
||
traits:
|
||
- arcane
|
||
- cold
|
||
- evocation
|
||
- description: The silver dragon can tread on clouds or fog as though on solid ground.
|
||
name: Cloud Walk
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The silver dragon makes two claw Strikes and one tail Strike in any
|
||
order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: When the silver dragon scores a critical hit with a Strike, it recharges
|
||
its Breath Weapon.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 26
|
||
ref: 23
|
||
will: 28
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- fog vision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 21
|
||
Athletics: 27
|
||
Diplomacy: 25
|
||
Intimidation: 27
|
||
Medicine: 24
|
||
Religion: 24
|
||
Society: 20
|
||
skills_special: null
|
||
speed:
|
||
- amount: 50
|
||
type: Land
|
||
- amount: 140
|
||
type: Fly
|
||
- amount: null
|
||
type: Cloud Walk
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LG
|
||
- Huge
|
||
- Cold
|
||
- Dragon
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 7
|
||
con_mod: 5
|
||
dex_mod: 4
|
||
int_mod: 5
|
||
str_mod: 9
|
||
wis_mod: 5
|
||
ac: 45
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The silver dragon ignores the concealed condition from fog and clouds.
|
||
name: Fog Vision
|
||
traits: null
|
||
description: Silver dragons are among the most chivalrous of all dragonkind; they
|
||
wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy
|
||
mountain peaks or deep in steep, misty valleys. Although they typically make their
|
||
lairs among the highlands, the pursuit of justice leads silver dragons to travel
|
||
far and wide—often into the very heart of realms overrun by evil. These exemplars
|
||
of righteousness are ceaseless in their determination to help the weak, spread
|
||
honor, and stamp out evil.
|
||
divine_spells: null
|
||
hp: 410
|
||
immunities:
|
||
- cold
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Aquan
|
||
- Common
|
||
- Draconic
|
||
- Dwarven
|
||
- Sylvan
|
||
level: 19
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d10+17 plus 4d6 cold
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 37
|
||
traits:
|
||
- cold
|
||
- magical
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d8+17
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 37
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+15
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 35
|
||
traits:
|
||
- magical
|
||
- reach 25 feet
|
||
name: Ancient Silver Dragon
|
||
perception: 32
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: ; The dragon breathes a cloud of frost in a 50-foot cone that deals
|
||
20d6 cold damage (DC 42 basic Reflex save).</li><li>**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).</li></ul>
|
||
name: Breath Weapon
|
||
traits:
|
||
- arcane
|
||
- cold
|
||
- evocation
|
||
- description: The silver dragon can tread on clouds or fog as though on solid ground.
|
||
name: Cloud Walk
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The silver dragon makes two claw Strikes and one tail Strike in any
|
||
order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: When the silver dragon scores a critical hit with a Strike, it recharges
|
||
its Breath Weapon.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 34
|
||
ref: 31
|
||
will: 34
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- fog vision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 27
|
||
Athletics: 38
|
||
Diplomacy: 34
|
||
Intimidation: 37
|
||
Medicine: 33
|
||
Religion: 32
|
||
Society: 30
|
||
skills_special: null
|
||
speed:
|
||
- amount: 60
|
||
type: Land
|
||
- amount: 180
|
||
type: Fly
|
||
- amount: null
|
||
type: Cloud Walk
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- LG
|
||
- Gargantuan
|
||
- Cold
|
||
- Dragon
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 4
|
||
dex_mod: 0
|
||
int_mod: 1
|
||
str_mod: 6
|
||
wis_mod: 3
|
||
ac: 29
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: When sailors warn others of the terrible threats of the open sea, they
|
||
seldom forget to mention dragon turtles—immense aquatic dragons with rocky shells
|
||
similar to those of tortoises and flippers powerful enough to overturn hardy vessels.
|
||
These fearsome creatures enjoy being considered as dangerous as storms or natural
|
||
disasters by seafaring folk. Dragon turtles delight in amassing treasure, although
|
||
most prefer to receive tribute from passing sailors and often store their hoards
|
||
in the shipwrecks of vessels once crewed by those unwilling to surrender their
|
||
valuables. Dragon turtles are solitary creatures and hunt in regions encompassing
|
||
a hundred square miles or more. Although they normally eat large fish, they are
|
||
omnivorous and also eat seaweed or even foolhardy dragon hunters. Experienced
|
||
sailors keep a keen eye out for dragon turtles, preparing to flee should one approach
|
||
or offer it treasure in exchange for safe passage.
|
||
divine_spells: null
|
||
hp: 140
|
||
immunities:
|
||
- fire
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Aquan
|
||
- Common
|
||
- Draconic
|
||
level: 9
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+9
|
||
type: piercing
|
||
name: Jaws
|
||
to_hit: 21
|
||
traits:
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+9
|
||
type: slashing
|
||
name: Claw
|
||
to_hit: 21
|
||
traits:
|
||
- agile
|
||
name: Dragon Turtle
|
||
perception: 18
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The dragon turtle breathes a massive blast of steam that deals 10d6
|
||
fire damage to creatures within a 50-foot *cone* (DC 27 basic Reflex save).
|
||
This steam blast affects creatures within the water, as well as outside. The
|
||
dragon turtle can't use its Breath Weapon again for 1d4 rounds or until it takes
|
||
a critical hit (whichever comes first).
|
||
name: Breath Weapon
|
||
traits:
|
||
- air
|
||
- fire
|
||
- primal
|
||
- action_cost: One Action
|
||
description: The dragon turtle tries to capsize an adjacent aquatic vessel of
|
||
its size or smaller. The dragon turtle must succeed at an *Athletics* check
|
||
with a DC of 30 or the pilot's *Sailing Lore* DC, whichever is higher.
|
||
name: Capsize
|
||
traits:
|
||
- attack
|
||
- move
|
||
- action_cost: Two Actions
|
||
description: The dragon turtle makes two Claw Strikes and one Jaws Strike in any
|
||
order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 19
|
||
ref: 15
|
||
will: 16
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 21
|
||
Diplomacy: 16
|
||
Intimidation: 18
|
||
Stealth: 13
|
||
Survival: 17
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 30
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Huge
|
||
- Amphibious
|
||
- Dragon
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 6
|
||
dex_mod: 2
|
||
int_mod: -4
|
||
str_mod: 7
|
||
wis_mod: 2
|
||
ac: 25
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The drakauthix exudes a cloud of spores that it uses to see. This
|
||
is an imprecise sense that functions only in areas without strong wind currents.
|
||
Sporesight does not function underwater.
|
||
name: Sporesight
|
||
traits: null
|
||
description: The drakauthix is a massive fungus that floats through the heights
|
||
of the largest Darklands caverns, propelled by bladders that spray air and spores.
|
||
A voracious but slow-moving hunter, the drakauthix prefers to ambush meaty creatures
|
||
from above, using its hooked appendages to pull its victims upward to feed. The
|
||
drakauthix's digestive process is entirely external—it clings to victims, and
|
||
its spore-laden surface slowly feeds on and grows through the flesh before the
|
||
spore-infested carcass is discarded. As the infested body strikes the ground below,
|
||
it bursts and releases a cloud of spores, unleashing a host of young called sporelings
|
||
that immediately scuttle up the cavern walls to cling to its ceiling and grow.
|
||
divine_spells: null
|
||
hp: 190
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 9
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+9 plus Improved Grab
|
||
type: piercing
|
||
name: Tentacle
|
||
to_hit: 20
|
||
traits:
|
||
- reach 30 feet
|
||
name: Drakauthix
|
||
perception: 17
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: 15 feet closer to itself.
|
||
name: Reel In
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: by the drakauthix takes a –4 circumstance penalty to this save.
|
||
name: Spore Tendrils
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The drakauthix whirls, whipping creatures around it. The drakauthix
|
||
makes a tentacle Strike against every creature within its reach.
|
||
name: Whirlwind of Hooks
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 21
|
||
ref: 13
|
||
will: 15
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- sporesight (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 15
|
||
Athletics: 20
|
||
Stealth: 17
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Huge
|
||
- Fungus
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: -1
|
||
str_mod: 3
|
||
wis_mod: 2
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Although the glistening scales and sleek, fin-like wings on these drakes
|
||
give them an appearance reminiscent of river sh, they are actually distant relatives
|
||
of the black dragon. While smaller than most drakes, river drakes are more than
|
||
capable of plaguing river travelers and are equally at home above and below the
|
||
water's surface. This flexibility allows them to catch a wide variety of prey,
|
||
from fish and boggards to deer and the occasional ferry passenger.
|
||
divine_spells: null
|
||
hp: 45
|
||
immunities:
|
||
- paralyzed
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Draconic
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+3
|
||
type: piercing
|
||
name: Fangs
|
||
to_hit: 12
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+3
|
||
type: bludgeoning
|
||
name: Tail
|
||
to_hit: 12
|
||
traits:
|
||
- reach 10 feet
|
||
name: River Drake
|
||
perception: 9
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The river drake spits a ball of caustic mucus up to a range of 50
|
||
feet that explodes in a 10-foot *burst*. Creatures within the burst take 4d6
|
||
acid damage (DC 19 basic Reflex save). Those that fail this save also take 1d6
|
||
*persistent* acid damage and take a –5-foot status penalty to their Speed. This
|
||
Speed reduction ends with the persistent acid damage. The river drake can't
|
||
use Caustic Mucus again for 1d6 rounds.
|
||
name: Caustic Mucus
|
||
traits:
|
||
- acid
|
||
- arcane
|
||
- evocation
|
||
- action_cost: Two Actions
|
||
description: The river drake makes one Fangs Strike and two Tail Strikes in any
|
||
order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The river drake moves up to twice its Speed. It can do this three
|
||
times per day
|
||
name: Speed Surge
|
||
traits:
|
||
- move
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: acid
|
||
saves:
|
||
fort: 11
|
||
ref: 9
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 11
|
||
Athletics: 10
|
||
Intimidation: 6
|
||
Stealth: 9
|
||
Survival: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 50
|
||
type: Fly
|
||
- amount: 30
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Medium
|
||
- Amphibious
|
||
- Dragon
|
||
- Water
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 3
|
||
dex_mod: 1
|
||
int_mod: -1
|
||
str_mod: 5
|
||
wis_mod: 3
|
||
ac: 22
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: Smoke doesn't impair a flame drake's vision; it ignores concealment
|
||
from smoke.
|
||
name: Smoke Vision
|
||
traits: null
|
||
description: The distant kin of red dragons, flame drakes thankfully lack the intelligence
|
||
and ambition of their larger cousins, but are no less territorial or violent.
|
||
Flame drakes dwell near volcanoes and magma, but it's not unheard of for one to
|
||
drift into nearby areas like forests or wooded hills. Their scales are usually
|
||
some shade of red, occasionally fading to smoky blacks and grays along the edges
|
||
of their wings and the tips of their tails.
|
||
divine_spells: null
|
||
hp: 75
|
||
immunities:
|
||
- fire
|
||
- paralyzed
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Draconic
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+5 plus 1d6 fire
|
||
type: piercing
|
||
name: Fangs
|
||
to_hit: 14
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+5
|
||
type: bludgeoning
|
||
name: Tail
|
||
to_hit: 14
|
||
traits:
|
||
- reach 10 feet
|
||
name: Flame Drake
|
||
perception: 12
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The flame drake makes two Fangs Strikes and one Tail Strike in any
|
||
order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The flame drake expels a ball of flame to a range of 180 feet that
|
||
explodes in a 20-foot *burst*. Creatures in the burst take 6d6 fire damage (DC
|
||
22 basic Reflex save). The flame drake can't use Fireball Breath again for 1d6
|
||
rounds.
|
||
name: Fireball Breath
|
||
traits:
|
||
- arcane
|
||
- evocation
|
||
- fire
|
||
- action_cost: One Action
|
||
description: The fire drake moves up to twice its Speed. It can do this three
|
||
times per day.
|
||
name: Speed Surge
|
||
traits:
|
||
- move
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 12
|
||
ref: 10
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
- smoke vision
|
||
skills:
|
||
Acrobatics: 10
|
||
Athletics: 12
|
||
Stealth: 9
|
||
Survival: 10
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 50
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Dragon
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 4
|
||
dex_mod: 3
|
||
int_mod: -1
|
||
str_mod: 5
|
||
wis_mod: 1
|
||
ac: 23
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Believed to be related to green dragons, jungle drakes are dangerous
|
||
hunters equipped with a debilitating venom delivered by a large barbed stinger
|
||
or their noxious phlegm. Their wings are equipped with vestigial claws that allow
|
||
them to deftly maneuver through thick jungle foliage both in flight and on foot.
|
||
Jungle drakes prefer to ambush their prey using hit-and-run tactics, picking off
|
||
the weakest members of a group and dragging their victims off to finish their
|
||
meals as they please.
|
||
divine_spells: null
|
||
hp: 90
|
||
immunities:
|
||
- disease
|
||
- paralyzed
|
||
- poison
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Draconic
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+7 plus predatory grab
|
||
type: piercing
|
||
name: Fangs
|
||
to_hit: 17
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+7 plus Jungle Drake Venom
|
||
type: piercing
|
||
name: Stinger
|
||
to_hit: 17
|
||
traits:
|
||
- reach 10 feet
|
||
name: Jungle Drake
|
||
perception: 13
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The jungle drake makes one Fangs Strike and two Stinger Strikes in
|
||
any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: '**Saving Throw** Fortitude DC 24; **Maximum Duration** 6 rounds;
|
||
**Stage 1** 1d6 poison damage and *enfeebled 1* (1 round); **Stage 2** 1d6 poison
|
||
damage and *enfeebled 2* (1 round)'
|
||
name: Jungle Drake Venom
|
||
traits:
|
||
- poison
|
||
- description: As Grab, but the jungle drake's Grab does not end if it moves away.
|
||
Instead, it carries the grabbed creature with it. A jungle drake can't Fly while
|
||
grabbing a creature unless that creature can also Fly.
|
||
name: Predatory Grab
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The jungle drake moves up to twice its Speed. It can do this three
|
||
times per day.
|
||
name: Speed Surge
|
||
traits:
|
||
- move
|
||
- action_cost: Two Actions
|
||
description: A jungle drake can spit a sticky glob of its venom to a range of
|
||
50 feet that explodes in a 10-foot *burst*. Those in the burst must succeed
|
||
at a DC 24 Reflex save or be exposed to jungle drake venom. The jungle drake
|
||
can't use Spit Venom again for 1d6 rounds.
|
||
name: Spit Venom
|
||
traits:
|
||
- poison
|
||
- description: from non-magical foliage.
|
||
name: Woodland Stride
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 17
|
||
ref: 13
|
||
will: 11
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 15
|
||
Athletics: 13
|
||
Stealth: 13
|
||
Survival: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 50
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Large
|
||
- Dragon
|
||
- Earth
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 4
|
||
dex_mod: 2
|
||
int_mod: -2
|
||
str_mod: 5
|
||
wis_mod: 3
|
||
ac: 24
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: A wyvern is a venomous drake with a well-earned reputation for impatience
|
||
and aggression. As much as 15 feet long and weighing up to 1,000 pounds, a wyvern's
|
||
resilient body allows it to crash talons-first into large prey without serious
|
||
risk to itself. A wyvern uses its momentum to stun its target before injecting
|
||
it with searing venom or carrying it over the side of a nearby cliff. Because
|
||
a wyvern lacks the strength to haul its prey all the way to its nest intact, it
|
||
is far more likely to lift and drop its victim over a gully or canyon and let
|
||
gravity do its work before it descends to pick apart the carcass.
|
||
divine_spells: null
|
||
hp: 95
|
||
immunities:
|
||
- paralyzed
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Draconic
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+5
|
||
type: piercing
|
||
name: Fangs
|
||
to_hit: 17
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+5 plus Grab
|
||
type: slashing
|
||
name: Claw
|
||
to_hit: 17
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+5 plus wyvern venom
|
||
type: piercing
|
||
name: Stinger
|
||
to_hit: 15
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
name: Wyvern
|
||
perception: 13
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The wyvern Flies up to its fly Speed and must both move forward at
|
||
least 20 feet and descend at least 10 feet. If it ends the movement within melee
|
||
reach of at least one enemy its size or smaller, it can make a claw Strike against
|
||
that enemy. If the claw hits, as a free action the wyvern can either automatically
|
||
*Grab* the target or knock it *prone*.
|
||
name: Powerful Dive
|
||
traits:
|
||
- move
|
||
- action_cost: One Action
|
||
description: The wyvern can Fly at half Speed while holding the creature in its
|
||
claws, carrying that creature along with it and dropping it at the end of its
|
||
movement. Alternatively, the wyvern can Strike the creature with its stinger
|
||
with a +2 circumstance bonus.
|
||
name: Punishing Momentum
|
||
traits: null
|
||
- description: '**Saving Throw** Fortitude DC 22; **Maximum Duration** 6 rounds;
|
||
**Stage 1** 5d6 poison damage (1 round); **Stage 2** 6d6 poison damage (1 round);
|
||
**Stage 3** 8d6 poison damage (1 round)'
|
||
name: Wyvern Poison
|
||
traits:
|
||
- poison
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 16
|
||
ref: 12
|
||
will: 13
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 14
|
||
Athletics: 15
|
||
Stealth: 12
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 60
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Large
|
||
- Dragon
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 4
|
||
dex_mod: 2
|
||
int_mod: -1
|
||
str_mod: 6
|
||
wis_mod: 3
|
||
ac: 25
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: Snow doesn't impair a frost drake's vision; it ignores concealment
|
||
from snowfall.
|
||
name: Snow Vision
|
||
traits: null
|
||
description: Frost drakes pose an immense danger in the frozen reaches they call
|
||
home, where they roam far and wide to hunt for prey such as caribou, wolves, small
|
||
bears, and tundra-dwelling people. Related as they are to white dragons, these
|
||
drakes share many habits and facets of their disposition with their draconic cousins.
|
||
Indeed, just as white dragons are among the most bestial and craven of dragonkind,
|
||
frost drakes are among the most depraved and openly malicious of the drakes. They
|
||
are also especially insolent, and are less likely to back down from a flight compared
|
||
to other drakes. Many frost drakes have met their ends trying to enact cruelties
|
||
beyond their means, such as singly taking on an entire castle or well-fortified
|
||
township. Although a frost drake can wreak much destruction on its own, tales
|
||
of village-dwelling northerners banding together to defend their homes from these
|
||
rogue menaces are fairly common.
|
||
divine_spells: null
|
||
hp: 115
|
||
immunities:
|
||
- old
|
||
- paralyzed
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Draconic
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+8 plus 1d6 cold
|
||
type: piercing
|
||
name: Fangs
|
||
to_hit: 17
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+8
|
||
type: bludgeoning
|
||
name: Tail
|
||
to_hit: 17
|
||
traits:
|
||
- reach 10 feet
|
||
name: Frost Drake
|
||
perception: 14
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The frost drake makes two Fangs Strikes and one Tail Strike in any
|
||
order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The frost drake spits a ball of liquid up to 60 feet that explodes
|
||
into a 20-foot *burst* cloud of freezing mist. Those in the burst take 8d6 cold
|
||
damage (DC 25 basic Reflex save). The mist cakes all surfaces in the area with
|
||
a sheet of slippery ice that turns the area into *difficult terrain* for 2d4
|
||
rounds. It can't use Freezing Mist Breath again for 1d6 rounds.
|
||
name: Freezing Mist Breath
|
||
traits:
|
||
- arcane
|
||
- cold
|
||
- evocation
|
||
- description: from ice and snow and doesn't risk falling when crossing ice.
|
||
name: Ice Climb
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The frost drake moves up to twice its Speed. It can do this three
|
||
times per day.
|
||
name: Speed Surge
|
||
traits:
|
||
- move
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 17
|
||
ref: 15
|
||
will: 14
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
- snow vision
|
||
skills:
|
||
Acrobatics: 15
|
||
Athletics: 17
|
||
Intimidation: 14
|
||
Stealth: 15
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 50
|
||
type: Fly
|
||
- amount: 20
|
||
type: Burrow (snow only)
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Cold
|
||
- Dragon
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 5
|
||
dex_mod: 3
|
||
int_mod: -1
|
||
str_mod: 6
|
||
wis_mod: 3
|
||
ac: 27
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Distant cousins of blue dragons that lack their relatives' magical
|
||
talents and intelligence, these desert-dwelling drakes are nonetheless dangerous
|
||
ambush predators, preying upon isolated desert travelers and outposts for food
|
||
and supplies. They retain their true-blooded forebears' resistance to electricity
|
||
and affinity for sandy environs. Desert drakes' scales range in coloration from
|
||
rust-brown to light tan and ocher shades, mimicking the colors of the dunes they
|
||
call home.
|
||
divine_spells: null
|
||
hp: 135
|
||
immunities:
|
||
- paralyzed
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Draconic
|
||
level: 8
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+8 plus 1d6 electricity
|
||
type: piercing
|
||
name: Fangs
|
||
to_hit: 20
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+8 plus Push 5 feet
|
||
type: bludgeoning
|
||
name: Tail
|
||
to_hit: 20
|
||
traits:
|
||
- reach 10 feet
|
||
name: Desert Drake
|
||
perception: 15
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The desert drake makes two Fangs Strikes and one Tail Strike in any
|
||
order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The desert drake spits a ball of electrically charged sand to a range
|
||
of 60 feet that explodes into a cloud with a 15-foot-radius *burst*. Creatures
|
||
in the area take 9d6 electricity damage (DC 27 basic Reflex save). The cloud
|
||
remains for 1d4 rounds, granting *concealment* to everything within. The desert
|
||
drake can't use Sandstorm Breath again for 1d6 rounds.
|
||
name: Sandstorm Breath
|
||
traits:
|
||
- arcane
|
||
- electricity
|
||
- evocation
|
||
- action_cost: One Action
|
||
description: The desert drake moves up to twice its Speed. It can do this three
|
||
times per day.
|
||
name: Speed Surge
|
||
traits:
|
||
- move
|
||
- description: to the desert drake.
|
||
name: Surprise Attacker
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 16
|
||
type: electricity
|
||
saves:
|
||
fort: 17
|
||
ref: 15
|
||
will: 13
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 17
|
||
Athletics: 18
|
||
Intimidation: 13
|
||
Stealth: 15
|
||
Survival: 15
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 50
|
||
type: Fly
|
||
- amount: 20
|
||
type: Burrow (sand only)
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Large
|
||
- Dragon
|
||
- Earth
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: 0
|
||
str_mod: 2
|
||
wis_mod: 1
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: ''
|
||
name: Light Blindness
|
||
traits: null
|
||
description: Drow fighters train to master techniques that inflict deep, bleeding
|
||
wounds and use poisoned crossbow bolts to exhaust enemies.
|
||
divine_spells: null
|
||
hp: 18
|
||
immunities:
|
||
- sleep
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 2
|
||
name: darkness
|
||
- frequency: at will
|
||
level: 2
|
||
name: faerie fire
|
||
items:
|
||
- hand crossbow (10 bolts)
|
||
- leather armor
|
||
- lethargy poison (2 doses)
|
||
- rapier
|
||
languages:
|
||
- Elven
|
||
- Undercommon
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+2
|
||
type: piercing
|
||
name: Rapier
|
||
to_hit: 9
|
||
traits:
|
||
- deadly 1d8
|
||
- disarm
|
||
- finesse
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+2
|
||
type: piercing
|
||
name: Main-gauche
|
||
to_hit: 9
|
||
traits:
|
||
- agile
|
||
- disarm
|
||
- finesse
|
||
- parry
|
||
- versatile S
|
||
name: Drow Fighter
|
||
perception: 6
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: action, then Strikes with that weapon.
|
||
name: Quick Draw
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: .
|
||
name: Skewer
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+1 plus lethargy poison
|
||
type: piercing
|
||
name: Hand Crossbow
|
||
to_hit: 9
|
||
traits:
|
||
- range increment 60 feet
|
||
- reload 1
|
||
resistances: null
|
||
saves:
|
||
fort: 7
|
||
ref: 9
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic, +2 status to all saves vs. mental
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 7
|
||
Athletics: 5
|
||
Intimidation: 3
|
||
Stealth: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Drow
|
||
- Elf
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: 0
|
||
str_mod: 2
|
||
wis_mod: 0
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: ' '
|
||
name: Light Blindness
|
||
traits: null
|
||
description: Loners at heart, drow rogues trust no one—least of all fellow slayers.
|
||
Thees drow rely on awareness and adaptation to survive the cutthroat nature of
|
||
their society.
|
||
divine_spells: null
|
||
hp: 26
|
||
immunities:
|
||
- sleep
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 2
|
||
name: darkness
|
||
- frequency: at will
|
||
level: 2
|
||
name: faerie fire
|
||
items:
|
||
- hand crossbow (10 bolts)
|
||
- lethargy poison (2 doses)
|
||
- shortsword
|
||
- studded leather armor
|
||
languages:
|
||
- Elven
|
||
- Undercommon
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: piercing
|
||
name: Shortsword
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- versatile S
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6 plus lethargy poison
|
||
type: piercing
|
||
name: Hand Crossbow
|
||
to_hit: 10
|
||
traits:
|
||
- range increment 60 feet
|
||
- reload 1
|
||
name: Drow Rogue
|
||
perception: 6
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: action, then Strikes with that weapon.
|
||
name: Quick Draw
|
||
traits: null
|
||
- description: creatures.
|
||
name: Sneak Attack
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 6
|
||
ref: 10
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic, +2 status to all saves vs. mental
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 8
|
||
Deception: 7
|
||
Society: 4
|
||
Stealth: 10
|
||
Thievery: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Drow
|
||
- Elf
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 1
|
||
dex_mod: 2
|
||
int_mod: 0
|
||
str_mod: 1
|
||
wis_mod: 4
|
||
ac: 20
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: ''
|
||
name: Light Blindness
|
||
traits: null
|
||
description: Many drow priestesses venerate demon lords and other foul divinities.
|
||
divine_spells: null
|
||
hp: 39
|
||
immunities:
|
||
- sleep
|
||
innate_spells:
|
||
- level: 4
|
||
name: darkness
|
||
- frequency: x3
|
||
level: 3
|
||
name: dispel magic
|
||
- frequency: x3
|
||
level: 3
|
||
name: levitate
|
||
- frequency: at will
|
||
level: 2
|
||
name: darkness
|
||
- frequency: at will
|
||
level: 2
|
||
name: faerie fire
|
||
- frequency: at will
|
||
level: 1
|
||
name: command
|
||
items:
|
||
- chain mail
|
||
- hand crossbow (10 bolts)
|
||
- lethargy poison (4 doses)
|
||
- rapier
|
||
- religious symbol
|
||
- steel shield (Hardness 5, HP 20, BT 10)
|
||
languages:
|
||
- Abyssal
|
||
- Elven
|
||
- Undercommon
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+2
|
||
type: piercing
|
||
name: Rapier
|
||
to_hit: 9
|
||
traits:
|
||
- deadly 1d8
|
||
- disarm
|
||
- finesse
|
||
name: Drow Priestess
|
||
perception: 9
|
||
proactive_abilities: []
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6 plus lethargy poison
|
||
type: piercing
|
||
name: Hand Crossbow
|
||
to_hit: 9
|
||
traits:
|
||
- range increment 60 feet
|
||
- reload 1
|
||
resistances: null
|
||
saves:
|
||
fort: 8
|
||
ref: 7
|
||
will: 11
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic, +2 status to all saves vs. mental
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Deception: 8
|
||
Intimidation: 8
|
||
Religion: 9
|
||
Society: 5
|
||
Stealth: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Drow
|
||
- Elf
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 3
|
||
dex_mod: 3
|
||
int_mod: 0
|
||
str_mod: 1
|
||
wis_mod: 2
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Duergar sharpshooters serve both as ranged support for slaver parties
|
||
and as snipers posted on towers overlooking quarries and other areas where enslaved
|
||
workers toil away the hours. Duergar sharpshooters also specialize in nonlethal
|
||
methods of ranged combat—tactics they are often called upon to use when quelling
|
||
slave riots or capturing escaped slaves.
|
||
divine_spells: null
|
||
hp: 16
|
||
immunities: null
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Dwarven
|
||
- Undercommon
|
||
level: 0
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+1
|
||
type: bludgeoning
|
||
name: Light Mace
|
||
to_hit: 5
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- shove
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8 or bola bolt
|
||
type: piercing
|
||
name: Crossbow
|
||
to_hit: 7
|
||
traits:
|
||
- range increment 120 feet
|
||
- reload 1
|
||
name: Duergar Sharpshooter
|
||
perception: 4
|
||
proactive_abilities:
|
||
- description: . This check can be attempted either by the target or a creature
|
||
adjacent to the target.
|
||
name: Bola Bolt
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 7
|
||
ref: 7
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +2 status to saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 3
|
||
Stealth: 5
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: 12
|
||
traits:
|
||
- LE
|
||
- Medium
|
||
- Duergar
|
||
- Dwarf
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 2
|
||
dex_mod: 3
|
||
int_mod: 3
|
||
str_mod: 1
|
||
wis_mod: 1
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: A duergar bombardier's items listed as infused last for 24 hours,
|
||
or until the next time they make their daily preparations.
|
||
name: Infused Items
|
||
traits: null
|
||
description: Alchemy intrigues many duergars, and their cruel traditions often motivate
|
||
them to experiment on slaves. Eager to inflict pain and justify the abuse as a
|
||
method of expanding knowledge, duergar bombardiers often accompany slaver bands
|
||
so they can have the first chance to select their next test subjects from captured
|
||
victims. To duergar bombardiers, the lob of each bomb represents a new opportunity
|
||
to observe how their targets react and record the results to enhance future modifications
|
||
to their alchemical concoctions.
|
||
divine_spells: null
|
||
hp: 20
|
||
immunities: null
|
||
innate_spells: []
|
||
items:
|
||
- alchemist's tools
|
||
- infused lesser acid flask (2)
|
||
- infused lesser alchemist's fire (2)
|
||
- studded leather armor
|
||
- warhammer
|
||
- infused reagents (2)
|
||
languages:
|
||
- Common
|
||
- Dwarven
|
||
- Undercommon
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+1
|
||
type: bludgeoning
|
||
name: Warhammer
|
||
to_hit: 4
|
||
traits:
|
||
- shove
|
||
name: Duergar Bombardier
|
||
perception: 4
|
||
proactive_abilities:
|
||
- description: '** lesser acid flask, lesser alchemist fire, lesser tanglefoot bag'
|
||
name: Alchemical Formulas
|
||
traits:
|
||
- 1st
|
||
- description: The duergar bombardier has a range increment of 30 feet with their
|
||
bombs instead of 20 feet.
|
||
name: Far Lobber
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: . This item has the infused trait, but it remains potent only until
|
||
the start of the duergar bombardier's next turn.
|
||
name: Quick Alchemy
|
||
traits:
|
||
- see Alchemical Formulas
|
||
- action_cost: One Action
|
||
description: The duergar can use Interact to draw a bomb, then Strike with it.
|
||
name: Quick Bomber
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
name: Bomb
|
||
to_hit: 8
|
||
traits:
|
||
- range increment 30 feet
|
||
- splash
|
||
resistances: null
|
||
saves:
|
||
fort: 7
|
||
ref: 8
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +2 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 6
|
||
Crafting: 6
|
||
Occultism: 6
|
||
Stealth: 6
|
||
Survival: 4
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: 17
|
||
traits:
|
||
- LE
|
||
- Medium
|
||
- Duergar
|
||
- Dwarf
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 2
|
||
dex_mod: 0
|
||
int_mod: 0
|
||
str_mod: 2
|
||
wis_mod: 2
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Duergar priests of the taskmaster god Droskar often assume leadership
|
||
roles within their communities, advancing the goals of their deity through coercion
|
||
and displays of force. Often referred to as duergar taskmasters, these leaders
|
||
often issue commands to duergar subordinates and slaves in the same breath, treating
|
||
the two almost as if they were interchangeable. As a result, duergar taskmasters
|
||
are loathed by both slave and slaver alike.
|
||
divine_spells: null
|
||
hp: 30
|
||
immunities: null
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Dwarven
|
||
- Undercommon
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d12+2
|
||
type: bludgeoning
|
||
name: Maul
|
||
to_hit: 8
|
||
traits:
|
||
- shove
|
||
name: Duergar Taskmaster
|
||
perception: 8
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: that are within 20 feet of the duergar taskmaster gain a +1 status
|
||
bonus to attack rolls and damage rolls until the end of the duergar taskmaster's
|
||
next turn.
|
||
name: Take Them Down!
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 8
|
||
ref: 4
|
||
will: 8
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +2 status to all saves vs. magic, iron mind
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 7
|
||
Deception: 7
|
||
Intimidation: 7
|
||
Occultism: 5
|
||
Religion: 6
|
||
Survival: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: 18
|
||
traits:
|
||
- LE
|
||
- Medium
|
||
- Duergar
|
||
- Dwarf
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 2
|
||
dex_mod: 2
|
||
int_mod: 2
|
||
str_mod: 6
|
||
wis_mod: 3
|
||
ac: 28
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Riding on a horse as black as night, the headless hunter known as the
|
||
dullahan tracks down and takes the heads of those it deems unfit to continue living.
|
||
When closing in for the kill, the dullahan first whispers its victim's name, then
|
||
swiftly collects its prize, casting a pall of dread upon all who witness the grim
|
||
execution.
|
||
divine_spells: null
|
||
hp: 95
|
||
immunities:
|
||
- fear
|
||
- death effects
|
||
- disease
|
||
- poison
|
||
- paralyzed
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Necril
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+10
|
||
type: slashing
|
||
name: keen longsword
|
||
to_hit: 18
|
||
traits:
|
||
- magical
|
||
- versatile P
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+10
|
||
type: slashing
|
||
name: keen returning hatchet
|
||
to_hit: 17
|
||
traits:
|
||
- agile
|
||
- sweep
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+10
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 18
|
||
traits:
|
||
- agile
|
||
- nonlethal
|
||
name: Dullahan
|
||
perception: 14
|
||
proactive_abilities:
|
||
- description: . If the dullahan kills a creature with a critical hit using a slashing
|
||
weapon, the target is decapitated as though the dullahan had used Reap on the
|
||
target. These effects remain only while the dullahan holds the weapon.
|
||
name: Head Hunter
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The dullahan removes the head of a dead creature within reach. Each
|
||
creature within the area of the dullahan's frightful presence must attempt a
|
||
new save, even if they are temporarily immune.
|
||
name: Reap
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: with elite adjustments and the fiend trait. This steed remains until
|
||
it is slain, the dullahan Dismisses it, or the dullahan summons another steed.
|
||
name: Summon Steed
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+10
|
||
type: slashing
|
||
name: keen returning hatchet
|
||
to_hit: 14
|
||
traits:
|
||
- agile
|
||
- thrown 10 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 13
|
||
ref: 15
|
||
will: 17
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- lifesense 60 feet
|
||
skills:
|
||
Athletics: 15
|
||
Intimidation: 17
|
||
Stealth: 13
|
||
Survival: 15
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- LE
|
||
- Medium
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 1
|
||
dex_mod: 3
|
||
int_mod: -4
|
||
str_mod: 0
|
||
wis_mod: 1
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: These large birds of prey swoop down from incredible heights to snatch
|
||
fish and small mammals in their powerful talons. Eagles nest atop high trees or
|
||
steep cliffs that provide a commanding view of the surrounding area. They avoid
|
||
nesting too near civilization, but some remote cultures train eagles as hunting
|
||
companions.
|
||
divine_spells: null
|
||
hp: 6
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: -1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6
|
||
type: piercing
|
||
name: beak
|
||
to_hit: 6
|
||
traits:
|
||
- finesse
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4
|
||
type: slashing
|
||
name: talon
|
||
to_hit: 6
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
name: Eagle
|
||
perception: 6
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The eagle Flies up to double its fly Speed in a straight line, descending
|
||
at least 10 feet, and then makes a talon Strike.
|
||
name: Eagle Dive
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 4
|
||
ref: 6
|
||
will: 2
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Acrobatics: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 10
|
||
type: Land
|
||
- amount: 60
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 1
|
||
dex_mod: 4
|
||
int_mod: 0
|
||
str_mod: 3
|
||
wis_mod: 2
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: No mere animals, giant eagles have a keen intellect and a strong sense
|
||
of honor. As guardians of their mountain homes, giant eagles attempt to prevent
|
||
the encroachment of civilization upon wild land and the predations of wicked humanoid
|
||
settlements. Unlike ordinary eagles, which tend to be solitary creatures, giant
|
||
eagles congregate within aeries holding up to a dozen members and work together
|
||
to protect their domains.
|
||
divine_spells: null
|
||
hp: 45
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Auran
|
||
- Sylvan
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+5
|
||
type: piercing
|
||
name: beak
|
||
to_hit: 12
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+5 plus Grab
|
||
type: slashing
|
||
name: talon
|
||
to_hit: 12
|
||
traits:
|
||
- agile
|
||
name: Giant Eagle
|
||
perception: 11
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The giant eagle Flies up to double its fly Speed in a straight line,
|
||
descending at least 10 feet, and then makes a talon Strike.
|
||
name: Eagle Dive
|
||
traits: null
|
||
- description: A giant eagle can Fly at half Speed while it has a creature grabbed
|
||
or restrained in its talons, carrying that creature along with it.
|
||
name: Snatch
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 6
|
||
ref: 11
|
||
will: 9
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Acrobatics: 11
|
||
Athletics: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 10
|
||
type: Land
|
||
- amount: 60
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NG
|
||
- Large
|
||
- Beast
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 2
|
||
dex_mod: 2
|
||
int_mod: -5
|
||
str_mod: 1
|
||
wis_mod: 1
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Usually found in freshwater rivers and lakes, an electric eel is not
|
||
particularly aggressive, but its ability to stun predators and prey alike can
|
||
be dangerous to larger creatures searching for their next meals.
|
||
divine_spells: null
|
||
hp: 18
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 6
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+1 plus 1d4 electricity and stunning shock
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 6
|
||
traits:
|
||
- agile
|
||
name: Electric Eel
|
||
perception: 4
|
||
proactive_abilities:
|
||
- description: A creature critically hit by the electric eel's tail must attempt
|
||
a DC 17 Fortitude save. **Critical Success** The creature is unaffected. **Success**
|
||
The creature is stunned 1. **Failure** The creature is stunned 2. **Critical
|
||
Failure** The creature is stunned 3.
|
||
name: Stunning Shock
|
||
traits:
|
||
- incapacitation
|
||
ranged: null
|
||
resistances:
|
||
- amount: 7
|
||
type: electricity
|
||
saves:
|
||
fort: 7
|
||
ref: 7
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Athletics: 6
|
||
Stealth: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 5
|
||
type: Land
|
||
- amount: 30
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Animal
|
||
- Aquatic
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 3
|
||
dex_mod: 2
|
||
int_mod: -4
|
||
str_mod: 6
|
||
wis_mod: 2
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Giant moray eels dwell in warm, tropical waters and build lairs in
|
||
narrow, twisting caves made of coral. Their size, speed, and powerful bite make
|
||
them dangerous to divers and fishermen. Giant moray eels have rubbery hides that
|
||
secrete a layer of mucus, making them difficult to harm with some weapons.
|
||
divine_spells: null
|
||
hp: 65
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+8 plus Grab
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 15
|
||
traits:
|
||
- reach 10 feet
|
||
name: Giant Moray Eel
|
||
perception: 11
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The giant moray eel uses its second set of jaws to pull the prey
|
||
into its gullet. The eel deals 1d6+4 piercing damage to the grabbed creature
|
||
and gains a +2 circumstance bonus to its Swallow Whole attempts and to the DC
|
||
for the creature to Escape. This effect ends if the target Escapes or the giant
|
||
moray eel Swallows it Whole.
|
||
name: Pharyngeal Jaws
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: Small, 1d6+6 bludgeoning, Rupture 12
|
||
name: Swallow Whole
|
||
traits:
|
||
- attack
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: bludgeoning
|
||
- amount: 5
|
||
type: piercing
|
||
saves:
|
||
fort: 14
|
||
ref: 13
|
||
will: 9
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 9
|
||
Athletics: 13
|
||
Stealth: 13
|
||
skills_special: null
|
||
speed:
|
||
- amount: 10
|
||
type: Land
|
||
- amount: 40
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
- Aquatic
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: -3
|
||
str_mod: 4
|
||
wis_mod: 2
|
||
ac: 24
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: These strange, fey felines resemble large, broad bobcats from a distance,
|
||
but a closer view reveals something amiss. Their forms ripple and billow with
|
||
heat, and their eyes glow from within as if they contain tiny, flickering flames.
|
||
The pungent scent of rotting leaves smoldering in a bonfire clings to their fur.
|
||
Yet those who have the chance to watch elananxes hunt or attack prey witness the
|
||
greatest indication that these creatures are something more than mere predators,
|
||
for they act with cruel and savvy instincts, reveling in the pain they infiict.
|
||
divine_spells: null
|
||
hp: 95
|
||
immunities:
|
||
- fire
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Sylvan
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+8 and 1d6 fire
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 16
|
||
traits:
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+8
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 16
|
||
traits:
|
||
- agile
|
||
name: Elananx
|
||
perception: 14
|
||
proactive_abilities:
|
||
- description: The elananx's Strikes deal an extra 1d6 damage to creatures within
|
||
the reach of at least two of its allies.
|
||
name: Pack Attack
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The elananx Strides and makes a Strike at the end of that movement.
|
||
If the elananx began this action hidden, it remains hidden until after the attack.
|
||
name: Pounce
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 12
|
||
ref: 16
|
||
will: 12
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 14
|
||
Athletics: 14
|
||
Survival: 14
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Medium
|
||
- Fey
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 1
|
||
dex_mod: 4
|
||
int_mod: -4
|
||
str_mod: 2
|
||
wis_mod: 0
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Zephyr hawks drift among the currents of the Plane of Air in great
|
||
flocks.
|
||
divine_spells: null
|
||
hp: 36
|
||
immunities:
|
||
- bleed
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+4
|
||
type: slashing
|
||
name: wing
|
||
to_hit: 11
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
name: Zephyr Hawk
|
||
perception: 7
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The zephyr hawk Flies up to half its Speed, makes two wing Strikes,
|
||
then Flies up to half its Speed again to return to its original location. The
|
||
second half of this movement doesn't trigger reactions. Both attacks count toward
|
||
the zephyr hawk's multiple attack penalty, but the penalty doesn't increase
|
||
until after it makes both attacks.
|
||
name: Circling Attack
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 6
|
||
ref: 13
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 13
|
||
Stealth: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 50
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Air
|
||
- Elemental
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 2
|
||
dex_mod: 5
|
||
int_mod: -2
|
||
str_mod: 3
|
||
wis_mod: 1
|
||
ac: 24
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: A living whirlwind resembles a roughly humanoid-shaped dust devil.
|
||
divine_spells: null
|
||
hp: 50
|
||
immunities:
|
||
- bleed
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Auran
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+7 plus Push 5 feet
|
||
type: bludgeoning
|
||
name: gust
|
||
to_hit: 14
|
||
traits:
|
||
- finesse
|
||
- reach 10 feet
|
||
name: Living Whirlwind
|
||
perception: 10
|
||
proactive_abilities:
|
||
- description: The living whirlwind's movement doesn't trigger reactions.
|
||
name: Swiftness
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 9
|
||
ref: 16
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 16
|
||
Stealth: 14
|
||
skills_special: null
|
||
speed:
|
||
- amount: 50
|
||
type: Fly
|
||
- amount: null
|
||
type: Swiftness
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Air
|
||
- Elemental
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 3
|
||
dex_mod: 6
|
||
int_mod: -2
|
||
str_mod: 3
|
||
wis_mod: 2
|
||
ac: 26
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Invisible stalkers have a poor opinion of mortals due to the unsavory
|
||
nature of the violent tasks summoners usually call them to the Material Plane
|
||
to perform.
|
||
divine_spells: null
|
||
hp: 70
|
||
immunities:
|
||
- bleed
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Auran
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+5
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 18
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
name: Invisible Stalker
|
||
perception: 16
|
||
proactive_abilities:
|
||
- description: creatures.
|
||
name: Sneak Attack
|
||
traits: null
|
||
- description: The invisible stalker moves at full Speed while Tracking.
|
||
name: Swift Tracker
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 14
|
||
ref: 18
|
||
will: 11
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 16
|
||
Stealth: 18
|
||
Survival: 15
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 25
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Air
|
||
- Elemental
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 4
|
||
dex_mod: 7
|
||
int_mod: -1
|
||
str_mod: 4
|
||
wis_mod: 3
|
||
ac: 30
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Storm lords wage battles to claim important territory within the Plane
|
||
of Air.
|
||
divine_spells: null
|
||
hp: 120
|
||
immunities:
|
||
- bleed
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Auran
|
||
level: 9
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+10 plus Push 5 feet
|
||
type: bludgeoning
|
||
name: gust
|
||
to_hit: 20
|
||
traits:
|
||
- finesse
|
||
- reach 15 feet
|
||
name: Storm Lord
|
||
perception: 18
|
||
proactive_abilities:
|
||
- description: The storm lord's movement doesn't trigger reactions.
|
||
name: Swiftness
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+4
|
||
type: electricity
|
||
name: lightning lash
|
||
to_hit: 20
|
||
traits:
|
||
- range increment 50 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 15
|
||
ref: 20
|
||
will: 16
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 20
|
||
Stealth: 18
|
||
skills_special: null
|
||
speed:
|
||
- amount: 75
|
||
type: Fly
|
||
- amount: null
|
||
type: Swiftness
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Air
|
||
- Elemental
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 4
|
||
dex_mod: 7
|
||
int_mod: 0
|
||
str_mod: 6
|
||
wis_mod: 3
|
||
ac: 32
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Elemental hurricanes embody the ferocity of violent windstorms.
|
||
divine_spells: null
|
||
hp: 140
|
||
immunities:
|
||
- bleed
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Auran
|
||
level: 11
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+12 plus Push 10 feet
|
||
type: bludgeoning
|
||
name: gust
|
||
to_hit: 24
|
||
traits:
|
||
- finesse
|
||
- reach 20 feet
|
||
name: Elemental Hurricane
|
||
perception: 20
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The elemental breathes a 30-foot cone of air. Creatures in the cone
|
||
must succeed at a DC 29 Fortitude save or be knocked away from the elemental.
|
||
A creature knocked into a solid object stops moving and takes 10d6 bludgeoning
|
||
damage. The elemental hurricane can't use Breath Weapon again for 1d4 rounds.
|
||
**Critical Success** The creature is unaffected. **Success** The creature is
|
||
Pushed 20 feet. **Failure** The creature is Pushed 40 feet. **Critical Failure**
|
||
The creature is Pushed 40 feet and knocked prone.
|
||
name: Breath Weapon
|
||
traits:
|
||
- air
|
||
- description: The elemental's movement doesn't trigger reactions.
|
||
name: Swiftness
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+6
|
||
type: electricity
|
||
name: lightning lash
|
||
to_hit: 24
|
||
traits:
|
||
- range increment 75 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 19
|
||
ref: 24
|
||
will: 18
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 24
|
||
Stealth: 22
|
||
skills_special: null
|
||
speed:
|
||
- amount: 100
|
||
type: Fly
|
||
- amount: null
|
||
type: Swiftness
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Huge
|
||
- Air
|
||
- Elemental
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 3
|
||
dex_mod: -1
|
||
int_mod: -4
|
||
str_mod: 4
|
||
wis_mod: 2
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: A sod hound can sense crystals or gems within as if using the scent
|
||
ability
|
||
name: Crystal Sense
|
||
range: 60 feet
|
||
traits: null
|
||
description: Sod hounds are mossy extraplanar canines formed of packed dirt and
|
||
pebbles.
|
||
divine_spells: null
|
||
hp: 44
|
||
immunities:
|
||
- bleed
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+6 plus Knockdown
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 11
|
||
traits: null
|
||
name: Sod Hound
|
||
perception: 9
|
||
proactive_abilities:
|
||
- description: The sod hound can Burrow through any earthen matter, including rock.
|
||
When it does so, the sod hound moves at its full burrow Speed, leaving no tunnels
|
||
or signs of its passing.
|
||
name: Earth Glide
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 12
|
||
ref: 6
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- crystal sense (imprecise) 60 feet
|
||
- darkvision
|
||
skills:
|
||
Athletics: 11
|
||
Survival: 9
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 20
|
||
type: Burrow
|
||
- amount: null
|
||
type: Earth Glide
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Earth
|
||
- Elemental
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 4
|
||
dex_mod: -1
|
||
int_mod: -2
|
||
str_mod: 5
|
||
wis_mod: 1
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: When not touching solid ground, the living landslide is slowed 1
|
||
and can't use reactions.
|
||
name: Earthbound
|
||
traits: null
|
||
description: Living landslides resemble humanoids made of earth and gravel.
|
||
divine_spells: null
|
||
hp: 90
|
||
immunities:
|
||
- bleed
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Terran
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+8
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 16
|
||
traits:
|
||
- reach 10 feet
|
||
name: Living Landslide
|
||
perception: 12
|
||
proactive_abilities:
|
||
- description: The living landslide can Burrow through any earthen matter, including
|
||
rock. When it does so, the living landslide moves at its full burrow Speed,
|
||
leaving no tunnels or signs of its passing.
|
||
name: Earth Glide
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 15
|
||
ref: 8
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- tremorsense (imprecise) 60 feet
|
||
skills:
|
||
Athletics: 14
|
||
Stealth: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 25
|
||
type: Burrow
|
||
- amount: null
|
||
type: Earth Glide
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Earth
|
||
- Elemental
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 5
|
||
dex_mod: 0
|
||
int_mod: 0
|
||
str_mod: 6
|
||
wis_mod: 2
|
||
ac: 25
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: These squat, rotund elementals have three legs, three arms, three eyes,
|
||
and one massive maw, which they fill with the gems and metals they find so delicious.
|
||
divine_spells: null
|
||
hp: 115
|
||
immunities:
|
||
- bleed
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Terran
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+8
|
||
type: piercing
|
||
name: jaw
|
||
to_hit: 18
|
||
traits:
|
||
- deadly 1d10
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+8
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 18
|
||
traits:
|
||
- agile
|
||
name: Xorn
|
||
perception: 15
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The xorn makes three claw Strikes; no more than two can be against
|
||
the same target. These attacks count toward the xorn's multiple attack penalty,
|
||
but the penalty doesn't increase until after all the attacks have been made.
|
||
name: Claw Frenzy
|
||
traits: null
|
||
- description: The xorn can Burrow through any earthen matter, including rock. When
|
||
it does so, the xorn moves at its full burrow Speed, leaving no tunnels or signs
|
||
of its passing.
|
||
name: Earth Glide
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: cold
|
||
- amount: 5
|
||
type: electricity
|
||
- amount: 5
|
||
type: fire
|
||
saves:
|
||
fort: 18
|
||
ref: 11
|
||
will: 13
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- tremorsense (imprecise) 60 feet
|
||
skills:
|
||
Athletics: 17
|
||
Stealth: 11
|
||
Survival: 15
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 20
|
||
type: Burrow
|
||
- amount: null
|
||
type: Earth Glide
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Earth
|
||
- Elemental
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 7
|
||
dex_mod: -1
|
||
int_mod: -1
|
||
str_mod: 6
|
||
wis_mod: 3
|
||
ac: 27
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: When not touching solid ground, a stone mauler is slowed 1 and can't
|
||
use reactions.
|
||
name: Earthbound
|
||
traits: null
|
||
description: These towering heaps of earth can inflict tremendous damage up close
|
||
and from afar.
|
||
divine_spells: null
|
||
hp: 180
|
||
immunities:
|
||
- bleed
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Terran
|
||
level: 9
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+10 plus Push 10 feet
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 21
|
||
traits:
|
||
- reach 10 feet
|
||
name: Stone Mauler
|
||
perception: 16
|
||
proactive_abilities:
|
||
- description: The stone mauler can Burrow through any earthen matter, including
|
||
rock. When it does so, the stone mauler moves at its full burrow Speed, leaving
|
||
no tunnels or signs of its passing.
|
||
name: Earth Glide
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+6
|
||
type: bludgeoning
|
||
name: rock
|
||
to_hit: 21
|
||
traits:
|
||
- brutal
|
||
- range increment 80 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 23
|
||
ref: 15
|
||
will: 19
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- tremorsense (imprecise) 80 feet
|
||
skills:
|
||
Athletics: 21
|
||
Stealth: 12
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
- amount: 35
|
||
type: Burrow
|
||
- amount: null
|
||
type: Earth Glide
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Earth
|
||
- Elemental
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 8
|
||
dex_mod: -1
|
||
int_mod: 0
|
||
str_mod: 7
|
||
wis_mod: 3
|
||
ac: 32
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: When not touching solid ground, the elemental avalanche is slowed
|
||
1, can't use reactions, and can't Trample.
|
||
name: Earthbound
|
||
traits: null
|
||
description: Stubborn and ponderous, elemental avalanches are massive beings of
|
||
living rock and dirt.
|
||
divine_spells: null
|
||
hp: 215
|
||
immunities:
|
||
- bleed
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Terran
|
||
level: 11
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+11
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 24
|
||
traits: null
|
||
name: Elemental Avalanche
|
||
perception: 20
|
||
proactive_abilities:
|
||
- description: The elemental avalanche can Burrow through any earthen matter, including
|
||
rock. When it does so, the elemental avalanche moves at its full burrow Speed,
|
||
leaving no tunnels or signs of its passing.
|
||
name: Earth Glide
|
||
traits: null
|
||
- description: Large or smaller, fist, DC 30
|
||
name: Trample
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+7
|
||
type: bludgeoning
|
||
name: rock
|
||
to_hit: 24
|
||
traits: null
|
||
resistances: null
|
||
saves:
|
||
fort: 26
|
||
ref: 17
|
||
will: 21
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- tremorsense (imprecise) 90 feet
|
||
skills:
|
||
Athletics: 24
|
||
Stealth: 14
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 25
|
||
type: Burrow
|
||
- amount: null
|
||
type: Earth Glide
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Huge
|
||
- Earth
|
||
- Elemental
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 2
|
||
dex_mod: 3
|
||
int_mod: -4
|
||
str_mod: 2
|
||
wis_mod: 2
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The cinder rat ignores the concealed condition from smoke.
|
||
name: Smoke Vision
|
||
traits: null
|
||
description: These oversized rodents are made of smoldering charcoal and elemental
|
||
fire, and noxious fumes continually bellow from their flaming flesh.
|
||
divine_spells: null
|
||
hp: 45
|
||
immunities:
|
||
- bleed
|
||
- fire
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+4 plus 1d4 persistent fire
|
||
type: fire
|
||
name: jaws
|
||
to_hit: 10
|
||
traits:
|
||
- finesse
|
||
name: Cinder Rat
|
||
perception: 9
|
||
proactive_abilities: []
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 9
|
||
ref: 12
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- smoke vision
|
||
skills:
|
||
Acrobatics: 10
|
||
Stealth: 10
|
||
Survival: 9
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Elemental
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: -2
|
||
str_mod: 3
|
||
wis_mod: 3
|
||
ac: 22
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The living wildfire ignores the concealed condition from smoke.
|
||
name: Smoke Vision
|
||
traits: null
|
||
description: Living wildfires appear as humanoids made of living fire.
|
||
divine_spells: null
|
||
hp: 80
|
||
immunities:
|
||
- bleed
|
||
- fire
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Ignan
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+6 plus 2d4 persistent fire
|
||
type: fire
|
||
name: tendril
|
||
to_hit: 15
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- reach 10 feet
|
||
name: Living Wildfire
|
||
perception: 10
|
||
proactive_abilities: []
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+3
|
||
type: fire
|
||
name: fire mote
|
||
to_hit: 15
|
||
traits:
|
||
- range increment 60 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 11
|
||
ref: 15
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- smoke vision
|
||
skills:
|
||
Acrobatics: 13
|
||
skills_special: null
|
||
speed:
|
||
- amount: 50
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Elemental
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 4
|
||
dex_mod: 3
|
||
int_mod: 2
|
||
str_mod: 4
|
||
wis_mod: 2
|
||
ac: 26
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Salamanders have serpentine lower torsos, but humanoid upper bodies
|
||
with toothy reptilian snouts. Their affinity for cruelty and violence puts them
|
||
in close alliance with the demons of the Abyss.
|
||
divine_spells: null
|
||
hp: 125
|
||
immunities:
|
||
- bleed
|
||
- fire
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Ignan
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+7
|
||
type: piercing
|
||
name: ranseur
|
||
to_hit: 18
|
||
traits:
|
||
- disarm
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+7 plus 1d6 fire and Grab
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 17
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
name: Salamander
|
||
perception: 15
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The salamander stokes its internal flames. Until the start of its
|
||
next turn, it gains a +2 circumstance bonus to AC, and when an adjacent creature
|
||
touches it or hits it with a physical attack, that creature takes 2d6 persistent
|
||
fire damage unless it succeeds at a DC 25 Reflex save.
|
||
name: Armor of Flames
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: 1d8+4 bludgeoning plus 1d6 fire, DC 25
|
||
name: Constrict
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 15
|
||
ref: 16
|
||
will: 13
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 12
|
||
Athletics: 17
|
||
Crafting: 15
|
||
Deception: 12
|
||
Intimidation: 14
|
||
Society: 13
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Elemental
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 4
|
||
dex_mod: 5
|
||
int_mod: -1
|
||
str_mod: 5
|
||
wis_mod: 3
|
||
ac: 28
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The firewyrm ignores the concealed condition from smoke.
|
||
name: Smoke Vision
|
||
traits: null
|
||
description: Firewyrms live in tubes of molten lava found throughout the Plane of
|
||
Fire.
|
||
divine_spells: null
|
||
hp: 165
|
||
immunities:
|
||
- bleed
|
||
- fire
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Ignan
|
||
level: 9
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+11 plus 2d8 persistent fire
|
||
type: fire
|
||
name: tail
|
||
to_hit: 20
|
||
traits:
|
||
- reach 15 feet
|
||
name: Firewyrm
|
||
perception: 16
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The firewyrm breathes a 30-foot cone of fire dealing 7d6 fire and
|
||
2d8 persistent fire damage to every creature within the cone (DC 28 basic Reflex
|
||
save). The firewyrm can't use Breath Weapon again for 1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- evocation
|
||
- fire
|
||
- primal
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+6
|
||
type: fire
|
||
name: fire mote
|
||
to_hit: 20
|
||
traits:
|
||
- range increment 60 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 18
|
||
ref: 20
|
||
will: 15
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- smoke vision
|
||
skills:
|
||
Acrobatics: 20
|
||
skills_special: null
|
||
speed:
|
||
- amount: 60
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Huge
|
||
- Elemental
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 5
|
||
dex_mod: 6
|
||
int_mod: 0
|
||
str_mod: 6
|
||
wis_mod: 3
|
||
ac: 31
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The elemental inferno ignores the concealed condition from smoke.
|
||
name: Smoke Vision
|
||
traits: null
|
||
description: Walking conflagrations of unimaginably hot fire, elemental infernos
|
||
are harbingers of destruction and heedless chaos.
|
||
divine_spells: null
|
||
hp: 210
|
||
immunities:
|
||
- bleed
|
||
- fire
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Ignan
|
||
level: 11
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+12 plus 3d8 persistent fire
|
||
type: fire
|
||
name: tendril
|
||
to_hit: 24
|
||
traits:
|
||
- reach 15 feet
|
||
name: Elemental Inferno
|
||
perception: 20
|
||
proactive_abilities:
|
||
- description: When the elemental inferno scores a critical hit, its body surges
|
||
with blue flames, increasing the damage of its intense heat and Inferno Leap
|
||
by 3d6 until the start of its next turn.
|
||
name: Blue Flames
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The elemental inferno jumps horizontally and vertically with a maximum
|
||
height and distance each equal to its Speed. Its intense heat is suppressed
|
||
until the end of the jump. At any point during the jump, flames explode from
|
||
the elemental in a 30-foot emanation, dealing 12d6 fire damage to each creature
|
||
within the area (DC 30 basic Reflex save). The elemental inferno can't Inferno
|
||
Leap again for 1d4 rounds.
|
||
name: Inferno Leap
|
||
traits:
|
||
- fire
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+6
|
||
type: fire
|
||
name: fire mote
|
||
to_hit: 24
|
||
traits:
|
||
- range increment 60 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 21
|
||
ref: 23
|
||
will: 19
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- smoke vision
|
||
skills:
|
||
Acrobatics: 21
|
||
skills_special: null
|
||
speed:
|
||
- amount: 70
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Huge
|
||
- Elemental
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 0
|
||
dex_mod: 4
|
||
int_mod: -2
|
||
str_mod: 1
|
||
wis_mod: 0
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Air mephits are capricious and flighty relative to their kin; they
|
||
are as likely to fly blindly into battle as they are to whine in terror at a loud
|
||
noise. They are pale blue in coloration and have thin wings that trail small puffs
|
||
of vapor as they fly through the skies.
|
||
divine_spells: null
|
||
hp: 12
|
||
immunities:
|
||
- bleed
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells:
|
||
- level: 2
|
||
name: blur
|
||
items: null
|
||
languages:
|
||
- Auran
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+1
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 9
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
name: Air Mephit
|
||
perception: 3
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The air mephit breathes sand and grit in a 15-foot cone that deals
|
||
2d6 slashing damage to each creature within the area (DC 17 basic Reflex save).
|
||
The air mephit can't use Breath Weapon again for 1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- air
|
||
- arcane
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 3
|
||
ref: 19
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 7
|
||
Stealth: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Air
|
||
- Elemental
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 2
|
||
dex_mod: -1
|
||
int_mod: -2
|
||
str_mod: 3
|
||
wis_mod: 0
|
||
ac: 15
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Earth mephits are humorless and trudge about their tasks with little
|
||
enthusiasm. They are somewhat more stout than other mephits, and their dark-brown
|
||
or gray bodies are always coated with layers of dirt and filth. An earth mephit
|
||
can fly, just as any other mephit, but the act of flight is uncomfortable and
|
||
unnerving to them—they rarely ascend higher than 5 feet off the ground if they
|
||
can help it.
|
||
divine_spells: null
|
||
hp: 20
|
||
immunities:
|
||
- bleed
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells:
|
||
- level: 3
|
||
name: meld into stone
|
||
items: null
|
||
languages:
|
||
- Terran
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 8
|
||
traits: null
|
||
name: Earth Mephit
|
||
perception: 3
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The earth mephit breathes rocks in a 15-foot cone that deals 2d6
|
||
bludgeoning damage to each creature within the area (DC 17 basic Reflex save).
|
||
The earth mephit can't use Breath Weapon again for 1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- arcane
|
||
- earth
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 8
|
||
ref: 4
|
||
will: 3
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- tremorsense (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 6
|
||
Stealth: 2
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 15
|
||
type: Fly
|
||
- amount: 20
|
||
type: Burrow
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Earth
|
||
- Elemental
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 0
|
||
dex_mod: 4
|
||
int_mod: -2
|
||
str_mod: 0
|
||
wis_mod: 0
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The fire mephit ignores the concealed condition from smoke.
|
||
name: Smoke Vision
|
||
traits: null
|
||
description: Fire mephits are conniving and quick to anger. They aren't evil, but
|
||
they delight in inflicting pain, and their love of burning things pushes them
|
||
the closest to this alignment of all mephits. They have bright-orange skin, and
|
||
wisps of flame flicker along their wings as they fiap through the air. The rivalry
|
||
between fire and water mephits is notorious, and these creatures loathe working
|
||
together for any amount of time.
|
||
divine_spells: null
|
||
hp: 16
|
||
immunities:
|
||
- bleed
|
||
- fire
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Ignan
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6 and 1d4 fire
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 9
|
||
traits:
|
||
- finesse
|
||
name: Fire Mephit
|
||
perception: 3
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The fire mephit breathes flames in a 15-foot cone that deals 2d4
|
||
fire and 1d4 persistent fire damage to each creature within the area (DC 17
|
||
basic Reflex save). The fire mephit can't use Breath Weapon again for 1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- arcane
|
||
- fire
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 3
|
||
ref: 9
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- smoke vision
|
||
skills:
|
||
Acrobatics: 7
|
||
Deception: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 25
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Elemental
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 1
|
||
dex_mod: 3
|
||
int_mod: -2
|
||
str_mod: 1
|
||
wis_mod: 0
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Water mephits are consummate jokers who are always happy to trade a
|
||
favor for a good laugh. Just as fire mephits are the ones who cleave closest to
|
||
evil without fully crossing over into true villainy, water mephits are the friendliest
|
||
of the mephits and therefore the closest to good. Still, one should take care
|
||
in making assumptions about a water mephit's benevolence, for no one can reliably
|
||
count on them to keep their inborn need for pranks and trickery at bay for long.
|
||
Water mephits have blue-green skin that shimmers in light like sh scales. Though
|
||
water mephits' wings look more like webbed fins than limbs capable of flight,
|
||
they can flap their wings to fly through the air as easily as any other mephit.
|
||
Water mephits prefer to swim, when possible, and they leave the water only when
|
||
they must.
|
||
divine_spells: null
|
||
hp: 20
|
||
immunities:
|
||
- bleed
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Aquan
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+1
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 8
|
||
traits:
|
||
- finesse
|
||
name: Water Mephit
|
||
perception: 3
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The water mephit breathes acid in a 15-foot cone that deals 2d6 acid
|
||
damage to each creature within the area (DC 17 basic Reflex save). The water
|
||
mephit can't use Breath Weapon again for 1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- acid
|
||
- arcane
|
||
- action_cost: One Action
|
||
description: The water mephit puts out all fires in a 5-foot emanation. The mephit
|
||
extinguishes all non-magical fires automatically and attempts to counteract
|
||
magical fires (+7 counteract modifier).
|
||
name: Drench
|
||
traits:
|
||
- abjuration
|
||
- arcane
|
||
- water
|
||
ranged: null
|
||
resistances:
|
||
- amount: 3
|
||
type: acid
|
||
- amount: 3
|
||
type: fire
|
||
saves:
|
||
fort: 7
|
||
ref: 11
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 6
|
||
Stealth: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 25
|
||
type: Fly
|
||
- amount: 25
|
||
type: Swim
|
||
spell_attack_to_hit: 9
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Aquatic
|
||
- Elemental
|
||
- Water
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 2
|
||
dex_mod: 2
|
||
int_mod: -4
|
||
str_mod: 3
|
||
wis_mod: 1
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Brine sharks are deadly elementals that roam the endless oceans of
|
||
the Plane of Water.
|
||
divine_spells: null
|
||
hp: 45
|
||
immunities:
|
||
- bleed
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d12+7 plus Grab
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 11
|
||
traits: null
|
||
name: Brine Shark
|
||
perception: 8
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The brine shark dives straight down into the water, moving up to
|
||
twice its swim Speed in a straight vertical line. It can use this ability while
|
||
grabbing a creature.
|
||
name: Deep Plunge
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: fire
|
||
saves:
|
||
fort: 9
|
||
ref: 11
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 10
|
||
Stealth: 11
|
||
Survival: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 15
|
||
type: Land
|
||
- amount: 50
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Aquatic
|
||
- Elemental
|
||
- Water
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 3
|
||
dex_mod: 3
|
||
int_mod: -2
|
||
str_mod: 4
|
||
wis_mod: 1
|
||
ac: 20
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: When not touching water, the living waterfall is slowed 1 and can't
|
||
use reactions.
|
||
name: Water-Bound
|
||
traits: null
|
||
description: Living waterfalls are humanoid-shaped columns of churning water.
|
||
divine_spells: null
|
||
hp: 90
|
||
immunities:
|
||
- bleed
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Aquan
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+7 plus Push or Pull 5 feet
|
||
type: bludgeoning
|
||
name: wave
|
||
to_hit: 15
|
||
traits:
|
||
- reach 10 feet
|
||
name: Living Waterfall
|
||
perception: 10
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The elemental puts out all fires in a 5-foot emanation. It extinguishes
|
||
all non-magical fires automatically and attempts to counteract magical fires
|
||
(+14 counteract modifier).
|
||
name: Drench
|
||
traits:
|
||
- abjuration
|
||
- primal
|
||
- water
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: fire
|
||
saves:
|
||
fort: 14
|
||
ref: 12
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 13
|
||
Stealth: 12
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 60
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Aquatic
|
||
- Elemental
|
||
- Water
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 0
|
||
dex_mod: 2
|
||
int_mod: 4
|
||
str_mod: 4
|
||
wis_mod: 3
|
||
ac: 25
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Quatoids are peculiar, mysterious elementals native to the Plane of
|
||
Water that resemble four-tentacled octopuses with eerily humanoid faces on their
|
||
mantles.
|
||
divine_spells: null
|
||
hp: 120
|
||
immunities:
|
||
- bleed
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Aquan
|
||
- Common
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+6 plus Grab
|
||
type: bludgeoning
|
||
name: tentacle
|
||
to_hit: 16
|
||
traits:
|
||
- reach 10 feet
|
||
name: Quatoid
|
||
perception: 18
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: 1d12+6 bludgeoning, DC 25
|
||
name: Constrict
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: bludgeoning
|
||
- amount: 5
|
||
type: fire
|
||
saves:
|
||
fort: 13
|
||
ref: 15
|
||
will: 18
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 15
|
||
Diplomacy: 12
|
||
Occultism: 17
|
||
Society: 17
|
||
Stealth: 13
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 25
|
||
type: Swim
|
||
spell_attack_to_hit: 17
|
||
spell_dc: null
|
||
traits:
|
||
- LN
|
||
- Small
|
||
- Aquatic
|
||
- Elemental
|
||
- Water
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 5
|
||
dex_mod: 5
|
||
int_mod: -1
|
||
str_mod: 5
|
||
wis_mod: 3
|
||
ac: 28
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: When not touching water, the tidal master is slowed 1 and can't use
|
||
reactions.
|
||
name: Water-Bound
|
||
traits: null
|
||
description: Tidal masters use their power over waves and water to drown their enemies.
|
||
divine_spells: null
|
||
hp: 155
|
||
immunities:
|
||
- bleed
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Aquan
|
||
level: 9
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+11 plus Push or Pull 10 feet
|
||
type: bludgeoning
|
||
name: wave
|
||
to_hit: 21
|
||
traits:
|
||
- reach 15 feet
|
||
name: Tidal Master
|
||
perception: 18
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The elemental puts out all fires in a 10-foot emanation. It extinguishes
|
||
all non-magical fires automatically and attempts to counteract magical fires
|
||
(+20 counteract modifier).
|
||
name: Drench
|
||
traits:
|
||
- abjuration
|
||
- primal
|
||
- water
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: fire
|
||
saves:
|
||
fort: 18
|
||
ref: 21
|
||
will: 15
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 20
|
||
Stealth: 19
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 80
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Aquatic
|
||
- Elemental
|
||
- Water
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 6
|
||
dex_mod: 6
|
||
int_mod: 0
|
||
str_mod: 6
|
||
wis_mod: 3
|
||
ac: 31
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: When not touching water, the elemental tsunami is slowed 1 and can't
|
||
use reactions.
|
||
name: Water-Bound
|
||
traits: null
|
||
description: Elemental tsunamis are huge and destructive.
|
||
divine_spells: null
|
||
hp: 195
|
||
immunities:
|
||
- bleed
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Aquan
|
||
level: 11
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+12 plus Push or Pull 10 feet
|
||
type: bludgeoning
|
||
name: wave
|
||
to_hit: 24
|
||
traits:
|
||
- reach 20 feet
|
||
name: Elemental Tsunami
|
||
perception: 22
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The elemental puts out all fires in a 20-foot emanation. It extinguishes
|
||
all non-magical fires automatically and attempts to counteract magical fires
|
||
(+20 counteract modifier).
|
||
name: Drench
|
||
traits:
|
||
- abjuration
|
||
- primal
|
||
- water
|
||
- action_cost: Two Actions
|
||
description: . A creature that fails this save is Pushed 20 feet. The elemental
|
||
tsunami then retracts to its former space. The elemental tsunami can't Surge
|
||
again for 1d4 rounds.
|
||
name: Surge
|
||
traits:
|
||
- DC 31 basic Fortitude save
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: fire
|
||
saves:
|
||
fort: 21
|
||
ref: 22
|
||
will: 19
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 23
|
||
Stealth: 23
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
- amount: 100
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Huge
|
||
- Aquatic
|
||
- Elemental
|
||
- Water
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 4
|
||
dex_mod: 0
|
||
int_mod: -4
|
||
str_mod: 7
|
||
wis_mod: 2
|
||
ac: 23
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Those who live near elephants have learned to be wary of angering the
|
||
beasts, but even with precautions in place, elephants sometimes still rampage.
|
||
There is little an individual person can do when even a single elephant becomes
|
||
enraged. Furthermore, a herd of angry or frightened elephants can easily destroy
|
||
an entire village.
|
||
divine_spells: null
|
||
hp: 130
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+9
|
||
type: piercing
|
||
name: tusk
|
||
to_hit: 16
|
||
traits:
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
name: trunk
|
||
to_hit: 18
|
||
traits:
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+9
|
||
type: bludgeoning
|
||
name: foot
|
||
to_hit: 16
|
||
traits:
|
||
- reach 10 feet
|
||
name: Elephant
|
||
perception: 13
|
||
proactive_abilities:
|
||
- description: creature along with it.
|
||
name: Grabbing Trunk
|
||
traits: null
|
||
- description: Large or smaller, foot, DC 24
|
||
name: Trample
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 18
|
||
ref: 11
|
||
will: 13
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 17
|
||
Survival: 15
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Huge
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 5
|
||
dex_mod: 1
|
||
int_mod: -4
|
||
str_mod: 8
|
||
wis_mod: 1
|
||
ac: 29
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Found mostly in colder climates, mammoths are accustomed to dealing
|
||
with desperate and dangerous predators, trampling and crushing their enemies while
|
||
using their larger tusks to greater effect. Humanoids dwelling in harsh, frost-bound
|
||
lands rely on the mammoth's strength to help them survive.
|
||
divine_spells: null
|
||
hp: 190
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 10
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+12
|
||
type: piercing
|
||
name: tusk
|
||
to_hit: 22
|
||
traits:
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
name: trunk
|
||
to_hit: 22
|
||
traits:
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+12
|
||
type: bludgeoning
|
||
name: foot
|
||
to_hit: 22
|
||
traits:
|
||
- reach 10 feet
|
||
name: Mammoth
|
||
perception: 18
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The mammoth makes two tusk Strikes, each against a different creature.
|
||
This counts as one attack for the mammoth's multiple attack penalty, and the
|
||
penalty doesn't increase until after both attacks.
|
||
name: Dual Tusks
|
||
traits: null
|
||
- description: creature along with it.
|
||
name: Grabbing Trunk
|
||
traits: null
|
||
- description: Large or smaller, foot, DC 28
|
||
name: Trample
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 21
|
||
ref: 15
|
||
will: 18
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +2 status to all saves vs. cold
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 22
|
||
Survival: 19
|
||
skills_special: null
|
||
speed:
|
||
- amount: 45
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Huge
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 7
|
||
con_mod: 3
|
||
dex_mod: 4
|
||
int_mod: -2
|
||
str_mod: 5
|
||
wis_mod: 1
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Ether spiders are deadly predators from the Ethereal Plane resembling
|
||
giant arachnids. Rather than building webs of silk, ether spiders shape the raw
|
||
essence of the Ethereal Plane, weaving it in complex patterns that drift through
|
||
the misty void. From these ethereal nests, whole families of ether spiders can
|
||
scout the adjacent Material Plane, watching for easy prey in dark or remote corners
|
||
of the land of mortals. Once an ether spider has spotted a meal, it anchors its
|
||
nest and waits on the Ethereal Plane for its prey to draw near. As soon as its
|
||
victim is within reach, the ether spider shifts to the Material Plane, clamps
|
||
its fangs onto its prey, then shifts back to the Ethereal Plane to wait as its
|
||
venom works through the creature's system. Ether spiders move between the planes
|
||
with ease, making them extremely dangerous to those who cannot see or attack ethereal
|
||
enemies.
|
||
divine_spells: null
|
||
hp: 75
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+7 plus ether spider venom and Grab
|
||
type: piercing
|
||
name: fangs
|
||
to_hit: 15
|
||
traits:
|
||
- magical
|
||
name: Ether Spider
|
||
perception: 12
|
||
proactive_abilities:
|
||
- description: '**Saving Throw** DC 22 Fortitude; **Maximum Duration** 6 rounds;
|
||
**Stage 1** 1d6 poison damage and clumsy 1 (1 round); **Stage 2** 2d6 poison
|
||
damage, clumsy 2 and slowed 1 (1 round); **Stage 3** 3d6 poison damage, clumsy
|
||
3 and slowed 2 (1 round)'
|
||
name: Ether Spider Venom
|
||
traits:
|
||
- poison
|
||
- action_cost: One Action
|
||
description: The ether spider shifts to either the Ethereal Plane or the Material
|
||
Plane. The ether spider can remain on the Ethereal Plane indefinitely without
|
||
ill effect. While there, it can see clearly onto the Material Plane with a range
|
||
of 60 feet. On its first round in an encounter, the ether spider can use this
|
||
ability once as a free action.
|
||
name: Ethereal Step
|
||
traits: null
|
||
- description: .
|
||
name: Ethereal Web Trap
|
||
traits:
|
||
- Escape DC 22
|
||
- action_cost: Two Actions
|
||
description: ', as ethereal web trap, unless it succeeds at a DC 22 Reflex save.'
|
||
name: Web Burst
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
name: web
|
||
to_hit: 14
|
||
traits:
|
||
- magical
|
||
- range increment 30 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 12
|
||
ref: 15
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 12
|
||
Stealth: 15
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 20
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Beast
|
||
- Ethereal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 4
|
||
dex_mod: -1
|
||
int_mod: -2
|
||
str_mod: 6
|
||
wis_mod: 2
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: Each of an ettin's heads rolls its own initiative and has its own
|
||
turn. Neither head can Delay. At the start of a head's turn, that head gets
|
||
2 actions and 1 reaction. Each brain controls one of the ettin's arms, but both
|
||
can move the legs. Any ability that would sever an ettin's head (such as the
|
||
*vorpal* weapon property) doesn't cause the ettin to die if it still has its
|
||
other head, but does cause it to lose the turns, actions, and reactions of the
|
||
severed head. Mental effects that target a single creature affect only one of
|
||
the ettin's heads.
|
||
name: Independent Brains
|
||
traits: null
|
||
description: Two heads aren't always better than one. The slovenly, violent giants
|
||
known as ettins are proof enough of that.
|
||
divine_spells: null
|
||
hp: 110
|
||
immunities: null
|
||
innate_spells: null
|
||
items:
|
||
- flail (2)
|
||
languages:
|
||
- Goblin
|
||
- Jotun
|
||
- Orcish
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+10
|
||
type: bludgeoning
|
||
name: flail
|
||
to_hit: 16
|
||
traits:
|
||
- disarm
|
||
- reach 10 feet
|
||
- sweep
|
||
- trip
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+10
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 16
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
name: Ettin
|
||
perception: 16
|
||
proactive_abilities: []
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 16
|
||
ref: 11
|
||
will: 12
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Athletics: 16
|
||
Intimidation: 10
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Giant
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 0
|
||
dex_mod: 4
|
||
int_mod: 2
|
||
str_mod: -2
|
||
wis_mod: 0
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Although they are much smaller than their larger dragon cousins, faerie
|
||
dragons have the many of the same physiological attributes, including long necks,
|
||
toothy maws, sinuous tails, and sharp claws. They flit about on iridescent butterfly
|
||
wings, the coloring of which changes based on where they live, giving them a natural
|
||
camouflage. Unlike their larger kin, an adult faerie dragon remains the same size
|
||
throughout its lifespan. The only visual clue to the age of a faerie dragon is
|
||
the sheen on its scales, a glimmer that becomes more lustrous the older it gets.
|
||
divine_spells: null
|
||
hp: 30
|
||
immunities:
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
- Sylvan
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 10
|
||
traits:
|
||
- magical
|
||
- finesse
|
||
name: Faerie Dragon
|
||
perception: 16
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The dragon breathes euphoric gas in a 10-foot cone. Each creature
|
||
in the area must succeed at a DC 18 Fortitude save or become stupefied 2 and
|
||
slowed 1 for 1d4 rounds; on a critical failure, the duration is 1 minute. The
|
||
faerie dragon can't use Breath Weapon again for 1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- arcane
|
||
- evocation
|
||
- poison
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 5
|
||
ref: 12
|
||
will: 11
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 8
|
||
Deception: 8
|
||
Diplomacy: 8
|
||
Nature: 4
|
||
Stealth: 10
|
||
skills_special: null
|
||
speed:
|
||
- amount: 15
|
||
type: Land
|
||
- amount: 40
|
||
type: Fly
|
||
- amount: 20
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CG
|
||
- Tiny
|
||
- Dragon
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -3
|
||
con_mod: 4
|
||
dex_mod: -2
|
||
int_mod: -5
|
||
str_mod: 4
|
||
wis_mod: 0
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Sluglike abominations, grothluts are fleshwarps that were once humans.
|
||
While their head and torsos are vaguely human, their arms are rubbery and move
|
||
awkwardly at their sides. Wretched creatures, they moan piteously when other creatures
|
||
are near, perhaps as the last remnants of their shattered human consciousness
|
||
pleads to be free from their horrid warped form.
|
||
divine_spells: null
|
||
hp: 50
|
||
immunities:
|
||
- acid
|
||
- mental
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+8
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 11
|
||
traits:
|
||
- agile
|
||
name: Grothlut
|
||
perception: 5
|
||
proactive_abilities: []
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6 damage plus 1d6 splash acid damage
|
||
type: acid
|
||
name: digestive spew
|
||
to_hit: 7
|
||
traits:
|
||
- acid
|
||
- range increment 15 feet
|
||
- splash
|
||
resistances: null
|
||
saves:
|
||
fort: 11
|
||
ref: 5
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Aberration
|
||
- Mindless
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 3
|
||
dex_mod: 3
|
||
int_mod: 2
|
||
str_mod: 4
|
||
wis_mod: 3
|
||
ac: 24
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: 'The first fleshwarping process mastered by the drow remains both their
|
||
most successful and most infamous: the drider. Fusing the body of a drow with
|
||
that of a giant spider, driders are a sexually dimorphic fleshwarp—the only fleshwarp
|
||
known to be able to produce young. While female driders have the upper torsos
|
||
of elegant drow women with mouths featuring sharp poisoned fangs, male driders
|
||
have hideous, mutated countenances that further blend the humanoid form with that
|
||
of a spider; the difference in appearance is perhaps a reflection on the matriarchal
|
||
nature of drow society. In combat, all driders are equally dangerous.'
|
||
divine_spells: null
|
||
hp: 95
|
||
immunities:
|
||
- sleep
|
||
innate_spells:
|
||
- level: 4
|
||
name: clairvoyance
|
||
- level: 4
|
||
name: suggestion
|
||
- level: 3
|
||
name: clairaudience
|
||
- level: 3
|
||
name: dispel magic
|
||
- level: 3
|
||
name: levitate
|
||
- frequency: at will
|
||
level: 2
|
||
name: darkness
|
||
- frequency: at will
|
||
level: 2
|
||
name: faerie fire
|
||
items: null
|
||
languages:
|
||
- Elven
|
||
- Undercommon
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+10
|
||
type: slashing
|
||
name: glaive
|
||
to_hit: 16
|
||
traits:
|
||
- deadly 1d8
|
||
- forceful
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+10 plus drider venom
|
||
type: piercing
|
||
name: fangs
|
||
to_hit: 16
|
||
traits: null
|
||
name: Drider
|
||
perception: 13
|
||
proactive_abilities:
|
||
- description: '**Saving Throw** DC 23 Fortitude; **Maximum Duration** 6 rounds;
|
||
**Stage 1** 1d8 poison damage and enfeebled 1 (1 round)'
|
||
name: Drider Venom
|
||
traits:
|
||
- poison
|
||
- description: .
|
||
name: Web Trap
|
||
traits:
|
||
- Escape DC 21
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+8
|
||
type: piercing
|
||
name: composite longbow
|
||
to_hit: 16
|
||
traits:
|
||
- deadly d10
|
||
- magical
|
||
- propulsive
|
||
- range increment 100 feet
|
||
- reload 0
|
||
- volley 50 feet
|
||
- action_cost: One Action
|
||
name: web
|
||
to_hit: 15
|
||
traits:
|
||
- range increment 30 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 13
|
||
ref: 13
|
||
will: 15
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Arcana: 14
|
||
Athletics: 12
|
||
Intimidation: 14
|
||
Religion: 13
|
||
Stealth: 15
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 20
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Aberration
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 5
|
||
dex_mod: 3
|
||
int_mod: -5
|
||
str_mod: 2
|
||
wis_mod: 2
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The snapping flytrap is a ravenous, carnivorous plant that is quick
|
||
to bite at any creature that passes by. Snapping flytraps typically have two sets
|
||
of tooth-edged leaves, each measuring 3 feet wide, at the end of 10-foot-long
|
||
stalks.
|
||
divine_spells: null
|
||
hp: 50
|
||
immunities:
|
||
- mental
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+2 plus 1d6 acid and Improved Grab
|
||
type: piercing
|
||
name: leaf
|
||
to_hit: 11
|
||
traits:
|
||
- reach 10 feet
|
||
name: Snapping Flytrap
|
||
perception: 7
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The flytrap attacks a single target with both its leaves. The flytrap
|
||
makes one leaf Strike. On a success, the flytrap deals the damage from one leaf
|
||
Strike plus an additional 1d8 damage for every leaf beyond the first. On a failure,
|
||
the flytrap deals the damage from one leaf Strike, but it can't use Improved
|
||
Grab. It deals no damage on a critical failure. This counts toward the flytrap's
|
||
multiple attack penalty as a number of attacks equal to the number of leaves
|
||
the flytrap has.
|
||
name: Focused Assault
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The flytrap makes two leaf Strikes at a –2 penalty, each against
|
||
a different target. These attacks count toward the flytrap's multiple attack
|
||
penalty, but the multiple attack penalty doesn't increase until after it makes
|
||
all its attacks.
|
||
name: Hungry Flurry
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: Medium, 1d8+1 bludgeoning plus 1d6 acid, Rupture 5
|
||
name: Swallow Whole
|
||
traits:
|
||
- attack
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: acid
|
||
saves:
|
||
fort: 12
|
||
ref: 8
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- tremorsense (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 11
|
||
Stealth: 10
|
||
skills_special: null
|
||
speed:
|
||
- amount: 15
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Mindless
|
||
- Plant
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 5
|
||
dex_mod: 5
|
||
int_mod: -5
|
||
str_mod: 7
|
||
wis_mod: 3
|
||
ac: 29
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Because they blend in so well with surrounding foliage, giant flytraps
|
||
can use the element of surprise to make quick strikes against unsuspecting adventurers
|
||
and forest travelers.
|
||
divine_spells: null
|
||
hp: 185
|
||
immunities:
|
||
- mental
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 10
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+7 plus 2d6 acid and Improved Grab
|
||
type: piercing
|
||
name: leaf
|
||
to_hit: 23
|
||
traits:
|
||
- reach 15 feet
|
||
name: Giant Flytrap
|
||
perception: 17
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The flytrap attacks a single target with all four of its leaves.
|
||
The flytrap makes one leaf Strike. On a success, the flytrap deals the damage
|
||
from one leaf Strike plus an additional 1d8 damage for every leaf beyond the
|
||
first. On a failure, the flytrap deals the damage from one leaf Strike, but
|
||
it can't use Improved Grab. It deals no damage on a critical failure. This counts
|
||
toward the flytrap's multiple attack penalty as a number of attacks equal to
|
||
the number of leaves the flytrap has.
|
||
name: Focused Assault
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The flytrap makes four leaf Strikes at a –2 penalty, each against
|
||
a different target. These attacks count toward the flytrap's multiple attack
|
||
penalty, but the multiple attack penalty doesn't increase until after it makes
|
||
all its attacks.
|
||
name: Hungry Flurry
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: Large, 2d8+3 bludgeoning plus 2d6 acid, Rupture 17
|
||
name: Swallow Whole
|
||
traits:
|
||
- attack
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: acid
|
||
saves:
|
||
fort: 21
|
||
ref: 17
|
||
will: 15
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- tremorsense (imprecise) 60 feet
|
||
skills:
|
||
Athletics: 23
|
||
Stealth: 21
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Huge
|
||
- Mindless
|
||
- Plant
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 3
|
||
dex_mod: 2
|
||
int_mod: -2
|
||
str_mod: 3
|
||
wis_mod: 2
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Gargoyles are monstrous hunters made of elemental stone. They use their
|
||
resemblance to decorative statues to hide in plain sight in cities during the
|
||
day and descend upon unlucky pedestrians at night. Their most common form is that
|
||
of a horned humanoid with bat-like wings, but individual gargoyles show a great
|
||
deal of variation, with some appearing more or less humanoid and others resembling
|
||
no known creature. A gargoyle's features are not flxed; city-dwelling gargoyles
|
||
who remain in the same locale long enough slowly morph, day by day, to match the
|
||
style of the local architecture. These patient monsters can stay disguised for
|
||
long stretches of time as they patiently await an opportunity to strike.
|
||
divine_spells: null
|
||
hp: 40
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Terran
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+3
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 13
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+3
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 13
|
||
traits:
|
||
- agile
|
||
name: Gargoyle
|
||
perception: 10
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: Until the next time it acts, the gargoyle appears to be a statue.
|
||
It has an automatic result of 32 on Deception checks and DCs to pass as a statue.
|
||
name: Statue
|
||
traits:
|
||
- concentrate
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: physical (except adamantine)
|
||
saves:
|
||
fort: 13
|
||
ref: 10
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 10
|
||
Athletics: 9
|
||
Stealth: 12
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Beast
|
||
- Earth
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 2
|
||
dex_mod: 2
|
||
int_mod: 2
|
||
str_mod: 4
|
||
wis_mod: 3
|
||
ac: 20
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Jann are genies composed of all four elements, meaning they are not
|
||
quite home on any of the Elemental Planes. Instead, jann reside on the Material
|
||
Plane, making only brief forays to the other parts of the Inner Sphere. Although
|
||
they are human in size and appearance, jann are not at all related to humans and
|
||
bristle at any claims to this effect. They are a proud people and take great care
|
||
to maintain their honor—restoring that honor with the edge of a sword, if necessary.
|
||
divine_spells: null
|
||
hp: 60
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: to Astral Plane, Elemental Planes, or Material Plane only
|
||
level: 7
|
||
name: plane shift
|
||
- frequency: x3
|
||
level: 2
|
||
name: create food
|
||
- frequency: x3
|
||
level: 2
|
||
name: invisibility
|
||
- frequency: x3
|
||
level: 2
|
||
name: speak with animals
|
||
items: null
|
||
languages:
|
||
- Common
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+10
|
||
type: slashing
|
||
name: scimitar
|
||
to_hit: 14
|
||
traits:
|
||
- forceful +1
|
||
- sweep
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+10
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 14
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- nonlethal
|
||
name: Janni
|
||
perception: 11
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: '**Frequency** Once per day. **Effect** The janni changes a creature''s
|
||
size. This works as a 4th-level *enlarge* or *shrink* spell but can target an
|
||
unwilling creature (DC 21 Fortitude save negates).'
|
||
name: Change Size
|
||
traits:
|
||
- arcane
|
||
- concentrate
|
||
- polymorph
|
||
- transmutation
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+5
|
||
type: piercing
|
||
name: composite shortbow
|
||
to_hit: 12
|
||
traits:
|
||
- deadly 1d10
|
||
- propulsive
|
||
- range increment 60 feet
|
||
- reload 0
|
||
resistances:
|
||
- amount: 5
|
||
type: fire
|
||
saves:
|
||
fort: 12
|
||
ref: 10
|
||
will: 11
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 8
|
||
Arcana: 10
|
||
Crafting: 8
|
||
Deception: 7
|
||
Survival: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 15
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Elemental
|
||
- Genie
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 2
|
||
dex_mod: 5
|
||
int_mod: 2
|
||
str_mod: 4
|
||
wis_mod: 2
|
||
ac: 22
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Benevolent genies from the Plane of Air, djinn value art, culture,
|
||
knowledge, and trade. They also love new experiences, succulent dishes, and heady
|
||
wines. Of all geniekind, they are most likely to approach humans and other mortals,
|
||
interacting with them on friendly terms. Still, djinn are proud of their genie
|
||
heritage and have a tendency to be patronizing toward mortals, a habit that has
|
||
earned them a reputation for arrogance. Djinn get along with jann and marids,
|
||
but they find shaitans too stiff and harbor undying hatred for efreet. Although
|
||
djinn are formidable combatants, they despise war and prefer to eschew violence
|
||
in favor of dealing with their opponents using magic or subterfuge (making an
|
||
exception, of course, when they encounter efreet).
|
||
divine_spells: null
|
||
hp: 71
|
||
immunities:
|
||
- acid
|
||
innate_spells:
|
||
- frequency: at will; to Astral Plane, Elemental Planes, or Material Plane only
|
||
level: 7
|
||
name: plane shift
|
||
- level: 4
|
||
name: creation
|
||
- level: 4
|
||
name: gaseous form
|
||
- level: 3
|
||
name: illusory creature
|
||
- level: 3
|
||
name: illusory object
|
||
- frequency: at will
|
||
level: 2
|
||
name: enhance victuals
|
||
- frequency: at will
|
||
level: 2
|
||
name: invisibility
|
||
- frequency: constant
|
||
level: 3
|
||
name: detect magic
|
||
items: null
|
||
languages:
|
||
- Auran
|
||
- Common
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+10
|
||
type: slashing
|
||
name: scimitar
|
||
to_hit: 15
|
||
traits:
|
||
- forceful +1
|
||
- reach 10 feet
|
||
- sweep
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+10
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 16
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- magical
|
||
- nonlethal
|
||
- reach 10 feet
|
||
name: Djinni
|
||
perception: 13
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: '**Frequency **Once per round. **Effect **The djinni all creatures
|
||
in its whirlwind pushes back 20 feet, or forces all creatures in the aura to
|
||
move 20 feet clockwise or counterclockwise. Each creature must attempt a DC
|
||
21 Fortitude save. On a success, it avoids being moved, and on a critical failure
|
||
it falls prone in addition to being moved. Creatures with the air trait are
|
||
immune.'
|
||
name: Hurricane Blast
|
||
traits:
|
||
- air
|
||
- arcane
|
||
- evocation
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+6
|
||
type: bludgeoning
|
||
name: crashing wind
|
||
to_hit: 15
|
||
traits:
|
||
- air
|
||
- arcane
|
||
- evocation
|
||
- range increment 20 feet
|
||
resistances:
|
||
- amount: 5
|
||
type: mental
|
||
- amount: 5
|
||
type: sonic
|
||
saves:
|
||
fort: 9
|
||
ref: 14
|
||
will: 11
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- '*detect magic*'
|
||
skills:
|
||
Acrobatics: 14
|
||
Arcana: 11
|
||
Athletics: 11
|
||
Crafting: 9
|
||
Deception: 11
|
||
Diplomacy: 13
|
||
Society: 9
|
||
Stealth: 12
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CG
|
||
- Large
|
||
- Air
|
||
- Elemental
|
||
- Genie
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 4
|
||
dex_mod: 1
|
||
int_mod: 3
|
||
str_mod: 6
|
||
wis_mod: 2
|
||
ac: 25
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Hailing from the Plane of Earth, shaitans are proud and brazen genies.
|
||
They value physical skill and love bargaining, games of chance, and working with
|
||
metal and stone. Immense gemstones and veins of precious metal crisscross their
|
||
home plane, and the industrious shaitans have built a vast mercantile empire from
|
||
these abundant natural resources.
|
||
divine_spells: null
|
||
hp: 110
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: to Astral Plane, Elemental Planes, or Material Plane only
|
||
level: 7
|
||
name: plane shift
|
||
- frequency: self only
|
||
level: 5
|
||
name: veil
|
||
- frequency: self only
|
||
level: 5
|
||
name: wall of stone
|
||
- frequency: at will
|
||
level: 4
|
||
name: shape stone
|
||
- frequency: x2
|
||
level: 2
|
||
name: glitterdust
|
||
- frequency: constant
|
||
level: 4
|
||
name: detect magic
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Terran
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+12
|
||
type: slashing
|
||
name: falchion
|
||
to_hit: 20
|
||
traits:
|
||
- forceful +1
|
||
- magical
|
||
- reach 10 feet
|
||
- sweep
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+12 plus Push 10 feet and shove into stone
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 19
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- nonlethal
|
||
- reach 10 feet
|
||
name: Shaitan
|
||
perception: 15
|
||
proactive_abilities:
|
||
- description: The shaitan can Burrow through dirt and stone at its full burrow
|
||
Speed, leaving no tunnels or signs of its passing.
|
||
name: Earth Glide
|
||
traits: null
|
||
- description: When the shaitan Pushes a creature into a stone barrier, the target
|
||
must succeed at a DC 22 Reflex save or become merged with the barrier (as *meld
|
||
with stone*). The victim can attempt to Escape (DC 28).
|
||
name: Shove into Stone
|
||
traits:
|
||
- arcane
|
||
- earth
|
||
- transmutation
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: electricity
|
||
saves:
|
||
fort: 18
|
||
ref: 12
|
||
will: 15
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- '*detect magic*'
|
||
- tremorsense (imprecise) 60 feet
|
||
skills:
|
||
Athletics: 19
|
||
Crafting: 14
|
||
Deception: 16
|
||
Nature: 15
|
||
Society: 14
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 45
|
||
type: Burrow
|
||
- amount: 20
|
||
type: Climb
|
||
- amount: null
|
||
type: Earth Glide
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- LN
|
||
- Large
|
||
- Earth
|
||
- Elemental
|
||
- Genie
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 4
|
||
dex_mod: 3
|
||
int_mod: 1
|
||
str_mod: 5
|
||
wis_mod: 2
|
||
ac: 28
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The efreet are hateful and merciless genies from the Plane of Fire,
|
||
where they build metropolises and massive trade centers that draw extraplanar
|
||
travelers from across the multiverse. They are cruel slavers, vengeful warmongers,
|
||
and sinister wish-masters; there are many tales of mortals who made pacts with
|
||
efreet only to have their words twisted to suit a genie's capricious and malevolent
|
||
whims. Efreet do not readily treat with other genies; they share an eternal feud
|
||
with the djinn, disdain marids, regard jann as weaklings unworthy of the genie
|
||
title, and only occasionally tolerate alliances with shaitans. At 12 feet tall
|
||
and weighing 2,000 pounds, efreet are formidable opponents and cow their chosen
|
||
victims with a glance.
|
||
divine_spells: null
|
||
hp: 175
|
||
immunities:
|
||
- fire
|
||
innate_spells:
|
||
- frequency: at will; to Astral Plane, Elemental Planes, or Material Plane only
|
||
level: 7
|
||
name: plane shift
|
||
- level: 5
|
||
name: illusory object
|
||
- frequency: x2
|
||
level: 4
|
||
name: gaseous form
|
||
- frequency: x2
|
||
level: 4
|
||
name: invisibility
|
||
- frequency: constant
|
||
level: 5
|
||
name: detect magic
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Ignan
|
||
level: 9
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+11 plus 2d6 fire
|
||
type: slashing
|
||
name: scimitar
|
||
to_hit: 21
|
||
traits:
|
||
- fire
|
||
- forceful +2
|
||
- magical
|
||
- reach 10 feet
|
||
- sweep
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+11 plus 2d6 fire
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 20
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 10 feet
|
||
name: Efreeti
|
||
perception: 17
|
||
proactive_abilities:
|
||
- description: When the efreeti grabs a creature, that creature takes 2d6 fire damage,
|
||
and takes 2d6 fire damage at the end of each of its turns as long as it remains
|
||
grabbed.
|
||
name: Burning Grasp
|
||
traits:
|
||
- fire
|
||
- action_cost: Two Actions
|
||
description: '**Frequency** Once per day. **Effect** The efreeti changes a creature''s
|
||
size. This works as a 4th-level *enlarge* or *shrink* spell but can target an
|
||
unwilling creature (DC 29 Fortitude save negates).'
|
||
name: Change Size
|
||
traits:
|
||
- arcane
|
||
- concentrate
|
||
- polymorph
|
||
- transmutation
|
||
- action_cost: One Action
|
||
description: The efreeti makes a melee Strike while keeping one hand free. If
|
||
the Strike hits, the target is grabbed in the efreeti's free hand.
|
||
name: Combat Grab
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 18
|
||
ref: 17
|
||
will: 20
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- '*detect magic*'
|
||
skills:
|
||
Arcana: 14
|
||
Athletics: 22
|
||
Crafting: 14
|
||
Deception: 19
|
||
Diplomacy: 17
|
||
Intimidation: 19
|
||
Society: 14
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 35
|
||
type: Fly
|
||
spell_attack_to_hit: 19
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- LE
|
||
- Large
|
||
- Elemental
|
||
- Fire
|
||
- Genie
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 4
|
||
dex_mod: 5
|
||
int_mod: 1
|
||
str_mod: 5
|
||
wis_mod: 3
|
||
ac: 28
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Marids are capricious but powerful genies from the Plane of Water;
|
||
among geniekind, they are rivaled in power only by the fiery efreet. Marids embody
|
||
the strength of the ocean's waves and currents, but they also have a gentler side,
|
||
loving performance and art such as dancing, music, and storytelling. Marids regard
|
||
efreet with hostility but rarely encounter them in their native environment. They
|
||
get along with djinn, jann, and shaitans, although the latter consider marids
|
||
flighty and annoying, associating only long enough to close trade deals. Marid
|
||
society has strict rules of hospitality, and many marid cities have a magically
|
||
sealed foreign quarter where marid shahzadas conduct business with air-breathers.
|
||
divine_spells: null
|
||
hp: 145
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: at will; to Astral Plane, Elemental Planes, or Material Plane only
|
||
level: 7
|
||
name: plane shift
|
||
- frequency: at will
|
||
level: 5
|
||
name: control water
|
||
- frequency: at will
|
||
level: 5
|
||
name: hallucinatory terrain
|
||
- frequency: at will
|
||
level: 4
|
||
name: hydraulic push
|
||
- frequency: at will
|
||
level: 4
|
||
name: hydraulic torrent
|
||
- frequency: at will
|
||
level: 4
|
||
name: solid fog
|
||
- frequency: at will
|
||
level: 2
|
||
name: blur
|
||
- frequency: at will
|
||
level: 2
|
||
name: illusory object
|
||
- frequency: constant
|
||
level: 5
|
||
name: detect magic
|
||
- frequency: constant
|
||
level: 5
|
||
name: detect alignment
|
||
- frequency: constant
|
||
level: 1
|
||
name: detect alignment
|
||
items: null
|
||
languages:
|
||
- Aquan
|
||
- Common
|
||
level: 9
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+11
|
||
type: piercing
|
||
name: trident
|
||
to_hit: 21
|
||
traits:
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+11
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 20
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- nonlethal
|
||
- reach 10 feet
|
||
name: Marid
|
||
perception: 18
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The marid can take on the appearance of any water elemental or humanoid.
|
||
This ability doesn't change the marid's Speed or its attack and damage bonuses
|
||
with its Strikes.
|
||
name: Change Shape
|
||
traits:
|
||
- arcane
|
||
- concentrate
|
||
- polymorph
|
||
- transmutation
|
||
- action_cost: Two Actions
|
||
description: The marid releases a jet of water in a 60-foot line, dealing 9d6
|
||
bludgeoning damage (DC 28 basic Reflex save). A creature that fails its save
|
||
is also pushed 10 feet (20 feet on a critical failure). The marid can't use
|
||
Rush of Water again for 1d4 rounds.
|
||
name: Rush of Water
|
||
traits:
|
||
- arcane
|
||
- evocation
|
||
- water
|
||
- action_cost: One Action
|
||
description: .
|
||
name: Skewer
|
||
traits:
|
||
- 4d6 on a critical hit
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+11
|
||
type: piercing
|
||
name: trident
|
||
to_hit: 21
|
||
traits:
|
||
- magical
|
||
- thrown 20 feet
|
||
resistances:
|
||
- amount: 10
|
||
type: fire
|
||
saves:
|
||
fort: 18
|
||
ref: 21
|
||
will: 17
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- '*detect alignment*'
|
||
- '*detect magic*'
|
||
- wavesense (imprecise) 60 feet
|
||
skills:
|
||
Athletics: 20
|
||
Crafting: 16
|
||
Diplomacy: 19
|
||
Nature: 18
|
||
Performance: 16
|
||
Society: 14
|
||
Stealth: 18
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 40
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CN
|
||
- Large
|
||
- Elemental
|
||
- Genie
|
||
- Water
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 0
|
||
dex_mod: 3
|
||
int_mod: 0
|
||
str_mod: -5
|
||
wis_mod: 2
|
||
ac: 20
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: ''
|
||
name: Site Bound
|
||
traits: null
|
||
description: The ghost commoner is an ordinary person who believes they died unjustly,
|
||
usually due to foul play or betrayal.
|
||
divine_spells: null
|
||
hp: 30
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- paralyzed
|
||
- poison
|
||
- precision
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+2
|
||
type: negative
|
||
name: ghostly hand
|
||
to_hit: 13
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- magical
|
||
name: Ghost Commoner
|
||
perception: 10
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: DC 21
|
||
name: Frightful Moan
|
||
traits:
|
||
- auditory
|
||
- divine
|
||
- emotion
|
||
- enchantment
|
||
- fear
|
||
- mental
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: all damage (except force, ghost touch, or positive; double resistance vs.
|
||
non-magical)
|
||
saves:
|
||
fort: 8
|
||
ref: 11
|
||
will: 8
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Stealth: 12
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Ghost
|
||
- Incorporeal
|
||
- Spirit
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 6
|
||
con_mod: 0
|
||
dex_mod: 3
|
||
int_mod: 6
|
||
str_mod: -5
|
||
wis_mod: 3
|
||
ac: 27
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: ''
|
||
name: Site Bound
|
||
traits: null
|
||
description: A wizard who died with a major project left undone might become a ghost
|
||
mage, constantly seeking to finish its task in undeath.
|
||
divine_spells: null
|
||
hp: 135
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- paralyzed
|
||
- poison
|
||
- precision
|
||
- unconscious
|
||
innate_spells:
|
||
- level: 5
|
||
name: cone of cold
|
||
- level: 5
|
||
name: hallucination
|
||
- level: 4
|
||
name: phantasmal killer
|
||
- level: 4
|
||
name: suggestion
|
||
- level: 3
|
||
name: blindness
|
||
- level: 3
|
||
name: dispel magic
|
||
- level: 3
|
||
name: nondetection
|
||
- frequency: x2
|
||
level: 2
|
||
name: telekinetic maneuver
|
||
- frequency: x2
|
||
level: 1
|
||
name: ray of enfeeblement
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
level: 10
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+12
|
||
type: negative
|
||
name: ghostly hand
|
||
to_hit: 21
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- magical
|
||
name: Ghost Mage
|
||
perception: 17
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: DC 29
|
||
name: Frightful Moan
|
||
traits:
|
||
- auditory
|
||
- divine
|
||
- emotion
|
||
- enchantment
|
||
- fear
|
||
- mental
|
||
- action_cost: Two Actions
|
||
description: DC 29
|
||
name: Telekinetic Assault
|
||
traits:
|
||
- divine
|
||
- evocation
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: all damage (except force, ghost touch, or positive; double resistance vs.
|
||
non-magical)
|
||
saves:
|
||
fort: 16
|
||
ref: 19
|
||
will: 22
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Arcana: 22
|
||
Intimidation: 22
|
||
Stealth: 21
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Fly
|
||
spell_attack_to_hit: 23
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Ghost
|
||
- Incorporeal
|
||
- Spirit
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 1
|
||
dex_mod: 4
|
||
int_mod: 1
|
||
str_mod: 1
|
||
wis_mod: 2
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Ghouls are ravenous undead who haunt graveyards and eat corpses.
|
||
divine_spells: null
|
||
hp: 20
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- paralyzed
|
||
- poison
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Necril
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+1 plus ghoul fever and paralysis
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 9
|
||
traits:
|
||
- finesse
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+1 plus paralysis
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 9
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
name: Ghoul
|
||
perception: 7
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: '**Requirements** The ghoul is adjacent to the corpse of a creature
|
||
that died within the last hour. **Effect** The ghoul devours a chunk of the
|
||
corpse and regains 1d6 Hit Points. It can regain Hit Points from any given corpse
|
||
only once.'
|
||
name: Consume Flesh
|
||
traits:
|
||
- manipulate
|
||
- description: '**Saving Throw** Fortitude DC 15; **Stage 1** carrier with no ill
|
||
effect (1 day); **Stage 2** 2d6 negative damage and regains half as many Hit
|
||
Points from all healing (1 day); **Stage 3** as stage 2 (1 day); **Stage 4**
|
||
2d6 negative damage and gains no benefit from healing (1 day); **Stage 5** as
|
||
stage 4 (1 day); **Stage 6** dead, and rises as a ghoul the next midnight.'
|
||
name: Ghoul Fever
|
||
traits:
|
||
- disease
|
||
- description: Any living, non-elf creature hit by a ghoul's attack must succeed
|
||
at a DC 15 Fortitude save or become paralyzed. It can attempt a new save at
|
||
the end of each of its turns, and the DC cumulatively decreases by 1 on each
|
||
such save.
|
||
name: Paralysis
|
||
traits:
|
||
- incapacitation
|
||
- occult
|
||
- necromancy
|
||
- action_cost: One Action
|
||
description: The ghoul jumps up to half its Speed. This movement doesn't trigger
|
||
reactions.
|
||
name: Swift Leap
|
||
traits:
|
||
- move
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 4
|
||
ref: 9
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 7
|
||
Athletics: 4
|
||
Stealth: 7
|
||
Survival: 5
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 5
|
||
type: Burrow
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Ghoul
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: 1
|
||
str_mod: 3
|
||
wis_mod: 2
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Ghasts—feral, foul-smelling, and constantly hungry—are the more powerful
|
||
kin of ghouls. They are relentless in the pursuit of their prey.
|
||
divine_spells: null
|
||
hp: 30
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- paralyzed
|
||
- poison
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Necril
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+5 plus ghast fever and paralysis
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 11
|
||
traits:
|
||
- finesse
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+5 plus paralysis
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 11
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
name: Ghast
|
||
perception: 8
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: '**Requirements** The ghast is adjacent to the corpse of a creature
|
||
that died within the last hour. **Effect** The ghast devours a chunk of the
|
||
corpse and regains 3d6 Hit Points. It can regain Hit Points from any given corpse
|
||
only once.'
|
||
name: Consume Flesh
|
||
traits:
|
||
- manipulate
|
||
- description: '**Saving Throw** Fortitude DC 16; **Stage 1** carrier with no ill
|
||
effect (1 day); **Stage 2** 3d8 negative damage and regains half as many Hit
|
||
Points from all healing (1 day); **Stage 3** as stage 2 (1 day); **Stage 4**
|
||
3d8 negative damage and gains no benefit from healing (1 day); **Stage 5** as
|
||
stage 4 (1 day); **Stage 6** dead, and rises as a ghast the next midnight'
|
||
name: Ghast Fever
|
||
traits:
|
||
- disease
|
||
- description: Any living creature (including elves) hit by a ghast's attack must
|
||
succeed at a DC 16 Fortitude save or become paralyzed. It can attempt a new
|
||
save at the end of each of its turns, and the DC cumulatively decreases by 1
|
||
on each such save.
|
||
name: Paralysis
|
||
traits:
|
||
- incapacitation
|
||
- occult
|
||
- necromancy
|
||
- action_cost: One Action
|
||
description: The ghast jumps up to half its Speed. This movement doesn't trigger
|
||
reactions.
|
||
name: Swift Leap
|
||
traits:
|
||
- move
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 6
|
||
ref: 10
|
||
will: 8
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 10
|
||
Athletics: 7
|
||
Stealth: 10
|
||
Survival: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 5
|
||
type: Burrow
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Ghoul
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 4
|
||
dex_mod: 0
|
||
int_mod: -2
|
||
str_mod: 6
|
||
wis_mod: 2
|
||
ac: 24
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Selfish and crude, these rough-skinned raiders are bullies and ultimately
|
||
cowards. Quick-tempered and fond of violence, a hill giant gladly raids and pillages
|
||
the defenseless but is quick to flee from those who are bigger, stronger, or better
|
||
organized than they are. A hill giant is never above shoving or tricking one of
|
||
their own kind to slow down their opponent or get the best loot.
|
||
divine_spells: null
|
||
hp: 140
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Jotun
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+14
|
||
type: bludgeoning
|
||
name: greatclub
|
||
to_hit: 19
|
||
traits:
|
||
- backswing
|
||
- reach 10 feet
|
||
- shove
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 19
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
name: Hill Giant
|
||
perception: 13
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: ''
|
||
name: Throw Rock
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The hill giant makes a single greatclub Strike and compares the attack
|
||
roll result to the ACs of up to two foes within its reach. This counts as two
|
||
attacks for the hill giant's multiple attack penalty.
|
||
name: Wide Swing
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+14
|
||
type: bludgeoning
|
||
name: rock
|
||
to_hit: 19
|
||
traits:
|
||
- brutal
|
||
- range increment 120 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 17
|
||
ref: 12
|
||
will: 13
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Athletics: 19
|
||
Intimidation: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Earth
|
||
- Giant
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 4
|
||
dex_mod: 2
|
||
int_mod: 0
|
||
str_mod: 6
|
||
wis_mod: 1
|
||
ac: 27
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Stone giants are stoic, reclusive herders and artists who have a rich
|
||
history and collection of traditions. They dwell in caves in tall mountains and
|
||
craggy ranges, where their grayish skin allows them to blend in with their surroundings
|
||
and go unnoticed by imperceptive adventurers. Those benign travelers who come
|
||
across a tribe of stone giants need not worry much, however, for stone giants
|
||
do not actively invite confrontation or strife. They are, by and large, a peaceful
|
||
people who seek wisdom through exploration of nature and long meditations on the
|
||
elements of the natural world. Their elders are the wisest of stone giants, and
|
||
use their charisma and druidic magic to lead their tribes to prosperity and harmony
|
||
with nature.
|
||
divine_spells: null
|
||
hp: 150
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Jotun
|
||
level: 8
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+12
|
||
type: bludgeoning
|
||
name: greatclub
|
||
to_hit: 21
|
||
traits:
|
||
- backswing
|
||
- magical
|
||
- reach 10 feet
|
||
- shove
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+14
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 20
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
name: Stone Giant
|
||
perception: 16
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The stone giant makes a greatclub Strike. The target is Pushed up
|
||
to 10 feet on a hit or up to 20 feet on a critical hit. If the target collides
|
||
with a solid object or lands on the ground, it takes bludgeoning damage as though
|
||
it had fallen the distance it moved.
|
||
name: Big Swing
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: ''
|
||
name: Throw Rock
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+12
|
||
type: bludgeoning
|
||
name: rock
|
||
to_hit: 18
|
||
traits:
|
||
- brutal
|
||
- range increment 120 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 18
|
||
ref: 14
|
||
will: 14
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 14
|
||
Athletics: 20
|
||
Intimidation: 14
|
||
Stealth: 14
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Earth
|
||
- Giant
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 5
|
||
dex_mod: 0
|
||
int_mod: 0
|
||
str_mod: 6
|
||
wis_mod: 2
|
||
ac: 29
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Frost giants are remorseless marauders who pillage and plunder from
|
||
those who dare to live near them in desolate, frigid lands. Their clans range
|
||
from extremely territorial hunters who claim an expanse of tundra and defend it
|
||
at all costs to nomadic hordes that roam icy slopes in search of settlements to
|
||
conquer. Frost giant clans are ruled by those who exhibit the greatest ferocity
|
||
and prowess in battle—massive brutes who proclaim themselves jarl and demand absolute
|
||
obedience from their followers. If at any time a frost giant wishes to be a jarl,
|
||
all they must do is issue a challenge to the current jarl and face off in mortal
|
||
combat, after which the reigning champion continues leading the clan or the victorious
|
||
challenger assumes control.
|
||
divine_spells: null
|
||
hp: 150
|
||
immunities:
|
||
- cold
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Jotun
|
||
level: 9
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+12
|
||
type: slashing
|
||
name: greataxe
|
||
to_hit: 21
|
||
traits:
|
||
- magical
|
||
- reach 10 feet
|
||
- sweep
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+12
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 21
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
name: Frost Giant
|
||
perception: 17
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The frost giant breathes out a 15-foot cone of freezing moisture
|
||
that quickly condenses into ice, dealing 4d6 cold damage. Each creature in the
|
||
cone must attempt a DC 28 basic Reflex save. A creature that fails its save
|
||
is also immobilized and takes 2d6 cold damage at the end of each of its turns
|
||
until it gets free (Escape DC 28). The giant can't use Chill Breath again for
|
||
1d4 rounds.
|
||
name: Chill Breath
|
||
traits:
|
||
- cold
|
||
- evocation
|
||
- primal
|
||
- description: checks to keep from falling on slippery ice.
|
||
name: Ice Stride
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: ''
|
||
name: Throw Rock
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The frost giant makes a single greataxe Strike and compares the attack
|
||
roll result to the ACs of up to two foes within its reach. This counts as two
|
||
attacks for the frost giant's multiple attack penalty.
|
||
name: Wide Swing
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+9
|
||
type: bludgeoning
|
||
name: rock
|
||
to_hit: 21
|
||
traits:
|
||
- brutal
|
||
- range increment 120 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 23
|
||
ref: 16
|
||
will: 16
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Athletics: 23
|
||
Crafting: 18
|
||
Intimidation: 18
|
||
Stealth: 17
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: null
|
||
type: Ice Stride
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Cold
|
||
- Giant
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 5
|
||
dex_mod: 0
|
||
int_mod: 2
|
||
str_mod: 7
|
||
wis_mod: 2
|
||
ac: 31
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The most militaristic of all giants, fire giants focus obsessively
|
||
on learning combat techniques, mastering the arts of forging weapons and armor,
|
||
and finding new ways to dominate their enemies. As a result, their social and
|
||
political structures are grounded firmly in martial hierarchies, with a strict
|
||
emphasis on following the orders of one's superior, no matter if you are accountable
|
||
to a lowly soldier or report to a powerful officer. As soon as a fire giant can
|
||
walk, they are fitted with their first suit of forged armor. This armor is constantly
|
||
remolded and replaced as the fire giant matures, both to ensure they are comfortable
|
||
with steel against their skin and also to teach the giant as early as possible
|
||
that they bear the burden of fighting to protect their traditions and way of life.
|
||
To a fire giant, death is the flame in which the future is forged.
|
||
divine_spells: null
|
||
hp: 175
|
||
immunities:
|
||
- fire
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Jotun
|
||
level: 10
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+13
|
||
type: slashing
|
||
name: greatsword
|
||
to_hit: 24
|
||
traits:
|
||
- magical
|
||
- reach 10 feet
|
||
- versatile P
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+13
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 23
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
name: Fire Giant
|
||
perception: 18
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The fire giant imbues its blade with flames and makes a greatsword
|
||
Strike with a –2 circumstance penalty against each creature in a 15-foot line.
|
||
It makes only one attack roll and compares the result to each creature's AC.
|
||
This Strike deals an additional 1d6 fire damage and counts as one attack for
|
||
the fire giant's multiple attack penalty.
|
||
name: Flaming Stroke
|
||
traits:
|
||
- evocation
|
||
- fire
|
||
- primal
|
||
- action_cost: One Action
|
||
description: A rock thrown by a fire giant deals an additional 1d6 fire damage
|
||
on a hit.
|
||
name: Throw Rock
|
||
traits:
|
||
- fire
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+13 plus 1d6 fire
|
||
type: bludgeoning
|
||
name: rock
|
||
to_hit: 23
|
||
traits:
|
||
- brutal
|
||
- range increment 120 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 23
|
||
ref: 16
|
||
will: 18
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Athletics: 25
|
||
Crafting: 22
|
||
Intimidation: 23
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Large
|
||
- Fire
|
||
- Giant
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 5
|
||
dex_mod: 0
|
||
int_mod: 1
|
||
str_mod: 7
|
||
wis_mod: 3
|
||
ac: 30
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The graceful and regal cloud giants have skin of milky white to powdery
|
||
blue. Unlike most giants, cloud giants are quite morally diverse. A handful are
|
||
neutral, but of the others, roughly half are good, while the other half are evil.
|
||
Good cloud giants are often civic-minded builders of roads and settlements, and
|
||
are interested in trading goods as well as cultural innovations. It's not uncommon
|
||
for such giants to approach their neighbors with diplomacy and build strong relationships
|
||
with other peaceful peoples. Conversely, evil cloud giants are often isolationist
|
||
and xenophobic. Preferring hidden mountain valleys and settlements in the caves
|
||
and among the crags of lonely peaks, they raid for what they want and treat other
|
||
creatures like inconsequential insects. These opposing philosophies can generate
|
||
a great deal of strife among neighboring cloud giant communities, and the raiders
|
||
often threaten the trade deals of their peaceful cousins.
|
||
divine_spells: null
|
||
hp: 220
|
||
immunities: null
|
||
innate_spells:
|
||
- level: 4
|
||
name: solid fog
|
||
- frequency: at will
|
||
level: 3
|
||
name: levitate
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Jotun
|
||
level: 11
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+13
|
||
type: piercing
|
||
name: ranseur
|
||
to_hit: 25
|
||
traits:
|
||
- disarm
|
||
- magical
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+13
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 24
|
||
traits:
|
||
- agile
|
||
- reach 15 feet
|
||
name: Cloud Giant
|
||
perception: 22
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: ''
|
||
name: Throw Rock
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The cloud giant Strikes a creature with its ranseur, surrounded in
|
||
a roar of rushing air. On a hit, the target takes an additional 4d8 bludgeoning
|
||
damage and is deafened for 1 minute. Whether or not the Strike hits, each non-cloud
|
||
giant within a 20-foot emanation, including the target of the Strike, is buffeted
|
||
by roaring winds and must attempt a DC 30 Fortitude saving throw. **Critical
|
||
Success** The creature is unaffected. **Success** The creature takes 2d8 sonic
|
||
damage. **Failure** The creature takes 4d8 sonic damage and is deafened until
|
||
the end of its next turn. **Critical Failure** As failure, but double damage
|
||
and also knocked prone.
|
||
name: Wind Strike
|
||
traits:
|
||
- air
|
||
- evocation
|
||
- primal
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+13
|
||
type: bludgeoning
|
||
name: rock
|
||
to_hit: 24
|
||
traits:
|
||
- brutal
|
||
- range increment 120 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 25
|
||
ref: 18
|
||
will: 21
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 26
|
||
Crafting: 21
|
||
Diplomacy: 24
|
||
Intimidation: 26
|
||
Performance: 21
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Huge
|
||
- Air
|
||
- Giant
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 6
|
||
dex_mod: 1
|
||
int_mod: 3
|
||
str_mod: 8
|
||
wis_mod: 5
|
||
ac: 34
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Storm giants are looming but benevolent stewards of sea and sky, often
|
||
serving as the natural guardians of tropical islands, coastlines, or rocky archipelagos.
|
||
Storm giants tend to rapidly shift in mood and behavior, one moment engaging in
|
||
peaceful negotiation, the next unleashing unbridled ferocity against their foes.
|
||
In this way, they embody both the fury of a raging tempest and the calm of a hurricane's
|
||
eye. This can make them valuable allies who race to the aid of those in need,
|
||
but their allies remain must be alert and mindful of their mood, as the giants
|
||
can be quick to anger or aggressive when caution is most appropriate.
|
||
divine_spells: null
|
||
hp: 235
|
||
immunities:
|
||
- electricity
|
||
innate_spells:
|
||
- frequency: x3
|
||
level: 6
|
||
name: chain lightning
|
||
- frequency: at will
|
||
level: 3
|
||
name: levitate
|
||
- frequency: constant
|
||
level: 4
|
||
name: freedom of movement
|
||
items: null
|
||
languages:
|
||
- Auran
|
||
- Common
|
||
- Draconic
|
||
- Jotun
|
||
level: 13
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+16 plus 1d6 electricity
|
||
type: slashing
|
||
name: greatsword
|
||
to_hit: 28
|
||
traits:
|
||
- magical
|
||
- reach 15 feet
|
||
- versatile P
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+16 plus 1d6 electricity
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 27
|
||
traits:
|
||
- agile
|
||
- reach 15 feet
|
||
name: Storm Giant
|
||
perception: 24
|
||
proactive_abilities:
|
||
- description: The storm giant raises one hand to the sky, channeling a bolt of
|
||
lightning into the blade held in the other. The giant makes a greatsword Strike
|
||
with a –2 circumstance penalty against each creature within its reach. It makes
|
||
only one attack roll and compares the result against each creature's AC. This
|
||
Strike deals an additional 3d12 electricity damage and counts as two attacks
|
||
for the giant's multiple attack penalty.
|
||
name: Lightning Blade
|
||
traits:
|
||
- electricity
|
||
- evocation
|
||
- primal
|
||
- action_cost: One Action
|
||
description: ''
|
||
name: Throw Rock
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The storm giant makes a single greatsword Strike and compares the
|
||
attack roll result to the ACs of up to two foes within its reach. This counts
|
||
as two attacks for the giant's multiple attack penalty.
|
||
name: Wide Swing
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+16
|
||
type: bludgeoning
|
||
name: rock
|
||
to_hit: 37
|
||
traits:
|
||
- brutal
|
||
- range increment 120 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 28
|
||
ref: 21
|
||
will: 23
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Acrobatics: 20
|
||
Athletics: 27
|
||
Crafting: 24
|
||
Intimidation: 24
|
||
Performance: 22
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
- amount: 30
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CG
|
||
- Huge
|
||
- Amphibious
|
||
- Giant
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 7
|
||
dex_mod: 2
|
||
int_mod: 2
|
||
str_mod: 9
|
||
wis_mod: 6
|
||
ac: 38
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Magically crafted and bred by ancient wizards, rune giants are anathema
|
||
to and tyrants among their own kind, who were given power to command and magically
|
||
control other giants. The rune giants themselves served even more powerful masters—potent
|
||
wizards known as runelords—and in so doing commanded entire armies of giants on
|
||
behalf of the runelords' empires. In the eons since these empires collapsed, rune
|
||
giants have persisted as a people of their own, though to the outside world they're
|
||
little more than fabled horrors whispered of late at night by superstitious giants.
|
||
Rune giants usually dwell in the most remote and rugged of towering mountain ranges,
|
||
but they can also be found in immense ruins atop lost islands, glacial valleys,
|
||
or even more remote or magical regions.
|
||
divine_spells: null
|
||
hp: 330
|
||
immunities:
|
||
- fire
|
||
innate_spells:
|
||
- level: 8
|
||
name: charm
|
||
- level: 8
|
||
name: suggestion
|
||
- frequency: x3
|
||
level: 6
|
||
name: dominate
|
||
- frequency: x3
|
||
level: 6
|
||
name: true seeing
|
||
- level: 5
|
||
name: sending
|
||
- frequency: at will
|
||
level: 4
|
||
name: charm
|
||
- frequency: at will
|
||
level: 4
|
||
name: suggestion
|
||
- frequency: constant
|
||
level: 4
|
||
name: air walk
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Jotun
|
||
- Terran
|
||
level: 16
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d12+17
|
||
type: slashing
|
||
name: greatsword
|
||
to_hit: 33
|
||
traits:
|
||
- magical
|
||
- reach 20 feet
|
||
- versatile P
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+17
|
||
type: piercing
|
||
name: longspear
|
||
to_hit: 32
|
||
traits:
|
||
- magical
|
||
- reach 25 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+17
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 31
|
||
traits:
|
||
- agile
|
||
- reach 20 feet
|
||
name: Rune Giant
|
||
perception: 28
|
||
proactive_abilities:
|
||
- description: When a rune giant casts a mental spell against another giant, the
|
||
DC is 39, rather than 35.
|
||
name: Command Giants
|
||
traits: null
|
||
- action_cost: Free Action
|
||
description: When a rune giant casts its innate *sending* spell, it can also cast
|
||
*suggestion* on the target.
|
||
name: Demand
|
||
traits:
|
||
- arcane
|
||
- enchantment
|
||
- mental
|
||
- action_cost: Free Action
|
||
description: '**Trigger** The rune giant uses an arcane ability or casts an arcane
|
||
spell. **Effect** The runes on the giant''s body flash as they produce magical
|
||
energy. Each creature within a 10-foot emanation must attempt a DC 35 Fortitude
|
||
save. **Critical Success** The creature is unaffected. **Success** The creature
|
||
is dazzled for 1 round. **Failure** The creature is blinded for 1 round.'
|
||
name: Flashing Runes
|
||
traits:
|
||
- arcane
|
||
- evocation
|
||
- light
|
||
- action_cost: One Action
|
||
description: The rune giant invokes one of the runes on its body, causing the
|
||
rune to spray forth a 30-foot cone of sparks that deals 6d12 electricity damage
|
||
to all creatures in the cone (DC 37 basic Reflex save). A glowing copy of the
|
||
invoked rune appears on a single weapon the giant holds, granting the weapon
|
||
one effect listed below of the giant's choice. The giant can't use Invoke Rune
|
||
again for 1d4 rounds. The effect on the weapon lasts for 1 minute. If the giant
|
||
places a new rune on a weapon, any previously placed rune immediately vanishes,
|
||
ending its effect. <ul><li>**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.</li><li>**Rune of Flames** The weapon deals an additional 3d6
|
||
fire damage on all attacks.</li><li>**Rune of Smiting** When the weapon hits,
|
||
the giant can Push the target back 10 feet, or 20 feet on a critical hit.</li></ul>
|
||
name: Invoke Rune
|
||
traits:
|
||
- arcane
|
||
- concentrate
|
||
- electricity
|
||
- evocation
|
||
- action_cost: One Action
|
||
description: ''
|
||
name: Throw Rock
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The rune giant makes a single greatsword Strike and compares the
|
||
attack roll result to the ACs of up to two foes within its reach. This counts
|
||
as two attacks for the giant's multiple attack penalty.
|
||
name: Wide Swing
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+17
|
||
type: bludgeoning
|
||
name: rock
|
||
to_hit: 31
|
||
traits:
|
||
- brutal
|
||
- range increment 120 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 33
|
||
ref: 26
|
||
will: 28
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Arcana: 28
|
||
Athletics: 32
|
||
Crafting: 28
|
||
Intimidation: 28
|
||
Society: 27
|
||
skills_special: null
|
||
speed:
|
||
- amount: 45
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- LE
|
||
- Gargantuan
|
||
- Evil
|
||
- Giant
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 4
|
||
dex_mod: 3
|
||
int_mod: -3
|
||
str_mod: 2
|
||
wis_mod: 3
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Amorphous blobs of yammering mouths and oozing, fleshy sludge, gibbering
|
||
mouthers are among the strangest creatures found either aboveground or below.
|
||
Perpetually ravenous, these aberrations are always seeking their next meals, ever
|
||
eating but never sated. With a nominal intelligence, gibbering mouthers can understand
|
||
and even speak Aklo, but they do so in an intelligible manner only rarely. Instead,
|
||
their innumerable mouths constantly jabber and babble in a stream of sound that
|
||
disrupts the thought patterns of other creatures in the area.
|
||
divine_spells: null
|
||
hp: 120
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+5 plus 1d4 persistent bleed damage and Grab
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 14
|
||
traits:
|
||
- finesse
|
||
name: Gibbering Mouther
|
||
perception: 15
|
||
proactive_abilities:
|
||
- description: .
|
||
name: Burn Eyes
|
||
traits:
|
||
- or blinded for 1 round on a critical failure
|
||
- action_cost: One Action
|
||
description: DC 22, 3d8 piercing, Escape DC 22, Rupture 8
|
||
name: Engulf
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The gibbering mouther causes stone and earth under its body to grow
|
||
soft and muddy, remaining so for 1 minute after the mouther moves off the location.
|
||
A gibbering mouther can move through these areas with ease, but other creatures
|
||
treat them as difficult terrain.
|
||
name: Ground Manipulation
|
||
traits:
|
||
- occult
|
||
- transmutation
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d6 and burn eyes
|
||
type: acid
|
||
name: spittle
|
||
to_hit: 14
|
||
traits:
|
||
- range 30 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 15
|
||
ref: 12
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 12
|
||
Athletics: 13
|
||
skills_special: null
|
||
speed:
|
||
- amount: 10
|
||
type: Land
|
||
- amount: 20
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Aberration
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 4
|
||
dex_mod: 7
|
||
int_mod: 5
|
||
str_mod: 4
|
||
wis_mod: 3
|
||
ac: 34
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: Hungersense allows the gimmerling to sense creatures that require
|
||
food to live.
|
||
name: Hungersense
|
||
traits: null
|
||
description: Gimmerlings are small, shapeshifting fey who stage ambushes to sate
|
||
their endless hunger and childish greed. These cruelly curious fey obsess over
|
||
finding and making unusual traps and sadistic weapons, and their favorite amusement
|
||
is se eing these traps sprung or the weapons wielded. When on the Material Plane,
|
||
they are frequently found in urban areas, particularly slums or other parts of
|
||
town where they can either go unnoticed or be easily forgotten—and have plenty
|
||
of victims to choose from.
|
||
divine_spells: null
|
||
hp: 235
|
||
immunities: null
|
||
innate_spells: null
|
||
items:
|
||
- +1 striking hand crossbow (20 bolts)
|
||
languages:
|
||
- Aklo
|
||
- Common
|
||
- Sylvan
|
||
level: 12
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+7 plus Disarm
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 26
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+7 plus 2d6 poison
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 26
|
||
traits:
|
||
- finesse
|
||
name: Gimmerling
|
||
perception: 21
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The gimmerling changes into its natural form or that of any humanoid.
|
||
In humanoid form, it loses its treacherous aura, and its equipment appears to
|
||
be trinkets or toys. As a humanoid that lacks claws or fangs, it loses the matching
|
||
Strike. If it loses its claw Strike, it gains a fist Strike that is identical
|
||
except that it deals bludgeoning damage.
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- polymorph
|
||
- primal
|
||
- transmutation
|
||
- action_cost: Two Actions
|
||
description: The gimmerling knocks a held or carried weapon to the ground in the
|
||
target's space.
|
||
name: Disarm
|
||
traits: null
|
||
- description: creatures.
|
||
name: Sneak Attack
|
||
traits: null
|
||
- description: The gimmerling ignores difficult terrain and doesn't trigger traps
|
||
with its movement.
|
||
name: Trickster's Step
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+3 plus 2d6 poison
|
||
type: piercing
|
||
name: hand crossbow
|
||
to_hit: 28
|
||
traits:
|
||
- range increment 60 feet
|
||
- reload 1
|
||
resistances: null
|
||
saves:
|
||
fort: 22
|
||
ref: 25
|
||
will: 19
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- hungersense (imprecise) 30 feet
|
||
- low-light vision
|
||
skills:
|
||
Crafting: 23
|
||
Deception: 25
|
||
Nature: 21
|
||
Stealth: 25
|
||
Thievery: 25
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: null
|
||
type: Trickster's Step
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- LE
|
||
- Small
|
||
- Fey
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 2
|
||
dex_mod: 3
|
||
int_mod: -1
|
||
str_mod: 4
|
||
wis_mod: 1
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Gnoll hunters serve their clans by hunting for food in the wilds, marauding
|
||
along well-traveled roads, and tracking down escaped slaves.
|
||
divine_spells: null
|
||
hp: 29
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Gnoll
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+4
|
||
type: slashing
|
||
name: battle axe
|
||
to_hit: 10
|
||
traits:
|
||
- sweep
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+2
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
name: Gnoll Hunter
|
||
perception: 7
|
||
proactive_abilities:
|
||
- description: A gnoll hunter deals 1d4 extra damage to any creature that's within
|
||
reach of at least two of the gnoll hunter's allies.
|
||
name: Pack Attack
|
||
traits: null
|
||
- description: A gnoll ignores the first square of difficult terrain it moves into
|
||
each time it Steps or Strides.
|
||
name: Rugged Travel
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6
|
||
type: piercing
|
||
name: shortbow
|
||
to_hit: 10
|
||
traits:
|
||
- deadly 1d10
|
||
- range increment 60 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 8
|
||
ref: 7
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 7
|
||
Athletics: 8
|
||
Intimidation: 4
|
||
Stealth: 7
|
||
Survival: 5
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Gnoll
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 0
|
||
dex_mod: 2
|
||
int_mod: 0
|
||
str_mod: 2
|
||
wis_mod: 3
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Gnoll cultists serve as their clans' spiritual guides and conduits
|
||
to the divine. As often as not, their influence drives entire gnoll civilizations
|
||
to commit atrocious acts of violence and enslavement. Lamashtu and Rovagug are
|
||
favored deities of gnoll cultists, and many gnolls believe their kind was in fact
|
||
birthed from the womb of the Mother of Monsters. Some gnoll clans worship lesser-known
|
||
demon lords or entire pantheons of sinister patrons.
|
||
divine_spells: null
|
||
hp: 45
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Common
|
||
- Gnoll
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+3
|
||
type: slashing
|
||
name: falchion
|
||
to_hit: 10
|
||
traits:
|
||
- forceful
|
||
- sweep
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
name: Gnoll Cultist
|
||
perception: 8
|
||
proactive_abilities:
|
||
- description: A gnoll cultist deals 1d4 extra damage to any creature that's within
|
||
reach of at least two of the gnoll cultist's allies.
|
||
name: Pack Attack
|
||
traits: null
|
||
- description: A gnoll ignores the first square of difficult terrain it moves into
|
||
each time it Steps or Strides.
|
||
name: Rugged Travel
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 8
|
||
ref: 6
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Intimidation: 7
|
||
Medicine: 7
|
||
Religion: 10
|
||
Stealth: 7
|
||
Survival: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Gnoll
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 2
|
||
dex_mod: 2
|
||
int_mod: 0
|
||
str_mod: 4
|
||
wis_mod: 1
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: When gnolls band together to form hunting or raiding parties, the strongest
|
||
among them is often designated the leader or sergeant. These gnolls train extensively
|
||
in the art of war. Their skill at arms and the respect they command make them
|
||
powerful adversaries. In smaller clans or single family units, a gnoll sergeant
|
||
might also serve as the group's leader in other affairs, such as sorting out domestic
|
||
disputes or negotiating with rival gnoll clans.
|
||
divine_spells: null
|
||
hp: 60
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Gnoll
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+7
|
||
type: slashing
|
||
name: scimitar
|
||
to_hit: 14
|
||
traits:
|
||
- forceful
|
||
- sweep
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+7
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 14
|
||
traits:
|
||
- agile
|
||
name: Gnoll Sergeant
|
||
perception: 10
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The gnoll sergeant commands its allies to reposition. Any allies
|
||
who hear and understand this order can use a reaction to Step.
|
||
name: Bark Orders
|
||
traits:
|
||
- auditory
|
||
- linguistic
|
||
- description: A gnoll sergeant deals 1d4 extra damage to any creature that's within
|
||
reach of at least two of the gnoll sergeant's allies.
|
||
name: Pack Attack
|
||
traits: null
|
||
- description: A gnoll ignores the first square of difficult terrain it moves into
|
||
each time it Steps or Strides.
|
||
name: Rugged Travel
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: piercing
|
||
name: composite shortbow
|
||
to_hit: 12
|
||
traits:
|
||
- deadly 1d10
|
||
- propulsive
|
||
- range increment 60 feet
|
||
- reload 0
|
||
resistances: null
|
||
saves:
|
||
fort: 12
|
||
ref: 10
|
||
will: 8
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 13
|
||
Intimidation: 9
|
||
Stealth: 11
|
||
Survival: 10
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Gnoll
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 1
|
||
dex_mod: 3
|
||
int_mod: 0
|
||
str_mod: 0
|
||
wis_mod: -1
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The frontline fighters of goblin tribes prefer to fight in large groups—especially
|
||
when they can outnumber their foes at least three to one.
|
||
divine_spells: null
|
||
hp: 6
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Goblin
|
||
level: -1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6
|
||
type: slashing
|
||
name: dogslicer
|
||
to_hit: 8
|
||
traits:
|
||
- agile
|
||
- backstabber
|
||
- finesse
|
||
name: Goblin Warrior
|
||
perception: 2
|
||
proactive_abilities: []
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6
|
||
type: piercing
|
||
name: shortbow
|
||
to_hit: 8
|
||
traits:
|
||
- deadly 1d10
|
||
- range increment 60 feet
|
||
- reload 0
|
||
resistances: null
|
||
saves:
|
||
fort: 5
|
||
ref: 7
|
||
will: 3
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 5
|
||
Athletics: 2
|
||
Nature: 1
|
||
Stealth: 5
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Small
|
||
- Goblin
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 2
|
||
dex_mod: 3
|
||
int_mod: -1
|
||
str_mod: 3
|
||
wis_mod: 0
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The theoretical leaders of goblin raids are called goblin commandos.
|
||
In practice, goblin commandos rarely continue to lead their comrades once a battle
|
||
has begun. Most shirk their responsibilities in favor of wading into the fray
|
||
and claiming more glory from their tribe-mates.
|
||
divine_spells: null
|
||
hp: 18
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Goblin
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+3
|
||
type: slashing
|
||
name: horsechopper
|
||
to_hit: 8
|
||
traits:
|
||
- reach 10 feet
|
||
- trip
|
||
- versatile P
|
||
name: Goblin Commando
|
||
perception: 5
|
||
proactive_abilities: []
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6
|
||
type: piercing
|
||
name: shortbow
|
||
to_hit: 8
|
||
traits:
|
||
- deadly 1d10
|
||
- range increment 60 feet
|
||
- reload 0
|
||
resistances: null
|
||
saves:
|
||
fort: 7
|
||
ref: 8
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 6
|
||
Athletics: 6
|
||
Intimidation: 5
|
||
Nature: 5
|
||
Stealth: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Small
|
||
- Goblin
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: 0
|
||
str_mod: 0
|
||
wis_mod: -1
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Some goblins take their people's admiration of fire fully into the
|
||
realm of deadly obsession. These pyromaniacs can be a great boon to a band of
|
||
goblin raiders eager to torch their enemies and wreak havoc. More often, however,
|
||
their presence is a double-edged sword; in the heat of the moment, goblin pyros
|
||
sometimes lose sight of their tribe's goals and simply set fire to anything that
|
||
will burn—including their own allies.
|
||
divine_spells: null
|
||
hp: 15
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Goblin
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4 plus 1 fire
|
||
type: bludgeoning
|
||
name: torch
|
||
to_hit: 7
|
||
traits:
|
||
- fire
|
||
name: Goblin Pyro
|
||
perception: 4
|
||
proactive_abilities: []
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 5
|
||
ref: 9
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 7
|
||
Stealth: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Small
|
||
- Goblin
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 2
|
||
dex_mod: 3
|
||
int_mod: 1
|
||
str_mod: 2
|
||
wis_mod: 0
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: While all goblins enjoy singing, goblin war chanters pride themselves
|
||
on mastering the art of vocal performance. Their ballads and jingles are undeniably
|
||
catchy, though whether they are actually enjoyable is entirely subjective.
|
||
divine_spells: null
|
||
hp: 16
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Goblin
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+2
|
||
type: slashing
|
||
name: dogslicer
|
||
to_hit: 8
|
||
traits:
|
||
- agile
|
||
- backstabber
|
||
- finesse
|
||
name: Goblin War Chanter
|
||
perception: 5
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The war chanter sings annoying goblin songs, distracting foes with
|
||
silly and repetitive lyrics. The chanter attempts a Performance check against
|
||
the Will DCs of up to two enemies within 30 feet. This has the usual traits
|
||
and restrictions for a Performance check. **Critical Success** The target takes
|
||
a -1 status penalty to Perception checks and Will saves for 1 minute. **Success**
|
||
As critical success, but the target is affected for only one round. **Critical
|
||
Failure** The target is temporarily immune to Goblin Song for 1 hour.
|
||
name: Goblin Song
|
||
traits:
|
||
- concentrate
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6
|
||
type: piercing
|
||
name: shortbow
|
||
to_hit: 8
|
||
traits:
|
||
- deadly 1d10
|
||
- range increment 60 feet
|
||
- reload 0
|
||
resistances: null
|
||
saves:
|
||
fort: 7
|
||
ref: 8
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 6
|
||
Deception: 7
|
||
Occultism: 4
|
||
Performance: 7
|
||
Stealth: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Small
|
||
- Goblin
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 2
|
||
dex_mod: 2
|
||
int_mod: -4
|
||
str_mod: 3
|
||
wis_mod: 1
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Goblins' eponymous pets aren't true canines at all, but rather large,
|
||
blunt-nosed rodents with thin bodies and long legs. As cowardly as they are ugly,
|
||
goblin dogs prefer to lurk behind bushes or in deep shadows, pouncing upon lone
|
||
or wounded prey. Goblin dogs frequently lair and roam in packs, but they are likely
|
||
to flee from a fight if injured, even if it means abandoning their pack-mates.
|
||
divine_spells: null
|
||
hp: 17
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3 plus goblin pox
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 9
|
||
traits: null
|
||
name: Goblin Dog
|
||
perception: 6
|
||
proactive_abilities:
|
||
- description: Goblins and goblin dogs are immune to goblin pox. **Saving Throw**
|
||
DC 17 Fortitude; **Stage 1** sickened 1 (1 round); **Stage 2** sickened 1 and
|
||
slowed 1 (1 round); **Stage 3** sickened 2 and can't reduce its sickened value
|
||
below 1 (1 day).
|
||
name: Goblin Pox
|
||
traits:
|
||
- disease
|
||
- action_cost: Two Actions
|
||
description: The goblin dog vigorously scratches itself, exposing all adjacent
|
||
creatures to goblin pox.
|
||
name: Scratch
|
||
traits:
|
||
- manipulate
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 8
|
||
ref: 8
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 6
|
||
Stealth: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 4
|
||
dex_mod: 3
|
||
int_mod: -2
|
||
str_mod: 6
|
||
wis_mod: 1
|
||
ac: 31
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: A gogiteth is a slavering nightmare of teeth, eyes, and hairy spiderlike
|
||
legs, and its appearance is invariably seared into the minds of any who witness
|
||
it. Hives of these skittering monsters haunt the lowest reaches of the Darklands,
|
||
competing with cave worms and other subterranean horrors for food and resources.
|
||
A gogiteth is rarely seen alone, as these oversized vermin learned long ago that
|
||
the best means of survival is sticking close to others of their own kind. Even
|
||
the haughty drow know to seek cover when a gogiteth is spotted, for where there
|
||
is one, a swarm is sure to follow.
|
||
divine_spells: null
|
||
hp: 250
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Undercommon
|
||
level: 12
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+12 plus Improved Grab
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 26
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d6+12
|
||
type: piercing
|
||
name: leg
|
||
to_hit: 26
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
name: Gogiteth
|
||
perception: 21
|
||
proactive_abilities:
|
||
- description: The gogiteth can move at its full Speed while it has a creature grabbed
|
||
in its jaws, bringing the grabbed creature along.
|
||
name: Carry Off Prey
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: 3d6+12 bludgeoning, DC 32
|
||
name: Constrict
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The gogiteth Strides three times. Once per Stride, it can attempt
|
||
a leg Strike against a creature in its reach at any point during the Stride;
|
||
it must make each attack against a different creature, but it doesn't apply
|
||
its multiple attack penalty until after making all its Strikes. If any of the
|
||
Strikes result in a critical failure, Skittering Assault ends.
|
||
name: Skittering Assault
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: poison
|
||
saves:
|
||
fort: 25
|
||
ref: 22
|
||
will: 20
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 19
|
||
Athletics: 24
|
||
Stealth: 21
|
||
Survival: 17
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 30
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Huge
|
||
- Aberration
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -5
|
||
con_mod: 3
|
||
dex_mod: -1
|
||
int_mod: -5
|
||
str_mod: 5
|
||
wis_mod: 0
|
||
ac: 26
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Made of odd scraps of skin and muscle, a flesh golem is a grotesque
|
||
parody of life. Though it has no mind, it can still go into a berserk rage when
|
||
harmed, giving it a faint semblance of emotion. Flesh golems guard the laboratories
|
||
and charnel houses of fleshwarpers and necromancers who feel no compunctions about
|
||
desecrating corpses for their own ends. Though the first flesh golem is believed
|
||
to have been a misguided attempt to create from simple base elements, these monstrosities
|
||
are far from human. In isolated cases, echoes of a personality might rise in a
|
||
flesh golem if the brain used as part of its construction belonged to a particularly
|
||
powerful personality, but such tragic instances are (thankfully) rare in the extreme.
|
||
divine_spells: null
|
||
hp: 140
|
||
immunities:
|
||
- bleed
|
||
- disease
|
||
- death effects
|
||
- electricity
|
||
- doomed
|
||
- drained
|
||
- fatigued
|
||
- healing
|
||
- magic (see below)
|
||
- mental
|
||
- necromancy
|
||
- nonlethal attacks
|
||
- paralyzed
|
||
- poison
|
||
- sickened
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 8
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+7
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 20
|
||
traits:
|
||
- magical
|
||
- reach 10 feet
|
||
name: Flesh Golem
|
||
perception: 12
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: .
|
||
name: Berserk Slam
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: physical (except adamantine)
|
||
saves:
|
||
fort: 18
|
||
ref: 14
|
||
will: 15
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 19
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- N
|
||
- Large
|
||
- Construct
|
||
- Golem
|
||
- Mindless
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -5
|
||
con_mod: 3
|
||
dex_mod: 4
|
||
int_mod: -5
|
||
str_mod: 6
|
||
wis_mod: 0
|
||
ac: 27
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: This golem is a walking alchemical nightmare capable of inflicting
|
||
all manner of painful wounds. Its ability to follow orders is granted by the otherwise
|
||
mindless humanoid brain that floats in its dome-like head. In exceptionally rare
|
||
cases, the brain used in its creation might retain fragments of memories or even
|
||
actual intellect, resulting in an alchemical golem with a personality and agenda
|
||
of its own.
|
||
divine_spells: null
|
||
hp: 150
|
||
immunities:
|
||
- acid
|
||
- bleed
|
||
- death effects
|
||
- disease
|
||
- doomed
|
||
- drained
|
||
- fatigued
|
||
- healing
|
||
- magic (see below)
|
||
- mental
|
||
- necromancy
|
||
- nonlethal attacks
|
||
- paralyzed
|
||
- poison
|
||
- sickened
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 9
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+6 plus alchemical injection
|
||
type: piercing
|
||
name: syringe
|
||
to_hit: 22
|
||
traits:
|
||
- magical
|
||
- reach 10 feet
|
||
name: Alchemical Golem
|
||
perception: 15
|
||
proactive_abilities:
|
||
- description: .
|
||
name: Alchemical Injection
|
||
traits:
|
||
- or exposes the target to the sickness effect
|
||
- as appropriate
|
||
- action_cost: One Action
|
||
description: 'The golem fills an empty vial from one of its alchemical chambers
|
||
to create a bomb and then makes a bomb Strike. Determine the type of bomb created
|
||
by rolling 1d6 on the alchemical chambers list above. On a roll of 1–4, it creates
|
||
the corresponding greater alchemical bomb: an acid flask from chamber 1, a frost
|
||
vial from chamber 2, bottled lightning from chamber 3, or alchemist''s fire
|
||
from chamber 4. On a roll of 5, it creates a poisonous bomb that deals 3d10
|
||
poison damage and 3 poison splash damage with no other effects. On a roll of
|
||
6, it creates a sickness bomb, which exposes the target and all creatures in
|
||
the splash radius to the sickness effect; creatures hit by only the splash receive
|
||
a +2 circumstance bonus to their Fortitude saves.'
|
||
name: Generate Bomb
|
||
traits:
|
||
- manipulate
|
||
ranged:
|
||
- action_cost: One Action
|
||
name: bomb
|
||
to_hit: 20
|
||
traits:
|
||
- magical
|
||
- thrown 20 feet
|
||
resistances:
|
||
- amount: 12
|
||
type: physical (except adamantine or bludgeoning)
|
||
saves:
|
||
fort: 20
|
||
ref: 19
|
||
will: 15
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 22
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- N
|
||
- Large
|
||
- Alchemical
|
||
- Construct
|
||
- Golem
|
||
- Mindless
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -5
|
||
con_mod: 6
|
||
dex_mod: -1
|
||
int_mod: -5
|
||
str_mod: 6
|
||
wis_mod: 0
|
||
ac: 29
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Traditionally, clay golems are crafted in the image of a deity and
|
||
used as guardians of tombs or sacred crypts. Clay golems have the power to lay
|
||
curses upon their victims as punishment for intrusion, leading many to believe
|
||
that these oft-ancient constructs have a touch of the divine to them. While this
|
||
idea has little basis in reality, superstitious folk still tread lightly around
|
||
statues that resemble clay golems even in the slightest.
|
||
divine_spells: null
|
||
hp: 175
|
||
immunities:
|
||
- acid
|
||
- bleed
|
||
- death effects
|
||
- disease
|
||
- doomed
|
||
- drained
|
||
- fatigued
|
||
- healing
|
||
- magic (see below)
|
||
- mental
|
||
- necromancy
|
||
- nonlethal attacks
|
||
- paralyzed
|
||
- poison
|
||
- sickened
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 10
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+12 plus cursed wound
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 24
|
||
traits:
|
||
- magical
|
||
- reach 10 feet
|
||
name: Clay Golem
|
||
perception: 16
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: .
|
||
name: Berserk Slam
|
||
traits: null
|
||
- description: A creature hit by the clay golem's fist must succeed at a DC 29 Fortitude
|
||
save or be cursed until healed to its maximum HP. The cursed creature can't
|
||
regain HP except via magic, and anyone casting a spell to heal the creature
|
||
must succeed at a DC 29 counteract check or the healing has no effect. The golem's
|
||
counteract level is equal to its creature level.
|
||
name: Cursed Wound
|
||
traits:
|
||
- divine
|
||
- curse
|
||
- necromancy
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: physical (except adamantine)
|
||
saves:
|
||
fort: 23
|
||
ref: 16
|
||
will: 17
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 24
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- N
|
||
- Large
|
||
- Construct
|
||
- Golem
|
||
- Mindless
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -5
|
||
con_mod: 4
|
||
dex_mod: -1
|
||
int_mod: -5
|
||
str_mod: 7
|
||
wis_mod: 0
|
||
ac: 30
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Stone golems are slow and steady constructs typically carved from marble
|
||
or granite. They're often made to serve as works of art when at rest, so some
|
||
golem crafters employ master sculptors to ensure the constructs make beautiful
|
||
statues. Older stone golems might be weathered, with scuffed or cracked surfaces
|
||
or missing noses and digits, but this weathering is largely cosmetic and doesn't
|
||
adversely impact the golems' functionality.
|
||
divine_spells: null
|
||
hp: 175
|
||
immunities:
|
||
- acid
|
||
- bleed
|
||
- death effects
|
||
- disease
|
||
- doomed
|
||
- drained
|
||
- fatigued
|
||
- healing
|
||
- magic (see below)
|
||
- mental
|
||
- necromancy
|
||
- nonlethal attacks
|
||
- paralyzed
|
||
- poison
|
||
- sickened
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 11
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+13
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 24
|
||
traits:
|
||
- magical
|
||
- reach 10 feet
|
||
name: Stone Golem
|
||
perception: 17
|
||
proactive_abilities:
|
||
- description: '**Trigger** The stone golem hits a slowed creature. **Effect** The
|
||
creature must succeed at a DC 30 Fortitude save or become paralyzed for 1 round.'
|
||
name: Impose Paralysis
|
||
traits:
|
||
- incapacitation
|
||
- action_cost: One Action
|
||
description: The stone golem Strides up to its Speed, pushing back each creature
|
||
whose space it moves into and damaging them if they try to stop its movement.
|
||
A creature can attempt to bar the way by succeeding at a DC 34 Fortitude save.
|
||
On a critical success, the resisting creature takes no damage; otherwise it
|
||
is damaged as if hit by the golem's fist.
|
||
name: Inexorable March
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: Each creature in a 10-foot emanation must succeed at a DC 30 Fortitude
|
||
save or be slowed 1 for 1 minute. The golem can't use Slowing Pulse again for
|
||
1d4 rounds.
|
||
name: Slowing Pulse
|
||
traits:
|
||
- arcane
|
||
- concentrate
|
||
- transmutation
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: physical (except adamantine)
|
||
saves:
|
||
fort: 24
|
||
ref: 18
|
||
will: 19
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 26
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- N
|
||
- Large
|
||
- Construct
|
||
- Golem
|
||
- Mindless
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -5
|
||
con_mod: 4
|
||
dex_mod: -1
|
||
int_mod: -5
|
||
str_mod: 8
|
||
wis_mod: 0
|
||
ac: 34
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Traditionally crafted into the forms of giant suits of armor or powerful
|
||
animals, iron golems are products of exquisite artistry and skill. Their articulated
|
||
joints and sturdy armored bodies require great care and mathematical precision
|
||
to craft, and regular cleaning and oiling ensure they don't rust over the ages.
|
||
With proper care, iron golems can remain in good shape for thousands of years,
|
||
being passed down for generations, as long as they aren't destroyed by meddlesome
|
||
adventurers. In addition to their incredible strength, iron golems possess a potent
|
||
toxic breath weapon that is often more than enough to dispatch entire groups of
|
||
opponents.
|
||
divine_spells: null
|
||
hp: 190
|
||
immunities:
|
||
- bleed
|
||
- death effects
|
||
- disease
|
||
- doomed
|
||
- drained
|
||
- fatigued
|
||
- fire
|
||
- healing
|
||
- magic (see below)
|
||
- mental
|
||
- necromancy
|
||
- nonlethal attacks
|
||
- paralyzed
|
||
- poison
|
||
- sickened
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 13
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+12
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 28
|
||
traits:
|
||
- magical
|
||
- reach 10 feet
|
||
name: Iron Golem
|
||
perception: 21
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The iron golem exhales poisonous gas in a 10-foot radius centered
|
||
on the corner of one of the iron golem's squares. The gas persists for 1 round.
|
||
Any creature in the area (or that later enters the area) is exposed to the iron
|
||
golem's poison. The golem can't use its Breath Weapon again for 1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- arcane
|
||
- necromancy
|
||
- poison
|
||
- action_cost: One Action
|
||
description: The iron golem Strides up to its Speed, pushing back each creature
|
||
whose space it moves into and damaging them if they try to stop its movement.
|
||
A creature can attempt to bar the way by succeeding at a DC 37 Fortitude save.
|
||
On a critical success, the resisting creature takes no damage; otherwise, it
|
||
is damaged as if hit by the golem's fist.
|
||
name: Inexorable March
|
||
traits: null
|
||
- description: Any drained value from this poison is reduced by 1 every hour. **Saving
|
||
Throw** DC 33 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 2d6 poison
|
||
and drained 1 (1 round); **Stage 2** 4d6 poison and drained 2 (1 round); **Stage
|
||
3** 8d6 poison and drained 3 (1 round).
|
||
name: Iron Golem Poison
|
||
traits:
|
||
- poison
|
||
ranged: null
|
||
resistances:
|
||
- amount: 15
|
||
type: physical (except adamantine)
|
||
saves:
|
||
fort: 26
|
||
ref: 21
|
||
will: 22
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 30
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- N
|
||
- Large
|
||
- Construct
|
||
- Golem
|
||
- Mindless
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -5
|
||
con_mod: 9
|
||
dex_mod: -1
|
||
int_mod: -5
|
||
str_mod: 9
|
||
wis_mod: 0
|
||
ac: 42
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: harmed by acid (9d10, 2d10 from areas or persistent damage); healed
|
||
by fire (area 2d10 HP); slowed by electricity
|
||
name: Golem Antimagic
|
||
traits: 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.
|
||
name: Repair Mode
|
||
traits: 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.
|
||
name: Vulnerable to Dispelling
|
||
traits: 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.
|
||
divine_spells: null
|
||
hp: 255
|
||
immunities:
|
||
- bleed
|
||
- death effects
|
||
- disease
|
||
- doomed
|
||
- drained
|
||
- fatigued
|
||
- fire
|
||
- healing
|
||
- magic (see below)
|
||
- mental
|
||
- necromancy
|
||
- nonlethal attacks
|
||
- paralyzed
|
||
- poison
|
||
- sickened
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 18
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+17 plus destructive strike
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 35
|
||
traits:
|
||
- deadly 3d12
|
||
- magical
|
||
- reach 15 feet
|
||
name: Adamantine Golem
|
||
perception: 26
|
||
proactive_abilities:
|
||
- description: On a critical hit, the adamantine golem's fist Strike breaks the
|
||
target's armor, if any, in addition to dealing damage to the target. If the
|
||
target has a shield raised, the golem breaks the shield instead.
|
||
name: Destructive Strike
|
||
traits: null
|
||
- action_cost: One Action
|
||
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.
|
||
failure: The resisting creature is damaged and its armor takes damage as if hit
|
||
by the adamantine golem's fist.
|
||
name: Inexorable March
|
||
success: The golem halts its movement and cannot enter the creature's square.
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The golem repairs itself, regaining 30 Hit Points.
|
||
name: Self-Repair
|
||
traits:
|
||
- manipulate
|
||
- action_cost: One Action
|
||
description: The golem vents a 30-foot cone of superheated steam from its internal
|
||
forge. This deals 15d6 fire damage to all creatures in the cone (DC 40 basic
|
||
Reflex). The golem can't use Vent again for 1d6 rounds.
|
||
name: Vent
|
||
traits:
|
||
- fire
|
||
ranged: null
|
||
resistances:
|
||
- amount: 20
|
||
type: physical (except vorpal adamantine)
|
||
saves:
|
||
fort: 33
|
||
ref: 27
|
||
will: 29
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 38
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Rare
|
||
- N
|
||
- Huge
|
||
- Construct
|
||
- Golem
|
||
- Mindless
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 4
|
||
dex_mod: 4
|
||
int_mod: 2
|
||
str_mod: 7
|
||
wis_mod: 3
|
||
ac: 31
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: 'Graveknights are undead warriors granted unlife by a cursed suit of
|
||
armor. <h2 class="title">Creating Graveknights</h2> You can turn an existing,
|
||
living creature into a graveknight by completing the following steps. It''s best
|
||
to build a graveknight from scratch, but if you don''t have the time, simply apply
|
||
the template. A creature should be at least level 5 before being converted to
|
||
a graveknight. Increase the creature''s level by 1 and change its statistics as
|
||
follows. <ul><li>Increase its attack rolls, AC, saving throws, Perception, and
|
||
skills by 1, its HP by 5, and its Strike damage by 1.</li></ul> <h3 class="title">Graveknight
|
||
Abilities</h3> A graveknight gains the undead and graveknight traits, and its
|
||
alignment is usually adjusted to evil. It loses any abilities that come from it
|
||
being a living creature and any traits that represent its life, such as human
|
||
and humanoid. **Darkvision** **Negative Healing** **Rejuvenation** (divine, necromancy)
|
||
When a graveknight is destroyed, its armor rebuilds its body over the course of
|
||
1d10 days—or more quickly if the armor is worn by a living host (see Graveknight
|
||
Armor, below). If the body is destroyed before then, the process restarts. A graveknight
|
||
can only be permanently destroyed by obliterating its armor (such as with disintegrate),
|
||
transporting it to the Positive Energy Plane, or throwing it into the heart of
|
||
a volcano. **Immunities** death effects, disease, paralyzed, poison, precision,
|
||
unconscious, plus one energy type (the same chosen for ruinous weapons below).
|
||
**Sacrilegious Aura** (abjuration, aura, divine, evil) 30 feet. When a creature
|
||
in the aura uses a positive spell or ability, the graveknight automatically attempts
|
||
to counteract it, with the listed counteract modifier. **Devastating Blast** |2|
|
||
(arcane, evocation) The graveknight unleashes a 30-foot cone of energy. Creatures
|
||
in the area take 1d12 damage, plus an additional 1d12 damage for every two levels
|
||
the graveknight has (basic Reflex save). The graveknight can use this ability
|
||
once every 1d4 rounds. This energy damage is of the same type as that of its ruinous
|
||
weapons (see below); Devastating Blast gains the associated energy trait. **Phantom
|
||
Mount** |2| (arcane, conjuration, summon) The graveknight summons a supernatural
|
||
mount as per phantom steed, heightened to a level equal to half the graveknight''s
|
||
level. Unlike phantom steed, the steed''s AC and saving throw bonuses are all
|
||
4 lower than the graveknight''s, and the steed has one-third the graveknight''s
|
||
Hit Points (rounded down). If the steed is destroyed, the graveknight must wait
|
||
1 hour before using this ability again. **Ruinous Weapons** At the time of its
|
||
creation, a graveknight chooses one of the following energy types that was relevant
|
||
to its life or death: acid, cold, electricity, or fire. Any weapon the graveknight
|
||
wields gains the effects of the caustic, frost, shock, or flaming weapon rune,
|
||
respectively, in addition to a +1 striking weapon rune. If the graveknight is
|
||
14th level or higher, its weapons instead gain the effects of the greater versions
|
||
of both of these runes. **Weapon Master** The graveknight has access to the critical
|
||
specialization effects of any weapons it wields. <h3 class="title">Alternate Graveknight
|
||
Abilities</h3> Although the abilities listed above are standard for a graveknight,
|
||
you can create a more unusual graveknight by substituting one of the aforementioned
|
||
abilities (except for its rejuvenation ability) with one of the following. **Betrayed
|
||
Revivification** The graveknight died after being deeply betrayed. Instead of
|
||
being immune to a type of energy damage, it is immune to mental damage, its weapons
|
||
deal 1d6 additional mental damage, and its Devastating Blast deals mental damage
|
||
with a Will saving throw instead of Reflex. **Create Grave Squire** The graveknight
|
||
can gift a piece of its armor to a willing ally, which becomes its grave squire.
|
||
The graveknight can communicate telepathically with its squire at any distance,
|
||
see through the squire''s senses, and cast suggestion as a divine innate spell
|
||
through the telepathic link at will; the squire treats its degree of success as
|
||
one step worse. If the graveknight''s main armor is destroyed, the squire''s piece
|
||
expands to cover the squire''s body over 1d10 days, after which point it becomes
|
||
the graveknight''s new body. The graveknight can have only one squire at a time,
|
||
and must recover the gifted piece of armor if it wishes to create a new squire.
|
||
**Dark Deliverance** The graveknight has positive resistance equal to its level.
|
||
<h2 class="title">Graveknight Armor</h2> Wearing graveknight armor is very risky,
|
||
for the graveknight''s essence rapidly parasitizes the new wearer, accelerating
|
||
the graveknight''s rejuvenation. This agonizing transformation inevitably kills
|
||
the host, transforming their flesh into the graveknight''s new body. Removing
|
||
the curse allows a character to remove the armor, but if it ever wears the armor
|
||
again, the curse returns. If the wearer dies from another cause while wearing
|
||
the armor, or if the graveknight''s rejuvenation completes before the wearer dies
|
||
from the curse, the wearer immediately progresses to stage 3. **Graveknight''s
|
||
Curse** (arcane, curse, necromancy) This curse affects anyone who wears a graveknight''s
|
||
armor for at least 1 hour. **Saving Throw** Will save; **Onset** 1 hour; **Stage
|
||
1** doomed 1 and cannot remove the armor (1 day); **Stage 2** doomed 2, hampered
|
||
10, and cannot remove the armor (1 day); **Stage 3** dies and transforms into
|
||
the armor''s graveknight.'
|
||
divine_spells: null
|
||
hp: 175
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- paralyzed
|
||
- poison
|
||
- precision
|
||
- unconscious
|
||
- plus one energy type (the same chosen for ruinous weapons below).
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Necril
|
||
level: 10
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+10 plus 1d6 cold
|
||
type: slashing
|
||
name: frost greatsword
|
||
to_hit: 24
|
||
traits:
|
||
- cold
|
||
- magical
|
||
- versatile P
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+10 plus 1d6 cold
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 23
|
||
traits:
|
||
- agile
|
||
- cold
|
||
name: Graveknight
|
||
perception: 19
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: 6d12 cold, DC 29
|
||
name: Devastating Blast
|
||
traits:
|
||
- arcane
|
||
- cold
|
||
- evocation
|
||
- description: DC 33
|
||
name: Graveknight's Curse
|
||
traits: null
|
||
- description: HP 58; AC 27, Fort +17, Ref +15, Will +14.
|
||
name: Phantom Mount
|
||
traits:
|
||
- arcane
|
||
- conjuration
|
||
- description: ''
|
||
name: Weapon Master
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+6 plus 1d6 cold
|
||
type: piercing
|
||
name: frost composite longbow
|
||
to_hit: 21
|
||
traits:
|
||
- cold
|
||
- deadly 1d10
|
||
- magical
|
||
- range increment 100 feet
|
||
- reload 0
|
||
- volley 30 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 21
|
||
ref: 19
|
||
will: 18
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 23
|
||
Intimidation: 22
|
||
Religion: 19
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Large
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 0
|
||
dex_mod: 3
|
||
int_mod: -1
|
||
str_mod: -1
|
||
wis_mod: 1
|
||
ac: 15
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: mitflit's self-loathing makes it easy to influence. It takes a –4
|
||
penalty to its Will DC against checks to Coerce, Demoralize, Make an Impression,
|
||
and Request. **Vermin Empathy** Mitflits can use Diplomacy to Make an Impression
|
||
on and Request things of arthropods (insects, spiders, scorpions, crabs, and
|
||
similar invertebrate animals). Most arthropods have a starting attitude of indifferent
|
||
to mitflits.
|
||
name: Self-Loathing
|
||
traits:
|
||
- emotion
|
||
- mental
|
||
- description: Mitflits can use Diplomacy to Make an Impression on and Request things
|
||
of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate
|
||
animals). Most arthropods have a starting attitude of indifferent to mitflits.
|
||
name: Vermin Empathy
|
||
traits: null
|
||
description: Mitflits, also known as mites, are self-loathing and pitiful cowards,
|
||
easily bullied into servitude by other creatures or even slightly more powerful
|
||
mitflit leaders. They tame insects, spiders, and other such creatures to serve
|
||
as faithful allies. Mitflits have lost most of their ancestral gremlin magic,
|
||
leaving these incomplete beings full of doubt and insecurity. Mitflits find companionship
|
||
in the other base creatures of the world, and forge bonds of friendship with vermin,
|
||
the only other beings that seem willing to accept them. A social structure, even
|
||
one in which they are bullied, partially fills the hole within mitflits' personalities,
|
||
and they rarely rebel or rail out unless their rage hits a breaking point.
|
||
divine_spells: null
|
||
hp: 10
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: at will; arthropods only
|
||
level: 2
|
||
name: speak with animals
|
||
- level: 1
|
||
name: bane
|
||
items:
|
||
- dart (10)
|
||
- shortsword
|
||
languages:
|
||
- Undercommon
|
||
level: -1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6-1
|
||
type: piercing
|
||
name: shortsword
|
||
to_hit: 8
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- versatile S
|
||
name: Mitflit
|
||
perception: 4
|
||
proactive_abilities:
|
||
- description: As long as it isn't frightened, a mitflit gains a +2 status bonus
|
||
to damage rolls against a creature that has previously damaged or tormented
|
||
it.
|
||
name: Vengeful Anger
|
||
traits:
|
||
- emotion
|
||
- mental
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4-1
|
||
type: piercing
|
||
name: dart
|
||
to_hit: 8
|
||
traits:
|
||
- agile
|
||
- range increment 20 feet
|
||
- thrown
|
||
resistances: null
|
||
saves:
|
||
fort: 2
|
||
ref: 7
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 5
|
||
Diplomacy: 1
|
||
Nature: 3
|
||
Stealth: 5
|
||
Thievery: 5
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 20
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Small
|
||
- Fey
|
||
- Gremlin
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 0
|
||
dex_mod: 3
|
||
int_mod: 0
|
||
str_mod: -3
|
||
wis_mod: 2
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Mean, dog-faced, and craven, pugwampis take disproportionate enjoyment
|
||
from the accidents and missteps of other creatures—something that happens often
|
||
due to the supernatural aura of ill fortune these gremlins project. They enjoy
|
||
preparing pranks involving spikes, excrement, pits full of spiders, and the like.
|
||
Pugwampis are somewhat deaf and thus often yell loudly to each other when not
|
||
hiding. Many pugwampis worship gnolls as gods and aspire to be more like gnolls,
|
||
although gnolls hate pugwampis even more than most creatures do, due to their
|
||
sycophantic fawning.
|
||
divine_spells: null
|
||
hp: 17
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 2
|
||
name: speak with animals
|
||
items: null
|
||
languages:
|
||
- Gnoll
|
||
- Undercommon
|
||
level: 0
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6-3
|
||
type: slashing
|
||
name: shortsword
|
||
to_hit: 8
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- magical
|
||
- versatile S
|
||
name: Pugwampi
|
||
perception: 6
|
||
proactive_abilities: []
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6
|
||
type: piercing
|
||
name: shortbow
|
||
to_hit: 8
|
||
traits:
|
||
- deadly 1d10
|
||
- magical
|
||
- range increment 60 feet
|
||
- reload 0
|
||
resistances: null
|
||
saves:
|
||
fort: 5
|
||
ref: 8
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- (–
|
||
skills:
|
||
Crafting: 2
|
||
Deception: 2
|
||
Nature: 4
|
||
Stealth: 5
|
||
Thievery: 5
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Tiny
|
||
- Fey
|
||
- Gremlin
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 0
|
||
dex_mod: 4
|
||
int_mod: 2
|
||
str_mod: -2
|
||
wis_mod: 2
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Jinkins are sadistic tinkers who steal and sabotage items and take
|
||
great pride in their power to curse precious objects. They hold grudges and create
|
||
convoluted plans for revenge whenever they feel slighted, such as when a creature
|
||
dares to remove one of their curses. Rarely content to wreak simple mayhem, jinkins
|
||
also take immense pleasure in torture and murder, though they prefer to lead victims
|
||
into traps designed to capture or incapacitate rather than kill outright. Deep
|
||
pits are favorites, since victims who survive the fall face a slow death from
|
||
starvation and thirst. Jinkins enjoy gathering at the edge of pits to mock, tease,
|
||
and torment.
|
||
divine_spells: null
|
||
hp: 19
|
||
immunities: null
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Undercommon
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6-2
|
||
type: piercing
|
||
name: shortsword
|
||
to_hit: 9
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- magical
|
||
- versatile S
|
||
name: Jinkin
|
||
perception: 7
|
||
proactive_abilities:
|
||
- description: creatures.
|
||
name: Sneak Attack
|
||
traits: null
|
||
- description: A group of six jinkins can work together for an hour to imbue an
|
||
item with a curse at a range of 60 feet. While this process is lengthy, it's
|
||
also unobtrusive and can be performed while Hiding. Jinkins prefer to use this
|
||
ability on magic items. The curse makes the item unreliable (DC 5 flat check
|
||
or waste any action to Interact with or Activate the item), adds a bizarre requirement
|
||
to use the item, or imparts some other curse of a similar caliber.
|
||
name: Tinker
|
||
traits:
|
||
- curse
|
||
- primal
|
||
- transmutation
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 6
|
||
ref: 10
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 7
|
||
Crafting: 5
|
||
Deception: 5
|
||
Nature: 5
|
||
Stealth: 7
|
||
Thievery: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Tiny
|
||
- Fey
|
||
- Gremlin
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 3
|
||
dex_mod: 3
|
||
int_mod: -4
|
||
str_mod: 4
|
||
wis_mod: 1
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Griffons are regal beasts revered as symbols of freedom and strength
|
||
in many cultures. They are physically striking, with the hindquarters of a lion
|
||
and the head, wings, and forelimbs of a great bird of prey—typically an eagle,
|
||
but some instead bear the features of a hawk, falcon, or even osprey or vulture.
|
||
In rare cases, the griffon's hindquarters may resemble those of a different great
|
||
cat, such as a leopard or tiger. The variations seem to conform to the environment
|
||
in which the griffon lives—for instance, the especially rare griffons of northern
|
||
Avistan have the hindquarters of a Grungir lynx and the upper body of a snowy
|
||
owl—though this is not always the case. Some griffons lack wings altogether. These
|
||
wingless griffons, known as alces, result from a rare mutation. Among a clutch
|
||
of other griffons, the alce is typically considered the runt, so few of these
|
||
offshoots survive their fledgling stage. Those alces that do make it to adulthood
|
||
tend to be tougher, more violent, and more aloof than most griffons.
|
||
divine_spells: null
|
||
hp: 60
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+4
|
||
type: piercing
|
||
name: beak
|
||
to_hit: 14
|
||
traits:
|
||
- deadly 1d10
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+4
|
||
type: piercing
|
||
name: talon
|
||
to_hit: 14
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+4
|
||
type: bludgeoning
|
||
name: wing
|
||
to_hit: 14
|
||
traits:
|
||
- reach 10 feet
|
||
name: Griffon
|
||
perception: 11
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The griffon Flies up to its fly Speed and makes two talon Strikes
|
||
at any point during that movement. Each Strike must target a different creature.
|
||
The attacks take the normal multiple attack penalty.
|
||
name: Flying Strafe
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The griffon Strides and makes a talon Strike at the end of that movement.
|
||
If the griffon began this action hidden, it remains hidden until after the attack.
|
||
name: Pounce
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 13
|
||
ref: 13
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 11
|
||
Athletics: 12
|
||
Survival: 9
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 60
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 5
|
||
dex_mod: 4
|
||
int_mod: 2
|
||
str_mod: 8
|
||
wis_mod: 5
|
||
ac: 36
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: "he grikkitog implants its core into an adjacent section of earth\
|
||
\ or stone, melding seamlessly and changing its visual appearance to match the\
|
||
\ surrounding rock. It's immobilized but automatically succeeds at its Deception\
|
||
\ check to Impersonate the stone around it; creatures actively searching for\
|
||
\ it can still attempt Perception checks against its Deception DC as normal.\
|
||
\ A grikkitog can release its implantation as a free action, which has the manipulate\
|
||
\ trait. A grikkitog's infestation aura and manifold vision are only active\
|
||
\ while implanted. **Manifold Vision** While its core is implanted, the grikkitog\
|
||
\ can see through the eyes it creates throughout the area of its infestation\
|
||
\ aura, gaining the benefits of all-around \x1Cvision."
|
||
name: Implant Core
|
||
traits:
|
||
- manipulate
|
||
- description: "While its core is implanted, the grikkitog can see through the eyes\
|
||
\ it creates throughout the area of its infestation aura, gaining the benefits\
|
||
\ of all-around \x1Cvision."
|
||
name: Manifold Vision
|
||
traits: null
|
||
description: Grikkitogs, also known as "hungry earth," are strange parasites from
|
||
the Plane of Earth that infest and possess earth, rock, and stone in order to
|
||
feed their endless hunger. A young grikkitog is a formless apparition until it
|
||
corrupts an earth elemental host, forming the grikkitog's core. A grikkitog can
|
||
then infest the earth and stone nearby with its voracious essence, forming maws
|
||
and eyes all around it. These creatures are particularly dangerous to small creatures
|
||
that lair within gaps and holes among rocks, as well as mountain climbers searching
|
||
for the perfect handhold.
|
||
divine_spells: null
|
||
hp: 200
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Terran
|
||
level: 14
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d12+14 plus barbed maw
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 29
|
||
traits:
|
||
- magical
|
||
name: Grikkitog
|
||
perception: 29
|
||
proactive_abilities:
|
||
- description: ', the victim takes 3d8 persistent bleed damage and the grikkitog
|
||
feeds upon its flesh. The creature is immobilized until the grikkitog ends the
|
||
effect as a free action or the target succeeds at a DC 38 check to Escape. The
|
||
grikkitog can immobilize any number of creatures with these maws.'
|
||
name: Barbed Maw
|
||
traits: null
|
||
- description: The grikkitog can Burrow through dirt and stone at its full burrow
|
||
Speed, leaving no tunnels or signs of its passing.
|
||
name: Earth Glide
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: ' (except adamantine)'
|
||
saves:
|
||
fort: 28
|
||
ref: 23
|
||
will: 24
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- manifold vision
|
||
- tremorsense (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 28
|
||
Deception: 27
|
||
Survival: 25
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 20
|
||
type: Burrow
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Huge
|
||
- Aberration
|
||
- Earth
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 8
|
||
con_mod: 8
|
||
dex_mod: 10
|
||
int_mod: 5
|
||
str_mod: 8
|
||
wis_mod: 7
|
||
ac: 47
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: ''
|
||
name: Death's Grace
|
||
traits: null
|
||
- description: The grim reaper automatically knows the Hit Points, conditions, afflictions,
|
||
and emotions of all creatures it can see.
|
||
name: Status Sight
|
||
traits: null
|
||
description: The Grim Reaper is the unflinching personification of death. Silent
|
||
as the grave and as inevitable as time itself, this legendary being hunts down
|
||
and finishes creatures that have evaded death for far too long. Sometimes the
|
||
Grim Reaper comes without warning, while at others it comes to finish the work
|
||
that other creatures could not. The Grim Reaper serves no god, fiend, or aeon.
|
||
It is both despised and feared by psychopomps and celestials, but few—if any—dare
|
||
to stand in its way. Like some eternal plague, it kills those who try to cure
|
||
the multiverse of its presence. It stands alone and holds only its own council,
|
||
and the pleading and reasoning of mortals and immortals alike fall on deaf ears
|
||
once the Grim Reaper closes on its quarry. Its own reasoning is silent to mortal
|
||
ears and inscrutable to the mortal mind, but no matter the reason, the result
|
||
is unyielding and final.
|
||
divine_spells: null
|
||
hp: 320
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- paralyzed
|
||
- poison
|
||
- unconscious
|
||
innate_spells:
|
||
- frequency: x4
|
||
level: 10
|
||
name: finger of death
|
||
- level: 7
|
||
name: plane shift
|
||
- frequency: constant
|
||
level: 6
|
||
name: true seeing
|
||
- frequency: constant
|
||
level: 6
|
||
name: haste
|
||
- frequency: constant
|
||
level: 6
|
||
name: see invisibility
|
||
- frequency: constant
|
||
level: 3
|
||
name: haste
|
||
- frequency: constant
|
||
level: 3
|
||
name: see invisibility
|
||
- frequency: constant
|
||
level: 2
|
||
name: see invisibility
|
||
items:
|
||
- scythe
|
||
languages:
|
||
- Common
|
||
- Necril
|
||
level: 21
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d10+23 plus death strike and energy drain
|
||
type: slashing
|
||
name: keen scythe
|
||
to_hit: 40
|
||
traits:
|
||
- agile
|
||
- deadly 3d10
|
||
- magical
|
||
- reach 10 feet
|
||
- trip
|
||
name: Grim Reaper
|
||
perception: 41
|
||
proactive_abilities:
|
||
- description: A creature critically hit by any of the grim reaper's attacks or
|
||
that critically fails against any of its spells must succeed at a DC 47 Fortitude
|
||
save or die.
|
||
name: Death Strike
|
||
traits:
|
||
- death
|
||
- description: .
|
||
name: Energy Drain
|
||
traits:
|
||
- to a maximum of doomed 3
|
||
- description: A creature killed by the grim reaper can't be brought back to life
|
||
by any means short of divine intervention.
|
||
name: Final Death
|
||
traits: null
|
||
- description: Any scythe gains the agile trait, can't be disarmed, and becomes
|
||
a *+3 major striking keen scythe* while the grim reaper wields it. If the grim
|
||
reaper Strikes a creature with a weakness to any specific type of damage, the
|
||
scythe's damage counts as that type of damage, in addition to slashing.
|
||
name: Infuse Weapon
|
||
traits:
|
||
- divine
|
||
- evocation
|
||
ranged: null
|
||
resistances:
|
||
- amount: 15
|
||
type: all damage
|
||
saves:
|
||
fort: 37
|
||
ref: 41
|
||
will: 38
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- '*see invisibility*'
|
||
- status sight
|
||
- '*true seeing*'
|
||
skills:
|
||
Acrobatics: 43
|
||
Athletics: 38
|
||
Deception: 40
|
||
Intimidation: 43
|
||
Religion: 39
|
||
Society: 36
|
||
Stealth: 43
|
||
skills_special: null
|
||
speed:
|
||
- amount: 50
|
||
type: Land
|
||
- amount: 75
|
||
type: Fly
|
||
spell_attack_to_hit: 37
|
||
spell_dc: null
|
||
traits:
|
||
- Unique
|
||
- NE
|
||
- Medium
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 6
|
||
con_mod: 6
|
||
dex_mod: 9
|
||
int_mod: 4
|
||
str_mod: 6
|
||
wis_mod: 6
|
||
ac: 39
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: ''
|
||
name: Death's Grace
|
||
traits: null
|
||
- description: The lesser death automatically knows the Hit Points, conditions,
|
||
afflictions, and emotions of all creatures it can see.
|
||
name: Status Sight
|
||
traits: null
|
||
description: No one is quite sure what lesser deaths are, though some claim that
|
||
they are avatars of the grim reaper. Unlike that strange hunter, however, lesser
|
||
deaths hunt in packs on rare occasions. More often than not, they manifest from
|
||
cursed magic items. Other times, they are just the enactors of death, hunting
|
||
in the same way the grim reaper does— silently, with neither remorse nor quarter.
|
||
Rarely, multiple lesser deaths work together to cull a large population, their
|
||
scythes cutting through crowds and leaving entire cities devoid of life, inspiring
|
||
(hopefully) false rumors of multiple grim reapers.
|
||
divine_spells: null
|
||
hp: 255
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- paralyzed
|
||
- poison
|
||
- unconscious
|
||
innate_spells:
|
||
- frequency: constant
|
||
level: 6
|
||
name: true seeing
|
||
- frequency: constant
|
||
level: 6
|
||
name: haste
|
||
- frequency: constant
|
||
level: 6
|
||
name: see invisibility
|
||
- frequency: constant
|
||
level: 3
|
||
name: haste
|
||
- frequency: constant
|
||
level: 3
|
||
name: see invisibility
|
||
- frequency: constant
|
||
level: 2
|
||
name: see invisibility
|
||
items:
|
||
- scythe
|
||
languages:
|
||
- Common
|
||
- Necril
|
||
level: 16
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+14 plus 1d12 negative
|
||
type: slashing
|
||
name: keen scythe
|
||
to_hit: 32
|
||
traits:
|
||
- agile
|
||
- deadly 2d10
|
||
- magical
|
||
- reach 10 feet
|
||
- trip
|
||
name: Lesser Death
|
||
perception: 32
|
||
proactive_abilities:
|
||
- description: Any scythe gains the agile trait, can't be disarmed, and becomes
|
||
a *+3 major striking keen scythe* while the grim reaper wields it. If the grim
|
||
reaper Strikes a creature with a weakness to any specific type of damage, the
|
||
scythe's damage counts as that type of damage, in addition to slashing.
|
||
name: Infuse Weapon
|
||
traits:
|
||
- divine
|
||
- evocation
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 30
|
||
ref: 33
|
||
will: 32
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- '*see invisibility*'
|
||
- status sight
|
||
- '*true seeing*'
|
||
skills:
|
||
Acrobatics: 33
|
||
Athletics: 28
|
||
Deception: 30
|
||
Intimidation: 32
|
||
Religion: 30
|
||
Society: 26
|
||
Stealth: 35
|
||
skills_special: null
|
||
speed:
|
||
- amount: 50
|
||
type: Land
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Rare
|
||
- NE
|
||
- Medium
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 6
|
||
dex_mod: 3
|
||
int_mod: 0
|
||
str_mod: 7
|
||
wis_mod: 3
|
||
ac: 30
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: A gug's most horrid feature is its barrel-shaped head, which splits
|
||
vertically to reveal numerous rows of sharp, yellow teeth and an open throat.
|
||
Its eyes on either side of its head-jaw are small but keen. Bony ridges protect
|
||
its eyes from the frantic flailing of its prey, as it prefers meals of raw and
|
||
writhing meat over fungi and molds. It grips said prey with powerful arms that
|
||
split at the elbow into a pair of forearms, giving it four clawed paws. These
|
||
monstrous brutes are covered with shaggy black fur, often crusted with blood and
|
||
gore.
|
||
divine_spells: null
|
||
hp: 175
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Undercommon
|
||
level: 10
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+13
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 23
|
||
traits:
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+13
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 23
|
||
traits:
|
||
- agile
|
||
- reach 15 feet
|
||
name: Gug
|
||
perception: 19
|
||
proactive_abilities:
|
||
- description: Despite its size, the gug's multiple joints allow it to fit through
|
||
tight spaces as if it were a Medium creature. While Squeezing, it can move at
|
||
its full Speed.
|
||
name: Eerie Flexibility
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The gug makes up to four claw Strikes, each against a different target.
|
||
These attacks all count toward the gug's multiple attack penalty, but the penalty
|
||
doesn't increase until after the gug makes all its attacks.
|
||
name: Furious Claws
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: claw
|
||
name: Rend
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 22
|
||
ref: 17
|
||
will: 19
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 19
|
||
Athletics: 23
|
||
Stealth: 19
|
||
Survival: 17
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 20
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Aberration
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 8
|
||
dex_mod: 2
|
||
int_mod: -4
|
||
str_mod: 10
|
||
wis_mod: 0
|
||
ac: 43
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: A guthallath is an enormous construct created long ago by some unknown
|
||
empire, probably as a war machine. Nearly 100 feet tall, this massive stone statue
|
||
typically resembles a stalwart warrior wearing only a loincloth and skullcap.
|
||
Few have seen the entire body of a guthallath, though; most of the time such a
|
||
relic is buried up to its neck, covered in moss and stranded in some forgotten
|
||
place. Yet, every so often, one of these harbingers of destruction reactivates
|
||
in response to some unknown stimulus or rallying call, and when this happens,
|
||
woe be unto any who stand in its way.
|
||
divine_spells: null
|
||
hp: 325
|
||
immunities:
|
||
- bleed
|
||
- death effects
|
||
- disease
|
||
- doomed
|
||
- drained
|
||
- fatigued
|
||
- healing
|
||
- magic (see below)
|
||
- necromancy
|
||
- nonlethal attacks
|
||
- paralyzed
|
||
- poison
|
||
- sickened
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 19
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d12+18 plus Improved Grab or Improved Push 20 feet
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 38
|
||
traits:
|
||
- deadly 3d12
|
||
- magical
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d8+18 plus Improved Knockdown
|
||
type: bludgeoning
|
||
name: foot
|
||
to_hit: 38
|
||
traits:
|
||
- deadly 3d12
|
||
- magical
|
||
- reach 20 feet
|
||
name: Guthallath
|
||
perception: 30
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: . There is no additional effect on creatures in any area where the
|
||
beams overlap. The guthallath can't use this ability again for 1d4 rounds.
|
||
name: Annihilation Beams
|
||
traits:
|
||
- DC 41 Fortitude
|
||
- action_cost: One Action
|
||
description: The guthallath throws the creature into the air, 100 feet high and
|
||
50 feet away. If the flung creature lands on another creature, the creature
|
||
it lands on takes the same amount of bludgeoning damage. The creature being
|
||
landed on can attempt a DC 41 basic Reflex save.
|
||
name: Deadly Throw
|
||
traits: null
|
||
- description: If a guthallath hits with an attack and rolls a natural 19 on the
|
||
d20 roll, the attack is a critical hit. This has no effect if the 19 would be
|
||
a failure.
|
||
name: Powerful Blows
|
||
traits: null
|
||
- description: Huge or smaller, foot, DC 45
|
||
name: Trample
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 15
|
||
type: physical (except adamantine)
|
||
saves:
|
||
fort: 38
|
||
ref: 32
|
||
will: 30
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- '*true seeing*'
|
||
skills:
|
||
Acrobatics: 25
|
||
Athletics: 40
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 50
|
||
type: Burrow
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Rare
|
||
- N
|
||
- Gargantuan
|
||
- Construct
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 4
|
||
dex_mod: 3
|
||
int_mod: 1
|
||
str_mod: 4
|
||
wis_mod: 3
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: he sea hag can make a bargain with a willing creature, who must be
|
||
of sound mind. The creature gives away a special or cherished quality—such as
|
||
its courage, its beauty, or its voice—in exchange for a boon or a promise from
|
||
the sea hag. As long as the sea hag keeps her end of the bargain, the only way
|
||
to restore the lost quality is to defeat the sea hag or make another bargain
|
||
for its return.
|
||
name: Coven
|
||
traits:
|
||
- necromancy
|
||
- occult
|
||
- description: ''
|
||
name: Sea Hag's Bargain
|
||
traits: null
|
||
description: Sea hags kill and eat fishers and sailors who come near their lairs,
|
||
torment coastal dwellers with dark promises and vague threats, and enjoy the act
|
||
of causing distress and discord in small towns. They generally avoid making their
|
||
lairs too close to civilization, however, to avoid drawing enemies to their homes.
|
||
Sea hags are known for tempting desperate victims into tragic and inescapable
|
||
bargains, deals which the hag has already secretly stacked in her favor. Despite
|
||
their voracious appetites, sea hags appear hideously emaciated, and unlike more
|
||
powerful hags, they lack the ability to magically disguise their form.
|
||
divine_spells: null
|
||
hp: 45
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
- Common
|
||
- Jotun
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+4
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 12
|
||
traits:
|
||
- agile
|
||
- magical
|
||
name: Sea Hag
|
||
perception: 10
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The hag gazes upon a creature, afflicting it with intense distress
|
||
and a gnawing sense of impending doom, with a result depending on its Will save
|
||
(DC 20). The target does not need to be able to see the sea hag. **Critical
|
||
Success** No effect. **Success** Frightened 1. **Failure** Frightened 1 and
|
||
slowed 1 for 1 round. If the target was dying, it remains unconscious for 1
|
||
day. At the end of the day, it must attempt a Fortitude save against the same
|
||
DC; if it fails, it dies. **Critical Failure** Frightened 2 and slowed 1 for
|
||
1 minute. If the target was dying, it remains unconscious for 1 day. At the
|
||
end of the day, it must attempt a Fortitude save against the same DC; if it
|
||
fails, it dies.
|
||
name: Dread Gaze
|
||
traits:
|
||
- curse
|
||
- emotion
|
||
- fear
|
||
- mental
|
||
- occult
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 11
|
||
ref: 8
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 8
|
||
Athletics: 11
|
||
Deception: 10
|
||
Occultism: 8
|
||
Stealth: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 35
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Amphibious
|
||
- Hag
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 3
|
||
dex_mod: 3
|
||
int_mod: 2
|
||
str_mod: 5
|
||
wis_mod: 2
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: A green hag adds *entangle*, *outcast's curse*, and *wall of thorns*
|
||
to her coven's spells.
|
||
name: Coven
|
||
traits: null
|
||
description: Green hags hate beauty and purity, so they use disguises and treachery
|
||
to lure and murder innocents, corrupt the pure of heart, and shatter the minds
|
||
and morals of their victims. Green hags create imaginative schemes to utterly
|
||
ruin anyone who crosses them, as well as good or righteous folk whose very existence
|
||
insults the hag's twisted sensibilities. The complicated scandals perpetuated
|
||
by green hags involve impersonation, mistaken identity, the seduction and betrayal
|
||
of loved ones, or all these things in combination.
|
||
divine_spells: null
|
||
hp: 70
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 2
|
||
name: invisibility
|
||
- frequency: at will
|
||
level: 2
|
||
name: tree shape
|
||
- frequency: constant
|
||
level: 5
|
||
name: tongues
|
||
- frequency: constant
|
||
level: 5
|
||
name: water breathing
|
||
- frequency: constant
|
||
level: 5
|
||
name: pass without trace
|
||
- frequency: constant
|
||
level: 2
|
||
name: water breathing
|
||
- frequency: constant
|
||
level: 2
|
||
name: pass without trace
|
||
- frequency: constant
|
||
level: 1
|
||
name: pass without trace
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
- Common
|
||
- Jotun
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+5 plus enfeebling humors
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 14
|
||
traits:
|
||
- agile
|
||
- magical
|
||
name: Green Hag
|
||
perception: 10
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The green hag touches a creature that doesn't realize the hag is
|
||
an enemy. The betrayed creature is affected by the hag's enfeebling humors and
|
||
takes a –4 circumstance penalty to their saving throw against that effect.
|
||
name: Betraying Touch
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The green hag can take on the appearance of any Medium humanoid woman.
|
||
This doesn't change her Speed or her attack and damage bonuses with her Strikes,
|
||
but might change the damage type her Strikes deal (typically to bludgeoning).
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- occult
|
||
- polymorph
|
||
- transmutation
|
||
- description: A creature damaged by a hag's claw must succeed at a DC 20 Fortitude
|
||
save or be enfeebled 1 for 1 day. On a critical failure, or if it gets hit again
|
||
and fails its save a second time, it's enfeebled 2 for 1 day.
|
||
name: Enfeebling Humors
|
||
traits:
|
||
- necromancy
|
||
- occult
|
||
- action_cost: Two Actions
|
||
description: The green hag exhales a miasma of green vapors. Each living creature
|
||
in a 15-foot cone is affected by her enfeebling humors (attempting a save as
|
||
normal). She can't use Exhale Miasma again for 1d4 rounds.
|
||
name: Exhale Miasma
|
||
traits:
|
||
- necromancy
|
||
- occult
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 11
|
||
ref: 11
|
||
will: 12
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 9
|
||
Athletics: 11
|
||
Deception: 10
|
||
Nature: 8
|
||
Occultism: 8
|
||
Stealth: 9
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 25
|
||
type: Swim
|
||
spell_attack_to_hit: 14
|
||
spell_dc: 20
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Hag
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 4
|
||
dex_mod: 4
|
||
int_mod: 1
|
||
str_mod: 6
|
||
wis_mod: 4
|
||
ac: 24
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: An annis hag adds *earthbind*, *passwall*, and *spellwrack* to her
|
||
coven's spells.
|
||
name: Coven
|
||
traits: null
|
||
description: Annis hags are brutal torturers and murderers, delighting in the musical
|
||
screams and tasty flesh of young creatures and those who are pure of heart. Annis
|
||
hags are the most direct of all hags, engaging in physical combat and using their
|
||
change shape ability to hunt rather than to infiltrate and betray humanoids. But
|
||
an Annis hag takes a grisly trophy from each kill and uses it to sow discord,
|
||
sending the trophy to one of her victim's loved ones in a way that implicates
|
||
another family member in the murder. Also known as iron hags, annis hags have
|
||
iron-like yet flexible flesh that resists edged weapons, and their own touch is
|
||
the same cold iron that burns the flesh of other hags. This allows them to bully
|
||
their way to the leadership of hag covens.
|
||
divine_spells: null
|
||
hp: 85
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
- Common
|
||
- Jotun
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+6 iron slashing plus Grab
|
||
type: cold
|
||
name: claw
|
||
to_hit: 16
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 10 feet
|
||
name: Annis Hag
|
||
perception: 15
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: Once per day, an annis hag can cause a cage built of cold iron fingernails
|
||
to spring out of nothingness at a range of up to 30 feet, attempting an Athletics
|
||
check to Grapple against the target's Fortitude DC; if the target has a weakness
|
||
to cold iron, the annis hag gains a +2 circumstance bonus to this check. Unlike
|
||
a normal Grapple, the annis hag doesn't need to be within reach and can move
|
||
as she pleases, and a successful attempt lasts until the creature escapes (DC
|
||
24), causing the cage to crumble into rust. Any creature can attempt to destroy
|
||
the cage by attacking it. It has an AC of 19, Hardness 10, and 40 Hit Points.
|
||
name: Bonds of Iron
|
||
traits:
|
||
- attack
|
||
- conjuration
|
||
- occult
|
||
- action_cost: One Action
|
||
description: The hag can take on the appearance of any Medium female humanoid.
|
||
This doesn't change her Speed or her attack and damage bonuses with her Strikes
|
||
but might change the damage type her Strikes deal (typically to bludgeoning).
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- occult
|
||
- polymorph
|
||
- transmutation
|
||
- action_cost: One Action
|
||
description: claw
|
||
name: Rend
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: physical (except bludgeoning)
|
||
saves:
|
||
fort: 16
|
||
ref: 12
|
||
will: 14
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 10
|
||
Athletics: 14
|
||
Deception: 11
|
||
Diplomacy: 9
|
||
Intimidation: 11
|
||
Stealth: 14
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Hag
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 6
|
||
dex_mod: 4
|
||
int_mod: 4
|
||
str_mod: 5
|
||
wis_mod: 5
|
||
ac: 28
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: A night hag adds *dominate*, *nightmare*, *scrying*, and *spellwrack*
|
||
to her coven's spells. **Nightmare Rider** When a night hag rides a nightmare,
|
||
the nightmare also gains the night hag's status bonus to saves against magic,
|
||
and both the hag and rider benefit when the night hag uses her *heartstone's*
|
||
*ethereal jaunt* innate spell.
|
||
name: Coven
|
||
traits: null
|
||
- description: When a night hag rides a nightmare, the nightmare also gains the
|
||
night hag's status bonus to saves against magic, and both the hag and rider
|
||
benefit when the night hag uses her *heartstone's* *ethereal jaunt* innate spell.
|
||
name: Nightmare Rider
|
||
traits: null
|
||
description: Night hags are thieves and merchants of mortal souls. These foul creatures
|
||
collect souls in dark gems or crystalline jars to sell in fiendish markets, and
|
||
are themselves empowered by potent magic jewels known as *heartstones*. They haunt
|
||
the Ethereal Plane, where they prey upon mortals in their dreams, debilitating
|
||
them with horrific nightmares as they rest. A night hag may find a particular
|
||
target and haunt them continuously over the course of weeks, slowly and cruelly
|
||
breaking down the victim's will and ability to resist, until their soul is forfeit.
|
||
divine_spells: null
|
||
hp: 170
|
||
immunities:
|
||
- sleep
|
||
innate_spells:
|
||
- frequency: at will; from heartstone
|
||
level: 9
|
||
name: bind soul
|
||
- frequency: at will; from heartstone
|
||
level: 9
|
||
name: ethereal jaunt
|
||
- level: 8
|
||
name: dream council
|
||
- frequency: x2, from heartstone
|
||
level: 5
|
||
name: nightmare
|
||
- frequency: x2, from heartstone
|
||
level: 5
|
||
name: shadow blast
|
||
- frequency: at will
|
||
level: 3
|
||
name: dream message
|
||
- frequency: at will
|
||
level: 3
|
||
name: magic missile
|
||
- frequency: at will
|
||
level: 2
|
||
name: invisibility
|
||
- frequency: at will
|
||
level: 1
|
||
name: ray of enfeeblement
|
||
- frequency: at will
|
||
level: 1
|
||
name: sleep
|
||
- frequency: constant
|
||
level: 3
|
||
name: detect magic
|
||
- frequency: constant
|
||
level: 3
|
||
name: detect alignment
|
||
- frequency: constant
|
||
level: 2
|
||
name: detect alignment
|
||
items:
|
||
- heartstone
|
||
languages:
|
||
- Abyssal
|
||
- Aklo
|
||
- Celestial
|
||
- Common
|
||
- Infernal
|
||
level: 9
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+8 plus 1d6 evil and Abyssal plague
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 20
|
||
traits:
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+8 plus 1d6 evil
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 20
|
||
traits:
|
||
- agile
|
||
- magical
|
||
name: Night Hag
|
||
perception: 18
|
||
proactive_abilities:
|
||
- description: A creature can't recover from drained until abyssal plague is cured.
|
||
**Saving Throw** DC 28 Fortitude; **Stage 1** Drained 1 (1 day); **Stage 2**
|
||
Drained increases by 2 (1 day)
|
||
name: Abyssal Plague
|
||
traits:
|
||
- disease
|
||
- action_cost: One Action
|
||
description: The night hag can take on the appearance of any Medium female humanoid.
|
||
This doesn't change her Speed or her attack and damage bonuses with her Strikes,
|
||
but might change the damage type her Strikes deal (typically to bludgeoning).
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- occult
|
||
- polymorph
|
||
- transmutation
|
||
- description: If a night hag is ethereal and hovering over a sleeping chaotic or
|
||
evil creature, she can ride the victim's back until dawn. The creature endures
|
||
tormenting dreams as the hag casts *nightmare* on it, and is exposed to abyssal
|
||
plague. Any drained caused by dream haunting is cumulative. Only an ethereal
|
||
being can confront the night hag and stop her dream haunting.
|
||
name: Dream Haunting
|
||
traits:
|
||
- enchantment
|
||
- occult
|
||
- mental
|
||
- description: to the night hag takes a –2 circumstance penalty to checks and DCs
|
||
to defend against her spells.
|
||
name: Spell Ambush
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: mental
|
||
saves:
|
||
fort: 19
|
||
ref: 17
|
||
will: 18
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +2 status to all saves vs. magic, –2 to all saves if the night hag does
|
||
not have her
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Arcana: 18
|
||
Deception: 18
|
||
Diplomacy: 18
|
||
Intimidation: 14
|
||
Occultism: 20
|
||
Religion: 20
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: 28
|
||
traits:
|
||
- NE
|
||
- Medium
|
||
- Fiend
|
||
- Hag
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 0
|
||
dex_mod: 4
|
||
int_mod: -1
|
||
str_mod: 1
|
||
wis_mod: 1
|
||
ac: 22
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Harpies are filthy amalgamations of human and bird, resembling feral
|
||
humans with wings, talons, and mouths full of sharp teeth. They use captivating
|
||
songs to lure creatures in, then murder them while they stand transfixed. They
|
||
enjoy causing confusion and fear in their prey before they strike, believing it
|
||
creates a savory flavor in the flesh. Harpies can eat most creatures but strongly
|
||
prefer sapient prey—humans and elves are their favorite. Although harpies will
|
||
eat goblins if sufficiently hungry, they dislike their flavor and avoid eating
|
||
them if possible. This doesn't comfort goblins, of course, who have a particularly
|
||
strong fear of harpies. Because their aeries often reek with the gore of their
|
||
kills and careless spatters of guano, harpies carry a distinctly vile scent that
|
||
canny travelers associate with danger. Harpies who roost close to civilization
|
||
make better efforts to keep clean, though these efforts have mixed results.
|
||
divine_spells: null
|
||
hp: 68
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: bludgeoning
|
||
name: club
|
||
to_hit: 12
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+4
|
||
type: slashing
|
||
name: talon
|
||
to_hit: 15
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
name: Harpy
|
||
perception: 12
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The harpy cries out an eerie, compelling melody. Each non-harpy creature
|
||
within a 300-foot aura must attempt a DC 21 Will save to avoid becoming captivated
|
||
by the harpy's song. The effect lasts for 1 round, but if the harpy uses this
|
||
ability again on subsequent rounds, it extends the duration by 1 round for all
|
||
affected creatures. Once a creature succeeds at any save against Captivating
|
||
Song, that creature is temporarily immune to Captivating Songs for 24 hours.
|
||
**Success** The creature is unaffected. **Failure** The creature is fascinated,
|
||
and it must spend each of its actions to move closer to the harpy as expediently
|
||
as possible, while avoiding obvious dangers. If a captivated creature is adjacent
|
||
to the harpy, it stays still and doesn't act. If attacked by the harpy, the
|
||
creature is freed from captivation at the end of the harpy's turn. **Critical
|
||
Failure** As failure, but if attacked by the harpy, the creature can attempt
|
||
a new save at the start of its next turn, rather than being freed at the end
|
||
of the harpy's turn.
|
||
name: Captivating Song
|
||
traits:
|
||
- auditory
|
||
- concentrate
|
||
- enchantment
|
||
- incapacitation
|
||
- mental
|
||
- primal
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: bludgeoning
|
||
name: club
|
||
to_hit: 15
|
||
traits:
|
||
- thrown 10 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 9
|
||
ref: 15
|
||
will: 12
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 13
|
||
Deception: 13
|
||
Intimidation: 11
|
||
Performance: 14
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 60
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 2
|
||
dex_mod: 3
|
||
int_mod: -2
|
||
str_mod: 4
|
||
wis_mod: 2
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: A hell hound's appearance dismisses any doubts as to its infernal origins—flesh
|
||
the color of burning pitch, teeth as sharp as any fiend's pitchfork, and a shroud
|
||
of ever-burning hell re are all trademark features.
|
||
divine_spells: null
|
||
hp: 40
|
||
immunities:
|
||
- fire
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Infernal
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+4 plus 1d6 evil and 1d6 fire
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 13
|
||
traits:
|
||
- magical
|
||
name: Hell Hound
|
||
perception: 9
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The hell hound breathes flames that deal 4d6 fire damage to all creatures
|
||
in a 15-foot cone (DC 19 basic Reflex save). The hell hound can't use Breath
|
||
Weapon again for 1d4 rounds. If the hell hound would take fire damage or be
|
||
targeted by a fire effect, its Breath Weapon recharges.
|
||
name: Breath Weapon
|
||
traits:
|
||
- divine
|
||
- evocation
|
||
- fire
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 9
|
||
ref: 10
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 8
|
||
Athletics: 9
|
||
Stealth: 8
|
||
Survival: 9
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Medium
|
||
- Beast
|
||
- Fiend
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 5
|
||
dex_mod: 5
|
||
int_mod: -2
|
||
str_mod: 6
|
||
wis_mod: 4
|
||
ac: 28
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Believed to be bred by the Prince of Darkness himself within vast kennels
|
||
in the infernal realm of Nessus, Nessian warhounds are the favored guards and
|
||
hunting hounds of powerful fiends and, rarely, those mortals who worship them
|
||
and have earned their favor.
|
||
divine_spells: null
|
||
hp: 150
|
||
immunities:
|
||
- fire
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Infernal
|
||
level: 9
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+6 plus 1d6 evil and 2d6 fire
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 21
|
||
traits:
|
||
- magical
|
||
name: Nessian Warhound
|
||
perception: 19
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The warhound breathes flames that deal 10d6 fire damage to all creatures
|
||
in a 15-foot cone (DC 28 basic Reflex save.) The warhound can't use Breath Weapon
|
||
again for 1d4 rounds. If the Nessian warhound would take fire damage or be targeted
|
||
by a fire effect, its Breath Weapon recharges.
|
||
name: Breath Weapon
|
||
traits:
|
||
- divine
|
||
- evocation
|
||
- fire
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 21
|
||
ref: 19
|
||
will: 16
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 120 feet
|
||
skills:
|
||
Acrobatics: 18
|
||
Athletics: 19
|
||
Stealth: 18
|
||
Survival: 20
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Large
|
||
- Beast
|
||
- Fiend
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 2
|
||
dex_mod: 3
|
||
int_mod: 0
|
||
str_mod: 3
|
||
wis_mod: 2
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Soldiers make up the bulk of hobgoblin society, whether that society
|
||
is a village or a military unit.
|
||
divine_spells: null
|
||
hp: 20
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Goblin
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+3
|
||
type: slashing
|
||
name: longsword
|
||
to_hit: 8
|
||
traits:
|
||
- versatile P
|
||
name: Hobgoblin Soldier
|
||
perception: 7
|
||
proactive_abilities: []
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6
|
||
type: piercing
|
||
name: shortbow
|
||
to_hit: 8
|
||
traits:
|
||
- deadly 1d10
|
||
- range increment 60 feet
|
||
- reload 0
|
||
resistances: null
|
||
saves:
|
||
fort: 5
|
||
ref: 6
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 6
|
||
Stealth: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Medium
|
||
- Goblin
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: 0
|
||
str_mod: 2
|
||
wis_mod: 2
|
||
ac: 23
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Bands of hobgoblin soldiers typically have at least one archer among
|
||
their ranks. In smaller groups, the hobgoblin archer also serves as that band's
|
||
captain.
|
||
divine_spells: null
|
||
hp: 50
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Goblin
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: piercing
|
||
name: shortsword
|
||
to_hit: 12
|
||
traits:
|
||
- agile
|
||
- versatile S
|
||
name: Hobgoblin Archer
|
||
perception: 10
|
||
proactive_abilities:
|
||
- description: The first time the archer hits with a crossbow attack in a round,
|
||
it deals 1d8 extra precision damage.
|
||
name: Crossbow Precision
|
||
traits: null
|
||
- description: The hobgoblin archer ignores the concealed condition. Their targets
|
||
don't benefit from lesser cover, and they reduce the AC bonus from standard
|
||
cover by 2 against the hobgoblin archer's attack.
|
||
name: Perfect Aim
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The archer Strides, Steps, or Sneaks, then Interacts to reload.
|
||
name: Running Reload
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+2 plus crossbow precision
|
||
type: piercing
|
||
name: crossbow
|
||
to_hit: 14
|
||
traits:
|
||
- range increment 120 feet
|
||
- reload 1
|
||
resistances: null
|
||
saves:
|
||
fort: 10
|
||
ref: 12
|
||
will: 8
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 8
|
||
Athletics: 8
|
||
Stealth: 10
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Medium
|
||
- Goblin
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 2
|
||
dex_mod: 3
|
||
int_mod: 0
|
||
str_mod: 4
|
||
wis_mod: 1
|
||
ac: 25
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: ''
|
||
name: General's Cry
|
||
traits: null
|
||
description: Hobgoblin generals serve as leaders of entire armies and rulers of
|
||
hobgoblin settlements. A general does not permit the luxuries of rule to soften
|
||
them. They lead their forces on the field of battle and view this opportunity
|
||
to excel in a fight at the head of an army as the true reward for a life spent
|
||
honing one's skills in battle.
|
||
divine_spells: null
|
||
hp: 90
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Goblin
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+10
|
||
type: slashing
|
||
name: glaive
|
||
to_hit: 17
|
||
traits:
|
||
- deadly 1d8
|
||
- forceful
|
||
- reach
|
||
name: Hobgoblin General
|
||
perception: 13
|
||
proactive_abilities:
|
||
- description: On a critical hit, the target of the critical hit is moved 5 feet
|
||
in a direction of the hobgoblin general's choice.
|
||
name: Polearm Critical Specialization
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+8
|
||
type: piercing
|
||
name: composite shortbow
|
||
to_hit: 15
|
||
traits:
|
||
- brutal
|
||
- deadly 1d10
|
||
- propulsive
|
||
- range increment 60 feet
|
||
- reload 0
|
||
resistances: null
|
||
saves:
|
||
fort: 12
|
||
ref: 15
|
||
will: 13
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 12
|
||
Athletics: 15
|
||
Intimidation: 14
|
||
Stealth: 12
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Medium
|
||
- Goblin
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 0
|
||
dex_mod: 3
|
||
int_mod: 0
|
||
str_mod: -1
|
||
wis_mod: 1
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: homunculus can't speak, but it is telepathically linked to its creator.
|
||
It can share information back and forth, including its master's knowledge and
|
||
everything the homunculus hears. The range of this link is 1,. The homunculus
|
||
adopts the same alignment as its creator and is utterly faithful. If the homunculus
|
||
is destroyed, the master takes 2d10 mental damage. If the master is slain, the
|
||
homunculus becomes mindless, claims its current location as its lair, and instinctively
|
||
attacks anyone who comes near.
|
||
name: Master Link
|
||
range: 500 feet
|
||
traits:
|
||
- arcane
|
||
- divination
|
||
- mental
|
||
description: 'A homunculus is a tiny servitor construct created by a crafter to
|
||
serve as a spy, scout, messenger, or assistant. When a crafter first begins to
|
||
study the art of creating constructs, she often crafts a homunculus first, since
|
||
the creation process is simple and inexpensive due to a magical shortcut: the
|
||
use of the creator''s own blood. This forges a link between the homunculus and
|
||
its master, causing the homunculus to gain a spark of the creator''s intellect,
|
||
as well as the same moral values and some of the creator''s basic personality
|
||
traits. Homunculi left to their own devices never stray far from their masters.'
|
||
divine_spells: null
|
||
hp: 17
|
||
immunities:
|
||
- bleed
|
||
- death effects
|
||
- disease
|
||
- doomed
|
||
- drained
|
||
- fatigued
|
||
- healing
|
||
- necromancy
|
||
- nonlethal attacks
|
||
- paralyzed
|
||
- poison
|
||
- sickened
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
level: 0
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4 plus homunculus poison
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 7
|
||
traits:
|
||
- finesse
|
||
- magical
|
||
name: Homunculus
|
||
perception: 3
|
||
proactive_abilities:
|
||
- description: A homunculus has one dose of poison in a reservoir in its head. It
|
||
can refill this poison from its reserves with an Interact action. **Saving Throw**
|
||
DC 15 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison and enfeebled
|
||
1 (1 round)
|
||
name: Homunculus Poison
|
||
traits:
|
||
- poison
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 2
|
||
ref: 7
|
||
will: 3
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 5
|
||
Stealth: 5
|
||
skills_special: null
|
||
speed:
|
||
- amount: 15
|
||
type: Land
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Tiny
|
||
- Construct
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 3
|
||
dex_mod: 2
|
||
int_mod: -4
|
||
str_mod: 3
|
||
wis_mod: 2
|
||
ac: 14
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: '*This entry did not have a separate description for the creature.*'
|
||
divine_spells: null
|
||
hp: 16
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 0
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+3
|
||
type: bludgeoning
|
||
name: hoof
|
||
to_hit: 5
|
||
traits: null
|
||
name: Riding Pony
|
||
perception: 4
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The riding pony Strides twice. It has a +10-foot circumstance bonus
|
||
to its Speed during these Strides.
|
||
name: Gallop
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 7
|
||
ref: 4
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 4
|
||
Athletics: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 4
|
||
dex_mod: 3
|
||
int_mod: -4
|
||
str_mod: 4
|
||
wis_mod: 2
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: '*This entry did not have a separate description for the creature.*'
|
||
divine_spells: null
|
||
hp: 22
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: bludgeoning
|
||
name: hoof
|
||
to_hit: 7
|
||
traits: null
|
||
name: Riding Horse
|
||
perception: 5
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The riding horse Strides twice. It has a +10-foot circumstance bonus
|
||
to its Speed during these Strides.
|
||
name: Gallop
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 9
|
||
ref: 6
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 6
|
||
Athletics: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 3
|
||
dex_mod: 4
|
||
int_mod: -4
|
||
str_mod: 4
|
||
wis_mod: 2
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: '*This entry did not have a separate description for the creature.*'
|
||
divine_spells: null
|
||
hp: 20
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+4
|
||
type: bludgeoning
|
||
name: hoof
|
||
to_hit: 7
|
||
traits: null
|
||
name: War Pony
|
||
perception: 5
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The war pony Strides twice. It has a +10-foot circumstance bonus
|
||
to its Speed during these Strides.
|
||
name: Gallop
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 8
|
||
ref: 7
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 7
|
||
Athletics: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 4
|
||
dex_mod: 3
|
||
int_mod: -4
|
||
str_mod: 5
|
||
wis_mod: 2
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: '*This entry did not have a separate description for the creature.*'
|
||
divine_spells: null
|
||
hp: 36
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+5
|
||
type: bludgeoning
|
||
name: hoof
|
||
to_hit: 9
|
||
traits: null
|
||
name: War Horse
|
||
perception: 6
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The war horse Strides twice. It has a +10-foot circumstance bonus
|
||
to its Speed during these Strides.
|
||
name: Gallop
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 8
|
||
ref: 7
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 7
|
||
Athletics: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 5
|
||
dex_mod: 4
|
||
int_mod: -3
|
||
str_mod: 7
|
||
wis_mod: 2
|
||
ac: 23
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Hydras are multiheaded, foul-tempered serpentine beasts with voracious
|
||
appetites, widely feared for their regeneration abilities.
|
||
divine_spells: null
|
||
hp: 90
|
||
immunities:
|
||
- area damage
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+7
|
||
type: piercing
|
||
name: fangs
|
||
to_hit: 16
|
||
traits:
|
||
- reach 10 feet
|
||
name: Hydra
|
||
perception: 17
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The hydra attacks a single target with its heads, overwhelming its
|
||
foe with multiple attacks and leaving almost nowhere to dodge. The hydra Strikes
|
||
with its fangs. On a successful attack, the hydra deals damage from its fangs
|
||
Strike to the target, plus an additional 1d6 damage for every head it has beyond
|
||
the first. Even on a failed attack, the hydra deals the damage from one fangs
|
||
Strike to the target creature, though it still misses completely on a critical
|
||
failure. This counts toward the hydra's multiple attack penalty as a number
|
||
of attacks equal to the number of heads the hydra has.
|
||
name: Focused Assault
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The hydra makes a number of Strikes up to its number of heads, each
|
||
against a different target. These attacks count toward the hydra's multiple
|
||
attack penalty, but the multiple attack penalty doesn't increase until after
|
||
the hydra makes all its attacks.
|
||
name: Storm of Jaws
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 15
|
||
ref: 12
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 17
|
||
Stealth: 12
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 25
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Huge
|
||
- Beast
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 2
|
||
dex_mod: 3
|
||
int_mod: -4
|
||
str_mod: 3
|
||
wis_mod: 1
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: 'Hyenas are cunning, powerfully built carnivores that bear a heavy
|
||
resemblance to dogs and other canines, though they are not themselves canines.
|
||
Though all hyenas are often maligned as cowardly carrion eaters, their tactics
|
||
depend on their specific breed: spotted hyenas are active pack hunters that kill
|
||
most of their prey themselves, while striped and brown hyenas are more likely
|
||
to be scavengers. Their jaws are exceptionally powerful, allowing hyenas to seize
|
||
a victim and pull it to the rest of the pack.'
|
||
divine_spells: null
|
||
hp: 20
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+3 plus Knockdown
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 8
|
||
traits: null
|
||
name: Hyena
|
||
perception: 6
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: enemy. If it hits, in addition to dealing damage, the hyena Strides
|
||
up to 10 feet, dragging the enemy along.
|
||
name: Drag
|
||
traits: null
|
||
- description: The hyena deals an extra 1d4 damage to any creature that's within
|
||
reach of at least two of the hyena's allies.
|
||
name: Pack Attack
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 7
|
||
ref: 8
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 6
|
||
Athletics: 7
|
||
Stealth: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 3
|
||
dex_mod: 3
|
||
int_mod: -4
|
||
str_mod: 5
|
||
wis_mod: 2
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Hyaenodons are the ferocious primeval cousins of the smaller hyena.
|
||
Looming, shaggy-furred creatures nearly the size of a horse, hyaenodons are truly
|
||
formidable predators to be reckoned with, due both to their size and to their
|
||
bone-crushing jaws. Gnoll clans find these creatures particularly useful as mounts
|
||
and guardians.
|
||
divine_spells: null
|
||
hp: 45
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+5 plus Knockdown and bonecrunching bite
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 12
|
||
traits: null
|
||
name: Hyaenodon
|
||
perception: 9
|
||
proactive_abilities:
|
||
- description: as the creature's bones or cartilage are crushed by the beast's jaws.
|
||
name: Bonecrunching Bite
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: enemy. If it hits, in addition to dealing damage, the hyaenodon Strides
|
||
up to 10 feet, dragging the enemy along.
|
||
name: Drag
|
||
traits: null
|
||
- description: The hyaenodon deals an extra 1d6 damage to any creature within reach
|
||
of at least two of the hyaenodon's allies.
|
||
name: Pack Attack
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 10
|
||
ref: 8
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 8
|
||
Athletics: 12
|
||
Stealth: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 0
|
||
dex_mod: 3
|
||
int_mod: 0
|
||
str_mod: 1
|
||
wis_mod: 1
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The typical kobold trains with agile weaponry, favoring the light pick
|
||
for its use in crafting new tunnels to expand their domains through underground
|
||
reaches. Kobolds are capable of landing sneaky strikes against unsuspecting foes
|
||
but are just as quick to scamper off to safety when they don't, as a group, outnumber
|
||
their enemies at least two to one.
|
||
divine_spells: null
|
||
hp: 8
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Draconic
|
||
level: -1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+1
|
||
type: piercing
|
||
name: spear
|
||
to_hit: 3
|
||
traits: null
|
||
name: Kobold Warrior
|
||
perception: 3
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The kobold warrior Strides up to its Speed plus 5 feet and gains
|
||
a +2 circumstance bonus to AC against reactions triggered by this movement.
|
||
It must end this movement in a space that's not adjacent to any enemy.
|
||
name: Hurried Retreat
|
||
traits: null
|
||
- description: The kobold warrior deals an extra 1d4 precision damage to flat-footed
|
||
creatures.
|
||
name: Sneak Attack
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4
|
||
type: bludgeoning
|
||
name: sling
|
||
to_hit: 5
|
||
traits:
|
||
- propulsive
|
||
- range increment 50 feet
|
||
- reload 1
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+1
|
||
type: piercing
|
||
name: spear
|
||
to_hit: 5
|
||
traits:
|
||
- thrown 20 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 4
|
||
ref: 7
|
||
will: 3
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 5
|
||
Crafting: 2
|
||
Stealth: 5
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Small
|
||
- Humanoid
|
||
- Kobold
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 1
|
||
dex_mod: 4
|
||
int_mod: 0
|
||
str_mod: 0
|
||
wis_mod: 3
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Most kobolds encountered outside of a well-defended warren or lair
|
||
are kobold scouts, creatures trained for stalking and the hunt.
|
||
divine_spells: null
|
||
hp: 16
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6
|
||
type: piercing
|
||
name: shortsword
|
||
to_hit: 9
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- versatile S
|
||
name: Kobold Scout
|
||
perception: 8
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The kobold scout Strides up to its Speed plus 5 feet and gains a
|
||
+2 circumstance bonus to AC against reactions triggered by this movement. It
|
||
must end this movement in a space that's not adjacent to any enemy.
|
||
name: Hurried Retreat
|
||
traits: null
|
||
- description: The kobold scout deals an extra 1d6 precision damage to flat-footed
|
||
creatures.
|
||
name: Sneak Attack
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8
|
||
type: piercing
|
||
name: crossbow
|
||
to_hit: 9
|
||
traits:
|
||
- range increment 120 feet
|
||
- reload 1
|
||
resistances: null
|
||
saves:
|
||
fort: 5
|
||
ref: 9
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 7
|
||
Crafting: 3
|
||
Nature: 6
|
||
Stealth: 7
|
||
Survival: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Small
|
||
- Humanoid
|
||
- Kobold
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 0
|
||
dex_mod: 3
|
||
int_mod: 2
|
||
str_mod: -1
|
||
wis_mod: 1
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Kobold dragon mages use magic to carry out their secret schemes. The
|
||
presence of a dragon mage in a kobold warren is one of the greatest testaments
|
||
to the kobolds' claim to draconic heritage.
|
||
divine_spells: null
|
||
hp: 25
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6-1
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 7
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4-1
|
||
type: bludgeoning
|
||
name: staff
|
||
to_hit: 3
|
||
traits:
|
||
- two-hand d8
|
||
name: Kobold Dragon Mage
|
||
perception: 5
|
||
proactive_abilities:
|
||
- description: '**Frequency** once per hour; **Requirements** The kobold dragon
|
||
mage is adjacent to at least one enemy. **Effect** The dragon mage creates an
|
||
illusion of itself in its square and then becomes invisible (with the effects
|
||
of a 2nd-level *invisibility* spell) for 1d4 rounds. The dragon mage can move
|
||
up to half its Speed, but it must end its movement in a space that''s not adjacent
|
||
to any enemeies. This is a 1st-level spell that requires a somatic component.'
|
||
name: Illusory Retreat
|
||
traits:
|
||
- arcane
|
||
- illusion
|
||
- manipulate
|
||
- move
|
||
- description: The dragon mage deals an extra 1d6 precision damage to flat-footed
|
||
creatures.
|
||
name: Sneak Attack
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: poison (see dragonscaled)
|
||
saves:
|
||
fort: 4
|
||
ref: 7
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Arcana: 6
|
||
Deception: 8
|
||
Diplomacy: 8
|
||
Intimidation: 8
|
||
Stealth: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Small
|
||
- Humanoid
|
||
- Kobold
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 9
|
||
dex_mod: 4
|
||
int_mod: 5
|
||
str_mod: 9
|
||
wis_mod: 6
|
||
ac: 42
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: A kraken is an enormous, squid-like leviathan with a cruel intelligence.
|
||
It hunts ships, whales, and heroes alike. The hatred and envy krakens hold for
|
||
their rivals, the alghollthus, has led many krakens to make their lairs in sunken
|
||
cities, where they can sift through ancient lore for long-lost arcane secrets.
|
||
divine_spells: null
|
||
hp: 360
|
||
immunities:
|
||
- controlled
|
||
- emotion
|
||
innate_spells:
|
||
- frequency: animals only
|
||
level: 10
|
||
name: dominate
|
||
- level: 8
|
||
name: punishing winds
|
||
items: null
|
||
languages:
|
||
- Aquan
|
||
- Common
|
||
level: 18
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d10+17 plus Grab
|
||
type: bludgeoning
|
||
name: arm
|
||
to_hit: 37
|
||
traits:
|
||
- reach 40 feet
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+17 plus Grab
|
||
type: bludgeoning
|
||
name: tentacle
|
||
to_hit: 37
|
||
traits:
|
||
- reach 60 feet
|
||
- agile
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+17
|
||
type: piercing
|
||
name: beak
|
||
to_hit: 37
|
||
traits:
|
||
- reach 20 feet
|
||
- magical
|
||
name: Kraken
|
||
perception: 34
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: 2d10+17 bludgeoning, DC 40. On a failed save, a creature that is
|
||
holding its breath loses 1d4 rounds worth of air.
|
||
name: Constrict
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The kraken makes two Strikes with two different arms or tentacles,
|
||
each limb targeting a different creature. Double Attack counts as two attacks
|
||
toward the kraken's multiple attack penalty for further actions, but the penalty
|
||
doesn't increase until after both attacks are made. If the kraken subsequently
|
||
uses the Grab action, it Grabs any number of creatures it hit with Double Attack.
|
||
name: Double Attack
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The kraken emits a cloud of black, venomous ink in an 80-foot emanation.
|
||
This cloud has no effect outside water. Creatures inside the ink cloud are exposed
|
||
to kraken ink poison and are undetected while inside the cloud. The kraken can't
|
||
use Ink Cloud again for 2d6 rounds, and the cloud dissipates after 1 minute.
|
||
name: Ink Cloud
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The kraken moves through the water up to 280 feet in a straight line
|
||
without triggering reactions.
|
||
name: Jet
|
||
traits:
|
||
- move
|
||
- description: Krakens are immune to this poison. **Saving Throw** DC 39 Fortitude;
|
||
**Maximum Duration** 10 rounds; **Stage 1** 3d6 poison damage and sickened 1
|
||
(1 round); **Stage 2** 4d6 poison damage and sickened 2 (1 round).
|
||
name: Kraken Ink
|
||
traits:
|
||
- poison
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: cold
|
||
- amount: 20
|
||
type: poison
|
||
saves:
|
||
fort: 35
|
||
ref: 28
|
||
will: 32
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 38
|
||
Intimidation: 32
|
||
Nature: 35
|
||
Stealth: 33
|
||
skills_special: null
|
||
speed:
|
||
- amount: 10
|
||
type: Land
|
||
- amount: 40
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- NE
|
||
- Gargantuan
|
||
- Aquatic
|
||
- Beast
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 6
|
||
dex_mod: 3
|
||
int_mod: -4
|
||
str_mod: 6
|
||
wis_mod: 2
|
||
ac: 26
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Krooths, sometimes called crocodile eaters, are fast and vicious hunters
|
||
of bogs and wetlands. While they are known to hunt and eat crocodiles, alligators,
|
||
and virtually any creature with flesh, their favorite prey are lizardfolk, boggards,
|
||
and dinosaurs.
|
||
divine_spells: null
|
||
hp: 150
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 8
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+9 plus Poison Tooth
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 20
|
||
traits:
|
||
- deadly 1d10
|
||
- poison
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+9
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 20
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+9
|
||
type: piercing
|
||
name: tail
|
||
to_hit: 20
|
||
traits:
|
||
- reach 15 feet
|
||
name: Krooth
|
||
perception: 16
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: ''
|
||
name: Aquatic Ambush
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: '**Requirements** The krooth damaged a creature with its jaws on
|
||
its most recent action this turn. **Effect** The krooth snaps off one of its
|
||
teeth in the creature it hit. The creature takes 1d6 persistent bleed damage
|
||
and is drained 1. Neither can be healed while the tooth remains. Removing the
|
||
tooth safely requires a successful DC 26 check to Administer First Aid. Instead
|
||
of ending bleeding or stabilizing, this removes the drained condition, but it
|
||
doesn''t automatically end the bleed damage.'
|
||
name: Poison Tooth
|
||
traits:
|
||
- poison
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 20
|
||
ref: 17
|
||
will: 14
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +4 status to all saves vs. fear
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Athletics: 18
|
||
Stealth: 18
|
||
Survival: 17
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 30
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Amphibious
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 2
|
||
dex_mod: 3
|
||
int_mod: 1
|
||
str_mod: 5
|
||
wis_mod: 3
|
||
ac: 24
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Just as they were cursed long ago, lamias can curse those they touch,
|
||
clouding the mind and regressing conscious thought to purely animalistic instincts.
|
||
Creatures affected by this curse grow reckless, becoming unaware of the consequences
|
||
of their own actions and unable to think clearly. This makes the hapless victim
|
||
all the more susceptible to the lamia's cunning illusions and insidious charms.
|
||
The lamia's animalistic nature and the effect of their cursed touch has led some
|
||
scholars to theorize that the original lamias must have, millennia ago, turned
|
||
away from their own reason and intellect and embraced the life of simple beasts.
|
||
Whether this change was rewarded as a monstrous gift from Lamashtu or inflicted
|
||
as a curse for abandoning their responsibilities by Pharasma remains the subject
|
||
of debate to this day.
|
||
divine_spells: null
|
||
hp: 95
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: x3
|
||
level: 4
|
||
name: charm
|
||
- frequency: x3
|
||
level: 4
|
||
name: suggestion
|
||
- level: 3
|
||
name: sleep
|
||
- frequency: at will
|
||
level: 2
|
||
name: humanoid form
|
||
- frequency: at will
|
||
level: 2
|
||
name: mirror image
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Common
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+8
|
||
type: piercing
|
||
name: spear
|
||
to_hit: 17
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+8 plus Grab
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 17
|
||
traits:
|
||
- agile
|
||
name: Lamia
|
||
perception: 13
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The lamia touches a creature, who must succeed at a DC 23 Will save
|
||
or become stupefied 1. If the target fails additional saves against this ability,
|
||
the condition value increases by 1 (to a maximum of stupefied 4). This condition
|
||
value decreases by 1 every 24 hours.
|
||
name: Lamia's Caress
|
||
traits:
|
||
- curse
|
||
- enchantment
|
||
- mental
|
||
- occult
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+8
|
||
type: piercing
|
||
name: spear
|
||
to_hit: 14
|
||
traits:
|
||
- thrown 20 feet
|
||
- versatile S
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+8
|
||
type: piercing
|
||
name: javelin
|
||
to_hit: 15
|
||
traits:
|
||
- thrown 30 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 12
|
||
ref: 15
|
||
will: 15
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Deception: 15
|
||
Diplomacy: 11
|
||
Intimidation: 13
|
||
Stealth: 15
|
||
Survival: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: 25
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Beast
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 6
|
||
con_mod: 3
|
||
dex_mod: 4
|
||
int_mod: 3
|
||
str_mod: 6
|
||
wis_mod: 3
|
||
ac: 27
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The brilliant and powerful lamia matriarchs possess boundless ambition,
|
||
always seeking to bring more people and territory into the clutches of their kind.
|
||
Consequently, the become rulers of other lamia. For all their cruelty toward other
|
||
creatures, they're fierce protectors of other lamia, and consequently they quickly
|
||
come to rule cults or warbands. Regardless of the lamia's gender, these ascended
|
||
lamias are always known as matriarchs. Rather than leonine limbs, a lamia matriarch's
|
||
lower body is formed in the winding coils of a giant snake. They're also set apart
|
||
by the occult power they pursue, and some have even have grand designs to break
|
||
the animalistic curse that transformed them. However, every attempt so far has
|
||
led to the matriarch's fall.
|
||
divine_spells: null
|
||
hp: 135
|
||
immunities:
|
||
- controlled
|
||
innate_spells:
|
||
- frequency: x3
|
||
level: 4
|
||
name: charm
|
||
- frequency: x3
|
||
level: 4
|
||
name: suggestion
|
||
- level: 3
|
||
name: sleep
|
||
- frequency: at will
|
||
level: 2
|
||
name: illusory disguise
|
||
- frequency: at will
|
||
level: 2
|
||
name: illusory object
|
||
- frequency: at will
|
||
level: 2
|
||
name: mirror image
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Common
|
||
- Draconic
|
||
level: 8
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+10
|
||
type: slashing
|
||
name: scimitar
|
||
to_hit: 19
|
||
traits:
|
||
- forceful +2
|
||
- sweep
|
||
name: Lamia Matriarch
|
||
perception: 15
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The lamia matriarch can take on the appearance of a Medium humanoid.
|
||
This doesn't change their Speed or their attack and damage modifiers with their
|
||
Strikes, but it does prevent them from using their cursed touch. Each lamia
|
||
matriarch has a fixed humanoid form—they cannot adopt a different appearance
|
||
each time they use this ability, and the appearance resembles that of their
|
||
upper torso when in their true form.
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- occult
|
||
- polymorph
|
||
- transmutation
|
||
- description: The lamia matriarch makes a scimitar attack against each enemy within
|
||
reach. Each attack counts toward their multiple attack penalty, but the penalty
|
||
does not increase until after all the attacks. The first enemy she damages is
|
||
subject to matriarch's caress.
|
||
name: Dervish Strike
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The lamia touches a creature, who must succeed at a DC 28 Will save
|
||
or become stupefied 1 (stupefied 2 if critically failed). If the target fails
|
||
additional saves against this ability, the condition value increases by 1 if
|
||
failed or 2 if critically failed (to a maximum of stupefied 4). This condition
|
||
value decreases by 1 every 24 hours.
|
||
name: Matriarch's Caress
|
||
traits:
|
||
- curse
|
||
- enchantment
|
||
- mental
|
||
- occult
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: mental
|
||
saves:
|
||
fort: 13
|
||
ref: 18
|
||
will: 17
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Arcana: 18
|
||
Deception: 20
|
||
Diplomacy: 20
|
||
Intimidation: 18
|
||
Occultism: 17
|
||
Stealth: 16
|
||
Survival: 13
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 30
|
||
type: Swim
|
||
- amount: 30
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: 28
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Beast
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 2
|
||
dex_mod: 2
|
||
int_mod: -2
|
||
str_mod: -1
|
||
wis_mod: 2
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Leaf leshys are diminutive protectors of forests clad in pine cone
|
||
armor and hats of fruit, flowers, or leaves. They enjoy mock battles but act cautiously
|
||
in real ones.
|
||
divine_spells: null
|
||
hp: 15
|
||
immunities: null
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Druidic
|
||
- Sylvan
|
||
level: 0
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8–1
|
||
type: piercing
|
||
name: longspear
|
||
to_hit: 3
|
||
traits:
|
||
- reach 10 feet
|
||
name: Leaf Leshy
|
||
perception: 4
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The leaf leshy transforms into a Small tree. This ability otherwise
|
||
uses the effects of *tree shape*.
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- polymorph
|
||
- primal
|
||
- transmutation
|
||
- description: for 1 minute.
|
||
name: Deafening Blow
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The leshy glides gently through the air, moving 5 feet toward the
|
||
ground and up to 25 feet forward. As long as the leshy spends at least 1 action
|
||
gliding each round, it remains in the air at the end of each turn. For the purpose
|
||
of determining damage from falls, a leaf leshy always treats falls as if they
|
||
were 20 feet shorter.
|
||
name: Glide
|
||
traits:
|
||
- move
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6 plus deafening blow
|
||
type: bludgeoning
|
||
name: seedpod
|
||
to_hit: 6
|
||
traits:
|
||
- range increment 30 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 6
|
||
ref: 6
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Acrobatics: 4
|
||
Nature: 4
|
||
Stealth: 4
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: null
|
||
type: Glide
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Leshy
|
||
- Plant
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: -1
|
||
str_mod: 2
|
||
wis_mod: 2
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: he leshy can store an item of light Bulk or less in its head, concealing
|
||
it as *nondetection*. If stored for 24 hours, the item benefits from *mending*.
|
||
name: Keepsake
|
||
traits:
|
||
- abjuration
|
||
- primal
|
||
description: Gourd leshys are guardians of fields, gardens, and farms. Many villages
|
||
benefit from the protection of a gourd leshy, even if they are unaware of it.
|
||
divine_spells: null
|
||
hp: 20
|
||
immunities: null
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Druidic
|
||
- Sylvan
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+2 plus ensnare
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 7
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
name: Gourd Leshy
|
||
perception: 5
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The gourd leshy transforms into a Small gourd-bearing plant. This
|
||
ability otherwise uses the effects of *tree shape*.
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- polymorph
|
||
- primal
|
||
- transmutation
|
||
- description: and wrap around the target's limbs. The target must attempt a DC
|
||
17 Reflex save. On a failure, the target takes a –10-foot status penalty to
|
||
its Speed for 1 round; on a critical failure, the target is immobilized for
|
||
1 round and the penalty to Speed lasts for 1 minute.
|
||
name: Ensnare
|
||
traits:
|
||
- or seed
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+2 plus ensnare
|
||
type: bludgeoning
|
||
name: seed
|
||
to_hit: 9
|
||
traits:
|
||
- range increment 30 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 5
|
||
ref: 9
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Nature: 5
|
||
Stealth: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Leshy
|
||
- Plant
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: -1
|
||
str_mod: 2
|
||
wis_mod: 2
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Fungus leshys guard caves, bogs, and damp, dark places. Their fungus
|
||
gardens are bizarre by most standards, but fungus leshys are extremely proud of
|
||
their works.
|
||
divine_spells: null
|
||
hp: 30
|
||
immunities: null
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Druidic
|
||
- Sylvan
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+2
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
name: Fungus Leshy
|
||
perception: 6
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The fungus leshy transforms into a Small giant mushroom or patch
|
||
of fungi. This ability otherwise uses the effects of *tree shape*.
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- polymorph
|
||
- primal
|
||
- transmutation
|
||
- action_cost: Two Actions
|
||
description: A fungus leshy can unleash a cloud of spores that irritates the eyes
|
||
and throats of non-fungi creatures in a 15-foot emanation. Each creature must
|
||
succeed at a DC 16 Fortitude save or take 1 persistent poison damage. A creature
|
||
has its vision reduced as long as the persistent damage continues and can see
|
||
only within 20 feet (or 10 feet, on a critical failure).
|
||
name: Spore Cloud
|
||
traits:
|
||
- poison
|
||
- description: A creature that takes damage from a fungus leshy's spore pod Strike
|
||
must attempt a saving throw with the same DC and effect as its Spore Cloud ability
|
||
name: Spores
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+2 plus spores
|
||
type: bludgeoning
|
||
name: spore pod
|
||
to_hit: 10
|
||
traits:
|
||
- range increment 30 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 8
|
||
ref: 10
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 6
|
||
Nature: 6
|
||
Stealth: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Fungus
|
||
- Leshy
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 0
|
||
dex_mod: 4
|
||
int_mod: 6
|
||
str_mod: 0
|
||
wis_mod: 4
|
||
ac: 31
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: A wizard whose insatiable desire for arcane power eclipsed their mortal
|
||
life, the lich is a truly devious and versatile spellcaster.
|
||
divine_spells: null
|
||
hp: 190
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- paralyzed
|
||
- poison
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Aklo
|
||
- Common
|
||
- Draconic
|
||
- Elven
|
||
- Infernal
|
||
- Necril
|
||
- Undercommon
|
||
level: 12
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d8 plus paralyzing touch
|
||
type: negative
|
||
name: hand
|
||
to_hit: 24
|
||
traits:
|
||
- finesse
|
||
- magical
|
||
name: Lich
|
||
perception: 20
|
||
proactive_abilities:
|
||
- action_cost: Free Action
|
||
description: 6th level
|
||
name: Drain Phylactery
|
||
traits: null
|
||
- description: DC 32
|
||
name: Paralyzing Touch
|
||
traits:
|
||
- arcane
|
||
- curse
|
||
- incapacitation
|
||
- necromancy
|
||
- description: If a reaction would disrupt the lich's spellcasting action, the lich
|
||
attempts a DC 15 flat check. On a success, the action isn't disrupted.
|
||
name: Steady Spellcasting
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: 'cold '
|
||
- amount: 10
|
||
type: physical (except magic bludgeoning)
|
||
saves:
|
||
fort: 17
|
||
ref: 21
|
||
will: 23
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. positive
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Arcana: 28
|
||
Crafting: 24
|
||
Deception: 17
|
||
Diplomacy: 19
|
||
Religion: 22
|
||
Stealth: 20
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Rare
|
||
- NE
|
||
- Medium
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 0
|
||
dex_mod: 4
|
||
int_mod: 7
|
||
str_mod: -3
|
||
wis_mod: -2
|
||
ac: 38
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: Typically, a demilich is inert when encountered and doesn't take
|
||
actions until its *contingency* reaction has been triggered (see below).
|
||
name: Torpor
|
||
traits: null
|
||
description: Demiliches are formed when a lich, through carelessness or by accident,
|
||
loses its phylactery. As years pass, the lich's body crumbles to dust, leaving
|
||
only the skull as the seat of its necromantic power. The lich enters a sort of
|
||
torpor, its mind left wandering the planes in search of ever greater mysteries.
|
||
The lich gradually loses the ability to cast spells and its magic items slowly
|
||
subsume into its new form. Negative energy concentrates around the skull, causing
|
||
some of its bones and teeth to petrify with power and turn into blight crystals.
|
||
The resulting lich skull, embedded with arcane gemstones and suffused with palpably
|
||
powerful magic, forms a creature called a demilich.
|
||
divine_spells: null
|
||
hp: 220
|
||
immunities:
|
||
- disease
|
||
- paralyzed
|
||
- poison
|
||
- polymorph
|
||
- unconscious
|
||
innate_spells:
|
||
- level: 9
|
||
name: wail of the banshee
|
||
- frequency: at will
|
||
level: 7
|
||
name: spell turning
|
||
- frequency: at will
|
||
level: 4
|
||
name: blink
|
||
- frequency: at will
|
||
level: 4
|
||
name: dimension door
|
||
- frequency: at will
|
||
level: 4
|
||
name: telekinetic maneuver
|
||
- frequency: constant
|
||
level: 6
|
||
name: true seeing
|
||
items:
|
||
- demilich eye gem (2)
|
||
languages:
|
||
- Abyssal
|
||
- Aklo
|
||
- Common
|
||
- Draconic
|
||
- Elven
|
||
- Infernal
|
||
- Necril
|
||
- Undercommon
|
||
level: 15
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4-3 plus 6d6 negative
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 27
|
||
traits:
|
||
- reach 0 feet
|
||
- finesse
|
||
- magical
|
||
name: Demilich
|
||
perception: 19
|
||
proactive_abilities:
|
||
- description: A demilich has gemstone eyes that glow when the demilich is active.
|
||
Each eye contains an 8th-level spell that targets one creature (usually one
|
||
eye has *maze* and the other *polar ray*). The demilich can Activate an eye.
|
||
This uses the number of spellcasting actions the spell requires, and also requires
|
||
command and envision components. When the demilich casts a spell from a gemstone
|
||
eye, that eye stops glowing for 1d4 rounds, during which time that eye's spell
|
||
can't be used. Occasionally, one or both of the two *demilich eye gems* can
|
||
be harvested from a destroyed demilich as magic items.
|
||
name: Demilich Eye Gems
|
||
traits:
|
||
- arcane
|
||
- action_cost: One Action
|
||
description: '**Requirements** A soul has been trapped in one of the demilich''s
|
||
blight quartz gems (see Trap Soul) for 24 hours. **Effect** The demilich consumes
|
||
the soul. The soul is utterly destroyed, and the demilich regains HP equal to
|
||
double the creature''s level.'
|
||
name: Devour Soul
|
||
traits:
|
||
- arcane
|
||
- necromancy
|
||
- negative
|
||
- description: A demilich can replace all material and somatic components for casting
|
||
spells with verbal components, and can replace all Interact components for activating
|
||
magic items with envision components.
|
||
name: Mental Magic
|
||
traits: null
|
||
- description: ', but it could have spells from another staff of 8th level or lower
|
||
instead.'
|
||
name: Staff Gems
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: . When the soul of a creature gets trapped, the creature's body swiftly
|
||
turns to dust. The gemstones work like the black sapphires used in *bind soul*,
|
||
except that they can hold creatures of up to 17th level and have a value of
|
||
200 gp apiece. The demilich can Devour a Soul it has trapped.
|
||
name: Trap Soul
|
||
traits:
|
||
- or is unaffected entirely on a critical success
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: 'cold '
|
||
- amount: 5
|
||
type: 'electricity '
|
||
- amount: 5
|
||
type: 'fire '
|
||
- amount: 5
|
||
type: physical (except bludgeoning)
|
||
saves:
|
||
fort: 23
|
||
ref: 27
|
||
will: 23
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. positive
|
||
senses:
|
||
- darkvision
|
||
- '*true seeing*'
|
||
skills:
|
||
Acrobatics: 25
|
||
Arcana: 32
|
||
Deception: 28
|
||
Occultism: 30
|
||
Religion: 21
|
||
Stealth: 25
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Fly
|
||
spell_attack_to_hit: 30
|
||
spell_dc: null
|
||
traits:
|
||
- Rare
|
||
- NE
|
||
- Tiny
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 6
|
||
dex_mod: 4
|
||
int_mod: -3
|
||
str_mod: 8
|
||
wis_mod: 4
|
||
ac: 37
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Despite being among the weakest linnorms, the crag linnorm is a devastating
|
||
predator, capable of quickly cooking its foes with its magma breath.
|
||
divine_spells: null
|
||
hp: 270
|
||
immunities:
|
||
- curse
|
||
- fire
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- frequency: constant
|
||
level: 6
|
||
name: freedom of movement
|
||
- frequency: constant
|
||
level: 6
|
||
name: true seeing
|
||
- frequency: constant
|
||
level: 5
|
||
name: true seeing
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
- Draconic
|
||
- Sylvan
|
||
level: 14
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d12+14 plus crag linnorm venom
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 30
|
||
traits:
|
||
- reach 20 feet
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+14
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 30
|
||
traits:
|
||
- reach 20 feet
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d6+14 plus Improved Grab
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 30
|
||
traits:
|
||
- reach 20 feet
|
||
- magical
|
||
name: Crag Linnorm
|
||
perception: 26
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The crag linnorm breathes out a stream of magma in a 120-foot line
|
||
that deals 12d6 fire damage to creatures within the area (DC 34 basic Reflex
|
||
save). Any creature that fails its save also takes 4d6 persistent fire damage.
|
||
The crag linnorm can't use Breath Weapon again for 1d4 rounds. The magma remains
|
||
until the start of the linnorm's next turn. If the linnorm was on the ground,
|
||
the magma remains as a burning line on the ground directly under the line of
|
||
the Breath Weapon, and if the linnorm was airborne, the magma rains downward
|
||
in a sheet 60 feet high. Any creature that moves across or through the magma
|
||
takes 6d6 fire damage (DC 34 basic Reflex save). At the start of the linnorm's
|
||
next turn, the magma cools to a thin layer of brittle stone on the ground, or
|
||
the magma rain finishes falling and turns to harmless pebbles. The cooled magma
|
||
quickly degrades to powder and sand over the course of several hours.
|
||
name: Breath Weapon
|
||
traits:
|
||
- evocation
|
||
- fire
|
||
- primal
|
||
- action_cost: One Action
|
||
description: 2d6+14 bludgeoning, DC 34
|
||
name: Constrict
|
||
traits: null
|
||
- description: '**Saving Throw** DC 34 Fortitude; **Maximum Duration** 10 rounds;
|
||
**Stage 1** 4d6 fire damage and drained 1; **Stage 2** 6d6 fire damage and drained
|
||
2.'
|
||
name: Crag Linnorm Venom
|
||
traits:
|
||
- fire
|
||
- injury
|
||
- poison
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 28
|
||
ref: 24
|
||
will: 22
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
- '*true seeing*'
|
||
skills:
|
||
Acrobatics: 22
|
||
Athletics: 28
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
- amount: 100
|
||
type: Fly
|
||
- amount: 60
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CE
|
||
- Gargantuan
|
||
- Dragon
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 7
|
||
con_mod: 7
|
||
dex_mod: 5
|
||
int_mod: -3
|
||
str_mod: 9
|
||
wis_mod: 6
|
||
ac: 41
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The ice linnorm dwells amid glacial crevasses, atop wind-blasted mountain
|
||
peaks, or within glittering caverns carved from the hearts of the mightiest of
|
||
icebergs.
|
||
divine_spells: null
|
||
hp: 330
|
||
immunities:
|
||
- cold
|
||
- curse
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- frequency: constant
|
||
level: 8
|
||
name: freedom of movement
|
||
- frequency: constant
|
||
level: 8
|
||
name: true seeing
|
||
- frequency: constant
|
||
level: 7
|
||
name: true seeing
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
- Draconic
|
||
- Sylvan
|
||
level: 17
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d12+17 plus ice linnorm venom
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 34
|
||
traits:
|
||
- reach 25 feet
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+17
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 34
|
||
traits:
|
||
- reach 20 feet
|
||
- agile
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d6+17 plus Improved Grab
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 34
|
||
traits:
|
||
- reach 25 feet
|
||
- agile
|
||
- magical
|
||
name: Ice Linnorm
|
||
perception: 29
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The ice linnorm spews out a blast of freezing, viscous ooze in a
|
||
60-foot cone that deals 15d6 cold damage to creatures within the area (DC 38
|
||
basic Reflex save). The freezing ooze clings to those struck and hardens into
|
||
thick sheets of ice. A creature that fails the saving throw is immobilized by
|
||
the ice until it succeeds at a check to Escape or it or an ally Forces Open
|
||
the ice (DC 34 for either case). At the start of its turn, a creature still
|
||
immobilized by the ice takes 4d6 cold damage. Another creature can free a frozen
|
||
target by dealing a total of 20 fire damage to the frozen target. Left unattended,
|
||
the ice crumbles away in 1 minute on its own. Creatures with the fire trait
|
||
can't be frozen in place by this breath weapon. Flying creatures fall if frozen,
|
||
and swimming creatures that are frozen rise toward the surface of the water
|
||
at a speed of 60 feet per round. An ice linnorm can't use Breath Weapon again
|
||
for 1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- cold
|
||
- evocation
|
||
- primal
|
||
- action_cost: One Action
|
||
description: 2d6+18 bludgeoning, DC 38
|
||
name: Constrict
|
||
traits: null
|
||
- description: '**Saving Throw** DC 38 Fortitude; **Maximum Duration** 10 rounds;
|
||
**Stage 1** 5d6 cold damage and drained 1; **Stage 2** 7d6 cold damage and drained
|
||
2.'
|
||
name: Ice Linnorm Venom
|
||
traits:
|
||
- cold
|
||
- injury
|
||
- poison
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 32
|
||
ref: 28
|
||
will: 27
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
- '*true seeing*'
|
||
skills:
|
||
Acrobatics: 28
|
||
Athletics: 32
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
- amount: 100
|
||
type: Fly
|
||
- amount: 40
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CE
|
||
- Gargantuan
|
||
- Cold
|
||
- Dragon
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 8
|
||
con_mod: 8
|
||
dex_mod: 6
|
||
int_mod: -1
|
||
str_mod: 10
|
||
wis_mod: 7
|
||
ac: 46
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Although more powerful linnorms exist, the multi-headed tarn linnorm
|
||
can wreak an awe-inspiring amount of devastation.
|
||
divine_spells: null
|
||
hp: 400
|
||
immunities:
|
||
- acid
|
||
- curse
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- frequency: constant
|
||
level: 9
|
||
name: freedom of movement
|
||
- frequency: constant
|
||
level: 9
|
||
name: true seeing
|
||
- frequency: constant
|
||
level: 8
|
||
name: true seeing
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
- Draconic
|
||
- Sylvan
|
||
level: 20
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d12+18 plus tarn linnorm venom
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 38
|
||
traits:
|
||
- reach 30 feet
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d8+18
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 38
|
||
traits:
|
||
- reach 30 feet
|
||
- agile
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d6+18 plus Improved Grab
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 38
|
||
traits:
|
||
- reach 30 feet
|
||
- agile
|
||
- magical
|
||
name: Tarn Linnorm
|
||
perception: 35
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The tarn linnorm can expel either a 120-foot line or a 60-foot cone
|
||
of acid dealing 20d6 acid damage to creatures within the area (DC 44 basic Reflex
|
||
save). The acid creates toxic fumes. At the beginning of the linnorm's next
|
||
turn, those who failed the breath weapon's Reflex save must succeed at a DC
|
||
42 Fortitude save or gain sickened 4 from the poisonous fumes. A tarn linnorm
|
||
can't use Breath Weapon or Overwhelming Breath again for 1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- acid
|
||
- evocation
|
||
- poison
|
||
- primal
|
||
- action_cost: One Action
|
||
description: 3d6+18 bludgeoning, DC 44
|
||
name: Constrict
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The tarn linnorm Strides and then makes a jaws Strike with each of
|
||
its heads, each against a different target. These attacks count toward the tarn
|
||
linnorm's multiple attack penalty, and the multiple attack penalty doesn't increase
|
||
until after the tarn linnorm makes all of these attacks.
|
||
name: Double Bite
|
||
traits: null
|
||
- description: A tarn linnorm uses its Breath Weapon twice. A creature attempts
|
||
only one save and can take damage only once. The tarn linnorm can't use Breath
|
||
Weapon or Overwhelming Breath again for 2d4 rounds.
|
||
name: Overwhelming Breath
|
||
traits: null
|
||
- description: '**Saving Throw** DC 44 Fortitude; **Maximum Duration** 10 rounds;
|
||
**Stage 1** 7d6 acid damage and drained 1; **Stage 2** 11d6 acid damage and
|
||
drained 2.'
|
||
name: Tarn Linnorm Venom
|
||
traits:
|
||
- acid
|
||
- injury
|
||
- poison
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 36
|
||
ref: 32
|
||
will: 31
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
- '*true seeing*'
|
||
skills:
|
||
Acrobatics: 32
|
||
Athletics: 38
|
||
Stealth: 34
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
- amount: 100
|
||
type: Fly
|
||
- amount: 80
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CE
|
||
- Gargantuan
|
||
- Acid
|
||
- Amphibious
|
||
- Dragon
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 9
|
||
con_mod: 9
|
||
dex_mod: 8
|
||
int_mod: -1
|
||
str_mod: 11
|
||
wis_mod: 8
|
||
ac: 47
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Tor linnorms dwell in the tallest volcanic mountains, either within
|
||
natural formed caverns or within molten craters. A tor linnorm's temper can be
|
||
as hot and destructive as the magma the creature resembles.
|
||
divine_spells: null
|
||
hp: 440
|
||
immunities:
|
||
- curse
|
||
- fire
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- frequency: constant
|
||
level: 9
|
||
name: freedom of movement
|
||
- frequency: constant
|
||
level: 9
|
||
name: true seeing
|
||
- frequency: constant
|
||
level: 8
|
||
name: true seeing
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
- Draconic
|
||
- Sylvan
|
||
level: 21
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d12+19 plus tor linnorm venom
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 40
|
||
traits:
|
||
- reach 30 feet
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d8+19
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 40
|
||
traits:
|
||
- reach 30 feet
|
||
- agile
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d6+19 plus Improved Grab
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 40
|
||
traits:
|
||
- reach 30 feet
|
||
- agile
|
||
- magical
|
||
name: Tor Linnorm
|
||
perception: 37
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The tor linnorm expels a 60-foot cone of flame and ash dealing 20d6
|
||
fire damage to creatures within the area (DC 46 basic Reflex save). At the start
|
||
of the tor linnorm's next turn, the area affected by the breath weapon is covered
|
||
in thick, scorching smoke that burns both the lungs and eyes, dealing an additional
|
||
10d6 fire damage to all creatures in the area (DC 46 basic Reflex save). A creature
|
||
that spends an entire round in the smoke with open eyes must succeed at a DC
|
||
44 Fortitude save or is blinded for 1 minute. The smoke dissipates after 1 minute;
|
||
in strong winds, the smoke dissipates in 5 rounds, and in more powerful winds,
|
||
it may clear even more quickly. The tor linnorm can't use Breath Weapon again
|
||
for 1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- evocation
|
||
- fire
|
||
- primal
|
||
- action_cost: One Action
|
||
description: 3d6+21 bludgeoning, DC 46
|
||
name: Constrict
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: A tor linnorm makes four Strikes with its claws, each against a different
|
||
target. These attacks count toward the tor linnorm's multiple attack penalty,
|
||
but the multiple attack penalty doesn't increase until after the tor linnorm
|
||
makes all its attacks.
|
||
name: Slashing Claws
|
||
traits: null
|
||
- description: '**Saving Throw** DC 44 Fortitude; **Maximum Duration** 10 rounds;
|
||
**Stage 1** 8d6 fire damage and drained 1; **Stage 2** 12d6 fire damage and
|
||
drained 2.'
|
||
name: Tor Linnorm Venom
|
||
traits:
|
||
- fire
|
||
- injury
|
||
- poison
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 38
|
||
ref: 35
|
||
will: 33
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
- '*true seeing*'
|
||
skills:
|
||
Acrobatics: 35
|
||
Athletics: 40
|
||
Stealth: 37
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
- amount: 100
|
||
type: Fly
|
||
- amount: 60
|
||
type: Swim
|
||
- amount: 35
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CE
|
||
- Gargantuan
|
||
- Dragon
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 1
|
||
dex_mod: 3
|
||
int_mod: -4
|
||
str_mod: 2
|
||
wis_mod: 2
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: A giant gecko's allow it to climb virtually any surface, no matter
|
||
how slick or sheer. If a giant gecko attempts an Athletics check to climb and
|
||
critically fails, it gets a failure instead.
|
||
name: Uncanny Climber
|
||
range: ' feet'
|
||
traits: null
|
||
description: These roughly human-sized reptiles have amazing feet capable of clinging
|
||
tenaciously to any surface. Giant geckos are typically docile and shy but can
|
||
be aggressive when cornered or defending their territory. These large-eyed lizards
|
||
are found in a wide variety of habitats, from rainforests and deserts to mountain
|
||
slopes or even underground caverns. They spend most of their time climbing around
|
||
in large trees or on rocky cliffs, whether hunting for small animals or hiding
|
||
from predators. A giant gecko's scales are often quite brightly colored or decorated
|
||
in intricate patterns. Giant geckos span nearly 8 feet in length from head to
|
||
tail, and they weigh about 120 pounds.
|
||
divine_spells: null
|
||
hp: 20
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+2
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 8
|
||
traits: null
|
||
name: Giant Gecko
|
||
perception: 7
|
||
proactive_abilities: []
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 6
|
||
ref: 10
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Acrobatics: 8
|
||
Athletics: 5
|
||
Stealth: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 30
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 3
|
||
dex_mod: 2
|
||
int_mod: -4
|
||
str_mod: 3
|
||
wis_mod: 1
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Large and seemingly ponderous, a monitor lizard is a deceptively swift
|
||
and ruthless predator. It ambushes its prey by rushing out from cover and biting
|
||
the target with its powerful jaws. A giant monitor lizard's saliva is venomous,
|
||
allowing it to bring down prey larger than it can easily haul away in its jaws.
|
||
Giant monitor lizards grow up to 14 feet long, including their long tails, and
|
||
they weigh about 350 pounds. Their bodies are normally dark brown with patches
|
||
of yellow or green. When nesting, a giant monitor lizard digs a deep burrow to
|
||
hide in. The burrow serves as both a safe haven and a location from which the
|
||
lizard can ambush larger prey such as deer, boars, or even humanoids. A giant
|
||
monitor lizard can consume nearly its own body weight in a single meal, and its
|
||
loosely articulated jaws allow it to swallow surprisingly large prey.
|
||
divine_spells: null
|
||
hp: 30
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+3 plus Grab and monitor lizard venom
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 11
|
||
traits: null
|
||
name: Giant Monitor Lizard
|
||
perception: 7
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The giant monitor lizard Strides twice and then makes a jaws Strike.
|
||
If the lizard moved at least 20 feet away from its starting position, it gains
|
||
a +2 circumstance bonus to this attack roll.
|
||
name: Lurching Charge
|
||
traits: null
|
||
- description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds;
|
||
**Stage 1** enfeebled 1 (1 round); **Stage 2** 1d6 poison damage and enfeebled
|
||
2 (1 round)'
|
||
name: Monitor Lizard Venom
|
||
traits:
|
||
- poison
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 9
|
||
ref: 8
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 6
|
||
Athletics: 9
|
||
Stealth: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 30
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 4
|
||
dex_mod: 1
|
||
int_mod: -4
|
||
str_mod: 5
|
||
wis_mod: 2
|
||
ac: 22
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Found in warm and tropical forests and savannas, these immense lizards
|
||
are a deadly threat to the unsuspecting traveler. When they aren't sleeping or
|
||
stalking prey, giant frilled lizards bask in the sunlight for hours at a time.
|
||
Explorers sometimes mistakenly think them related to dragons due to their large
|
||
size, elaborate neck frills (which, when displayed in a show of aggression and
|
||
dominance, can be mistaken for wings), and ferocious hissing vocalizations used
|
||
to frighten away creatures too large to eat.
|
||
divine_spells: null
|
||
hp: 75
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+7
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 16
|
||
traits:
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+7
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 16
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
name: Giant Frilled Lizard
|
||
perception: 11
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The giant frilled lizard Strides. If it ends that Stride adjacent
|
||
to at least one other creature, it suddenly displays its colorful neck frills
|
||
and issues a frightening hiss. Each adjacent creature must succeed at a DC 21
|
||
Will save or become frightened 2 (or frightened 3 on a critical failure). The
|
||
creature is then temporarily immune to Intimidating Display for 1 minute.
|
||
name: Intimidating Display
|
||
traits:
|
||
- auditory
|
||
- emotion
|
||
- fear
|
||
- mental
|
||
- visual
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 13
|
||
ref: 12
|
||
will: 9
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 10
|
||
Athletics: 14
|
||
Stealth: 10
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 30
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 3
|
||
dex_mod: 2
|
||
int_mod: -1
|
||
str_mod: 3
|
||
wis_mod: 2
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The lizardfolk defender serves as a protector of the young, guardian
|
||
of the settlement, and when no other options are available, soldier in time of
|
||
war. They eagerly rise to the defense of their kin but do not revel in battle.
|
||
An iruxi defender would rather turn back intruders and allow them to flee with
|
||
the knowledge they were beaten, in hopes that such word prevents further invasions,
|
||
but they are not naive. The iruxi understand the need for revenge, and when they
|
||
allow a foe to escape, they do not forget.
|
||
divine_spells: null
|
||
hp: 21
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Draconic
|
||
- Iruxi
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: bludgeoning
|
||
name: flail
|
||
to_hit: 8
|
||
traits:
|
||
- disarm
|
||
- sweep
|
||
- trip
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 8
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+3
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 8
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: piercing
|
||
name: javelin
|
||
to_hit: 7
|
||
traits:
|
||
- thrown 30 feet
|
||
name: Lizardfolk Defender
|
||
perception: 7
|
||
proactive_abilities:
|
||
- description: .
|
||
name: Deep Breath
|
||
traits:
|
||
- 17-1/2 minutes
|
||
- description: to the lizardfolk defender.
|
||
name: Terrain Advantage
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 8
|
||
ref: 7
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses: null
|
||
skills:
|
||
Acrobatics: 5
|
||
Athletics: 6
|
||
Survival: 5
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 15
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Humanoid
|
||
- Lizardfolk
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 1
|
||
dex_mod: 3
|
||
int_mod: -1
|
||
str_mod: 2
|
||
wis_mod: 3
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Iruxi scouts are the lizardfolk most often encountered by adventurers,
|
||
for these explorers and hunters spend most of their lives on the move, constantly
|
||
patrolling the territories held by their enclave. If intruders are driven off,
|
||
it is the responsibility of the iruxi scouts to track them, observe them, and
|
||
learn their ways and weaknesses so as to report back to the community and aid
|
||
in the defense against potential reprisals.
|
||
divine_spells: null
|
||
hp: 17
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
- Iruxi
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+2
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 7
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+2
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 8
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
name: Lizardfolk Scout
|
||
perception: 8
|
||
proactive_abilities:
|
||
- description: .
|
||
name: Deep Breath
|
||
traits:
|
||
- 15 minutes
|
||
- description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds;
|
||
**Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d8 poison damage and flat-footed
|
||
(1 round); **Stage 3** 1d12 poison damage, clumsy 1, and flat-footed (1 round)'
|
||
name: Giant Centipede Venom
|
||
traits:
|
||
- poison
|
||
- description: against the scout's attacks until the end of the scout's turn.
|
||
name: Hidden Movement
|
||
traits: null
|
||
- description: creatures.
|
||
name: Sneak Attack
|
||
traits: null
|
||
- description: to the lizardfolk scout.
|
||
name: Terrain Advantage
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
name: blowgun
|
||
to_hit: 8
|
||
traits:
|
||
- agile
|
||
- nonlethal
|
||
- range increment 20 feet
|
||
- reload 1
|
||
resistances: null
|
||
saves:
|
||
fort: 6
|
||
ref: 8
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses: null
|
||
skills:
|
||
Acrobatics: 6
|
||
Athletics: 5
|
||
Diplomacy: 4
|
||
Nature: 6
|
||
Stealth: 6
|
||
Survival: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 20
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Humanoid
|
||
- Lizardfolk
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 1
|
||
dex_mod: 2
|
||
int_mod: 0
|
||
str_mod: 2
|
||
wis_mod: 4
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The tradition of astrology and looking to the stars for both navigation
|
||
and prognostication is well-established in iruxi society, and their wise and observant
|
||
stargazers are among the people's most respected members. Even the lowliest stargazer,
|
||
as presented here, has a number of useful primal spells to aid their kin; in larger
|
||
iruxi settlements, stargazers wield even greater powers.
|
||
divine_spells: null
|
||
hp: 30
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Draconic
|
||
- Iruxi
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+2
|
||
type: bludgeoning
|
||
name: staff
|
||
to_hit: 8
|
||
traits:
|
||
- two-hand d8
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+2
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 8
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+2
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 8
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
name: Lizardfolk Stargazer
|
||
perception: 8
|
||
proactive_abilities:
|
||
- description: .
|
||
name: Deep Breath
|
||
traits:
|
||
- 20 minutes
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 7
|
||
ref: 6
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses: null
|
||
skills:
|
||
Diplomacy: 4
|
||
Nature: 8
|
||
Stealth: 6
|
||
Survival: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 20
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Humanoid
|
||
- Lizardfolk
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 4
|
||
dex_mod: 2
|
||
int_mod: -2
|
||
str_mod: 5
|
||
wis_mod: 2
|
||
ac: 23
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The manticore is a monstrous amalgamation of lion, dragon, and human
|
||
with a penchant for feasting on human flesh. Its distinctive tail is festooned
|
||
with large quills like those of a porcupine, which the manticore flings at prey
|
||
by whipping its tail like a sling. These deadly spikes give the manticore the
|
||
power to slaughter even well-armed warriors from the safety of the sky.
|
||
divine_spells: null
|
||
hp: 90
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+8
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 17
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+8
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 17
|
||
traits:
|
||
- agile
|
||
name: Manticore
|
||
perception: 14
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: can pull the spike free. A manticore can hurl no more than 12 spikes
|
||
in 24 hours.
|
||
name: Spike Volley
|
||
traits:
|
||
- attempted as a single action
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+5
|
||
type: piercing
|
||
name: spike
|
||
to_hit: 14
|
||
traits:
|
||
- range increment 40 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 16
|
||
ref: 12
|
||
will: 12
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 10
|
||
Athletics: 15
|
||
Intimidation: 11
|
||
Survival: 12
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Large
|
||
- Beast
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 3
|
||
dex_mod: 3
|
||
int_mod: -5
|
||
str_mod: 5
|
||
wis_mod: 2
|
||
ac: 20
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: These massive cousins of normal praying mantises stand taller than
|
||
an average human. They stalk through dense forests, striking at meals from the
|
||
trees.
|
||
divine_spells: null
|
||
hp: 40
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+5 plus Grab
|
||
type: piercing
|
||
name: leg
|
||
to_hit: 12
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d12+5
|
||
type: piercing
|
||
name: mandibles
|
||
to_hit: 12
|
||
traits: null
|
||
name: Giant Mantis
|
||
perception: 9
|
||
proactive_abilities:
|
||
- description: The mantis pulls the creature adjacent to it, then makes a mandibles
|
||
Strike against the creature.
|
||
name: Deadly Mandibles
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The giant mantis lunges forward, making a leg Strike with an extended
|
||
reach of 20 feet.
|
||
name: Lunging Strike
|
||
traits: null
|
||
- description: to the giant mantis.
|
||
name: Sudden Strike
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 10
|
||
ref: 12
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 8
|
||
Athletics: 12
|
||
Stealth: 12
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 20
|
||
type: Fly
|
||
- amount: 25
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 5
|
||
dex_mod: 3
|
||
int_mod: -5
|
||
str_mod: 8
|
||
wis_mod: 3
|
||
ac: 31
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: These gigantic mantids make their homes within deep jungles and prehistoric
|
||
forests where they hunt and devour equally massive prey.
|
||
divine_spells: null
|
||
hp: 220
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 11
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+14
|
||
type: piercing
|
||
name: mandibles
|
||
to_hit: 25
|
||
traits:
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+14 plus Grab
|
||
type: piercing
|
||
name: leg
|
||
to_hit: 24
|
||
traits:
|
||
- agile
|
||
- reach 20 feet
|
||
name: Deadly Mantis
|
||
perception: 20
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: . If the flung creature lands on another creature, the creature it
|
||
lands on takes the same amount of bludgeoning damage. The creature being landed
|
||
on can attempt a DC 31 basic Reflex save.
|
||
name: Fling
|
||
traits:
|
||
- the creature takes damage from the fall as normal
|
||
- action_cost: Two Actions
|
||
description: The mantis Leaps up to 40 feet vertically and 20 feet horizontally.
|
||
At any point during the jump, it can make a leg Strike. If it hits, it automatically
|
||
Grabs the target, bringing the creature along until the end of the jump.
|
||
name: Leaping Grab
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The mantis makes a mandibles Strike against a creature it has grabbed.
|
||
If that Strike hits and the creature is wearing armor with Hardness 12 or lower,
|
||
the armor is broken. This Strike doesn't further damage armor that's already
|
||
broken.
|
||
name: Rending Mandibles
|
||
traits: null
|
||
- description: to the deadly mantis.
|
||
name: Sudden Strike
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 24
|
||
ref: 20
|
||
will: 18
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 18
|
||
Athletics: 25
|
||
Stealth: 22
|
||
skills_special: null
|
||
speed:
|
||
- amount: 50
|
||
type: Land
|
||
- amount: 50
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Gargantuan
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 4
|
||
dex_mod: 5
|
||
int_mod: 2
|
||
str_mod: 2
|
||
wis_mod: 1
|
||
ac: 25
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Monstrous humanoids that resemble humans with snakes instead of hair,
|
||
medusas are best known for their petrifying gazes that—if lingered upon—can permanently
|
||
transform mortals to stone. Medusas are shrewd and manipulative adversaries who
|
||
collect and covet secrets, and who use threats and guile to exploit the fears
|
||
of weaker creatures. A medusa may seek out powerful magic items, use divination
|
||
magic to discover secret knowledge and unlock forbidden power, or infiltrate a
|
||
society to beguile influential politicians. Their ability to worm their way into
|
||
powerful organizations makes them natural leaders of criminal out ts and thieves'
|
||
guilds, and their interest in magical phenomena leads some to pursue careers as
|
||
oracles who offer to help adventurers find what they seek—for a price. Of course,
|
||
if wit and deception proves insufficient, a medusa can always simply turn rivals
|
||
into ornate stone decorations with little more than a glare.
|
||
divine_spells: null
|
||
hp: 105
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+8 plus serpent venom
|
||
type: piercing
|
||
name: shortsword
|
||
to_hit: 18
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- versatile S
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+8 plus serpent venom
|
||
type: piercing
|
||
name: snake fangs
|
||
to_hit: 16
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
name: Medusa
|
||
perception: 16
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The medusa fixes their glare at a creature they can see within 30
|
||
feet. The target must immediately attempt a Fortitude save against the medusa's
|
||
petrifying gaze. If the creature was already slowed by petrifying gaze before
|
||
attempting its save, a failed save causes it to be petrified permanently. After
|
||
attempting its save, the creature is then temporarily immune until the start
|
||
of the medusa's next turn.
|
||
name: Focus Gaze
|
||
traits:
|
||
- arcane
|
||
- concentrate
|
||
- incapacitation
|
||
- transmutation
|
||
- visual
|
||
- description: '**Saving Throw** DC 25 Fortitude; **Maximum Duration** 6 rounds;
|
||
**Stage 1** 1d6 poison damage and enfeebled 1 (1 round); **Stage 2** 2d6 poison
|
||
damage and enfeebled 2 (1 round)'
|
||
name: Serpent Venom
|
||
traits:
|
||
- poison
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+7 plus serpent venom
|
||
type: piercing
|
||
name: composite shortbow
|
||
to_hit: 19
|
||
traits:
|
||
- deadly 1d10
|
||
- magical
|
||
- propulsive
|
||
- range increment 60 feet
|
||
- reload 0
|
||
resistances: null
|
||
saves:
|
||
fort: 15
|
||
ref: 16
|
||
will: 14
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Deception: 16
|
||
Diplomacy: 14
|
||
Stealth: 16
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Medium
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 1
|
||
dex_mod: 4
|
||
int_mod: 0
|
||
str_mod: 2
|
||
wis_mod: 1
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Merfolk warriors form the bulk of the militias of their vast underwater
|
||
realms and meet potential aggressors head-on with uncompromising force.
|
||
divine_spells: null
|
||
hp: 19
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Aquan
|
||
- Common
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+2
|
||
type: piercing
|
||
name: trident
|
||
to_hit: 7
|
||
traits: null
|
||
name: Merfolk Warrior
|
||
perception: 6
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The merfolk warrior swims and attacks in one of two patterns. They
|
||
either Swim twice and Strike one opponent at the end of their movement, or Swim
|
||
once and Strike at any point during their movement.
|
||
name: Aquatic Dash
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+2
|
||
type: piercing
|
||
name: trident
|
||
to_hit: 9
|
||
traits:
|
||
- thrown 20 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 6
|
||
ref: 9
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Athletics: 5
|
||
Medicine: 4
|
||
skills_special: null
|
||
speed:
|
||
- amount: 5
|
||
type: Land
|
||
- amount: 30
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Aquatic
|
||
- Humanoid
|
||
- Merfolk
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 1
|
||
dex_mod: 2
|
||
int_mod: 0
|
||
str_mod: 3
|
||
wis_mod: 4
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Merfolk wavecallers use their primal power to call forth allies and
|
||
defend their people with deadly magic.
|
||
divine_spells: null
|
||
hp: 30
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Aquan
|
||
- Common
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+3
|
||
type: piercing
|
||
name: dagger
|
||
to_hit: 9
|
||
traits:
|
||
- agile
|
||
- versatile S
|
||
name: Merfolk Wavecaller
|
||
perception: 8
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: '**Requirement** The target is fully submerged in water, within 30
|
||
feet of the merfolk wavecaller, and holding its breath. **Effect** The merfolk
|
||
wavecaller commands the tides to crush their foe''s throat, rooting the target
|
||
in place and forcing it to choke up precious air. The target must succeed at
|
||
a DC 18 Fortitude save or become immobilized for 1 round and immediately lose
|
||
1d4 actions'' worth of air (or twice that on a critical failure).'
|
||
name: Hydraulic Asphyxiation
|
||
traits:
|
||
- divine
|
||
- evocation
|
||
- water
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+3
|
||
type: piercing
|
||
name: dagger
|
||
to_hit: 9
|
||
traits:
|
||
- agile
|
||
- thrown 10 feet
|
||
- versatile S
|
||
resistances: null
|
||
saves:
|
||
fort: 7
|
||
ref: 6
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Athletics: 7
|
||
Deception: 6
|
||
Nature: 8
|
||
Religion: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 5
|
||
type: Land
|
||
- amount: 30
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Aquatic
|
||
- Humanoid
|
||
- Merfolk
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 3
|
||
dex_mod: 1
|
||
int_mod: 0
|
||
str_mod: 4
|
||
wis_mod: 1
|
||
ac: 20
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Thought to be the result of a failed experiment meant to animate objects
|
||
or a sinister alghollthu creation, mimics are clever monsters that can take the
|
||
form of common manufactured objects. Mimics are ambush predators and voracious
|
||
eaters, surprising their prey through their uncanny ability to mimic the form
|
||
of common furniture and miscellany. They remain disguised until unsuspecting adventurers
|
||
happen by, then they lash out in ambush.
|
||
divine_spells: null
|
||
hp: 75
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+4 plus adhesive
|
||
type: bludgeoning
|
||
name: pseudopod
|
||
to_hit: 14
|
||
traits: null
|
||
name: Mimic
|
||
perception: 9
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The mimic assumes the shape of any Medium object. This doesn't change
|
||
the mimic's texture or overall size but can alter its coloration and visual
|
||
appearance. It has an automatic result of 28 on Deception checks and DCs to
|
||
pass as the object that it's mimicking.
|
||
name: Mimic Object
|
||
traits:
|
||
- concentrate
|
||
- polymorph
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 11
|
||
ref: 9
|
||
will: 9
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 12
|
||
Deception: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 10
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Aberration
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 3
|
||
dex_mod: 0
|
||
int_mod: -2
|
||
str_mod: 6
|
||
wis_mod: 2
|
||
ac: 20
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: A minotaur automatically critically succeeds at Survival checks to
|
||
avoid becoming lost or to find its way, including those from the *maze* spell.
|
||
name: Natural Cunning
|
||
traits: null
|
||
description: Minotaurs are master hunters that dwell in cunning labyrinths or tangles
|
||
of underground caverns meant to disorient and demoralize prey. These monstrous
|
||
tormentors delight in the hunt, in the terror caused by closing in on prey, and
|
||
in the very moment when the hunted realizes that they have lost the game. Only
|
||
then will the minotaur charge in for the kill, cutting foes down with powerful
|
||
strikes or impaling them on its sharp horns.
|
||
divine_spells: null
|
||
hp: 70
|
||
immunities: null
|
||
innate_spells: null
|
||
items:
|
||
- greataxe
|
||
languages:
|
||
- Jotun
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d12+8
|
||
type: slashing
|
||
name: greataxe
|
||
to_hit: 14
|
||
traits:
|
||
- reach 10 feet
|
||
- sweep
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+8
|
||
type: piercing
|
||
name: horn
|
||
to_hit: 14
|
||
traits: null
|
||
name: Minotaur
|
||
perception: 12
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The minotaur swings its axe in a wide arc, making greataxe Strikes
|
||
against any two foes who are adjacent to each other and within the minotaur's
|
||
reach. The multiple attack penalty does not increase until after both attacks
|
||
are resolved.
|
||
name: Axe Swipe
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The minotaur snorts and clomps as it hunts its prey, inspiring terror.
|
||
The minotaur makes an Intimidation check to Demoralize all living creatures
|
||
within 60 feet that can hear the minotaur but not see it. Roll once and apply
|
||
the result to all creatures. If the targets are in a maze or similarly difficult-to-navigate
|
||
structure, the minotaur gains a +4 circumstance bonus to this check. Creatures
|
||
that become frightened as a result also take a -2 circumstance penalty to Survival
|
||
checks to avoid getting lost for 1 minute. This use of Demoralize doesn't have
|
||
the visual trait. Each target is temporarily immune for 1 minute.
|
||
name: Hunted Fear
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The minotaur Strides twice, then makes a horn Strike. If it moved
|
||
at least 20 feet from its starting position, the Strike's damage is increased
|
||
to 2d8+10.
|
||
name: Powerful Charge
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 13
|
||
ref: 8
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 14
|
||
Intimidation: 9
|
||
Survival: 12
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 9
|
||
con_mod: 9
|
||
dex_mod: 3
|
||
int_mod: 4
|
||
str_mod: 10
|
||
wis_mod: 9
|
||
ac: 45
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The mu spore senses vibrations in the air through its aerial spores.
|
||
name: Windsense
|
||
traits: null
|
||
description: A mu spore is a thankfully rare fungoid monstrosity of vast power and
|
||
strange intellect. Even the smallest mu spores are never less than a hundred feet
|
||
long from tentacle tip to tentacle tip, yet despite this vast bulk, they are capable
|
||
of flying with an uncommon grace, venting jets of foul-smelling spores to guide
|
||
their flight.
|
||
divine_spells: null
|
||
hp: 350
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
- Common
|
||
- Terran
|
||
- Undercommon
|
||
level: 21
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d12+18 plus Improved Grab
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 40
|
||
traits:
|
||
- deadly 3d12
|
||
- reach 30 feet
|
||
name: Mu Spore
|
||
perception: 36
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: . The mu spore can't use this ability again for 1d4 rounds.
|
||
name: Cough Spores
|
||
traits:
|
||
- DC 46 basic Reflex save
|
||
- action_cost: Two Actions
|
||
description: The mu spore pulls all creatures and objects in a 400-foot cone 400
|
||
feet towards it's mouth. A successful DC 43 Fortitude save halves the distance,
|
||
or avoids the pull on a critical success. The mu spore automatically attempts
|
||
to Swallow Whole each creature adjacent to it at the end of the inhalation.
|
||
name: Enormous Inhalation
|
||
traits: null
|
||
- description: The spore uses Swallow Whole.
|
||
name: Fast Swallow
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: 15 bludgeoning, DC 45.
|
||
name: Greater Constrict
|
||
traits: null
|
||
- description: ''
|
||
name: Overpowering Jaws
|
||
traits:
|
||
- but not on critical failure
|
||
- action_cost: One Action
|
||
description: Gargantuan, 20d6+9 acid, Rupture 37.
|
||
name: Swallow Whole
|
||
traits:
|
||
- attack
|
||
ranged: null
|
||
resistances:
|
||
- amount: 20
|
||
type: 'acid '
|
||
- amount: 10
|
||
type: 'all (except sonic) '
|
||
saves:
|
||
fort: 38
|
||
ref: 32
|
||
will: 38
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- windsense 240 feet
|
||
skills:
|
||
Acrobatics: 26
|
||
Athletics: 41
|
||
Nature: 38
|
||
Occultism: 36
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 50
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Gargantuan
|
||
- Fungus
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 7
|
||
dex_mod: 0
|
||
int_mod: -3
|
||
str_mod: 9
|
||
wis_mod: 3
|
||
ac: 37
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Fearsome centipede-like creatures, mukradis are three-headed predators
|
||
with a devastating array of breath weapons. A Darklands version of the mukradi
|
||
is rumored to exist. It's said these variant mukradis have black scales, and all
|
||
of their heads spew a black, acidic goo that animates before being reabsorbed
|
||
by the mukradis.
|
||
divine_spells: null
|
||
hp: 300
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 15
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+17 plus 3d6 acid
|
||
type: piercing
|
||
name: acid maw
|
||
to_hit: 32
|
||
traits:
|
||
- magical
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+17 plus 3d6 fire
|
||
type: piercing
|
||
name: flame maw
|
||
to_hit: 32
|
||
traits:
|
||
- magical
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+17 plus 3d6 electricity
|
||
type: piercing
|
||
name: shock maw
|
||
to_hit: 32
|
||
traits:
|
||
- magical
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+17
|
||
type: piercing
|
||
name: leg
|
||
to_hit: 32
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+17 plus Knockdown
|
||
type: slashing
|
||
name: tail lash
|
||
to_hit: 32
|
||
traits:
|
||
- magical
|
||
- reach 30 feet
|
||
name: Mukradi
|
||
perception: 24
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The mukradi breathes a blast of energy from one of its three heads;
|
||
each creature in the area must attempt a DC 36 basic Reflex save. The mukradi
|
||
can't use Breath Weapon again for 1d4 rounds. <ul><li>**Acid Maw** (acid) 10-foot-wide,
|
||
60-foot line of acid dealing 16d6 acid damage.</li><li>**Flame Maw** (fire)
|
||
60-foot cone of fire dealing 16d6 fire damage.</li><li>**Shock Maw** (electricity)
|
||
120-foot line of electricity dealing 16d6 electricity damage.</li></ul>
|
||
name: Breath Weapon
|
||
traits:
|
||
- evocation
|
||
- primal
|
||
- action_cost: Two Actions
|
||
description: The mukradi makes two Strikes with different maws against the same
|
||
target. If both hit, the target takes an extra 2d12+13 slashing damage, with
|
||
a DC 36 basic Fortitude save. On a critical failure, the creature is torn to
|
||
pieces and dies. The mukradi's multiple attack penalty increases only after
|
||
all the attacks are made.
|
||
name: Pull Apart
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The mukradi Strikes once against each creature in its reach. It can
|
||
Strike up to once with each maw, once with its tail lash, and any number of
|
||
times with its legs. Each attack takes a –2 circumstance penalty and counts
|
||
toward the mukradi's multiple attack penalty, but the multiple attack penalty
|
||
doesn't increase until after all the attacks are made.
|
||
name: Thrash
|
||
traits: null
|
||
- description: Huge or smaller, leg, DC 36
|
||
name: Trample
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 32
|
||
ref: 23
|
||
will: 26
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- tremorsense (imprecise) 60 feet
|
||
skills:
|
||
Athletics: 32
|
||
skills_special: null
|
||
speed:
|
||
- amount: 60
|
||
type: Land
|
||
- amount: 60
|
||
type: Burrow
|
||
- amount: 60
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Gargantuan
|
||
- Beast
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 2
|
||
dex_mod: 0
|
||
int_mod: -2
|
||
str_mod: 4
|
||
wis_mod: 4
|
||
ac: 23
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The majority of mummies were created by cruel and selfish masters to
|
||
serve as guardians to protect their tombs from intruders. The traditional method
|
||
of creating a mummy guardian is a laborious and sadistic process that begins well
|
||
before the poor soul to be transformed is dead, during which the victim is ritualistically
|
||
starved of nourishing food and instead fed strange spices, preservative agents,
|
||
and toxins intended to quicken the desiccation of the flesh. The victim remains
|
||
immobile but painfully aware during the final stages, where its now-useless entrails
|
||
are extracted before it's shrouded in funerary wrappings and entombed within a
|
||
necromantically ensorcelled sarcophagus to await intrusions in the potentially
|
||
distant future. While it's certainly possible to use other methods to create a
|
||
mummy guardian from an already-deceased body, those who seek to create these foul
|
||
undead as their guardians in the afterlife often feel that such methods result
|
||
in inferior undead—the pain and agony of death by mummification being an essential
|
||
step in the process.
|
||
divine_spells: null
|
||
hp: 110
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- paralyzed
|
||
- poison
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Necril
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+7 plus mummy rot
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 16
|
||
traits: null
|
||
name: Mummy Guardian
|
||
perception: 16
|
||
proactive_abilities:
|
||
- description: This disease and any damage from it can't be healed until this curse
|
||
is removed. A creature killed by mummy rot turns to dust and can't be resurrected
|
||
except by a 7th-level *resurrect* ritual or similar magic. **Saving Throw**
|
||
DC 22 Fortitude; **Stage 1** carrier with no ill effect (1 minute); **Stage
|
||
2** 4d6 negative damage and stupefied 1 (1 day)
|
||
name: Mummy Rot
|
||
traits:
|
||
- curse
|
||
- disease
|
||
- divine
|
||
- necromancy
|
||
- negative
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 14
|
||
ref: 10
|
||
will: 16
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 15
|
||
Stealth: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Medium
|
||
- Mummy
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 4
|
||
dex_mod: 2
|
||
int_mod: 0
|
||
str_mod: 5
|
||
wis_mod: 5
|
||
ac: 27
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: While mummy guardians are undead crafted from the corpses of sacrificed—usually
|
||
unwilling victims—and retain only fragments of their memories, a mummy pharaoh
|
||
is the result of a deliberate embrace of undeath by a sadistic and cruel ruler.
|
||
The transformation from life to undeath is no less awful and painful, but as the
|
||
transition is an intentional bid to escape death by a powerful personality who
|
||
fully embraces the blasphemous repercussions of the choice, the mummy pharaoh
|
||
retains its memories and personality intact. Although in most cases a mummy pharaoh
|
||
is formed from a particularly depraved ruler instructing their priests to perform
|
||
complex rituals that grant the ruler eternal unlife, a ruler who was filled with
|
||
incredible anger in life might spontaneously arise from death as a mummy pharaoh
|
||
without undergoing this ritual. Depending on the nature of the ruler, a mummy
|
||
pharaoh might have spellcasting or other class features instead of its Attack
|
||
of Opportunity and disruptive abilities—the exact nature of the abilities the
|
||
ruler had in life can significantly change or strengthen the mummy pharaoh presented
|
||
here (which represents the least powerful variety of this deadly undead foe).
|
||
divine_spells: null
|
||
hp: 165
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- paralyzed
|
||
- poison
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Necril
|
||
level: 9
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+11 plus insidious mummy rot
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 20
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+11 plus insidious mummy rot
|
||
type: piercing
|
||
name: longspear
|
||
to_hit: 21
|
||
traits:
|
||
- magical
|
||
- reach 10 feet
|
||
name: Mummy Pharaoh
|
||
perception: 20
|
||
proactive_abilities:
|
||
- description: The mummy pharaoh can deliver insidious mummy rot through melee weapons
|
||
it wields.
|
||
name: Channel Rot
|
||
traits:
|
||
- divine
|
||
- necromancy
|
||
- description: This disease and any damage from it can't be healed until this curse
|
||
is removed. A creature killed by insidious mummy rot turns to sand and can't
|
||
be resurrected except by a 7th-level *resurrect* ritual or similar magic. **Saving
|
||
Throw** DC 26 Fortitude; **Stage 1** carrier with no ill effect (1 minute);
|
||
**Stage 2** 8d6 negative damage and stupefied 2 (1 day)
|
||
name: Insidious Mummy Rot
|
||
traits:
|
||
- curse
|
||
- disease
|
||
- divine
|
||
- necromancy
|
||
- action_cost: Two Actions
|
||
description: The mummy pharaoh exhales a 60-foot cone of superheated sand that
|
||
deals 5d6 fire and 5d6 slashing damage (DC 28 basic Reflex save). The mummy
|
||
pharaoh can't use Sandstorm Wrath again for 1d4 rounds.
|
||
name: Sandstorm Wrath
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- evocation
|
||
- fire
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 19
|
||
ref: 15
|
||
will: 20
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. positive
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Deception: 18
|
||
Intimidation: 20
|
||
Occultism: 15
|
||
Religion: 20
|
||
Stealth: 13
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Rare
|
||
- LE
|
||
- Medium
|
||
- Mummy
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 4
|
||
dex_mod: 6
|
||
int_mod: 3
|
||
str_mod: 2
|
||
wis_mod: 2
|
||
ac: 27
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: 'Dark nagas are wicked, jealous creatures that crave power and wealth.
|
||
Indeed, the dark naga sees such ideals as spiritual expressions of an essential
|
||
truth: if one can take something, that something is theirs to have. The dark naga
|
||
sees other creatures as lessers worthy only of subjugation or as rivals who must
|
||
be eliminated.'
|
||
divine_spells: null
|
||
hp: 115
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: constant
|
||
level: 3
|
||
name: mind reading
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
- Common
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+5 plus dark naga venom
|
||
type: piercing
|
||
name: fangs
|
||
to_hit: 19
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
name: Dark Naga
|
||
perception: 15
|
||
proactive_abilities:
|
||
- description: '**Saving Throw** DC 25 Fortitude; **Maximum Duration** 5 minutes;
|
||
**Stage 1** slowed 1 (1 round); **Stage 2** slowed 2 (1 round); **Stage 3**
|
||
unconscious with no Perception check to wake up (1d4+1 minutes)'
|
||
name: Dark Naga Venom
|
||
traits:
|
||
- incapacitation
|
||
- poison
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 15
|
||
ref: 17
|
||
will: 15
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: guarded thoughts
|
||
senses:
|
||
- '*mind reading* 30 feet'
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 17
|
||
Arcana: 16
|
||
Athletics: 13
|
||
Deception: 16
|
||
Intimidation: 16
|
||
Stealth: 19
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: 25
|
||
traits:
|
||
- Uncommon
|
||
- LE
|
||
- Large
|
||
- Aberration
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 5
|
||
dex_mod: 6
|
||
int_mod: 3
|
||
str_mod: 5
|
||
wis_mod: 5
|
||
ac: 31
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: 'The opposite of dark nagas in many ways, guardian nagas are benevolent
|
||
and wise protectors of places of great natural or supernatural significance: ancient
|
||
oak groves, forgotten holy temples, and vaults of sacred power are just a few
|
||
examples of locations that these nagas protect. Guardian nagas believe that the
|
||
beautiful elements of the cosmos are worthy of protection and that devotion to
|
||
such a grand effort is its own reward. A guardian naga may join a group with similar
|
||
values, such as a sect of priests or monks, to aid it in its holy endeavors and
|
||
to exchange knowledge of the heavens.'
|
||
divine_spells: null
|
||
hp: 175
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Celestial
|
||
- Common
|
||
level: 10
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+8 plus guardian naga venom
|
||
type: piercing
|
||
name: fangs
|
||
to_hit: 22
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
name: Guardian Naga
|
||
perception: 22
|
||
proactive_abilities:
|
||
- description: '**Saving Throw** DC 29 Fortitude; **Maximum Duration** 6 rounds;
|
||
**Stage 1** 3d6 poison (1 round); **Stage 2** 3d6 poison and drained 1 (1 round)'
|
||
name: Guardian Naga Venom
|
||
traits:
|
||
- poison
|
||
ranged:
|
||
- action_cost: One Action
|
||
name: spit
|
||
to_hit: 22
|
||
traits:
|
||
- agile
|
||
- poison
|
||
- range increment 30 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 20
|
||
ref: 21
|
||
will: 22
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 22
|
||
Deception: 18
|
||
Diplomacy: 21
|
||
Stealth: 20
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- LG
|
||
- Large
|
||
- Aberration
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 3
|
||
dex_mod: 3
|
||
int_mod: 1
|
||
str_mod: 6
|
||
wis_mod: 4
|
||
ac: 24
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The nightmare continually exhales black smoke that creates concealment
|
||
in an aura around it. Nightmares and their riders can see through this smoke.
|
||
A creature that begins its turn in the area becomes sickened 2 (DC 23 Fortitude
|
||
negates) and is then temporarily immune sickness from the smoke for 1 minute.
|
||
The nightmare, its rider, any creature currently holding its breath (or that
|
||
does not need to breathe), and any creature immune to poison are immune to the
|
||
aura's sickened effect but not the concealment.
|
||
name: Smoke
|
||
range: 15 feet
|
||
traits:
|
||
- aura
|
||
description: Nightmares are flaming equine harbingers of death.
|
||
divine_spells: null
|
||
hp: 100
|
||
immunities: null
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Daemonic
|
||
- Infernal
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+6 plus 1d6 evil
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 16
|
||
traits:
|
||
- evil
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+6 plus 1d6 evil and 1d8 fire
|
||
type: bludgeoning
|
||
name: hoof
|
||
to_hit: 16
|
||
traits:
|
||
- agile
|
||
- evil
|
||
- fire
|
||
- magical
|
||
name: Nightmare
|
||
perception: 14
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The nightmare Strides or Flies up to triple its Speed. Its hooves
|
||
burst with intense flame, dealing 3d6 fire damage (DC 24 basic Reflex save)
|
||
once to each creature other than the nightmare's rider that the nightmare moves
|
||
adjacent to during its gallop.
|
||
name: Flaming Gallop
|
||
traits:
|
||
- fire
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: fire
|
||
saves:
|
||
fort: 15
|
||
ref: 15
|
||
will: 12
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 13
|
||
Athletics: 16
|
||
Intimidation: 14
|
||
Survival: 12
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 90
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Large
|
||
- Beast
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 5
|
||
dex_mod: 4
|
||
int_mod: 2
|
||
str_mod: 7
|
||
wis_mod: 5
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The nightmare continually exhales black smoke that creates concealment
|
||
in an aura around it. Nightmares and their riders can see through this smoke.
|
||
A creature that begins its turn in the area becomes sickened 2 (DC 28 Fortitude
|
||
negates) and is then temporarily immune sickness from the smoke for 1 minute.
|
||
The nightmare, its rider, any creature currently holding its breath (or that
|
||
does not need to breathe), and any creature immune to poison are immune to the
|
||
aura's sickened effect but not the concealment.
|
||
name: Smoke
|
||
range: 20 feet
|
||
traits:
|
||
- aura
|
||
description: The enormous greater nightmare is a more dangerous variety of nightmare,
|
||
particularly valued for its ability to invade other realities with its rider.
|
||
divine_spells: null
|
||
hp: 200
|
||
immunities: null
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Daemonic
|
||
- Infernal
|
||
level: 11
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+11 plus 1d6 evil
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 24
|
||
traits:
|
||
- evil
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+11 plus 1d6 evil and 2d8 fire
|
||
type: bludgeoning
|
||
name: hoof
|
||
to_hit: 24
|
||
traits:
|
||
- agile
|
||
- evil
|
||
- fire
|
||
- magical
|
||
name: Greater Nightmare
|
||
perception: 22
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The greater nightmare Strides or Flies up to triple its Speed. Its
|
||
hooves burst with intense flame, dealing 6d6 fire damage (DC 30 basic Reflex
|
||
save) once to each creature other than the greater nightmare's rider that the
|
||
greater nightmare moves adjacent to during its gallop.
|
||
name: Flaming Gallop
|
||
traits:
|
||
- fire
|
||
- description: Large or smaller, hoof, DC 30
|
||
name: Trample
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 15
|
||
type: fire
|
||
saves:
|
||
fort: 25
|
||
ref: 24
|
||
will: 21
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 23
|
||
Athletics: 24
|
||
Intimidation: 22
|
||
Survival: 20
|
||
skills_special: null
|
||
speed:
|
||
- amount: 60
|
||
type: Land
|
||
- amount: 120
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Huge
|
||
- Beast
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 4
|
||
dex_mod: 5
|
||
int_mod: 3
|
||
str_mod: 3
|
||
wis_mod: 3
|
||
ac: 32
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The sleek, dark niliths resemble hairless, emaciated tree sloths. These
|
||
creatures are intensely dangerous and fearsome, with red glowing eyes, wicked
|
||
claws, and mouths full of needlelike teeth. Niliths feed off the emotions, fears,
|
||
and flesh of the living, and folktales posit that those who have nightmares of
|
||
these creatures are fated to one day be eaten by them. Niliths draw intense joy
|
||
from tormenting sapient creatures, often focusing their predations on the pious
|
||
and the just, from whom they draw forth their most basic fears and worst thoughts
|
||
and revel in their victims' subsequent terror. More often than not, these despicable
|
||
manipulators wish to drive their victims into madness and even to suicide. Most
|
||
niliths lack the patience to spend too much time fully tearing down an individual,
|
||
and when a nilith tires of its current plaything and becomes bored with its particular
|
||
thoughts and fears, it murders the quarry before feeding on its flesh and moving
|
||
onto the next victim.
|
||
divine_spells: null
|
||
hp: 150
|
||
immunities: null
|
||
innate_spells:
|
||
- level: 5
|
||
name: hallucination
|
||
- level: 5
|
||
name: mind probe
|
||
- frequency: at will, self only
|
||
level: 4
|
||
name: blink
|
||
- frequency: at will, self only
|
||
level: 4
|
||
name: confusion
|
||
- frequency: at will, self only
|
||
level: 4
|
||
name: crushing despair
|
||
- frequency: at will, self only
|
||
level: 4
|
||
name: dream message
|
||
- frequency: at will, self only
|
||
level: 4
|
||
name: invisibility
|
||
- frequency: at will, self only
|
||
level: 4
|
||
name: nightmare
|
||
- frequency: at will
|
||
level: 3
|
||
name: mind reading
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
- Common
|
||
level: 10
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+9 plus Grab
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 23
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+9
|
||
type: piercing
|
||
name: fangs
|
||
to_hit: 23
|
||
traits:
|
||
- finesse
|
||
- magical
|
||
name: Nilith
|
||
perception: 19
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: '**Requirements** The nilith has a creature grabbed. **Effect** The
|
||
nilith reaches into the mind of the grabbed creature and implants disjointed
|
||
images of the victim''s worst fears and nightmares. The grabbed creature takes
|
||
6d6 mental damage (DC 31 basic Will save). On a critical failure, the target
|
||
is also affected as though by *feeblemind*, and it must attempt a second Will
|
||
save against that effect.'
|
||
name: Mind Crush
|
||
traits:
|
||
- enchantment
|
||
- mental
|
||
- occult
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: 'mental '
|
||
- amount: 5
|
||
type: physical (except silver)
|
||
saves:
|
||
fort: 17
|
||
ref: 20
|
||
will: 20
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 21
|
||
Athletics: 17
|
||
Intimidation: 23
|
||
Occultism: 19
|
||
Stealth: 21
|
||
Survival: 17
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 30
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: 29
|
||
traits:
|
||
- NE
|
||
- Medium
|
||
- Aberration
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 0
|
||
dex_mod: 3
|
||
int_mod: 1
|
||
str_mod: 0
|
||
wis_mod: 1
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The naiad can use Diplomacy to Make an Impression on and make very
|
||
simple Requests of animals.
|
||
name: Wild Empathy
|
||
traits: null
|
||
description: Naiads protect streams, ponds, springs, and other natural bodies of
|
||
fresh water. While most naiads lead solitary lives close to their chosen ward,
|
||
sometimes these nymphs congregate in coven-like groups where river tributaries
|
||
meet, performing great magic and blessing the waters of the land. Because naiads'
|
||
bonds to their bodies of water permit more flexibility, they are the nymphs most
|
||
likely to interact with humanoids and even visit their settlements on occasion.
|
||
Unlike other nymphs, naiads occasionally become adventurers, especially when dark
|
||
forces seek to despoil nature or otherwise threaten the land, joining forces with
|
||
others to prevent the corruption of nature.
|
||
divine_spells: null
|
||
hp: 20
|
||
immunities: null
|
||
innate_spells:
|
||
- level: 1
|
||
name: charm
|
||
- level: 1
|
||
name: create water
|
||
- level: 1
|
||
name: tidal surge
|
||
- frequency: constant
|
||
level: 2
|
||
name: speak with animals
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Elven
|
||
- Sylvan
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6
|
||
type: bludgeoning
|
||
name: aqueous fist
|
||
to_hit: 8
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- magical
|
||
- water
|
||
name: Naiad
|
||
perception: 6
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: While within her bonded body of water (see water dependent above),
|
||
the naiad heals 1 Hit Point every 10 minutes.
|
||
name: Water Healing
|
||
traits:
|
||
- concentrate
|
||
- healing
|
||
- necromancy
|
||
- primal
|
||
ranged: null
|
||
resistances:
|
||
- amount: 3
|
||
type: fire
|
||
saves:
|
||
fort: 3
|
||
ref: 6
|
||
will: 8
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Acrobatics: 6
|
||
Athletics: 3
|
||
Diplomacy: 7
|
||
Nature: 6
|
||
Stealth: 6
|
||
Survival: 4
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 25
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CG
|
||
- Medium
|
||
- Amphibious
|
||
- Fey
|
||
- Nymph
|
||
- Water
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 1
|
||
dex_mod: 4
|
||
int_mod: 2
|
||
str_mod: 0
|
||
wis_mod: 3
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The dryad can use Diplomacy to Make an Impression on and make very
|
||
simple Requests of animals and plants.
|
||
name: Nature Empathy
|
||
traits: null
|
||
description: Dryads are fey guardians of the trees and creatures who dwell in wooded
|
||
areas. They prefer using indirect methods to dissuade those who would harm their
|
||
sacred groves and beloved forests, but they are not above using enchantments to
|
||
enlist the aid of allies when evil threats cannot be dissuaded with words alone.
|
||
In times of peace, dryads happily live secluded lives inside their trees, and
|
||
a community at harmony with nature might not even realize a dryad lives nearby.
|
||
divine_spells: null
|
||
hp: 55
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: x2
|
||
level: 5
|
||
name: tree stride
|
||
- frequency: x3
|
||
level: 4
|
||
name: charm
|
||
- frequency: x3
|
||
level: 4
|
||
name: suggestion
|
||
- level: 3
|
||
name: sleep
|
||
- frequency: at will
|
||
level: 2
|
||
name: entangle
|
||
- frequency: at will
|
||
level: 2
|
||
name: tree shape
|
||
- frequency: constant
|
||
level: 4
|
||
name: speak with plants
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Elven
|
||
- Sylvan
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d12+2
|
||
type: bludgeoning
|
||
name: branch
|
||
to_hit: 12
|
||
traits:
|
||
- finesse
|
||
- magical
|
||
name: Dryad
|
||
perception: 10
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The dryad touches a tree of enough volume to contain her and merges
|
||
into it for as long as she wishes. She can Cast a Spell while inside as long
|
||
as the spell doesn't require a line of effect outside the tree. She can hear,
|
||
but not see, what's going on outside the tree. She can Dismiss this effect.
|
||
Significant physical damage dealt to the tree expels the dryad from the tree
|
||
and deals 3d6 damage to her. *Passwall* expels the dryad without dealing damage.
|
||
If a dryad uses this ability on her bonded tree, she instead enters an extradimensional
|
||
living space within the tree; Tree Meld gains the extradimensional trait. A
|
||
dryad can bring up to two other creatures with her when entering her home within
|
||
her bonded tree. The dryad can still be expelled from this space as above.
|
||
name: Tree Meld
|
||
traits:
|
||
- primal
|
||
- transmutation
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 6
|
||
ref: 11
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Acrobatics: 9
|
||
Athletics: 5
|
||
Crafting: 7
|
||
Diplomacy: 9
|
||
Nature: 13
|
||
Stealth: 9
|
||
Survival: 12
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: 11
|
||
spell_dc: null
|
||
traits:
|
||
- CG
|
||
- Medium
|
||
- Fey
|
||
- Nymph
|
||
- Plant
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 7
|
||
con_mod: 4
|
||
dex_mod: 5
|
||
int_mod: 3
|
||
str_mod: 0
|
||
wis_mod: 4
|
||
ac: 26
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: '**Wild Empathy** The naiad can use Diplomacy to Make an Impression
|
||
on and make very simple Requests of animals.'
|
||
name: Tied to the Land
|
||
traits: null
|
||
- description: The naiad can use Diplomacy to Make an Impression on and make very
|
||
simple Requests of animals.
|
||
name: Wild Empathy
|
||
traits: null
|
||
description: Naiad queens rule over pristine wildernesses centered on untouched
|
||
lakes or other bodies of fresh water. Bards' songs and artists' paintings of nymphs
|
||
tend to depict naiad queens in their slightly more humanoid forms, which they
|
||
don when they make the rare journey into civilized lands to garner allies or gauge
|
||
threats.
|
||
divine_spells: null
|
||
hp: 100
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 4
|
||
name: tidal surge
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Elven
|
||
- Sylvan
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+6
|
||
type: bludgeoning
|
||
name: aqueous fist
|
||
to_hit: 17
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- magical
|
||
- water
|
||
name: Naiad Queen
|
||
perception: 18
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: ''
|
||
name: Change Shape
|
||
traits:
|
||
- polymorph
|
||
- primal
|
||
- transmutation
|
||
- action_cost: One Action
|
||
description: On a failed save, if the target was already affected by the naiad
|
||
queen's beauty, the image of the queen sears into the creature's mind, allowing
|
||
no further sight and effectively blinding the creature until restored via restore
|
||
senses or a similar effect, or until the naiad queen chooses to remove the effect
|
||
using a single action, which has the concentrate trait.
|
||
name: Focus Beauty
|
||
traits:
|
||
- emotion
|
||
- enchantment
|
||
- incapacitation
|
||
- mental
|
||
- primal
|
||
- visual
|
||
- description: ''
|
||
name: Inspiration
|
||
traits:
|
||
- emotion
|
||
- enchantment
|
||
- mental
|
||
- primal
|
||
- action_cost: Two Actions
|
||
description: While within any body of water in her domain, the naiad queen heals
|
||
28 Hit Points every 10 minutes.
|
||
name: Water Healing
|
||
traits:
|
||
- concentrate
|
||
- healing
|
||
- necromancy
|
||
- primal
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: fire
|
||
saves:
|
||
fort: 15
|
||
ref: 18
|
||
will: 17
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- '*speak with animals*'
|
||
skills:
|
||
Acrobatics: 16
|
||
Athletics: 9
|
||
Diplomacy: 20
|
||
Medicine: 15
|
||
Nature: 15
|
||
Performance: 20
|
||
Stealth: 14
|
||
Survival: 15
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 25
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CG
|
||
- Medium
|
||
- Amphibious
|
||
- Fey
|
||
- Nymph
|
||
- Water
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 8
|
||
con_mod: 6
|
||
dex_mod: 6
|
||
int_mod: 4
|
||
str_mod: 2
|
||
wis_mod: 4
|
||
ac: 35
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: "The dryad can use Diplomacy to Make an Impression on and make very\n\
|
||
simple Requests of animals and plants. \n**Tied to the Land**"
|
||
name: Nature Empathy
|
||
traits: null
|
||
- description: ''
|
||
name: Tied to the Land
|
||
traits: null
|
||
description: Hamadryads rule over an entire forest, or a portion of an incredibly
|
||
large forest, leading and protecting all dryads within. Hamadryads often have
|
||
strange relationships with powerful and deadly fey, working together in a dualistic
|
||
way despite their differences, with the hamadryad representing nature's wonders
|
||
and the other fey representing nature's wrath.
|
||
divine_spells: null
|
||
hp: 220
|
||
immunities: null
|
||
innate_spells:
|
||
- level: 8
|
||
name: impaling briars
|
||
- frequency: x3
|
||
level: 5
|
||
name: tree stride
|
||
- frequency: at will
|
||
level: 4
|
||
name: charm
|
||
- frequency: at will
|
||
level: 4
|
||
name: suggestion
|
||
- frequency: at will
|
||
level: 3
|
||
name: entangle
|
||
- frequency: at will
|
||
level: 3
|
||
name: sleep
|
||
- frequency: at will
|
||
level: 2
|
||
name: shape wood
|
||
- frequency: at will
|
||
level: 2
|
||
name: tree shape
|
||
- frequency: constant
|
||
level: 4
|
||
name: speak with plants
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Elven
|
||
- Sylvan
|
||
level: 13
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d12+8
|
||
type: bludgeoning
|
||
name: branch
|
||
to_hit: 27
|
||
traits:
|
||
- finesse
|
||
- magical
|
||
name: Dryad Queen (Hamadryad)
|
||
perception: 25
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: ''
|
||
name: Change Shape
|
||
traits:
|
||
- polymorph
|
||
- primal
|
||
- transmutation
|
||
- action_cost: One Action
|
||
description: On a failed save, if the target was already affected by the dryad
|
||
queen's beauty, the target suffers the effects of a failed save against *charm*.
|
||
name: Focus Beauty
|
||
traits:
|
||
- emotion
|
||
- enchantment
|
||
- incapacitation
|
||
- mental
|
||
- primal
|
||
- visual
|
||
- description: ''
|
||
name: Inspiration
|
||
traits:
|
||
- emotion
|
||
- enchantment
|
||
- mental
|
||
- primal
|
||
- action_cost: Two Actions
|
||
description: The hamadryad touches a tree within her domain of enough volume to
|
||
contain her and merges into it for as long as she wishes. She can Cast a Spell
|
||
while inside as long as the spell doesn't require a line of effect outside the
|
||
tree. She can hear, but not see, what's going on outside the tree. She can enter
|
||
or exit her extradimensional domain from any tree in her domain. She can Dismiss
|
||
this effect. Significant physical damage dealt to the tree expels the hamadryad
|
||
from the tree and deals 3d6 damage to her. *Passwall* expels the hamadryad without
|
||
dealing damage. If a dryad uses this ability on her bonded tree, she instead
|
||
enters an extradimensional living space within the tree; Tree Meld gains the
|
||
extradimensional trait. A hamadryad can bring up to eight other creatures with
|
||
her when entering her home within her bonded tree. The hamadryad can still be
|
||
expelled from this space as above.
|
||
name: Tree Meld
|
||
traits:
|
||
- primal
|
||
- transmutation
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+6
|
||
type: slashing
|
||
name: leaves
|
||
to_hit: 27
|
||
traits:
|
||
- conjuration
|
||
- plant
|
||
- primal
|
||
- range increment 60 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 24
|
||
ref: 26
|
||
will: 24
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Acrobatics: 25
|
||
Athletics: 19
|
||
Crafting: 23
|
||
Deception: 30
|
||
Diplomacy: 30
|
||
Intimidation: 27
|
||
Nature: 24
|
||
Performance: 28
|
||
Stealth: 25
|
||
Survival: 24
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: 25
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CG
|
||
- Medium
|
||
- Fey
|
||
- Nymph
|
||
- Plant
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 4
|
||
dex_mod: 3
|
||
int_mod: -3
|
||
str_mod: 6
|
||
wis_mod: 3
|
||
ac: 27
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Giant octopuses are found in the heart of deep, dark oceans.
|
||
divine_spells: null
|
||
hp: 135
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 8
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+9 plus Grab
|
||
type: bludgeoning
|
||
name: arm
|
||
to_hit: 20
|
||
traits:
|
||
- agile
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+9 plus giant octopus venom
|
||
type: piercing
|
||
name: beak
|
||
to_hit: 20
|
||
traits: null
|
||
name: Giant Octopus
|
||
perception: 15
|
||
proactive_abilities:
|
||
- description: A giant octopus can move through a gap at least 2 feet wide without
|
||
Squeezing, and can Squeeze through a gap at least 1 foot wide.
|
||
name: Compression
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: 1d8+9 bludgeoning
|
||
name: Constrict
|
||
traits: null
|
||
- description: '**Saving Throw** DC 26 Fortitude; **Maximum Duration** 6 rounds;
|
||
**Stage 1** 2d6 poison damage and flat-footed (1 round); **Stage 2** 2d6 poison
|
||
damage, clumsy 1, and flat-footed (1 round); **Stage 3** 2d6 poison damage,
|
||
clumsy 2, and flat-footed (1 round)'
|
||
name: Giant Octopus Venom
|
||
traits:
|
||
- poison
|
||
- action_cost: One Action
|
||
description: The octopus emits a cloud of black ink in a 30-foot emanation. This
|
||
cloud has no effect outside of water. Creatures inside the cloud are undetected
|
||
and can't use their sense of smell. The cloud dissipates after 1 minute. The
|
||
octopus can't use Ink Cloud again for 2d6 rounds.
|
||
name: Ink Cloud
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The octopus moves up to 200 feet in a straight line through the water
|
||
without triggering reactions.
|
||
name: Jet
|
||
traits:
|
||
- move
|
||
- action_cost: Two Actions
|
||
description: The giant octopus makes up to four Strikes with different arms, each
|
||
against a different target. Each attack counts separately for the octopus's
|
||
multiple attack penalty, but the penalty doesn't increase the penalty until
|
||
the octopus has made all the attacks. If the octopus subsequently uses the Grab
|
||
action, it can Grab any number of creatures it hit with Writhing Arms.
|
||
name: Writhing Arms
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: cold
|
||
saves:
|
||
fort: 16
|
||
ref: 17
|
||
will: 15
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Acrobatics: 17
|
||
Athletics: 20
|
||
Stealth: 17
|
||
skills_special: null
|
||
speed:
|
||
- amount: 15
|
||
type: Land
|
||
- amount: 40
|
||
type: Swim
|
||
- amount: null
|
||
type: Compression
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Huge
|
||
- Animal
|
||
- Aquatic
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 6
|
||
dex_mod: 3
|
||
int_mod: -2
|
||
str_mod: 7
|
||
wis_mod: 2
|
||
ac: 31
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: When it's not in danger, an ofalth can spend 1 minute settling into
|
||
a 10-foot pile that looks like a heap of garbage. While doing so, the ofalth
|
||
gains a +2 circumstance bonus to AC but can't use attack, manipulate, or move
|
||
actions. A creature that enters the area of the garbage heap or interacts with
|
||
it must attempt a save against the ofalth's putrid stench and wretched weeps
|
||
disease. An ofalth can leave this form using a single action.
|
||
name: Refuse Pile
|
||
traits: null
|
||
description: 'Found in castle dung heaps, city dumps, and sewers, ofalths are thought
|
||
to be cousins of shamblers. But whereas shamblers are living heaps of soggy vegetation,
|
||
ofalths are living heaps of matter from an altogether more unpleasant source:
|
||
these monsters look like 9-foot-tall amalgamations of wet detritus, sewage, and
|
||
rubbish with long tentacular arms and stout legs. It can be difficult to tell
|
||
where an ofalth''s body ends and the foul contents of the cesspit they wallow
|
||
within begins. They move through refuse heaps in search of organic material in
|
||
their endless quest to sate their hunger.'
|
||
divine_spells: null
|
||
hp: 170
|
||
immunities:
|
||
- disease
|
||
- poison
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
level: 10
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+13 plus wretched weeps
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 23
|
||
traits:
|
||
- reach 10 feet
|
||
name: Ofalth
|
||
perception: 18
|
||
proactive_abilities:
|
||
- description: '**Saving Throw** DC 26 Fortitude; **Stage 1** carrier with no ill
|
||
effect (1 day); **Stage 2** 2d8 persistent bleed damage every hour and enfeebled
|
||
1 (1 day); **Stage 3** 2d8 persistent bleed damage every hour and enfeebled
|
||
2 (1 day)'
|
||
name: Wretched Weeps
|
||
traits:
|
||
- disease
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+7 plus wretched weeps
|
||
type: bludgeoning
|
||
name: fling offal
|
||
to_hit: 19
|
||
traits:
|
||
- range increment 30 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 22
|
||
ref: 17
|
||
will: 18
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 23
|
||
Stealth: 19
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Aberration
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 4
|
||
dex_mod: -1
|
||
int_mod: -2
|
||
str_mod: 5
|
||
wis_mod: 0
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The simplest of ogres are slabs of muscle with hatefully beady eyes,
|
||
misshapen visages, and malformed bodies. Always eager for mayhem and murder, ogre
|
||
warriors are quick to turn on their kin when there's a shortage of smaller folk
|
||
to torment, so those who lead ogres do their best to keep them constantly distracted
|
||
with new opportunities for raids and ruin.
|
||
divine_spells: null
|
||
hp: 50
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Jotun
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+7
|
||
type: piercing
|
||
name: ogre hook
|
||
to_hit: 12
|
||
traits:
|
||
- deadly 1d10
|
||
- reach 10 feet
|
||
- trip
|
||
name: Ogre Warrior
|
||
perception: 5
|
||
proactive_abilities: []
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+7
|
||
type: piercing
|
||
name: javelin
|
||
to_hit: 6
|
||
traits:
|
||
- thrown 30 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 11
|
||
ref: 6
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 12
|
||
Intimidation: 9
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Giant
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 4
|
||
dex_mod: -1
|
||
int_mod: -2
|
||
str_mod: 6
|
||
wis_mod: 0
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Ogre gluttons take the act of feeding to a horrific extreme, capable
|
||
of extending their already cavernous mouths wide enough to gulp down a halfling.
|
||
Stories of ogre gluttons being tricked into eating razor-edged shields or barrels
|
||
filled with poisoned meat are common, but such tales are of little consolation
|
||
to those who have been gobbled down whole by these ravenous giants. In addition
|
||
to their sadistic table manners, ogre gluttons have a disturbing knack for coming
|
||
up with violent "games" that are little more than drawn-out torments, yet those
|
||
who somehow manage to beat a glutton at the rules of its own game can often enrage
|
||
and frustrate the ogre enough that the resulting tantrum is more than enough distraction
|
||
to afford a last-ditch escape from doom.
|
||
divine_spells: null
|
||
hp: 70
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Jotun
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d12+8
|
||
type: slashing
|
||
name: greataxe
|
||
to_hit: 14
|
||
traits:
|
||
- reach 10 feet
|
||
- sweep
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+8 plus Grab and Glutton's Feast
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 14
|
||
traits: null
|
||
name: Ogre Glutton
|
||
perception: 6
|
||
proactive_abilities:
|
||
- description: If the ogre glutton damages a living creature with their jaws Strike,
|
||
they gain 1d4 temporary Hit Points for 1 minute.
|
||
name: Glutton's Feast
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The ogre glutton Strides twice and makes a jaws Strike. If they damage
|
||
a living creature with this Strike, the temporary Hit Points they receive from
|
||
Glutton's Feast is increased to 2d4.
|
||
name: Glutton's Rush
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: Small, 2d4+4 bludgeoning, Rupture 14
|
||
name: Swallow Whole
|
||
traits:
|
||
- attack
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 14
|
||
ref: 7
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 12
|
||
Intimidation: 10
|
||
Survival: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Giant
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 4
|
||
dex_mod: 0
|
||
int_mod: 0
|
||
str_mod: 7
|
||
wis_mod: 1
|
||
ac: 25
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: In ogre society, might makes more than right—it makes the rules. The
|
||
strongest or most violent ogre in a family (in most cases, this is the same ogre)
|
||
is invariably that family's boss. Quick to hook fallen foes on their weapons,
|
||
even other ogres fear the repercussions of displeasing an ogre boss. When an ogre
|
||
boss barks out commands, the other members of the family move quickly to obey.
|
||
divine_spells: null
|
||
hp: 130
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Jotun
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+11
|
||
type: piercing
|
||
name: ogre hook
|
||
to_hit: 19
|
||
traits:
|
||
- deadly 1d10
|
||
- reach 10 feet
|
||
- trip
|
||
name: Ogre Boss
|
||
perception: 12
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The ogre boss issues a command to hasten their fellows. Each ogre
|
||
ally who hears and understands this command becomes quickened until the end
|
||
of that ally's next turn, but can use the extra action only to Step or Stride.
|
||
name: Bellowing Command
|
||
traits:
|
||
- auditory
|
||
- fear
|
||
- linguistic
|
||
- description: The ogre boss makes an ogre hook Strike against the creature they
|
||
tripped.
|
||
name: Sweeping Hook
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+11
|
||
type: piercing
|
||
name: javelin
|
||
to_hit: 12
|
||
traits:
|
||
- thrown 30 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 17
|
||
ref: 12
|
||
will: 15
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 16
|
||
Intimidation: 16
|
||
Stealth: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Giant
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -5
|
||
con_mod: 4
|
||
dex_mod: -5
|
||
int_mod: -5
|
||
str_mod: 2
|
||
wis_mod: 0
|
||
ac: 8
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: A sewer ooze can sense nearby motion through vibration and air movement.
|
||
name: Motion Sense
|
||
traits: null
|
||
description: These amorphous masses of sewage and other detritus make their way
|
||
through filthy culverts beneath cities large and small.
|
||
divine_spells: null
|
||
hp: 40
|
||
immunities:
|
||
- acid
|
||
- critical hits
|
||
- mental
|
||
- precision
|
||
- unconscious
|
||
- visual
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+1 plus 1d4 acid
|
||
type: bludgeoning
|
||
name: pseudopod
|
||
to_hit: 9
|
||
traits: null
|
||
name: Sewer Ooze
|
||
perception: 3
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: . A creature can spend and Interact action to clean someone off,
|
||
decreasing the Speed penalty by 5 feet with each action.
|
||
name: Filth Wave
|
||
traits:
|
||
- on a critical failure
|
||
- the creature also falls prone
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 9
|
||
ref: 1
|
||
will: 3
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- motion sense 60 feet
|
||
- no vision
|
||
skills:
|
||
Stealth: 1
|
||
skills_special: null
|
||
speed:
|
||
- amount: 10
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Mindless
|
||
- Ooze
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -5
|
||
con_mod: 5
|
||
dex_mod: -5
|
||
int_mod: -5
|
||
str_mod: 4
|
||
wis_mod: 0
|
||
ac: 10
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: A gelatinous cube can sense nearby motion through vibration and air
|
||
movement. **Transparent** A gelatinous cube is so clear that it's difficult
|
||
to spot. A successful DC 23 Perception check is required to notice a stationary
|
||
cube, and a creature must be Searching to attempt this check. A creature that
|
||
walks into the cube is automatically Engulfed (this usually causes the GM to
|
||
call for initiative).
|
||
name: Motion Sense
|
||
traits: null
|
||
- description: A gelatinous cube is so clear that it's difficult to spot. A successful
|
||
DC 23 Perception check is required to notice a stationary cube, and a creature
|
||
must be Searching to attempt this check. A creature that walks into the cube
|
||
is automatically Engulfed (this usually causes the GM to call for initiative).
|
||
name: Transparent
|
||
traits: null
|
||
description: Found underground or in dungeons, these quivering cubes of slime continuously
|
||
scour their domain for food. The acid in their bodies is weak enough that many
|
||
gelatinous cubes still contain the gear of their victims, as they're unable to
|
||
break them down.
|
||
divine_spells: null
|
||
hp: 90
|
||
immunities:
|
||
- acid
|
||
- critical hits
|
||
- mental
|
||
- precision
|
||
- unconscious
|
||
- visual
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6 plus paralysis
|
||
type: acid
|
||
name: cube face
|
||
to_hit: 11
|
||
traits: null
|
||
name: Gelatinous Cube
|
||
perception: 5
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: DC 19, 2d6 acid, Escape DC 19, Rupture 7. A creature Engulfed by
|
||
the gelatinous cube must also attempt a saving throw against paralysis.
|
||
name: Engulf
|
||
traits: null
|
||
- description: A creature Engulfed by the cube or hit by its attack is paralyzed
|
||
unless it succeeds at a DC 20 Fortitude save. A victim can attempt a new save
|
||
to recover at the end of each of its turns.
|
||
name: Paralysis
|
||
traits:
|
||
- incapacitation
|
||
- description: A gelatinous cube's acid damages only organic material—not metal,
|
||
stone, or other inorganic substances.
|
||
name: Weak Acid
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: electricity
|
||
saves:
|
||
fort: 12
|
||
ref: 0
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- motion sense 60 feet
|
||
- no vision
|
||
skills:
|
||
Athletics: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 15
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Mindless
|
||
- Ooze
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -5
|
||
con_mod: 6
|
||
dex_mod: -5
|
||
int_mod: -5
|
||
str_mod: 4
|
||
wis_mod: 0
|
||
ac: 12
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: A ochre jelly can sense nearby motion through vibration and air movement.
|
||
name: Motion Sense
|
||
traits: null
|
||
description: Ochre jellies are animate masses of protoplasm with a sickly combination
|
||
of yellow, orange, and brown hues. Their acidic bodies dissolve flesh but leave
|
||
other materials, including a victim's gear and bones, intact. Some ancient cultures
|
||
would entomb bodies in stone sarcophaguses with ochre jellies to allow the ooze
|
||
to break down the flesh and clean and polish the bones.
|
||
divine_spells: null
|
||
hp: 150
|
||
immunities:
|
||
- acid
|
||
- critical hits
|
||
- electricity
|
||
- mental
|
||
- piercing
|
||
- precision
|
||
- slashing
|
||
- unconscious
|
||
- visual
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+7 plus 2d4 acid and Grab
|
||
type: bludgeoning
|
||
name: pseudopod
|
||
to_hit: 15
|
||
traits: null
|
||
name: Ochre Jelly
|
||
perception: 7
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: 1d8+3 bludgeoning plus 1d4 acid, DC 23
|
||
name: Constrict
|
||
traits: null
|
||
- description: An ochre jelly's acid damages only flesh—not bone, stone, wood, or
|
||
other materials.
|
||
name: Ochre Acid
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 15
|
||
ref: 4
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- motion sense 60 feet
|
||
- no vision
|
||
skills:
|
||
Athletics: 13
|
||
skills_special: null
|
||
speed:
|
||
- amount: 15
|
||
type: Land
|
||
- amount: 10
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Mindless
|
||
- Ooze
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -5
|
||
con_mod: 7
|
||
dex_mod: -5
|
||
int_mod: -5
|
||
str_mod: 7
|
||
wis_mod: 0
|
||
ac: 14
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: A black pudding can sense nearby motion through vibration and air
|
||
movement.
|
||
name: Motion Sense
|
||
traits: null
|
||
description: Most often found below ground, these oozes scour caves for objects
|
||
to dissolve with their corrosive secretions. This caustic acid is particularly
|
||
dangerous to creatures that attack a pudding, as it can quickly damage and destroy
|
||
gear.
|
||
divine_spells: null
|
||
hp: 165
|
||
immunities:
|
||
- acid
|
||
- critical hits
|
||
- mental
|
||
- piercing
|
||
- precision
|
||
- slashing
|
||
- unconscious
|
||
- visual
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+7 plus 2d6 acid, corrosive touch, and Grab
|
||
type: bludgeoning
|
||
name: pseudopod
|
||
to_hit: 18
|
||
traits:
|
||
- reach 10 feet
|
||
name: Black Pudding
|
||
perception: 9
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: 1d8+7 bludgeoning plus 1d6 acid, DC 26
|
||
name: Constrict
|
||
traits: null
|
||
- description: When the pudding hits a creature with its pseudopod, any acid damage
|
||
is dealt to the creature's armor or clothing as well as the creature.
|
||
name: Corrosive Touch
|
||
traits: null
|
||
- description: The pudding can climb on ceilings and other inverted surfaces, though
|
||
such surfaces are difficult terrain for it.
|
||
name: Suction
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 18
|
||
ref: 6
|
||
will: 11
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- motion sense 60 feet
|
||
- no vision
|
||
skills:
|
||
Athletics: 18
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 20
|
||
type: Climb
|
||
- amount: null
|
||
type: Suction
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Huge
|
||
- Mindless
|
||
- Ooze
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 3
|
||
dex_mod: 2
|
||
int_mod: -1
|
||
str_mod: 3
|
||
wis_mod: 1
|
||
ac: 15
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: If orc armies are rarely well organized, this shortcoming can likely
|
||
be traced to the furious and undisciplined rank-and-file brutes who make up the
|
||
bulk of an orc warband.
|
||
divine_spells: null
|
||
hp: 15
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Orcish
|
||
level: 0
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: piercing
|
||
name: orc knuckle dagger
|
||
to_hit: 7
|
||
traits:
|
||
- agile
|
||
- disarm
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+3
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 7
|
||
traits:
|
||
- agile
|
||
- nonlethal
|
||
name: Orc Brute
|
||
perception: 5
|
||
proactive_abilities: []
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: piercing
|
||
name: javelin
|
||
to_hit: 4
|
||
traits:
|
||
- thrown 30 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 6
|
||
ref: 4
|
||
will: 2
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 5
|
||
Intimidation: 2
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Humanoid
|
||
- Orc
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 3
|
||
dex_mod: 2
|
||
int_mod: -1
|
||
str_mod: 4
|
||
wis_mod: 1
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The typical orc warrior is a violent combatant familiar to many adventurers.
|
||
Orc warriors fight for their clan, for riches, and— perhaps most of all—for personal
|
||
glory.
|
||
divine_spells: null
|
||
hp: 23
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Orcish
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+4
|
||
type: slashing
|
||
name: orc necksplitter
|
||
to_hit: 7
|
||
traits:
|
||
- forceful
|
||
- sweep
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: slashing
|
||
name: shortsword
|
||
to_hit: 7
|
||
traits:
|
||
- agile
|
||
- versatile P
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+4
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 7
|
||
traits:
|
||
- agile
|
||
- nonlethal
|
||
name: Orc Warrior
|
||
perception: 6
|
||
proactive_abilities: []
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: piercing
|
||
name: javelin
|
||
to_hit: 5
|
||
traits:
|
||
- thrown 30 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 8
|
||
ref: 7
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 7
|
||
Intimidation: 4
|
||
Survival: 4
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Humanoid
|
||
- Orc
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 1
|
||
dex_mod: 2
|
||
int_mod: -1
|
||
str_mod: 4
|
||
wis_mod: 1
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: When orcs raid, the strongest is chosen as the leader, backed up by
|
||
brothers, sisters, and other immediate family.
|
||
divine_spells: null
|
||
hp: 32
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Orcish
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+4
|
||
type: bludgeoning
|
||
name: greatclub
|
||
to_hit: 10
|
||
traits:
|
||
- backswing
|
||
- shove
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+4
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
- nonlethal
|
||
name: Orc Warchief
|
||
perception: 11
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: Bellowing mightily, the warchief gives themself and all orc allies
|
||
within 60 feet a +1 status bonus to attack and damage rolls until the start
|
||
of the orc warchief's next turn.
|
||
name: Battle Cry
|
||
traits:
|
||
- auditory
|
||
- concentrate
|
||
- emotion
|
||
- mental
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: piercing
|
||
name: javelin
|
||
to_hit: 8
|
||
traits:
|
||
- thrown 30 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 7
|
||
ref: 6
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 8
|
||
Intimidation: 6
|
||
Survival: 5
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Humanoid
|
||
- Orc
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 4
|
||
dex_mod: 2
|
||
int_mod: -2
|
||
str_mod: 6
|
||
wis_mod: 2
|
||
ac: 20
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Lords of sewers, ditches, and landfllls, otyughs are lthy monstrosities
|
||
that stomp about on three massive legs in search of tasty garbage and refuse.
|
||
Using two barbed tentacles to grasp and tear, guided by a third with a proliferation
|
||
of eyes at the end, the otyugh has perfectly adapted to life in its cramped, disgusting
|
||
environment, where it uses its appendages to see into tight spaces and grasp hidden
|
||
prey.
|
||
divine_spells: null
|
||
hp: 70
|
||
immunities:
|
||
- disease
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+6 plus filth fever
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 14
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+6 plus Grab
|
||
type: bludgeoning
|
||
name: tentacle
|
||
to_hit: 14
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
name: Otyugh
|
||
perception: 10
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: 1d6+6 bludgeoning, DC 22
|
||
name: Constrict
|
||
traits: null
|
||
- description: The sickened and unconscious conditions from filth fever don't improve
|
||
on their own until the disease is cured. **Saving Throw** DC 20 Fortitude; **Stage
|
||
1** carrier with no ill effect (1d4 hours); **Stage 2** sickened 1 (1 day);
|
||
**Stage 3** sickened 1 and slowed 1 as long as it remains sickened (1 day);
|
||
**Stage 4** unconscious (1 day); **Stage 5** dead
|
||
name: Filth Fever
|
||
traits:
|
||
- disease
|
||
- action_cost: One Action
|
||
description: check and comparing the result against each creature's Fortitude
|
||
DC. On a failure, the creature remains in place, and on a critical failure,
|
||
the creature is no longer grabbed.
|
||
name: Reposition
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 12
|
||
ref: 8
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 8
|
||
Athletics: 14
|
||
Stealth: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Aberration
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 5
|
||
dex_mod: 1
|
||
int_mod: -4
|
||
str_mod: 6
|
||
wis_mod: 3
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: With the body of a powerful brown bear and the keen senses of an owl,
|
||
the owlbear is a dangerous territorial predator, fearlessly attacking any creature
|
||
that strays into its domain. Those who run afoul of an owlbear hear its terrifying
|
||
screech only seconds before the massive creature is upon them, ripping them apart
|
||
with deadly talons and a powerful beak.
|
||
divine_spells: null
|
||
hp: 70
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+6 plus Grab
|
||
type: piercing
|
||
name: talon
|
||
to_hit: 14
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d12+6
|
||
type: piercing
|
||
name: beak
|
||
to_hit: 14
|
||
traits: null
|
||
name: Owlbear
|
||
perception: 13
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The owlbear unleashes a loud screech that terrifies its prey. Each
|
||
creature in an 80-foot emanation must attempt a DC 20 Will save. Regardless
|
||
of the result, creatures are temporarily immune for 1 minute. **Critical Success**
|
||
The creature is unaffected. **Success** The creature is frightened 1. **Failure**
|
||
The creature is frightened 2. **Critical Failure** The creature is fleeing for
|
||
1 round and frightened 3.
|
||
name: Bloodcurdling Screech
|
||
traits:
|
||
- auditory
|
||
- emotion
|
||
- fear
|
||
- mental
|
||
- action_cost: One Action
|
||
description: .
|
||
name: Gnaw
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The owlbear makes a Bloodcurdling Screech and Strides twice. All
|
||
creatures within 80 feet of the owlbear at any point during this movement are
|
||
subjected to the effects of Bloodcurdling Screech.
|
||
name: Screeching Advance
|
||
traits:
|
||
- auditory
|
||
- emotion
|
||
- fear
|
||
- mental
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 13
|
||
ref: 7
|
||
will: 11
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 7
|
||
Athletics: 14
|
||
Intimidation: 10
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: 0
|
||
str_mod: 3
|
||
wis_mod: 2
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The pegasus is a winged horse prized for its capacity to serve as an
|
||
aerial mount. Unfortunately for those who desire a saddle-trained pegasus, pegasi
|
||
are wild creatures and do not readily accept even well-intentioned riders. Pegasi
|
||
actively resist being mounted or controlled by evil creatures, attempting to buck
|
||
an unwanted rider at every opportunity. A typical pegasus stands 6 feet high at
|
||
the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet.
|
||
divine_spells: null
|
||
hp: 55
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+5
|
||
type: bludgeoning
|
||
name: hoof
|
||
to_hit: 10
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+5
|
||
type: bludgeoning
|
||
name: wing
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
name: Pegasus
|
||
perception: 12
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The pegasus Flies. At any point during the movement, it can allow
|
||
a willing adjacent creature to Mount it. That creature must use a reaction to
|
||
do so.
|
||
name: Assisted Mount
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The pegasus uses 2 move actions, each of which can be either Stride
|
||
or Fly. It gains a +20-foot circumstance bonus to its Speeds during a Gallop.
|
||
name: Gallop
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 9
|
||
ref: 11
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 11
|
||
Athletics: 10
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 80
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NG
|
||
- Large
|
||
- Beast
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 6
|
||
con_mod: 5
|
||
dex_mod: 7
|
||
int_mod: 7
|
||
str_mod: 6
|
||
wis_mod: 6
|
||
ac: 36
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The phoenix is a primordial bird made of heat and flame that dwells
|
||
in the most inhospitable regions of the desert. Though highly intelligent and
|
||
brimming with compassion, the phoenix is best-known for its iconic ability to
|
||
resurrect itself when slain, emerging reborn from the ashes of its own corpse.
|
||
Phoenixes are often sought out for their knowledge or healing abilities, as they
|
||
cannot abide the sight of suffering and deny their succor only to the most foul
|
||
and irredeemable of creatures.
|
||
divine_spells: null
|
||
hp: 300
|
||
immunities:
|
||
- fire
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 8
|
||
name: continual flame
|
||
- frequency: at will
|
||
level: 8
|
||
name: dispel magic
|
||
- frequency: at will
|
||
level: 8
|
||
name: flame strike
|
||
- frequency: at will
|
||
level: 8
|
||
name: heal
|
||
- frequency: at will
|
||
level: 8
|
||
name: remove curse
|
||
- frequency: at will
|
||
level: 8
|
||
name: wall of fire
|
||
- frequency: at will
|
||
level: 7
|
||
name: dispel magic
|
||
- frequency: x3
|
||
level: 6
|
||
name: restoration
|
||
- frequency: constant
|
||
level: 8
|
||
name: detect magic
|
||
- frequency: constant
|
||
level: 8
|
||
name: see invisibility
|
||
- frequency: constant
|
||
level: 6
|
||
name: see invisibility
|
||
items: null
|
||
languages:
|
||
- Auran
|
||
- Celestial
|
||
- Common
|
||
- Ignan
|
||
level: 15
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d12+9 plus 3d8 fire and 2d10 persistent fire
|
||
type: piercing
|
||
name: beak
|
||
to_hit: 30
|
||
traits:
|
||
- finesse
|
||
- fire
|
||
- magical
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+6 plus 3d8 fire and 2d10 persistent fire
|
||
type: piercing
|
||
name: talon
|
||
to_hit: 30
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- fire
|
||
- magical
|
||
- reach 20 feet
|
||
name: Phoenix
|
||
perception: 27
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The phoenix blazes with superheated flame and Flies up to its Speed.
|
||
It deals 6d6 fire damage to each creature within 20 feet of each square it moves
|
||
through (DC 37 basic Reflex save).
|
||
name: Flaming Strafe
|
||
traits:
|
||
- evocation
|
||
- fire
|
||
- primal
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 6d6 plus 2d10 persistent fire
|
||
type: fire
|
||
name: flame jet
|
||
to_hit: 30
|
||
traits:
|
||
- fire
|
||
- range increment 40 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 27
|
||
ref: 31
|
||
will: 28
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- '*detect magic*'
|
||
- '*see invisibility*'
|
||
skills:
|
||
Acrobatics: 30
|
||
Athletics: 27
|
||
Diplomacy: 31
|
||
Intimidation: 27
|
||
Nature: 25
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 70
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Rare
|
||
- NG
|
||
- Gargantuan
|
||
- Beast
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 0
|
||
dex_mod: 2
|
||
int_mod: 4
|
||
str_mod: 0
|
||
wis_mod: 1
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Tieflings are planar scions with fiendish blood. One of the most common
|
||
types is pitborn, who bear a demonic corruption infesting their mortal bloodline.
|
||
Some strive to live above their forebear's fiendish reputation, but many, such
|
||
as this tiefling adept, simply accept their label and delve fully into evil.
|
||
divine_spells: null
|
||
hp: 29
|
||
immunities: null
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Common
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6
|
||
type: bludgeoning
|
||
name: staff
|
||
to_hit: 6
|
||
traits:
|
||
- two-handed 1d8
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4
|
||
type: piercing
|
||
name: dagger
|
||
to_hit: 7
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- versatile S
|
||
name: Tiefling
|
||
perception: 6
|
||
proactive_abilities:
|
||
- action_cost: Free Action
|
||
description: ', without spending a spell slot. The adept must still Cast the Spell
|
||
and meet the spell''s other requirements.'
|
||
name: Drain Bonded Item
|
||
traits:
|
||
- choosing a different spell level each time
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+1
|
||
type: piercing
|
||
name: dagger
|
||
to_hit: 7
|
||
traits:
|
||
- agile
|
||
- thrown 10 feet
|
||
- versatile S
|
||
resistances: null
|
||
saves:
|
||
fort: 5
|
||
ref: 7
|
||
will: 8
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 7
|
||
Arcana: 9
|
||
Deception: 9
|
||
Intimidation: 7
|
||
Occultism: 9
|
||
Religion: 6
|
||
Society: 9
|
||
Stealth: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Human
|
||
- Humanoid
|
||
- Tiefling
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 1
|
||
dex_mod: 4
|
||
int_mod: 0
|
||
str_mod: 2
|
||
wis_mod: 2
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Duskwalkers are infused with the same energies as psychopomps. These
|
||
ashen scions are reborn on the Material Plane to serve as guardians of the cycle
|
||
of life and death.
|
||
divine_spells: null
|
||
hp: 56
|
||
immunities:
|
||
- effects that would transform their body or soul to an undead
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Necril
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+5
|
||
type: slashing
|
||
name: hatchet
|
||
to_hit: 12
|
||
traits:
|
||
- agile
|
||
- sweep
|
||
name: Duskwalker
|
||
perception: 10
|
||
proactive_abilities:
|
||
- description: property rune on attacks against incorporeal undead.
|
||
name: Ghost Hunter
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: checks against its prey and to any check to Recall Knowledge about
|
||
its prey, as well as a +1 circumstance bonus to AC against its prey's attacks.
|
||
The duskwalker can have only one prey designated at a time.
|
||
name: Hunt Prey
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The duskwalker makes two longbow Strikes against its hunted prey.
|
||
If both Strikes hit, combine their damage for the purpose of resistances and
|
||
weaknesses.
|
||
name: Hunted Shot
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+4
|
||
type: piercing
|
||
name: composite longbow
|
||
to_hit: 14
|
||
traits:
|
||
- deadly 1d10
|
||
- propulsive
|
||
- range increment 100 feet
|
||
- reload 0
|
||
- volley 30 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+5
|
||
type: slashing
|
||
name: hatchet
|
||
to_hit: 14
|
||
traits:
|
||
- agile
|
||
- sweep
|
||
- thrown 10 feet
|
||
resistances:
|
||
- amount: 2
|
||
type: negative energy
|
||
saves:
|
||
fort: 9
|
||
ref: 12
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. death effects
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 10
|
||
Athletics: 8
|
||
Deception: 6
|
||
Intimidation: 6
|
||
Nature: 8
|
||
Stealth: 12
|
||
Survival: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Duskwalker
|
||
- Human
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 3
|
||
dex_mod: 1
|
||
int_mod: 0
|
||
str_mod: 4
|
||
wis_mod: 2
|
||
ac: 23
|
||
ac_special:
|
||
- descr: 25 with shield raised
|
||
automatic_abilities: null
|
||
description: Mortals whose ancestry has been influenced by celestials are known
|
||
as aasimars, and angelkin, who have blood of angels coursing through their veins,
|
||
are among the most common type of them. Many angelkin seek adventure as a means
|
||
of doing good in the world.
|
||
divine_spells:
|
||
- action_cost: null
|
||
frequency: null
|
||
level: 0
|
||
name: light
|
||
hp: 73
|
||
immunities: null
|
||
innate_spells:
|
||
- action_cost: 1 Focus Point
|
||
frequency: null
|
||
level: 3
|
||
name: lay on hands
|
||
items:
|
||
- crossbow (10 bolts)
|
||
- half plate
|
||
- steel shield (Hardness 5, 20 HP, BT 10)
|
||
- longsword
|
||
languages:
|
||
- Celestial
|
||
- Common
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+7
|
||
type: slashing
|
||
name: longsword
|
||
to_hit: 15
|
||
traits:
|
||
- versatile P
|
||
name: Aasimar Redeemer
|
||
perception: 11
|
||
proactive_abilities:
|
||
- action_cost: Reaction
|
||
effect: The scion gains a +2 circumstance bonus to the saving throw.
|
||
name: Divine Grace
|
||
traits: null
|
||
trigger: The angelkin is targeted by a spell that allows a saving throw.
|
||
- action_cost: Reaction
|
||
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: [bullet]The ally is completely unharmed by the triggering
|
||
damage. [bullet]The ally gains resistance 7 to all damage against the triggering
|
||
damage. After the damaging effect resolves, the enemy becomes enfeebled 2 until
|
||
the end of its next turn.'
|
||
name: Glimpse of Redemption
|
||
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
|
||
effect: null
|
||
name: Shield Block
|
||
traits: null
|
||
trigger: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+3 plus Knockdown
|
||
type: piercing
|
||
name: crossbow
|
||
to_hit: 12
|
||
traits:
|
||
- range increment 120 feet
|
||
- reload 1
|
||
resistances: null
|
||
saves:
|
||
fort: 12
|
||
ref: 8
|
||
will: 11
|
||
saves_special:
|
||
fort: null
|
||
misc: +1 status to all saves vs. disease (against diseases, critical failures
|
||
become failures)
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 11
|
||
Diplomacy: 12
|
||
Medicine: 9
|
||
Religion: 11
|
||
Society: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NG
|
||
- Medium
|
||
- Aasimar
|
||
- Human
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 0
|
||
dex_mod: 5
|
||
int_mod: -1
|
||
str_mod: -5
|
||
wis_mod: 2
|
||
ac: 22
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: A poltergeist is tied to a location and can't travel more than from
|
||
the place where it was created or formed. Some poltergeists are instead bound
|
||
to a specific room, building, or similar area
|
||
name: Site Bound
|
||
range: 120 feet
|
||
traits: null
|
||
description: 'When a creature dies, and for whatever reason its spirit is unable
|
||
or unwilling to leave the site of its death, that spirit may manifest as a poltergeist:
|
||
a restless invisible spirit that is still able to manipulate physical objects.
|
||
Many poltergeists perished in a way that resulted from or has led to extreme emotional
|
||
trauma.'
|
||
divine_spells: null
|
||
hp: 55
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- paralyzed
|
||
- poison
|
||
- precision
|
||
- unconscious
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 3
|
||
name: telekinetic maneuver
|
||
items: null
|
||
languages:
|
||
- Common
|
||
level: 5
|
||
melee: null
|
||
name: Poltergeist
|
||
perception: 11
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: '**Requirement** The poltergeist must be invisible. **Effect** The
|
||
poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Each
|
||
creature within 30 feet must attempt a DC 21 Will save, becoming frightened
|
||
2 on a failure. On a critical failure, it''s also fleeing for as long as it''s
|
||
frightened. On a success, the creature is temporarily immune for 1 minute. At
|
||
the start of its next turn, the poltergeist becomes invisible again.'
|
||
name: Frighten
|
||
traits:
|
||
- concentrate
|
||
- emotion
|
||
- fear
|
||
- incapacitation
|
||
- mental
|
||
- action_cost: Two Actions
|
||
description: The poltergeist telekinetically throws numerous small objects, such
|
||
as dozens of pieces of silverware or books, either spreading them out among
|
||
multiple foes or directing them at one target. <ul><li>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.</li><li>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.</li></ul>
|
||
name: Telekinetic Storm
|
||
traits:
|
||
- concentrate
|
||
- evocation
|
||
- occult
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12 piercing, or slashing (depending on object)
|
||
type: bludgeoning,
|
||
name: telekinetic object
|
||
to_hit: 13
|
||
traits:
|
||
- evocation
|
||
- magical
|
||
- occult
|
||
- range increment 60 feet
|
||
resistances:
|
||
- amount: 5
|
||
type: all damage (except force, ghost touch, or positive; double resistance against
|
||
non-magical)
|
||
saves:
|
||
fort: 9
|
||
ref: 14
|
||
will: 13
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 14
|
||
Intimidation: 15
|
||
Stealth: 14
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Fly
|
||
spell_attack_to_hit: 13
|
||
spell_dc: 23
|
||
traits:
|
||
- LE
|
||
- Medium
|
||
- Incorporeal
|
||
- Spirit
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 3
|
||
dex_mod: 5
|
||
int_mod: 0
|
||
str_mod: 3
|
||
wis_mod: 2
|
||
ac: 23
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Porachas are feline beasts native to the mystical Forest of Spirits
|
||
in Tian Xia. In their natural form, these graceful eight-legged creatures sport
|
||
a gray tabby coat of fur streaked with lines of olive green, but they are rarely
|
||
seen this way. Even the youngest porachas are capable of hiding within objects,
|
||
making them incredibly elusive and rarely seen except on their own terms. Because
|
||
porachas can so effortlessly blend in with the forest and emerge from its dark
|
||
corners in an instant, superstitious locals believe these beasts are related to
|
||
kami—nature spirits who embody individual trees, stones, or other elements of
|
||
nature in the Forest of Spirits. The truth is that while porachas frequently associate
|
||
with kami, they are their own breed of mysterious monster with powers over time
|
||
and space that set them apart from nature spirits.
|
||
divine_spells: null
|
||
hp: 50
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Sylvan
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+7
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 13
|
||
traits:
|
||
- finesse
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d4+7
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 13
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- magical
|
||
name: Poracha
|
||
perception: 10
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The poracha teleports up to 40 feet. It must have line of sight to
|
||
the space it teleports to. It can't use Jaunt again for 1d4 rounds.
|
||
name: Jaunt
|
||
traits:
|
||
- conjuration
|
||
- move
|
||
- primal
|
||
- teleportation
|
||
- action_cost: Two Actions
|
||
description: The poracha touches an adjacent object of enough volume to contain
|
||
it. It merges into the object indefinitely, and while it's inside, time moves
|
||
exceptionally slowly for it and it has only limited perception of the outside
|
||
world. The poracha can sense what's going on outside the object only using tremorsense.
|
||
The poracha can use only mental actions or Jaunt; if it Jaunts, it leaves the
|
||
object and appears where it chooses. If a creature Strikes the object, the poracha
|
||
is expelled unharmed.
|
||
name: Object Meld
|
||
traits:
|
||
- primal
|
||
- transmutation
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 9
|
||
ref: 13
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- tremorsense (imprecise) 10 feet
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 13
|
||
Athletics: 9
|
||
Deception: 11
|
||
Diplomacy: 11
|
||
Stealth: 13
|
||
Survival: 10
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- N
|
||
- Medium
|
||
- Beast
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 0
|
||
dex_mod: 4
|
||
int_mod: -1
|
||
str_mod: -1
|
||
wis_mod: -1
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: voidworm can anticipate the most likely presence of a creature through
|
||
a supernatural insight into chaotic probabilities and chance. This grants it
|
||
the ability to sense creatures within the listed range. A creature under the
|
||
effects of *nondetection* or that is otherwise shielded from divinations and
|
||
predictions cannot be noticed via entropy sense.
|
||
name: Entropy Sense
|
||
traits:
|
||
- divination
|
||
- divine
|
||
- prediction
|
||
description: Other proteans don't consider the flying, iridescent beings known as
|
||
voidworms to be part of a protean caste at all, but instead merely a shameful
|
||
side effect of the Maelstrom's constantly churning energy. To call a voidworm
|
||
a protean in the presence of a more powerful protean is as sure a way to instigate
|
||
combat as any.
|
||
divine_spells: null
|
||
hp: 16
|
||
immunities: null
|
||
innate_spells:
|
||
- level: 4
|
||
name: read omens
|
||
- frequency: self only
|
||
level: 2
|
||
name: blur
|
||
- frequency: self only
|
||
level: 2
|
||
name: obscuring mist
|
||
- frequency: at will; lawful only
|
||
level: 1
|
||
name: detect alignment
|
||
- frequency: constant
|
||
level: 4
|
||
name: freedom of movement
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Protean
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8–1 plus 1d4 chaotic
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 9
|
||
traits:
|
||
- chaotic
|
||
- finesse
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4–1 plus 1d4 chaotic and confounding lash
|
||
type: slashing
|
||
name: tail
|
||
to_hit: 9
|
||
traits:
|
||
- chaotic
|
||
- finesse
|
||
- magical
|
||
name: Voidworm
|
||
perception: 4
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The voidworm takes on the appearance of a Tiny animal. This doesn't
|
||
change its Speed or its attack and damage bonuses with its Strikes, but might
|
||
change the damage type its Strikes deal.
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- polymorph
|
||
- transmutation
|
||
- description: A creature hit by the voidworm's tail Strike is stupefied 1 for 1
|
||
round (stupefied 2 on a critical hit). A successful DC 16 Will save negates
|
||
this effect and grants temporary immunity to confounding lash for 1 minute.
|
||
name: Confounding Lash
|
||
traits:
|
||
- divine
|
||
- emotion
|
||
- enchantment
|
||
- mental
|
||
ranged: null
|
||
resistances:
|
||
- amount: 3
|
||
type: precision
|
||
- amount: 5
|
||
type: protean anatomy
|
||
saves:
|
||
fort: 5
|
||
ref: 9
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- entropy sense (imprecise) 30 feet
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 7
|
||
Deception: 6
|
||
Religion: 4
|
||
Stealth: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CN
|
||
- Tiny
|
||
- Monitor
|
||
- Protean
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 5
|
||
dex_mod: 3
|
||
int_mod: 0
|
||
str_mod: 5
|
||
wis_mod: 3
|
||
ac: 24
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: naunet can anticipate the most likely presence of a creature through
|
||
a supernatural insight into chaotic probabilities and chance. This grants it
|
||
the ability to sense creatures within the listed range. A creature under the
|
||
effects of *nondetection* or that is otherwise shielded from divinations and
|
||
predictions cannot be noticed via entropy sense.
|
||
name: Entropy Sense
|
||
traits:
|
||
- divination
|
||
- divine
|
||
- prediction
|
||
description: Pugnacious and powerfully muscled, naunets serve as scouts and rank-and-file
|
||
troops of protean armies. Resembling a thick salamander with a wide head, a powerful
|
||
tail, and tentacles tipped with snapping jaws in place of rear legs, naunets are
|
||
the most bestial of the proteans and occupy one of their lowest castes. Naunets
|
||
are 12 feet long and weigh 900 pounds.
|
||
divine_spells: null
|
||
hp: 120
|
||
immunities: null
|
||
innate_spells:
|
||
- level: 5
|
||
name: dimension door
|
||
- level: 4
|
||
name: acid arrow
|
||
- level: 4
|
||
name: solid fog
|
||
- frequency: at will
|
||
level: 3
|
||
name: shatter
|
||
- frequency: at will
|
||
level: 2
|
||
name: obscuring mist
|
||
- frequency: at will; lawful only
|
||
level: 1
|
||
name: detect alignment
|
||
- frequency: constant
|
||
level: 4
|
||
name: freedom of movement
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Celestial
|
||
- Protean
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+8 plus 1d6 chaotic
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 18
|
||
traits:
|
||
- chaotic
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+8 plus 1d6 chaotic and Grab
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 18
|
||
traits:
|
||
- chaotic
|
||
- magical
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+6 plus 1d6 chaotic and confounding slam
|
||
type: piercing
|
||
name: tentacle
|
||
to_hit: 18
|
||
traits:
|
||
- agile
|
||
- chaotic
|
||
- magical
|
||
- reach 10 feet
|
||
name: Naunet
|
||
perception: 14
|
||
proactive_abilities:
|
||
- action_cost: Free Action
|
||
description: The naunet chooses adamantine, cold iron, or silver; its melee Strikes
|
||
count as that type for 1 minute or until it uses Adaptive Strike again.
|
||
name: Adaptive Strike
|
||
traits:
|
||
- divine
|
||
- polymorph
|
||
- transmutation
|
||
- action_cost: One Action
|
||
description: The naunet can take the appearance of any Small, Medium, or Large
|
||
animal, beast, or humanoid. This doesn't change its Speed or its attack and
|
||
damage bonuses with its Strikes but might change the damage type its Strikes
|
||
deal.
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- polymorph
|
||
- transmutation
|
||
- description: A creature hit by the naunet's tentacle Strike is stupefied 2 for
|
||
1d4 rounds (DC 24 Will negates). If the creature was already stupefied in this
|
||
way, the duration extends by 1 round instead. A chaotic creature is only stupefied
|
||
1 instead.
|
||
name: Confounding Slam
|
||
traits:
|
||
- divine
|
||
- emotion
|
||
- enchantment
|
||
- mental
|
||
- action_cost: One Action
|
||
description: 1d8+8 bludgeoning, DC 26
|
||
name: Constrict
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: precision
|
||
- amount: 10
|
||
type: protean anatomy
|
||
saves:
|
||
fort: 18
|
||
ref: 14
|
||
will: 12
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- entropy sense (imprecise) 30 feet
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 14
|
||
Athletics: 16
|
||
Intimidation: 16
|
||
Stealth: 14
|
||
Survival: 12
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 30
|
||
type: Fly
|
||
- amount: 25
|
||
type: Swim
|
||
- amount: null
|
||
type: Freedom of Movement (constant)
|
||
spell_attack_to_hit: 16
|
||
spell_dc: null
|
||
traits:
|
||
- CN
|
||
- Large
|
||
- Monitor
|
||
- Protean
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 7
|
||
con_mod: 7
|
||
dex_mod: 5
|
||
int_mod: 5
|
||
str_mod: 9
|
||
wis_mod: 7
|
||
ac: 40
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: keketar can anticipate the most likely presence of a creature through
|
||
a supernatural insight into chaotic probabilities and chance. This grants it
|
||
the ability to sense creatures within the listed range. A creature under the
|
||
effects of *nondetection* or that is otherwise shielded from divinations and
|
||
predictions cannot be noticed via entropy sense.
|
||
name: Entropy Sense
|
||
traits:
|
||
- divination
|
||
- divine
|
||
- prediction
|
||
description: 'The ruling caste of the proteans, keketars orchestrate attacks against
|
||
the bastions of law and adjudicate protean disputes confidently and capriciously.
|
||
A keketar resembles a shimmering, serpentine creature with spines, claws, and
|
||
a dragon-like head. A keketar''s actual appearance is in constant flux, but they
|
||
generally stay about 18 feet long with a weight of around 1,500 pounds. While
|
||
their physical forms can vary, two things remain constant: First, a keketar''s
|
||
eyes are always a piercing shade of amber or violet. Second, the keketar''s mark
|
||
of office—a crown of shifting symbols that hovers above its head—never changes.
|
||
A keketar cannot remove its crown but can suppress it, although most are loath
|
||
to do so and consider such an act one of cowardice or shame.'
|
||
divine_spells: null
|
||
hp: 290
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: chaotic only
|
||
level: 9
|
||
name: divine wrath
|
||
- frequency: chaotic only
|
||
level: 9
|
||
name: prismatic sphere
|
||
- level: 8
|
||
name: baleful polymorph
|
||
- level: 8
|
||
name: confusion
|
||
- frequency: at will
|
||
level: 7
|
||
name: disintegrate
|
||
- frequency: at will
|
||
level: 7
|
||
name: dispel magic
|
||
- frequency: at will
|
||
level: 7
|
||
name: shatter
|
||
- frequency: at will
|
||
level: 7
|
||
name: warp mind
|
||
- frequency: at will; self only
|
||
level: 6
|
||
name: teleport
|
||
- frequency: at will
|
||
level: 5
|
||
name: creation
|
||
- frequency: at will
|
||
level: 5
|
||
name: dimension door
|
||
- frequency: at will
|
||
level: 5
|
||
name: hallucinatory terrain
|
||
- frequency: at will
|
||
level: 4
|
||
name: confusion
|
||
- frequency: at will
|
||
level: 4
|
||
name: dimension door
|
||
- frequency: at will; lawful only
|
||
level: 2
|
||
name: detect alignment
|
||
- frequency: constant
|
||
level: 5
|
||
name: tongues
|
||
- frequency: constant
|
||
level: 5
|
||
name: freedom of movement
|
||
- frequency: constant
|
||
level: 4
|
||
name: freedom of movement
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Celestial
|
||
- Protean
|
||
level: 17
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+15 plus 1d6 chaotic and warpwave strike
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 33
|
||
traits:
|
||
- chaotic
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+15 plus 1d6 chaotic and warpwave strike
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 33
|
||
traits:
|
||
- agile
|
||
- chaotic
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+15 plus Grab
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 33
|
||
traits:
|
||
- reach 15 feet
|
||
name: Keketar
|
||
perception: 30
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The keketar can take the appearance of any Huge or smaller creature.
|
||
This doesn't change its Speed or its attack and damage bonuses with its Strikes,
|
||
but might change the damage type its Strikes deal.
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- polymorph
|
||
- transmutation
|
||
- action_cost: One Action
|
||
description: 1d10+15 bludgeoning, DC 42
|
||
name: Constrict
|
||
traits: null
|
||
- description: When the keketar casts *hallucinatory terrain*, it infuses the illusion
|
||
with quasi-real substance. Creatures that do not disbelieve the illusion treat
|
||
structures and terrain created through the spell as though they were real, ascending
|
||
illusory stairs, becoming trapped by illusory quicksand, and so on.
|
||
name: Reshape Reality
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- polymorph
|
||
- transmutation
|
||
- description: A creature struck by a keketar's jaws or claw Strike must succeed
|
||
at a DC 36 Fortitude save or be subject to a warpwave.
|
||
name: Warpwave Strike
|
||
traits:
|
||
- divine
|
||
- polymorph
|
||
- transmutation
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: precision
|
||
- amount: 25
|
||
type: protean anatomy
|
||
saves:
|
||
fort: 30
|
||
ref: 28
|
||
will: 34
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- entropy sense (imprecise) 60 feet
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 26
|
||
Athletics: 30
|
||
Deception: 33
|
||
Diplomacy: 35
|
||
Intimidation: 35
|
||
Religion: 30
|
||
Stealth: 28
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 50
|
||
type: Fly
|
||
- amount: 40
|
||
type: Swim
|
||
- amount: null
|
||
type: Freedom of Movement (constant)
|
||
spell_attack_to_hit: 32
|
||
spell_dc: null
|
||
traits:
|
||
- CN
|
||
- Large
|
||
- Monitor
|
||
- Protean
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 1
|
||
dex_mod: 3
|
||
int_mod: 1
|
||
str_mod: -1
|
||
wis_mod: 1
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: psychopomp senses the vital essence of living and undead creatures
|
||
within the listed range.
|
||
name: Lifesense
|
||
traits:
|
||
- divination
|
||
- divine
|
||
description: A nosoi resembles a whippoorwill, sparrow, or other small bird wearing
|
||
a heavy leather plague doctor's mask. They are the clerks, messengers, and scribes
|
||
of the Boneyard, witnessing judgments, directing souls, and generally performing
|
||
the administrative grunt work that keeps the Boneyard functioning. Most nosois
|
||
are particularly chatty and eager to discuss how important they consider their
|
||
individual assignments to be.
|
||
divine_spells: null
|
||
hp: 18
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
innate_spells:
|
||
- level: 4
|
||
name: read omens
|
||
- level: 4
|
||
name: talking corpse
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Celestial
|
||
- Infernal
|
||
- Requian
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4-1 plus spirit touch
|
||
type: piercing
|
||
name: beak
|
||
to_hit: 6
|
||
traits:
|
||
- finesse
|
||
- magical
|
||
name: Nosoi
|
||
perception: 6
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The nosoi takes the appearance of a raven or songbird. This doesn't
|
||
change its Speed or its attack and damage modifiers with its Strikes.
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- polymorph
|
||
- transmutation
|
||
- action_cost: One Action
|
||
description: The nosoi croons an entrancing song. Each living or undead creature
|
||
within a 60-foot emanation must attempt a DC 18 Will save. The effect lasts
|
||
for 1 round, but a nosoi can use this ability again on subsequent rounds to
|
||
extend the duration by 1 round for all affected creatures. A creature that succeeds
|
||
at any save is temporarily immune for 24 hours. Despite being a mental effect,
|
||
this ability affects mindless undead. Psychopomps are immune to this ability.
|
||
**Failure** The creature is fascinated. **Critical Failure** As failure, and
|
||
the creature must spend each of its actions on its turn to move closer to the
|
||
nosoi as expediently as possible while avoiding obvious dangers. If a fascinated
|
||
creature is adjacent to the nosoi, it stays still and doesn't act. If the creature
|
||
is attacked, the fascination ends.
|
||
name: Haunting Melody
|
||
traits:
|
||
- auditory
|
||
- concentrate
|
||
- divine
|
||
- enchantment
|
||
- incapacitation
|
||
- mental
|
||
- description: property rune and deal 1d6 negative damage to living creatures or
|
||
1d6 positive damage to undead.
|
||
name: Spirit Touch
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 3
|
||
type: negative
|
||
- amount: 3
|
||
type: poison
|
||
saves:
|
||
fort: 4
|
||
ref: 8
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- lifesense 60 feet
|
||
skills:
|
||
Acrobatics: 6
|
||
Performance: 6
|
||
Religion: 6
|
||
Society: 2
|
||
Stealth: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 15
|
||
type: Land
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Tiny
|
||
- Monitor
|
||
- Psychopomp
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 4
|
||
dex_mod: 4
|
||
int_mod: 3
|
||
str_mod: 8
|
||
wis_mod: 6
|
||
ac: 38
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: psychopomp senses the vital essence of living and undead creatures
|
||
within the listed range.
|
||
name: Lifesense
|
||
traits:
|
||
- divination
|
||
- divine
|
||
description: Bounty hunters and investigators, morrignas seek out creatures that
|
||
thwart death or interfere with the natural flow of souls. Morrignas dress in flowing
|
||
spider silk and wear masks reminiscent of webs, as they consider patient and watchful
|
||
spiders to be their spiritual kin.
|
||
divine_spells: null
|
||
hp: 240
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
innate_spells:
|
||
- level: 4
|
||
name: talking corpse
|
||
- frequency: constant
|
||
level: 5
|
||
name: tongues
|
||
- frequency: constant
|
||
level: 5
|
||
name: speak with animals
|
||
- frequency: constant
|
||
level: 5
|
||
name: spider climb
|
||
- frequency: constant
|
||
level: 2
|
||
name: speak with animals
|
||
- frequency: constant
|
||
level: 2
|
||
name: spider climb
|
||
items:
|
||
- +2 striking bo staff
|
||
languages:
|
||
- Abyssal
|
||
- Celestial
|
||
- Infernal
|
||
- Necril
|
||
- Requian
|
||
level: 15
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+14 plus spirit touch
|
||
type: bludgeoning
|
||
name: bo staff
|
||
to_hit: 31
|
||
traits:
|
||
- magical
|
||
- parry
|
||
- reach 10 feet
|
||
- trip
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d12+14 plus Grab and spirit touch
|
||
type: bludgeoning
|
||
name: web wrappings
|
||
to_hit: 29
|
||
traits:
|
||
- magical
|
||
- reach 10 feet
|
||
name: Morrigna
|
||
perception: 28
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: A morrigna can take the appearance of any Small or Medium animal
|
||
or humanoid. This doesn't change their Speed or their attack and damage modifiers
|
||
with their Strikes, but it might change the damage type their Strikes deal.
|
||
Unless they choose to manifest their web wrappings in their new form, they cannot
|
||
make web wrappings Strikes.
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- polymorph
|
||
- transmutation
|
||
- description: The morrigna summons a giant tarantula or spider swarm. These spiders
|
||
have the summoned trait and remain for 10 minutes or until reduced to 0 Hit
|
||
Points, whichever comes first. The morrigna does not need to Sustain the Spell
|
||
to direct these summoned creatures, and the morrigna can have any number of
|
||
summoned spiders in existence at once. The morrigna can see through the eyes
|
||
of any of their summoned spiders at any time.
|
||
name: Spider Minions
|
||
traits:
|
||
- conjuration
|
||
- divine
|
||
- description: property rune and deal 4d6 negative damage to living creatures or
|
||
4d6 positive damage to undead.
|
||
name: Spirit Touch
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 15
|
||
type: negative
|
||
- amount: 15
|
||
type: poison
|
||
saves:
|
||
fort: 25
|
||
ref: 27
|
||
will: 29
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- lifesense 60 feet
|
||
skills:
|
||
Athletics: 27
|
||
Diplomacy: 27
|
||
Intimidation: 29
|
||
Religion: 29
|
||
Society: 24
|
||
Stealth: 27
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 30
|
||
type: Climb
|
||
- amount: null
|
||
type: Spider Climb (constant)
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Monitor
|
||
- Psychopomp
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 1
|
||
dex_mod: 4
|
||
int_mod: -4
|
||
str_mod: 3
|
||
wis_mod: 2
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Pteranodons are quick and agile reptiles with 20-foot wingspans that
|
||
enable them to hover on wind currents for hours. These creatures have long beaks
|
||
and equally long crests that protrude from the backs of their heads.
|
||
divine_spells: null
|
||
hp: 35
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+3
|
||
type: piercing
|
||
name: beak
|
||
to_hit: 10
|
||
traits: null
|
||
name: Pteranodon
|
||
perception: 8
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The pteranodon Flies up to its Speed and makes one beak Strike at
|
||
any point during that movement.
|
||
name: Swoop
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 7
|
||
ref: 10
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 10
|
||
Athletics: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 10
|
||
type: Land
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 3
|
||
dex_mod: 4
|
||
int_mod: -4
|
||
str_mod: 6
|
||
wis_mod: 2
|
||
ac: 25
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Quetzalcoatlus are the largest flying members of the pterosaur family
|
||
and are often mistaken for dragons due to their immense size and 40-foot wingspans.
|
||
Quetzalcoatlus are carnivorous, feeding on a variety of reptiles, mammals, large
|
||
fish, amphibians, and other invertebrates. They are not inherently aggressive
|
||
creatures and are happy to scavenge for food, but when presented with live prey
|
||
they readily attack almost any creature smaller than themselves.
|
||
divine_spells: null
|
||
hp: 110
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+10 plus 1d8 persistent bleed
|
||
type: piercing
|
||
name: beak
|
||
to_hit: 17
|
||
traits:
|
||
- deadly 1d10
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+10 plus Grab
|
||
type: piercing
|
||
name: talon
|
||
to_hit: 17
|
||
traits: null
|
||
name: Quetzalcoatlus
|
||
perception: 15
|
||
proactive_abilities:
|
||
- description: A quetzalcoatlus can move at half Speed while it has a single creature
|
||
grabbed or restrained. Both its talons are occupied while it does this.
|
||
name: Snatch
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The quetzacoaltus Flies up to its Speed and makes one beak or talon
|
||
Strike at any point during that movement.
|
||
name: Swoop
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 16
|
||
ref: 17
|
||
will: 12
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 14
|
||
Athletics: 17
|
||
skills_special: null
|
||
speed:
|
||
- amount: 15
|
||
type: Land
|
||
- amount: 50
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Huge
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 8
|
||
con_mod: 4
|
||
dex_mod: 5
|
||
int_mod: 5
|
||
str_mod: 6
|
||
wis_mod: 6
|
||
ac: 36
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: This three-armed, three-legged monster has no discernible eyes, nose,
|
||
ears, or mouth or no visible means of ingesting food. Its limbs are distributed
|
||
so evenly across its body that it is all but impossible to tell which way the
|
||
creature is oriented at any given time. Few who witness the quelaunt linger on
|
||
its alien looks for long though, as the most pressing concern quickly becomes
|
||
the invasion of their minds, as the quelaunt sows doubt, sorrow, and rage. This
|
||
monstrosity not only delights in the negative emotions of its prey, but feeds
|
||
on them, gaining strength and sustenance from their dismay. For the quelaunt,
|
||
no act is too terrible or cruel to inflict on its victims, since the more a creature
|
||
suffers, the more the quelaunt feasts.
|
||
divine_spells: null
|
||
hp: 305
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: x3
|
||
level: 7
|
||
name: crushing despair
|
||
- frequency: at will
|
||
level: 3
|
||
name: fear
|
||
- level: 2
|
||
name: hideous laughter
|
||
- frequency: constant
|
||
level: 4
|
||
name: air walk
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
level: 15
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+12
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 30
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 10 feet
|
||
name: Quelaunt
|
||
perception: 29
|
||
proactive_abilities:
|
||
- description: .
|
||
name: Emotional Focus
|
||
traits: null
|
||
- description: The quelaunt casts up to three spells chosen from its at-will innate
|
||
spells and its emotional focus spells.
|
||
name: Emotional Frenzy
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: '**Frequency** once per round; **Effect** The quelaunt feeds on the
|
||
emotional unrest of a single creature within 30 feet that''s under a harmful
|
||
emotion effect. The target must succeed at a DC 37 Will save or take 4d10 mental
|
||
damage and be stunned for 1 round. If the target fails its saving throw, the
|
||
quelaunt regains the same number of Hit Points and Feed on Emotion does not
|
||
cost the quelaunt an action, allowing it to use another action this turn.'
|
||
name: Feed on Emotion
|
||
traits:
|
||
- attack
|
||
- emotion
|
||
- incapacitation
|
||
- mental
|
||
- action_cost: Two Actions
|
||
description: The quelaunt makes three melee Strikes, each against a different
|
||
target within reach. The multiple attack penalty applies to each attack, but
|
||
increases only after all the attacks have been made.
|
||
name: Rapid Strikes
|
||
traits:
|
||
- attack
|
||
- action_cost: Free Action
|
||
description: '**Trigger** A creature fails a saving throw to resist one of the
|
||
quelaunt''s innate spells or emotional focus spells. **Effect** As the quelaunt
|
||
invades the triggering creature''s mind and plants the seeds of negative emotions,
|
||
it also strips away the target''s feelings of hope or positivity. The quelaunt
|
||
can immediately end a single emotion effect from which the triggering creature
|
||
is benefiting.'
|
||
name: Spiral of Despair
|
||
traits:
|
||
- emotion
|
||
- mental
|
||
ranged: null
|
||
resistances:
|
||
- amount: 15
|
||
type: mental
|
||
saves:
|
||
fort: 27
|
||
ref: 26
|
||
will: 31
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +33 vs. emotion)
|
||
senses:
|
||
- tremorsense (imprecise) 60 feet
|
||
skills:
|
||
Deception: 30
|
||
Intimidation: 30
|
||
Occultism: 27
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: 39
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Aberration
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 3
|
||
dex_mod: 4
|
||
int_mod: 1
|
||
str_mod: 1
|
||
wis_mod: 1
|
||
ac: 23
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Known as "biters" among the more powerful rakshasa castes, dandasukas
|
||
serve as spies and assassins for rakshasa clans or powerful spellcasters who have
|
||
found methods to bind one of these fiends to their will. Born to manipulate and
|
||
murder, these half-sized terrors revel in their work and delight in the sight
|
||
of blood. They often dress in extravagant clothes dyed with ostentatious colors
|
||
and wear numerous elaborate accessories, whether in their true form or in disguise
|
||
as human children, halfling merchants, or anything else that helps them blend
|
||
into their targeted society.
|
||
divine_spells: null
|
||
hp: 60
|
||
immunities: null
|
||
innate_spells:
|
||
- level: 4
|
||
name: clairvoyance
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Infernal
|
||
- Undercommon
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+4 plus 1d6 persistent bleed
|
||
type: piercing
|
||
name: fangs
|
||
to_hit: 15
|
||
traits:
|
||
- finesse
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d4+4
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 15
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- magical
|
||
name: Dandasuka
|
||
perception: 12
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The dandasuka takes on the appearance of any Small humanoid. This
|
||
doesn't change the dandasuka's Speed or its attack and damage modifiers with
|
||
its Strikes, but it might change the damage type its Strikes deal (typically
|
||
to bludgeoning). It typically loses its fangs Strike unless the humanoid form
|
||
has fangs or a similar unarmed attack.
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- occult
|
||
- polymorph
|
||
- transmutation
|
||
- description: creatures.
|
||
name: Sneak Attack
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: physical (except piercing)
|
||
saves:
|
||
fort: 12
|
||
ref: 13
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +2 status to all saves vs. magic, +3 status to all saves vs. divine magic
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 13
|
||
Deception: 14
|
||
Stealth: 13
|
||
Thievery: 13
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 20
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: 19
|
||
traits:
|
||
- LE
|
||
- Small
|
||
- Fiend
|
||
- Rakshasa
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 4
|
||
dex_mod: 6
|
||
int_mod: 2
|
||
str_mod: 4
|
||
wis_mod: 1
|
||
ac: 30
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: When not disguised as a humanoid, the raja rakshasa has the head of
|
||
an animal. The hands of a raja rakshasa are more subtly unsettling, for the fingers
|
||
of these fiends bend outward, away from the palms.
|
||
divine_spells: null
|
||
hp: 155
|
||
immunities: null
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Infernal
|
||
- Undercommon
|
||
level: 10
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+10
|
||
type: slashing
|
||
name: kukri
|
||
to_hit: 23
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- magical
|
||
- trip
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+10
|
||
type: piercing
|
||
name: fangs
|
||
to_hit: 20
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+10
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 22
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- magical
|
||
name: Raja Rakshasa
|
||
perception: 19
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The raja rakshasa takes on the appearance of any Medium humanoid.
|
||
This doesn't change the raja rakshasa's Speed or its attack and damage modifiers
|
||
with its Strikes but might change the damage type its Strikes deal (typically
|
||
to bludgeoning). It typically loses its fangs Strike unless the humanoid form
|
||
has fangs or a similar unarmed attack.
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- occult
|
||
- polymorph
|
||
- transmutation
|
||
- action_cost: One Action
|
||
description: The raja rakshasa's eyes flash green as it projects a telepathic
|
||
wave in a 30-foot emanation. All creatures in the area are assailed by a vision
|
||
of evil decadence from one of the rakshasa's past lives. Each non-evil creature
|
||
in the area must succeed at a DC 29 Will save or become sickened 1 (and stunned
|
||
1 on a critical failure). The visions last 1d4 rounds, and while they do, the
|
||
raja rakshasa and all evil creatures in the area gain a +1 status bonus to all
|
||
checks. The raja rakshasa can use this ability again only once the previous
|
||
visions end.
|
||
name: Disturbing Vision
|
||
traits:
|
||
- concentrate
|
||
- enchantment
|
||
- mental
|
||
- occult
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: physical (except piercing)
|
||
saves:
|
||
fort: 19
|
||
ref: 21
|
||
will: 18
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +2 status to all saves vs. magic, +3 status to all saves vs. divine magic
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Deception: 23
|
||
Diplomacy: 21
|
||
Intimidation: 21
|
||
Occultism: 18
|
||
Performance: 19
|
||
Stealth: 20
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: 31
|
||
traits:
|
||
- LE
|
||
- Medium
|
||
- Fiend
|
||
- Rakshasa
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -3
|
||
con_mod: 2
|
||
dex_mod: 3
|
||
int_mod: -4
|
||
str_mod: 1
|
||
wis_mod: 1
|
||
ac: 15
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Giant rats are enormous versions of the common vermin. They are typically
|
||
found in abundant numbers, but since they cannot flt in the nooks where mundane
|
||
rats typically hide, they are much easier to locate and exterminate. They mostly
|
||
live in sewers where they can scavenge from the streets above, but some families
|
||
of giant rats live in more remote locations, such as dank caves or forests and
|
||
hills. Rats are incredibly adept survivors and can be found nearly anywhere in
|
||
the world, though they tend to favor temperate or warm climates as opposed to
|
||
cold regions.
|
||
divine_spells: null
|
||
hp: 8
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: -1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+1 plus filth fever
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 7
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
name: Giant Rat
|
||
perception: 5
|
||
proactive_abilities:
|
||
- description: The sickened and unconscious conditions from filth fever don't improve
|
||
on their own until the disease is cured. **Saving Throw** DC 14 Fortitude; **Stage
|
||
1** carrier with no ill effect (1d4 hours), **Stage 2** sickened 1 (1 day),
|
||
**Stage 3** sickened 1 and slowed 1 (1 day), **Stage 4** unconscious (1 day),
|
||
**Stage 5** dead
|
||
name: Filth Fever
|
||
traits:
|
||
- disease
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 6
|
||
ref: 7
|
||
will: 3
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 5
|
||
Athletics: 2
|
||
Stealth: 5
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 10
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -3
|
||
con_mod: 1
|
||
dex_mod: 3
|
||
int_mod: -4
|
||
str_mod: -2
|
||
wis_mod: 1
|
||
ac: 14
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: A swarm of rats can cause total chaos within a household or business.
|
||
Contracting filth fever is all the easier when dozens of these agitated or hungry
|
||
vermin gather to bite victims en masse, making rat-hunting a viable career in
|
||
many parts of the world as desperate townspeople seek relief from the disease's
|
||
spread.
|
||
divine_spells: null
|
||
hp: 14
|
||
immunities:
|
||
- precision
|
||
- swarm mind
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 1
|
||
melee: null
|
||
name: Rat Swarm
|
||
perception: 5
|
||
proactive_abilities:
|
||
- description: The sickened and unconscious conditions from filth fever don't improve
|
||
on their own until the disease is cured. **Saving Throw** DC 14 Fortitude; **Stage
|
||
1** carrier with no ill effect (1d4 hours), **Stage 2** sickened 1 (1 day),
|
||
**Stage 3** sickened 1 and slowed 1 (1 day), **Stage 4** unconscious (1 day),
|
||
**Stage 5** dead
|
||
name: Filth Fever
|
||
traits:
|
||
- disease
|
||
- action_cost: One Action
|
||
description: Each enemy in the swarm's space takes 1d6 piercing damage and must
|
||
attempt a DC 17 basic Reflex save. A creature that fails its save is exposed
|
||
to filth fever.
|
||
name: Swarming Bites
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 6
|
||
type: physical (except bludgeoning)
|
||
saves:
|
||
fort: 2
|
||
ref: 7
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 8
|
||
Athletics: 4
|
||
Stealth: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 10
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
- Swarm
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: 4
|
||
str_mod: 0
|
||
wis_mod: 2
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: A ratfolk grenadier carries 2 infused moderate acid flasks, 2 infused
|
||
moderate alchemist's fires, and 2 infused moderate frost vials. These items
|
||
last for 24 hours, or until the next time they make their daily preparations.
|
||
name: Infused Items
|
||
traits: null
|
||
description: Ratfolk grenadiers use alchemy and stealth to defend their communities.
|
||
divine_spells: null
|
||
hp: 60
|
||
immunities: null
|
||
innate_spells: null
|
||
items:
|
||
- alchemist's tools
|
||
- hand crossbow (20 bolts)
|
||
- studded leather armor
|
||
languages:
|
||
- Common
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4
|
||
type: piercing
|
||
name: fangs
|
||
to_hit: 12
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
name: Ratfolk Grenadier
|
||
perception: 10
|
||
proactive_abilities:
|
||
- description: . The ratfolk can remove or store an item using the Interact action.
|
||
As long as the ratfolk has at least one object in its cheek pouches, its speech
|
||
is noticeably difficult to understand.
|
||
name: Cheek Pouches
|
||
traits:
|
||
- though no more than 4 light items
|
||
- action_cost: One Action
|
||
description: The ratfolk grenadier draws an alchemical bomb with an Interact action
|
||
and throws it as a ranged Strike.
|
||
name: Quick Bomber
|
||
traits: null
|
||
- action_cost: Free Action
|
||
description: The ratfolk grenadier stores one held item of light or negligible
|
||
Bulk in its cheek pouches.
|
||
name: Quick Stow
|
||
traits: null
|
||
- description: A ratfolk grenadier can end its movement in the same square as an
|
||
ally that also has this ability. Only two such creatures can share the same
|
||
space.
|
||
name: Swarming
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6
|
||
type: piercing
|
||
name: hand crossbow
|
||
to_hit: 12
|
||
traits:
|
||
- range increment 60 feet
|
||
- reload 1
|
||
- action_cost: One Action
|
||
name: alchemical bomb
|
||
to_hit: 13
|
||
traits:
|
||
- range increment 20 feet
|
||
- splash
|
||
resistances: null
|
||
saves:
|
||
fort: 11
|
||
ref: 13
|
||
will: 9
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 9
|
||
Crafting: 12
|
||
Deception: 7
|
||
Society: 10
|
||
Stealth: 12
|
||
Thievery: 9
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LN
|
||
- Small
|
||
- Humanoid
|
||
- Ratfolk
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: 1
|
||
str_mod: 4
|
||
wis_mod: 1
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: redcap's woolen hat is dyed with the blood of its victims. If the
|
||
redcap loses its cap, it no longer benefits from fast healing and takes a –4
|
||
status penalty to its damage rolls. It can create a new cap in 10 minutes, but
|
||
that cap doesn't grant its powers until the redcap has turned it red with Blood
|
||
Soak. A cap has no benefit for creatures other than the redcap who made it.
|
||
name: Red Cap
|
||
traits:
|
||
- necromancy
|
||
- primal
|
||
description: Redcaps are sadistic and capricious fey who thrill in bloodletting
|
||
and murder. While they are most famous for appearing as wizened, bearded men,
|
||
redcap women are no less fearsome or cruel. Redcaps are ultimately craven bullies,
|
||
cowed by anything more powerful than themselves, a trait that leads them to fear
|
||
and despise the symbols of good deities. Many fairy tales explain how the redcaps
|
||
draw power from dipping the hats for which they are named in fresh blood. Just
|
||
as iconic to these cruel little fey are their iron-clad boots, and the clanging
|
||
sound of their metal soles clanking on stone floors is both discordant and disconcerting—
|
||
especially to those who recognize the sound for what it is. Redcaps typically
|
||
stand only 3 feet tall, with hunched frames, pointed ears, crooked teeth, and
|
||
long, white, tangled hair.
|
||
divine_spells: null
|
||
hp: 60
|
||
immunities: null
|
||
innate_spells: null
|
||
items:
|
||
- scythe
|
||
- iron boots
|
||
- red cap
|
||
languages:
|
||
- Common
|
||
- Sylvan
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+10
|
||
type: slashing
|
||
name: scythe
|
||
to_hit: 15
|
||
traits:
|
||
- deadly 1d10
|
||
- trip
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+8
|
||
type: piercing
|
||
name: boot
|
||
to_hit: 13
|
||
traits:
|
||
- agile
|
||
- versatile B
|
||
name: Redcap
|
||
perception: 12
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The redcap dips its cap in the blood of a slain foe. The foe must
|
||
have died in the last minute, and the redcap must have helped kill it. The redcap
|
||
gains a +4 status bonus to damage rolls for 1 minute.
|
||
name: Blood Soak
|
||
traits:
|
||
- manipulate
|
||
- description: The redcap makes another scythe Strike against a different creature,
|
||
using the same multiple attack penalty as the scythe Strike that triggered this
|
||
reaction. This counts toward its multiple attack penalty.
|
||
name: Deadly Cleave
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: creature, it deals an extra 2d6 persistent bleed damage.
|
||
name: Stomp
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 11
|
||
ref: 15
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Acrobatics: 13
|
||
Athletics: 15
|
||
Deception: 11
|
||
Intimidation: 13
|
||
Nature: 10
|
||
Stealth: 13
|
||
skills_special: null
|
||
speed:
|
||
- amount: 50
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Small
|
||
- Fey
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: -3
|
||
str_mod: 1
|
||
wis_mod: 1
|
||
ac: 20
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Reefclaws are aquatic monsters that resemble huge shrimp or lobsters.
|
||
As one might expect from its name, a reefclaw's oversized claws are powerful weapons
|
||
with their vicelike grip and the ability to inject potent venom into unfortunate
|
||
prey.
|
||
divine_spells: null
|
||
hp: 17
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+1 plus reefclaw venom and Grab
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 9
|
||
traits:
|
||
- finesse
|
||
name: Reefclaw
|
||
perception: 8
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: 1d6 bludgeoning, DC 17
|
||
name: Constrict
|
||
traits: null
|
||
- description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 4 rounds;
|
||
**Stage 1** 1d6 poison damage and enfeebled 1 (1 round), **Stage 2** 1d6 poison
|
||
damage and enfeebled 2 (1 round).'
|
||
name: Reefclaw Venom
|
||
traits:
|
||
- poison
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 7
|
||
ref: 9
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 7
|
||
Athletics: 4
|
||
skills_special: null
|
||
speed:
|
||
- amount: 5
|
||
type: Land
|
||
- amount: 30
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CN
|
||
- Small
|
||
- Aberration
|
||
- Aquatic
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 5
|
||
dex_mod: 2
|
||
int_mod: -3
|
||
str_mod: 7
|
||
wis_mod: 1
|
||
ac: 25
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: A remorhaz is an enormous arctic predator that resembles a multilegged
|
||
insect with draconic features. This monster has chitinous plates and more than
|
||
a score segmented legs, a multipartite maw, and winglike growths fianking its
|
||
head. The most unusual aspect of the creature, however, is its internal heat,
|
||
which burns with such intensity that it causes the armored plates on the creature's
|
||
back to become superheated whenever the beast is agitated.
|
||
divine_spells: null
|
||
hp: 120
|
||
immunities:
|
||
- cold
|
||
- fire
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Jotun
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+9 plus Grab
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 18
|
||
traits:
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+3 plus 2d6 fire
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 18
|
||
traits:
|
||
- fire
|
||
- reach 15 feet
|
||
name: Remorhaz
|
||
perception: 14
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The remorhaz unleashes a gout of flame that deals 8d6 fire damage
|
||
in a 30-foot cone (DC 26 basic Reflex save). It can't use Breath Weapon again
|
||
for 1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- evocation
|
||
- fire
|
||
- primal
|
||
- description: A remorhaz can leave a tunnel when it burrows through ice or snow,
|
||
and it usually does.
|
||
name: Ice Tunneler
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: Large, 2d8+5 bludgeoning plus 2d6 fire, Rupture 12
|
||
name: Swallow Whole
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The remorhaz Strikes once with its jaws and once with its tail, each
|
||
targeting a different creature. Each attack counts toward the remorhaz's multiple
|
||
attack penalty, but the multiple attack penalty doesn't increase until after
|
||
all the attacks have been made.
|
||
name: Thrash
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 18
|
||
ref: 15
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- tremorsense (imprecise) 60 feet
|
||
skills:
|
||
Athletics: 18
|
||
Stealth: 13
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
- amount: 30
|
||
type: Burrow
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- N
|
||
- Huge
|
||
- Beast
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 5
|
||
dex_mod: 2
|
||
int_mod: -4
|
||
str_mod: 8
|
||
wis_mod: 1
|
||
ac: 27
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Legendarily massive raptors capable of carrying off elephants as prey,
|
||
rocs are typically about 30 feet long from beak to tail and have a wingspan of
|
||
80 feet or more. While their beaks are hooked to rip flesh from bone, their hunting
|
||
strategy involves grabbing their prey in their powerful talons and then dropping
|
||
it from great heights before feeding. This method creates a massive amount of
|
||
carrion, which guarantees that rocs are followed by flocks of opportunistic scavengers,
|
||
such as ravens and buzzards, who find it easy to steal bits of the larger birds'
|
||
meals. Rocs, for the most part, don't mind these creatures, which sometimes get
|
||
gobbled up along with the rest of the roc's food.
|
||
divine_spells: null
|
||
hp: 180
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 9
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+12
|
||
type: piercing
|
||
name: beak
|
||
to_hit: 21
|
||
traits:
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+12 plus Improved Grab
|
||
type: slashing
|
||
name: talon
|
||
to_hit: 21
|
||
traits:
|
||
- agile
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+10 plus Improved Push 10 feet
|
||
type: bludgeoning
|
||
name: wing
|
||
to_hit: 21
|
||
traits:
|
||
- agile
|
||
- reach 30 feet
|
||
name: Roc
|
||
perception: 18
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The roc Flies up to its Speed and makes two talon Strikes at any
|
||
point during that movement. Each Strike must target a different creature. Each
|
||
attack takes the normal multiple attack penalty.
|
||
name: Flying Strafe
|
||
traits: null
|
||
- description: A roc gains a +2 circumstance bonus to hit with its beak Strike if
|
||
the target is grabbed or restrained in its talon.
|
||
name: Snack
|
||
traits: null
|
||
- description: in either or both of its talons, carrying that creature along with
|
||
it.
|
||
name: Snatch
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 20
|
||
ref: 17
|
||
will: 16
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Acrobatics: 15
|
||
Athletics: 21
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 60
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Gargantuan
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 6
|
||
dex_mod: 1
|
||
int_mod: 1
|
||
str_mod: 6
|
||
wis_mod: 3
|
||
ac: 29
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: To all but the most sharp-eyed underground explorers, a roper appears
|
||
to be nothing more than a large stalactite, stalagmite, or pillar of ice. Cunning
|
||
and patient ambush predators, ropers use this to their advantage.
|
||
divine_spells: null
|
||
hp: 215
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
- Undercommon
|
||
level: 10
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+12
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 21
|
||
traits: null
|
||
- action_cost: One Action
|
||
name: strand
|
||
to_hit: 23
|
||
traits:
|
||
- reach 50 feet
|
||
name: Roper
|
||
perception: 21
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: checks, and while they're retracted, it can't use its strand Strikes.
|
||
name: Extend Strands
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: . Each attack must be against a different target. These attacks count
|
||
toward the roper's multiple attack penalty, but its multiple attack penalty
|
||
doesn't increase until after all the attacks.
|
||
name: Flurry of Strands
|
||
traits:
|
||
- except those that are immobilizing creatures
|
||
- action_cost: Two Actions
|
||
description: check and compares the result to each immobilized creature's Fortitude
|
||
DC. The roper pulls each creature it succeeds against up to 25 feet closer and
|
||
each creature it critically succeeds against up to 50 feet closer.
|
||
name: Pull the Strands
|
||
traits: null
|
||
- description: . This enfeebled value decreases by 1 every 8 hours. The roper can
|
||
move while it has a creature grabbed with a strand, but it automatically releases
|
||
the creature if it moves beyond the strand's reach. The roper can release an
|
||
grabbed creature as a free action. A creature can sever a strand with a target
|
||
attack that hits AC 27 and deals at least 18 slashing damage. This doesn't deal
|
||
any damage to the roper itself, though it can no longer attack with a severed
|
||
strand.
|
||
name: Sticky Strand
|
||
traits:
|
||
- to a maximum of enfeebled 4
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: electricity
|
||
saves:
|
||
fort: 20
|
||
ref: 15
|
||
will: 21
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +2 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 22
|
||
Nature: 17
|
||
Religion: 19
|
||
Stealth: 17
|
||
skills_special: null
|
||
speed:
|
||
- amount: 10
|
||
type: Land
|
||
- amount: 10
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CE
|
||
- Large
|
||
- Aberration
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 1
|
||
dex_mod: 3
|
||
int_mod: -4
|
||
str_mod: 0
|
||
wis_mod: 1
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: A rust monster can smell metal as a precise sense.
|
||
name: Metal Scent
|
||
traits: null
|
||
description: Found in lost dungeons, deep caves, and abandoned mines, rust monsters
|
||
are a bane to any adventurers who rely on armor, weapons, or other metal items.
|
||
These strange-looking creatures grow to about 5 feet long, with four insectile
|
||
legs and a long tail ending in a four-pronged appendage resembling a tiny windmill.
|
||
However, it is the rust monster's feathery antennae that strike fear in the hearts
|
||
of battle-hardened warriors, for a single touch from even just one antenna can
|
||
reduce an adventurer's most valuable tools to a useless pile of rust.
|
||
divine_spells: null
|
||
hp: 40
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
name: antenna
|
||
to_hit: 10
|
||
traits:
|
||
- finesse
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+4
|
||
type: piercing
|
||
name: mandibles
|
||
to_hit: 8
|
||
traits:
|
||
- finesse
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+2 plus Improved Knockdown
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 8
|
||
traits:
|
||
- finesse
|
||
name: Rust Monster
|
||
perception: 8
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: . On a success, the item is subject to the rust monster's rust ability
|
||
(see below) in addition to the effects of the Disarm, and if the check to Disarm
|
||
is a critical success, the rust monster drops the item on the ground in its
|
||
own space.
|
||
name: Antenna Disarm
|
||
traits:
|
||
- with the same modifier as an antenna Strike
|
||
- description: to a metal item the target is wearing or holding, ignoring its Hardness.
|
||
If the rust monster hits an unattended metal item, the item takes this damage
|
||
automatically. If a creature uses the Shield Block reaction with a metal shield
|
||
against an antenna attack, the shield is automatically broken, but no other
|
||
item is rusted on that attack.
|
||
name: Rust
|
||
traits:
|
||
- doubled on a critical hit
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 8
|
||
ref: 10
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- metal scent 30 feet
|
||
skills:
|
||
Athletics: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
- amount: 10
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Aberration
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 1
|
||
dex_mod: 4
|
||
int_mod: 1
|
||
str_mod: 3
|
||
wis_mod: 2
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: satyr's wineskin magically enchants any alcohol inside. With an Interact
|
||
action, a living creature can imbibe the alcohol and gain a +1 item bonus to
|
||
Will saves and a +3 item bonus to Will saves against fear effects for the following
|
||
hour. When the wineskin is removed from a satyr's person, the magic remains
|
||
only until the wine spoils. The wineskin holds up to eight drafts of wine.
|
||
name: Sylvan Wine
|
||
traits:
|
||
- enchantment
|
||
- mental
|
||
- primal
|
||
description: To a satyr, life is a party and everyone is invited. Notorious for
|
||
their hedonism, these fey believe there's no greater beauty than can be found
|
||
in song, drink, indulgent meals, and carnal pleasures. Satyrs use their enchanting
|
||
songs and natural charm to encourage all manner of people to follow their true
|
||
desires and free themselves from society's rules. This usually involves enticing
|
||
mortals to join raucous parties or engage in trysts in moonlit glades. If a potential
|
||
companion rejects a satyr's advances, however, the satyr has little interest in
|
||
continuing a conversation and goes off to find more amenable revelers.
|
||
divine_spells: null
|
||
hp: 80
|
||
immunities: null
|
||
innate_spells:
|
||
- level: 4
|
||
name: charm
|
||
- level: 4
|
||
name: fear
|
||
- level: 4
|
||
name: sleep
|
||
- level: 4
|
||
name: suggestion
|
||
items:
|
||
- dagger
|
||
- panpipes
|
||
- shortbow (20 arrows)
|
||
- wineskin
|
||
languages:
|
||
- Common
|
||
- Sylvan
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+6
|
||
type: piercing
|
||
name: dagger
|
||
to_hit: 14
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- versatile S
|
||
name: Satyr
|
||
perception: 10
|
||
proactive_abilities:
|
||
- description: When the satyr Plays the Pipes to cast a spell, he can Step or Stride
|
||
as part of the activity.
|
||
name: Fleet Performer
|
||
traits: null
|
||
- description: '**Requirements** The satyr is holding a musical instrument. **Effect**
|
||
The satyr plays a melody on his instrument to cast *charm*, *fear*, *sleep*,
|
||
or *suggestion* without expending the spell slot and using his music in place
|
||
of providing the spell''s component actions. The spell gains the auditory trait
|
||
and targets all creatures in a 60-foot emanation instead of its usual targets.
|
||
A creature that succeeds at its Will save against any spell is then temporarily
|
||
immune from spells played from that satyr''s pipes for 1 minute. Satyrs are
|
||
immune to this music.'
|
||
name: Play the Pipes
|
||
traits:
|
||
- auditory
|
||
- primal
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: piercing
|
||
name: shortbow
|
||
to_hit: 14
|
||
traits:
|
||
- deadly 1d10
|
||
- range increment 60 feet
|
||
- reload 0
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+6
|
||
type: piercing
|
||
name: dagger
|
||
to_hit: 14
|
||
traits:
|
||
- agile
|
||
- thrown 10 feet
|
||
- versatile S
|
||
resistances: null
|
||
saves:
|
||
fort: 9
|
||
ref: 11
|
||
will: 12
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Athletics: 8
|
||
Deception: 13
|
||
Diplomacy: 13
|
||
Intimidation: 11
|
||
Nature: 9
|
||
Performance: 13
|
||
Stealth: 11
|
||
Survival: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CN
|
||
- Medium
|
||
- Fey
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -4
|
||
con_mod: 3
|
||
dex_mod: 2
|
||
int_mod: -5
|
||
str_mod: 4
|
||
wis_mod: 2
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: These massive, terrifying arachnids are typically 8 feet long from
|
||
head to the base of the tail. Giant scorpions are the favored pack animals and
|
||
war beasts of various desert-dwelling monsters, particularly gnolls. They are
|
||
most commonly encountered in the wild, however. There they lair in mountainside
|
||
caves or burrow beneath shallow layers of sand where they lie in wait for prey
|
||
to wander near. Sleek, pallid subterranean scorpions also exist, as do still larger
|
||
species.
|
||
divine_spells: null
|
||
hp: 45
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+6 plus Grab
|
||
type: slashing
|
||
name: pincer
|
||
to_hit: 11
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+6 plus giant scorpion venom
|
||
type: piercing
|
||
name: stinger
|
||
to_hit: 11
|
||
traits:
|
||
- reach 10 feet
|
||
name: Giant Scorpion
|
||
perception: 9
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: 1d6+4 bludgeoning, DC 20
|
||
name: Constrict
|
||
traits: null
|
||
- description: '**Saving Throw** DC 18 Fortitude; **Maximum Duration** 6 rounds;
|
||
**Stage 1** 1d10 poison damage and enfeebled 1 (1 round); **Stage 2** 2d10 poison
|
||
damage and enfeebled 1 (1 round); **Stage 3** 2d10 poison damage and enfeebled
|
||
2 (1 round)'
|
||
name: Giant Scorpion Venom
|
||
traits:
|
||
- poison
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 12
|
||
ref: 9
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- tremorsense (imprecise) 60 feet
|
||
skills:
|
||
Athletics: 11
|
||
Stealth: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -4
|
||
con_mod: 2
|
||
dex_mod: 5
|
||
int_mod: -5
|
||
str_mod: 0
|
||
wis_mod: 0
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: While a single scorpion is itself a menace, swarms of these vermin
|
||
can be outright devastating. These skittering droves of death swiftly bring down
|
||
their prey before devouring everything short of the victim's bones.
|
||
divine_spells: null
|
||
hp: 55
|
||
immunities:
|
||
- precision
|
||
- swarm mind
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 4
|
||
melee: null
|
||
name: Scorpion Swarm
|
||
perception: 11
|
||
proactive_abilities:
|
||
- description: '**Saving Throw** DC 18 Fortitude; **Maximum Duration** 6 rounds;
|
||
**Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d6 poison damage and enfeebled
|
||
1 (1 round)'
|
||
name: Scorpion Venom
|
||
traits:
|
||
- poison
|
||
- action_cost: One Action
|
||
description: and is exposed to scorpion venom.
|
||
name: Swarming Stings
|
||
traits:
|
||
- DC 21 basic Reflex save
|
||
ranged: null
|
||
resistances:
|
||
- amount: 3
|
||
type: bludgeoning
|
||
- amount: 7
|
||
type: piercing
|
||
- amount: 7
|
||
type: slashing
|
||
saves:
|
||
fort: 10
|
||
ref: 13
|
||
will: 8
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 11
|
||
Athletics: 6
|
||
Stealth: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
- Swarm
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 1
|
||
dex_mod: 4
|
||
int_mod: 0
|
||
str_mod: 3
|
||
wis_mod: 3
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: he sea devil can communicate telepathically with sharks within range.
|
||
It can communicate only simple concepts like "come," "guard," or "attack."
|
||
name: Shark Commune
|
||
traits:
|
||
- mental
|
||
- telepathy
|
||
description: Scouts, among the lowliest (and most disposable) of sea devils, ply
|
||
the inky waters of the ocean in search of aquatic prey, tread ashore to gauge
|
||
landborne threats, or charge into battle with the advance forces of a greater
|
||
sea devil war party.
|
||
divine_spells: null
|
||
hp: 30
|
||
immunities: null
|
||
innate_spells: null
|
||
items:
|
||
- longspear
|
||
- spear
|
||
languages:
|
||
- Aquan
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+3
|
||
type: piercing
|
||
name: longspear
|
||
to_hit: 11
|
||
traits:
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 11
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+3
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 11
|
||
traits: null
|
||
name: Sea Devil Scout
|
||
perception: 9
|
||
proactive_abilities:
|
||
- action_cost: Free Action
|
||
description: '**Requirements** The sea devil is not fatigued or already in a frenzy.
|
||
**Trigger** The sea devil deals bleed damage to a living creature. **Effect**
|
||
The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea
|
||
devil gains a +1 status bonus to attack rolls with its claws and jaws, gains
|
||
a +4 status bonus to damage rolls with its claws and jaws, gains 7 temporary
|
||
HP until the end of the frenzy, and takes a –2 status penalty to AC. The sea
|
||
devil can''t voluntarily stop its frenzy. After its frenzy, the sea devil is
|
||
fatigued.'
|
||
name: Blood Frenzy
|
||
traits:
|
||
- rage
|
||
- description: or if the attack was a critical hit.
|
||
name: Bloodletting
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: piercing
|
||
name: spear
|
||
to_hit: 12
|
||
traits:
|
||
- thrown 20 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 7
|
||
ref: 10
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- wavesense 30 feet
|
||
skills:
|
||
Athletics: 9
|
||
Intimidation: 5
|
||
Stealth: 8
|
||
Survival: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 35
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Medium
|
||
- Amphibious
|
||
- Humanoid
|
||
- Sea Devil
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 3
|
||
dex_mod: 1
|
||
int_mod: 0
|
||
str_mod: 4
|
||
wis_mod: 1
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: he sea devil can communicate telepathically with sharks within range.
|
||
It can communicate only simple concepts like "come," "guard," or "attack."
|
||
name: Shark Commune
|
||
traits:
|
||
- mental
|
||
- telepathy
|
||
description: Physically imposing sea devils are equipped with some of the best weaponry
|
||
the community can find, though most are happy to rend their foes using tooth and
|
||
nail.
|
||
divine_spells: null
|
||
hp: 60
|
||
immunities: null
|
||
innate_spells: null
|
||
items:
|
||
- trident
|
||
languages:
|
||
- Aquan
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+8
|
||
type: piercing
|
||
name: trident
|
||
to_hit: 14
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+6
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 14
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+6
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 14
|
||
traits: null
|
||
name: Sea Devil Brute
|
||
perception: 7
|
||
proactive_abilities:
|
||
- action_cost: Free Action
|
||
description: '**Requirements** The sea devil is not fatigued or already in a frenzy.
|
||
**Trigger** The sea devil deals bleed damage to a living creature. **Effect**
|
||
The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea
|
||
devil gains a +1 status bonus to attack rolls with its claws and jaws, gains
|
||
a +4 status bonus to damage rolls with its claws and jaws, gains 11 temporary
|
||
HP until the end of the frenzy, and takes a -2 status penalty to AC. The sea
|
||
devil can''t voluntarily stop its frenzy. After its frenzy, the sea devil is
|
||
fatigued.'
|
||
name: Blood Frenzy
|
||
traits:
|
||
- rage
|
||
- description: or if the attack was a critical hit.
|
||
name: Bloodletting
|
||
traits: null
|
||
- description: A sea devil brute can use thrown ranged weapons underwater with no
|
||
penalty due to range increment.
|
||
name: Unimpeded Throw
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+8
|
||
type: piercing
|
||
name: trident
|
||
to_hit: 11
|
||
traits:
|
||
- thrown 20 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 13
|
||
ref: 11
|
||
will: 9
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- wavesense 30 feet
|
||
skills:
|
||
Athletics: 12
|
||
Intimidation: 9
|
||
Survival: 9
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 35
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Medium
|
||
- Amphibious
|
||
- Humanoid
|
||
- Sea Devil
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 4
|
||
dex_mod: 2
|
||
int_mod: 0
|
||
str_mod: 5
|
||
wis_mod: 3
|
||
ac: 24
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: he sea devil can communicate telepathically with sharks within range.
|
||
It can communicate only simple concepts like "come," "guard," or "attack."
|
||
name: Shark Commune
|
||
traits:
|
||
- mental
|
||
- telepathy
|
||
description: Unlike in many cultures, the highest-ranking sea devils are expected
|
||
not just to wade into battle alongside their brethren, but to actively lead the
|
||
campaign.
|
||
divine_spells: null
|
||
hp: 95
|
||
immunities: null
|
||
innate_spells: null
|
||
items:
|
||
- longspear
|
||
- spear (2)
|
||
languages:
|
||
- Aquan
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+11
|
||
type: piercing
|
||
name: longspear
|
||
to_hit: 17
|
||
traits:
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+8
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 17
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+8
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 17
|
||
traits: null
|
||
name: Sea Devil Baron
|
||
perception: 13
|
||
proactive_abilities:
|
||
- action_cost: Free Action
|
||
description: '**Requirements** The sea devil is not fatigued or already in a frenzy.
|
||
**Trigger** The sea devil deals bleed damage to a living creature. **Effect**
|
||
The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea
|
||
devil gains a +1 status bonus to attack rolls with its claws and jaws, gains
|
||
a +4 status bonus to damage rolls with its claws and jaws, gains 15 temporary
|
||
HP until the end of the frenzy, and takes a -2 status penalty to AC. The sea
|
||
devil can''t voluntarily stop its frenzy. After its frenzy, the sea devil is
|
||
fatigued.'
|
||
name: Blood Frenzy
|
||
traits:
|
||
- rage
|
||
- description: or if the attack was a critical hit.
|
||
name: Bloodletting
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: '**Requirement** The sea devil baron is in a blood frenzy. **Effect**
|
||
The sea devil baron unleashes a whirlwind of attacks against its foes, making
|
||
a single melee Strike with its claws or jaws against each opponent within reach.'
|
||
name: Hateful Tide
|
||
traits:
|
||
- rage
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+11
|
||
type: piercing
|
||
name: spear
|
||
to_hit: 17
|
||
traits:
|
||
- thrown 20 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 16
|
||
ref: 14
|
||
will: 13
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- wavesense 30 feet
|
||
skills:
|
||
Athletics: 15
|
||
Intimidation: 12
|
||
Stealth: 12
|
||
Survival: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 35
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Medium
|
||
- Amphibious
|
||
- Humanoid
|
||
- Mutant
|
||
- Sea Devil
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 6
|
||
dex_mod: 4
|
||
int_mod: -4
|
||
str_mod: 8
|
||
wis_mod: 2
|
||
ac: 35
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: sea serpent automatically tries to counteract any detection, revelation,
|
||
or scrying divination attempted against it, using its Stealth modifler for its
|
||
counteract modifier.
|
||
name: Undetectable
|
||
traits:
|
||
- abjuration
|
||
- primal
|
||
description: These fabled beasts resemble massive snakes with long rows of finned
|
||
spines down their back. Temperamental and territorial, sea serpents can capsize
|
||
a boat with ease, and most won't hesitate to do so when hungry or threatened.
|
||
Stories abound of aggrieved captains who spend their entire lives hunting down
|
||
the elusive monster that sunk their ships and took their livelihoods. These hunts
|
||
rely on rumors and glimpses of the beasts, as few survive the catastrophes wrought
|
||
by sea serpents.
|
||
divine_spells: null
|
||
hp: 210
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 12
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+14 plus Grab
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 27
|
||
traits:
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+14 plus Grab
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 27
|
||
traits:
|
||
- agile
|
||
- reach 30 feet
|
||
name: Sea Serpent
|
||
perception: 22
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The sea serpent attempts to capsize an aquatic vessel of its size
|
||
or smaller that it's adjacent to. It must succeed at an Athletics check with
|
||
a DC of 35 or the pilot's Sailing Lore DC, whichever is higher.
|
||
name: Capsize
|
||
traits:
|
||
- attack
|
||
- action_cost: One Action
|
||
description: 1d10+14 bludgeoning
|
||
name: Constrict
|
||
traits: null
|
||
- description: The water in the ballast organs around the sea serpent's neck is
|
||
full of psychotropic algae. **Saving Throw** DC 34 Fortitude; **Maximum Duration**
|
||
6 rounds; **Stage 1** confused and, if flying, spends its first action each
|
||
turn to descend 20 feet (1 round); **Stage 2** confused and, if flying, descends
|
||
until reaching the ground or water below (1 round).
|
||
name: Sea Serpent Algae
|
||
traits:
|
||
- incapacitation
|
||
- poison
|
||
- action_cost: Two Actions
|
||
description: The sea serpent extends the spines along its back and Swims or Strides.
|
||
Each creature the serpent is adjacent to at any point during its movement takes
|
||
4d6+8 slashing damage (DC 32 basic Reflex save).
|
||
name: Spine Rake
|
||
traits:
|
||
- attack
|
||
- move
|
||
- action_cost: One Action
|
||
description: Huge, 2d10+6 bludgeoning, Rupture 20
|
||
name: Swallow Whole
|
||
traits:
|
||
- attack
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+12 plus sea serpent algae
|
||
type: bludgeoning
|
||
name: water spout
|
||
to_hit: 25
|
||
traits:
|
||
- brutal
|
||
- range increment 100 feet
|
||
- water
|
||
resistances: null
|
||
saves:
|
||
fort: 25
|
||
ref: 21
|
||
will: 21
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 18
|
||
Athletics: 26
|
||
Stealth: 28
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 60
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- N
|
||
- Gargantuan
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 0
|
||
dex_mod: 4
|
||
int_mod: -2
|
||
str_mod: -5
|
||
wis_mod: 2
|
||
ac: 20
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The mysterious undead known as shadows lurk in dark places and feed
|
||
on those who stray too far from the light. Those who parley with shadows, typically
|
||
by keeping them at bay with a glowing weapon, may learn great secrets, for they
|
||
are ideal spies.
|
||
divine_spells: null
|
||
hp: 40
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- paralyzed
|
||
- poison
|
||
- precision
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Necril
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+3
|
||
type: negative
|
||
name: shadow hand
|
||
to_hit: 15
|
||
traits:
|
||
- finesse
|
||
- magical
|
||
name: Shadow
|
||
perception: 10
|
||
proactive_abilities:
|
||
- description: . If the creature the shadow spawn was pulled from dies, the shadow
|
||
spawn becomes a full-fledged, autonomous shadow. If the creature recovers from
|
||
its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.
|
||
name: Shadow Spawn
|
||
traits: null
|
||
- description: The shadow can Hide or end its Sneak in a creature's or object's
|
||
shadow.
|
||
name: Slink in Shadows
|
||
traits: null
|
||
- description: '**Requirement** The shadow hit a living creature with a shadow hand
|
||
Strike on its previous action. **Effect** The shadow pulls at the target''s
|
||
shadow, making the creature enfeebled 1. This is cumulative with other enfeebled
|
||
conditions from shadows, to a maximum of enfeebled 4. If this increases a creature''s
|
||
enfeebled value to 3 or more, the target''s shadow is separated from its body
|
||
(see shadow spawn). Enfeebled from Steal Shadow decreases by 1 every hour.'
|
||
name: Steal Shadow
|
||
traits:
|
||
- divine
|
||
- necromancy
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: all (except force, ghost touch, or positive; double resistance against non-magical)
|
||
saves:
|
||
fort: 8
|
||
ref: 14
|
||
will: 12
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 10
|
||
Stealth: 14
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Incorporeal
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 0
|
||
dex_mod: 5
|
||
int_mod: 0
|
||
str_mod: -5
|
||
wis_mod: 2
|
||
ac: 24
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Shadows that spend long amounts of time on the Shadow Plane and absorb
|
||
its magic become greater shadows.
|
||
divine_spells: null
|
||
hp: 75
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- paralyzed
|
||
- poison
|
||
- precision
|
||
- unconscious
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Necril
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+6
|
||
type: negative
|
||
name: shadow hand
|
||
to_hit: 18
|
||
traits:
|
||
- finesse
|
||
- magical
|
||
name: Greater Shadow
|
||
perception: 14
|
||
proactive_abilities:
|
||
- description: When a creature's shadow is pulled free by Steal Shadow, it becomes
|
||
a shadow spawn under the command of the greater shadow that created it. This
|
||
shadow spawn doesn't have Steal Shadow. If the creature the shadow spawn was
|
||
pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow.
|
||
If the creature recovers from its enfeeblement, its shadow returns to it and
|
||
the shadow spawn is extinguished.
|
||
name: Shadow Spawn
|
||
traits: null
|
||
- description: The greater shadow can Hide or end its Sneak in a creature's or object's
|
||
shadow.
|
||
name: Slink in Shadows
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: '**Requirement** The greater shadow hit a living creature with a
|
||
shadow hand Strike on its previous action. **Effect** The greater shadow pulls
|
||
at the target''s shadow, making the creature enfeebled 2 (or enfeebled 3 on
|
||
a critical hit). This is cumulative with other enfeebled conditions from shadows,
|
||
to a maximum of enfeebled 4. If this increases a creature''s enfeebled value
|
||
to 3 or more, the target''s shadow is separated from its body (see shadow spawn).
|
||
Enfeebled from Steal Shadow decreases by 1 every hour.'
|
||
name: Steal Shadow
|
||
traits:
|
||
- divine
|
||
- necromancy
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: all (except force, ghost touch, or positive; double resistance against non-magical)
|
||
saves:
|
||
fort: 11
|
||
ref: 18
|
||
will: 15
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 16
|
||
Stealth: 20
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Incorporeal
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 5
|
||
dex_mod: 1
|
||
int_mod: -2
|
||
str_mod: 6
|
||
wis_mod: 2
|
||
ac: 22
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: When it's not in danger, the shambler spends 1 minute settling into
|
||
a pile that looks like a lump of loose vegetation. While it is in this form,
|
||
creatures must actively Seek and succeed at a DC 22 Perception check (DC 28
|
||
in forests or swamps) to detect the shambler's true nature.
|
||
name: Mound
|
||
traits: null
|
||
description: Shamblers are cunning carnivorous plants that resemble heaps of wet,
|
||
rotting vegetation. Even when standing erect on their stumpy legs, shamblers don't
|
||
have much in the way of identifiable anatomy; they are tangles of parasitic vines
|
||
that lash out at prey with their longest creepers, entwined together to deliver
|
||
powerful blows. Sometimes called "shambling mounds," these ambush predators have
|
||
a particular fondness for flesh, and are most well known for their ability to
|
||
hunker down and hide in plain sight. A shambler can draw nutrients from plant
|
||
matter or soil, but won't do so if it suspects meat might soon wander near, and
|
||
indeed may lie in wait for days in anticipation of such a meal.
|
||
divine_spells: null
|
||
hp: 120
|
||
immunities:
|
||
- electricity
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Elven
|
||
- Sylvan
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+8 plus Grab
|
||
type: bludgeoning
|
||
name: vine
|
||
to_hit: 17
|
||
traits:
|
||
- reach 10 feet
|
||
name: Shambler
|
||
perception: 12
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The shambler makes a vine Strike against each creature within reach.
|
||
Its multiple attack penalty increases only after all the attacks.
|
||
name: Vine Lash
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: fire
|
||
saves:
|
||
fort: 17
|
||
ref: 11
|
||
will: 14
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 16
|
||
Stealth: 12
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 20
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Plant
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -4
|
||
con_mod: 4
|
||
dex_mod: 2
|
||
int_mod: -4
|
||
str_mod: 6
|
||
wis_mod: 1
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The shark can smell blood in the water from up to 1 mile away.
|
||
name: Blood Scent
|
||
traits: null
|
||
description: An apex predator among the coastal surface waters where it hunts, the
|
||
great white shark is one of the largest shark species. These silent killers glide
|
||
gracefully through the ocean, always in search of their next meal.
|
||
divine_spells: null
|
||
hp: 60
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d12+8
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 14
|
||
traits: null
|
||
name: Great White Shark
|
||
perception: 11
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: . After the Strike, the shark splashes back down into the water.
|
||
name: Breach
|
||
traits:
|
||
- this lets it attack a creature within 30 feet of the water's surface
|
||
- action_cost: One Action
|
||
description: The creature the shark hit takes 1d12 slashing damage.
|
||
name: Savage
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The shark Swims up to half its swim Speed, makes a jaws Strike, and
|
||
then Swims up to half its Speed further. The Strike deals half damage.
|
||
name: Strafing Chomp
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 12
|
||
ref: 10
|
||
will: 9
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- blood scent
|
||
- scent (imprecise) 100 feet
|
||
skills:
|
||
Athletics: 14
|
||
Stealth: 12
|
||
Survival: 9
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Huge
|
||
- Animal
|
||
- Aquatic
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 5
|
||
dex_mod: 2
|
||
int_mod: -4
|
||
str_mod: 8
|
||
wis_mod: 3
|
||
ac: 27
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The shark can smell blood in the water from up to 1 mile away.
|
||
name: Blood Scent
|
||
traits: null
|
||
description: Prehistoric sharks of incredible size, strength, and ferocity, megalodons
|
||
scour waters deep and shallow to sate their considerable hunger. The presence
|
||
of a megalodon undeniably affects the local aquatic ecosystem.
|
||
divine_spells: null
|
||
hp: 180
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 9
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+10 plus Improved Grab
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 22
|
||
traits:
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+10 plus Push 15 feet
|
||
type: piercing
|
||
name: tail
|
||
to_hit: 22
|
||
traits:
|
||
- agile
|
||
- reach 15 feet
|
||
name: Megalodon
|
||
perception: 20
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The shark Swims up to its swim Speed, then Leaps vertically out of
|
||
the water up to 25 feet high, making a Strike against a creature at any point
|
||
during the jump (this lets it attack a creature within 35 feet of the water's
|
||
surface or 40 feet with its tail). After the Strike, the shark splashes back
|
||
down into the water.
|
||
name: Breach
|
||
traits:
|
||
- attack
|
||
- move
|
||
- action_cost: One Action
|
||
description: The creature the shark hit takes 2d12 slashing damage.
|
||
name: Savage
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: Huge, 2d8+5 bludgeoning, Rupture 20
|
||
name: Swallow Whole
|
||
traits:
|
||
- attack
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 21
|
||
ref: 16
|
||
will: 17
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- blood scent
|
||
- scent (imprecise) 100 feet
|
||
skills:
|
||
Athletics: 21
|
||
Stealth: 19
|
||
Survival: 16
|
||
skills_special: null
|
||
speed:
|
||
- amount: 80
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- N
|
||
- Gargantuan
|
||
- Animal
|
||
- Aquatic
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 7
|
||
con_mod: 6
|
||
dex_mod: 5
|
||
int_mod: 2
|
||
str_mod: 2
|
||
wis_mod: 5
|
||
ac: 33
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The shining child is flat-footed while in areas of darkness.
|
||
name: Radiance Dependence
|
||
traits: null
|
||
description: Shining children are wicked, enigmatic monsters that roam remote planes
|
||
and untraveled corners of the universe in search of esoteric lore. With their
|
||
abnormally gaunt frames, long white hair, and unnerving, four-fingered hands,
|
||
shining children are both strangely familiar and otherworldly in appearance, though
|
||
they are barely visible within the shroud of blinding light they continually emit.
|
||
Their faces are truly horrible, however, as their overlarge eyes and distended,
|
||
gaping mouths reveal their heads to be voids filled with unnatural light. Shining
|
||
children use this light as a weapon, weaving illusions and focusing beams of fiery
|
||
brilliance.
|
||
divine_spells: null
|
||
hp: 215
|
||
immunities:
|
||
- blinded
|
||
- dazzled
|
||
- fire
|
||
innate_spells:
|
||
- level: 7
|
||
name: spell turning
|
||
- level: 7
|
||
name: sunburst
|
||
- level: 6
|
||
name: dispel magic
|
||
- level: 6
|
||
name: vibrant pattern
|
||
- level: 6
|
||
name: wall of force
|
||
- level: 5
|
||
name: dimension door
|
||
- level: 5
|
||
name: false vision
|
||
- level: 5
|
||
name: hallucinatory terrain
|
||
- frequency: at will; self only
|
||
level: 4
|
||
name: dimension door
|
||
- frequency: at will
|
||
level: 2
|
||
name: illusory object
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
level: 12
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d4+5 plus 4d6 fire and 2d4 persistent fire
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 25
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+3 plus 2d10 positive damage if the target is undead
|
||
type: fire,
|
||
name: fire ray
|
||
to_hit: 25
|
||
traits:
|
||
- arcane
|
||
- evocation
|
||
- magical
|
||
- range 100 feet
|
||
name: Shining Child
|
||
perception: 23
|
||
proactive_abilities: []
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 22
|
||
ref: 19
|
||
will: 19
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Arcana: 18
|
||
Deception: 23
|
||
Diplomacy: 21
|
||
Intimidation: 21
|
||
Occultism: 18
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 50
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: 33
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Astral
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 9
|
||
dex_mod: 6
|
||
int_mod: -3
|
||
str_mod: 10
|
||
wis_mod: 6
|
||
ac: 39
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Although even raving fanatics and doom-saying prophets desperately
|
||
claim the monstrous shoggoth is nothing more than a drug-induced vision or a thankfully
|
||
unreal nightmare, the truth is altogether more dire. Shoggoths exist, yet they
|
||
tend keep to the deepest of ocean trenches or the most remote of caverns and ruins,
|
||
emerging to spread chaos and destruction in their slimy wakes.
|
||
divine_spells: null
|
||
hp: 275
|
||
immunities:
|
||
- blinded
|
||
- controlled
|
||
- critical hits
|
||
- deafened
|
||
- precision
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
level: 18
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d10+18 plus Grab
|
||
type: bludgeoning
|
||
name: pseudopod
|
||
to_hit: 35
|
||
traits:
|
||
- magical
|
||
- reach 30 feet
|
||
name: Shoggoth
|
||
perception: 34
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: 2d10+15 bludgeoning
|
||
name: Constrict
|
||
traits: null
|
||
- description: A creature that begins its turn inside the shoggoth takes 9d6 acid
|
||
damage.
|
||
name: Eat Away
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: DC 40, 6d6 acid, Escape DC 40, Rupture 40
|
||
name: Engulf
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 20
|
||
type: acid
|
||
- amount: 20
|
||
type: cold
|
||
- amount: 20
|
||
type: sonic
|
||
saves:
|
||
fort: 33
|
||
ref: 30
|
||
will: 30
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
- tremorsense (imprecise) 60 feet
|
||
skills:
|
||
Athletics: 36
|
||
Intimidation: 29
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 50
|
||
type: Swim
|
||
- amount: 25
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Rare
|
||
- CE
|
||
- Huge
|
||
- Aberration
|
||
- Amphibious
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 6
|
||
dex_mod: 4
|
||
int_mod: -3
|
||
str_mod: 7
|
||
wis_mod: 4
|
||
ac: 33
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Scourges of the upper Darklands, these enormous, mole-like monstrosities
|
||
slice and burrow through solid stone with massive forearms and adamantine-strong
|
||
claws. Shulns grow to about 20 feet long and have four tiny, nearly imperceptible
|
||
eyes; a long, pale snout; four thick-muscled legs that end in long, serrated claws;
|
||
and a stubby pink tail. As a young shuln matures, its unique metabolism produces
|
||
adamantine that becomes infused throughout its skeletal system. In addition to
|
||
making their claws and fangs nearly unbreakable, this unique physiological trait
|
||
makes shulns unparalleled burrowers and highly sought by monster hunters who hope
|
||
to harvest the precious material from their corpses.
|
||
divine_spells: null
|
||
hp: 195
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 12
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+10
|
||
type: slashing
|
||
name: adamantine claw
|
||
to_hit: 25
|
||
traits:
|
||
- agile
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+10 plus shuln saliva
|
||
type: piercing
|
||
name: adamantine fangs
|
||
to_hit: 25
|
||
traits:
|
||
- reach 15 feet
|
||
name: Shuln
|
||
perception: 20
|
||
proactive_abilities:
|
||
- description: .
|
||
name: Armor-Rending
|
||
traits: null
|
||
- description: '**Saving Throw** DC 32 Fortitude; **Maximum Duration** 6 rounds;
|
||
**Stage 1** 2d6 poison damage and slowed 1 (1 round); **Stage 2** 3d6 poison
|
||
damage, and slowed 1 (1 round); **Stage 3** 4d6 poison damage and paralyzed
|
||
for 2d6 hours. Shuln saliva overcomes the inexorable ability.'
|
||
name: Shuln Saliva
|
||
traits:
|
||
- incapacitation
|
||
- poison
|
||
- description: Shulns can burrow into solid rock and any metal with a hardness less
|
||
that that of adamantine like it is soil or loose rubble, leaving a tunnel 10
|
||
feet in diameter.
|
||
name: Unstoppable Burrow
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: physical (except adamantine or bludgeoning)
|
||
- amount: 15
|
||
type: 'poison '
|
||
saves:
|
||
fort: 25
|
||
ref: 19
|
||
will: 21
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- scent 30 feet
|
||
- tremorsense (imprecise) 60 feet
|
||
skills:
|
||
Athletics: 25
|
||
Survival: 22
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 20
|
||
type: Burrow
|
||
- amount: null
|
||
type: Unstoppable Burrow
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Rare
|
||
- N
|
||
- Huge
|
||
- Beast
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 6
|
||
dex_mod: 3
|
||
int_mod: 3
|
||
str_mod: 8
|
||
wis_mod: 6
|
||
ac: 41
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Desert-dwelling people consider the sight of a simurgh a herald to
|
||
a lifetime's worth of luck, and those who are unfamiliar with the majestic beast
|
||
might mistake it for the avatar of a deity. Beautiful, graceful, and truly gargantuan,
|
||
the simurgh resembles nothing so much as a massive multicolored bird with the
|
||
head of an equally enormous and regal lupine. Simurghs act as intermediaries in
|
||
world-threatening conflicts, serving as agents of good deities or vigilantes who
|
||
spread their own brand of justice, typically by obliterating or banishing evil
|
||
extraplanar beings.
|
||
divine_spells: null
|
||
hp: 350
|
||
immunities:
|
||
- disease
|
||
- fire
|
||
- negative energy
|
||
- sleep
|
||
innate_spells:
|
||
- level: 9
|
||
name: flame strike
|
||
- level: 9
|
||
name: heal
|
||
- frequency: at will
|
||
level: 3
|
||
name: zone of truth
|
||
- frequency: evil only; at will
|
||
level: 2
|
||
name: detect alignment
|
||
- level: 1
|
||
name: dazzling flash
|
||
- frequency: constant
|
||
level: 5
|
||
name: tongues
|
||
items: null
|
||
languages:
|
||
- Celestial
|
||
- Common
|
||
- Draconic
|
||
level: 18
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d12+12
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 34
|
||
traits:
|
||
- magical
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d8+12
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 34
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d8+10 plus banishing swipe
|
||
type: slashing
|
||
name: tail
|
||
to_hit: 34
|
||
traits:
|
||
- magical
|
||
- reach 20 feet
|
||
name: Simurgh
|
||
perception: 32
|
||
proactive_abilities:
|
||
- description: ', except that if the creature critically succeeds its save the simurgh
|
||
is not stunned.'
|
||
name: Banishing Swipe
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: '**Frequency** Once per day. **Effect** The simurgh fans out its
|
||
glimmering tail feathers and blasts its foes with a 100-foot cone of radiant
|
||
light. Aside from the size of the cone, this effect is identical to *prismatic
|
||
spray* (DC 42).'
|
||
name: Radiant Feathers
|
||
traits:
|
||
- attack
|
||
ranged:
|
||
- action_cost: One Action
|
||
name: glaring ray
|
||
to_hit: 34
|
||
traits:
|
||
- magical
|
||
- range 100 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 30
|
||
ref: 29
|
||
will: 32
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status bonus to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 27
|
||
Arcana: 28
|
||
Athletics: 32
|
||
Diplomacy: 34
|
||
Medicine: 35
|
||
Performance: 28
|
||
Religion: 35
|
||
Survival: 32
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 90
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Rare
|
||
- NG
|
||
- Gargantuan
|
||
- Beast
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 4
|
||
dex_mod: 3
|
||
int_mod: 0
|
||
str_mod: 4
|
||
wis_mod: 2
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: A sinspawn can smell creatures that reflect its sin, as the scent
|
||
ability. The GM determines which creatures are appropriately sinful.
|
||
name: Sin Scent
|
||
traits: null
|
||
description: 'Sinspawn were created by one of seven ancient wizards known collectively
|
||
as runelords—each of whom embraced and embodied one of seven sins. The first sinspawn
|
||
was created by the Runelord of Wrath, utilizing techniques that have since gone
|
||
on to influence fleshwarping practices. It wasn''t long before the technique used
|
||
to create sinspawn fell into the hands of the other runelords, and while each
|
||
tried their own hand at crafting variants of their own design, today sinspawn
|
||
of wrath remain the most numerous and notorious of their kind. Bearing only a
|
||
vague resemblance to the humanoids from whose flesh they were formed, sinspawn
|
||
generally appear horrifically emaciated and have unnaturally long arms and digitigrade
|
||
legs, each with a trio of stubby, taloned digits. Veins bulge across sinspawn''s
|
||
bodies in sanguine patterns that suspiciously resemble twisted runes, and their
|
||
flesh is pale and hairless. Their heads are elongated, bearing only slits for
|
||
a nose, red eyes, and disturbing lower jaws that split in half at the chin, revealing
|
||
pedipalps that end in tiny, three-fingered hands and framing a long, lolling tongue.
|
||
Sinspawn stand 6-1/2 feet tall and typically weigh as much as an emaciated human
|
||
of their size. They behave in a manner consistent with their associated sin and
|
||
have physical characteristics that hint at these qualities. For example, greedspawn''s
|
||
veins appear to run with gold while envyspawn appear even more wasted than the
|
||
rest of their kin.<h2 class="title">Sinspawn Sins</h2> 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.<h3 class="title">Envyspawn</h3>
|
||
An envyspawn has Deception +7 and typically carries a halberd. They tend to be
|
||
shorter and thinner than other sinspawn. **Melee** |1| halberd +10 (reach 10 feet,
|
||
versatile S), **Damage** 1d10+4 piercing **Sinful Bite** Creatures that critically
|
||
fail their saves against an envyspawn''s sinful bite are enfeebled 2 for 1 minute.
|
||
<h3 class="title">Gluttonyspawn</h3> A gluttonyspawn has Survival +10 and usually
|
||
carries a scythe. They are obese, but hardy and strong. **Melee** |1| scythe +10
|
||
(deadly d10, trip), **Damage** 1d10+4 slashing **Sinful Bite** Creatures that
|
||
critically fail their saves against a gluttonyspawn''s sinful bite are drained
|
||
1. <h3 class="title">Greedspawn</h3> A greedspawn has Thievery +9 and typically
|
||
wields a glaive. They are the tallest of sinspawn, often 7 feet in height, and
|
||
with gold-tinged veins. **Melee** |1| glaive +10 (deadly d8, forceful, reach 10
|
||
feet), **Damage** 1d8+4 slashing **Sinful Bite** Creatures that critically fail
|
||
their saves against a greedspawn''s sinful bite are clumsy 2 for 1 minute. <h3
|
||
class="title">Lustspawn</h3> A lustspawn has Diplomacy +7 and usually carries
|
||
a guisarme. They have attractive bodies, but hideous faces. **Melee** |1| guisarme
|
||
+10 (reach 10 feet, trip), **Damage** 1d10+4 slashing **Sinful Bite** Creatures
|
||
that critically fail their saves against a lustspawn''s sinful bite are stupefied
|
||
2 for 1 minute. <h3 class="title">Pridespawn</h3> A pridespawn has Intimidation
|
||
+7 and often wields a maul. They are nearly skeletal in their gauntness, and often
|
||
seek out fine clothes or jewelry to wear, taking strange pleasure in appearing
|
||
elegant and regal. **Melee** |1| maul +10 (shove), **Damage** 1d12+4 bludgeoning
|
||
**Sinful Bite** Creatures that critically fail their saves against a pridespawn''s
|
||
sinful bite are clumsy 1 and enfeebled 1 for 1 minute. <h3 class="title">Slothspawn</h3>
|
||
A slothspawn has Society +6 and usually carries a longspear. Thick rolls of excess
|
||
skin drape the slothspawn''s hunched frame. **Melee** |1| longspear +10 (reach
|
||
10 feet), **Damage** 1d8+4 piercing **Sinful Bite** Creatures that critically
|
||
fail their saves against a slothspawn''s sinful bite take a –10-foot status penalty
|
||
to their Speeds for 1 minute. <h3 class="title">Wrathspawn</h3> The most commonly
|
||
encountered of the sinspawn, a wrathspawn has Athletics +12 and typically wields
|
||
a ranseur. These sinspawn are the bulkiest looking of their kind. **Melee** |1|
|
||
ranseur + 10 (disarm, reach 10 feet), **Damage** 1d10+4 piercing **Sinful Bite**
|
||
Creatures that critically fail their saves against a wrathspawn''s sinful bite
|
||
are drained 1 as well as enfeebled 1 for 1 minute.'
|
||
divine_spells: null
|
||
hp: 30
|
||
immunities:
|
||
- controlled
|
||
innate_spells: null
|
||
items:
|
||
- one weapon determined by its sin
|
||
languages:
|
||
- Aklo
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+4 plus sinful bite
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 10
|
||
traits: null
|
||
name: Sinspawn
|
||
perception: 10
|
||
proactive_abilities:
|
||
- description: A sinspawn gains an additional skill based on its sin, as well as
|
||
a weapon that reflects the preferences of its kinds' ancient creators. The seven
|
||
sins and the benefits they confer upon a sinspawn are noted in the Sinspawn
|
||
Sins section.
|
||
name: Sin
|
||
traits: null
|
||
- description: A creature hit by the jaws of a sinspawn must attempt a DC 18 Will
|
||
save as it is assailed by sinful thoughts. **Critical Success** Unaffected.
|
||
**Success** Sickened 1. **Failure** Sickened 2. **Critical Failure** Sickened
|
||
2 plus an additional penalty, determined by the sinspawn's sin, while it remains
|
||
sickened.
|
||
name: Sinful Bite
|
||
traits:
|
||
- arcane
|
||
- emotion
|
||
- mental
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: mental
|
||
saves:
|
||
fort: 10
|
||
ref: 9
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to saves vs. magic, +4 status to saves vs. mental
|
||
senses:
|
||
- darkvision
|
||
- sin scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 9
|
||
Athletics: 8
|
||
Stealth: 9
|
||
Survival: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Medium
|
||
- Aberration
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 0
|
||
dex_mod: 4
|
||
int_mod: -5
|
||
str_mod: 2
|
||
wis_mod: 0
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The most common skeletal minions are mere guardians.
|
||
divine_spells: null
|
||
hp: 4
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- mental
|
||
- paralyzed
|
||
- poison
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: -1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+2
|
||
type: slashing
|
||
name: scimitar
|
||
to_hit: 6
|
||
traits:
|
||
- forceful
|
||
- sweep
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+2
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 6
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
name: Skeleton Guard
|
||
perception: 2
|
||
proactive_abilities: []
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6 piercing
|
||
type: ''
|
||
name: shortbow
|
||
to_hit: 6
|
||
traits:
|
||
- deadly 1d10
|
||
- range increment 60 feet
|
||
- reload 0
|
||
resistances:
|
||
- amount: 5
|
||
type: cold
|
||
- amount: 5
|
||
type: electricity
|
||
- amount: 5
|
||
type: fire
|
||
- amount: 5
|
||
type: piercing
|
||
- amount: 5
|
||
type: slashing
|
||
saves:
|
||
fort: 2
|
||
ref: 8
|
||
will: 2
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 6
|
||
Athletics: 3
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Medium
|
||
- Mindless
|
||
- Skeleton
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 1
|
||
dex_mod: 4
|
||
int_mod: -1
|
||
str_mod: 4
|
||
wis_mod: 2
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: These skeletons retain the cunning they possessed in life.
|
||
divine_spells: null
|
||
hp: 25
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- paralyzed
|
||
- poison
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Necril
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+4
|
||
type: slashing
|
||
name: longsword
|
||
to_hit: 10
|
||
traits:
|
||
- versatile P
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+4
|
||
type: piercing
|
||
name: lance
|
||
to_hit: 10
|
||
traits:
|
||
- deadly d8
|
||
- jousting d6
|
||
- reach 10 feet
|
||
name: Skeletal Champion
|
||
perception: 8
|
||
proactive_abilities: []
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: cold
|
||
- amount: 5
|
||
type: electricity
|
||
- amount: 5
|
||
type: fire
|
||
- amount: 5
|
||
type: piercing
|
||
- amount: 5
|
||
type: slashing
|
||
saves:
|
||
fort: 7
|
||
ref: 10
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 8
|
||
Athletics: 8
|
||
Intimidation: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Medium
|
||
- Skeleton
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 2
|
||
dex_mod: 3
|
||
int_mod: -5
|
||
str_mod: 5
|
||
wis_mod: 2
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Skeletal horses are sometimes used as mounts by other undead or monsters.
|
||
divine_spells: null
|
||
hp: 33
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- mental
|
||
- paralyzed
|
||
- poison
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+5
|
||
type: bludgeoning
|
||
name: hoof
|
||
to_hit: 9
|
||
traits: null
|
||
name: Skeletal Horse
|
||
perception: 8
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The horse Strides twice, with its Speed increased by 10 feet.
|
||
name: Gallop
|
||
traits: null
|
||
- description: Undead and creatures allied with them can Command a skeletal steed
|
||
without needing to attempt a skill check.
|
||
name: Undead Steed
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: cold
|
||
- amount: 5
|
||
type: electricity
|
||
- amount: 5
|
||
type: fire
|
||
- amount: 5
|
||
type: piercing
|
||
- amount: 5
|
||
type: slashing
|
||
saves:
|
||
fort: 6
|
||
ref: 9
|
||
will: 8
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 7
|
||
Athletics: 9
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Large
|
||
- Mindless
|
||
- Skeleton
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 3
|
||
dex_mod: 1
|
||
int_mod: -5
|
||
str_mod: 5
|
||
wis_mod: 0
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The reanimated bones of giants make excellent necromantic thralls.
|
||
divine_spells: null
|
||
hp: 50
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- mental
|
||
- paralyzed
|
||
- poison
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+7
|
||
type: slashing
|
||
name: glaive
|
||
to_hit: 12
|
||
traits:
|
||
- deadly d8
|
||
- forceful
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+5
|
||
type: piercing
|
||
name: horns
|
||
to_hit: 12
|
||
traits:
|
||
- agile
|
||
name: Skeletal Giant
|
||
perception: 7
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The giant makes two Strikes with its glaive against two adjacent
|
||
foes, both of whom are within its reach. The multiple attack penalty does not
|
||
increase until after both attacks are resolved.
|
||
name: Broad Swipe
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The giant Strides and makes a horns Strike with a +4 circumstance
|
||
bonus to damage. If the strike hits, the giant attempts to Demoralize the target.
|
||
name: Terrifying Charge
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: cold
|
||
- amount: 5
|
||
type: electricity
|
||
- amount: 5
|
||
type: fire
|
||
- amount: 5
|
||
type: piercing
|
||
- amount: 5
|
||
type: slashing
|
||
saves:
|
||
fort: 10
|
||
ref: 8
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 12
|
||
Intimidation: 9
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Large
|
||
- Mindless
|
||
- Skeleton
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 4
|
||
dex_mod: 2
|
||
int_mod: -5
|
||
str_mod: 7
|
||
wis_mod: 2
|
||
ac: 25
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Huge giants and other enormous creatures make powerful skeletons.
|
||
divine_spells: null
|
||
hp: 105
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- mental
|
||
- paralyzed
|
||
- poison
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+11
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 18
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
name: Skeletal Hulk
|
||
perception: 16
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The hulk makes two Strikes with its claw against two adjacent foes,
|
||
both of whom are within its reach. The multiple attack penalty does not increase
|
||
until after both attacks are resolved.
|
||
name: Broad Swipe
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The hulk Strides and makes a claw Strike with a +4 circumstance bonus
|
||
to damage. If the strike hits, the hulk automatically Shoves the target 10 feet.
|
||
name: Massive Rush
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: cold
|
||
- amount: 5
|
||
type: electricity
|
||
- amount: 5
|
||
type: fire
|
||
- amount: 5
|
||
type: piercing
|
||
- amount: 5
|
||
type: slashing
|
||
saves:
|
||
fort: 15
|
||
ref: 15
|
||
will: 13
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 20
|
||
Intimidation: 15
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Huge
|
||
- Mindless
|
||
- Skeleton
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 7
|
||
con_mod: 6
|
||
dex_mod: 6
|
||
int_mod: 2
|
||
str_mod: 8
|
||
wis_mod: 8
|
||
ac: 42
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: skulltaker taps into the memories of the creatures whose bones make
|
||
up its body. This gives it the Skeletal Lore skill, which it can use to Recall
|
||
Knowledge of any kind. In addition, it can speak and understand all the languages
|
||
known by the creatures whose bones make up its body (typically including Common
|
||
and the regional language of the skulltaker's home region). The skulltaker can
|
||
use Skeletal Lore as the primary skill check for the legend lore ritual, and
|
||
it can cast legend lore without secondary casters.
|
||
name: Skeletal Lore
|
||
traits:
|
||
- divination
|
||
- divine
|
||
description: Swirling down from misty peaks and through howling mountain passes
|
||
like an evil wind, the vortex of bones known as a skulltaker is a terrible manifestation
|
||
of the delirium and agony experienced by doomed climbers and lost trailblazers
|
||
just before they met their end. In some places, a skulltaker is also known as
|
||
a saxra.
|
||
divine_spells: null
|
||
hp: 300
|
||
immunities:
|
||
- cold
|
||
- death effects
|
||
- disease
|
||
- paralyzed
|
||
- poison
|
||
- unconscious
|
||
innate_spells:
|
||
- frequency: x2
|
||
level: 8
|
||
name: finger of death
|
||
- frequency: x2
|
||
level: 8
|
||
name: horrid wilting
|
||
- frequency: x2
|
||
level: 8
|
||
name: punishing winds
|
||
- frequency: constant
|
||
level: 6
|
||
name: true seeing
|
||
items: null
|
||
languages:
|
||
- Necril
|
||
level: 18
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+14 plus 3d6 negative and energy drain
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 35
|
||
traits:
|
||
- deadly 2d12
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d6+14 plus 3d6 negative and energy drain
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 35
|
||
traits:
|
||
- agile
|
||
- deadly 2d12
|
||
- magical
|
||
- reach 15 feet
|
||
name: Skulltaker
|
||
perception: 33
|
||
proactive_abilities:
|
||
- description: Whenever a creature dies within 60 feet of a skulltaker, the skulltaker
|
||
draws a portion of the creature's bones into its shard storm. The creature must
|
||
succeed at a DC 40 Will save or rise as a *skeletal champion* in 1d4 rounds.
|
||
These skeletal champions are controlled by the skulltaker.
|
||
name: Bonetaker
|
||
traits:
|
||
- divine
|
||
- necromancy
|
||
- description: When a skulltaker hits with a melee Strike, the target must succeed
|
||
at a DC 40 Fortitude save or become drained 2 and doomed 1.
|
||
name: Energy Drain
|
||
traits:
|
||
- divine
|
||
- necromancy
|
||
- action_cost: One Action
|
||
description: The skulltaker causes splintered bones to erupt from all solid surfaces
|
||
in a 100-foot emanation, except for surfaces of worked stone. A creature moving
|
||
through the bones takes 10 piercing damage and 10 negative damage for every
|
||
5 feet of movement. The first time each round a creature takes piercing damage
|
||
from these splintered bones, it must succeed at a Reflex save or take a –10-foot
|
||
circumstance penalty to all Speeds for 10 minutes, or a –15-foot circumstance
|
||
penalty for 24 hours on a critical failure. The bones remain in place until
|
||
the skulltaker uses this action again or the bones are manually removed, which
|
||
takes 10 minutes for each 5-foot square.
|
||
name: Splintered Ground
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+6 plus 3d6 negative
|
||
type: piercing
|
||
name: bone javelin
|
||
to_hit: 33
|
||
traits:
|
||
- magical
|
||
- thrown 100 feet
|
||
resistances:
|
||
- amount: 15
|
||
type: piercing
|
||
- amount: 15
|
||
type: slashing
|
||
saves:
|
||
fort: 31
|
||
ref: 33
|
||
will: 35
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. positive
|
||
senses:
|
||
- darkvision
|
||
- '*true seeing*'
|
||
skills:
|
||
Acrobatics: 34
|
||
Intimidation: 35
|
||
Religion: 30
|
||
Stealth: 32
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 60
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- NE
|
||
- Huge
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 4
|
||
dex_mod: 2
|
||
int_mod: -4
|
||
str_mod: 4
|
||
wis_mod: 0
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The slurk is a sticky, tusked frog-beast found in underground lairs
|
||
and caves. It has two massive tusks, which it uses to gore prey and tangle with
|
||
rival slurks. With the slurk's natural ability to climb walls and cling effortlessly
|
||
to ceilings, it can be easy for unwary cave explorers to end up on the wrong end
|
||
of the beast's formidable ivory tusks.
|
||
divine_spells: null
|
||
hp: 35
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Draconic
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+4
|
||
type: piercing
|
||
name: tusks
|
||
to_hit: 11
|
||
traits:
|
||
- deadly 1d10
|
||
name: Slurk
|
||
perception: 6
|
||
proactive_abilities:
|
||
- description: The slurk extrudes a slippery grease from its ventral glands to coat
|
||
the floor under it and in a 5-foot emanation, turning the affected area into
|
||
uneven ground for 10 minutes, after which it dries to a putrid crust. The DC
|
||
to Balance across the slime is 18.
|
||
name: Belly Grease
|
||
traits: null
|
||
- description: A creature struck by a slurk's slime squirt becomes clumsy 1 and
|
||
takes a –5-foot penalty to Speed for 1 hour or until the slime is removed. The
|
||
slime can be removed with a total of three Interact actions by the entangled
|
||
creature or creatures adjacent to the creature. These actions don't need to
|
||
be consecutive or made by the same creature.
|
||
name: Entangling Slime
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
name: slime squirt
|
||
to_hit: 9
|
||
traits:
|
||
- range increment 30 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 10
|
||
ref: 6
|
||
will: 4
|
||
saves_special:
|
||
fort: +12 vs. Grapple or Shove),
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 6
|
||
Athletics: 8
|
||
Intimidation: 24
|
||
Stealth: 5
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 30
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 0
|
||
dex_mod: 4
|
||
int_mod: -4
|
||
str_mod: -3
|
||
wis_mod: 1
|
||
ac: 15
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Each member of this family of venomous snakes has long, hinged fangs
|
||
that inject potent venom in their prey. Different vipers inject different types
|
||
of venom, which might result in paralysis, extreme pain and swelling, blood clotting,
|
||
or even the sudden stopping of the victim's heart.
|
||
divine_spells: null
|
||
hp: 8
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: -1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8–3 plus viper venom
|
||
type: piercing
|
||
name: fangs
|
||
to_hit: 8
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
name: Viper
|
||
perception: 5
|
||
proactive_abilities:
|
||
- description: '**Saving Throw** DC 16 Fortitude; **Maximum Duration** 4 rounds;
|
||
**Stage 1** 1d8 poison (1 round).'
|
||
name: Viper Venom
|
||
traits:
|
||
- poison
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 2
|
||
ref: 7
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 5
|
||
Athletics: 1
|
||
Stealth: 5
|
||
Survival: 3
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 20
|
||
type: Swim
|
||
- amount: 20
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Tiny
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 3
|
||
dex_mod: 3
|
||
int_mod: -4
|
||
str_mod: 3
|
||
wis_mod: 1
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: This nonvenomous snake's name comes from its tendency to curl into
|
||
a ball when frightened, though most people know it for its hunting tactic of coiling
|
||
around prey and crushing victims with its powerful muscles. Nonetheless, brave
|
||
herpetologists sometimes keep ball pythons as pets.
|
||
divine_spells: null
|
||
hp: 20
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+3 plus Grab
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 8
|
||
traits: null
|
||
name: Ball Python
|
||
perception: 6
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: 1d8 bludgeoning, DC 17
|
||
name: Constrict
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The ball python moves the creature into its coils, freeing its jaws
|
||
to make attacks, then uses Constrict against the creature. The ball python's
|
||
coils can hold one creature.
|
||
name: Wrap in Coils
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 8
|
||
ref: 10
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 6
|
||
Athletics: 6
|
||
Stealth: 6
|
||
Survival: 4
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 20
|
||
type: Swim
|
||
- amount: 20
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 3
|
||
dex_mod: 4
|
||
int_mod: -4
|
||
str_mod: 3
|
||
wis_mod: 1
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The giant viper's fangs are a frightening sight, with injection tubes
|
||
as long as daggers. The sheer amount of venom injected by a giant viper can cause
|
||
severe blood clotting and leave a victim utterly drained of vitality.
|
||
divine_spells: null
|
||
hp: 26
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+3 plus giant viper venom
|
||
type: piercing
|
||
name: fangs
|
||
to_hit: 11
|
||
traits:
|
||
- finesse
|
||
name: Giant Viper
|
||
perception: 7
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The giant viper uses an action to coil itself, increasing its reach
|
||
with its fangs from 5 to 10 feet. After the giant viper Strikes with its fangs,
|
||
it becomes uncoiled.
|
||
name: Coil
|
||
traits: null
|
||
- description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds;
|
||
**Stage 1** 1d6 poison (1 round); **Stage 2** 1d6 poison and drained 1.'
|
||
name: Giant Viper Venom
|
||
traits:
|
||
- poison
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 8
|
||
ref: 11
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 9
|
||
Athletics: 8
|
||
Stealth: 8
|
||
Survival: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 20
|
||
type: Swim
|
||
- amount: 20
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 6
|
||
dex_mod: 3
|
||
int_mod: -4
|
||
str_mod: 7
|
||
wis_mod: 3
|
||
ac: 25
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The monstrous giant anaconda is capable of swallowing whole creatures
|
||
as big as horses—to say nothing of their riders. Although novice bushwhackers
|
||
watch out for snakes that might drop on them from the jungle canopy above, giant
|
||
anacondas are most commonly encountered in ponds and rivers, where they feed on
|
||
prey including manatees and capybaras.
|
||
divine_spells: null
|
||
hp: 175
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 8
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+7 plus Grab
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 21
|
||
traits:
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+7 plus Push 10 feet
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 21
|
||
traits:
|
||
- agile
|
||
- reach 15 feet
|
||
name: Giant Anaconda
|
||
perception: 17
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: 1d10+7 bludgeoning, DC 26
|
||
name: Greater Constrict
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The giant anaconda Strides, Climbs, or Swims up to half its Speed,
|
||
pulling any creatures it has grabbed with it.
|
||
name: Slither
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: Large, 1d10+7 bludgeoning, Rupture 21
|
||
name: Swallow Whole
|
||
traits:
|
||
- attack
|
||
- action_cost: One Action
|
||
description: '**Requirement** A Large or smaller creature is grabbed or restrained
|
||
in the giant anaconda''s jaws. **Effect** The giant anaconda moves the creature
|
||
into its coils, freeing its jaws to make attacks, then uses Greater Constrict
|
||
against the creature. The giant anaconda''s coils can hold as many creatures
|
||
as will fit in its space.'
|
||
name: Wrap in Coils
|
||
traits:
|
||
- attack
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 20
|
||
ref: 17
|
||
will: 15
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 15
|
||
Athletics: 21
|
||
Stealth: 15
|
||
Survival: 15
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 30
|
||
type: Swim
|
||
- amount: 30
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Huge
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 3
|
||
dex_mod: 4
|
||
int_mod: 0
|
||
str_mod: -2
|
||
wis_mod: 2
|
||
ac: 20
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: A soulbound doll shares fragments of its donor soul's personality,
|
||
though none of that creature's memories. This causes a soulbound doll to match
|
||
the donor soul's alignment and gain the corresponding alignment traits.
|
||
name: Personality Fragments
|
||
traits: null
|
||
description: Soulbound dolls are eerie mannequins or playthings that have been imbued
|
||
with a small piece of a deceased mortal's soul. These little constructs are created
|
||
for a variety of reasons—such as to serve as companions or servants—but their
|
||
free will means their obedience to their creators is hardly a given. Followers
|
||
of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the
|
||
natural cycle of souls, and those who worship the Lady of Graves see the destruction
|
||
of a soulbound doll, regardless of the construct's alignment, as an important
|
||
service to the Great Beyond. Soulbound dolls are the simplest in a series of soulbound
|
||
constructs including human-sized soulbound mannequins, powerful soulbound shells,
|
||
and sentinel soulbound terra-cotta warriors. Creating them from unwilling living
|
||
creatures is evil, and an unwilling donor can resist the process with a successful
|
||
Will save against the creator's Craft DC, ruining the doll if not preventing the
|
||
donor's death. A non-evil doll can only be crafted from the soul of a person who
|
||
has given consent to such use before their death occurred
|
||
divine_spells: null
|
||
hp: 23
|
||
immunities:
|
||
- bleed
|
||
- death effects
|
||
- disease
|
||
- doomed
|
||
- drained
|
||
- fatigued
|
||
- healing
|
||
- mental
|
||
- necromancy
|
||
- nonlethal attacks
|
||
- paralyzed
|
||
- poison
|
||
- sickened
|
||
- unconscious
|
||
innate_spells:
|
||
- frequency: if alignment is Lawful Evil
|
||
level: 3
|
||
name: chilling darkness
|
||
- frequency: if alignment is Lawful Evil
|
||
level: 3
|
||
name: grease
|
||
- frequency: if alignment is Lawful Evil
|
||
level: 3
|
||
name: harm
|
||
- frequency: if alignment is Lawful Evil
|
||
level: 3
|
||
name: heal
|
||
- frequency: if alignment is Lawful Evil
|
||
level: 3
|
||
name: heroism
|
||
- frequency: if alignment is Lawful Evil
|
||
level: 3
|
||
name: levitate
|
||
- frequency: if alignment is Lawful Evil
|
||
level: 3
|
||
name: nondetection
|
||
- frequency: if alignment is Lawful Evil
|
||
level: 3
|
||
name: vampiric touch
|
||
- frequency: if alignment is Lawful Evil
|
||
level: 3
|
||
name: wall of thorns
|
||
- frequency: if alignment is Lawful Evil
|
||
level: 3
|
||
name: zone of truth
|
||
items: null
|
||
languages:
|
||
- ' one spoken by its creator (typically Common)'
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+2
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- magical
|
||
name: Soulbound Doll
|
||
perception: 8
|
||
proactive_abilities: []
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 7
|
||
ref: 10
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 8
|
||
Occultism: 4
|
||
Stealth: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: 8
|
||
spell_dc: 18
|
||
traits:
|
||
- Any
|
||
- Tiny
|
||
- Construct
|
||
- Soulbound
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 3
|
||
dex_mod: 1
|
||
int_mod: 5
|
||
str_mod: 6
|
||
wis_mod: 4
|
||
ac: 27
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: +19, Deception +16, Diplomacy +16, Intimidation +18, Occultism +17
|
||
**Str** +6, **Dex** +1, **Con** +3, **Int** +5, **Wis** +4, **Cha** +4 **Bardic
|
||
Lore** Sphinxes are naturally curious, and their love of puzzles and mysteries
|
||
leads them to gather information on a broad range of topics. Sphinxes have the
|
||
Bardic Lore bard feat, allowing them to Recall Knowledge on any topic.
|
||
name: Bardic Lore
|
||
traits: null
|
||
description: Sphinxes are mystical beings with the body of a lion, the wings of
|
||
a great bird, and the upper torso and head of a human. They are often maligned
|
||
in legends as nothing more than monsters, and though they are quick to anger and
|
||
are capable of exacting deadly retribution for perceived slights, they are also
|
||
very intelligent.
|
||
divine_spells: null
|
||
hp: 135
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 4
|
||
name: clairaudience
|
||
- frequency: at will
|
||
level: 4
|
||
name: clairvoyance
|
||
- frequency: at will
|
||
level: 4
|
||
name: read omens
|
||
- frequency: at will
|
||
level: 4
|
||
name: remove curse
|
||
- level: 3
|
||
name: dispel magic
|
||
- level: 3
|
||
name: locate
|
||
- frequency: constant
|
||
level: 5
|
||
name: tongues
|
||
- frequency: constant
|
||
level: 5
|
||
name: see invisibility
|
||
- frequency: constant
|
||
level: 2
|
||
name: see invisibility
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
- Sphinx
|
||
level: 8
|
||
melee:
|
||
- action_cost: Two Actions
|
||
damage:
|
||
formula: 2d6+9
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 20
|
||
traits:
|
||
- agile
|
||
name: Sphinx
|
||
perception: 18
|
||
proactive_abilities:
|
||
- description: The sphinx rears back on their hind legs and makes two claw Strikes
|
||
at the same target, using the same attack bonus as their highest melee attack.
|
||
If both attacks deal damage, the target takes extra damage equal to one claw
|
||
Strike.
|
||
name: Claw Rake
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The sphinx Strides and makes a Strike at the end of that movement.
|
||
If the sphinx began this action hidden, they remain hidden until after the attack.
|
||
name: Pounce
|
||
traits: null
|
||
- description: ', charm (4th), fear (3rd), phantom pain (3rd), sleep (3rd). The
|
||
sphinx learns the identity of any creature that answers the riddle and tends
|
||
to be friendly to them.'
|
||
name: Warding Glyph
|
||
traits:
|
||
- 5th
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 16
|
||
ref: 14
|
||
will: 19
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Arcana: 17
|
||
Athletics: 18
|
||
Deception: 16
|
||
Diplomacy: 16
|
||
Intimidation: 18
|
||
Occultism: 17
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: 27
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Beast
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -4
|
||
con_mod: 0
|
||
dex_mod: 3
|
||
int_mod: -5
|
||
str_mod: -2
|
||
wis_mod: 0
|
||
ac: 15
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The spider swarm has imprecise tremorsense to detect the vibrations
|
||
of creatures touching its web.
|
||
name: Web Sense
|
||
traits: null
|
||
description: An abundance of food, the sudden hatching of a clutch of eggs, or magical
|
||
influence can cause smaller spiders to gather in terrifying, deadly masses.
|
||
divine_spells: null
|
||
hp: 12
|
||
immunities:
|
||
- precision
|
||
- swarm mind
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 0
|
||
melee: null
|
||
name: Spider Swarm
|
||
perception: 4
|
||
proactive_abilities:
|
||
- description: '**Saving Throw** Fortitude DC 14; **Maximum Duration** 4 rounds;
|
||
**Stage 1** 1 poison and enfeebled 1 (1 round); **Stage 2** 1d4 poison and enfeebled
|
||
1 (1 round).'
|
||
name: Spider Swarm Venom
|
||
traits:
|
||
- poison
|
||
- action_cost: One Action
|
||
description: Each enemy in the spider swarm's space takes 1d4 piercing damage
|
||
with a DC 14 basic Reflex save. A creature that fails its save is exposed to
|
||
spider swarm venom.
|
||
name: Swarming Bites
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 2
|
||
type: bludgeoning
|
||
- amount: 5
|
||
type: piercing
|
||
- amount: 5
|
||
type: slashing
|
||
saves:
|
||
fort: 4
|
||
ref: 7
|
||
will: 2
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- web sense
|
||
skills:
|
||
Acrobatics: 5
|
||
Athletics: 2
|
||
Stealth: 5
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 20
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
- Swarm
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -4
|
||
con_mod: 1
|
||
dex_mod: 4
|
||
int_mod: -5
|
||
str_mod: 2
|
||
wis_mod: 2
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The hunting spider has imprecise tremorsense to detect the vibrations
|
||
of creatures touching its web.
|
||
name: Web Sense
|
||
traits: null
|
||
description: Hunting spiders are the most common type of giant spider, though not
|
||
the largest.
|
||
divine_spells: null
|
||
hp: 16
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+2 plus hunting spider venom
|
||
type: piercing
|
||
name: fangs
|
||
to_hit: 9
|
||
traits:
|
||
- finesse
|
||
name: Hunting Spider
|
||
perception: 7
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The hunting spider moves straight down up to 40 feet, suspended by
|
||
a web line. It can hang from the web or drop off. The distance it Descends on
|
||
a Web doesn't count for falling damage. A creature that successfully Strikes
|
||
the web (AC 20, Hardness 3, 5 HP) severs it, causing the spider to fall.
|
||
name: Descend on a Web
|
||
traits:
|
||
- move
|
||
- description: '**Saving Throw** Fortitude DC 16; **Maximum Duration** 6 rounds;
|
||
**Stage 1** 1d10 poison and flat-footed (1 round); **Stage 2** 1d12 poison,
|
||
clumsy 1, and flat-footed (1 round); **Stage 3** 2d6 poison, clumsy 2, and flat-footed
|
||
(1 round).'
|
||
name: Hunting Spider Venom
|
||
traits:
|
||
- poison
|
||
- description: .
|
||
name: Web Trap
|
||
traits:
|
||
- DC 17
|
||
ranged:
|
||
- action_cost: One Action
|
||
name: web
|
||
to_hit: 7
|
||
traits:
|
||
- range increment 30 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 6
|
||
ref: 9
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- web sense
|
||
skills:
|
||
Acrobatics: 7
|
||
Athletics: 5
|
||
Stealth: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 25
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -4
|
||
con_mod: 5
|
||
dex_mod: 1
|
||
int_mod: -5
|
||
str_mod: 6
|
||
wis_mod: 2
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Tarantulas are ambush predators, but will attack prey in the open.
|
||
divine_spells: null
|
||
hp: 135
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+8 plus giant tarantula venom
|
||
type: piercing
|
||
name: fangs
|
||
to_hit: 17
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d12+8 plus Knockdown
|
||
type: bludgeoning
|
||
name: leg
|
||
to_hit: 17
|
||
traits:
|
||
- reach 10 feet
|
||
name: Giant Tarantula
|
||
perception: 14
|
||
proactive_abilities:
|
||
- description: '**Saving Throw** Fortitude DC 23; **Maximum Duration** 8 rounds;
|
||
**Stage 1** 1d6 poison (1 round); **Stage 2** 1d6 poison, flat-footed, and clumsy
|
||
1 (1 round); **Stage 3** 1d6 poison, flat-footed, and clumsy 2; **Stage 4**
|
||
1d6 poison and paralyzed (1 round).'
|
||
name: Giant Tarantula Venom
|
||
traits:
|
||
- poison
|
||
- action_cost: Two Actions
|
||
description: The tarantula flicks its legs, flinging spiky hairs in a 15-foot
|
||
cone. This deals 4d6 piercing damage with a DC 25 basic Reflex save.
|
||
name: Hair Barrage
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 15
|
||
ref: 13
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 9
|
||
Athletics: 16
|
||
Stealth: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 30
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -4
|
||
con_mod: 7
|
||
dex_mod: 5
|
||
int_mod: -5
|
||
str_mod: 8
|
||
wis_mod: 3
|
||
ac: 30
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The goliath spider has imprecise tremorsense to detect the vibrations
|
||
of creatures touching its web.
|
||
name: Web Sense
|
||
traits: null
|
||
description: Goliath spiders dwell in the deepest jungles, where they build webs
|
||
as big as temples and feast on prey as large as hippopotami.
|
||
divine_spells: null
|
||
hp: 220
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 11
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+12 plus goliath spider venom
|
||
type: piercing
|
||
name: fangs
|
||
to_hit: 24
|
||
traits:
|
||
- reach 10 feet
|
||
name: Goliath Spider
|
||
perception: 22
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The goliath spider moves straight down up to 120 feet, suspended
|
||
by a web line. It can hang from the web or drop off. The distance it Descends
|
||
on a Web doesn't count for falling damage. A creature that successfully Strikes
|
||
the web (AC 20, Hardness 5, 20 HP) severs it, causing the spider to fall.
|
||
name: Descend on a Web
|
||
traits:
|
||
- move
|
||
- description: '**Saving Throw** Fortitude DC 30; **Maximum Duration** 6 rounds;
|
||
**Stage 1** 2d6 poison and slowed 1 (1 round); **Stage 2** 2d6 poison and slowed
|
||
2 (1 round); **Stage 3** paralyzed for 2d4 hours.'
|
||
name: Goliath Spider Venom
|
||
traits:
|
||
- incapacitation
|
||
- poison
|
||
- description: ', but this doesn''t free the restrained creature.'
|
||
name: Web Tether
|
||
traits:
|
||
- AC 20
|
||
- Hardness 5
|
||
- HP 20
|
||
ranged:
|
||
- action_cost: One Action
|
||
name: web
|
||
to_hit: 22
|
||
traits:
|
||
- range increment 60 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 25
|
||
ref: 21
|
||
will: 17
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- web sense
|
||
skills:
|
||
Acrobatics: 18
|
||
Athletics: 23
|
||
Stealth: 22
|
||
skills_special: null
|
||
speed:
|
||
- amount: 45
|
||
type: Land
|
||
- amount: 30
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Gargantuan
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 0
|
||
dex_mod: 4
|
||
int_mod: -2
|
||
str_mod: -3
|
||
wis_mod: 0
|
||
ac: 15
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: sprite naturally sheds light like a torch. The sprite can extinguish,
|
||
rekindle, or change the color of this light using a single action, which has
|
||
the concentrate trait. While this light is extinguished, the sprite's Strikes
|
||
don't deal fire damage and they can't use their luminous spark Strike.
|
||
name: Luminous Fire
|
||
traits:
|
||
- evocation
|
||
- light
|
||
- primal
|
||
description: Common sprites are primeval guardians that latch onto a person, place,
|
||
or object and defend it for their own inscrutable reasons. Their dispositions
|
||
vary from kind to spiteful, but all sprites have a capricious streak. Being only
|
||
about 9 inches tall, they are wary of animals that might hunt them, particularly
|
||
house cats, and prefer flight to a fight. On the other hand, sprites are incredibly
|
||
curious about all forms of magic and heedlessly gather around ley line nexuses
|
||
or other places of power.
|
||
divine_spells: null
|
||
hp: 11
|
||
immunities: null
|
||
innate_spells:
|
||
- level: 1
|
||
name: color spray
|
||
items:
|
||
- rapier
|
||
languages:
|
||
- Common
|
||
- Sylvan
|
||
level: -1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6–3 plus 1 fire
|
||
type: piercing
|
||
name: rapier
|
||
to_hit: 8
|
||
traits:
|
||
- deadly 1d8
|
||
- disarm
|
||
- finesse
|
||
- fire
|
||
- magical
|
||
name: Sprite
|
||
perception: 4
|
||
proactive_abilities: []
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4
|
||
type: fire
|
||
name: luminous spark
|
||
to_hit: 8
|
||
traits:
|
||
- fire
|
||
- light
|
||
- range 20 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 2
|
||
ref: 8
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Acrobatics: 6
|
||
Stealth: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 10
|
||
type: Land
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CN
|
||
- Tiny
|
||
- Fey
|
||
- Sprite
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 1
|
||
dex_mod: 4
|
||
int_mod: 0
|
||
str_mod: -2
|
||
wis_mod: 2
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Grigs are kindly musicians of the fey, often getting themselves into
|
||
trouble due to their penchant for confronting evil well beyond their ability to
|
||
vanquish. Even so, they fight bravely and with great cunning, using their magic
|
||
and ranged sonic attacks while flying and leaping using their wings and powerful
|
||
cricket-like lower torsos to stay out of reach.
|
||
divine_spells: null
|
||
hp: 20
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: self only
|
||
level: 2
|
||
name: glitterdust
|
||
- frequency: self only
|
||
level: 2
|
||
name: invisibility
|
||
- level: 1
|
||
name: illusory disguise
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Sylvan
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4–2
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 9
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- magical
|
||
name: Grig
|
||
perception: 7
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: A grig can rub its legs together to create a catchy fiddling tune
|
||
that compels others within 30 feet to dance about, with varying effects depending
|
||
on a DC 18 Will save. A listener is temporarily immune for 10 minutes on a success,
|
||
but otherwise, if the grig continues to Fiddle each round, the creature receives
|
||
no additional saves. **Success** No effect. **Failure** Flat-footed and –10-foot
|
||
status penalty to Speeds. **Critical Failure** As failure, and also slowed 1.
|
||
name: Fiddle
|
||
traits:
|
||
- auditory
|
||
- emotion
|
||
- enchantment
|
||
- mental
|
||
- primal
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8
|
||
type: sonic
|
||
name: dissonant note
|
||
to_hit: 9
|
||
traits:
|
||
- evocation
|
||
- magical
|
||
- range 30 feet
|
||
- sonic
|
||
resistances: null
|
||
saves:
|
||
fort: 6
|
||
ref: 9
|
||
will: 9
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Acrobatics: 7
|
||
Athletics: 2
|
||
Performance: 7
|
||
Stealth: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 30
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CN
|
||
- Tiny
|
||
- Fey
|
||
- Sprite
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 1
|
||
dex_mod: 5
|
||
int_mod: 3
|
||
str_mod: -1
|
||
wis_mod: 2
|
||
ac: 23
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Insatiably curious, overly excitable, and just a bit puckish, pixies
|
||
are wanderers and tricksters who use their pixie dust to create all sorts of whimsical
|
||
situations, as well as to defend themselves. Other creatures often have trouble
|
||
understanding a pixie's rapid, rambling way of speaking.
|
||
divine_spells: null
|
||
hp: 40
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: at will; self only
|
||
level: 4
|
||
name: invisibility
|
||
- level: 3
|
||
name: dispel magic
|
||
- level: 2
|
||
name: entangle
|
||
- level: 2
|
||
name: faerie fire
|
||
- level: 1
|
||
name: illusory disguise
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Sylvan
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: piercing
|
||
name: shartsword
|
||
to_hit: 13
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- magical
|
||
- versatile S
|
||
name: Pixie
|
||
perception: 12
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The pixie sprinkles pixie dust onto one of its arrows. If the pixie
|
||
hits a creature with that arrow before the pixie's next turn, the arrow inflicts
|
||
one of the following special effects instead of dealing damage. Each effect
|
||
depends on the target's DC 21 Will save. On a critical hit, the target treats
|
||
its save result as one degree worse. <ul><li>**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.</li><li>**Memory Loss** (divination, mental) On
|
||
a failed Will save, the target loses the last 5 minutes of its memory.</li><li>**Sleep**
|
||
(enchantment, incapacitation, mental, sleep) The target suffers the effects
|
||
of a 3rd-level *sleep* spell.</li><li>**Subdual** (enchantment, mental, nonlethal)
|
||
The target takes 4d6 mental damage, depending on its basic Will save.</li></ul>
|
||
name: Sprinkle Pixie Dust
|
||
traits:
|
||
- manipulate
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+4
|
||
type: piercing
|
||
name: longbow
|
||
to_hit: 13
|
||
traits:
|
||
- deadly 1d10
|
||
- magical
|
||
- range increment 100 feet
|
||
- reload 0
|
||
- volley 20 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 8
|
||
ref: 14
|
||
will: 12
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Acrobatics: 13
|
||
Deception: 11
|
||
Nature: 10
|
||
Stealth: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 15
|
||
type: Land
|
||
- amount: 45
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CN
|
||
- Small
|
||
- Fey
|
||
- Sprite
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 1
|
||
dex_mod: 4
|
||
int_mod: 1
|
||
str_mod: 2
|
||
wis_mod: 0
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Crow-like humanoids, tengus are a canny and clever people who can be
|
||
found across all of Golarion. Tengus are used to being minorities and facing suspicion
|
||
wherever they travel, so by necessity many possess a knack for languages as well
|
||
as for blades. They live on the fringes of society and tend to flock toward less-than-legal
|
||
occupations, earning them their reputation for being streetwise and unscrupulous—a
|
||
label that, in turn, perpetuates the tengus' oppressive cycle of discrimination
|
||
and illegitimate work.
|
||
divine_spells: null
|
||
hp: 27
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Tengu
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+2
|
||
type: piercing
|
||
name: rapier
|
||
to_hit: 10
|
||
traits:
|
||
- deadly 1d8
|
||
- disarm
|
||
- finesse
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+2
|
||
type: piercing
|
||
name: beak
|
||
to_hit: 10
|
||
traits:
|
||
- finesse
|
||
name: Tengu
|
||
perception: 6
|
||
proactive_abilities:
|
||
- description: '**Trigger** The tengu critically hits with a beak Strike. **Effect**
|
||
The tengu attempts to peck out its victim''s eyes. The target must attempt a
|
||
DC 17 Fortitude save. **Success** Unaffected. **Failure** Blinded for 1 round.
|
||
**Critical Failure** Blinded until healed to maximum HP.'
|
||
name: Go for the Eyes
|
||
traits:
|
||
- incapacitation
|
||
- description: The tengu deals 1d6 extra precision damage to flat-footed creatures.
|
||
name: Sneak Attack
|
||
traits: null
|
||
- description: On the first round of combat, creatures that haven't acted yet are
|
||
flat-footed to the tengu.
|
||
name: Surprise Attacker
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6
|
||
type: piercing
|
||
name: shortbow
|
||
to_hit: 10
|
||
traits:
|
||
- deadly 1d10
|
||
- range increment 60 feet
|
||
- reload 0
|
||
resistances: null
|
||
saves:
|
||
fort: 7
|
||
ref: 10
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Acrobatics: 8
|
||
Athletics: 6
|
||
Deception: 7
|
||
Diplomacy: 5
|
||
Society: 5
|
||
Stealth: 8
|
||
Thievery: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CN
|
||
- Medium
|
||
- Humanoid
|
||
- Tengu
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 9
|
||
dex_mod: 5
|
||
int_mod: -1
|
||
str_mod: 10
|
||
wis_mod: 6
|
||
ac: 42
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The legendary terotricus is a massive slime-mold that hails from the
|
||
Abyss. Its collective consciousness encapsulates entire regions, spreading as
|
||
far as its ever-growing cloud of spores will take it. Once it has seeped onto
|
||
the Material Plane from the Abyssal realm, a terotricus's agenda is to feed on
|
||
all living creatures, infecting them with its spores, and its presence can spell
|
||
doom for any in its way.
|
||
divine_spells: null
|
||
hp: 370
|
||
immunities:
|
||
- controlled
|
||
- disease
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Elven
|
||
- Sylvan
|
||
level: 19
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d10+16 plus 2d6 chaotic, 2d6 evil, and Improved Grab or Improved Push
|
||
20 feet (40 feet on a critical hit)
|
||
type: bludgeoning
|
||
name: tentacle
|
||
to_hit: 37
|
||
traits:
|
||
- chaotic
|
||
- evil
|
||
- magical
|
||
- reach 20 feet
|
||
name: Terotricus
|
||
perception: 31
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: '**Frequency** once per day. **Requirement** The terotricus is in
|
||
a swamp or forested area. **Effect** The terotricus drains nutrients from nearby
|
||
trees and undergrowth while simultaneously infesting them with fungal growth.
|
||
All non-magical plant life (though not plant creatures) within a 60-foot emanation
|
||
withers and sprouts foul mold and slimy mushrooms, removing any cover and concealment
|
||
provided by trees and undergrowth. The terotricus is healed 200 Hit Points.'
|
||
name: Infest Environs
|
||
traits:
|
||
- healing
|
||
- necromancy
|
||
- primal
|
||
- description: Plants and fungi are immune. **Saving Throw** Fortitude DC 40; **Stage
|
||
1** enfeebled 2 (1 day); **Stage 2** enfeebled 4 and slowed 1 (1 day); **Stage
|
||
3** controlled by the terotricus (as dominate; 5d8 days); **Stage 4** dead.
|
||
name: Spore Blight
|
||
traits:
|
||
- disease
|
||
- description: .
|
||
name: Sticky Spores
|
||
traits:
|
||
- DC 40
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d8+6 plus 2d6 chaotic, 2d6 evil, spore blight, and sticky spores
|
||
type: poison
|
||
name: spores
|
||
to_hit: 37
|
||
traits:
|
||
- chaotic
|
||
- evil
|
||
- magical
|
||
- range increment 80 feet
|
||
resistances:
|
||
- amount: 15
|
||
type: fire
|
||
saves:
|
||
fort: 34
|
||
ref: 28
|
||
will: 33
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- tremorsense (imprecise) 120 feet
|
||
skills:
|
||
Athletics: 37
|
||
Deception: 32
|
||
Intimidation: 35
|
||
Nature: 31
|
||
Survival: 31
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
- amount: 35
|
||
type: Swim
|
||
- amount: 25
|
||
type: Burrow
|
||
- amount: 25
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Rare
|
||
- CE
|
||
- Gargantuan
|
||
- Fungus
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 8
|
||
con_mod: 11
|
||
dex_mod: 9
|
||
int_mod: 7
|
||
str_mod: 12
|
||
wis_mod: 8
|
||
ac: 54
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Treerazer, the self-styled Lord of the Blasted Tarn, is a powerful
|
||
demon on the cusp of ascending to the true power of one of the rulers of the Abyss
|
||
itself—a demon lord. For now, even as a nascent demon lord, Treerazer is a dangerous
|
||
foe.
|
||
divine_spells: null
|
||
hp: 550
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- mental
|
||
- poison
|
||
innate_spells:
|
||
- level: 10
|
||
name: horrid wilting
|
||
- level: 10
|
||
name: time stop
|
||
- level: 10
|
||
name: wall of thorns
|
||
- frequency: at will
|
||
level: 9
|
||
name: abyssal wrath
|
||
- frequency: at will
|
||
level: 9
|
||
name: dispel magic
|
||
- frequency: at will
|
||
level: 6
|
||
name: tangling creepers
|
||
- frequency: at will
|
||
level: 5
|
||
name: abyssal plague
|
||
- frequency: at will
|
||
level: 3
|
||
name: earthbind
|
||
- frequency: at will
|
||
level: 2
|
||
name: telekinetic maneuver
|
||
- frequency: constant
|
||
level: 8
|
||
name: true seeing
|
||
- frequency: constant
|
||
level: 8
|
||
name: freedom of movement
|
||
- frequency: constant
|
||
level: 4
|
||
name: freedom of movement
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Common
|
||
- Elven
|
||
- Sylvan
|
||
level: 25
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d12+15 plus 1d6 acid, 1d6 chaotic, and 1d6 evil, and 2d6 slashing
|
||
vs. plants
|
||
type: slashing
|
||
name: Blackaxe
|
||
to_hit: 47
|
||
traits:
|
||
- acid
|
||
- chaotic
|
||
- evil
|
||
- magical
|
||
- reach 15 feet
|
||
- sweep
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d10+18 plus 2d6 chaotic and 2d6 evil
|
||
type: slashing
|
||
name: jaws
|
||
to_hit: 45
|
||
traits:
|
||
- agile
|
||
- chaotic
|
||
- evil
|
||
- magical
|
||
- reach 15 feet
|
||
name: Treerazer
|
||
perception: 46
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: Treerazer exudes a pulse of sickly green light in a 30-foot-radius
|
||
emanation. All plants in the area (including creatures under the effect of his
|
||
aura of corruption) blacken and wither. Non-creature plants immediately wither
|
||
and die. Plant creatures take 20d8 negative damage with a DC 49 basic Fortitude
|
||
save. A creature that fails its save is doomed 1 for 1 minute and sickened 3.
|
||
Treerazer can choose to exclude any number of plants in the area from this effect,
|
||
and generally does so to preserve twisted and corrupted plants or fungi, or
|
||
plant creatures that are allied to his cause. Treerazer can't use Defoliation
|
||
for 1d4 rounds.
|
||
name: Defoliation
|
||
traits:
|
||
- primal
|
||
- necromancy
|
||
- plant
|
||
- action_cost: Free Action
|
||
description: '**Frequency** once per round; **Trigger** Treerazer hits a creature,
|
||
object, or spell effect with a weapon Strike or a defoliation attack. **Effect**
|
||
Treerazer casts his innate dispel magic, targeting the creature he hit with
|
||
his Strike or one spell affecting that creature.'
|
||
name: Dispelling Strike
|
||
traits:
|
||
- abjuration
|
||
- primal
|
||
- description: When Treerazer scores a critical hit with a melee attack, the target
|
||
is stunned 2.
|
||
name: Staggering Strike
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 20
|
||
type: 'acid '
|
||
- amount: 15
|
||
type: 'cold '
|
||
- amount: 15
|
||
type: 'fire '
|
||
- amount: 20
|
||
type: physical (except cold iron)
|
||
saves:
|
||
fort: 42
|
||
ref: 40
|
||
will: 43
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +2 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- '*true seeing*'
|
||
skills:
|
||
Acrobatics: 40
|
||
Arcana: 38
|
||
Athletics: 45
|
||
Intimidation: 46
|
||
Nature: 49
|
||
Occultism: 38
|
||
Religion: 45
|
||
Stealth: 40
|
||
skills_special: null
|
||
speed:
|
||
- amount: 60
|
||
type: Land
|
||
- amount: 60
|
||
type: Fly
|
||
- amount: 40
|
||
type: Swim
|
||
- amount: null
|
||
type: Freedom of Movement (constant)
|
||
spell_attack_to_hit: 43
|
||
spell_dc: null
|
||
traits:
|
||
- Unique
|
||
- CE
|
||
- Huge
|
||
- Amphibious
|
||
- Demon
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 6
|
||
dex_mod: 2
|
||
int_mod: -2
|
||
str_mod: 5
|
||
wis_mod: 0
|
||
ac: 20
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Common trolls are dim-witted, gangly giants who stalk the fringes of
|
||
civilization. They rely on their incredible strength to overpower foes with their
|
||
vicious claws and toothy maws. A troll's endless hunger drives it to consume all
|
||
variety of living creatures, and it is their ravenous eating habits that fuel
|
||
trolls' legendary regenerative abilities. Trolls stand anywhere from 12 to 16
|
||
feet tall, though they prefer to hunch for comfort and to lull foes into a false
|
||
sense of security.
|
||
divine_spells: null
|
||
hp: 115
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Jotun
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+5
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 14
|
||
traits:
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+5
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 14
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
name: Troll
|
||
perception: 11
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: claw
|
||
name: Rend
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 17
|
||
ref: 11
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 12
|
||
Intimidation: 12
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Giant
|
||
- Troll
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 7
|
||
dex_mod: 3
|
||
int_mod: -1
|
||
str_mod: 7
|
||
wis_mod: 1
|
||
ac: 28
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Some trolls have learned the skills necessary to survive well beyond
|
||
the typical life expectancy for their kind and rally others to follow their lead.
|
||
These champions develop a number of talents that make them worthy leaders and
|
||
potent hunters—namely their abilities to willingly boost the rate of their regeneration
|
||
and to shake off the acid and fire that would hinder it, not to mention a bestial
|
||
roar that can send would-be predators scurrying off. Troll kings possess a cunning
|
||
far beyond their younger kin— they know to keep their allies close, and their
|
||
enemies even closer. If a troll king so much as suspects that one of its followers
|
||
is plotting to usurp it, retribution is swift and fatal.
|
||
divine_spells: null
|
||
hp: 220
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Jotun
|
||
level: 10
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+13
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 23
|
||
traits:
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+13
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 23
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
name: Troll King
|
||
perception: 19
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: '**Requirements** The troll king''s regeneration is not currently
|
||
deactivated. **Effect** The troll king regains 15 HP.'
|
||
name: Forced Regeneration
|
||
traits:
|
||
- concentrate
|
||
- action_cost: One Action
|
||
description: The troll king unleashes a bestial roar. Each non-troll creature
|
||
within 100 feet must attempt a DC 29 Will save. The creature is then temporarily
|
||
immune for 10 minutes. **Critical Success** The creature is unaffected. **Success**
|
||
The creature is frightened 1. **Failure** The creature is frightened 2. **Critical
|
||
Failure** The creature is frightened 3.
|
||
name: Primordial Roar
|
||
traits:
|
||
- auditory
|
||
- emotion
|
||
- fear
|
||
- mental
|
||
- action_cost: One Action
|
||
description: claw
|
||
name: Rend
|
||
traits: null
|
||
- description: The troll king Strides twice in a straight line. It can make up to
|
||
two claw Strikes during this movement and one jaws Strike at the end of its
|
||
movement. It can't Strike the same creature more than once.
|
||
name: Unstoppable Charge
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 23
|
||
ref: 17
|
||
will: 15
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 21
|
||
Intimidation: 22
|
||
Survival: 17
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Giant
|
||
- Troll
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 3
|
||
dex_mod: 3
|
||
int_mod: 0
|
||
str_mod: 4
|
||
wis_mod: 4
|
||
ac: 20
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The unicorn has a connection to the creatures of the natural world
|
||
that allows it to communicate with them. The unicorn can use Diplomacy to Make
|
||
an Impression on animals and to make very simple Requests of them.
|
||
name: Wild Empathy
|
||
traits: null
|
||
description: Symbols of grace and purity, unicorns resemble proud and noble horses.
|
||
They are typically pure white of coat, but they are best known for the single,
|
||
delicate horn that extends from the center of their forehead. While unicorns often
|
||
serve as protectors of unspoiled wilderness and sacred places, they are themselves
|
||
highly sought after for their horns, which are said to possess potent magical
|
||
properties. To many, the mere idea of hunting such a magnificent creature in the
|
||
hopes of severing its horn is utterly reprehensible. Indeed, a de-horned unicorn
|
||
is a sorry sight, and few such unicorns survive much longer in the wild.
|
||
divine_spells: null
|
||
hp: 45
|
||
immunities:
|
||
- poison
|
||
innate_spells:
|
||
- level: 5
|
||
name: tree stride
|
||
- frequency: x2
|
||
level: 3
|
||
name: heal
|
||
- frequency: x2
|
||
level: 3
|
||
name: neutralize poison
|
||
- frequency: at will, good only
|
||
level: 1
|
||
name: detect alignment
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Sylvan
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+4 plus 1d6 good and ghost touch
|
||
type: piercing
|
||
name: horn
|
||
to_hit: 12
|
||
traits:
|
||
- good
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+4 and ghost touch
|
||
type: bludgeoning
|
||
name: hoof
|
||
to_hit: 12
|
||
traits:
|
||
- agile
|
||
- magical
|
||
name: Unicorn
|
||
perception: 13
|
||
proactive_abilities:
|
||
- description: A unicorn's Strikes have the effects of a ghost touch property rune.
|
||
name: Ghost Touch
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The unicorn Strides up to double its Speed in a straight line and
|
||
then makes a horn Strike. If the unicorn moved at least 20 feet, it deals an
|
||
additional 2d6 damage on a hit.
|
||
name: Powerful Charge
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 10
|
||
ref: 8
|
||
will: 11
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +2 vs. mental)
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 10
|
||
Diplomacy: 11
|
||
Stealth: 8
|
||
Survival: 9
|
||
skills_special: null
|
||
speed:
|
||
- amount: 45
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CG
|
||
- Large
|
||
- Beast
|
||
- Fey
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 4
|
||
dex_mod: 7
|
||
int_mod: -1
|
||
str_mod: 7
|
||
wis_mod: -2
|
||
ac: 36
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: An uthul most often appears to be a dark, swirling cloud filled with
|
||
flying debris and streaked with sudden flashes of lightning. Although they are
|
||
clearly elemental in nature, uthuls are nearly always found on the Material Plane,
|
||
where they hide among natural cloud formations, especially thunderstorms.
|
||
divine_spells: null
|
||
hp: 250
|
||
immunities:
|
||
- electricity
|
||
- paralyze
|
||
- poison
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Aquan
|
||
level: 14
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d12+11
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 29
|
||
traits:
|
||
- agile
|
||
name: Uthul
|
||
perception: 20
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The uthul unleashes a powerful bolt of lightning and a stunning thunderclap.
|
||
The bolt deals 6d12 electricity damage to all creatures in a 30-foot line, with
|
||
a DC 34 basic Reflex save, and every creature in a 20-foot emanation must attempt
|
||
a DC 34 Fortitude save. The uthul can't use Lightning Crash again for 1d4 rounds.
|
||
**Critical Success** The creature is unaffected. **Success** The creature is
|
||
stunned 1. **Failure** The creature is stunned for 1 round. **Critical Failure**
|
||
The creature is stunned for 1d4 rounds.
|
||
name: Lightning Crash
|
||
traits:
|
||
- electricity
|
||
- incapacitation
|
||
- sonic
|
||
- description: An uthul's movement doesn't trigger reactions.
|
||
name: Swiftness
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The uthul transforms itself into a swirling vortex of storm and fury
|
||
10 feet wide and up to 40 feet tall. It stays in this form for 3 rounds or until
|
||
it Dismisses the effect. While in this form, the uthul gains resistance 10 to
|
||
physical damage and can move through other creatures. Its aura remains active,
|
||
but it can't make debris Strikes nor use Lightning Crash. Instead, any creature
|
||
the uthul moves through takes 4d6 bludgeoning damage and 2d12 electricity damage.
|
||
A creature can take this damage only once per round. A Large or smaller creature
|
||
must also succeed at a DC 32 Reflex save or be picked up and held suspended
|
||
within the vortex. Suspended creatures move with the uthul. A creature can attempt
|
||
to escape by spending an action to attempt a DC 32 Reflex save (or a DC 32 Acrobatics
|
||
check to maneuver in flight if it has a fly Speed). Upon escaping, or when the
|
||
uthul transforms back into its storm cloud form, a suspended creature is hurled
|
||
1d4 × 10 feet in a random direction, then falls unless it can fly or otherwise
|
||
remain aloft. After returning to its normal form, the uthul must wait 1 minute
|
||
before it can use Whirlwind Form again.
|
||
name: Whirlwind Form
|
||
traits:
|
||
- concentrate
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 5d8+15
|
||
type: bludgeoning
|
||
name: debris
|
||
to_hit: 29
|
||
traits:
|
||
- range increment 60 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 28
|
||
ref: 29
|
||
will: 22
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 29
|
||
Athletics: 27
|
||
Intimidation: 23
|
||
Stealth: 25
|
||
skills_special: null
|
||
speed:
|
||
- amount: 100
|
||
type: Fly
|
||
- amount: null
|
||
type: Swiftness
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Huge
|
||
- Air
|
||
- Elemental
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 1
|
||
dex_mod: 5
|
||
int_mod: -1
|
||
str_mod: 3
|
||
wis_mod: 3
|
||
ac: 22
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Vampires use their spawn for infiltration and reconnaissance.
|
||
divine_spells: null
|
||
hp: 40
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- paralyze
|
||
- poison
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+6 plus Grab
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 14
|
||
traits:
|
||
- agile
|
||
name: Vampire Spawn Rogue
|
||
perception: 12
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: When Drinking Blood, the spawn regains 5 HP.
|
||
name: Drink Blood
|
||
traits:
|
||
- divine
|
||
- necromancy
|
||
- description: The vampire spawn deals 1d6 extra precision damage to flat-footed
|
||
creatures.
|
||
name: Sneak Attack
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: physical (except silver)
|
||
saves:
|
||
fort: 9
|
||
ref: 13
|
||
will: 11
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 11
|
||
Athletics: 9
|
||
Intimidation: 8
|
||
Society: 5
|
||
Stealth: 12
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 25
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Undead
|
||
- Vampire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 2
|
||
dex_mod: 3
|
||
int_mod: 2
|
||
str_mod: 5
|
||
wis_mod: 4
|
||
ac: 24
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: ''
|
||
name: Children of the Night
|
||
traits:
|
||
- divine
|
||
- enchantment
|
||
- mental
|
||
description: Vampire counts rule their demesnes through a mix of fear and cruelty.
|
||
divine_spells: null
|
||
hp: 65
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- paralyze
|
||
- poison
|
||
- sleep
|
||
innate_spells: null
|
||
items:
|
||
- +1 rapier
|
||
- leather armor
|
||
languages:
|
||
- Common
|
||
- Necril
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+11
|
||
type: piercing
|
||
name: rapier
|
||
to_hit: 17
|
||
traits:
|
||
- deadly 1d8
|
||
- disarm +1
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+8 plus Grab
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 17
|
||
traits:
|
||
- agile
|
||
name: Vampire Count
|
||
perception: 17
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: Giant bat with fangs +15 for 1d8+9 piercing.
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- polymorph
|
||
- transmutation
|
||
- description: If a creature dies after being reduced to 0 HP by Drink Blood, the
|
||
vampire can turn this victim into a vampire by donating some of its own blood
|
||
to the victim and burying the victim in earth for 3 nights. If the new vampire
|
||
is lower level than its creator, it is under the creator's control. If a vampire
|
||
controls too many spawn at once (as determined by the GM), strong-willed spawn
|
||
can free themselves by succeeding at a Will saving throw against the vampire's
|
||
Will DC.
|
||
name: Create Spawn
|
||
traits:
|
||
- divine
|
||
- downtime
|
||
- necromancy
|
||
- action_cost: Two Actions
|
||
description: DC 22
|
||
name: Dominate
|
||
traits:
|
||
- divine
|
||
- enchantment
|
||
- incapacitation
|
||
- action_cost: One Action
|
||
description: When Drinking Blood, the vampire regains 10 HP.
|
||
name: Drink Blood
|
||
traits:
|
||
- divine
|
||
- necromancy
|
||
- action_cost: One Action
|
||
description: The vampire turns into a cloud of vapor, as the gaseous form spell,
|
||
or back to its normal form. The vampire loses fast healing while in gaseous
|
||
form. The vampire can remain in this form indefinitely.
|
||
name: Turn to Mist
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- transmutation
|
||
ranged: null
|
||
resistances:
|
||
- amount: 7
|
||
type: physical (except magical silver)
|
||
saves:
|
||
fort: 11
|
||
ref: 14
|
||
will: 17
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 13
|
||
Athletics: 15
|
||
Deception: 14
|
||
Diplomacy: 14
|
||
Intimidation: 16
|
||
Society: 14
|
||
Stealth: 13
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 25
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Undead
|
||
- Vampire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 1
|
||
dex_mod: 4
|
||
int_mod: 6
|
||
str_mod: 3
|
||
wis_mod: 4
|
||
ac: 27
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: ''
|
||
name: Children of the Night
|
||
traits:
|
||
- divine
|
||
- enchantment
|
||
- mental
|
||
description: Vampire masterminds are evil wizards who control entire cabals of the
|
||
undead and instill fear in the hearts of mortals far and wide.
|
||
divine_spells: null
|
||
hp: 115
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- paralyze
|
||
- poison
|
||
- sleep
|
||
innate_spells: null
|
||
items:
|
||
- signet ring
|
||
languages:
|
||
- Common
|
||
- Necril
|
||
level: 9
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+9 plus Grab
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 18
|
||
traits:
|
||
- agile
|
||
name: Vampire Mastermind
|
||
perception: 20
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: Giant bat with fangs +19 for 2d8+9 piercing.
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- polymorph
|
||
- transmutation
|
||
- description: If a creature dies after being reduced to 0 HP by Drink Blood, the
|
||
vampire can turn this victim into a vampire by donating some of its own blood
|
||
to the victim and burying the victim in earth for 3 nights. If the new vampire
|
||
is lower level than its creator, it is under the creator's control. If a vampire
|
||
controls too many spawn at once (as determined by the GM), strong-willed spawn
|
||
can free themselves by succeeding at a Will saving throw against the vampire's
|
||
Will DC.
|
||
name: Create Spawn
|
||
traits:
|
||
- divine
|
||
- downtime
|
||
- necromancy
|
||
- action_cost: Two Actions
|
||
description: DC 26
|
||
name: Dominate
|
||
traits:
|
||
- divine
|
||
- enchantment
|
||
- incapacitation
|
||
- mental
|
||
- visual
|
||
- action_cost: Free Action
|
||
description: '**Frequency** Once per day. **Requirements** The vampire hasn''t
|
||
acted yet on this turn. **Effect** The vampire expends the power stored in its
|
||
signet ring. This gives the vampire the ability to cast one prepared spell it
|
||
had already previously cast today, without spending a spell slot. The vampire
|
||
must still Cast the Spell and meet the spell''s other requirements.'
|
||
name: Drain Bonded Item
|
||
traits:
|
||
- arcane
|
||
- wizard
|
||
- action_cost: One Action
|
||
description: When Drinking Blood, the vampire regains 10 HP.
|
||
name: Drink Blood
|
||
traits:
|
||
- divine
|
||
- necromancy
|
||
- description: If another creature's reaction would disrupt the vampire mastermind's
|
||
spellcasting action, the vampire attempts a DC 15 flat check. If the vampire
|
||
succeeds, its action isn't disrupted.
|
||
name: Steady Spellcasting
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The vampire turns into a cloud of vapor, as the gaseous form spell,
|
||
or back to its normal form. The vampire loses fast healing while in gaseous
|
||
form. The vampire can remain in this form indefinitely.
|
||
name: Turn to Mist
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- transmutation
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: physical (except magical silver)
|
||
saves:
|
||
fort: 15
|
||
ref: 18
|
||
will: 20
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 17
|
||
Arcana: 21
|
||
Athletics: 16
|
||
Deception: 20
|
||
Diplomacy: 20
|
||
Intimidation: 22
|
||
Society: 19
|
||
Stealth: 19
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 25
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CE
|
||
- Medium
|
||
- Undead
|
||
- Vampire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 3
|
||
dex_mod: 3
|
||
int_mod: -1
|
||
str_mod: 4
|
||
wis_mod: 2
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Wargs hunt in packs and surround their prey like common wolves, but
|
||
their cunning and penchant for taunting victims makes them easy to distinguish
|
||
from their less-intelligent cousins. But despite their intelligence, wargs have
|
||
simple desires for food and shelter, making them easy for evil humanoids such
|
||
as orcs and hobgoblins to recruit to protect their camps or join them in battle.
|
||
Most wargs are amenable to this arrangement, but if food should run out, wargs
|
||
are more than willing to integrate goblinoid flesh into their diet.
|
||
divine_spells: null
|
||
hp: 36
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Goblin
|
||
- Orcish
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+4 plus Grab
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 11
|
||
traits: null
|
||
name: Warg
|
||
perception: 8
|
||
proactive_abilities:
|
||
- description: The warg's Strikes deal 1d4 extra damage to creatures within the
|
||
reach of at least two of the warg's allies.
|
||
name: Pack Attack
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: Small, 1d6+2 bludgeoning, Rupture 9
|
||
name: Swallow Whole
|
||
traits:
|
||
- attack
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 11
|
||
ref: 9
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 7
|
||
Athletics: 8
|
||
Deception: 6
|
||
Intimidation: 6
|
||
Stealth: 7
|
||
Survival: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Medium
|
||
- Beast
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 4
|
||
dex_mod: 4
|
||
int_mod: 2
|
||
str_mod: 6
|
||
wis_mod: 3
|
||
ac: 23
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Winter wolves are related to wargs, but are larger, smarter, and far
|
||
more dangerous. They are capable of exhaling plumes of freezing breath and are
|
||
big enough to easily serve as mounts for orcs and hobgoblins—provided the winter
|
||
wolf is willing, of course. Like wargs, winter wolves hunt in packs, but unlike
|
||
their smaller cousins, they have a notable proud streak. When they deign to serve
|
||
others, they reserve this privilege for larger and more dangerous creatures such
|
||
as frost giants, renegade yetis, or even white dragons.
|
||
divine_spells: null
|
||
hp: 70
|
||
immunities:
|
||
- cold
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Jotun
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+6 plus 1d6 cold and Knockdown
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 15
|
||
traits:
|
||
- cold
|
||
name: Winter Wolf
|
||
perception: 14
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The winter wolf breathes a cloud of frost in a 15-foot cone that
|
||
deals 5d8 cold damage (DC 23 basic Reflex save). The winter wolf can't use Breath
|
||
Weapon again for 1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- cold
|
||
- evocation
|
||
- primal
|
||
- description: The winter wolf's Strikes deal 1d6 extra damage to creatures within
|
||
the reach of at least two of the winter wolf's allies.
|
||
name: Pack Attack
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 13
|
||
ref: 15
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 13
|
||
Athletics: 13
|
||
Deception: 11
|
||
Intimidation: 11
|
||
Stealth: 13
|
||
Survival: 12
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Large
|
||
- Beast
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 7
|
||
dex_mod: 5
|
||
int_mod: -1
|
||
str_mod: 9
|
||
wis_mod: 5
|
||
ac: 37
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: A warsworn is an animate mass of corpses composed of dozens, sometimes
|
||
even hundreds, of victims of battle. They are formed by deities of undeath or
|
||
war or, rarely, spontaneously manifest from the devastation of an especially horrendous
|
||
battle.
|
||
divine_spells: null
|
||
hp: 350
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- paralyze
|
||
- poison
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
level: 16
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d12+9 plus energy drain
|
||
type: bludgeoning
|
||
name: corpse wave
|
||
to_hit: 32
|
||
traits:
|
||
- magical
|
||
- action_cost: One Action
|
||
name: animated weapon
|
||
to_hit: 30
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 100 feet
|
||
- versatile B
|
||
- versatile P
|
||
name: Warsworn
|
||
perception: 27
|
||
proactive_abilities:
|
||
- action_cost: Free Action
|
||
description: '**Trigger** The warsworn moves into a dying creature''s space. **Effect**
|
||
The warsworn absorbs the dying creature into itself, instantly killing the creature
|
||
and healing the warsworn for a number of Hit Points equal to the creature''s
|
||
level. As long as the warsworn still exists, absorbed creatures can''t be resurrected
|
||
except by wish or a similarly powerful effect.'
|
||
name: Absorb
|
||
traits:
|
||
- death
|
||
- divine
|
||
- necromancy
|
||
- description: The warsworn assumes control of unattended weapons within 100 feet,
|
||
forcing them to levitate around it. The warsworn can telekinetically wield these
|
||
weapons to make melee Strikes with a reach of 100 feet.
|
||
name: Animated Weapons
|
||
traits:
|
||
- divine
|
||
- evocation
|
||
- description: When a warsworn hits with a corpse wave Strike or damages a creature
|
||
with Trample, the target must succeed at a DC 35 Fortitude save or become drained
|
||
2 and doomed 1. On a critical success, the target becomes temporarily immune
|
||
to the warsworn's energy drain for 24 hours.
|
||
name: Energy Drain
|
||
traits:
|
||
- divine
|
||
- necromancy
|
||
- description: .
|
||
name: Plummet
|
||
traits:
|
||
- DC 37 to Escape
|
||
- description: Huge or smaller, corpse wave, DC 37
|
||
name: Trample
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d12+9 plus plummet
|
||
type: bludgeoning
|
||
name: scrap ball
|
||
to_hit: 28
|
||
traits:
|
||
- magical
|
||
- range increment 100 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 29
|
||
ref: 25
|
||
will: 27
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. positive
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 33
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- NE
|
||
- Gargantuan
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 4
|
||
dex_mod: 4
|
||
int_mod: -5
|
||
str_mod: 4
|
||
wis_mod: 1
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Giant wasps are much more dangerous but less common than their smaller
|
||
kin, and—to the relief of those who encounter them—they tend to be solitary.
|
||
divine_spells: null
|
||
hp: 45
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d12+4 plus giant wasp venom
|
||
type: piercing
|
||
name: stinger
|
||
to_hit: 12
|
||
traits:
|
||
- poison
|
||
name: Giant Wasp
|
||
perception: 8
|
||
proactive_abilities:
|
||
- description: '**Saving Throw** Fortitude DC 19; **Maximum Duration** 6 rounds;
|
||
**Stage 1** no effect (1 round); **Stage 2** clumsy 2 (1 round); **Stage 3**
|
||
paralyzed (1 round)'
|
||
name: Giant Wasp Venom
|
||
traits:
|
||
- incapacitation
|
||
- poison
|
||
- action_cost: One Action
|
||
description: The giant wasp lays eggs in an adjacent creature that is paralyzed
|
||
or unconscious, exposing it to the wasp larva disease.
|
||
name: Implant Eggs
|
||
traits: null
|
||
- description: '**Saving Throw** Fortitude DC 21; **Stage 1** carrier with no ill
|
||
effect (1d6 days); **Stage 2** drained 1 (1d3 days); **Stage 3** 5d6 damage,
|
||
larva emerges (disease ends)'
|
||
name: Wasp Larva
|
||
traits:
|
||
- disease
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 9
|
||
ref: 11
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 11
|
||
Athletics: 9
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: -5
|
||
str_mod: -4
|
||
wis_mod: 2
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Wasp nests are made of chewed wood fibers foraged from the surrounding
|
||
flora, which the wasps make into a material similar to paper. A single wasp nest
|
||
can house thousands of individuals that emerge as a massive swarm. Most swarms
|
||
attack only to protect their nest or if otherwise agitated, though druids and
|
||
other primal enchanters can bend these venomous vermin to their will—to deadly
|
||
effect.
|
||
divine_spells: null
|
||
hp: 45
|
||
immunities:
|
||
- precision
|
||
- swarm mind
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 4
|
||
melee: null
|
||
name: Wasp Swarm
|
||
perception: 10
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: and is exposed to wasp venom. A successful save negates the poison
|
||
exposure.
|
||
name: Swarming Stings
|
||
traits:
|
||
- DC 21 basic Reflex save
|
||
- description: '**Saving Throw** Fortitude DC 21; **Maximum Duration** 6 rounds;
|
||
**Stage 1** 1d6 poison (1 round); **Stage 2** 2d6 poison and clumsy 2 (2 rounds)'
|
||
name: Wasp Venom
|
||
traits:
|
||
- poison
|
||
ranged: null
|
||
resistances:
|
||
- amount: 7
|
||
type: bludgeoning
|
||
- amount: 7
|
||
type: piercing
|
||
- amount: 3
|
||
type: slashing
|
||
saves:
|
||
fort: 10
|
||
ref: 12
|
||
will: 8
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 12
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
- Swarm
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 3
|
||
dex_mod: 4
|
||
int_mod: 1
|
||
str_mod: 4
|
||
wis_mod: 3
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The web lurker can speak with spiders, with the same effects and
|
||
limitations as *speak with animals*.
|
||
name: Spider Speak
|
||
traits: null
|
||
description: Web lurkers, known also as ettercaps, are ugly monsters that not only
|
||
dwell within the lairs of spiders and swarms, but actively cultivate and shepherd
|
||
such vermin.
|
||
divine_spells: null
|
||
hp: 45
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+6 plus web lurker venom
|
||
type: piercing
|
||
name: fangs
|
||
to_hit: 11
|
||
traits:
|
||
- poison
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+6
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 11
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
name: web
|
||
to_hit: 11
|
||
traits: null
|
||
name: Web Lurker
|
||
perception: 10
|
||
proactive_abilities:
|
||
- description: '**Saving Throw** Fortitude DC 19; **Maximum Duration** 10 rounds;
|
||
**Stage 1** 1d6 poison and flat-footed (1 round); **Stage 2** 1d6 poison, flat-footed,
|
||
and slowed 1 (1 round)'
|
||
name: Web Lurker Venom
|
||
traits:
|
||
- poison
|
||
- description: A creature hit by the web lurker's web attack is immobilized and
|
||
stuck to the nearest surface until it succeeds at DC 20 Acrobatics check to
|
||
Escape.
|
||
name: Web Trap
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 10
|
||
ref: 11
|
||
will: 8
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- tremorsense (imprecise) 30 feet (creatures touching its web)
|
||
skills:
|
||
Acrobatics: 9
|
||
Athletics: 9
|
||
Crafting: 8
|
||
Stealth: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 25
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Medium
|
||
- Aberration
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 6
|
||
dex_mod: 6
|
||
int_mod: -2
|
||
str_mod: 8
|
||
wis_mod: 4
|
||
ac: 37
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Fertilized by large quantities of spilled blood, such as that found
|
||
on bloodstained battlefields or in the war-torn regions surrounding besieged cities,
|
||
wemmuths are vile swaths of vines that draw sustenance from mortal suffering,
|
||
lapping up blood like water. Possessing a rudimentary intelligence and an unquenchable
|
||
thirst for blood, wemmuths lie in wait for most of their lives, growing to incredible
|
||
size in the bloody soil of their grisly homes. Though the vines that comprise
|
||
a wemmuth's body are scarcely thicker than rope, a single adult wemmuth system
|
||
consists of 6 tons of vines, enough to stretch for 6,000 feet if stretched from
|
||
end to end in a single straight line. Wemmuths never orient themselves this way,
|
||
however, instead preferring to wrap themselves into massive mounds approximately
|
||
15 feet across and equally thick. Although wemmuths are often spotted lazing about,
|
||
the scent of blood is enough to whip one into a violent frenzy. The creature condenses
|
||
its entire mass into a sphere of sharp thorns and lashing vines, resembling a
|
||
hateful tumbleweed the size of an elephant. Wemmuths commonly dig up massive boulders
|
||
or entire trees from the ground and incorporate them into their rolling mass,
|
||
using these objects to bolster their defense against many forms of attack or hurling
|
||
them at faraway foes with terrifying precision.
|
||
divine_spells: null
|
||
hp: 335
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
- Sylvan
|
||
level: 15
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d12+10 plus Improved Grab
|
||
type: bludgeoning
|
||
name: pummel
|
||
to_hit: 29
|
||
traits:
|
||
- fatal d12
|
||
- reach 15 feet
|
||
- sweep
|
||
name: Wemmuth
|
||
perception: 25
|
||
proactive_abilities:
|
||
- description: The wemmuth heals a number of Hit Points equal to half the total
|
||
damage dealt by Constrict.
|
||
name: Blood Leech
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: 2d12+10, DC 37
|
||
name: Constrict
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: DC 37, 4d8 bludgeoning, Escape DC 35, Rupture 36
|
||
name: Engulf
|
||
traits: null
|
||
- description: Whenever a creature within 10 feet attempts a melee attack against
|
||
a wemmuth or uses Acrobatics to Tumble Through its space, that creature takes
|
||
1d12+10 piercing damage.
|
||
name: Thorny Mass
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d10+10
|
||
type: bludgeoning
|
||
name: boulder
|
||
to_hit: 27
|
||
traits:
|
||
- fatal d12
|
||
- range increment 60 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 27
|
||
ref: 27
|
||
will: 24
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- tremorsense (imprecise) 60 feet
|
||
skills:
|
||
Athletics: 30
|
||
Deception: 28
|
||
Stealth: 30
|
||
Survival: 27
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 25
|
||
type: Burrow
|
||
- amount: 25
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Huge
|
||
- Plant
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 6
|
||
con_mod: 9
|
||
dex_mod: 7
|
||
int_mod: 6
|
||
str_mod: 8
|
||
wis_mod: 5
|
||
ac: 40
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: Heatsight is a precise sense that sees heat signatures.
|
||
name: Heatsight
|
||
traits:
|
||
- divination
|
||
- primal
|
||
description: Wendigos are incarnations of the fears of starvation, loneliness, and
|
||
fatal exposure to cold weather. They haunt the frozen expanses of the world.
|
||
divine_spells: null
|
||
hp: 315
|
||
immunities:
|
||
- cold
|
||
- fear
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 8
|
||
name: wind walk
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
- Common
|
||
- Jotun
|
||
level: 17
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+12 plus 2d6 cold
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 33
|
||
traits:
|
||
- cold
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+12 plus 2d6 cold and Grab
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 33
|
||
traits:
|
||
- cold
|
||
- magical
|
||
- agile
|
||
- reach 10 feet
|
||
name: Wendigo
|
||
perception: 32
|
||
proactive_abilities:
|
||
- description: ''
|
||
name: Dream Haunting
|
||
traits: null
|
||
- description: '**Frequency** Three times per day; **Effect** The wendigo unleashes
|
||
a forlorn howl that can be heard up to 1 mile away. Any creature that hears
|
||
the howl must succeed at a DC 38 Will save or be frightened 1. Any creature
|
||
that critically fails and is within 120 feet of the wendigo is instead frightened
|
||
3, and is also fleeing for 1d4 rounds (or until it''s no longer frightened,
|
||
whichever comes first). A creature frightened by a wendigo''s howl still naturally
|
||
recovers from its fright but can''t reduce it below frightened 1 in this way
|
||
until 1 hour has passed or magic is used. Whether it succeeds or fails its save,
|
||
a creature is then temporarily immune to that wendigo''s Howl for 24 hours.'
|
||
name: Howl
|
||
traits:
|
||
- auditory
|
||
- concentrate
|
||
- enchantment
|
||
- fear
|
||
- incapacitation
|
||
- mental
|
||
- primal
|
||
- description: '**Trigger** The wendigo casts *wind walk* while it has Grabbed a
|
||
foe. **Effect** The wendigo attempts to turn the grabbed creature into wind
|
||
and carry it along as part of the action. If the target succeeds at a DC 38
|
||
Will save, it prevents itself from being transformed; in this case, the wendigo
|
||
still transforms, automatically releasing the victim. A creature forced to Ride
|
||
the Wind along with the wendigo is exposed to wendigo torment. The target can
|
||
attempt a new Will save each round to return to normal, though it immediately
|
||
becomes corporeal and begins falling if it succeeds.'
|
||
name: Ride the Wind
|
||
traits:
|
||
- air
|
||
- concentrate
|
||
- primal
|
||
- transmutation
|
||
- description: A creature affected by wendigo torment can't recover beyond stage
|
||
1 until it has been restored to full HP. **Saving Throw** Will DC 38; **Stage
|
||
1** Stupefied 4 (1 day); **Stage 2** As stage 1 (1 day); **Stage 3** The creature
|
||
searches for an individual of its own ancestry to kill and devour. It then becomes
|
||
affected by *wind walk* and sprints into the sky so fast that its feet burn
|
||
away into jagged stumps. As the creature wind walks into the sky, it is replaced
|
||
by a new wendigo over 2d6 minutes. Wish, similar magic, or a 9th-level resurrect
|
||
ritual can return the victim to life. The new wendigo remains even if the victim
|
||
is resurrected.
|
||
name: Wendigo Torment
|
||
traits:
|
||
- curse
|
||
- enchantment
|
||
- mental
|
||
- primal
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 32
|
||
ref: 30
|
||
will: 26
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- heatsight 60 feet
|
||
skills:
|
||
Acrobatics: 32
|
||
Athletics: 33
|
||
Deception: 29
|
||
Intimidation: 33
|
||
Nature: 28
|
||
Occultism: 29
|
||
Religion: 28
|
||
Stealth: 30
|
||
Survival: 30
|
||
skills_special: null
|
||
speed:
|
||
- amount: 100
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CE
|
||
- Large
|
||
- Beast
|
||
- Cold
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: 0
|
||
str_mod: 2
|
||
wis_mod: 2
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: he wererat can communicate with rodents.
|
||
name: Rat Empathy
|
||
traits:
|
||
- divination
|
||
- primal
|
||
description: Wererats tend to be selfishly opportunistic, avaricious, and paranoid
|
||
as a result of their curse. Because wererats typically dwell in metropolitan areas
|
||
where they can hide in plain sight, practically any city-goer could be a wererat
|
||
in disguise—from the quiet shopkeep to the city's criminal mastermind. The bustle
|
||
of crowds and countless rat-holes make ghettos and shantytowns favored homes for
|
||
wererats, especially since in these poorer districts the wererat can kill out
|
||
of greed or fear with little chance of the authorities noticing. In some cities,
|
||
wererats operate entire thieves' guilds or organized crime rings, and membership
|
||
requires willfully submitting to the wererat's cursed bite. Wererats look very
|
||
similar to ratfolk when in hybrid form, apart from potential differences in size,
|
||
but ratfolk have no love for these monsters.
|
||
divine_spells: null
|
||
hp: 45
|
||
immunities: null
|
||
innate_spells: null
|
||
items:
|
||
- hand crossbow (20 bolts)
|
||
- leather armor
|
||
- shortsword
|
||
languages:
|
||
- Common
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: piercing
|
||
name: shortsword
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- versatile S
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+2
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+2 plus curse of the wererat
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 10
|
||
traits:
|
||
- finesse
|
||
name: Wererat
|
||
perception: 8
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: Human with fist +10 for 1d4+2 bludgeoning, or Small rat with Speed
|
||
30 feet, climb 10 feet.
|
||
name: Charge Shape
|
||
traits:
|
||
- concentrate
|
||
- polymorph
|
||
- primal
|
||
- transmutation
|
||
- description: This curse affects only humanoids. **Saving Throw** DC 18 Fortitude
|
||
save. On each full moon, the cursed creature must succeed at another Fortitude
|
||
save or turn into a wererat until dawn. The creature is under the GM's control
|
||
and goes on a rampage for half the night before falling unconscious until dawn.
|
||
name: Curse of the Wererat
|
||
traits:
|
||
- curse
|
||
- necromancy
|
||
- primal
|
||
- description: When a full moon appears in the night sky, the wererat must enter
|
||
hybrid form, can't Change Shape thereafter, becomes one size larger, increases
|
||
its reach by 5 feet, and increases the damage of its jaws by 2. When the moon
|
||
sets or the sun rises, the wererat returns to humanoid form and is fatigued
|
||
for 2d4 hours.
|
||
name: Moon Frenzy
|
||
traits:
|
||
- polymorph
|
||
- primal
|
||
- transmutation
|
||
- description: The wererat deals 1d6 extra precision damage to flat-footed creatures.
|
||
name: Sneak Attack
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6
|
||
type: piercing
|
||
name: hand crossbow
|
||
to_hit: 10
|
||
traits:
|
||
- range increment 60 feet
|
||
- reload 1
|
||
resistances: null
|
||
saves:
|
||
fort: 6
|
||
ref: 10
|
||
will: 8
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 8
|
||
Athletics: 6
|
||
Deception: 5
|
||
Society: 4
|
||
Stealth: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Medium
|
||
- Beast
|
||
- Human
|
||
- Humanoid
|
||
- Werecreature
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 2
|
||
dex_mod: 2
|
||
int_mod: -1
|
||
str_mod: 4
|
||
wis_mod: 2
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: he werewolf can communicate with lupines.
|
||
name: Wolf Empathy
|
||
traits:
|
||
- divination
|
||
- primal
|
||
description: The curse of the werewolf—known as lycanthropy to many—instills in
|
||
its carriers the hungry bloodlust and predatory instincts of the wolf. Werewolves
|
||
tend to dwell on the fringes of society or in small settlements where, in their
|
||
humanoid forms, they work as laborers, hunters, farmers, or trappers. At night,
|
||
however, these same villagers transform into violent killers and sadistic stalkers
|
||
who prey on their neighbors. Werewolves are the quintessential werecreature, and
|
||
the first that comes to mind when most people speak of such beings.
|
||
divine_spells: null
|
||
hp: 63
|
||
immunities: null
|
||
innate_spells: null
|
||
items:
|
||
- battle axe
|
||
- composite shortbow (20 arrows)
|
||
- studded leather armor
|
||
languages:
|
||
- Common
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+8
|
||
type: slashing
|
||
name: battle axe
|
||
to_hit: 11
|
||
traits:
|
||
- sweep
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+8
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 11
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+8 plus curse of the werewolf
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 11
|
||
traits: null
|
||
name: Werewolf
|
||
perception: 9
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: Human with fist +11 for 1d4+8 bludgeoning, or wolf with Speed 40
|
||
feet and jaws with Knockdown.
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- polymorph
|
||
- primal
|
||
- transmutation
|
||
- description: This curse affects only humanoids. **Saving Throw** DC 19 Fortitude
|
||
save. On each full moon, the cursed creature must succeed at another Fortitude
|
||
save or turn into a werewolf until dawn. The creature is under the GM's control
|
||
and goes on a rampage for half the night before falling unconscious until dawn.
|
||
name: Curse of the Werewolf
|
||
traits:
|
||
- curse
|
||
- necromancy
|
||
- primal
|
||
- description: When a full moon appears in the night sky, the werewolf must enter
|
||
hybrid form, can't Change Shape thereafter, becomes one size larger, increases
|
||
its reach by 5 feet, and increases the damage of its jaws by 2. When the moon
|
||
sets or the sun rises, the werewolf returns to humanoid form and is fatigued
|
||
for 2d4 hours.
|
||
name: Moon Frenzy
|
||
traits:
|
||
- polymorph
|
||
- primal
|
||
- transmutation
|
||
- description: The werewolf's Strikes deal 1d6 extra damage to creatures within
|
||
reach of at least two of the werewolf's allies.
|
||
name: Pack Attack
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: piercing
|
||
name: composite shortbow
|
||
to_hit: 9
|
||
traits:
|
||
- deadly 1d10
|
||
- range increment 60 feet
|
||
- reload 0
|
||
resistances: null
|
||
saves:
|
||
fort: 11
|
||
ref: 9
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 7
|
||
Athletics: 9
|
||
Survival: 10
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Beast
|
||
- Human
|
||
- Humanoid
|
||
- Werecreature
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 4
|
||
dex_mod: 2
|
||
int_mod: 1
|
||
str_mod: 5
|
||
wis_mod: 3
|
||
ac: 23
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: he werebear can communicate with ursines.
|
||
name: Bear Empathy
|
||
traits:
|
||
- divination
|
||
- primal
|
||
description: Unlike many other types of werecreature, a werebear does not become
|
||
malevolent during its involuntary transformations, but is instead filled with
|
||
righteous conviction. This indignation can still manifest in violent ways, though,
|
||
as a transformed werebear becomes temporarily blind to its alliances and has little
|
||
control over its bestial temper. As a result, werebears are loners, rarely even
|
||
living together as families longer than necessary. Werebears know that as long
|
||
as they live solitary lives, they can serve as protectors and guardians in wilderness
|
||
regions without the overwhelming fear that, when the moon is full and the curse
|
||
takes hold, they will rage against an innocent bystander or loved one. As long
|
||
as there is nothing around to threaten it or the natural area it protects (typically
|
||
a forest), a werebear in its animal form is generally content to forage and sleep
|
||
away the night.
|
||
divine_spells: null
|
||
hp: 75
|
||
immunities: null
|
||
innate_spells: null
|
||
items:
|
||
- chain shirt
|
||
- greataxe
|
||
- hatchet (8)
|
||
languages:
|
||
- Common
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+7 plus Grab
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 13
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d12+7
|
||
type: slashing
|
||
name: greataxe
|
||
to_hit: 13
|
||
traits:
|
||
- reach 10 feet
|
||
- sweep
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+7
|
||
type: slashing
|
||
name: hatchet
|
||
to_hit: 13
|
||
traits:
|
||
- agile
|
||
- sweep
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d12+7 plus curse of the werebear
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 13
|
||
traits:
|
||
- reach 10 feet
|
||
name: Werebear
|
||
perception: 11
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: Medium human with fist +13 for 1d4+7 bludgeoning, or grizzly bear
|
||
with Speed 35 feet.
|
||
name: Change Shape
|
||
traits:
|
||
- concentrate
|
||
- polymorph
|
||
- primal
|
||
- transmutation
|
||
- description: This curse affects only humanoids. **Saving Throw** DC 22 Fortitude
|
||
save. On each full moon, the cursed creature must succeed at another Fortitude
|
||
save or turn into a werebear until dawn. The creature is under the GM's control
|
||
and goes on a rampage for half the night before falling unconscious until dawn.
|
||
name: Curse of the Werebear
|
||
traits:
|
||
- curse
|
||
- necromancy
|
||
- primal
|
||
- action_cost: One Action
|
||
description: '**Requirements** The werebear can see or hear the target or is Tracking
|
||
it in exploration mode. **Effect** The werebear gains a +2 circumstance bonus
|
||
to Perception checks when it Seeks its prey and a +2 circumstance bonus to Survival
|
||
checks when it Tracks its prey. The werebear also ignores the penalty for making
|
||
ranged attacks within its second range increment against the prey it''s hunting.
|
||
The werebear can designate only one creature as its hunted prey at a time. If
|
||
it uses Hunt Prey against a different creature, the prior creature loses the
|
||
designation and the new prey gains the designation. In any case, this designation
|
||
lasts until the werebear''s next daily preparation.'
|
||
name: Hunt Prey
|
||
traits:
|
||
- concentrate
|
||
- description: The werebear gains a +2 circumstance bonus to damage rolls against
|
||
creatures it has grabbed.
|
||
name: Mauler
|
||
traits: null
|
||
- description: When a full moon appears in the night sky, the werebear must enter
|
||
hybrid form, can't Change Shape thereafter, becomes one size larger, increases
|
||
its reach by 5 feet, and increases the damage of its jaws by 2. When the moon
|
||
sets or the sun rises, the werebear returns to humanoid form and is fatigued
|
||
for 2d4 hours.
|
||
name: Moon Frenzy
|
||
traits:
|
||
- polymorph
|
||
- primal
|
||
- transmutation
|
||
- description: The werebear deals 1d8 additional precision damage on its first successful
|
||
Strike against its hunted target on each of its turns.
|
||
name: Precision Edge
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+7
|
||
type: slashing
|
||
name: hatchet
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
- sweep
|
||
- thrown 10 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 12
|
||
ref: 10
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 12
|
||
Medicine: 9
|
||
Nature: 11
|
||
Stealth: 11
|
||
Survival: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- LG
|
||
- Large
|
||
- Beast
|
||
- Human
|
||
- Humanoid
|
||
- Werecreature
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 4
|
||
dex_mod: 1
|
||
int_mod: 0
|
||
str_mod: 4
|
||
wis_mod: 3
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Wights are undead humanoids that, much like wraiths, can drain the
|
||
life from living creatures with but a touch. They arise as a result of necromantic
|
||
rituals, especially violent deaths, or the sheer malevolent will of the deceased.
|
||
divine_spells: null
|
||
hp: 50
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- paralyze
|
||
- poison
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Necril
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4 plus drain life
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 12
|
||
traits: null
|
||
name: Wight
|
||
perception: 10
|
||
proactive_abilities:
|
||
- description: When the wight damages a living creature with its claw Strike, the
|
||
wight gains 3 temporary Hit Points and the creature must succeed at a DC 17
|
||
Fortitude save or become drained 1. Further damage dealt by the wraith increases
|
||
the amount of drain by 1 on a failed save to a maximum of drained 4
|
||
name: Drain Life
|
||
traits:
|
||
- divine
|
||
- necromancy
|
||
- description: A living humanoid slain by a wight's claw Strike rises as a wight
|
||
after 1d4 rounds. This wight spawn is under the command of the wight that killed
|
||
it. It doesn't have Drain Life or Wight Spawn and becomes clumsy 2 for as long
|
||
as it is a wight spawn. If the creator of the wight spawn dies, the wight spawn
|
||
becomes a full-fledged, autonomous wight; it regains its free will, gains Drain
|
||
Life and Wight Spawn, and is no longer clumsy.
|
||
name: Wight Spawn
|
||
traits:
|
||
- divine
|
||
- necromancy
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 11
|
||
ref: 6
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 11
|
||
Intimidation: 9
|
||
Stealth: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Medium
|
||
- Undead
|
||
- Wight
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 0
|
||
dex_mod: 6
|
||
int_mod: 2
|
||
str_mod: -5
|
||
wis_mod: 4
|
||
ac: 27
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Malevolent balls of colored light, will-o'-wisps haunt lonely marshes
|
||
and forests where they lure unsuspecting travelers into danger. Will-o'-wisps
|
||
can vary the color and illumination they shed, and delight in mimicking bobbing
|
||
lanterns or distant fires to draw lost or disoriented travelers off of safe trails.
|
||
They can extinguish their illumination entirely to become invisible, and they
|
||
enjoy doing so once their victims are wholly lost and have realized that the bobbing
|
||
light in the distance isn't, in fact, leading them to safety. Even invisible,
|
||
however, a will-o'-wisp rarely ventures far from its target, as it feasts upon
|
||
the panic and dread felt by its victims.
|
||
divine_spells: null
|
||
hp: 50
|
||
immunities:
|
||
- magic
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
- Common
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+4
|
||
type: electricity
|
||
name: shock
|
||
to_hit: 17
|
||
traits:
|
||
- electricity
|
||
- magical
|
||
name: Will-o'-Wisp
|
||
perception: 16
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: '**Requirement** An enemy is under a fear effect or dying within
|
||
15 feet of the will-o''-wisp. **Effect** The will-o''wisp feeds on the creature''s
|
||
terror. It regains 2d4 Hit Points, and if it has Gone Dark, its glow reignites.
|
||
A will-o''-wisp can take this action only once per round.'
|
||
name: Feed on Fear
|
||
traits:
|
||
- concentrate
|
||
- action_cost: One Action
|
||
description: The will-o'-wisp extinguishes its glow, becoming invisible. It can
|
||
end this effect with another use of this action. If it uses its shock attack
|
||
while invisible, the arc of electricity lets any observer determine its location,
|
||
making the will-o'-wisp only hidden to all observers until it moves.
|
||
name: Go Dark
|
||
traits:
|
||
- concentrate
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 10
|
||
ref: 16
|
||
will: 14
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 18
|
||
Deception: 12
|
||
Intimidation: 12
|
||
Stealth: 16
|
||
skills_special: null
|
||
speed:
|
||
- amount: 50
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Small
|
||
- Aberration
|
||
- Air
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 1
|
||
dex_mod: 4
|
||
int_mod: -4
|
||
str_mod: 2
|
||
wis_mod: 2
|
||
ac: 15
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Wolves live and hunt in packs, which, contrary to popular belief, are
|
||
not led by the strongest in the group, but typically consist of a mated pair,
|
||
their pups, and juvenile offspring from previous mating seasons. Offspring generally
|
||
leave their parents' pack upon reaching maturity, at which point they seek out
|
||
mates of their own to go form their own packs elsewhere.
|
||
divine_spells: null
|
||
hp: 24
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+2 plus Knockdown
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 9
|
||
traits: null
|
||
name: Wolf
|
||
perception: 7
|
||
proactive_abilities:
|
||
- description: The wolf's Strikes deal 1d4 extra damage to creatures within reach
|
||
of at least two of the wolf's allies.
|
||
name: Pack Attack
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 6
|
||
ref: 9
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 7
|
||
Athletics: 5
|
||
Stealth: 7
|
||
Survival: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 4
|
||
dex_mod: 3
|
||
int_mod: -4
|
||
str_mod: 5
|
||
wis_mod: 3
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Much larger and more foul-tempered than their common cousins, dire
|
||
wolves haunt primeval lands that accommodate their massive size and proportionately
|
||
large hunting grounds and appetites. Orcs are fond of using dire wolves as mounts,
|
||
finding their vicious tempers perfect for hunting and warfare.
|
||
divine_spells: null
|
||
hp: 50
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+5 plus Knockdown or Grab
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 12
|
||
traits:
|
||
- reach 10 feet
|
||
name: Dire Wolf
|
||
perception: 10
|
||
proactive_abilities:
|
||
- description: The dire wolf's Strikes deal 1d6 extra damage to creatures within
|
||
reach of at least two of the wolf's allies.
|
||
name: Pack Attack
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: '**Requirements** The dire wolf has a creature grabbed with its jaws.
|
||
**Effect** The dire wolf fiercely shakes the grabbed creature with its teeth,
|
||
dealing 1d10+2 damage (DC 20 basic Fortitude save).'
|
||
name: Worry
|
||
traits:
|
||
- attack
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 11
|
||
ref: 8
|
||
will: 8
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 8
|
||
Athletics: 12
|
||
Stealth: 8
|
||
Survival: 10
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 0
|
||
dex_mod: 4
|
||
int_mod: 2
|
||
str_mod: -5
|
||
wis_mod: 2
|
||
ac: 24
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: raiths sense the vital essence of living and undead creatures within
|
||
the listed range.
|
||
name: Lifesense
|
||
traits:
|
||
- divination
|
||
- divine
|
||
description: Wraiths are malevolent undead who drain life and shun light. Their
|
||
shadowy, incorporeal forms are dotted with burning eyes that reffect their hatred
|
||
for the living, and shadowy claws are weapon enough to steal the vitality from
|
||
their enemies. A wraith may be created by foul necromancy, but more often they
|
||
are the result of a hermitic murderer or mutilator who even in death could not
|
||
give up their wicked ways. Further complicating the matter is the fact that wraiths
|
||
multiply by consuming and transforming the living into more of their foul kind—meaning
|
||
a handful of wraiths left unchecked can easily turn into a horde of darkness.
|
||
divine_spells: null
|
||
hp: 80
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- paralyzed
|
||
- poison
|
||
- precision
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Necril
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+5 plus drain life
|
||
type: negative
|
||
name: spectral hand
|
||
to_hit: 17
|
||
traits:
|
||
- finesse
|
||
name: Wraith
|
||
perception: 14
|
||
proactive_abilities:
|
||
- description: When the wraith damages a living creature with its spectral hand
|
||
Strike, the wraith gains 5 temporary Hit Points and the creature must succeed
|
||
at a DC 23 Fortitude save or become drained 1. Further damage dealt by the wraith
|
||
increases the amount of drain by 1 on a failed save to a maximum of drained
|
||
4.
|
||
name: Drain Life
|
||
traits:
|
||
- divine
|
||
- necromancy
|
||
- description: A living humanoid slain by a wraith's spectral hand Strike rises
|
||
as a wraith spawn after 1d4 rounds. This wraith spawn is under the command of
|
||
the wraith that killed it. It doesn't have drain life or wraith spawn and becomes
|
||
clumsy 2 for as long as it is a wraith spawn. If the creator of the wraith spawn
|
||
dies, the wraith spawn becomes a full-fledged, autonomous wraith; it regains
|
||
its free will, gains Wraith Spawn, and is no longer clumsy.
|
||
name: Wraith Spawn
|
||
traits:
|
||
- divine
|
||
- necromancy
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: all (except force, ghost touch, or positive; double resistance against non-magical)
|
||
saves:
|
||
fort: 8
|
||
ref: 14
|
||
will: 14
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. positive
|
||
senses:
|
||
- darkvision
|
||
- lifesense 60 feet
|
||
skills:
|
||
Acrobatics: 14
|
||
Intimidation: 15
|
||
Stealth: 14
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Medium
|
||
- Incorporeal
|
||
- Undead
|
||
- Wraith
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 3
|
||
dex_mod: 2
|
||
int_mod: -1
|
||
str_mod: 4
|
||
wis_mod: 1
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Xulgath warriors strike with fury and eager cruelty, always ready for
|
||
the next fight. The taking of prizes from battle—including weapons and items stolen
|
||
from defeated foes along with grislier trophies harvested from fallen victims'
|
||
flesh—is a popular pursuit among these vicious reptiles, and those whose armor
|
||
and scales are most adorned are awarded the greatest respect (and perhaps fear)
|
||
from their kin.
|
||
divine_spells: null
|
||
hp: 21
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Draconic
|
||
- Undercommon
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: bludgeoning
|
||
name: club
|
||
to_hit: 9
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 9
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+4
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 9
|
||
traits:
|
||
- agile
|
||
name: Xulgath Warrior
|
||
perception: 6
|
||
proactive_abilities: []
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: bludgeoning
|
||
name: club
|
||
to_hit: 7
|
||
traits:
|
||
- thrown 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: piercing
|
||
name: javelin
|
||
to_hit: 7
|
||
traits:
|
||
- thrown 30 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 8
|
||
ref: 7
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 7
|
||
Stealth: 5
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Humanoid
|
||
- Xulgath
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: -1
|
||
str_mod: 3
|
||
wis_mod: 1
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Xulgath warrens are patrolled—some might say "haunted"—by the community's
|
||
skulkers. These xulgaths specialize in stealth, striking swiftly from the shadows
|
||
and otherwise ambushing foes.
|
||
divine_spells: null
|
||
hp: 28
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Draconic
|
||
- Undercommon
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+3
|
||
type: piercing
|
||
name: dagger
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- versatile S
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 9
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+3
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
name: Xulgath Skulker
|
||
perception: 7
|
||
proactive_abilities:
|
||
- description: against the skulker's attacks until the end of the skulker's turn.
|
||
name: Hidden Movement
|
||
traits: null
|
||
- description: A xulgath skulker deals an additional 1d6 precision damage to flat-footed creatures.
|
||
name: Sneak Attack
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+3
|
||
type: piercing
|
||
name: dagger
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
- thrown 10 feet
|
||
- versatile S
|
||
resistances: null
|
||
saves:
|
||
fort: 8
|
||
ref: 10
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 8
|
||
Stealth: 8
|
||
Thievery: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Humanoid
|
||
- Xulgath
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 2
|
||
dex_mod: 1
|
||
int_mod: -1
|
||
str_mod: 4
|
||
wis_mod: 2
|
||
ac: 20
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Xulgath leaders are usually the strongest, most violent members of
|
||
a community—although in some cases, particularly in larger groups, xulgath tribes
|
||
are led by powerful demon cultists or other monsters who seek to use the xulgaths
|
||
as servants or slaves.
|
||
divine_spells: null
|
||
hp: 44
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Draconic
|
||
- Undercommon
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+6 plus Weakening Strike
|
||
type: slashing
|
||
name: greataxe
|
||
to_hit: 11
|
||
traits:
|
||
- sweep
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+6 plus Weakening Strike
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 11
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+6
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 11
|
||
traits:
|
||
- agile
|
||
name: Xulgath Leader
|
||
perception: 9
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: for 1 round.
|
||
name: Weakening Strike
|
||
traits:
|
||
- or enfeebled 2 on a critical hit
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: piercing
|
||
name: javelin
|
||
to_hit: 8
|
||
traits:
|
||
- thrown 30 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 9
|
||
ref: 6
|
||
will: 9
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 11
|
||
Intimidation: 6
|
||
Stealth: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Humanoid
|
||
- Xulgath
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 4
|
||
dex_mod: 2
|
||
int_mod: -1
|
||
str_mod: 5
|
||
wis_mod: 4
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: When Hiding, the yeti is concealed by any snowfall, even if it's
|
||
not thick enough to make other creatures concealed.
|
||
name: Snowblind
|
||
traits: null
|
||
description: 'Nearly a myth, the yeti is rarely seen—and even when it is, it is
|
||
often too late. Yetis dwell amid the highest, most remote peaks of the world,
|
||
coming down from their snowy mountain holds to raid, steal livestock, and sometimes
|
||
feed their insatiable urges for slaughter and destruction. Those folks who live
|
||
at the foot of a yeti-ruled mountain warn of the "abominable snowmen": monstrous,
|
||
fur-covered humanoids who leave strange and bloody tracks in the snow.'
|
||
divine_spells: null
|
||
hp: 115
|
||
immunities:
|
||
- cold
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+5
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 15
|
||
traits: null
|
||
name: Yeti
|
||
perception: 15
|
||
proactive_abilities:
|
||
- action_cost: Free Action
|
||
description: '**Trigger** The yeti hits a creature in the first round of combat
|
||
and the yeti was hidden from that creature at the start of combat. **Effect**
|
||
Each enemy within 30 feet that witnesses the attack (including the target of
|
||
the attack) must attempt a DC 23 Will save. On a failure, the creature is frightened
|
||
2; on a critical failure, it''s frightened 4.'
|
||
name: Grizzly Arrival
|
||
traits:
|
||
- emotion
|
||
- fear
|
||
- mental
|
||
- action_cost: One Action
|
||
description: claw
|
||
name: Rend
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 15
|
||
ref: 11
|
||
will: 13
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +4 status to all saves vs. fear and dreams
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 14
|
||
Stealth: 12
|
||
Survival: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
- amount: 20
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- N
|
||
- Large
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 6
|
||
dex_mod: 5
|
||
int_mod: 0
|
||
str_mod: 9
|
||
wis_mod: 5
|
||
ac: 39
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Zaramuuns are beings of elemental sand that hide in deserts and wastelands.
|
||
They disguise themselves as massive dunes before rising up to attack living creatures.
|
||
The most infamous zaramuuns kill any living creatures they find, but others simply
|
||
rob their victims of all metal and stone possessions before fleeing. Although
|
||
zaramuuns insist they are only reclaiming what was taken from their ancestral
|
||
earth, this is simple self-delusion; most zaramuuns use their stolen goods as
|
||
payment and material components to conjure fiends, for Zaramuuns were exiled from
|
||
the Plane of Earth after worshipping fiends who promised to give them power over
|
||
other elementals. This worship gradually transformed into servitude, and now many
|
||
zaramuuns believe that if they send enough souls to their masters, they will be
|
||
set free.
|
||
divine_spells: null
|
||
hp: 291
|
||
immunities:
|
||
- paralyzed
|
||
- poison
|
||
- sleep
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 8
|
||
name: dimensional anchor
|
||
- level: 6
|
||
name: disintegrate
|
||
- level: 6
|
||
name: spirit blast
|
||
- frequency: at will
|
||
level: 4
|
||
name: suggestion
|
||
- frequency: constant
|
||
level: 8
|
||
name: dimensional anchor
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Terran
|
||
level: 16
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d12+13
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 33
|
||
traits: null
|
||
name: Zaramuun
|
||
perception: 30
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: Until the next time it acts, the zaramuun appears to be a sand dune.
|
||
It has an automatic result of 47 (50 in sandy terrain) on Deception and Stealth
|
||
checks and DCs to pass as a sand dune. Any creature that walks onto the zaramuun
|
||
moves into its body and is Engulfed.
|
||
name: Dune
|
||
traits:
|
||
- concentrate
|
||
- action_cost: Two Actions
|
||
description: ', Escape DC 32, Rupture 28'
|
||
name: Engulf
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The zaramuun attempts to Disarm one primarily metal or stone object
|
||
from the Struck or Engulfed creature and casts its innate dimensional anchor
|
||
on the target creature.
|
||
name: Raking Sand
|
||
traits: null
|
||
- description: at its full burrow Speed, leaving no tunnel or sign of its passing.
|
||
Any Engulfed creatures are left behind when it Burrows. Loose sand and scree
|
||
are not difficult terrain for a zaramuun.
|
||
name: Sand Glide
|
||
traits:
|
||
- but not stone
|
||
- action_cost: Two Actions
|
||
description: The zaramuun sprays a blast of sand that deals 11d10 slashing damage
|
||
to all creatures in a 60-foot line (Reflex DC 38). It can't Sandblast again
|
||
for 1d4 rounds. **Critical Success** No effect. **Success** Half damage. **Failure**
|
||
Full damage. **Critical Failure** Full damage and blinded for 1 round.
|
||
name: Sandblast
|
||
traits:
|
||
- earth
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d8+13
|
||
type: bludgeoning
|
||
name: rock or metal debris
|
||
to_hit: 29
|
||
traits:
|
||
- range increment 120 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 34
|
||
ref: 30
|
||
will: 25
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- tremorsense 60 feet
|
||
skills:
|
||
Athletics: 31
|
||
Religion: 26
|
||
Stealth: 27
|
||
skills_special:
|
||
- +35 Athletics to disarm stone or metal objects
|
||
- +30 Stealth in sandy terrain
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
- amount: 35
|
||
type: Burrow
|
||
- amount: null
|
||
type: Sand Glide
|
||
spell_attack_to_hit: 31
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Earth
|
||
- Elemental
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 2
|
||
dex_mod: -2
|
||
int_mod: -5
|
||
str_mod: 3
|
||
wis_mod: 0
|
||
ac: 12
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: A zombie is permanently slowed 1 and can't use reactions.
|
||
name: Slow
|
||
traits: null
|
||
description: A zombie shambler is a slow-moving horror dangerous in larger groups.
|
||
divine_spells: null
|
||
hp: 20
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- mental
|
||
- paralyzed
|
||
- poison
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: -1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3 plus Grab
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 7
|
||
traits: null
|
||
name: Zombie Shambler
|
||
perception: 0
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: '**Requirement** The zombie has a creature grabbed or restrained.
|
||
**Effect** The zombie makes a jaws unarmed melee Strike against the grabbed
|
||
or restrained creature with an attack modifier of +7 that deals 1d8+3 piercing
|
||
damage.'
|
||
name: Jaws
|
||
traits:
|
||
- attack
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 6
|
||
ref: 0
|
||
will: 2
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 5
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Medium
|
||
- Mindless
|
||
- Undead
|
||
- Zombie
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 3
|
||
dex_mod: -2
|
||
int_mod: -5
|
||
str_mod: 4
|
||
wis_mod: 0
|
||
ac: 13
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: A zombie is permanently slowed 1 and can't use reactions.
|
||
name: Slow
|
||
traits: null
|
||
description: Plague zombies are infested with hideous contagions.
|
||
divine_spells: null
|
||
hp: 50
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- mental
|
||
- paralyzed
|
||
- poison
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+4 plus Grab and zombie rot
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 9
|
||
traits: null
|
||
name: Plague Zombie
|
||
perception: 3
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: '**Requirement** The plague zombie has a creature grabbed or restrained.
|
||
**Effect** The plague zombie makes a jaws unarmed melee Strike against the grabbed
|
||
or restrained creature with an attack modifier of +9 that deals 1d12+4 piercing
|
||
damage. A creature damaged by the jaws is exposed to zombie rot.'
|
||
name: Jaws
|
||
traits:
|
||
- attack
|
||
- description: An infected creature can't heal damage it takes from zombie rot until
|
||
it has been cured of the disease. **Saving Throw** DC 18 Fortitude; **Stage
|
||
1** carrier with no ill effect (1 day); **Stage 2** 1d6 negative damage (1 day);
|
||
**Stage 3** 1d6 negative damage (1 day); **Stage 4** 1d6 negative damage (1
|
||
day); **Stage 5** dead, rising as a plague zombie immediately
|
||
name: Zombie Rot
|
||
traits:
|
||
- disease
|
||
- necromancy
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 6
|
||
ref: 3
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Medium
|
||
- Mindless
|
||
- Undead
|
||
- Zombie
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 4
|
||
dex_mod: -3
|
||
int_mod: -5
|
||
str_mod: 5
|
||
wis_mod: 0
|
||
ac: 15
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: A zombie is permanently slowed 1 and can't use reactions.
|
||
name: Slow
|
||
traits: null
|
||
description: Necromantic augmentations have granted this zombie increased size and
|
||
power.
|
||
divine_spells: null
|
||
hp: 70
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- mental
|
||
- paralyzed
|
||
- poison
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d12+5 plus Improved Push 5 feet
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 11
|
||
traits:
|
||
- reach 10 feet
|
||
name: Zombie Brute
|
||
perception: 4
|
||
proactive_abilities: []
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 10
|
||
ref: 3
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 9
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Large
|
||
- Mindless
|
||
- Undead
|
||
- Zombie
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 4
|
||
dex_mod: -1
|
||
int_mod: -5
|
||
str_mod: 7
|
||
wis_mod: 0
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: A zombie is permanently slowed 1 and can't use reactions.
|
||
name: Slow
|
||
traits: null
|
||
description: These towering horrors are animated from the corpses of monstrosities.
|
||
divine_spells: null
|
||
hp: 160
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- mental
|
||
- paralyzed
|
||
- poison
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+9
|
||
type: bludgeoning
|
||
name: hunk of meat
|
||
to_hit: 17
|
||
traits:
|
||
- reach 15 feet
|
||
name: Zombie Hulk
|
||
perception: 8
|
||
proactive_abilities:
|
||
- description: A zombie hulk can throw corpses at foes. While any Medium dead body
|
||
will do, they sometimes throw zombie shamblers, who take just as much damage
|
||
from being thrown as the target they hit. A thrown shambler lands prone, but
|
||
if it's not destroyed, it can rise and use other actions normally.
|
||
name: Corpse Throwing
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The zombie hulk makes a hunk of meat Strike and compares the attack
|
||
roll result to the AC of up to two foes, each of whom must be within the Strike's
|
||
reach. This attack counts as two attacks for the zombie hulk's multiple attack
|
||
penalty.
|
||
name: Wide Swing
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+9
|
||
type: bludgeoning
|
||
name: hunk of meat
|
||
to_hit: 9
|
||
traits:
|
||
- thrown 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+9
|
||
type: bludgeoning
|
||
name: corpse
|
||
to_hit: 17
|
||
traits:
|
||
- brutal
|
||
- range increment 30 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 16
|
||
ref: 9
|
||
will: 12
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 18
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Huge
|
||
- Mindless
|
||
- Undead
|
||
- Zombie
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 4
|
||
dex_mod: 2
|
||
int_mod: -4
|
||
str_mod: 4
|
||
wis_mod: 0
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: What first appears to be a simple shrub suddenly stirs to life.
|
||
divine_spells: null
|
||
hp: 35
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+4 plus weeping wounds
|
||
type: slashing
|
||
name: vine
|
||
to_hit: 11
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
name: Bloodlash Bush
|
||
perception: 6
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: . The bush regains an amount of Hit Points equal to double the damage
|
||
dealt.
|
||
name: Blood Siphon
|
||
traits:
|
||
- basic Reflex DC 17
|
||
- description: The bush spins in a circle, lashing out in all directions at once.
|
||
It makes one attack roll and compares the result to the AC of each creature
|
||
within its melee reach, rolling damage only once and applying it to each creature
|
||
hit.
|
||
name: Spinning Strike
|
||
traits: null
|
||
- description: . Unlike other forms of persistent damage, this damage is cumulative,
|
||
to a maximum of 5 persistent bleed damage but it can be stopped like any other
|
||
persistent bleed damage.
|
||
name: Weeping Wounds
|
||
traits:
|
||
- 2 on a critical hit
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: bludgeoning
|
||
- amount: 5
|
||
type: piercing
|
||
saves:
|
||
fort: 10
|
||
ref: 8
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- tremorsense (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 8
|
||
Stealth: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Plant
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 2
|
||
dex_mod: 3
|
||
int_mod: -4
|
||
str_mod: 2
|
||
wis_mod: 0
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: What first appears to be a simple shrub suddenly stirs to life.
|
||
divine_spells: null
|
||
hp: 15
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 0
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+2 Grab
|
||
type: plus
|
||
name: vine
|
||
to_hit: 7
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- reach 10 feet
|
||
name: Vine Lasher
|
||
perception: 4
|
||
proactive_abilities:
|
||
- description: A creature grabbed by a vine lasher is not immobilized, but the grabbed
|
||
creature's space and every adjacent square use the rules for difficult terrain.
|
||
If the creature moves, the vine lasher moves with it, always keeping the grabbed
|
||
creature within 10 feet of itself. If two or more vine lashers have a creature
|
||
grabbed in this way, then the target's space and adjacent square instead use
|
||
the rules for greater difficult terrain.
|
||
name: Light Hold
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 6
|
||
ref: 7
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- tremorsense (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 6
|
||
Stealth: 5
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Plant
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -5
|
||
con_mod: 5
|
||
dex_mod: -4
|
||
int_mod: -5
|
||
str_mod: 5
|
||
wis_mod: 0
|
||
ac: 12
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: '|1| A blood ooze can seep into a corpse''s wounds, displacing its
|
||
natural blood. It can burst out of the corpse as a free action.'
|
||
name: Infuse Corpse
|
||
traits: null
|
||
description: Swelling like a bubble about to burst, this oozing thing looks like
|
||
it is made entirely from blood. Its slick, crimson skin is marred only by spots
|
||
that look like clots formed on the surface.
|
||
divine_spells: null
|
||
hp: 90
|
||
immunities:
|
||
- critical hits
|
||
- mental
|
||
- precision
|
||
- unconscious
|
||
- visual
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d12+8 plus 1d6 persistent bleed
|
||
type: bludgeoning
|
||
name: pseudopod
|
||
to_hit: 15
|
||
traits:
|
||
- reach 10 feet
|
||
name: Blood Ooze
|
||
perception: 8
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: . The blood ooze regains an amount of Hit Points equal to half the
|
||
damage Siphon Vitality dealt to the single creature that took the most damage.
|
||
name: Siphon Vitality
|
||
traits:
|
||
- DC 21 basic Fortitude save
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 15
|
||
ref: 6
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- motion sense 60 feet
|
||
- no vision
|
||
skills:
|
||
Athletics: 13
|
||
Stealth: 4
|
||
skills_special: null
|
||
speed:
|
||
- amount: 10
|
||
type: Land
|
||
- amount: 10
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Large
|
||
- Mindless
|
||
- Ooze
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: 0
|
||
str_mod: 2
|
||
wis_mod: 1
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Anadi hunters act as the eyes and ears of their clans, scouting the
|
||
surrounding area for potential invaders.
|
||
divine_spells: null
|
||
hp: 27
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Anadi
|
||
- Common
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+2
|
||
type: piercing
|
||
name: shortsword
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- versatile S
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+2 plus anadi venom
|
||
type: piercing
|
||
name: fangs
|
||
to_hit: 10
|
||
traits:
|
||
- finesse
|
||
name: Anadi Hunter
|
||
perception: 7
|
||
proactive_abilities:
|
||
- description: '**Saving Throw** DC 16 Fortitude; **Maximum Duration** 4 rounds;
|
||
**Stage 1** 1d6 poison damage and flat-footed (1 round); **Stage 2** 1d6 poison
|
||
damage, flat-footed, and clumsy 1 (1 round)'
|
||
name: Anadi Venom
|
||
traits:
|
||
- poison
|
||
- action_cost: One Action
|
||
description: The anadi changes into their true form, spider form, or human form.
|
||
The above statistics assume the anadi is in their true form. While in their
|
||
human form, the anadi hunter can't use their fangs attack and loses their climb
|
||
Speed. When in spider form, they can't use weapons.
|
||
name: Change Shape
|
||
traits:
|
||
- arcane
|
||
- concentrate
|
||
- polymorph
|
||
- transmutation
|
||
- description: By spending several minutes, an anadi can produce silk to craft items
|
||
made of cloth. A single anadi can produce enough silk in a day to craft a single
|
||
garment.
|
||
name: Spin Silk
|
||
traits:
|
||
- concentrate
|
||
- exploration
|
||
- manipulate
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+1
|
||
type: piercing
|
||
name: composite shortbow
|
||
to_hit: 10
|
||
traits:
|
||
- deadly 1d10
|
||
- propulsive
|
||
- range increment 60 feet
|
||
- reload 0
|
||
resistances: null
|
||
saves:
|
||
fort: 6
|
||
ref: 10
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses: null
|
||
skills:
|
||
Acrobatics: 8
|
||
Athletics: 6
|
||
Crafting: 6
|
||
Nature: 5
|
||
Stealth: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 25
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CG
|
||
- Medium
|
||
- Anadi
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 0
|
||
dex_mod: 2
|
||
int_mod: 1
|
||
str_mod: 0
|
||
wis_mod: 4
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Anadi sages commune with nature and hone their magic through practice.
|
||
divine_spells: null
|
||
hp: 58
|
||
immunities: null
|
||
innate_spells:
|
||
- level: 2
|
||
name: blur
|
||
- level: 2
|
||
name: illusory creature
|
||
- level: 1
|
||
name: color spray
|
||
- level: 1
|
||
name: illusory disguise
|
||
- level: 1
|
||
name: illusory object
|
||
items: null
|
||
languages:
|
||
- Anadi
|
||
- Common
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: piercing
|
||
name: shortsword
|
||
to_hit: 12
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- versatile S
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+3 plus anadi venom
|
||
type: piercing
|
||
name: fangs
|
||
to_hit: 12
|
||
traits:
|
||
- finesse
|
||
name: Anadi Sage
|
||
perception: 12
|
||
proactive_abilities:
|
||
- description: '**Saving Throw** DC 20 Fortitude; **Maximum Duration** 4 rounds;
|
||
**Stage 1** 1d6 poison damage and flat-footed (1 round); **Stage 2** 1d6 poison
|
||
damage, flat-footed, and clumsy 1 (1 round)'
|
||
name: Anadi Venom
|
||
traits:
|
||
- poison
|
||
- action_cost: One Action
|
||
description: The anadi changes into their true form, spider form, or human form.
|
||
The above statistics assume the anadi is in their true form. While in their
|
||
human form, the anadi sage can't use their fangs attack and loses their climb
|
||
Speed. When in spider form, they can't use weapons.
|
||
name: Change Shape
|
||
traits:
|
||
- arcane
|
||
- concentrate
|
||
- polymorph
|
||
- transmutation
|
||
- description: By spending several minutes, an anadi can produce silk to craft items
|
||
made of cloth. A single anadi can produce enough silk in a day to craft a single
|
||
garment.
|
||
name: Spin Silk
|
||
traits:
|
||
- concentrate
|
||
- exploration
|
||
- manipulate
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 8
|
||
ref: 10
|
||
will: 12
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses: null
|
||
skills:
|
||
Athletics: 6
|
||
Crafting: 9
|
||
Deception: 8
|
||
Diplomacy: 10
|
||
Nature: 12
|
||
Survival: 10
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 25
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CG
|
||
- Medium
|
||
- Anadi
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 0
|
||
dex_mod: 4
|
||
int_mod: 1
|
||
str_mod: 2
|
||
wis_mod: 4
|
||
ac: 23
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Anadi elders must make the difficult decision of whether to continue
|
||
negotiations or to escalate a disagreement to outright conflict.
|
||
divine_spells: null
|
||
hp: 95
|
||
immunities: null
|
||
innate_spells:
|
||
- level: 3
|
||
name: hypnotic pattern
|
||
- level: 3
|
||
name: invisibility sphere
|
||
- level: 2
|
||
name: blur
|
||
- level: 2
|
||
name: invisibility
|
||
- level: 2
|
||
name: mirror image
|
||
- level: 1
|
||
name: color spray
|
||
- level: 1
|
||
name: illusory disguise
|
||
- level: 1
|
||
name: illusory object
|
||
items: null
|
||
languages:
|
||
- Anadi
|
||
- Common
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+5
|
||
type: piercing
|
||
name: shortsword
|
||
to_hit: 16
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- versatile S
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+5 plus anadi venom
|
||
type: piercing
|
||
name: fangs
|
||
to_hit: 16
|
||
traits:
|
||
- finesse
|
||
name: Anadi Elder
|
||
perception: 15
|
||
proactive_abilities:
|
||
- description: '**Saving Throw** DC 22 Fortitude; **Maximum Duration** 6 rounds;
|
||
**Stage 1** 2d6 poison damage and flat-footed (1 round); **Stage 2** 2d6 poison
|
||
damage, flat-footed, and clumsy 1 (1 round)'
|
||
name: Anadi Venom
|
||
traits:
|
||
- poison
|
||
- action_cost: One Action
|
||
description: The anadi changes into their true form, spider form, or human form.
|
||
The above statistics assume the anadi is in their true form. While in their
|
||
human form, the anadi elder can't use their fangs attack and loses their climb
|
||
Speed. When in spider form, they can't use weapons.
|
||
name: Change Shape
|
||
traits:
|
||
- arcane
|
||
- concentrate
|
||
- polymorph
|
||
- transmutation
|
||
- description: By spending several minutes, an anadi can produce silk to craft items
|
||
made of cloth. A single anadi can produce enough silk in a day to craft a single
|
||
garment.
|
||
name: Spin Silk
|
||
traits:
|
||
- concentrate
|
||
- exploration
|
||
- manipulate
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+1
|
||
type: piercing
|
||
name: composite longbow
|
||
to_hit: 16
|
||
traits:
|
||
- deadly 1d10
|
||
- propulsive
|
||
- range increment 100 feet
|
||
- reload 0
|
||
- volley 30 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 10
|
||
ref: 14
|
||
will: 16
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses: null
|
||
skills:
|
||
Athletics: 12
|
||
Crafting: 13
|
||
Deception: 12
|
||
Diplomacy: 10
|
||
Nature: 14
|
||
Society: 9
|
||
Survival: 12
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 25
|
||
type: Climb
|
||
spell_attack_to_hit: 17
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CG
|
||
- Medium
|
||
- Anadi
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 3
|
||
dex_mod: 0
|
||
int_mod: -1
|
||
str_mod: 6
|
||
wis_mod: 1
|
||
ac: 22
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Doorwardens are constructs originally invented by elves. Upon first
|
||
glance, these guardians resemble ornate doors made entirely of steel or even mithral,
|
||
but when trespassers try to force their way past, the doorwarden transforms into
|
||
a skilled and sturdy soldier bearing its "door" like a towering shield.
|
||
divine_spells: null
|
||
hp: 60
|
||
immunities:
|
||
- bleed
|
||
- death effects
|
||
- disease
|
||
- doomed
|
||
- drained
|
||
- fatigued
|
||
- healing
|
||
- necromancy
|
||
- nonlethal attacks
|
||
- paralyzed
|
||
- poison
|
||
- sickened
|
||
- unconscious
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Common
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+9
|
||
type: slashing
|
||
name: longsword
|
||
to_hit: 15
|
||
traits:
|
||
- reach 10 feet
|
||
- versatile P
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+9
|
||
type: bludgeoning
|
||
name: shield boss
|
||
to_hit: 15
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+8
|
||
type: bludgeoning
|
||
name: door
|
||
to_hit: 13
|
||
traits: null
|
||
name: Doorwarden
|
||
perception: 13
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: Until the next time it acts, the doorwarden appears to be a door.
|
||
It has an automatic result of 31 on Deception checks and DCs to pass as a door.
|
||
name: Imitate Door
|
||
traits:
|
||
- concentrate
|
||
- action_cost: Two Actions
|
||
description: The door opens and slams its doors, making two door Strikes against
|
||
one creature. If both hit, the creature is grabbed—stuck between the doors.
|
||
The doorwarden's multiple attack penalty doesn't increase until it has finished
|
||
both attacks.
|
||
name: Slam Doors
|
||
traits:
|
||
- concentrate
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: physical (except bludgeoning)
|
||
saves:
|
||
fort: 12
|
||
ref: 7
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Athletics: 13
|
||
Intimidation: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- LN
|
||
- Large
|
||
- Construct
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 0
|
||
dex_mod: 3
|
||
int_mod: -4
|
||
str_mod: 2
|
||
wis_mod: 1
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The emperor bird is native to the jungles of the Mwangi Expanse and
|
||
known for its brilliant plumage and innate magic. While it usually feeds on lizards,
|
||
big insects, and other small creatures, the emperor bird is highly territorial
|
||
and not afraid to attack larger prey. Its beak, resembling that of the much smaller
|
||
peafowl, is exceptionally sharp, but its deadliest weapon is its tail—the long,
|
||
whiplike blades of bone hidden among its tail feathers are a nasty surprise for
|
||
any predator trying to sneak up on the bird.
|
||
divine_spells: null
|
||
hp: 27
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+2
|
||
type: piercing
|
||
name: beak
|
||
to_hit: 11
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+3
|
||
type: slashing
|
||
name: tail
|
||
to_hit: 11
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
name: Emperor Bird
|
||
perception: 8
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The emperor bird flaps its mesmerizing wings. Each creature within
|
||
15 feet that can see the emperor bird must attempt a DC 19 Will save. **Critical
|
||
Success** The creature is unaffected. **Success** The creature is dazzled for
|
||
1 round. **Failure** The creature is dazzled for 1d4 rounds. **Critical Failure**
|
||
The creature is confused for 1d4 rounds.
|
||
name: Dazzling Display
|
||
traits:
|
||
- enchantment
|
||
- mental
|
||
- primal
|
||
- visual
|
||
- action_cost: Two Actions
|
||
description: The emperor bird makes tail Strikes against two different creatures
|
||
within reach. The emperor bird's multiple attack penalty does not increase until
|
||
it has finished both attacks.
|
||
name: Tail Lash
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 6
|
||
ref: 9
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses: null
|
||
skills:
|
||
Acrobatics: 9
|
||
Intimidation: 7
|
||
Survival: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 15
|
||
type: Land
|
||
- amount: 20
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- N
|
||
- Medium
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 4
|
||
dex_mod: 0
|
||
int_mod: -3
|
||
str_mod: 4
|
||
wis_mod: 1
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Grauladons are vicious predators that appear crocodilian in form, but
|
||
are in fact distant offshoots of dragonkind. They make their dens in the shallows
|
||
of fetid ponds or isolated corners of larger bodies of water, usually in rural
|
||
swamps or woodlands. Driven almost entirely by their base desire to feed, grauladons
|
||
spend most of their time swimming leisurely underwater looking for prey such as
|
||
fish or waterfowl. Possessed of a greed befitting their more majestic dragon cousins,
|
||
grauladons often take down prey larger than they need, jealously guarding the
|
||
corpses to keep scavengers away even as the meat rots. A typical grauladon is
|
||
16 feet long from its snout to the tip of its tail and weighs 1,500 pounds.
|
||
divine_spells: null
|
||
hp: 35
|
||
immunities:
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Draconic
|
||
level: 2
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d12+4
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 10
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+4
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
name: Grauladon
|
||
perception: 7
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: check and compares the result to the Fortitude DC of each target.
|
||
name: Body Slam
|
||
traits: null
|
||
- description: .
|
||
name: Deep Breath
|
||
traits:
|
||
- 22-1/2 minutes
|
||
- action_cost: One Action
|
||
description: . The grauladon can't use Noxious Breath or Reactive Breath again
|
||
for 1d4 rounds.
|
||
name: Noxious Breath
|
||
traits:
|
||
- sickened 2 on a critical failure
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 12
|
||
ref: 6
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 10
|
||
Stealth: 6
|
||
Survival: 5
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 30
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- N
|
||
- Large
|
||
- Dragon
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 3
|
||
dex_mod: -1
|
||
int_mod: -3
|
||
str_mod: 3
|
||
wis_mod: 1
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: he graveshell conceals its true nature over the course of a few minutes
|
||
by impaling a corpse (typically humanoid) on its spiky shell before partially
|
||
submerging itself in water. It has an automatic result of 22 on Deception checks
|
||
and DCs to pass as a corpse floating in the water.
|
||
name: Corpse Disguise
|
||
traits:
|
||
- exploration
|
||
description: 'The graveshell is a dangerous predator that draws scavengers and explorers
|
||
into its grasp using a morbid lure: the corpse of a former victim impaled upon
|
||
the spikes that protrude from its large, turtle-like shell. Aside from its shell,
|
||
the monster resembles no known animal. Small but bright yellow eyes watch from
|
||
the sagging flesh of its head, the most prominent feature of which is a curiously
|
||
shaped, toothy maw twisted into a perpetual grin. Its stubby arms and legs are
|
||
impractical for both walking and swimming, though the algae-caked claws tipping
|
||
each limb are deadly weapons.'
|
||
divine_spells: null
|
||
hp: 20
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Undercommon
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 8
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+3
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 8
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+3
|
||
type: piercing
|
||
name: shell spikes
|
||
to_hit: 8
|
||
traits: null
|
||
name: Graveshell
|
||
perception: 4
|
||
proactive_abilities:
|
||
- description: .
|
||
name: Deep Breath
|
||
traits:
|
||
- 20 minutes
|
||
- action_cost: One Action
|
||
description: The graveshell withdraws into its shell, gaining a +2 circumstance
|
||
bonus to AC and allowing it to use Shell Block. This lasts until the graveshell
|
||
moves or attacks with any attack other than its shell spikes. The graveshell
|
||
can't take this action or get any benefit from it if its shell is broken.
|
||
name: Shell Game
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 8
|
||
ref: 2
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- wavesense (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 6
|
||
Stealth: 4
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 20
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- N
|
||
- Large
|
||
- Beast
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 3
|
||
dex_mod: 4
|
||
int_mod: -1
|
||
str_mod: -2
|
||
wis_mod: 1
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The life of a Hellknight is bloody, brutal, and often short. Many who
|
||
perish in service to a Hellknight order are glad to rest after having served their
|
||
masters so faithfully, but others seek to continue their work even in death. When
|
||
a Hellknight is decapitated, the ghostly undead known as a hellcrown is an occasional
|
||
result. Consumed by the desire to bring about order by inflicting cruelty, hellcrowns
|
||
haunt battlefields and abandoned castles, slaying all they encounter. A strange
|
||
fusion of spirit and steel, a hellcrown has no corporeal form by itself, but instead
|
||
inhabits the helmet it so proudly wore in life. Dangling from the helmet like
|
||
a shroud is a shadow of the former Hellknight's spine, adding to the creature's
|
||
terrifyingly gruesome appearance. Hellknights regard hellcrowns with a mixture
|
||
of disgust and respect, considering the individuals who transform into these floating
|
||
undead to have been resolute in purpose but weak in body.
|
||
divine_spells: null
|
||
hp: 20
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- paralyzed
|
||
- poison
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
level: 1
|
||
melee: null
|
||
name: Hellcrown
|
||
perception: 10
|
||
proactive_abilities:
|
||
- description: . Each additional embedded nail increases the enfeebled value by
|
||
1 (to a maximum of enfeebled 4) and the bleed damage by 1. A creature can remove
|
||
a nail with an Interact action to reduce the enfeeblement and amount of bleed
|
||
damage. Pulling out the last nail removes both conditions.
|
||
name: Bleeding Nail
|
||
traits:
|
||
- enfeebled 2 and 1d4 persistent bleed damage on a critical failure
|
||
- action_cost: One Action
|
||
description: All creatures that can see the hellcrown and are suffering from its
|
||
bleeding nail must attempt a DC 16 Will saving throw. A creature that fails
|
||
is frightened 1, and on a critical failure becomes fleeing for as long as it's
|
||
frightened. Any creature that attempts a save is then temporarily immune for
|
||
10 minutes.
|
||
name: Terrifying Stare
|
||
traits:
|
||
- fear
|
||
- mental
|
||
- visual
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+2 plus bleeding nail
|
||
type: piercing
|
||
name: nail
|
||
to_hit: 9
|
||
traits:
|
||
- range increment 20 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 4
|
||
ref: 6
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Intimidation: 8
|
||
Stealth: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- LE
|
||
- Tiny
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 2
|
||
dex_mod: 3
|
||
int_mod: 0
|
||
str_mod: 3
|
||
wis_mod: 2
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The tixitog can detect the vibrations of creatures touching a web
|
||
that the tixitog is also touching.
|
||
name: Web Sense
|
||
traits: null
|
||
description: Tixitogs are a species of bizarre aberrations that make their homes
|
||
in the dens of giant spiders. Immune to poison and able to traverse sticky webs
|
||
thanks to the thick slime that covers their bodies, tixitogs steal food cocooned
|
||
in spider lairs and prey on spiders themselves, but they are careful never to
|
||
kill so many that their food supply runs out. Their favorite meal, however, is
|
||
the odd adventurer or spelunker who stumbles into their nest.
|
||
divine_spells: null
|
||
hp: 40
|
||
immunities:
|
||
- poison
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
- Common
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d12+5
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 10
|
||
traits: null
|
||
- action_cost: One Action
|
||
name: tongue
|
||
to_hit: 12
|
||
traits:
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+5
|
||
type: bludgeoning
|
||
name: leg
|
||
to_hit: 10
|
||
traits:
|
||
- agile
|
||
name: Tixitog
|
||
perception: 9
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: Small, 1d12+3 bludgeoning, Rupture 10
|
||
name: Swallow Whole
|
||
traits: null
|
||
- description: When a tixitog hits a Small or smaller creature with its tongue Strike,
|
||
the target is pulled into the tixitog's mouth. The tixitog can then attempt
|
||
to Swallow it Whole.
|
||
name: Tongue Pull
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 9
|
||
ref: 10
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- web sense (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 8
|
||
Athletics: 10
|
||
Occultism: 7
|
||
Stealth: 10
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 25
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- NE
|
||
- Medium
|
||
- Aberration
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: -3
|
||
str_mod: 5
|
||
wis_mod: 1
|
||
ac: 24
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Asanbosams are monstrous, hairy humanoids with cold iron fangs and
|
||
muscular limbs that end in powerful, hooked claws. They hide in treetops and grab
|
||
prey from above, latching onto their unfortunate victims' necks to drain their
|
||
blood. Locals in nearby communities tell horror stories of these "bloodsucking
|
||
tree-folk," and experienced jungle explorers keep a close watch on the treetops
|
||
in asanbosam territory.
|
||
divine_spells: null
|
||
hp: 95
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Mwangi
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+7
|
||
type: piercing
|
||
name: cold iron jaws
|
||
to_hit: 17
|
||
traits:
|
||
- deadly 1d8
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+7 plus Grab
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 17
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
name: Asanbosam
|
||
perception: 17
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: ', it can make a claw Strike with its reach increased to 15 feet.
|
||
This Strike deals an additional 1d6 slashing damage, and if it hits, the asanbosam
|
||
Grabs the target and pulls it to a space adjacent to the asanbosam. This counts
|
||
as two attacks when calculating the asanbosam''s multiple attack penalty.'
|
||
name: Attack from Above
|
||
traits:
|
||
- usually by using its Climb speed
|
||
- action_cost: One Action
|
||
description: A victim's drained condition decreases by 1 each week. A blood transfusion,
|
||
which requires a successful DC 20 Medicine check and a blood donor or sufficient
|
||
blood, reduces the drained value by 1 after 10 minutes.
|
||
name: Drink Blood
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 15
|
||
ref: 17
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 14
|
||
Athletics: 16
|
||
Intimidation: 15
|
||
Stealth: 16
|
||
Survival: 14
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
- amount: 20
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Large
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 6
|
||
con_mod: 3
|
||
dex_mod: 2
|
||
int_mod: 4
|
||
str_mod: 6
|
||
wis_mod: 3
|
||
ac: 27
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Bidas are black-scaled dragons with long, serpentine bodies and bat-like
|
||
wings. Their legs and claws are smaller than those of most dragons, but their
|
||
powerful undulating coils, like those of a boa constrictor, are potent weapons
|
||
capable of squeezing the life from several unfortunate victims at a time.
|
||
divine_spells: null
|
||
hp: 135
|
||
immunities:
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- level: 3
|
||
name: nondetection
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
- Mwangi
|
||
level: 8
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+9
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 20
|
||
traits:
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+9 plus Improved Grab
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 20
|
||
traits:
|
||
- reach 15 feet
|
||
name: Bida
|
||
perception: 15
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: 1d6+6 bludgeoning, DC 26
|
||
name: Constrict
|
||
traits: null
|
||
- description: A bida can Strike with its tail even while Grabbing creatures with
|
||
it. The bida can have up to eight Medium or smaller creatures grabbed with its
|
||
tail at a time; it can also grab Large creatures, but they count as four Medium
|
||
creatures for this purpose.
|
||
name: Eight Coils
|
||
traits: null
|
||
- description: By concentrating for 4 hours, the bida hides a small settlement.
|
||
This is a 5th-level *hallucinatory terrain* spell, except the area is a 500-foot
|
||
burst and creatures are invisible while inside structures in the area. The bida
|
||
can conceal only one settlement at a time, and must concentrate on the effect
|
||
for 10 minutes at the beginning of each day to maintain the illusion.
|
||
name: Mask Settlement
|
||
traits:
|
||
- arcane
|
||
- illusion
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: acid
|
||
- amount: 10
|
||
type: poison
|
||
saves:
|
||
fort: 18
|
||
ref: 15
|
||
will: 18
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +2 circumstance to all saves to disbelieve illusions
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Deception: 20
|
||
Diplomacy: 18
|
||
Intimidation: 18
|
||
Society: 16
|
||
Stealth: 16
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 60
|
||
type: Fly
|
||
- amount: 20
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: 26
|
||
traits:
|
||
- Uncommon
|
||
- LE
|
||
- Huge
|
||
- Dragon
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: -1
|
||
dex_mod: 2
|
||
int_mod: 0
|
||
str_mod: 3
|
||
wis_mod: 2
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Rank-and-file bilokos stalk the jungles in small hunting bands.
|
||
divine_spells: null
|
||
hp: 19
|
||
immunities: null
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Mwangi
|
||
- Sylvan
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+3
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 8
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: piercing
|
||
name: spear
|
||
to_hit: 8
|
||
traits: null
|
||
name: Biloko Warrior
|
||
perception: 7
|
||
proactive_abilities:
|
||
- description: If a biloko feasts on a human corpse for 1 minute or more, they gain
|
||
a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for
|
||
1 hour.
|
||
name: Inspired Feast
|
||
traits:
|
||
- emotion
|
||
- mental
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: piercing
|
||
name: spear
|
||
to_hit: 7
|
||
traits:
|
||
- thrown 20 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 4
|
||
ref: 7
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 7
|
||
Crafting: 7
|
||
Nature: 5
|
||
Stealth: 6
|
||
Survival: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Small
|
||
- Fey
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 0
|
||
dex_mod: 4
|
||
int_mod: 0
|
||
str_mod: 4
|
||
wis_mod: 3
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: A biloko who has led a sufficient number of successful hunts garners
|
||
the respect (and fear) of their companions.
|
||
divine_spells: null
|
||
hp: 58
|
||
immunities: null
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Mwangi
|
||
- Sylvan
|
||
level: 4
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+5
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 14
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+5
|
||
type: piercing
|
||
name: longspear
|
||
to_hit: 14
|
||
traits:
|
||
- reach 10 feet
|
||
name: Biloko Veteran
|
||
perception: 11
|
||
proactive_abilities:
|
||
- description: If a biloko feasts on a human corpse for 1 minute or more, they gain
|
||
a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for
|
||
1 hour.
|
||
name: Inspired Feast
|
||
traits:
|
||
- emotion
|
||
- mental
|
||
- action_cost: Two Actions
|
||
description: The veteran makes a melee Strike and compares the attack roll result
|
||
to the AC of up to two foes, each of whom must be within their melee reach and
|
||
adjacent to each other. Roll damage only once and apply it to each creature
|
||
hit. A Swipe counts as two attacks for the veteran's multiple attack penalty.
|
||
name: Swipe
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: piercing
|
||
name: shortbow
|
||
to_hit: 14
|
||
traits:
|
||
- deadly d10
|
||
- range increment 60 feet
|
||
- reload 0
|
||
resistances: null
|
||
saves:
|
||
fort: 8
|
||
ref: 13
|
||
will: 11
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 10
|
||
Crafting: 10
|
||
Intimidation: 12
|
||
Nature: 9
|
||
Stealth: 13
|
||
Survival: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Small
|
||
- Fey
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 1
|
||
dex_mod: 5
|
||
int_mod: 0
|
||
str_mod: 6
|
||
wis_mod: 4
|
||
ac: 25
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: If a biloko is lucky enough to consume several spellcasters or other
|
||
creatures with innate magical abilities, it undergoes a subtle transformation
|
||
over the course of 1 week. Such a fey is known as an eloko, and in addition to
|
||
their incredible appetite (even by biloko standards), they have the supernatural
|
||
ability to grow to immense size.
|
||
divine_spells: null
|
||
hp: 115
|
||
immunities: null
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
- Mwangi
|
||
- Sylvan
|
||
level: 7
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+8
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 17
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+8
|
||
type: piercing
|
||
name: dagger
|
||
to_hit: 18
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- versatile S
|
||
name: Eloko
|
||
perception: 15
|
||
proactive_abilities:
|
||
- description: If a biloko feasts on a human corpse for 1 minute or more, they gain
|
||
a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for
|
||
1 hour.
|
||
name: Inspired Feast
|
||
traits:
|
||
- emotion
|
||
- mental
|
||
- action_cost: Two Actions
|
||
description: The eloko is affected by a 4th-level *enlarge* spell. This lasts
|
||
for 1 minute, and the eloko can Dismiss the Spell.
|
||
name: Size Alteration
|
||
traits:
|
||
- polymorph
|
||
- primal
|
||
- transmutation
|
||
- description: creatures.
|
||
name: Sneak Attack
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
name: blowgun
|
||
to_hit: 17
|
||
traits:
|
||
- agile
|
||
- nonlethal
|
||
- range increment 20 feet
|
||
- reload 1
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+8
|
||
type: piercing
|
||
name: dagger
|
||
to_hit: 18
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- thrown 10 feet
|
||
- versatile S
|
||
resistances: null
|
||
saves:
|
||
fort: 12
|
||
ref: 18
|
||
will: 15
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 18
|
||
Crafting: 13
|
||
Deception: 15
|
||
Nature: 13
|
||
Stealth: 16
|
||
Survival: 13
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Small
|
||
- Fey
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 2
|
||
dex_mod: 3
|
||
int_mod: -1
|
||
str_mod: 3
|
||
wis_mod: 1
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: A charau-ka warrior carries hatchets, daggers, and similar weaponry
|
||
on their person and usually doesn't worry about running out of thrown weapons
|
||
when rocks plucked from the ground are just as deadly in their hands.
|
||
divine_spells: null
|
||
hp: 18
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Draconic
|
||
- Mwangi
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: slashing
|
||
name: hatchet
|
||
to_hit: 8
|
||
traits:
|
||
- agile
|
||
- sweep
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+3
|
||
type: piercing
|
||
name: dagger
|
||
to_hit: 8
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- versatile S
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+3
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 8
|
||
traits:
|
||
- agile
|
||
- nonlethal
|
||
name: Charau-ka Warrior
|
||
perception: 6
|
||
proactive_abilities:
|
||
- action_cost: Free Action
|
||
description: '**Trigger** The charau-ka''s turn begins. **Frequency** once per
|
||
hour; **Effect** The charau-ka is quickened until the end of its turn, and can
|
||
use the extra action to Stride or Strike. While in the frenzy, the charau-ka
|
||
can''t speak and automatically critically fails Stealth checks, due to its loud
|
||
wailing.'
|
||
name: Shrieking Frenzy
|
||
traits:
|
||
- primal
|
||
- transmutation
|
||
- description: trait to make a lethal attack.
|
||
name: Thrown Weapon Mastery
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: slashing
|
||
name: hatchet
|
||
to_hit: 8
|
||
traits:
|
||
- agile
|
||
- deadly d6
|
||
- sweep
|
||
- thrown 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+3
|
||
type: piercing
|
||
name: dagger
|
||
to_hit: 8
|
||
traits:
|
||
- agile
|
||
- deadly d6
|
||
- thrown 10 feet
|
||
- versatile S
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: bludgeoning
|
||
name: thrown debris
|
||
to_hit: 8
|
||
traits:
|
||
- deadly d6
|
||
- thrown 20 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 7
|
||
ref: 8
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 6
|
||
Religion: 4
|
||
Stealth: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 25
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Small
|
||
- Charau-ka
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 1
|
||
dex_mod: 2
|
||
int_mod: 0
|
||
str_mod: 2
|
||
wis_mod: 4
|
||
ac: 19
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Even with the Gorilla King's fall, some charau-kas still worship Angazhan.
|
||
divine_spells: null
|
||
hp: 45
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Draconic
|
||
- Mwangi
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+5
|
||
type: piercing
|
||
name: spear
|
||
to_hit: 11
|
||
traits:
|
||
- thrown 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+5
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 11
|
||
traits:
|
||
- agile
|
||
- nonlethal
|
||
name: Charau-ka Acolyte of Angazhan
|
||
perception: 9
|
||
proactive_abilities:
|
||
- action_cost: Free Action
|
||
description: '**Trigger** The charau-ka''s turn begins. **Frequency** once per
|
||
hour; **Effect** The charau-ka is quickened until the end of its turn, and can
|
||
use the extra action to Stride or Strike. While in the frenzy, the charau-ka
|
||
can''t speak and automatically critically fails Stealth checks, due to its loud
|
||
wailing.'
|
||
name: Shrieking Frenzy
|
||
traits:
|
||
- primal
|
||
- transmutation
|
||
- description: trait to make a lethal attack.
|
||
name: Thrown Weapon Mastery
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+5
|
||
type: piercing
|
||
name: spear
|
||
to_hit: 11
|
||
traits:
|
||
- deadly d6
|
||
- thrown 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+5
|
||
type: bludgeoning
|
||
name: thrown debris
|
||
to_hit: 11
|
||
traits:
|
||
- deadly d6
|
||
- thrown 20 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 8
|
||
ref: 7
|
||
will: 11
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 7
|
||
Intimidation: 7
|
||
Nature: 9
|
||
Religion: 11
|
||
Stealth: 7
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 25
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Small
|
||
- Charau-ka
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 3
|
||
dex_mod: 3
|
||
int_mod: 0
|
||
str_mod: 5
|
||
wis_mod: 1
|
||
ac: 23
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: While charau-kas are well known for their brutality, some frighten
|
||
even others of their kind with their obsession with violence.
|
||
divine_spells: null
|
||
hp: 95
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Draconic
|
||
- Mwangi
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+8
|
||
type: slashing
|
||
name: trident
|
||
to_hit: 20
|
||
traits:
|
||
- magical
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+8
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 19
|
||
traits:
|
||
- agile
|
||
- nonlethal
|
||
name: Charau-ka Butcher
|
||
perception: 11
|
||
proactive_abilities:
|
||
- description: '**Trigger** The charau-ka butcher deals bleed damage to a creature.
|
||
**Effect** The charau-ka licks blood from its weapon, becoming furious. It regains
|
||
5 HP and gains a +1 status bonus to attack rolls until the end of its turn.'
|
||
name: Blood Fury
|
||
traits:
|
||
- manipulate
|
||
- description: While the charau-ka butcher is raging, its melee Strikes deal 1d4
|
||
persistent bleed damage.
|
||
name: Mauler
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: ; AC 22, +9 HP, +2 melee damage.
|
||
name: Rage
|
||
traits: null
|
||
- action_cost: Free Action
|
||
description: '**Trigger** The charau-ka''s turn begins. **Frequency** once per
|
||
hour; **Effect** The charau-ka is quickened until the end of its turn, and can
|
||
use the extra action to Stride or Strike. While in the frenzy, the charau-ka
|
||
can''t speak and automatically critically fails Stealth checks, due to its loud
|
||
wailing.'
|
||
name: Shrieking Frenzy
|
||
traits:
|
||
- primal
|
||
- transmutation
|
||
- description: trait to make a lethal attack.
|
||
name: Thrown Weapon Mastery
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+8
|
||
type: piercing
|
||
name: trident
|
||
to_hit: 18
|
||
traits:
|
||
- deadly d6
|
||
- magical
|
||
- thrown 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+8
|
||
type: bludgeoning
|
||
name: thrown debris
|
||
to_hit: 17
|
||
traits:
|
||
- deadly d6
|
||
- thrown 20 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 17
|
||
ref: 11
|
||
will: 13
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 11
|
||
Athletics: 15
|
||
Intimidation: 14
|
||
Religion: 9
|
||
Stealth: 13
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 25
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Small
|
||
- Charau-ka
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: 0
|
||
str_mod: 1
|
||
wis_mod: 3
|
||
ac: 18
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The best grippli hunters are chosen for the honorable role of scouts.
|
||
divine_spells: null
|
||
hp: 20
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Grippli
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+1
|
||
type: slashing
|
||
name: sickle
|
||
to_hit: 9
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- trip
|
||
name: Grippli Scout
|
||
perception: 8
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: against a Medium or smaller creature within 20 feet. On a hit, the
|
||
target is flat-footed and takes a –10-foot circumstance penalty to its Speeds.
|
||
On a critical hit, the creature is restrained instead. The DC to Escape the
|
||
net is 16. A creature adjacent to the target can Interact with the net to remove
|
||
it.
|
||
name: Hurl Net
|
||
traits:
|
||
- with a +9 modifier
|
||
- description: A grippli ignores difficult terrain in forests and jungles.
|
||
name: Jungle Stride
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+1
|
||
type: piercing
|
||
name: dart
|
||
to_hit: 9
|
||
traits:
|
||
- agile
|
||
- thrown 20 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 7
|
||
ref: 9
|
||
will: 6
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 7
|
||
Athletics: 4
|
||
Nature: 6
|
||
Stealth: 7
|
||
Survival: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 20
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Grippli
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 2
|
||
dex_mod: 4
|
||
int_mod: 0
|
||
str_mod: 1
|
||
wis_mod: 3
|
||
ac: 20
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: These sharpshooters are renowned for their patience and their accuracy.
|
||
divine_spells: null
|
||
hp: 44
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Grippli
|
||
level: 3
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+3
|
||
type: piercing
|
||
name: shortsword
|
||
to_hit: 11
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- versatile S
|
||
name: Grippli Archer
|
||
perception: 10
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The grippli archer makes three ranged Strikes with their shortbow,
|
||
all against a single target. Combine the damage of any Strikes that hit for
|
||
the purpose of resistances and weaknesses.
|
||
name: Hail of Arrows
|
||
traits: null
|
||
- description: A grippli ignores difficult terrain in forests and jungles.
|
||
name: Jungle Stride
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+2
|
||
type: piercing
|
||
name: shortbow
|
||
to_hit: 11
|
||
traits:
|
||
- deadly 1d10
|
||
- range increment 60 feet
|
||
- reload 0
|
||
resistances: null
|
||
saves:
|
||
fort: 9
|
||
ref: 11
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 9
|
||
Athletics: 6
|
||
Nature: 8
|
||
Stealth: 11
|
||
Survival: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 20
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Grippli
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 1
|
||
dex_mod: 4
|
||
int_mod: 1
|
||
str_mod: 2
|
||
wis_mod: 4
|
||
ac: 21
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The greenspeaker can use Diplomacy to Make an Impression on and make
|
||
very simple Requests of plants and fungi.
|
||
name: Green Empathy
|
||
traits: null
|
||
description: The unofficial healers of gripplikind are known as greenspeakers.
|
||
divine_spells: null
|
||
hp: 71
|
||
immunities: null
|
||
innate_spells: null
|
||
items:
|
||
- dart (4)
|
||
- staff
|
||
languages:
|
||
- Common
|
||
- Grippli
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+4
|
||
type: bludgeoning
|
||
name: staff
|
||
to_hit: 11
|
||
traits:
|
||
- two-hand d8
|
||
name: Grippli Greenspeaker
|
||
perception: 13
|
||
proactive_abilities:
|
||
- description: A grippli ignores difficult terrain in forests and jungles.
|
||
name: Jungle Stride
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4+4
|
||
type: piercing
|
||
name: dart
|
||
to_hit: 13
|
||
traits:
|
||
- agile
|
||
- thrown 20 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 10
|
||
ref: 13
|
||
will: 13
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 11
|
||
Athletics: 9
|
||
Diplomacy: 10
|
||
Medicine: 11
|
||
Nature: 14
|
||
Religion: 11
|
||
Stealth: 11
|
||
Survival: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 20
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Small
|
||
- Grippli
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 1
|
||
dex_mod: 4
|
||
int_mod: 1
|
||
str_mod: 6
|
||
wis_mod: 2
|
||
ac: 25
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Kishi are duplicitous and murderous fey who dwell on the edges of Golarion's
|
||
darkest jungles. At first glance, kishi appear to be attractive humans, usually
|
||
of a local ethnicity, but their full heads of thick hair conceal a second face,
|
||
that of a snarling hyena. When a kishi lures their prey into a vulnerable situation,
|
||
their head swivels around, revealing this fearsome visage. In this form, a kishi's
|
||
powerful jaws are almost impossible to pry loose and can crush a victim's bones
|
||
in a matter of moments. Kishi are highly varied in their physical features, and
|
||
their height and weight are as variable as the people whose communities they infiltrate.
|
||
divine_spells: null
|
||
hp: 138
|
||
immunities: null
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Sylvan
|
||
level: 8
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+9 plus Grab
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 20
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+9
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 20
|
||
traits:
|
||
- agile
|
||
name: Kishi
|
||
perception: 14
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: ''
|
||
name: Constrict
|
||
traits:
|
||
- grabbed by jaws only
|
||
- action_cost: Free Action
|
||
description: skills only when its human face is showing, and it can use its jaws
|
||
Strike only when its hyena face is showing.
|
||
name: Head Spin
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The kishi Strides twice. If it ends its movement within melee reach
|
||
of at least one enemy, it can make a melee Strike against that enemy.
|
||
name: Sudden Charge
|
||
traits: null
|
||
- description: A creature grabbed in the kishi's jaws can't speak, including providing
|
||
verbal components for spells. In addition, the creature takes a –2 circumstance
|
||
penalty to Escape.
|
||
name: Vice-Like Jaws
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: piercing
|
||
saves:
|
||
fort: 13
|
||
ref: 18
|
||
will: 17
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Athletics: 20
|
||
Deception: 20
|
||
Diplomacy: 19
|
||
Society: 15
|
||
Stealth: 18
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Medium
|
||
- Fey
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -5
|
||
con_mod: 4
|
||
dex_mod: -3
|
||
int_mod: -5
|
||
str_mod: 5
|
||
wis_mod: -5
|
||
ac: 13
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: Living sap can sense nearby motion through vibration and air movement.
|
||
name: Motion Sense
|
||
traits: null
|
||
description: The tall sharinga trees of the Mwangi Expanse leak golden sap from
|
||
their swollen, bulbous trunks, which coagulates when exposed to air. The toxic
|
||
resin, which has a bitter taste, protects the tree from herbivorous insects and
|
||
other animals, but in rare cases—usually in areas awash in positive energy or
|
||
the influence of the First World—the sap gains a life of its own. Such "living
|
||
sap" is a mindless ooze that attempts to smother and engulf just about anything
|
||
that moves, from the bugs and small beasts that feed on its sharinga tree to larger
|
||
creatures unlucky enough to stumble upon it. Due to its immunities to most forms
|
||
of physical damage and its protectiveness of its mother tree, a living ooze is
|
||
a nuisance to communities that rely on the sap of sharinga trees to make resin,
|
||
rubber, and glue.
|
||
divine_spells: null
|
||
hp: 175
|
||
immunities:
|
||
- critical hits
|
||
- mental
|
||
- piercing
|
||
- precision
|
||
- slashing
|
||
- unconscious
|
||
- visual
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+8 plus entangling residue
|
||
type: bludgeoning
|
||
name: pseudopod
|
||
to_hit: 17
|
||
traits: null
|
||
name: Living Sap
|
||
perception: 7
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: DC 22, 2d6 acid, Escape DC 24, Rupture 10
|
||
name: Engulf
|
||
traits: null
|
||
- description: until the end of the living sap's next turn.
|
||
name: Entangling Residue
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 18
|
||
ref: 7
|
||
will: 5
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- motion sense 60 feet
|
||
- no vision
|
||
skills:
|
||
Athletics: 17
|
||
Stealth: 10
|
||
skills_special: null
|
||
speed:
|
||
- amount: 10
|
||
type: Land
|
||
- amount: 10
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- N
|
||
- Medium
|
||
- Mindless
|
||
- Ooze
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 6
|
||
dex_mod: 4
|
||
int_mod: -4
|
||
str_mod: 7
|
||
wis_mod: 2
|
||
ac: 27
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Mokele-mbembes are large, reptilian predators found deep within Golarion's
|
||
jungles. Mwangi view mokele-mbembes as embodiments of nature's strength and majesty,
|
||
and they consider the sighting of this rare being a sign of favor from the gods
|
||
and an omen of powerful natural forces.
|
||
divine_spells: null
|
||
hp: 172
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 9
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+10
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 22
|
||
traits:
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+10
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 22
|
||
traits:
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+10
|
||
type: bludgeoning
|
||
name: foot
|
||
to_hit: 22
|
||
traits:
|
||
- reach 10 feet
|
||
name: Mokele-Mbembe
|
||
perception: 15
|
||
proactive_abilities:
|
||
- description: Large or smaller, foot, DC 28
|
||
name: Trample
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: 'The mokele-mbembe cracks its tail, creating a sonic boom in a 5-foot
|
||
burst centered on a corner within reach of its tail Strike. Each creature in
|
||
the burst''s area must attempt a DC 28 Fortitude save. Mokele-mbembes are immune.
|
||
**Critical Success** The creature is unaffected. **Success** The creature is
|
||
stunned 1. **Failure** The creature is stunned 2. **Critical Failure** The creature
|
||
is stunned 3. '
|
||
name: Whip Tail
|
||
traits:
|
||
- sonic
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 21
|
||
ref: 15
|
||
will: 17
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Athletics: 20
|
||
Stealth: 19
|
||
Survival: 17
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 30
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- N
|
||
- Huge
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 2
|
||
dex_mod: 5
|
||
int_mod: -1
|
||
str_mod: 4
|
||
wis_mod: 1
|
||
ac: 22
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Sabosans are evil, intelligent, bat-like humanoids who live in warm
|
||
forests and drink the blood of other creatures, particularly people. They have
|
||
thin, emaciated torsos and broad, leathery wings that can reach a span of almost
|
||
20 feet. Sabosans' heads, necks, shoulders, and upper chests are covered with
|
||
red or dark-brown fur that barely obscures their stretched.thin flesh. Their ears
|
||
are large and pointed like a bat's, and indeed they can echolocate to locate prey
|
||
much like bats can, though their eyes are also capable of seeing in low light.
|
||
divine_spells: null
|
||
hp: 78
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Mwangi
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+4 plus 1 persistent bleed
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 14
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+4 plus Grab
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 15
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: piercing
|
||
name: spear
|
||
to_hit: 13
|
||
traits: null
|
||
name: Sabosan
|
||
perception: 10
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: . The sabosan gains a number of temporary Hit Points equal to the
|
||
number of Hit Points lost by the creature.
|
||
name: Drain Blood
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The sabosan emits a deafening cry in a 30-foot cone. Non-sabosan
|
||
creatures in this area must each succeed at a DC 23 Fortitude save or be deafened
|
||
for 1 minute.
|
||
name: Fell Shriek
|
||
traits:
|
||
- auditory
|
||
- action_cost: Two Actions
|
||
description: The sabosan Strides up to double its Speed and then makes a claw
|
||
Strike. If the sabosan moved at least 20 feet, it deals an additional 1d6 damage
|
||
on a hit.
|
||
name: Powerful Charge
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+4
|
||
type: piercing
|
||
name: spear
|
||
to_hit: 14
|
||
traits:
|
||
- thrown 20 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 11
|
||
ref: 14
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- echolocation 20 feet
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 16
|
||
Athletics: 11
|
||
Stealth: 16
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 25
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Medium
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 4
|
||
dex_mod: 2
|
||
int_mod: -4
|
||
str_mod: 5
|
||
wis_mod: 2
|
||
ac: 23
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: The blood boar can precisely sense bleeding creatures within . **Blood
|
||
Quarry** On smelling a creature's blood, the blood boar can designate that creature
|
||
as its quarry. The blood boar can smell its quarry from up to a mile away. A
|
||
blood boar can have only one quarry at a time.
|
||
name: Bloodsense
|
||
range: 60 feet
|
||
traits: null
|
||
- description: On smelling a creature's blood, the blood boar can designate that
|
||
creature as its quarry. The blood boar can smell its quarry from up to a mile
|
||
away. A blood boar can have only one quarry at a time.
|
||
name: Blood Quarry
|
||
traits: null
|
||
description: Blood boars are fearsome swine bred in Cheliax for the singular purpose
|
||
of hunting down escaped slaves. The species originated from a type of large feral
|
||
boar native to Nidal's shadowy Uskwood, and blood boars retain their predecessors'
|
||
gray fur, red eyes, and exceptional senses. The intensive breeding process to
|
||
produce blood boars—augmented by the selective application of magic—grants the
|
||
creatures an unparalleled awareness of blood, including the ability to precisely
|
||
detect a bloodied creature's location and movements, allowing the boars to track
|
||
their prey from up to a mile away.
|
||
divine_spells: null
|
||
hp: 98
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+8
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 17
|
||
traits: null
|
||
name: Blood Boar
|
||
perception: 15
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The blood boar Strides toward its quarry, ignoring difficult terrain
|
||
and gaining a +10-foot circumstance bonus to its Speed during the movement.
|
||
name: Chase Down
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The blood boar lets forth a hair-raising squeal. Each creature within
|
||
30 feet must succeed at a DC 23 Will save or become frightened 1 (frightened
|
||
2 on a critical failure). If the blood boar uses Terrifying Squeal on the same
|
||
turn after using Chase Down, the Will save DC is instead 25.
|
||
name: Terrifying Squeal
|
||
traits:
|
||
- auditory
|
||
- emotion
|
||
- fear
|
||
- mental
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 16
|
||
ref: 14
|
||
will: 10
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- bloodsense 60 feet
|
||
- low-light vision
|
||
- scent (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 10
|
||
Athletics: 15
|
||
Survival: 15
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Medium
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 5
|
||
dex_mod: 1
|
||
int_mod: 2
|
||
str_mod: 7
|
||
wis_mod: 3
|
||
ac: 30
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Kalavakuses work as slavers in the Abyss, earning them the alternate
|
||
moniker of "slaver demons"; these fiends round up captured victims and sell them
|
||
to other fiends or unscrupulous mortals. Pleas for freedom or clemency fall on
|
||
deaf ears, as slaver demons consider anyone they can catch and hold to be their
|
||
rightful property and theirs to sell. Kalavakuses know more than just physical
|
||
means of restraining slaves; they also know how to fetter a victim's soul. The
|
||
most successful slaver demons have vast slave-pits in the Abyss where they keep
|
||
stables of imprisoned souls.
|
||
divine_spells: null
|
||
hp: 200
|
||
immunities: null
|
||
innate_spells:
|
||
- level: 5
|
||
name: dimension door
|
||
- frequency: x2
|
||
level: 4
|
||
name: air walk
|
||
- frequency: x2
|
||
level: 4
|
||
name: dimension door
|
||
- level: 3
|
||
name: haste
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Celestial
|
||
- Draconic
|
||
level: 10
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+13
|
||
type: piercing
|
||
name: horns
|
||
to_hit: 23
|
||
traits:
|
||
- deadly 1d8
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+13
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 23
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+13
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 23
|
||
traits: null
|
||
name: Kalavakus (Slaver Demon)
|
||
perception: 19
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The demon enslaves the soul of a living creature within 60 feet.
|
||
The target can attempt to resist this enslavement with a DC 29 Will save. A
|
||
slaver demon can have only one living soul enslaved with this ability at a time,
|
||
and no more than one slaver demon can enslave the same soul. If a slaver demon
|
||
kills a creature whose soul it has enslaved, the demon regains 20 HP and the
|
||
soul is consigned to an eternity of toil in the Abyss, adding to the slaver
|
||
demon's tally of souls and allowing the demon to enslave another. **Success**
|
||
The target avoids being enslaved and is temporarily immune for 24 hours. **Failure**
|
||
The target is enslaved and is enfeebled 2 for 24 hours or until the slaver demon
|
||
is slain, whichever comes first. **Critical Failure** As failure, and the target
|
||
also suffers the effects of a failed saving throw against *dominate*.
|
||
name: Enslave Soul
|
||
traits:
|
||
- arcane
|
||
- enchantment
|
||
- mental
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 21
|
||
ref: 17
|
||
will: 19
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 15
|
||
Athletics: 23
|
||
Intimidation: 22
|
||
Religion: 17
|
||
Stealth: 19
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Medium
|
||
- Demon
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 4
|
||
dex_mod: 5
|
||
int_mod: 3
|
||
str_mod: 5
|
||
wis_mod: 2
|
||
ac: 28
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Perhaps more than any other devil, osyluths—also known as bone devils—
|
||
embrace the torture and sadism for which Hell is so well known. They are exemplary
|
||
inquisitors with an unwavering devotion to Hell's laws and hierarchy, and they
|
||
seek out heresies among mortals and devilkind with equal vigor. These devils arise
|
||
from the Styx-fed swamps of Stygia, Hell's fifth layer, from the stagnant energy
|
||
of long-dead heresies. Left to their own devices, osyluths build massive, calcified
|
||
hives in Stygia's remote corners and hunt the infernal swampland for lesser devils
|
||
and petitioners.
|
||
divine_spells: null
|
||
hp: 146
|
||
immunities:
|
||
- fire
|
||
innate_spells:
|
||
- level: 5
|
||
name: dimension door
|
||
- level: 5
|
||
name: phantom pain
|
||
- frequency: at will
|
||
level: 4
|
||
name: dimension door
|
||
- frequency: at will
|
||
level: 4
|
||
name: dimensional anchor
|
||
- frequency: at will
|
||
level: 4
|
||
name: discern lies
|
||
items: null
|
||
languages:
|
||
- Celestial
|
||
- Draconic
|
||
- Infernal
|
||
level: 9
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+11
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 20
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+11
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 20
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+11 plus bone devil venom
|
||
type: piercing
|
||
name: stinger
|
||
to_hit: 21
|
||
traits:
|
||
- reach 15 feet
|
||
name: Osyluth (Bone Devil)
|
||
perception: 17
|
||
proactive_abilities:
|
||
- description: '**Saving Throw** DC 25 Fortitude; **Maximum Duration** 6 rounds;
|
||
**Stage 1** 2d6 poison damage, enfeebled 1 (1 round); **Stage 2** 3d6 poison
|
||
damage and enfeebled 1 (1 round); **Stage 3** 3d6 poison damage, enfeebled 2,
|
||
and the creature takes a –4 status penalty to Will saves against attempts to
|
||
Coerce it (1 hour)'
|
||
name: Bone Devil Venom
|
||
traits:
|
||
- poison
|
||
- description: on itself using only 1 action.
|
||
name: Quick Invisibility
|
||
traits: null
|
||
- description: condition with any of its Strikes.
|
||
name: Sadistic Strike
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: .
|
||
name: Tail Sweep
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+8
|
||
type: piercing
|
||
name: bone shard
|
||
to_hit: 20
|
||
traits:
|
||
- range increment 30 feet
|
||
resistances:
|
||
- amount: 10
|
||
type: physical (except silver)
|
||
- amount: 10
|
||
type: 'poison '
|
||
saves:
|
||
fort: 21
|
||
ref: 18
|
||
will: 15
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- greater darkvision
|
||
skills:
|
||
Arcana: 18
|
||
Deception: 19
|
||
Intimidation: 21
|
||
Religion: 15
|
||
Stealth: 20
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
- amount: 30
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Large
|
||
- Devil
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 5
|
||
dex_mod: 2
|
||
int_mod: 0
|
||
str_mod: 8
|
||
wis_mod: 1
|
||
ac: 33
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Shadow giants are natives of the Plane of Shadow, where they have dwelled
|
||
in perpetual twilight for millennia. Their cultures vary greatly depending on
|
||
whether the giants reside in their land of origin or have relocated to the Material
|
||
Plane. On the Plane of Shadow, they live in familial groups and uphold a nomadic
|
||
way of life as they roam across vast ancestral lands between forests of shadow
|
||
and misty chasms. These hunter-gatherers pass their lore down through oral histories,
|
||
conduct pilgrimages to unholy ziggurats of black stone, and bathe in the blood
|
||
of their long-standing foes, including rival shadow giant tribes and velstracs
|
||
intent on enslaving their kind. On the Material Plane, conversely, they are typically
|
||
secretive and isolationist, keeping apart from other peoples.
|
||
divine_spells: null
|
||
hp: 275
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Jotun
|
||
- Shadowtongue
|
||
level: 13
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+18 plus pall of shadow
|
||
type: slashing
|
||
name: spiked chain
|
||
to_hit: 27
|
||
traits:
|
||
- disarm
|
||
- reach 10 feet
|
||
- trip
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+18 plus pall of shadow
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 27
|
||
traits:
|
||
- agile
|
||
- nonlethal
|
||
- reach 10 feet
|
||
name: Shadow Giant
|
||
perception: 20
|
||
proactive_abilities:
|
||
- description: When a shadow giant hits with a melee attack, the target must succeed
|
||
at a DC 30 Fortitude save or become drained 1 and take a –1 status penalty to
|
||
Perception checks involving sight as long as they remain drained. On a critical
|
||
failure, this condition doesn't heal naturally and can be removed only with
|
||
magic.
|
||
name: Pall of Shadow
|
||
traits:
|
||
- divine
|
||
- necromancy
|
||
- action_cost: One Action
|
||
description: The shadow giant gains the effect of the *blur* spell for 1 minute
|
||
or until it is exposed to direct sunlight, whichever comes first.
|
||
name: Shadowcloak
|
||
traits:
|
||
- divine
|
||
- illusion
|
||
- action_cost: One Action
|
||
description: ''
|
||
name: Throw Rock
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+18
|
||
type: bludgeoning
|
||
name: rock
|
||
to_hit: 27
|
||
traits:
|
||
- brutal
|
||
- range increment 120 feet
|
||
resistances: null
|
||
saves:
|
||
fort: 25
|
||
ref: 20
|
||
will: 23
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 27
|
||
Intimidation: 24
|
||
Stealth: 21
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Large
|
||
- Giant
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 0
|
||
dex_mod: 3
|
||
int_mod: 3
|
||
str_mod: -5
|
||
wis_mod: 7
|
||
ac: 29
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Though the Silver Ravens defeated the evil tyrant Barzillai Thrune
|
||
before he could fully realize his goal of becoming a genius loci, remnants of
|
||
his spirit remain throughout the Ravounel region. On occasion, these scraps of
|
||
sentience form a vague, Barzillai-shaped body from bits of the nearby terrain,
|
||
but when near haunted locations, the spectral force can coalesce into a more precise
|
||
body using ectoplasm siphoned from these haunts. In either form, the remnant carries
|
||
a form of Barzillai's own burning mace, which dissolves into a thin mist 1 hour
|
||
after the remnant is destroyed.
|
||
divine_spells: null
|
||
hp: 135
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- paralyzed
|
||
- poison
|
||
- precision
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Aklo
|
||
- Azlanti
|
||
- Common
|
||
- Draconic
|
||
- Elven
|
||
- Gnomish
|
||
- Halfling
|
||
- Infernal
|
||
- Jotun
|
||
- Shadowtongue
|
||
- Strix
|
||
- Varisian
|
||
level: 10
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d6+8 plus 2d6 fire
|
||
type: bludgeoning
|
||
name: burning mace
|
||
to_hit: 22
|
||
traits:
|
||
- magical
|
||
- fire
|
||
- shove
|
||
name: Remnant of Barzillai
|
||
perception: 22
|
||
proactive_abilities:
|
||
- description: '**Frequency** three times per day; **Requirements** The remnant
|
||
of Barzillai is within Ravounel. **Effect** The remnant of Barzillai stirs up
|
||
and amplifies unsettled spirits in the area to create a single haunt of 6th
|
||
level or lower at his present location. This haunt is permanent until it is
|
||
disabled or the remnant of Barzillai is destroyed.'
|
||
name: Create Haunt
|
||
traits:
|
||
- divine
|
||
- necromancy
|
||
ranged: null
|
||
resistances:
|
||
- amount: 8
|
||
type: all (except force, ghost touch, or positive; double resistance against non-magical)
|
||
- amount: 12
|
||
type: haunted form
|
||
saves:
|
||
fort: 14
|
||
ref: 21
|
||
will: 23
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Arcana: 21
|
||
Deception: 23
|
||
Religion: 21
|
||
Society: 19
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Rare
|
||
- LE
|
||
- Medium
|
||
- Incorporeal
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 7
|
||
con_mod: 3
|
||
dex_mod: 5
|
||
int_mod: 1
|
||
str_mod: 4
|
||
wis_mod: 3
|
||
ac: 33
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Rusalkas are androgynous, river-dwelling fey who delight in manipulating
|
||
the emotions of those unfortunate enough to fall into their grasp.
|
||
divine_spells: null
|
||
hp: 180
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 5
|
||
name: control water
|
||
- frequency: at will
|
||
level: 5
|
||
name: summon elemental
|
||
- frequency: at will
|
||
level: 3
|
||
name: charm
|
||
- frequency: at will
|
||
level: 2
|
||
name: invisibility
|
||
- frequency: at will
|
||
level: 2
|
||
name: obscuring mist
|
||
- frequency: constant
|
||
level: 6
|
||
name: water walk
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Sylvan
|
||
level: 12
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+10 plus Improved Grab
|
||
type: bludgeoning
|
||
name: tresses
|
||
to_hit: 24
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- reach 15 feet
|
||
name: Rusalka
|
||
perception: 22
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The rusalka cries out a compelling invitation. Each non-fey creature
|
||
within a 300-foot emanation must attempt a DC 27 Will save. The effect lasts
|
||
for 1 round, but if the rusalka uses Beckoning Call again on subsequent rounds,
|
||
the duration extends by 1 round for all affected creatures. Once a creature
|
||
succeeds at any save against Beckoning Call, that creature is temporarily immune
|
||
for 24 hours. **Success** The creature is unaffected. **Failure** The creature
|
||
is fascinated and must spend each of its actions to move closer to the rusalka,
|
||
while avoiding obvious dangers. If a beckoned creature is adjacent to the rusalka,
|
||
it stays still and doesn't act. If attacked by the rusalka, the creature is
|
||
freed from captivation at the end of the rusalka's turn. **Critical Failure**
|
||
As failure, but if attacked by the rusalka, the creature can attempt a new save
|
||
only at the start of its next turn, rather than being freed at the end of the
|
||
rusalka's turn.
|
||
name: Beckoning Call
|
||
traits:
|
||
- auditory
|
||
- concentrate
|
||
- enchantment
|
||
- incapacitation
|
||
- mental
|
||
- primal
|
||
- action_cost: One Action
|
||
description: 2d8+10 bludgeoning, DC 32
|
||
name: Constrict
|
||
traits: null
|
||
- description: A rusalka can have up to eight creatures grabbed within their tresses
|
||
at a time.
|
||
name: Entangling Tresses
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: check and compares the result to each grabbed creature's Fortitude
|
||
DC. The rusalka moves each creature they succeed against up to 10 feet and each
|
||
creature they critically succeed against up to 20 feet. This movement must all
|
||
be within reach of its tresses.
|
||
name: Flowing Hair
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The rusalka touches a creature within 5 feet using their hand, stirring
|
||
up memories of regret and shame. The target must attempt a DC 35 Will save.
|
||
**Critical Success** The target is unaffected. **Success** The target is sickened
|
||
1. **Failure** The creature is sickened 1 and stunned 1. **Critical Failure**
|
||
The creature is sickened 1 and stunned 1, and it must use its first action on
|
||
its next turn to Strike itself, automatically hitting.
|
||
name: Shameful Touch
|
||
traits:
|
||
- emotion
|
||
- enchantment
|
||
- mental
|
||
- primal
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: fire
|
||
saves:
|
||
fort: 21
|
||
ref: 25
|
||
will: 21
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Acrobatics: 21
|
||
Athletics: 22
|
||
Deception: 25
|
||
Diplomacy: 21
|
||
Nature: 21
|
||
Performance: 23
|
||
Stealth: 25
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 50
|
||
type: Swim
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Medium
|
||
- Aquatic
|
||
- Fey
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -1
|
||
con_mod: 1
|
||
dex_mod: 3
|
||
int_mod: 2
|
||
str_mod: -1
|
||
wis_mod: 1
|
||
ac: 17
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: velstrac automatically knows whether a creature it sees has any of
|
||
the doomed, dying, and wounded conditions, as well as the value of those conditions.
|
||
name: Painsight
|
||
traits:
|
||
- divination
|
||
- divine
|
||
description: These spherical monsters made of sinewy muscle, serrated blades, and
|
||
bloody metal are the most common velstracs on the Shadow Plane. Each augur has
|
||
only a single eye, from which it can see the horrors inflicted upon it by other
|
||
velstracs, who train the augur to expect and appreciate pain. Augurs are 1 foot
|
||
in diameter and weigh 30 pounds.
|
||
divine_spells: null
|
||
hp: 14
|
||
immunities:
|
||
- cold
|
||
innate_spells:
|
||
- frequency: once per week
|
||
level: 4
|
||
name: read omens
|
||
- frequency: x2
|
||
level: 2
|
||
name: augury
|
||
- frequency: x3
|
||
level: 1
|
||
name: harm
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Infernal
|
||
- Shadowtongue
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d4-1 plus 1d4 persistent bleed
|
||
type: slashing
|
||
name: blade
|
||
to_hit: 8
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- versatile P
|
||
name: Augur
|
||
perception: 8
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The augur stares at a creature it can see within 30 feet. The target
|
||
must immediately attempt a Will save against the augur's unnerving gaze. After
|
||
attempting this save, the creature is then temporarily immune until the start
|
||
of the augur's next turn.
|
||
name: Focus Gaze
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- enchantment
|
||
- fear
|
||
- mental
|
||
- visual
|
||
- action_cost: Two Actions
|
||
description: . Each creature is affected only once, even if the augur moves through
|
||
its space multiple times.
|
||
name: Whirling Slice
|
||
traits:
|
||
- DC 16 basic Reflex save
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 4
|
||
ref: 10
|
||
will: 7
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- painsight
|
||
skills:
|
||
Acrobatics: 8
|
||
Deception: 6
|
||
Intimidation: 7
|
||
Religion: 4
|
||
Stealth: 8
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- LE
|
||
- Tiny
|
||
- Fiend
|
||
- Velstrac
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 1
|
||
con_mod: 2
|
||
dex_mod: 3
|
||
int_mod: 0
|
||
str_mod: 4
|
||
wis_mod: 1
|
||
ac: 24
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: n evangelist automatically knows whether a creature it sees has any
|
||
of the doomed, dying, and wounded conditions, as well as the value of those
|
||
conditions.
|
||
name: Painsight
|
||
traits:
|
||
- divination
|
||
- divine
|
||
description: The velstracs' unofficial ambassadors, evangelists roam the farthest
|
||
reaches of the planes to spread the word of their kind's abhorrent belief in perfection
|
||
through pain. They are therefore the most frequently encountered velstracs on
|
||
the Material Plane, often leading covens of hedonistic mortal flesh-sculptors
|
||
or serving as wardens of horrific dungeons. In regions ruled by infernal powers,
|
||
evangelists may serve as lieutenants or advisors, whispering secret paths to power
|
||
in exchange for mortals' souls or choice mortal flesh.
|
||
divine_spells: null
|
||
hp: 90
|
||
immunities:
|
||
- cold
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Infernal
|
||
- Shadowtongue
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+7 plus 1d6 persistent bleed and impaling chain
|
||
type: piercing
|
||
name: chain
|
||
to_hit: 17
|
||
traits:
|
||
- disarm
|
||
- reach 10 feet
|
||
- trip
|
||
name: Evangelist
|
||
perception: 13
|
||
proactive_abilities:
|
||
- description: Chains in the evangelist's vicinity sprout barbs and writhe menacingly.
|
||
The evangelist can make chain Strikes against any creature that is adjacent
|
||
to an unattended chain within 20 feet, in addition to within the reach of its
|
||
own chain Strike.
|
||
name: Animate Chains
|
||
traits:
|
||
- divine
|
||
- transmutation
|
||
- action_cost: One Action
|
||
description: The evangelist stares at a creature it can see within 30 feet. The
|
||
target must immediately attempt a Will save against the evangelist's unnerving
|
||
gaze. In addition, if the creature was already frightened, on a failed save,
|
||
the evangelist is concealed from the creature for as long as the creature remains
|
||
frightened. After attempting this save, the creature is then temporarily immune
|
||
until the start of the evangelist's next turn.
|
||
name: Focus Gaze
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- enchantment
|
||
- fear
|
||
- mental
|
||
- visual
|
||
- description: .
|
||
name: Impaling Chain
|
||
traits:
|
||
- Escape DC 25
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 15
|
||
ref: 14
|
||
will: 11
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- painsight
|
||
skills:
|
||
Acrobatics: 13
|
||
Athletics: 15
|
||
Crafting: 10
|
||
Intimidation: 15
|
||
Religion: 11
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- LE
|
||
- Medium
|
||
- Fiend
|
||
- Velstrac
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 5
|
||
dex_mod: 3
|
||
int_mod: 2
|
||
str_mod: 7
|
||
wis_mod: 6
|
||
ac: 33
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: n interlocutor automatically knows whether a creature it sees has
|
||
any of the doomed, dying, and wounded conditions, as well as the value of those
|
||
conditions.
|
||
name: Painsight
|
||
traits:
|
||
- divination
|
||
- divine
|
||
description: Interlocutors are the most talented surgeon-sculptors of the velstracs,
|
||
carving away flesh and replacing it with new body parts of muscle, sinew, and
|
||
metal. Few interlocutors resemble one another, but all are towering, multi-limbed
|
||
amalgamations of the strongest limbs, densest bone, and sharpest metal they can
|
||
find. They continually search for new material to graft to their forms, and their
|
||
slain foes are rarely found intact, as little is more valuable to interlocutors
|
||
than a powerful opponent's legs, eyes, or even brain.
|
||
divine_spells: null
|
||
hp: 215
|
||
immunities:
|
||
- cold
|
||
innate_spells:
|
||
- frequency: self only, to the Material or Shadow Plane only
|
||
level: 7
|
||
name: plane shift
|
||
- level: 5
|
||
name: breath of life
|
||
- frequency: x2
|
||
level: 4
|
||
name: heal
|
||
- frequency: x2
|
||
level: 4
|
||
name: restoration
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Infernal
|
||
- Shadowtongue
|
||
level: 12
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+13 plus 2d6 persistent bleed
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 25
|
||
traits:
|
||
- deadly 2d10
|
||
- reach 10 feet
|
||
name: Interlocutor
|
||
perception: 24
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The interlocutor stares at a creature it can see within 30 feet.
|
||
The target must immediately attempt a Will save against the interlocutor's unnerving
|
||
gaze. In addition, if the creature was already stunned, on a failed save, it
|
||
feels its muscles and organs twitch and writhe, causing it to be clumsy 2 for
|
||
1 minute. After attempting this save, the creature is then temporarily immune
|
||
until the start of the interlocutor's next turn.
|
||
name: Focus Gaze
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- enchantment
|
||
- mental
|
||
- visual
|
||
- action_cost: One Action
|
||
description: This functions as the Rend ability, dealing claw damage. In addition,
|
||
if the target is a living creature with organs and muscle, the interlocutor
|
||
opens a precise wound. Until the creature is restored to its maximum Hit Points,
|
||
closing the wound, Strikes against the creature deal 1d6 extra precision damage.
|
||
name: Surgical Rend
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 23
|
||
ref: 21
|
||
will: 26
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- painsight
|
||
skills:
|
||
Athletics: 25
|
||
Crafting: 22
|
||
Intimidation: 25
|
||
Medicine: 26
|
||
Religion: 22
|
||
Stealth: 19
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- LE
|
||
- Large
|
||
- Fiend
|
||
- Velstrac
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 8
|
||
con_mod: 3
|
||
dex_mod: 7
|
||
int_mod: 6
|
||
str_mod: 6
|
||
wis_mod: 6
|
||
ac: 39
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: precentor automatically knows whether a creature it sees has any
|
||
of the doomed, dying, and wounded conditions, as well as the value of those
|
||
conditions.
|
||
name: Painsight
|
||
traits:
|
||
- divination
|
||
- divine
|
||
description: Velstrac storytellers and historians are known as precentors. Trailed
|
||
by horrific choirs, precentors perform in the courts of the velstrac demagogues.
|
||
divine_spells: null
|
||
hp: 295
|
||
immunities:
|
||
- cold
|
||
innate_spells:
|
||
- level: 9
|
||
name: wail of the banshee
|
||
- frequency: at will, self only, to the Material or Shadow Plane only
|
||
level: 8
|
||
name: harm
|
||
- frequency: at will, self only, to the Material or Shadow Plane only
|
||
level: 8
|
||
name: plane shift
|
||
- frequency: at will
|
||
level: 5
|
||
name: sound burst
|
||
- frequency: at will
|
||
level: 5
|
||
name: synesthesia
|
||
- frequency: constant
|
||
level: 8
|
||
name: detect magic
|
||
- frequency: constant
|
||
level: 8
|
||
name: mind blank
|
||
- frequency: constant
|
||
level: 8
|
||
name: fly
|
||
- frequency: constant
|
||
level: 8
|
||
name: true seeing
|
||
- frequency: constant
|
||
level: 6
|
||
name: fly
|
||
- frequency: constant
|
||
level: 6
|
||
name: true seeing
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Infernal
|
||
- Shadowtongue
|
||
level: 16
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d10+6 plus 1d6 persistent bleed
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 31
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- reach 10 feet
|
||
name: Precentor
|
||
perception: 32
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: by each other and the precentor, and they can't use hostile actions
|
||
toward each other or the precentor. When the precentor casts an innate divine
|
||
spell, it can cause the effect to originate from any member of its choir instead
|
||
of itself, using the precentor's saving throw DC and attack bonus.
|
||
name: Assemble Choir
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The precentor stares at a creature it can see within 30 feet. The
|
||
target must immediately attempt a Will save against the precentor's unnerving
|
||
gaze. In addition, if the creature was already doomed, on a failed save, it
|
||
sees the skin of its own body peel back, making it confused for as long as it
|
||
remains doomed. After attempting this save, the creature is then temporarily
|
||
immune until the start of the precentor's next turn.
|
||
name: Focus Gaze
|
||
traits:
|
||
- concentrate
|
||
- divine
|
||
- enchantment
|
||
- mental
|
||
- visual
|
||
- action_cost: One Action
|
||
description: The precentor touches a creature within 10 feet, causing it to constantly
|
||
scream in agony. The target must attempt a DC 38 Will save. While the target
|
||
is stupefied by this effect, its continual screams cause it to automatically
|
||
fail Stealth checks. **Critical Success** The target is unaffected. **Success**
|
||
The target is stupefied 1. **Failure** The target is stupefied 3. **Critical
|
||
Failure** The target is stupefied 4. The target can attempt a new Will save
|
||
at the start of each of its turns, reducing the stupefied condition by 1 on
|
||
each successful save. If the target reduces its stupefied condition to 0 in
|
||
this way, the target is no longer affected.
|
||
name: Tormenting Touch
|
||
traits:
|
||
- divine
|
||
- emotion
|
||
- enchantment
|
||
- mental
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 25
|
||
ref: 29
|
||
will: 30
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- '*detect magic*'
|
||
- painsight
|
||
- '*true seeing*'
|
||
skills:
|
||
Acrobatics: 27
|
||
Athletics: 28
|
||
Deception: 32
|
||
Diplomacy: 34
|
||
Intimidation: 32
|
||
Performance: 34
|
||
Religion: 30
|
||
Stealth: 29
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 30
|
||
type: Fly (from Fly)
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- LE
|
||
- Medium
|
||
- Fiend
|
||
- Velstrac
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -5
|
||
con_mod: 5
|
||
dex_mod: -5
|
||
int_mod: -5
|
||
str_mod: 7
|
||
wis_mod: 0
|
||
ac: 20
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: A carnivorous crystal can sense nearby motion through vibration and
|
||
air movement.
|
||
name: Motion Sense
|
||
traits: null
|
||
description: Carnivorous crystals are strange ooze creatures native to the Plane
|
||
of Earth. Unlike most oozes, their bodies are not homogeneously fluid; rather,
|
||
interspersed within their glassy, viscous resin are thousands of sharp mineral
|
||
formations that nevertheless possess some of the same flexibility and mobility
|
||
as the rest of the creature's gooey body.
|
||
divine_spells: null
|
||
hp: 300
|
||
immunities:
|
||
- acid
|
||
- critical hits (except bludgeoning or sonic)
|
||
- mental
|
||
- precision
|
||
- unconscious
|
||
- visual
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 11
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d8+7
|
||
type: piercing
|
||
name: pseudopod
|
||
to_hit: 24
|
||
traits:
|
||
- versatile S
|
||
name: Carnivorous Crystal
|
||
perception: 15
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: '**Requirement** The crystal has a creature engulfed. **Effect**
|
||
The engulfed creature must succeed at a DC 28 Fortitude save or become slowed
|
||
1 until it is no longer engulfed. If the creature is already slowed, it becomes
|
||
petrified as it is turned into crystal and expelled by the carnivorous crystal
|
||
onto the ground. In 1d4 hours, the petrified victim shatters and a new carnivorous
|
||
crystal emerges from the remains.'
|
||
name: Crystallize
|
||
traits:
|
||
- attack
|
||
- action_cost: Two Actions
|
||
description: .
|
||
name: Engulf
|
||
traits:
|
||
- bludgeoning only
|
||
- action_cost: Two Actions
|
||
description: Until the next time it acts, the carnivorous crystal appears to be
|
||
a mundane crystal formation. It has an automatic result of 40 on Deception and
|
||
Stealth checks and DCs to pass as a crystal formation.
|
||
name: Freeze
|
||
traits:
|
||
- concentrate
|
||
- description: If a carnivorous crystal hits with an attack and rolls a natural
|
||
19 on the d20 roll, the attack is a critical hit. This has no effect if the
|
||
19 would be a failure.
|
||
name: Razor Sharp
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: piercing
|
||
- amount: 10
|
||
type: slashing
|
||
saves:
|
||
fort: 20
|
||
ref: 10
|
||
will: 15
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- motion sense 60 feet
|
||
- no vision
|
||
skills:
|
||
Athletics: 24
|
||
skills_special: null
|
||
speed:
|
||
- amount: 10
|
||
type: Land
|
||
- amount: 10
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Earth
|
||
- Mindless
|
||
- Ooze
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 6
|
||
dex_mod: 4
|
||
int_mod: 2
|
||
str_mod: 8
|
||
wis_mod: 4
|
||
ac: 34
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Dalos are reclusive fey that dwell within or near remote volcanoes
|
||
and volcanic vents and resemble the massive calderas they call home. They more
|
||
often dwell within the superheated confines of these locales than in the "cold
|
||
wastelands" beyond their warmth and are therefore rarely encountered outside such
|
||
environments. Like most fey, dalos are capricious and vengeful. They hate being
|
||
disturbed above all else and will often warn away intruders with only the throw
|
||
of a red-hot boulder before attacking outright.
|
||
divine_spells: null
|
||
hp: 240
|
||
immunities:
|
||
- fire
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Ignan
|
||
- Sylvan
|
||
- Terran
|
||
level: 13
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+11 plus 2d6 fire
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 27
|
||
traits:
|
||
- reach 15 feet
|
||
name: Dalos
|
||
perception: 23
|
||
proactive_abilities:
|
||
- description: .
|
||
name: Belch Smoke
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The dalos uses an Interact action to pluck a rock from its body or
|
||
the nearby environment, then uses its internal fires to heat a rock it's holding
|
||
until the rock is red hot. A heated rock that hits a target on a ranged Strike
|
||
deals an additional 4d6 fire damage. Once the dalos heats a rock, that rock
|
||
retains its heat for 2 rounds before cooling.
|
||
name: Heat Rock
|
||
traits:
|
||
- fire
|
||
- action_cost: Two Actions
|
||
description: The dalos causes a volcanic explosion to erupt from its head, lobbing
|
||
a mass of molten rock up to 100 feet. This lava bomb deals 6d8 fire damage and
|
||
6d8 bludgeoning damage to each creature in a 20-foot radius of its impact point,
|
||
with a DC 33 basic Reflex save. The dalos can't use Lava Bomb again for 1d4
|
||
rounds.
|
||
name: Lava Bomb
|
||
traits:
|
||
- earth
|
||
- fire
|
||
- action_cost: One Action
|
||
description: ''
|
||
name: Throw Rock
|
||
traits: null
|
||
ranged:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+11
|
||
type: bludgeoning
|
||
name: rock
|
||
to_hit: 25
|
||
traits:
|
||
- range increment 150 feet
|
||
resistances:
|
||
- amount: 15
|
||
type: physical (except bludgeoning)
|
||
saves:
|
||
fort: 27
|
||
ref: 19
|
||
will: 23
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- low-light vision
|
||
skills:
|
||
Athletics: 29
|
||
Nature: 23
|
||
Survival: 23
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 20
|
||
type: Burrow
|
||
- amount: 20
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- CE
|
||
- Huge
|
||
- Earth
|
||
- Fey
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 4
|
||
dex_mod: 7
|
||
int_mod: -3
|
||
str_mod: 5
|
||
wis_mod: 1
|
||
ac: 33
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: A deculi can detect infrared radiation as a precise sense.
|
||
name: ' Infrared Vision'
|
||
traits: null
|
||
description: These batlike monstrosities inhabit the nooks and crevices of the Darklands,
|
||
where they hang from stalactites and swoop down on unsuspecting prey. Though they
|
||
are completely sightless, deculis possess rudimentary nerves in their skulls that
|
||
allow them to detect the presence of infrared light—information they use to locate
|
||
potential food and threats. They are deadly hunters, thanks largely to their magical
|
||
ability to manipulate the ebb and flow of shadows. Deculis prefer to feed upon
|
||
the warm blood of freshly killed prey, but they can subsist on carrion if they
|
||
have to.
|
||
divine_spells: null
|
||
hp: 215
|
||
immunities:
|
||
- visual
|
||
innate_spells: []
|
||
items: null
|
||
languages:
|
||
- Undercommon
|
||
level: 12
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d12+11
|
||
type: piercing
|
||
name: fangs
|
||
to_hit: 24
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+11
|
||
type: bludgeoning
|
||
name: wing
|
||
to_hit: 26
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
name: Deculi
|
||
perception: 23
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: '**Frequency** once per day; **Effect** The deculi creates an extradimensional
|
||
space adjacent to itself in any 10-foot-by-10-foot area of darkness and enters
|
||
it. To non-deculis, the extradimensional space looks like an ordinary area of
|
||
darkness (though effects such as *true seeing* can see through this illusion).
|
||
The deculi''s infrared vision functions normally between this extradimensional
|
||
space and the area outside its confines, allowing the deculi to sense what is
|
||
going on around it, and its innate *darkness* spell also extends to the area
|
||
around the shadow sanctuary. Attacks cannot be made into or from the extradimensional
|
||
space. The deculi can Dismiss this effect to emerge from its shadow sanctuary,
|
||
but the space it emerges into must be in darkness and must be unobstructed.
|
||
If the area is obstructed, the deculi is shunted to the nearest available space
|
||
and takes 1d6 bludgeoning damage per 5 feet shunted. If the area overlaying
|
||
the shadow sanctuary becomes illuminated by magical light, the extradimensional
|
||
space can no longer be accessed and the deculi is trapped within until the area
|
||
is once again in darkness. The deculi can try to extinguish a magical light
|
||
effect obscuring its sanctuary once per day by attempting to counteract the
|
||
light effect with its *darkness* innate spell. If a deculi dies (including from
|
||
hunger, thirst, or asphyxiation) while within the extradimensional space, the
|
||
shadow sanctuary immediately ends and the deculi''s corpse is expelled. If the
|
||
area is illuminated, the corpse is not expelled until the sanctuary entrance
|
||
is in darkness once again.'
|
||
name: Create Shadow Sanctuary
|
||
traits:
|
||
- conjuration
|
||
- darkness
|
||
- extradimensional
|
||
- occult
|
||
- action_cost: Two Actions
|
||
description: The deculi Dismisses its shadow sanctuary. It Strides, Climbs, or
|
||
Flies up to its Speed, then makes a fangs Strike that deals an additional 4d6
|
||
precision damage.
|
||
name: Shadow Strike
|
||
traits: null
|
||
- description: When the deculi is Hiding in darkness and Sneaks, it can move up
|
||
to its full Speed instead of half its Speed.
|
||
name: Walk in Shadow
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 21
|
||
ref: 26
|
||
will: 18
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- infrared vision 60 feet
|
||
- no vision
|
||
skills:
|
||
Acrobatics: 24
|
||
Athletics: 24
|
||
Stealth: 26
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 50
|
||
type: Fly
|
||
- amount: 30
|
||
type: Climb
|
||
- amount: null
|
||
type: Walk in Shadow
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Large
|
||
- Beast
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 5
|
||
dex_mod: 3
|
||
int_mod: 5
|
||
str_mod: 7
|
||
wis_mod: 4
|
||
ac: 31
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: When fiends and powerful evil spellcasters are lost beyond the farthest
|
||
reaches of the multiverse, they sometimes return as horrific undead called devourers
|
||
that consume the souls of the living to fuel their arcane machinations.
|
||
divine_spells: null
|
||
hp: 175
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- paralyzed
|
||
- poison
|
||
- spell deflection
|
||
- unconscious
|
||
innate_spells:
|
||
- level: 6
|
||
name: feeblemind
|
||
- level: 6
|
||
name: true seeing
|
||
- level: 4
|
||
name: confusion
|
||
- level: 4
|
||
name: suggestion
|
||
- level: 3
|
||
name: bind undead
|
||
- level: 3
|
||
name: paralyze
|
||
- level: 2
|
||
name: death knell
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Celestial
|
||
- Common
|
||
- Infernal
|
||
- Necril
|
||
level: 11
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+13 plus drain life
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 24
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
name: Devourer
|
||
perception: 22
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The devourer touches a creature within reach, dealing 8d6 negative
|
||
damage (DC 26 basic Fortitude save). If a creature is slain by this attack,
|
||
its soul becomes trapped within the devourer. While trapped, a creature cannot
|
||
be resurrected except by powerful magic such as a wish spell. Destroying the
|
||
devourer or successfully counteracting Devour Soul (see spell deflection) releases
|
||
the soul. The devourer can hold only one soul at a time. A soul has 5 soul charges
|
||
per level. The devourer can expend charges to cast spells (see the soul spells
|
||
ability below). If the soul is freed and the creature returns to life, the creature
|
||
is drained 1 for every 5 soul charges expended. If reduced to 0 charges, the
|
||
soul is consumed and can be restored to life only by powerful magic such as
|
||
*wish*.
|
||
name: Devour Soul
|
||
traits:
|
||
- death
|
||
- divine
|
||
- necromancy
|
||
- description: When the devourer damages a living creature with its claw Strike,
|
||
the devourer gains 10 temporary Hit Points and the creature must succeed at
|
||
a DC 24 Fortitude save or become drained 1. Further damage dealt by the devourer
|
||
increases the amount of drain by 1 on a failed save, to a maximum of drained
|
||
4.
|
||
name: Drain Life
|
||
traits:
|
||
- divine
|
||
- necromancy
|
||
- description: . It can heighten any spell to a maximum of 6th level by expending
|
||
more charges as it Casts the Spell. When encountered, a devourer typically has
|
||
one trapped soul with 10 soul charges.
|
||
name: Soul Spells
|
||
traits:
|
||
- similar to casting a spell using charges from a staff
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 20
|
||
ref: 18
|
||
will: 24
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Arcana: 21
|
||
Deception: 21
|
||
Intimidation: 23
|
||
Occultism: 23
|
||
Stealth: 20
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 30
|
||
type: Fly
|
||
spell_attack_to_hit: see the soul spells ability
|
||
spell_dc: 31
|
||
traits:
|
||
- Uncommon
|
||
- NE
|
||
- Large
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 4
|
||
dex_mod: 1
|
||
int_mod: 0
|
||
str_mod: 6
|
||
wis_mod: 3
|
||
ac: 28
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: '*This entry did not have a separate description for the creature.*'
|
||
divine_spells: null
|
||
hp: 175
|
||
immunities:
|
||
- fire
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 4
|
||
name: burning hands
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
- Ignan
|
||
level: 9
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+8 plus 2d6 fire
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 21
|
||
traits:
|
||
- fire
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+8
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 21
|
||
traits:
|
||
- agile
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+7
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 19
|
||
traits:
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d12+7
|
||
type: piercing
|
||
name: horns
|
||
to_hit: 19
|
||
traits:
|
||
- reach 10 feet
|
||
name: Young Magma Dragon
|
||
perception: 18
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The dragon breathes a blast of magma that deals 5d6 fire damage and
|
||
3d12 bludgeoning damage in a 30-foot cone (DC 28 basic Reflex save). It can't
|
||
use Breath Weapon again for 1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- evocation
|
||
- fire
|
||
- primal
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one horns Strike in any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: The dragon recharges its Breath Weapon whenever it scores a critical
|
||
hit with a Strike.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
- description: A magma dragon's swim Speed functions only when the dragon is swimming
|
||
through magma or molten lava.
|
||
name: Magma Swim
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 19
|
||
ref: 16
|
||
will: 18
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 16
|
||
Athletics: 18
|
||
Deception: 14
|
||
Intimidation: 18
|
||
Nature: 16
|
||
Stealth: 16
|
||
Survival: 16
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 100
|
||
type: Fly
|
||
- amount: 30
|
||
type: Swim
|
||
- amount: null
|
||
type: Magma Swim
|
||
spell_attack_to_hit: 18
|
||
spell_dc: null
|
||
traits:
|
||
- Rare
|
||
- CN
|
||
- Large
|
||
- Dragon
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 5
|
||
dex_mod: 2
|
||
int_mod: 2
|
||
str_mod: 8
|
||
wis_mod: 4
|
||
ac: 34
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: '*This entry did not have a separate description for the creature.*'
|
||
divine_spells: null
|
||
hp: 270
|
||
immunities:
|
||
- fire
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 6
|
||
name: burning hands
|
||
- frequency: at will
|
||
level: 6
|
||
name: wall of fire
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
- Ignan
|
||
- Terran
|
||
level: 13
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+11 plus 3d6 fire
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 27
|
||
traits:
|
||
- fire
|
||
- magical
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+11
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 27
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+10
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 25
|
||
traits:
|
||
- magical
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+10
|
||
type: piercing
|
||
name: horns
|
||
to_hit: 25
|
||
traits:
|
||
- magical
|
||
- reach 15 feet
|
||
name: Adult Magma Dragon
|
||
perception: 23
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The dragon breathes a blast of magma that deals 7d6 fire damage and
|
||
4d12 bludgeoning damage in a 40-foot cone (DC 33 basic Reflex save). It can't
|
||
use Breath Weapon again for 1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- evocation
|
||
- fire
|
||
- primal
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one horns Strike in any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: The dragon recharges its Breath Weapon whenever it scores a critical
|
||
hit with a Strike.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
- description: A magma dragon's swim Speed functions only when the dragon is swimming
|
||
through magma or molten lava.
|
||
name: Magma Swim
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: If the next action the dragon uses is Breath Weapon, the magma clings
|
||
to those it damages. Each creature that fails its save against the Breath Weapon
|
||
takes 3d6 persistent fire damage, and as long as it has this persistent fire
|
||
damage, it also takes a –10-foot status penalty to its Speeds.
|
||
name: Volcanic Purge
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 26
|
||
ref: 21
|
||
will: 23
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 22
|
||
Athletics: 28
|
||
Deception: 19
|
||
Intimidation: 25
|
||
Nature: 21
|
||
Stealth: 22
|
||
Survival: 21
|
||
skills_special: null
|
||
speed:
|
||
- amount: 40
|
||
type: Land
|
||
- amount: 140
|
||
type: Fly
|
||
- amount: 40
|
||
type: Swim
|
||
- amount: null
|
||
type: Magma Swim
|
||
spell_attack_to_hit: 23
|
||
spell_dc: null
|
||
traits:
|
||
- Rare
|
||
- CN
|
||
- Huge
|
||
- Dragon
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 6
|
||
con_mod: 6
|
||
dex_mod: 4
|
||
int_mod: 4
|
||
str_mod: 8
|
||
wis_mod: 5
|
||
ac: 42
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: '*This entry did not have a separate description for the creature.*'
|
||
divine_spells: null
|
||
hp: 390
|
||
immunities:
|
||
- fire
|
||
- paralyzed
|
||
- sleep
|
||
innate_spells:
|
||
- level: 9
|
||
name: fireball
|
||
- frequency: at will
|
||
level: 8
|
||
name: burning hands
|
||
- frequency: at will
|
||
level: 8
|
||
name: wall of fire
|
||
- frequency: constant
|
||
level: 4
|
||
name: fire shield
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Common
|
||
- Draconic
|
||
- Ignan
|
||
- Terran
|
||
- Undercommon
|
||
level: 18
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d12+20 plus 4d6 fire
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 36
|
||
traits:
|
||
- magical
|
||
- reach 20 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+20
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 36
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d12+18
|
||
type: bludgeoning
|
||
name: tail
|
||
to_hit: 34
|
||
traits:
|
||
- magical
|
||
- reach 25 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d12+18
|
||
type: piercing
|
||
name: horns
|
||
to_hit: 34
|
||
traits:
|
||
- magical
|
||
- reach 20 feet
|
||
name: Ancient Magma Dragon
|
||
perception: 33
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The dragon breathes a blast of magma that deals 10d6 fire damage
|
||
and 4d12 bludgeoning damage in a 60-foot cone (DC 42 basic Reflex save). It
|
||
can't use Breath Weapon again for 1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- evocation
|
||
- fire
|
||
- primal
|
||
- action_cost: Two Actions
|
||
description: The dragon makes two claw Strikes and one horns Strike in any order.
|
||
name: Draconic Frenzy
|
||
traits: null
|
||
- description: The dragon recharges its Breath Weapon whenever it scores a critical
|
||
hit with a Strike.
|
||
name: Draconic Momentum
|
||
traits: null
|
||
- description: A magma dragon's swim Speed functions only when the dragon is swimming
|
||
through magma or molten lava.
|
||
name: Magma Swim
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: .
|
||
name: Magma Tomb
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: If the next action the dragon uses is Breath Weapon, the magma clings
|
||
to those it damages. Each creature that fails its save against the Breath Weapon
|
||
takes 4d6 persistent fire damage, and as long as it has this persistent fire
|
||
damage, it also takes a –10-foot status penalty to its Speeds.
|
||
name: Volcanic Purge
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 33
|
||
ref: 31
|
||
will: 30
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: '+1 status to all saves
|
||
|
||
vs. magic'
|
||
senses:
|
||
- darkvision
|
||
- scent (imprecise) 60 feet
|
||
skills:
|
||
Acrobatics: 28
|
||
Athletics: 35
|
||
Deception: 28
|
||
Intimidation: 32
|
||
Nature: 29
|
||
Stealth: 28
|
||
Survival: 29
|
||
skills_special: null
|
||
speed:
|
||
- amount: 50
|
||
type: Land
|
||
- amount: 200
|
||
type: Fly
|
||
- amount: 50
|
||
type: Swim
|
||
- amount: null
|
||
type: Magma Swim
|
||
spell_attack_to_hit: 32
|
||
spell_dc: null
|
||
traits:
|
||
- Rare
|
||
- CN
|
||
- Gargantuan
|
||
- Dragon
|
||
- Fire
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 2
|
||
con_mod: 4
|
||
dex_mod: 5
|
||
int_mod: 1
|
||
str_mod: 6
|
||
wis_mod: 1
|
||
ac: 33
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: he dragonscarred dead is immediately aware of any intruder that enters
|
||
the lair of its creator dragon. It does not know the exact location of the intruder
|
||
but remains aware of the intruder's presence until the intruder either leaves
|
||
or is destroyed.
|
||
name: Guardian Sense
|
||
traits:
|
||
- arcane
|
||
- detection
|
||
- divination
|
||
description: Not all would-be dragonslayers who die a valiant death rest peacefully
|
||
amid the annals of legend. Sometimes, a draconic necromancer is so impressed by
|
||
its fallen foe that the dragon ritually raises the dead warrior to serve the dragon
|
||
in undeath. These undead guardians are infused with a fraction of the power of
|
||
the dragon who slew them, channeling the same energy as their draconic masters'
|
||
breath.
|
||
divine_spells: null
|
||
hp: 210
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- fire
|
||
- paralyzed
|
||
- poison
|
||
- unconscious
|
||
innate_spells: null
|
||
items:
|
||
- broken greatsword
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
- Necril
|
||
level: 13
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d12+9 plus 2d6 negative plus 3d6 fire
|
||
type: slashing
|
||
name: breath-seared greatsword
|
||
to_hit: 27
|
||
traits:
|
||
- magical
|
||
- versatile P
|
||
name: Dragonscarred Dead
|
||
perception: 24
|
||
proactive_abilities:
|
||
- description: The dragonscarred dead's weapon is magically scorched by a dragon's
|
||
breath. When wielded by the dragonscarred dead who carried it in life, the sword
|
||
deals an extra 2d6 negative damage and 3d6 fire damage. In the hands of any
|
||
other creature, it is merely a broken greatsword.
|
||
name: Breath-Seared Sword
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The dragonscarred dead focuses its boundless frustration in a gaze
|
||
targeting one creature it can see within 30 feet. That creature must attempt
|
||
a DC 30 Will save. **Critical Success** The creature is unaffected. **Success**
|
||
The creature is stunned 1. **Failure** The creature is stunned for 1 round.
|
||
**Critical Failure** The creature is stunned for 1d4 rounds and is fatigued.
|
||
name: Glare of Rage
|
||
traits:
|
||
- arcane
|
||
- enchantment
|
||
- mental
|
||
- visual
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 25
|
||
ref: 20
|
||
will: 22
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: '+1 status to all
|
||
|
||
saves vs. magic'
|
||
senses:
|
||
- darkvision
|
||
- guardian sense
|
||
skills:
|
||
Athletics: 25
|
||
Intimidation: 21
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- NE
|
||
- Medium
|
||
- Fire
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 0
|
||
con_mod: 4
|
||
dex_mod: 2
|
||
int_mod: 1
|
||
str_mod: 5
|
||
wis_mod: 2
|
||
ac: 22
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Evil dwarves who die having failed to live up to the exacting standards
|
||
of the duergar god Droskar are sometimes forced to return to the material world
|
||
as undead abominations known as forge-spurned.
|
||
divine_spells: null
|
||
hp: 75
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- fire
|
||
- paralyzed
|
||
- poison
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Dwarven
|
||
- Undercommon
|
||
level: 5
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+5 plus 1d6 fire
|
||
type: slashing
|
||
name: soul chain
|
||
to_hit: 15
|
||
traits:
|
||
- disarm
|
||
- trip
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+7
|
||
type: bludgeoning
|
||
name: warhammer
|
||
to_hit: 14
|
||
traits:
|
||
- shove
|
||
name: Forge-Spurned
|
||
perception: 11
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The forge-spurned breathes a cloud of stinging soot, ash, and glowing
|
||
embers. This can affect either a 30-foot cone or a 20-foot burst centered on
|
||
the forge-spurned and persists for 1d4 rounds. Each creature that moves into
|
||
or starts their turn in the area takes 6d6 fire damage, with a DC 21 basic Reflex
|
||
save. A creature that fails its save is also blinded for 1 minute. Creatures
|
||
within the cloud are concealed, though not from the forge-spurned. The forge-spurned
|
||
can't use Forge Breath again until it has used Inflate Bellows.
|
||
name: Forge Breath
|
||
traits:
|
||
- divine
|
||
- evocation
|
||
- fire
|
||
- action_cost: Two Actions
|
||
description: The forge-spurned draws a massive breath to refill its emptied lungs,
|
||
enabling it to use Forge Breath again.
|
||
name: Inflate Bellows
|
||
traits: null
|
||
- description: If a creature is slain by an attack from the *soul chain* and the
|
||
forge-spurned is able to retain the creature's corpse, it can bind the creature's
|
||
soul into the *soul chain* (as *bind soul*) with a day of work at a forge and
|
||
a successful DC 20 Crafting check. An individual whose soul is bound in this
|
||
way can't be resurrected unless the soul chain is destroyed (Hardness 5, HP
|
||
20, BT 10).
|
||
name: Soul Chain
|
||
traits:
|
||
- divine
|
||
- fire
|
||
- necromancy
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 15
|
||
ref: 9
|
||
will: 11
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 14
|
||
Crafting: 14
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- NE
|
||
- Medium
|
||
- Fire
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 5
|
||
dex_mod: 4
|
||
int_mod: -3
|
||
str_mod: 8
|
||
wis_mod: 3
|
||
ac: 33
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The dreaded gashadokuro is an undead haunter of the night, a giant
|
||
skeleton that rises from the earth in the aftermath of a mass starvation event
|
||
and seeks to inflict its unending hunger on the living.
|
||
divine_spells: null
|
||
hp: 230
|
||
immunities:
|
||
- death effects
|
||
- disease
|
||
- paralyzed
|
||
- poison
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
level: 13
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d12+14 plus Grab
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 27
|
||
traits:
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+14
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 27
|
||
traits:
|
||
- agile
|
||
- reach 15 feet
|
||
name: Gashadokuro
|
||
perception: 24
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: The gashadokuro breathes a spray of bone shards in a 30-foot cone.
|
||
Each creature in the area takes 8d12 piercing damage (DC 34 basic Reflex save).
|
||
It can't use Breath Weapon again for 1d4 rounds.
|
||
name: Breath Weapon
|
||
traits:
|
||
- divine
|
||
- necromancy
|
||
- description: If the gashadokuro kills a creature with Swallow Whole, it immediately
|
||
regains Hit Points equal to the swallowed creature's level. As long as the gashadokuro
|
||
still exists, creatures consumed in this way can't be resurrected except by
|
||
*wish* or a similarly powerful effect.
|
||
name: Corpse Consumption
|
||
traits:
|
||
- divine
|
||
- necromancy
|
||
- action_cost: One Action
|
||
description: Large, 3d6+8 bludgeoning, Rupture 24
|
||
name: Swallow Whole
|
||
traits:
|
||
- attack
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: cold
|
||
- amount: 10
|
||
type: electricity
|
||
- amount: 10
|
||
type: fire
|
||
- amount: 10
|
||
type: piercing
|
||
- amount: 10
|
||
type: slashing
|
||
saves:
|
||
fort: 26
|
||
ref: 21
|
||
will: 24
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 27
|
||
Intimidation: 24
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- NE
|
||
- Huge
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 3
|
||
con_mod: 6
|
||
dex_mod: 0
|
||
int_mod: 4
|
||
str_mod: 10
|
||
wis_mod: 4
|
||
ac: 37
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Those who tread in ruined places sometimes speak of a sense that a
|
||
supernatural presence is there alongside them, as if the spirits of the dead were
|
||
watching intently. Such presences can be very real, often taking the form of ghosts
|
||
or other shades of undead that cannot let go of their attachment to the Material
|
||
Plane. But sometimes, instead of manifesting as distinct spirits, the souls of
|
||
the dead infuse the very stone and mortar around them. When enough souls attach
|
||
themselves to a single place—be it a home, crypt, or castle—it can take on a life
|
||
of its own, becoming a soulbound ruin.
|
||
divine_spells: null
|
||
hp: 310
|
||
immunities:
|
||
- bleed
|
||
- death effects
|
||
- disease
|
||
- doomed
|
||
- drained
|
||
- fatigued
|
||
- healing
|
||
- necromancy
|
||
- nonlethal
|
||
- paralyzed
|
||
- poison
|
||
- sickened
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages:
|
||
- Common
|
||
level: 15
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d10+9
|
||
type: bludgeoning
|
||
name: edifice
|
||
to_hit: 30
|
||
traits: null
|
||
name: Soulbound Ruin
|
||
perception: 25
|
||
proactive_abilities:
|
||
- description: .
|
||
name: Collapse Ceiling
|
||
traits:
|
||
- DC 33
|
||
- description: A soulbound ruin's edifice Strikes can target any creature inside
|
||
the ruin.
|
||
name: Pervasive Attacks
|
||
traits: null
|
||
- description: .
|
||
name: Self-Repair
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: physical (except adamantine)
|
||
saves:
|
||
fort: 29
|
||
ref: 21
|
||
will: 27
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 30
|
||
Deception: 26
|
||
skills_special: null
|
||
speed:
|
||
- amount: null
|
||
type: Can't Move
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Gargantuan
|
||
- Construct
|
||
- Undead
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -5
|
||
con_mod: 5
|
||
dex_mod: 2
|
||
int_mod: -5
|
||
str_mod: 7
|
||
wis_mod: 1
|
||
ac: 30
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The most common aluum is powered by the bound soul of a loyal city
|
||
servant, but its creation is among the Pactmasters' most guarded secrets. There
|
||
are dozens of dormant aluums spread throughout Katapesh, and only someone wearing
|
||
an aluum charm can activate and command one of these 14-foot-tall soldiers. The
|
||
Pactmasters entrust few beyond the Zephyr Guard to carry these charms, and stealing
|
||
such a charm is one of the most severe crimes in the city.
|
||
divine_spells: null
|
||
hp: 145
|
||
immunities:
|
||
- bleed
|
||
- disease
|
||
- death effects
|
||
- doomed
|
||
- drained
|
||
- fatigued
|
||
- magic (see below)
|
||
- mental
|
||
- nonlethal attacks
|
||
- paralyzed
|
||
- poison
|
||
- sickened
|
||
- unconscious
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 10
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+13 plus paralyzing force
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 23
|
||
traits:
|
||
- magical
|
||
name: Aluum Enforcer
|
||
perception: 17
|
||
proactive_abilities:
|
||
- description: until the end of its next turn instead of its normal effects.
|
||
name: Aluum Antimagic
|
||
traits: null
|
||
- description: A creature damaged by the aluum enforcer's fist Strike must succeed
|
||
at a DC 27 Fortitude save or become paralyzed for 1 round. On a critical failure,
|
||
the creature is paralyzed for 1d4 minutes and falls prone.
|
||
name: Paralyzing Force
|
||
traits:
|
||
- arcane
|
||
- incapacitation
|
||
- necromancy
|
||
- action_cost: Two Actions
|
||
description: The aluum enforcer emits a keening wail in a 15-foot cone that deals
|
||
9d6 sonic damage (DC 27 basic Fortitude save). A creature that fails its save
|
||
is stunned 1, or stunned 3 on a critical failure. The aluum can't use Soul Shriek
|
||
again for 1d4 rounds.
|
||
name: Soul Shriek
|
||
traits:
|
||
- arcane
|
||
- auditory
|
||
- evocation
|
||
- mental
|
||
- sonic
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: ' physical (except adamantine)'
|
||
saves:
|
||
fort: 21
|
||
ref: 18
|
||
will: 15
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 23
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- N
|
||
- Large
|
||
- Construct
|
||
- Mindless
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -2
|
||
con_mod: 6
|
||
dex_mod: 3
|
||
int_mod: -5
|
||
str_mod: 9
|
||
wis_mod: 4
|
||
ac: 39
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Whereas most aluums are animated by the souls of volunteers loyal to
|
||
Katapesh, the Pactmasters created a handful of more capable (and deadly) aluums
|
||
powered by the souls of a dozen or more dangerous criminals. These spiritbound
|
||
aluums are rarely used as peacekeepers, instead serving as assassins, elite bodyguards,
|
||
or riot control during times of martial law.
|
||
divine_spells: null
|
||
hp: 255
|
||
immunities:
|
||
- bleed
|
||
- disease
|
||
- death effects
|
||
- doomed
|
||
- drained
|
||
- fatigued
|
||
- magic (see below)
|
||
- mental
|
||
- nonlethal attacks
|
||
- paralyzed
|
||
- poison
|
||
- sickened
|
||
- unconscious
|
||
innate_spells:
|
||
- frequency: x3
|
||
level: 9
|
||
name: bind soul
|
||
items: null
|
||
languages: null
|
||
level: 16
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+17 plus paralyzing force
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 33
|
||
traits:
|
||
- magical
|
||
name: Spiritbound Aluum
|
||
perception: 28
|
||
proactive_abilities:
|
||
- description: until the end of its next turn instead of its normal effects.
|
||
name: Aluum Antimagic
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: '**Requirements** The spiritbound aluum has bound a soul using its
|
||
*bind soul* innate spell; **Effect** The spiritbound aluum transforms the captured
|
||
soul''s essence into raw magical energy, channeling the spirit into a beam that
|
||
deals 20d6 force damage in a 30-foot line (DC 38 basic Reflex save). The remaining
|
||
fragments of the captured soul are released to the Great Beyond. The spiritbound
|
||
aluum can''t use Obliteration Beam again for 1d4 rounds.'
|
||
name: Obliteration Beam
|
||
traits:
|
||
- arcane
|
||
- evocation
|
||
- force
|
||
- description: A creature damaged by the spiritbound aluum's fist Strike must succeed
|
||
at a DC 35 Fortitude save or become paralyzed for 1 round. On a critical failure,
|
||
the creature is paralyzed for 1d4 minutes and falls prone.
|
||
name: Paralyzing Force
|
||
traits:
|
||
- arcane
|
||
- incapacitation
|
||
- necromancy
|
||
- description: innate spell, it binds the soul into its central crystal instead
|
||
of the normal material component. The crystal can hold up to 60 souls. When
|
||
encountered, a spiritbound aluum's crystal typically contains 1d6 souls.
|
||
name: Soul Binder
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The spiritbound aluum emits a keening wail in a 15-foot cone that
|
||
deals 16d6 sonic damage (DC 27 basic Fortitude save). A creature that fails
|
||
its save is stunned 1, or stunned 3 on a critical failure. The aluum can't use
|
||
Soul Shriek again for 1d4 rounds.
|
||
name: Soul Shriek
|
||
traits:
|
||
- arcane
|
||
- auditory
|
||
- evocation
|
||
- mental
|
||
- sonic
|
||
ranged: null
|
||
resistances:
|
||
- amount: 15
|
||
type: ' physical (except adamantine)'
|
||
saves:
|
||
fort: 30
|
||
ref: 25
|
||
will: 28
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Athletics: 33
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 25
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Rare
|
||
- N
|
||
- Large
|
||
- Construct
|
||
- Mindless
|
||
- Soulbound
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 5
|
||
dex_mod: 4
|
||
int_mod: -2
|
||
str_mod: 7
|
||
wis_mod: 2
|
||
ac: 35
|
||
ac_special: null
|
||
automatic_abilities:
|
||
- description: y spending 5 minutes concentrating, the calikang can enter a state
|
||
of suspended animation, freezing in place and becoming motionless but remaining
|
||
aware of its surroundings. While in this state, the calikang gains a +4 status
|
||
bonus to all Fortitude saves, does not age, and is immune to disease, inhaled
|
||
toxins, poison, starvation, and thirst. The calikang can exit suspended animation
|
||
as a free action. If it exits this state to attack, the calikang gains a +4
|
||
circumstance bonus to its initiative roll.
|
||
name: Suspended Animation
|
||
traits:
|
||
- concentrate
|
||
description: The calikangs are giant blue-skinned, six-armed guardians of ancient
|
||
tombs and treasuries. Their unique physiologies enable them to absorb and manipulate
|
||
electrical magic, as well as other energies. A calikang can live for 200 years—though
|
||
it may further extend its life via suspended animation.
|
||
divine_spells: null
|
||
hp: 235
|
||
immunities:
|
||
- electricity
|
||
innate_spells:
|
||
- level: 6
|
||
name: chain lightning
|
||
- frequency: at will
|
||
level: 1
|
||
name: magic weapon
|
||
- frequency: constant
|
||
level: 6
|
||
name: true seeing
|
||
items:
|
||
- +1 striking longsword (2)
|
||
languages:
|
||
- Common
|
||
- Jotun
|
||
level: 12
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d8+15
|
||
type: slashing
|
||
name: longsword
|
||
to_hit: 28
|
||
traits:
|
||
- magical
|
||
- reach 10 feet
|
||
- versatile P
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+13
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 25
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
- nonlethal
|
||
name: Calikang
|
||
perception: 20
|
||
proactive_abilities:
|
||
- action_cost: Two Actions
|
||
description: '**Frequency** once per day; **Effect** The calikang breathes a blast
|
||
of energy that deals 13d6 energy damage to all creatures in a 60-foot line (DC
|
||
28 basic Reflex save). The calikang can choose the damage type each time: acid,
|
||
cold, electricity, fire, or sonic. Increase the die size to d8 if the calikang
|
||
chooses electricity.'
|
||
name: Breath Weapon
|
||
traits:
|
||
- acid
|
||
- arcane
|
||
- cold
|
||
- electricity
|
||
- evocation
|
||
- fire
|
||
- sonic
|
||
- action_cost: Two Actions
|
||
description: The calikang makes up to six fist Strikes. Each Strike can be against
|
||
a different target. These attacks count toward its multiple attack penalty,
|
||
which doesn't increase until after all the attacks are complete.
|
||
name: Sixfold Flurry
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 23
|
||
ref: 22
|
||
will: 20
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- '*true seeing*'
|
||
skills:
|
||
Athletics: 25
|
||
Intimidation: 24
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- LN
|
||
- Large
|
||
- Humanoid
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 7
|
||
dex_mod: 7
|
||
int_mod: 3
|
||
str_mod: 4
|
||
wis_mod: 7
|
||
ac: 38
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: 'Of all the ways to die, crucidaemons represent perhaps one of the
|
||
least desirable: death by torture. The fiend''s shapely body, which appears to
|
||
be sculpted from iron or mithril, belies a sinister wrath and love of inflicting
|
||
pain. Crucidaemons particularly enjoy inflicting pain with their curved, serrated
|
||
daggers, which are attached to their bodies via a chain that pierces each wrist.'
|
||
divine_spells: null
|
||
hp: 225
|
||
immunities:
|
||
- death effects
|
||
innate_spells:
|
||
- frequency: x3
|
||
level: 7
|
||
name: glyph of warding
|
||
- frequency: x3
|
||
level: 7
|
||
name: paralyze
|
||
- frequency: at will
|
||
level: 4
|
||
name: death knell
|
||
- frequency: at will
|
||
level: 4
|
||
name: fear
|
||
- frequency: at will
|
||
level: 4
|
||
name: invisibility
|
||
- frequency: at will
|
||
level: 4
|
||
name: phantom pain
|
||
- frequency: constant
|
||
level: 2
|
||
name: detect alignment
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Draconic
|
||
- Infernal
|
||
level: 15
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d4+14 plus 2d6 persistent bleed
|
||
type: piercing
|
||
name: chained dagger
|
||
to_hit: 30
|
||
traits:
|
||
- agile
|
||
- finesse
|
||
- magical
|
||
- reach 10 feet
|
||
- versatile S
|
||
name: Crucidaemon (Torture Daemon)
|
||
perception: 26
|
||
proactive_abilities:
|
||
- description: When the crucidaemon casts its innate *glyph of warding* spell, it
|
||
can store any arcane or divine spell of an appropriate level in the glyph, even
|
||
if it can't otherwise cast the spell.
|
||
name: Daemonic Trap Making
|
||
traits:
|
||
- divine
|
||
- action_cost: One Action
|
||
description: The crucidaemon makes two chained dagger Strikes against a single
|
||
target. These attacks count toward the crucidaemon's multiple attack penalty
|
||
and its multiple attack penalty doesn't increase until after both attacks.
|
||
name: Flurry of Daggers
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: The crucidaemon summons a new chained dagger to replace a destroyed
|
||
one. A crucidaemon's daggers can't be disarmed, and they become non-magical
|
||
when severed from the daemon or upon the daemon's death.
|
||
name: Manifest Dagger
|
||
traits: null
|
||
ranged: null
|
||
resistances:
|
||
- amount: 10
|
||
type: physical (except adamantine)
|
||
saves:
|
||
fort: 26
|
||
ref: 30
|
||
will: 26
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- darkvision
|
||
- '*detect alignment* (good only)'
|
||
- lifesense 30 feet
|
||
skills:
|
||
Acrobatics: 30
|
||
Arcana: 26
|
||
Crafting: 30
|
||
Deception: 26
|
||
Intimidation: 28
|
||
Stealth: 30
|
||
Thievery: 26
|
||
skills_special: null
|
||
speed:
|
||
- amount: 50
|
||
type: Land
|
||
- amount: null
|
||
type: Air Walk (constant)
|
||
spell_attack_to_hit: 28
|
||
spell_dc: null
|
||
traits:
|
||
- NE
|
||
- Medium
|
||
- Daemon
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 4
|
||
con_mod: 8
|
||
dex_mod: 2
|
||
int_mod: 5
|
||
str_mod: 8
|
||
wis_mod: 5
|
||
ac: 34
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Nalfeshnees are huge, corpulent, boar-headed demons that hoard treasures
|
||
and knowledge alike and form from the souls of avaricious mortals.
|
||
divine_spells: null
|
||
hp: 360
|
||
immunities: null
|
||
innate_spells:
|
||
- frequency: at will
|
||
level: 6
|
||
name: dispel magic
|
||
- frequency: at will
|
||
level: 6
|
||
name: divine wrath
|
||
- frequency: at will
|
||
level: 5
|
||
name: dimension door
|
||
- frequency: at will
|
||
level: 5
|
||
name: illusory object
|
||
- frequency: at will
|
||
level: 4
|
||
name: circle of protection
|
||
- frequency: at will
|
||
level: 4
|
||
name: dimension door
|
||
- frequency: constant
|
||
level: 6
|
||
name: true seeing
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Celestial
|
||
- Draconic
|
||
level: 14
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d12+14
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 28
|
||
traits:
|
||
- magical
|
||
- reach 15 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+14
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 28
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 15 feet
|
||
name: Nalfeshnee (Boar Demon)
|
||
perception: 25
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The nalfeshnee steals all unattended items glowing with its Light
|
||
of Avarice into an extradimensional space. The demon can Interact to regurgitate
|
||
any number of these items into its hand or onto the ground. If the demon dies,
|
||
is affected by a teleportation effect, or consumes an extradimensional space
|
||
(such as a *bag of holding*), it vomits up all the items.
|
||
name: Claim Wealth
|
||
traits:
|
||
- conjuration
|
||
- divine
|
||
- extradimensional
|
||
- action_cost: Two Actions
|
||
description: '**Frequency** once per hour; **Effect** Beams of unholy light shoot
|
||
out from the nalfeshnee toward four items within 60 feet. If someone is holding
|
||
or wearing a targeted item, they can keep it from being affected with a DC 34
|
||
Reflex save. For 1 minute, all affected items glow in nauseating colors. Any
|
||
non-demon is sickened 2 and slowed 1 as long as it holds, wears, or touches
|
||
a glowing item. Recovering from this sickness requires a DC 29 Will save instead
|
||
of a Fortitude save. Ending the sickness in this way ends the slowed condition
|
||
and makes the creature temporarily immune to the Light of Avarice for 24 hours.
|
||
If the creature removes or drops the item, both the conditions end immediately,
|
||
but the creature doesn''t become immune.'
|
||
name: Light of Avarice
|
||
traits:
|
||
- divine
|
||
- enchantment
|
||
- light
|
||
- mental
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 26
|
||
ref: 22
|
||
will: 23
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. spells
|
||
senses:
|
||
- darkvision
|
||
- '*true seeing*'
|
||
skills:
|
||
Arcana: 25
|
||
Athletics: 28
|
||
Deception: 26
|
||
Diplomacy: 24
|
||
Intimidation: 28
|
||
Religion: 25
|
||
skills_special: null
|
||
speed:
|
||
- amount: 30
|
||
type: Land
|
||
- amount: 40
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- CE
|
||
- Huge
|
||
- Demon
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 6
|
||
con_mod: 7
|
||
dex_mod: 6
|
||
int_mod: 2
|
||
str_mod: 8
|
||
wis_mod: 6
|
||
ac: 38
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The cornugon, or horned devil, is a hulking red fiend with a crown
|
||
of deadly horns and a body bristling with spines. Cornugons serve as the commanders
|
||
of Hell's infernal armies.
|
||
divine_spells: null
|
||
hp: 300
|
||
immunities:
|
||
- fire
|
||
innate_spells:
|
||
- frequency: x2
|
||
level: 7
|
||
name: dispel magic
|
||
- frequency: x2
|
||
level: 7
|
||
name: fireball
|
||
- frequency: x2
|
||
level: 7
|
||
name: lightning bolt
|
||
- level: 5
|
||
name: dimension door
|
||
items: null
|
||
languages:
|
||
- Celestial
|
||
- Common
|
||
- Draconic
|
||
- Infernal
|
||
level: 16
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+14 plus 1d6 evil and stunning chain
|
||
type: slashing
|
||
name: unholy spiked chain
|
||
to_hit: 34
|
||
traits:
|
||
- disarm
|
||
- evil
|
||
- finesse
|
||
- magical
|
||
- reach 10 feet
|
||
- trip
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+14
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 32
|
||
traits:
|
||
- agile
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 2d10+14 plus infernal wound
|
||
type: slashing
|
||
name: tail
|
||
to_hit: 32
|
||
traits:
|
||
- magical
|
||
- reach 10 feet
|
||
name: Cornugon (Horned Devil)
|
||
perception: 28
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: . The creature is automatically freed if the devil makes another
|
||
spiked chain attack or moves away.
|
||
name: Chain of Malebolge
|
||
traits:
|
||
- Escape attempts use the cornugon's Athletics DC
|
||
- description: A cornugon's tail Strike deals 4d6 persistent bleed damage. The flat
|
||
check DC to stop the bleeding starts at 20, and is reduced to 15 only if someone
|
||
successfully assists with the recovery. The DC to Administer First Aid to a
|
||
creature with an infernal wound is increased by 10. A spellcaster or item using
|
||
healing magic on an infernally wounded creature must succeed at a DC 34 counteract
|
||
check or the magic fails to heal the creature.
|
||
name: Infernal Wound
|
||
traits:
|
||
- divine
|
||
- necromancy
|
||
- description: .
|
||
name: Stunning Chain
|
||
traits:
|
||
- 1d4 rounds on a critical failure
|
||
ranged: null
|
||
resistances:
|
||
- amount: 15
|
||
type: physical (except silver)
|
||
- amount: 15
|
||
type: 'poison '
|
||
saves:
|
||
fort: 31
|
||
ref: 26
|
||
will: 26
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: +1 status to all saves vs. magic
|
||
senses:
|
||
- greater darkvision
|
||
skills:
|
||
Acrobatics: 28
|
||
Athletics: 32
|
||
Intimidation: 30
|
||
Religion: 28
|
||
Stealth: 26
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
- amount: 50
|
||
type: Fly
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- LE
|
||
- Large
|
||
- Devil
|
||
- Fiend
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 6
|
||
con_mod: 9
|
||
dex_mod: 3
|
||
int_mod: 7
|
||
str_mod: 6
|
||
wis_mod: 6
|
||
ac: 26
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: An immortal ichor is an intelligent mass of blood from a dead evil
|
||
deity. The cultists who perform the ritual to create immortal ichor typically
|
||
seal up the sentient ooze in an underground or remote chamber that blocks its
|
||
magical abilities, but over time these seals break or weaken, freeing the unholy
|
||
monster.
|
||
divine_spells: null
|
||
hp: 350
|
||
immunities:
|
||
- acid
|
||
- critical hits
|
||
- mental
|
||
- precision
|
||
- unconscious
|
||
- visual
|
||
innate_spells:
|
||
- frequency: x3
|
||
level: 7
|
||
name: charm
|
||
- frequency: x3
|
||
level: 7
|
||
name: feeblemind
|
||
- frequency: x3
|
||
level: 7
|
||
name: possession
|
||
- frequency: x3
|
||
level: 7
|
||
name: suggestion
|
||
- frequency: at will
|
||
level: 6
|
||
name: crisis of faith
|
||
- frequency: at will
|
||
level: 6
|
||
name: telekinetic haul
|
||
- frequency: at will
|
||
level: 3
|
||
name: mind reading
|
||
- frequency: at will
|
||
level: 2
|
||
name: telekinetic maneuver
|
||
- frequency: at will
|
||
level: 1
|
||
name: charm
|
||
- frequency: at will
|
||
level: 1
|
||
name: command
|
||
items: null
|
||
languages:
|
||
- Abyssal
|
||
- Aklo
|
||
- Infernal
|
||
- Undercommon
|
||
level: 15
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d8+12 plus mental erosion
|
||
type: bludgeoning
|
||
name: pseudopod
|
||
to_hit: 27
|
||
traits: null
|
||
name: Immortal Ichor
|
||
perception: 20
|
||
proactive_abilities:
|
||
- description: A creature that fails to save against an immortal ichor's *charm*
|
||
spell becomes stupefied 1. The stupefied value reduces by 1 every 24 hours.
|
||
The first time each day a creature stupefied by the ichor's *charm* fails to
|
||
save against another casting of the ichor's *charm*, the value of the condition
|
||
increases by 1d4. If the stupefied condition ever equals the creature's Wisdom
|
||
score, it becomes controlled by the ichor permanently; if it dies, it rises
|
||
the next round as a zombie (of the GM's choice) under the ichor's control. If
|
||
the ichor is killed, these zombies are destroyed.
|
||
name: Corrupt Ally
|
||
traits:
|
||
- divine
|
||
- enchantment
|
||
- mental
|
||
- description: .
|
||
name: Dead Spells
|
||
traits:
|
||
- the domain spells presented here are from the destruction domain
|
||
- description: for 1 day unless it succeeds at a DC 35 Will save.
|
||
name: Mental Erosion
|
||
traits: null
|
||
- description: The immortal ichor draws blood from the pores of living creatures
|
||
around it. Any living creature within 30 feet that has blood takes 4d6 damage
|
||
(DC 33 basic Fortitude save). The immortal ichor regains HP equal to the total
|
||
damage dealt. A creature that fails its save is also drained 1 (or drained 2
|
||
on a critical failure).
|
||
name: Resanguinate
|
||
traits:
|
||
- divine
|
||
- healing
|
||
- necromancy
|
||
ranged: null
|
||
resistances:
|
||
- amount: 15
|
||
type: physical
|
||
saves:
|
||
fort: 30
|
||
ref: 20
|
||
will: 29
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- motion sense 60 feet
|
||
- no vision
|
||
skills:
|
||
Arcana: 30
|
||
Religion: 29
|
||
skills_special: null
|
||
speed:
|
||
- amount: 20
|
||
type: Land
|
||
- amount: 20
|
||
type: Fly
|
||
spell_attack_to_hit: 31
|
||
spell_dc: null
|
||
traits:
|
||
- Rare
|
||
- NE
|
||
- Medium
|
||
- Ooze
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -4
|
||
con_mod: 3
|
||
dex_mod: 3
|
||
int_mod: -5
|
||
str_mod: 1
|
||
wis_mod: 1
|
||
ac: 16
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The smallest of giant solifugids are still large enough to harry desert
|
||
traders and their mounts.
|
||
divine_spells: null
|
||
hp: 20
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 1
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+1
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 8
|
||
traits: null
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d8+1
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 8
|
||
traits:
|
||
- agile
|
||
- reach 10 feet
|
||
name: Giant Solifugid
|
||
perception: 6
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: ', it remains hidden until after this ability''s Strike.'
|
||
name: Pounce
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: claw
|
||
name: Rend
|
||
traits: null
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 6
|
||
ref: 8
|
||
will: 4
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
skills:
|
||
Acrobatics: 8
|
||
Athletics: 6
|
||
Stealth: 6
|
||
skills_special: null
|
||
speed:
|
||
- amount: 35
|
||
type: Land
|
||
- amount: 25
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Medium
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: -4
|
||
con_mod: 7
|
||
dex_mod: 7
|
||
int_mod: -5
|
||
str_mod: 9
|
||
wis_mod: 4
|
||
ac: 42
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: The largest solifugids, duneshakers, literally make the terrain around
|
||
them tremble.
|
||
divine_spells: null
|
||
hp: 340
|
||
immunities: null
|
||
innate_spells: null
|
||
items: null
|
||
languages: null
|
||
level: 18
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 4d10+17
|
||
type: piercing
|
||
name: jaws
|
||
to_hit: 35
|
||
traits:
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 3d10+17
|
||
type: slashing
|
||
name: claw
|
||
to_hit: 35
|
||
traits:
|
||
- agile
|
||
- reach 20 feet
|
||
name: Duneshaker Solifugid
|
||
perception: 30
|
||
proactive_abilities:
|
||
- description: .
|
||
name: Earth Shaker
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: ', it remains hidden until after this ability''s Strike.'
|
||
name: Pounce
|
||
traits: null
|
||
- action_cost: One Action
|
||
description: claw
|
||
name: Rend
|
||
traits: null
|
||
- action_cost: Two Actions
|
||
description: The duneshaker solifugid spews toxic barbs at all creatures in a
|
||
30-foot cone. Each creature within the cone takes 10d6 poison damage (DC 39
|
||
basic Fortitude save). A creature that fails is blinded for 1d6 rounds (or permanently
|
||
on a critical failure). The duneshaker solifugid can't use Venom Spray again
|
||
for 1d4 rounds.
|
||
name: Venom Spray
|
||
traits:
|
||
- poison
|
||
ranged: null
|
||
resistances: null
|
||
saves:
|
||
fort: 31
|
||
ref: 33
|
||
will: 28
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- tremorsense (imprecise) 30 feet
|
||
skills:
|
||
Acrobatics: 33
|
||
Athletics: 35
|
||
Stealth: 33
|
||
skills_special: null
|
||
speed:
|
||
- amount: 50
|
||
type: Land
|
||
- amount: 25
|
||
type: Burrow
|
||
- amount: 25
|
||
type: Climb
|
||
spell_attack_to_hit: null
|
||
spell_dc: null
|
||
traits:
|
||
- N
|
||
- Gargantuan
|
||
- Animal
|
||
type: Creature
|
||
- ability_mods:
|
||
cha_mod: 5
|
||
con_mod: 1
|
||
dex_mod: 3
|
||
int_mod: 4
|
||
str_mod: 3
|
||
wis_mod: 3
|
||
ac: 22
|
||
ac_special: null
|
||
automatic_abilities: null
|
||
description: Witchwyrds are four-armed humanoid creatures with hairless blue-gray
|
||
skin and glowing yellow eyes. They are typically 6-1/2 feet tall and weigh 300
|
||
pounds. Their hands possess three evenly sized and spaced digits in a tripod-like
|
||
arrangement. Witchwyrds conceal most of their faces, leaving only their eyes unmasked.
|
||
Their inscrutability is a boon to one of their most significant interests, mercantilism,
|
||
and many haughty witchwyrds openly revel in the befuddlement inspired by their
|
||
mysterious guises and mannerisms. Witchwyrds have a keen eye for new opportunities
|
||
and markets, and a witchwyrd almost always knows when someone is trying to pull
|
||
one over on them.
|
||
divine_spells: null
|
||
hp: 110
|
||
immunities: null
|
||
innate_spells:
|
||
- level: 5
|
||
name: dimension door
|
||
- frequency: x2
|
||
level: 4
|
||
name: resilient sphere
|
||
- frequency: x2
|
||
level: 4
|
||
name: resist energy
|
||
- frequency: x2
|
||
level: 4
|
||
name: suggestion
|
||
- level: 3
|
||
name: dispel magic
|
||
- level: 2
|
||
name: mirror image
|
||
- frequency: at will
|
||
level: 1
|
||
name: floating disk
|
||
- frequency: at will
|
||
level: 1
|
||
name: unseen servant
|
||
- frequency: constant
|
||
level: 5
|
||
name: tongues
|
||
items: null
|
||
languages:
|
||
- Common
|
||
- Draconic
|
||
level: 6
|
||
melee:
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d10+6
|
||
type: piercing
|
||
name: ranseur
|
||
to_hit: 16
|
||
traits:
|
||
- disarm
|
||
- magical
|
||
- reach 10 feet
|
||
- action_cost: One Action
|
||
damage:
|
||
formula: 1d6+6 plus Grab
|
||
type: bludgeoning
|
||
name: fist
|
||
to_hit: 15
|
||
traits:
|
||
- agile
|
||
- nonlethal
|
||
name: Witchwyrd
|
||
perception: 12
|
||
proactive_abilities:
|
||
- action_cost: One Action
|
||
description: The witchwyrd fires one *magic missile* per action spent (dealing
|
||
1d4+1 damage each). It can't spend more actions on this ability than it has
|
||
free hands. If it uses a hand that has Absorbed Force, that hand hurls two missiles
|
||
instead of one, expending the held energy.
|
||
name: Force Bolt
|
||
traits:
|
||
- arcane
|
||
- evocation
|
||
- force
|
||
ranged: null
|
||
resistances:
|
||
- amount: 5
|
||
type: force
|
||
saves:
|
||
fort: 13
|
||
ref: 13
|
||
will: 15
|
||
saves_special:
|
||
fort: null
|
||
ref: null
|
||
will: null
|
||
senses:
|
||
- darkvision
|
||
- '*detect magic*'
|
||
skills:
|
||
Arcana: 16
|
||
Deception: 15
|
||
Diplomacy: 15
|
||
Intimidation: 15
|
||
skills_special: null
|
||
speed:
|
||
- amount: 25
|
||
type: Land
|
||
spell_attack_to_hit: 15
|
||
spell_dc: null
|
||
traits:
|
||
- Uncommon
|
||
- LN
|
||
- Medium
|
||
- Humanoid
|
||
type: Creature
|